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Romaji - VOiCE [CatchTheBeat]

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Topic Starter
eldnl
This beatmap was submitted using in-game submission on sábado, 29 de junio de 2013 at 05:17:36 p.m.

Artist: Romaji
Title: VOiCE
Tags: hatsune miku vocaloid
BPM: 135
Filesize: 4828kb
Play Time: 02:37
Difficulties Available:
  1. Cup (2.65 stars, 207 notes)
  2. Platter (4.45 stars, 375 notes)
  3. Rain (4.94 stars, 497 notes)
  4. Salad (3.63 stars, 256 notes)
Download: Romaji - VOiCE
Information: Scores/Beatmap Listing
---------------
Catch the beat mapset. Have fun!!
StickyPicky
yea! ~
Lally
nice job dani :3
ursa
*Waiting for overdose diff 8-)
Topic Starter
eldnl

urs4chan wrote:

*Waiting for overdose diff 8-)
No overdose this time:<

Mapset complete, waiting for mods!
ursa
MOD TIME /o/


[Rain]
*first thing about the pattern, it seems lack of curved patten of slider, so many players thinks the rain diff are easy because the slider are quite rough.

for pattern section :
00:07:250 (5,10)- i think it it would be good to use circle instead of slider (A)
00:07:250 (5,6,7,8,9,10) - better make this stream part become like this 00:52:805 (1,2,3,4,5,6,7,8,9,10,11,12,13,14) - or like this http://puu.sh/34cnh.jpg (B)
00:13:916 - Add circle in the middle part
00:17:472 (8,9) - Add A pattern here, becuase it's has a more beat to fill , for my recommendation pattern : http://puu.sh/34cvC.jpg
00:35:250 (6,7,8,9,10) - better make a jump pattern X_X *rec pattern : http://puu.sh/34cDC.jpg
00:38:805 (2,3,4,5,6,7) - i think this jump is very readable , so my recommendation : http://puu.sh/34cKn.jpg
01:49:027 (5) - i think it's better to use circle + finish hitsound here instead of slider X_X
02:09:472 (1,2) - swap the 1 & 2 position , so it became good long jump with 02:10:139 (3)
02:33:916 (1,2,3) - i think it would be better if changing into a 1 - 1 jump ,

For the slide part , i think it would be better for this slider to make more curved :D
00:19:694 (5,7) -
00:26:805 (5,7) -
01:01:472 (1,2) -
01:05:027 (1,3) -

[Platter]
01:07:472 (4) - add circle because it'll make the beat more fit

I think for for salad & cup is well timed , that's all that i can help :)
Topic Starter
eldnl

uruza wrote:

MOD TIME /o/


[Rain]
*first thing about the pattern, it seems lack of curved patten of slider, so many players thinks the rain diff are easy because the slider are quite rough.

for pattern section :
00:07:250 (5,10)- i think it it would be good to use circle instead of slider (A) done
00:07:250 (5,6,7,8,9,10) - better make this stream part become like this 00:52:805 (1,2,3,4,5,6,7,8,9,10,11,12,13,14) - or like this http://puu.sh/34cnh.jpg (B) I'm pretty sure it doesn't fit at the start, it's a quiet part:P
00:13:916 - Add circle in the middle part done
00:17:472 (8,9) - Add A pattern here, becuase it's has a more beat to fill , for my recommendation pattern : http://puu.sh/34cvC.jpg I did something else
00:35:250 (6,7,8,9,10) - better make a jump pattern X_X *rec pattern : http://puu.sh/34cDC.jpg Ok
00:38:805 (2,3,4,5,6,7) - i think this jump is very readable , so my recommendation : http://puu.sh/34cKn.jpg hmm no, it's the same, isn't even harder:p
01:49:027 (5) - i think it's better to use circle + finish hitsound here instead of slider X_X But it do not follow the rhythm
02:09:472 (1,2) - swap the 1 & 2 position , so it became good long jump with 02:10:139 (3) true
02:33:916 (1,2,3) - i think it would be better if changing into a 1 - 1 jump , there is nothing to follow between these notes

For the slide part , i think it would be better for this slider to make more curved :D
00:19:694 (5,7) - done
00:26:805 (5,7) - done
01:01:472 (1,2) - done
01:05:027 (1,3) - kept this one

[Platter]
01:07:472 (4) - add circle because it'll make the beat more fit ok

I think for for salad & cup is well timed , that's all that i can help :)
thank youuu:3
ZHSteven
CTB modding here.

There is a lot of fun jump in your mapset. Not only in the hard diff, but also in easier diff, the jump idea is really good, and fun to play. I can see that you are good at jump, and hope to express this all along in your map.

But in my opinion, your map are good because of the good jumps you made, but just these jumps break the flow in your map.

Yes, your map is good, most of the experience CTB player would think so. But it is just like a jump practicing map, not a "real" map. All the patterns you used in this map is wonderful, but they are separate. it seems that the map leak of something important to combine the good pattern into a map.

I still remembered a BAT said to me, "try to move all your notes into a new map, after adjusting every parameter such as SV, bpm, if you find the new map still plays OK, that means your map probably have big problem." That is what I worried about your map.

That is what I want to say first. For your reference, I suggest you to look at some CTB map by Drafura. His map always fresh me a lot, not because he use some unique, fun jumping pattern, just after playing his map, I can feel the rhythm, makes the map "unique". I hope to see your "unique" map in the future~~

OK, after saying something rubbish, let go to map itself and see what can I suggest.

[General]
There is too many patterns like
X ..................|.............|....... X
X ..................|.............|......... X
..............X.....|....and....|.......................... X etc.
............. X.....|.............|........................ X

Yes, it is fun, but if you use it too often, People will have the feeling like
stand-->jump-->stand-->jump-->jump-->jump-->stand-->jump-->...... making your map like practicing map.
So what I want to say is, make more movement for your jump, not to bored the player.
such as, reverse jump, ladder jump, or even no jump, just make simple movement is also fun.

[CUP]
plays no problem, but yes, if you can make more movement(not jump), it will be better.
dont always make your sliders stand there, they are tired.. try to allow them to lay down. That is not only good for the sliders to have a rest, but also good at your map flow.

[Salad]
same problem.
I will just give an example: the picture below is I shot at 02:05:472 (1) - to 02:12:583 (1) - , and I un-select only 2 slider.

Come on, this is the chorus part of the whole song, the note seems dead, don't do like that. Please try to make the note alive, make people think, the note is dancing itself.


rest is some small suggestion
00:38:139 (4,1,2) - why you change spacing suddenly? keep the spacing here 00:36:361 (4,1) - would be better.
00:45:250 (2,1,2) - ^
00:47:694 (2) - left a bit
00:49:472 (2) - right a bit
00:50:805 (1,2,3,4,1,2,3) - ^
00:57:916 (1) - in CTB, spinner is not represent a beat. I think you'd better add a note here, and move the spinner a bit.


[Platter]
no big issues here. But still have the main problem. Please make your map alive.


[Rain]
Same thing. But wow, you jump used in this diff are quite unique. Please use the good jump in the right place.

02:01:027 (3,4,5,6,7,8,9,10,11) - Think twice before put this kind of pattern.





Overall, to be honest, need to be improved. But you no need to do some jump fix, just combine your jump together, and make the map smooth.
Good side is, your jump is really really fun, and I believe most of the player will enjoy your jump.
But say something bad, I can see nothing except your jump.
Please remember, CTB is definitely not just left , middle, and right game. Jump is the most important thing here, but not the only thing.
please make maps that although people turn off the music, they can still feel the music through your note.


Good luck, I believe you can do it!

I will keep an eye on this map.
Topic Starter
eldnl

ZHSteven wrote:

CTB modding here.

There is a lot of fun jump in your mapset. Not only in the hard diff, but also in easier diff, the jump idea is really good, and fun to play. I can see that you are good at jump, and hope to express this all along in your map.

But in my opinion, your map are good because of the good jumps you made, but just these jumps break the flow in your map.

Yes, your map is good, most of the experience CTB player would think so. But it is just like a jump practicing map, not a "real" map. All the patterns you used in this map is wonderful, but they are separate. it seems that the map leak of something important to combine the good pattern into a map.

I still remembered a BAT said to me, "try to move all your notes into a new map, after adjusting every parameter such as SV, bpm, if you find the new map still plays OK, that means your map probably have big problem." That is what I worried about your map.

That is what I want to say first. For your reference, I suggest you to look at some CTB map by Drafura. His map always fresh me a lot, not because he use some unique, fun jumping pattern, just after playing his map, I can feel the rhythm, makes the map "unique". I hope to see your "unique" map in the future~~

OK, after saying something rubbish, let go to map itself and see what can I suggest.

[General]
There is too many patterns like
X ..................|.............|....... X
X ..................|.............|......... X
..............X.....|....and....|.......................... X etc.
............. X.....|.............|........................ X

Yes, it is fun, but if you use it too often, People will have the feeling like
stand-->jump-->stand-->jump-->jump-->jump-->stand-->jump-->...... making your map like practicing map.
So what I want to say is, make more movement for your jump, not to bored the player.
such as, reverse jump, ladder jump, or even no jump, just make simple movement is also fun.

[CUP]
plays no problem, but yes, if you can make more movement(not jump), it will be better.
dont always make your sliders stand there, they are tired.. try to allow them to lay down. That is not only good for the sliders to have a rest, but also good at your map flow. Ok, changed it a little

[Salad]
same problem.
I will just give an example: the picture below is I shot at 02:05:472 (1) - to 02:12:583 (1) - , and I un-select only 2 slider.

Come on, this is the chorus part of the whole song, the note seems dead, don't do like that. Please try to make the note alive, make people think, the note is dancing itself.


rest is some small suggestion
00:38:139 (4,1,2) - why you change spacing suddenly? keep the spacing here 00:36:361 (4,1) - would be better.
00:45:250 (2,1,2) - ^
00:47:694 (2) - left a bit
00:49:472 (2) - right a bit
00:50:805 (1,2,3,4,1,2,3) - ^
00:57:916 (1) - in CTB, spinner is not represent a beat. I think you'd better add a note here, and move the spinner a bit.


[Platter]
no big issues here. But still have the main problem. Please make your map alive.


[Rain]
Same thing. But wow, you jump used in this diff are quite unique. Please use the good jump in the right place.

02:01:027 (3,4,5,6,7,8,9,10,11) - Think twice before put this kind of pattern. I'm not sure what's the problem with that:p





Overall, to be honest, need to be improved. But you no need to do some jump fix, just combine your jump together, and make the map smooth.
Good side is, your jump is really really fun, and I believe most of the player will enjoy your jump.
But say something bad, I can see nothing except your jump.
Please remember, CTB is definitely not just left , middle, and right game. Jump is the most important thing here, but not the only thing.
please make maps that although people turn off the music, they can still feel the music through your note.


Good luck, I believe you can do it!

I will keep an eye on this map.
Fixed Cup and Salad diff, Platter was way better and the insane difficulty is pretty fun to me:p
Thanks a lot, I'll try to improve my mapping style ^^
CLSW
[Cup]
<3

[Salad]
01:51:916 - https://osu.ppy.sh/ss/787599 make some more spacing like this?
01:53:471 - same as above

[Platter]
01:07:694 (5,6,7,8) - http://osu.ppy.sh/ss/787625 more spaces
02:35:694 (1) - I think long & slow slider is lookin' good..

[Rain]
00:10:139 (7) - NC
00:11:250 (1) - Delete NC

01:21:027 (7,8,9,10) - I don't recommend this timing jumps after hyperdash..(http://puu.sh/2wfJm like this, yeah) https://osu.ppy.sh/ss/787664 This is better
02:01:027 (3,4,5,6,7,8,9,10) - Confusing pattern for me :o

Very nice map!!
And also congratz for being CtB BAT!

Actually it was my 1st general modding noobish mod
Topic Starter
eldnl

CLSW wrote:

[Cup]
<3

[Salad]
01:51:916 - https://osu.ppy.sh/ss/787599 make some more spacing like this? very nice, moved to the half screen
01:53:471 - same as above

[Platter]
01:07:694 (5,6,7,8) - http://osu.ppy.sh/ss/787625 more spaces done
02:35:694 (1) - I think long & slow slider is lookin' good.. the spinner is a pattern for all diffs!

[Rain]
00:10:139 (7) - NC
00:11:250 (1) - Delete NC

01:21:027 (7,8,9,10) - I don't recommend this timing jumps after hyperdash..(http://puu.sh/2wfJm like this, yeah) https://osu.ppy.sh/ss/787664 This is better So far the hardest jump on the map, but concentrated it is easy, I will keep this on mind for other mods!
02:01:027 (3,4,5,6,7,8,9,10) - Confusing pattern for me :o practice it then! it was hard for me at the start too, but now it's easy:p

Very nice map!!
And also congratz for being CtB BAT!

Actually it was my 1st general modding noobish mod
Thanks a lot pro CLSW!
XEPCOH
[Cup]

HP Drain -> 4 (2 is too slow)
AR ->5 (4 is impossibru)
OD -> use any, up to 10 because it doesn't matter but can increase the points player gets

01:02:805 place circle x=209 (grid snap off)
01:09:916 x=279 pls
01:57:027 x=256
01:57:916 x=208
01:58:361 change to horizontal 1/2 slider
01:59:027 move to x=360 (dash is prohibited here lol)


[Salad]

HP Drain ->5 (or 4)
AR -> 6
OD -> same as in cup

00:05:694 slider pls (recommend vertical)
01:21:916 http://osu.ppy.sh/ss/789543
02:09:694 pretty hard pattern for this diff, move to x=360
02:16:139 - 02:17:694 more for platter lol, correct it, if you want
02:24:361 - 1/2 slider (horizontal)


[Platter]

AR ->7-8 (Platter though)

00:17:916 - 1/4 slider with reverse
00:18:361 circle (recommend a hyperdash here)


[Rain]

HP Drain -> 6-7 (umad)

If you make an overdose diff, then:

00:15:250 - 1/4 slider stream (no reverse)
00:16:139 - 1/8 slider stream (same)
00:16:805 stop stream with a circle
00:31:250 - 1/8 triplet
00:31:472 ^
00:31:916 - 1/8 5-let
01:00:583 vertical 1/8 5-let
01:31:694 prepare a madness please
Topic Starter
eldnl

Don Omar wrote:

[Cup]

HP Drain -> 4 (2 is too slow) up to 3
AR ->5 (4 is impossibru) done
OD -> use any, up to 10 because it doesn't matter but can increase the points player gets up to 3

01:02:805 place circle x=209 (grid snap off) did something else
01:09:916 x=279 pls did something else
01:57:027 x=256 also did something else
01:57:916 x=208 ^
01:58:361 change to horizontal 1/2 slider not sure what you mean
01:59:027 move to x=360 (dash is prohibited here lol) not sure what you mean either


[Salad]

HP Drain ->5 (or 4) all done
AR -> 6
OD -> same as in cup

00:05:694 slider pls (recommend vertical) ok
01:21:916 http://osu.ppy.sh/ss/789543 did something else
02:09:694 pretty hard pattern for this diff, move to x=360 changed
02:16:139 - 02:17:694 more for platter lol, correct it, if you want these jumps aren't even hard ><
02:24:361 - 1/2 slider (horizontal) nope


[Platter]

AR ->7-8 (Platter though)

00:17:916 - 1/4 slider with reverse done both
00:18:361 circle (recommend a hyperdash here)


[Rain]

HP Drain -> 6-7 (umad)

If you make an overdose diff, then:

00:15:250 - 1/4 slider stream (no reverse) I don't get your point here, if you help me with an image and I like probably change:p
00:16:139 - 1/8 slider stream (same)
00:16:805 stop stream with a circle
00:31:250 - 1/8 triplet it fits but I already have the entire pattern there D:
00:31:472 ^
00:31:916 - 1/8 5-let
01:00:583 vertical 1/8 5-let done this
01:31:694 prepare a madness please lolol forever break
thanks don promar!
Lally
hi dani o3o/

[General]
  1. first of all this mapset is not rankable because; you mapped the 77,2% of the song, so you need to cut a bit the mp3 :<

    Ranking Criteria wrote:

    You must cut your mp3 if you're using less than 80% of it. This doesn't count intro time, and thus only applies if more than 20% of the outro is unmapped. If you only plan to map a portion of your song, then including the full mp3 is a waste of file space. Many mp3 editing tools like this exist which make fading and cutting a song simple. However, if you have a legitimate reason for keeping your full mp3 (e.g. a storyboard after the map ends), then that is fine.
  2. move vocaloid from source to tags
  3. the BG should be in JPEG not PNG o3o
[Cup]
  1. 00:17:250 - what about to add a spinner here?
  2. 00:44:139 - consider to add something here because is a clap sound in the music
  3. 00:44:583 (5) - add a clap on slider end since there is one in the music
  4. from : 01:01:472 - to 01:04:583 - you forgot adding claps
  5. 01:09:916 (2) - clap
  6. 01:11:694 (4) - clap

    very nice diff o3o nothing much to say about
[Salad]
  1. 00:44:139 - to 00:46:805 - i suggest to replace whistles with claps
  2. 00:06:361 (3,4) - what about to move the last white point of (3) some grinds left to don't have much a straight slider and (4) in the other direction ofc
[Platter]
Ai-Batchan says:
  1. 00:04:137 (7) - Unsnapped circle.
  2. 00:04:359 (8) - Unsnapped circle.
  3. 02:20:139 (2) - somehow it feels better if the spacing between (2) and (3) will be less jumpy
  4. 02:25:916 (3,4) - what about of something like:
not much to say abot this map is really good just some claps missed in the not kiai part owo/ gogo Dani
Topic Starter
eldnl

Lally wrote:

hi dani o3o/

[General]
  1. first of all this mapset is not rankable because; you mapped the 77,2% of the song, so you need to cut a bit the mp3 :< I already cut the song, I don't think it is a problem, I will ask.

    Ranking Criteria wrote:

    You must cut your mp3 if you're using less than 80% of it. This doesn't count intro time, and thus only applies if more than 20% of the outro is unmapped. If you only plan to map a portion of your song, then including the full mp3 is a waste of file space. Many mp3 editing tools like this exist which make fading and cutting a song simple. However, if you have a legitimate reason for keeping your full mp3 (e.g. a storyboard after the map ends), then that is fine.
  2. move vocaloid from source to tags What should be in source then?
  3. the BG should be in JPEG not PNG o3o Ok!
[Cup]
  1. 00:17:250 - what about to add a spinner here? I don't think so, but I'll keep this in mind
  2. 00:44:139 - consider to add something here because is a clap sound in the music done
  3. 00:44:583 (5) - add a clap on slider end since there is one in the music done
  4. from : 01:01:472 - to 01:04:583 - you forgot adding claps done
  5. 01:09:916 (2) - clap done
  6. 01:11:694 (4) - clap done

    very nice diff o3o nothing much to say about
[Salad]
  1. 00:44:139 - to 00:46:805 - i suggest to replace whistles with claps done
  2. 00:06:361 (3,4) - what about to move the last white point of (3) some grinds left to don't have much a straight slider and (4) in the other direction ofc done
[Platter]
Ai-Batchan says:
  1. 00:04:137 (7) - Unsnapped circle. done
  2. 00:04:359 (8) - Unsnapped circle. done
  3. 02:20:139 (2) - somehow it feels better if the spacing between (2) and (3) will be less jumpy done
  4. 02:25:916 (3,4) - what about of something like: done
not much to say abot this map is really good just some claps missed in the not kiai part owo/ gogo Dani
thanks moe lally!
Lally
in the source nothing , btw about the mp3 : p/2164409 same thing as your and he cuted it more o3o
Topic Starter
eldnl

Lally wrote:

in the source nothing , btw about the mp3 : p/2164409 same thing as your and he cuted it more o3o
everything fixed now!
Nitojgrem
Hey ^^
Sorry that I respond this late to your mod req but I wasn't able to get on in the last few days >_< Oh and, gratz for becoming BAT :D
So, let's start then? Most things are suggestions, if I think something's unrankable or you should take a deeper look onto I'll mark it.
FI = First Impression

[General]
  1. The OD and AR in all difficulties are not the same but it has to because it's a guideline which was discussed and set (reference) Fix that pls (and yes, I know about the current little discussion in the ctb mappers thread but I think until we cleared that and have set a new guideline (if needed) or whatever we should follow the old)
[Cup]
  1. I can't actually agree with Omar... for me AR4 fits more than 5, but that's up to you^^
  2. 00:22:383 (1) - Add on the slidertick a clap sound here maybe, so the rhythm isn't interrupted? (via NC:2, so a "normal-slidertick2" filename^^) If yes, look through your diff, bcs there are some other parts where you could use this to maintain the clap rhythm. If you don't like it, then not ofc xD
  3. 00:36:583 (1,2) - I dislike this jump because I think at some point this is a bit far. When I test Cups I always consider how some of my friends played when I introduced them once to osu!. Using the dash in a Cup is a no-go, but you shouldn't forget that the reading ability/skill of beginners (for who this diffs maps are made) isn't that well. This little moment of hesitating can be frustrating for them? I dunnow, lonmg time since I was like that :/
  4. 01:23:250 (1,2) - ^Same as above, just worser imo. Reduce it a bit?

    I don't have much to say on this diff, it's well made for me (as a Cup, maybe a bit harder Cup but ok). There're just these two jumps for me. Ofc there should be a bit of a challenge but for me, there shouldn't be any parts in a Cup where using a dash is more appropriate than not.
[Salad]
  1. 00:33:049 (1,2,3,4,1,2,3,4,1,2,3,4,5,6,7,8) - I like this part because of the jumps 00:34:605 (4,1) but I think beside these jumps the rest is... boring. The best you can see it on 00:38:827 (6,7,8), not really interesting to play imo. I suggest you to make at least the distance from the middle y-axis bigger (and I don't mean only this 6 and 8... all which are on the height of them)
  2. 00:50:383 - Why is there no hitcircle? o_o It's not really fitting imo. Add one? (a horizontally flipped one of 00:48:605 (4)?)
  3. 00:53:932 - Same here :I Feels just a bit awkward (even if Hatsune's holding the ton with her voice :<). If you refuce this bcs you don't like the transition between 00:50:383 (4,1) and 00:53:938 (4,1)... just flip 00:50:827 (1,2,3,4,1,2,3,4) then.
  4. 01:58:383 (3) - I suggest to reduce the volume of the finish a bit. It fits, yeah... but for me not that good as the others before so I'd reduce the volume a bit.
    That's it here I think. Generally a nice diff again^^
[Platter]
  • FI: Let me say something before the real mod of this. When I firstly played this I was a little bit disappointed in some point bcs of the playing quality. It felt like "stop and go, stop and go" :/ This kills a bit the overall flow of the map for me. I enjoyed it, yes, but not as much as I had wished to do so. Anyways, enough with this stuff~
  1. 00:01:050 (1,2,3,4) - Move them maybe two to the left to make it not that much like standing on one point?
  2. 00:03:715 (5,6,7,8) - ^same but to the right
  3. 01:49:494 (1,2,3,4) - .... Noooooooooo, that's what I call boring, sorry ;_; Standing for 4 notes at the same point with a minimal movement to the left, in a platter? That's tiring for me, nothing else :/ (Mabye just flip the 2&4? Although this makes the whole part a bit jumpy imo. Maybe you have another idea but not just standing around q.q)
  4. 01:53:049 (1,2,3,4) - ^same as above as it is c&p
    That's it again. Just a few things there I saw and really disliked. Don't take my FI too serious btw. Yes, it is kinda boring because at some parts you just stand at one point with a bit of movement and then you jump. Your mapping is pretty interesting though and the map isn't bad. Just wanted to give you some of my thoughts for your next map^^

[Rain]
  • FI: Here I got even more the feeling of standing and then some jumps. I think this feeling comes more strongely up in this diff because the AR is higher and there're many hypers. It's an awkward feeling while playing and hard to put into words for me. I think Steven's explanation of the certain monotony in your map explains the technical stuff behind that.... but now let's start with the mod xD
  1. At the beginning here I'm not so sure on what to think about 00:01:050 (1,2,3) and 00:02:827 (1,2,3) because you're just standing. You did something similiar in Platter but there I didn't really mention it. Now I do and I'd ask you if you have a better idea than 3 straight circles :/ (maybe moving the 2 to the outer border or so)
  2. 00:07:272 (5,6,7,8,9,10,11,12,1) - This is ok as it is, BUT I suggest you to make it a huger curve, not just 8,9,10. This now fits this high background tones but I think a more voluptuous curve does it better (in a certain way...)
    So yeah... I don't really find here anything big to improve. I actually like the diff bcs you have a really unique and interesting style of using jumps I think. They're fun and challenging to play (if you like jumps like this at least) but not really frustrating. The only thing I dislike is still this "stop and go"-prcedure throughout the map bcs it destroys a bit the flow and over time gets pretty monotonous and boring :/ Steven has already said enough about that and I don't want to repeat him, so just take this in mind for future maps^^ (if you want at leas)
So, that's the mod. Hmm, some time went by since I modded the last time (so sorry if I overlooked something big q.q)... anyway, I hope it helps you^^ (and btw, I tried this with the "First Impression" on the Platter and Rain for the first time out, want to see how it works and such. I hope that's ok for you and maybe is even helpfu^^)
GL with this mapset and take a star~
Topic Starter
eldnl

Nitojgrem wrote:

Hey ^^
Sorry that I respond this late to your mod req but I wasn't able to get on in the last few days >_< Oh and, gratz for becoming BAT :D
So, let's start then? Most things are suggestions, if I think something's unrankable or you should take a deeper look onto I'll mark it.
FI = First Impression

[General]
  1. The OD and AR in all difficulties is not the same but it has to because it's a guideline which was discussed and set (reference) Fix that pls (and yes, I know about the current little discussion in the ctb mappers thread but I think until we cleared that and have set a new guideline (if needed) or whatever we should follow the old) I doesn't fix anything, it is just an unnecessary change, I'll keep it as it is for now
[Cup]
  1. I can't actually agree with Omar... for me AR4 fits more than 5, but that's up to you^^ If someome else agree with you I'll change again
  2. 00:22:383 (1) - Add on the slidertick a clap sound here maybe, so the rhythm isn't interrupted? (via NC:2, so a "normal-slidertick2" filename^^) If yes, look through your diff, bcs there are some other parts where you could use this to maintain the clap rhythm. If you don't like it, then not ofc xD Done
  3. 00:36:583 (1,2) - I dislike this jump because I think at some point this is a bit far. When I test Cups I always consider how some of my friends played when I introduced them once to osu!. Using the dash in a Cup is a no-go, but you shouldn't forget that the reading ability/skill of beginners (for who this diffs maps are made) isn't that well. This little moment of hesitating can be frustrating for them? I dunnow, lonmg time since I was like that :/ Done
  4. 01:23:250 (1,2) - ^Same as above, just worser imo. Reduce it a bit? Done

    I don't have much to say on this diff, it's well made for me (as a Cup, maybe a bit harder Cup but ok). There're just these two jumps for me. Ofc there should be a bit of a challenge but for me, there shouldn't be any parts in a Cup where using a dash is more appropriate than not.
[Salad]
  1. 00:33:049 (1,2,3,4,1,2,3,4,1,2,3,4,5,6,7,8) - I like this part because of the jumps 00:34:605 (4,1) but I think beside these jumps the rest is... boring. The best you can see it on 00:38:827 (6,7,8), not really interesting to play imo. I suggest you to make at least the distance from the middle y-axis bigger (and I don't mean only this 6 and 8... all which are on the height of them) It is a slow part, anyways, I'll think on something to do
  2. 00:50:383 - Why is there no hitcircle? o_o It's not really fitting imo. Add one? (a horizontally flipped one of 00:48:605 (4)?) Added
  3. 00:53:932 - Same here :I Feels just a bit awkward (even if Hatsune's holding the ton with her voice :<). If you refuce this bcs you don't like the transition between 00:50:383 (4,1) and 00:53:938 (4,1)... just flip 00:50:827 (1,2,3,4,1,2,3,4) then. Done
  4. 01:58:383 (3) - I suggest to reduce the volume of the finish a bit. It fits, yeah... but for me not that good as the others before so I'd reduce the volume a bit. Done
    That's it here I think. Generally a nice diff again^^
[Platter]
  • FI:Let me say something before the real mod of this. When I firstly played this I was a little bit disappointed in some point bcs of the playing quality. It felt like "stop and go, stop and go" :/ This kills a bit the overall flow of the map for me. I enjoyed it, yes, but not as much as I had wished to do so. Anyways, enough with this stuff~
  1. 00:01:050 (1,2,3,4) - Move them maybe two to the left to make it not that much like standing on one point?
  2. 00:03:715 (5,6,7,8) - ^same but to the right
  3. 01:49:494 (1,2,3,4) - .... Noooooooooo, that's what I call boring, sorry ;_; Standing for 4 notes at the same point with a minimal movement to the left, in a platter? That's tiring for me, nothing else :/ (Mabye just flip the 2&4? Although this makes the whole part a bit jumpy imo. Maybe you have another idea but not just standing around q.q)
  4. 01:53:049 (1,2,3,4) - ^same as above as it is c&p
    That's it again. Just a few things there I saw and really disliked. Don't take my FI too serious btw. Yes, it is kinda boring because at some parts you just stand at one point with a bit of movement and then you jump. Your mapping is pretty interesting though and the map isn't bad. Just wanted to give you some of my thoughts for your next map^^

    I'll fix the diff complete

[Rain]
  • FI: Here I got even more the feeling of standing and then some jumps. I think this feeling comes more strongely up in this diff because the AR is higher and there're many hypers. It's an awkward feeling while playing and hard to put into words for me. I think Steven's explanation of the certain monotony in your map explains the technical stuff behind that.... but now let's start with the mod xD
  1. At the beginning here I'm not so sure on what to think about 00:01:050 (1,2,3) and 00:02:827 (1,2,3) because you're just standing. You did something similiar in Platter but there I didn't really mention it. Now I do and I'd ask you if you have a better idea than 3 straight circles :/ (maybe moving the 2 to the outer border or so)
  2. 00:07:272 (5,6,7,8,9,10,11,12,1) - This is ok as it is, BUT I suggest you to make it a huger curve, not just 8,9,10. This now fits this high background tones but I think a more voluptuous curve does it better (in a certain way...) done
    So yeah... I don't really find here anything big to improve. I actually like the diff bcs you have a really unique and interesting style of using jumps I think. They're fun and challenging to play (if you like jumps like this at least) but not really frustrating. The only thing I dislike is still this "stop and go"-prcedure throughout the map bcs it destroys a bit the flow and over time gets pretty monotonous and boring :/ Steven has already said enough about that and I don't want to repeat him, so just take this in mind for future maps^^ (if you want at leas)
So, that's the mod. Hmm, some time went by since I modded the last time (so sorry if I overlooked something big q.q)... anyway, I hope it helps you^^ (and btw, I tried this with the "First Impression" on the Platter and Rain for the first time out, want to see how it works and such. I hope that's ok for you and maybe is even helpfu^^)
GL with this mapset and take a star~
I could agree with you and steven at some point, but overjumping a map is not the way either, it is boring and frustrating for me, not fun.
I will try to do something in the middle.
Thanks a lot for the mod!
Shohei Ohtani
>CtB mapsets
Loooctav
Wena washa

[General]
  1. 02:19:272 Terminar el segundo Kiai
  2. 02:19:716 Comienza el tercer Kiai
[Cup]
00:36:605 (1,2) Suena raro, prueba siguiendo el ritmo como antes
00:57:049 (5) x:172 y:104
00:57:494 (6) x:340 y:104 Lo mismo de arriba pero con ctrl + h para que se vea mas bonito. imo
01:05:049 (1,2,3,4) Creo que quedaría mejor así, Suena mejor
01:12:161 (1,2,3,4) more moe
01:20:605 Agrega una nota en x:256
01:22:383 (4) Elimina y agrega nota en 01:22:827 en el mismo lugar donde estaba
01:58:383 (5,6,7,8) Mucha distancia para el cup
02:10:383 Agrega nota en x:256

[Salad]
00:13:605 Comienza spin
00:14:827 Termina spin
00:17:161 Comienza spin
00:18:383 Termina spin
00:34:605 (4,1) Disminuye un poco la distancia
00:36:383 (4,1) ^
00:38:161 (4,5) ^ (PD: en el 5 <-- Te falto un New Combo)
01:47:716 (5,6) Disminuye un poco el espacio/distancia

[Platter]
Good job c:

[Rain]
-1 AR
Nada mas

Buen trabajo
:3
Estrellita Mágica
Topic Starter
eldnl

ThoomyyxD wrote:

Wena washa

[General]
  1. 02:19:272 Terminar el segundo Kiai Ok
  2. 02:19:716 Comienza el tercer Kiai
[Cup]
00:36:605 (1,2) Suena raro, prueba siguiendo el ritmo como antes
00:57:049 (5) x:172 y:104 hice algo diferente
00:57:494 (6) x:340 y:104 Lo mismo de arriba pero con ctrl + h para que se vea mas bonito. imo hice algo diferente
01:05:049 (1,2,3,4) Creo que quedaría mejor así, Suena mejor wut
01:12:161 (1,2,3,4) more moe hice algo diferente
01:20:605 Agrega una nota en x:256 nop
01:22:383 (4) Elimina y agrega nota en 01:22:827 en el mismo lugar donde estaba ok
01:58:383 (5,6,7,8) Mucha distancia para el cup listo
02:10:383 Agrega nota en x:256 listo

[Salad]
00:13:605 Comienza spin queda mejor sin spin
00:14:827 Termina spin
00:17:161 Comienza spin
00:18:383 Termina spin
00:34:605 (4,1) Disminuye un poco la distancia la distancia esta bien para ser salad
00:36:383 (4,1) ^
00:38:161 (4,5) ^ (PD: en el 5 <-- Te falto un New Combo) new combo agregado:p
01:47:716 (5,6) Disminuye un poco el espacio/distancia 1 grid

[Platter]
Good job c:

[Rain]
-1 AR
Nada mas

Buen trabajo
:3
Estrellita Mágica
Graciaas!!
Kin
Hi from pm request ~

Cup :

02:01:049 (3,4) - reduce spacing ? to make it a lil easier to catch (a bit)

Salad :

00:50:827 (1) - I prefer delete the anti jump, I think it's better if for this one have 1,70 spacing like other 1, and I think it's follow the melody

Platter :

Didn't find somethind to say D:

Rain :

01:21:938 (11,12,13,14,1) - for this pattern I prefer something like this (just my opinion) http://puu.sh/390s8.jpg (I changed to AR5 to see all pattern)

Sorry for short mod but it's all I can find/say
good luck ~

edit : don't kudos me if nothing has change
Topic Starter
eldnl
All fixed!
Drafura
[General]
Sometimes the combos feels a bit inconsistent (using 4 fruits for X patterns then suddently 8 fruits without any strong song change). Please take a look at them.
Idk what to say about OD=AR for your map... Keep in mind that this is actually a guideline, maybe a good solution could be to use different OD for the problematic diff and stick to the guideline for the other diffs. Maybe a thread should be opened in the ranking criteria to drop this guideline ?

[Cup]
00:24:161 - Use volume : ~70% for this tick (better mix with the previous tick)
01:01:494 (1) - Bad spinner exit but with this AR I guess it can be ok.
01:55:716 (4) - Make it start at 01:55:494 - , or add a beat here. Previous timeline (01:52:827 (4) - ) makes this beat quite wanted.
02:33:049 (1) - Alternative timeline.

[Salad]
Good.

[Platter]
Nice diff. I would just suggest some modification to the timeline.

00:55:494 - Add beat (This part seems to calm down too much)
00:55:938 - ^
00:56:383 - ^
00:57:716 - ^
01:38:605 - Add beat.
01:39:161 - Add beat (Really optionnal but I think it sounds very good if you added the previous beat).

[Platter]
First, I just want to point out 2 jumps :
00:34:161 (3,4,5) - & 01:20:828 (6,7,8) - You know my point of view about this, it's frustrating. Since the diff is not extreme I don't tell you to remove them, but isn't this more correct to keep these kind of jumps for an Overdose diff ? (I've found two way to nerf those jumps if you're interrested to make them easier : reduce the post hyper jump or the hyperdash itself).

01:42:716 - Add beat ?
01:46:272 - ^ (Fit a bit less but fit imo).
01:55:716 (6,7,8,9) - Try this or the same kind of mouvement with different spacing ?
02:12:827 (2,3) - Better flow ?
02:19:272 (12,1,2,3) - Better Flow ?

Very neat diff, I wish you good luck for rankings.
Topic Starter
eldnl

Drafura wrote:

[General]
Sometimes the combos feels a bit inconsistent (using 4 fruits for X patterns then suddently 8 fruits without any strong song change). Please take a look at them. True, too lazy to do this, but I'll do an effort xD
Idk what to say about OD=AR for your map... Keep in mind that this is actually a guideline, maybe a good solution could be to use different OD for the problematic diff and stick to the guideline for the other diffs. Maybe a thread should be opened in the ranking criteria to drop this guideline ? A guideline is not a rule, if I have a reason I'm not forced to follow it :p

[Cup]
00:24:161 - Use volume : ~70% for this tick (better mix with the previous tick) done
01:01:494 (1) - Bad spinner exit but with this AR I guess it can be ok. haha yeah, probably with dt+hr someone will miss muahaha
01:55:716 (4) - Make it start at 01:55:494 - , or add a beat here. Previous timeline (01:52:827 (4) - ) makes this beat quite wanted. Added a note
02:33:049 (1) - Alternative timeline. done

[Salad]
Good.

[Platter]
Nice diff. I would just suggest some modification to the timeline.

00:55:494 - Add beat (This part seems to calm down too much) ok
00:55:938 - ^ no
00:56:383 - ^ok
00:57:716 - ^ no
01:38:605 - Add beat. ok
01:39:161 - Add beat (Really optionnal but I think it sounds very good if you added the previous beat). no

[Platter]
First, I just want to point out 2 jumps :
00:34:161 (3,4,5) - & 01:20:828 (6,7,8) - You know my point of view about this, it's frustrating. Since the diff is not extreme I don't tell you to remove them, but isn't this more correct to keep these kind of jumps for an Overdose diff ? (I've found two way to nerf those jumps if you're interrested to make them easier : reduce the post hyper jump or the hyperdash itself). reduced the spacing, they're a lot easier now ^^

01:42:716 - Add beat ? nop
01:46:272 - ^ (Fit a bit less but fit imo). nop
01:55:716 (6,7,8,9) - Try this or the same kind of mouvement with different spacing ?
02:12:827 (2,3) - Better flow ? done
02:19:272 (12,1,2,3) - Better Flow ? did something else

Very neat diff, I wish you good luck for rankings.
thanks drafura pro!
ZHSteven
After several mod, I can see the improvement of Platter and Rain, it is much more smooth comparing to the very beginning.
I mean, make more movement like here(from Platter): 02:05:272 (1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8,9,10,1) -
Here we can feel the note is stick together. and trying to express the music.

But still there is some part of the jump is isolate. I am not saying that is bad, but everything have a limit. Whole map is full of this is just.. something wrong.

for an example, the following part from above,
02:13:049 (2,3,4,5,6,7,1,2,3,4,5,1,2,3,4) -

let's count:
02:13:049 (2,3) - , left to right slider stand jump.
02:14:383 (4,5,6,7) - left to right note reverse jump.
02:16:161 (1,2,3,4,5) - left, middle, right, middle movement, stand movement also.
02:17:938 (1,2,3,4) - ^
yes, it seems no big issue. but lets look at next.

after 02:19:716 (1) - , the music is hyper.
02:19:716 (1,2) - simple left to right note movement.
02:20:605 (3,4,5,6) - group stand movement at left
02:21:716 (7,8,9,10) - group stand movement at right.
02:22:827 (1,2,3) - small spacing line pattern at the center middle.
02:23:716 (4,5,6,7) - we can treat it as a left to right stand slider jump, because the spacing movement is not significantly.
02:25:049 (1,2,3,4) - left to right slider jump, towards outside, spacing inside the slider is slightly decrease.
02:26:827 (1) - middle note.

Take a look at it, we will find there is a lot of good jump movement. But the only problem is, I can separate your jump easily, because there is almost no link among those jumps. Plus, there is always a pause between your jump, (I don't know that is intentional or not)it gives me a feeling that, the jump is intentionally made for practicing purpose. that is why I said "your jumps are good, but they are isolate"," your map is just like a 'jump practicing map' ".
SPOILER
To say something you don't like to hear, I have once made a practicing mapset for all the mods (hidden, Flashlight, etc.), in my opinion, this is not much difference between it.

And also here is another problem but not so big. there is too much STAND movement in your jump pattern. These jump, I will use the word "inanition" to describe. Try to make them lively. (I don't say you need to add jump, but just make the jump moves)


Maybe it is just my point of view but, I think I need to point out something important. But, yes, map is for player to play. Maybe you need to ask other players to have a test play. If most of the player is not against it, I will eat up all of my word.

Good luck
(PS. just in case, Dont KD this post)
Deif
[General]
  1. 00:18:827 - At this point fits the title of the song to be shown. You can change it by yourself!
  2. I still have an .osb file in the song folder. Check if it appears in yours and remove if before uploading the mapset.
  3. Slider Tick 2 in all the difficulties to keep consistency. For example, in [Salad] it was strange to find some sliders like 01:03:272 (5) with a simple tick.
  4. I know the star system sucks, but that's not a reason to readjust all those ODs that way (e.g. Salad has OD0 and Platter OD2). If you don't want to follow the guideline AR=OD, at least put some logical values: OD in Cup is lower than in Salad, this one lower than in Platter,...
[Cup]
  1. Completely clean.
[Salad]
  1. Some notes are 1/2 close to the spinners, yet it's easy to differentiate then thanks to the bananas.
  2. 01:38:382 (4,1) - Quite unexpected jump here. Please, reduce it.
  3. 01:42:383 (1,2) - There's not a nice flow here. Right now the player has to come back to catch (2).
  4. 01:43:272 (2,1) - Maybe that's a consequence of the bad flow of before, since it's another quite wide jump.
  5. 01:44:161 (1,2,1) - Similar case as explained before. They're just the twin notes ^^"
  6. 02:02:161 (1) - In this case it's more difficult to differentiate it, since you don't know exactly where the ryuuta will finish the spinner (several ways to clear it, you know...). Consider shortening this spinner.
[Platter]
  1. 00:40:161 (1,2,1,2) - The position of those NC is strange. If you test-play it, there'll be always a fruit on the plate after every jump :S
  2. 00:40:272 - This timing section does nothing here, as it doesn't affect any note. Please, remove it.
  3. 00:42:049 - This one either. Probably you'll have to delete 00:41:494 and 00:43:049, since the volume would be the same as the previous timing section.
[Rain]
  1. 00:21:383 (8) - I expected here a similar movement as 00:23:161 (4,5).
  2. 00:28:494 (8) - ^
  3. 00:25:049 (12,13) - HDashes are TOO extreme here. Maybe it's possible to make both more vertical to reduce the distance and the strength of that jump.
  4. 01:00:827 - I miss a note here...
  5. 01:01:272 (7,1) - Bad flow between those notes. Move the middle point of (1) to the right to make it a bit easier to follow after the HDash. Maybe you want to change its twin slider (2).
  6. 02:01:938 (11) - Make a NC here. The next note is a long spinner, which means accumulation of fruits on the plate. With this NC you'll get rid of +10 of them!
  7. 02:05:272 (1,2) - I really was expecting a HDash between those notes.
  8. 02:11:716 (1,2,3,4) - Those would look much more interesting if they had a similar difficulty as the ones in the 1st kiai.
  9. 02:30:383 (3,4,5,6) - These sliders are just in the same position. At least make (3,4) not so horizontal to vary this pattern.

Call me back after applying those changes!
Sey
Heh just wanted to start my mod here and see two other mods already. Anyway, this is a very structured, clean and very awesome CtB mapset. I hope it gets ranked asap. If it still needs a mod, I'm gonna put it later. But I am pretty sure that it will be ranked soon anyway. Gonna observe that Thread a while first of all. :oops:
ZHSteven

Sey wrote:

Heh just wanted to start my mod here and see two other mods already. Anyway, this is a very structured, clean and very awesome CtB mapset. I hope it gets ranked asap. If it still needs a mod, I'm gonna put it later. But I am pretty sure that it will be ranked soon anyway. Gonna observe that Thread a while first of all. :oops:
actually you are free to mod.. my post is not suppose to be a real mod..
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