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KOTOKO - Wing my Way [CatchTheBeat]

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safawu
star党路过 :)
safawu
忘勾star了= =
KanaRin
Star<3
kenji
star!
AFK_old
突然想起来这图我居然还没STAR过(ˉ▽ˉb)
这图我觉得很棒^ ^至少CTB那个很棒
ahfly
Star!
kanpakyin
說個壞消息給你...
CTB map is
Unrankable.
Topic Starter
ZHSteven
Revived and remaped something, pending again~~
thanks for modding~
Hinsvar
Oh, hi. Can I mod now?

*Usual note: Gold ones are a must-do. Yes, I'm playing with my avatar. Everything in red are things that look awkward to me (subjective suggestions; you can follow my lead here or not); everything else are rants and minor suggestions to make things look cooler.

>General
  1. Remove "Hell-Jumping CTB" from the mapset. CtB difficulties are unrankable.
  2. Capitalize "s" on "Symphony" (Source) for Insane and taiko (actually, capitalize "t" in "taiko" too).
>Normal
  1. Looks fine, but the difficulty borders on Easy... maybe make it a bit more intense?
>Hard
  1. 00:14:304 (1) - How about stacking this above the "2" circle?
  2. 01:20:378 (4) - Clap?
>Insane
  1. 00:17:226 (5) - Move one grid to the left. The short circle stream looks better (perfectly symmetrical) now.
  2. 00:19:895 (7) - NC?
  3. 01:38:675 (3,4) - Remove Finish. It sounds too loud and feels useless.
  4. 01:39:691 (1,2,3) - ^
  5. 01:47:823 (1) - ^
  6. 01:51:890 (2) - ^
  7. 01:53:923 (2) - ^
  8. 01:54:685 (1) - ^
  9. 01:55:447 (3) - ^
  10. 01:55:956 (2) - ^
  11. 01:57:989 (1) - Replace Finish with Whistle.
  12. 01:59:768 (8,1) - Remove Finish. Reason is the same as 01:38:675.
  13. 02:02:055 (9) - Replace Finish with Whistle.
  14. 02:10:187 (1) - ^, and maybe place the circle at (256,192)?
Well... about Insane, there was a lot of places where Finish just does not fit. That's it, basically.

Okay, mod's over.

Good luck on the way 8-)
Topic Starter
ZHSteven

Hinsvar wrote:

Oh, hi. Can I mod now?

*Usual note: Gold ones are a must-do. Yes, I'm playing with my avatar. Everything in red are things that look awkward to me (subjective suggestions; you can follow my lead here or not); everything else are rants and minor suggestions to make things look cooler.

>General
  1. Remove "Hell-Jumping CTB" from the mapset. CtB difficulties are unrankable.

    In fact the community is ready for us to have a ctb specific diff. So I will leave it.
  2. Capitalize "s" on "Symphony" (Source) for Insane and taiko (actually, capitalize "t" in "taiko" too).
fixed.


>Normal
  1. Looks fine, but the difficulty borders on Easy... maybe make it a bit more intense?
lol that is the most problem I meet... In fact the previous version is more easier than this one... anyway, looking for other suggestions~

>Hard
  1. 00:14:304 (1) - How about stacking this above the "2" circle?Seems good.
  2. 01:20:378 (4) - Clap?ok.
>Insane
  1. 00:17:226 (5) - Move one grid to the left. The short circle stream looks better (perfectly symmetrical) now.I don't see much difference...but anyway, fixed.
  2. 00:19:895 (7) - NC?umm... I will leave it.
  3. 01:38:675 (3,4) - Remove Finish. It sounds too loud and feels useless.
  4. 01:39:691 (1,2,3) - ^
  5. 01:47:823 (1) - ^
  6. 01:51:890 (2) - ^
  7. 01:53:923 (2) - ^
  8. 01:54:685 (1) - ^
  9. 01:55:447 (3) - ^
  10. 01:55:956 (2) - ^fixed some. only leave 2 which I think it is ok.
  11. 01:57:989 (1) - Replace Finish with Whistle.fixed
  12. 01:59:768 (8,1) - Remove Finish. Reason is the same as 01:38:675.fixed. I made it same as above.
  13. 02:02:055 (9) - Replace Finish with Whistle.sorry I will leave it..
  14. 02:10:187 (1) - ^, and maybe place the circle at (256,192)?
made the circle on the centre, but finish remains.

Well... about Insane, there was a lot of places where Finish just does not fit. That's it, basically.

Okay, mod's over.

Good luck on the way 8-)
Thanks for modding~
helps a lot with hitsound~
Backfire
Taiko -
00:12:271 - Sliders in taiko maps that are slow like this go to 1/8. It is very unfllowy. Replace with some notes instead.
00:16:337 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,1) - I am not a fan of these at ALL in a map like this. They are much too confusing for this kind of song, and would likely offset players to play on HR. The song is too slow for stuff like this. Cut them down by a good bit and it will be ok ^^;
00:32:474 - delete and put a finish on 00:32:601 -
00:40:606 - ^
00:41:241 - add a don
00:49:374 - ^
00:57:252 - add a triple plet of don
01:13:135 - do the same here as 32:474 In fact, you have many sections like this, so, fix all of them and thats all.
Topic Starter
ZHSteven

Backfire wrote:

Taiko -
00:12:271 - Sliders in taiko maps that are slow like this go to 1/8. It is very unfllowy. Replace with some notes instead.
00:16:337 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,1) - I am not a fan of these at ALL in a map like this. They are much too confusing for this kind of song, and would likely offset players to play on HR. The song is too slow for stuff like this. Cut them down by a good bit and it will be ok ^^;
00:32:474 - delete and put a finish on 00:32:601 -
00:40:606 - ^
00:41:241 - add a don
00:49:374 - ^
00:57:252 - add a triple plet of don
01:13:135 - do the same here as 32:474 In fact, you have many sections like this, so, fix all of them and thats all.
All fixed.
For the last part, I think I've check all the pattern like that... hope it will be all.
Thanks for modding~~~
bossandy
  • Hi 史蒂芬 ~ request from my queue ~
     
  1. Red : I think you must to fix.
  2. Bule : Need to discuss.
  3. Black : Just suggest or nazi.
     
    [ General ]
     
  4. 建議你在做個Easy 現在的Normal對新手來說可能有點難
  5. 用記事本打開Hell-Jumping CTB 難度 有一行字跟其他難度不一樣 把它用成一樣吧
    [Events]//Background Colour Transformations
    3,100,0,0,0 <<< 這是Hell-Jumping CTB的
    [Events]//Background Colour Transformations
    3,100,255,255,255 <<< 這是其他難度的
     
    [ Normal ]
     
  6. 01:13:771 (1,2) - 刪除這兩個note spinner後面1/2拍就有note對新手來說太難了 ( 有刪除的話 記得在01:14:279 (3) - 加NC )
  7. 01:51:890 (2,1) - 有一小段break 但是spacing太近了 請移動遠一點>_<
     
    [ Hard ]
     
  8. spacing時常有變化 不知道是切換Grid size的關係還是怎樣>_<
  9. 01:47:062 (2,3) - Spacing
  10. 01:20:632 (1) - Remove NC
  11. 01:21:395 (4) - NC
  12. 01:22:665 (1) - Remove NC
  13. 01:23:428 (9) - NC
  14. 01:25:461 (8) - ^
  15. 01:49:095 (1) - Remove NC
  16. 01:50:112 (9) - NC
  17. 01:51:128 (1) - Remove NC
  18. 02:08:028 (9) - 刪除這個note感覺比較好
     
    [ Insane ]
     
  19. 這diff spacing變化太多了吧>_< 用Ctrl+Shift+A 然後檢查一下並修改吧
  20. 00:05:409 (4,5,6) - 這樣擺不知道會不會被M/Bat挑>_<
  21. 00:20:403 (8) - NC
  22. 00:23:961 (1) - Remove NC
  23. 00:38:192 (1) - ^
  24. 02:08:154 (1,1) - 把note刪除 然後spinner拉長吧 讓他跟其他難度一樣 xD
     
      --------------------------------------------------------
好歌! 但是spacing要多注意一點 >_<
Good Luck :3
Topic Starter
ZHSteven

bossandy wrote:

  • Hi 史蒂芬 ~ request from my queue ~
     
  1. Red : I think you must to fix.
  2. Bule : Need to discuss.
  3. Black : Just suggest or nazi.
     
    [ General ]
     
  4. 建議你在做個Easy 現在的Normal對新手來說可能有點難
    这个normal就是以前easy改的。。大家都说以前那个太简单所以就改到normal了
  5. 用記事本打開Hell-Jumping CTB 難度 有一行字跟其他難度不一樣 把它用成一樣吧
    [Events]//Background Colour Transformations
    3,100,0,0,0 <<< 這是Hell-Jumping CTB的
    [Events]//Background Colour Transformations
    3,100,255,255,255 <<< 這是其他難度的

    done. 

    [ Normal ]
     
  6. 01:13:771 (1,2) - 刪除這兩個note spinner後面1/2拍就有note對新手來說太難了 ( 有刪除的話 記得在01:14:279 (3) - 加NC )
  7. 01:51:890 (2,1) - 有一小段break 但是spacing太近了 請移動遠一點>_<

    All fixed. 

    [ Hard ]
     
  8. ]spacing時常有變化 不知道是切換Grid size的關係還是怎樣>_<
    我感觉该改的都改过来了- -
  9. 01:47:062 (2,3) - Spacing
  10. 01:20:632 (1) - Remove NC
  11. 01:21:395 (4) - NC
  12. 01:22:665 (1) - Remove NC
  13. 01:23:428 (9) - NC
  14. 01:25:461 (8) - ^
  15. 01:49:095 (1) - Remove NC
  16. 01:50:112 (9) - NC
  17. 01:51:128 (1) - Remove NC
    remapped the Combo here.
  18. 02:08:028 (9) - 刪除這個note感覺比較好
    我感觉差不多。。不过无所谓了。。fixed
     
    [ Insane ]
     
  19. 這diff spacing變化太多了吧>_< 用Ctrl+Shift+A 然後檢查一下並修改吧
    我发现AImod是个蛋疼的东西。。每次refreash都不一样。。anyway, fixed the biggest spacing problem, and I think the rest spacing problem is just I need a jump there..
  20. 00:05:409 (4,5,6) - 這樣擺不知道會不會被M/Bat挑>_<
    挑的时候再说吧。。如果真挑的话我就叠起来
  21. 00:20:403 (8) - NC
  22. 00:23:961 (1) - Remove NC
  23. 00:38:192 (1) - ^
    Fixed.
  24. 02:08:154 (1,1) - 把note刪除 然後spinner拉長吧 讓他跟其他難度一樣 xD
     = =nope..I will leave it
      --------------------------------------------------------
好歌! 但是spacing要多注意一點 >_<
Good Luck :3
ertyukjh010


您好 :)

[Normal]

OD-1
01:44:267 (5) - Normal不適合變距,用正常0.8x距離吧
01:46:300 (1) - ^
01:57:990 (5) - 一般來說不會用有角的Slider
02:00:023 (1) - 除去whistle

[Hard]

OD-1
01:39:692 (3) - 除去whistle;順帶一提正確上音效的方法是需要按它直到變為紅色

[Insane]

OD-1 ........
00:05:409 (4,5,6) - 舊時代風格,這種折返3連點現在不會用了,實在太難打
00:22:817 (3,1) - No 1/8 beat here. Without the rhythm.
00:46:832 (5) - 除去加速
01:03:097 (1) - ^
02:08:154 (1) - 在02:10:187結束,02:10:187的Note刪掉

[Other]

Try to use this method to add hitsound


That all.

Topic Starter
ZHSteven

ertyukjh010 wrote:



您好 :)

[Normal]

OD-1
01:44:267 (5) - Normal不適合變距,用正常0.8x距離吧 fixed
01:46:300 (1) - ^ fixed
01:57:990 (5) - 一般來說不會用有角的Slider 画成一个半圆了。。然后吧后面的稍微remap了下
02:00:023 (1) - 除去whistle fixed

[Hard]

OD-1 fixed
01:39:692 (3) - 除去whistle;順帶一提正確上音效的方法是需要按它直到變為紅色
[attachment=1:2d687]add Hitsound.png[/attachment:2d687]
fixed
[Insane]

OD-1 ........
00:05:409 (4,5,6) - 舊時代風格,這種折返3連點現在不會用了,實在太難打好吧我把它叠起来了
00:22:817 (3,1) - No 1/8 beat here. Without the rhythm.我觉得可以啊。。。看看下面的mod在说吧
00:46:832 (5) - 除去加速
01:03:097 (1) - ^
ummm I will keep it.. let's see other mod.
02:08:154 (1) - 在02:10:187結束,02:10:187的Note刪掉 fixed

[Other]

Try to use this method to add hitsound

[attachment=0:2d687]Clap.png[/attachment:2d687]
2 4白线我不是不懂。。只是说感觉太粗糙了= =
That all.

Thanks for mod~
Deif
Daddy's back to his modding affairs \o/

Hell-Jumping CTB

AR8 and CS5 are a perfect combination for this melody... but I'd raise OD to 7, or even 8, to make this a pure Insane diff.

00:09:221 (3,4,5) - Move (4) a bit closer to (3), to get a not-so-surprising jump. 2-3 grids should be ok.
00:09:221 (3,4,5) - ^
00:27:265 (3,4,5) - ^ In this case, ~5 grids.
00:35:397 (3,4,5) - ^ In this case, ~5 grids.

There are more triplets of these kind throughout the diff. Of course it's up to you to modify them or not, those were only suggestions.

00:14:304 (3,4,5,6) - Don't kill me, but some of those notes must be Hdashed. Moving (4) 1 to left, and (5) 1 to right should solve it.
00:16:337 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - Ok, these notes need more organization, because they seem to be placed randomly. You can try something like THIS.
00:18:370 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - Same, but I'll let you try another kind of patterns.
00:20:403 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - ^
00:22:436 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - ^
00:18:243 (0) - Maybe you can add a note there, or convert (15) in a slider if you're not confident enough while fitting to the melody.
00:22:309 (0) - ^
01:28:256 (4) - You may change the direction of this slider, as you did previously in 01:20:124 (4). It'd fit better with the melody, and i'd break the monotony of the same movement 4 consecutive times.
01:31:560 (10) - NC, or it'll be too long.
01:33:593 (22) - No, just no. Now it's forbidden to use uninherited timing sections to modify the speed of a single slider. Plus, those last red lines aren't even in the rest of the diffs, you must remove them and use green lines to lower the speed of (22).
01:56:980 (6,7,8,9,1) - Those jumps are too extreme w/o being Hdashed. You may either reduce them, or create Hdashes.
02:00:029 (1,2) - Those have to be Hdashed, imo.
02:08:161 (1) - This spinner is too close to the next note. You may reduce it by 1/4.
02:12:736 (9,10,11,12,13,1) - Too extreme, and one of the jumpy patterns where most average players fail in this song, and most pro players cannot even catch. It may be better if you reduce them.


I think it's done. IMO the main problems were those groups of 15-16 notes at the beginning, which didn't match with the rest of the map, and 2 jumpy patterns that were too much. Nevertheless this is still the hell of the jumps in CTB ^^

I hope I haven't messed up the diff orz
Topic Starter
ZHSteven

Deif wrote:

Daddy's back to his modding affairs \o/

Hell-Jumping CTB

AR8 and CS5 are a perfect combination for this melody... but I'd raise OD to 7, or even 8, to make this a pure Insane diff.

00:09:221 (3,4,5) - Move (4) a bit closer to (3), to get a not-so-surprising jump. 2-3 grids should be ok. I think this is a normal pattern in HR maps. so I will leave it.
00:09:221 (3,4,5) - ^
00:27:265 (3,4,5) - ^ In this case, ~5 grids.Fixed
00:35:397 (3,4,5) - ^ In this case, ~5 grids.fixed

There are more triplets of these kind throughout the diff. Of course it's up to you to modify them or not, those were only suggestions.

00:14:304 (3,4,5,6) - Don't kill me, but some of those notes must be Hdashed. Moving (4) 1 to left, and (5) 1 to right should solve it.
the truth of these jump is: only 5 and 6 is max jump, so I think it is ok.
00:16:337 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - Ok, these notes need more organization, because they seem to be placed randomly. You can try something like THIS.
00:18:370 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - Same, but I'll let you try another kind of patterns.
00:20:403 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - ^
00:22:436 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - ^

Actually it is not placing randomly. I still remembered it takes me about 5 hours to test and place this part.
anyway, remap a bit on this part to make it easier.

00:18:243 (0) - Maybe you can add a note there, or convert (15) in a slider if you're not confident enough while fitting to the melody.
00:22:309 (0) - ^umm..the pattern will break if adding note there. So I will leave it.
01:28:256 (4) - You may change the direction of this slider, as you did previously in 01:20:124 (4). It'd fit better with the melody, and i'd break the monotony of the same movement 4 consecutive times.Good idea.
01:31:560 (10) - NC, or it'll be too long.
01:33:593 (22) - No, just no. Now it's forbidden to use uninherited timing sections to modify the speed of a single slider. Plus, those last red lines aren't even in the rest of the diffs, you must remove them and use green lines to lower the speed of (22).
So, you know..it is mapped in 2010...at that time I dont know any of the rules in standard..
Now I know that is forbidden. So remap this part.

01:56:980 (6,7,8,9,1) - Those jumps are too extreme w/o being Hdashed. You may either reduce them, or create Hdashes.
create hypers in order to make it easy.
02:00:029 (1,2) - Those have to be Hdashed, imo.
yes.
02:08:161 (1) - This spinner is too close to the next note. You may reduce it by 1/4.
done.
02:12:736 (9,10,11,12,13,1) - Too extreme, and one of the jumpy patterns where most average players fail in this song, and most pro players cannot even catch. It may be better if you reduce them.
remap this part by reducing some of the jumps, rearrange the note a bit to make it more fun.
done


I think it's done. IMO the main problems were those groups of 15-16 notes at the beginning, which didn't match with the rest of the map, and 2 jumpy patterns that were too much. Nevertheless this is still the hell of the jumps in CTB ^^

I hope I haven't messed up the diff orz
Thanks for mod~
I will leave the orignal version by now.
feel free to play~
Megurine Luka
/Queue

我有种你终于熬出头了的感觉\:D/

[General]

应该没啥问题

[Normal]

00:46:324 (2) - 建议放在其他地方:),这种遮挡对新手来说有点难
00:55:981 (2) - ^
01:13:771 (1,2,3) - 这种三连对新手来说太难了啦><,后面的不指出了,换成短折返slider都比现在这样要好,你这个虽然是Normal但毕竟也是你的最低难度,所以红线什么的尽量不要压,所以后面的slider以红线结尾什么的,这种最好也不要:D
01:38:676 (2) - del fin
01:57:990 (5) - ↓ 1 grid

[Hard]

00:23:198 (2,3,4,5,6) - 这一串摆的不是很好:<
00:51:407 (6) - ↓ 2 grids
01:46:300 (1) - ↑ 1 grid
01:55:957 (6) - ↑ 2 grids

[Insane]

00:06:172 (1) - ↓ 2 grids
00:40:225 (6,7,8,9,10) - 么放好
00:46:832 (5) - 太突然了,不建议这里改sv
00:48:357 (2) - ctrl+R更顺
01:03:097 (1) - 和之前一样


基本是这样:<不好意思因为头一直很疼所以也不能好好mod..抱歉 :?
Topic Starter
ZHSteven

Megurine Luka wrote:

/Queue

我有种你终于熬出头了的感觉\:D/
谢谢。。其实我也有这种感觉XD
[General]

应该没啥问题

[Normal]

00:46:324 (2) - 建议放在其他地方:),这种遮挡对新手来说有点难
00:55:981 (2) - ^
我感觉这里的遮挡没什么太大问题- -所以不改>.<
01:13:771 (1,2,3) - 这种三连对新手来说太难了啦><,后面的不指出了,换成短折返slider都比现在这样要好,你这个虽然是Normal但毕竟也是你的最低难度,所以红线什么的尽量不要压,所以后面的slider以红线结尾什么的,这种最好也不要:D
好的,我吧1/2都去掉了。。但是红线slider我感觉不错就保留了。。如果以后有人说的话再拿掉吧= =
01:38:676 (2) - del fin fixed
01:57:990 (5) - ↓ 1 grid fixed, and rearrange the rest

[Hard]

00:23:198 (2,3,4,5,6) - 这一串摆的不是很好:<rearrange it
00:51:407 (6) - ↓ 2 grids fixed
01:46:300 (1) - ↑ 1 grid fixed
01:55:957 (6) - ↑ 2 grids fixed, 不过spacing没问题么?

[Insane]

00:06:172 (1) - ↓ 2 gridsdone
00:40:225 (6,7,8,9,10) - 么放好 fixed
00:46:832 (5) - 太突然了,不建议这里改sv 改成note了成不?
00:48:357 (2) - ctrl+R更顺nope...i just want this feeling XD
01:03:097 (1) - 和之前一样^


基本是这样:<不好意思因为头一直很疼所以也不能好好mod..抱歉 :?
拜谢。。头疼还能mod这么细- -
Faust
This is impossible.
Topic Starter
ZHSteven

Faust wrote:

This is impossible.
Could you elaborate more on it?
Faust
It's a joke statement.
Topic Starter
ZHSteven

Faust wrote:

It's a joke statement.
lol
would you mind you give a mod? Thanks~
Vass_Bass
Hi

General
  1. I thing BPM must be 118,0
  1. Actually, don't like BG and video, quality of the video... eeeeh bad :S it's not a big problem, but beauty of the map is importaint thing
  1. Do the volume on red time section quietly, may be 40%
  1. Remove letterbox
Normal
  1. 00:23:453 (1,2,3) - remove it, and add spinner 00:22:690 - 00:24:469 and remove that green sections
  1. 00:28:535 (1,2) - 3 grids right
  1. 00:41:750 (1) - whistle
  2. 00:45:816 (1) - ^
  3. 00:48:866 (5) - remove whistle and add finish
  4. 00:55:981 (2) - whistle in the end
  5. 01:19:362 (1) - remove nc
  6. 01:19:362 (1) - whistle on the reverse and remove it in the end
  7. 01:21:903 - whistle
  8. 01:20:886 (1,2,3,4) - try this:

    1. 01:29:527 (2,3) - whistles on the end
    2. 01:36:643 (1,2) - will be better, if it will be soft
  9. 01:41:725 (1) - remove clap
  10. 01:46:808 - clap
  11. 01:49:095 (3) - remove clap
  12. 01:50:366 (4) - claaap
  13. 01:50:874 (1) - remove clap
  14. 02:01:039 - clap and 02:01:547 - guess what? Claaap
Hard
  1. 00:24:469 (1) - i know that it's hard, but try to move it to the center, loke this:
  2. 00:30:568 - finish
  3. 00:40:225 (5) - spacing lol
  4. 00:47:849 (6) - extended it to the blue line (00:48:230)
  5. 01:07:163 (6) - ^
  6. 01:07:672 (7) - remove clap
  7. 01:11:484 (1) - remove it, and add one spinner 01:11:484 - 01:13:262 or it will be unrankable
  8. 01:17:329 - finish
  9. 01:55:957 (6) - naaah ugly slider, do it symmetrical
Insane
  1. 00:00:072 (1) - reduce to the blue line (00:00:454)
  2. 00:02:106 (1) - ^
  3. 00:04:139 (1) - ^
  4. 00:08:205 (1) - ^
  5. 00:10:238 (1) - ^
  6. 00:40:733 (10) - finish
  7. 00:43:529 (1,2,3,4,5,6) - try this:
  8. 00:49:120 - remove finish
  9. 01:05:130 (8) - ^
  10. 01:07:925 (1) - whistle
  11. 01:23:681 (4,6,7,10) - ^
  12. 01:38:039 (1) - remove nc
Good luck~
shikyu
Sorry for late taiko mod~
I checked with AIBat, it seems you have some problem, make them consistence

[Taiko]
Unsnapped inherited (green) timing point(s) at: 01:37:538, 01:37:666, 01:45:671, 01:45:925, 01:53:931, 02:01:999, 02:02:126, 02:10:067

00:18:751 (16) - move this to 00:19:005, there isn't anything and it's follow the music better
00:19:895 (22) - move 1 tick behind
00:20:149 (24) - delete note. If you follow this, change 00:20:276 (25) into k
00:35:905 (X) - add note
01:53:931 - this timing has volume 61%
02:02:055 (154) - why you change it to soft? normal hitsound still better

That's all, good luck
meiikyuu
i love this song ♥ hope to see it ranked ~
Topic Starter
ZHSteven
To Vass_Bass: All fixed. Thank you for your meticulously mod~
To shikyu: Some of the pattern fixed, just no change at beginning 3.
frost-b-spec
thx reqs~
sorry,late modding.

[Insane]
00:31:076 (2) - spacing(x0.0)
01:47:823 (1) - -1 retuen and add circle

[Normal and Hard]
more use curve slider
Topic Starter
ZHSteven

frost-b-spec wrote:

thx reqs~
sorry,late modding.

[Insane]
00:31:076 (2) - spacing(x0.0) donno why but it always give me 0.01..
01:47:823 (1) - -1 retuen and add circle I guess you mean reduce 1 reverse and add one circle? fix

[Normal and Hard]
more use curve slider
Poggo
Hi sorry for expectation ;w;

Insane
00:23:453(1) - i think better make ctrl+H http://puu.sh/tznJ that stream went on one line
00:56:871 - i know what you mean but better remove NC
01:05:130 - make this slider double
01:06:147 - remove clap
02:00:531(2,3) - unstack it http://puu.sh/tzri

Hard
01:02:843(2,3,4) - different spacind between noyes correct it
01:42:488 - remove whistle ><
01:50:874 - add whistle
01:59:514 - ^

Normal
00:48:866 - maybe replace it on double short slider? sound better
01:04:114 - http://puu.sh/tzuK this better sound (on red tick you can not put note if you want)
01:26:986 - spacing between end slider and note correct it
01:48:841 - add note
01:53:415 - ^

It's all ^^ good luck :3
Topic Starter
ZHSteven

Katty Pie wrote:

Hi sorry for expectation ;w;

Insane
00:23:453(1) - i think better make ctrl+H http://puu.sh/tznJ that stream went on one line fixed
00:56:871 - i know what you mean but better remove NC fixed
01:05:130 - make this slider double
01:06:147 - remove clap fixed
02:00:531(2,3) - unstack it http://puu.sh/tzri change the pattern here.


Hard
01:02:843(2,3,4) - different spacind between noyes correct it fixed
01:42:488 - remove whistle >< done
01:50:874 - add whistle
01:59:514 - ^

Normal
00:48:866 - maybe replace it on double short slider? sound better
01:04:114 - http://puu.sh/tzuK this better sound (on red tick you can not put note if you want)
01:26:986 - spacing between end slider and note correct it fixed
01:48:841 - add note
01:53:415 - ^
i don't want 1/2 in this dff >.< anyway, thanks
It's all ^^ good luck :3
wmfchris
[General]
http://osu.ppy.sh/s/12035 you may want to tag sth more
- Inconsistancy of preview time
- Inconsistancy of letterbox during breaks
- Inconsistancy of Title!
- Remove SB in front of combo fire since there's no SB hence uncesscary
- You may want some soft colour instead of the current combo colour.

[Insane]
00:00:835 (3) - whistle goes well with music here. (and it fits with the next (3) which you put whistle there
00:09:221 (3,4,5,6) - This is placed in an odd way imo, it looks like (2), (3,4,5), (6) are separated groups of note... try http://osu.ppy.sh/ss/311929
00:11:254 (3,4,5,6) - ^
00:40:225 (6) - clap like what you did before
00:46:832 (5) - consider placing this at (380,240) to make a symmetrical shape
00:52:678 - may sound odd with notes because the separation is different. Using slider between them may look better
01:12:754 (5,7) - you can consider changing the direction of (7) so that it stacks with (5)
01:50:873 (10) - like (2,6), removing clap here emphasize the drums in the music.
02:03:579 (5) - Unsnapped circle.
02:07:391 (4) - Unsnapped slider


Maybe you'll need to rethink a bit about thie hitsound logic as I feel like the clap in the first half of the music has some sort of randomness .

[Hard]
00:32:093 (5,6) - (6) stacked on (1) and we can't determine how many ticks are in (1) at the first glance and is pretty unrankable. You may consider patterns like this http://osu.ppy.sh/ss/311932
00:51:407 (6) - to avoid overlapping move this to (1)'s right (5)'s above
01:24:190 (5) - imo make it parallel with (2,3,4) looks better
01:26:223 (3) - remove whistle
01:29:146 (2) - move this up a bit to reduce overlapping and make accurate spacing
01:54:940 (4) - suggestion: flip vertically looks better with more variation

[Normal]
00:17:353 (2,2) - remove whistle?
01:29:019 (1) - [Nazi] place at (244,204) to make it symmetrical
01:28:510 (5,2) - stack properly
01:41:217 - feels empty here, you can add one more tick for (3)
01:50:874 (1) - clap at ending

this normal should be a bit harder considering the diff spread of hard and insane

[Easy]
'3'

Solo diffs, in overall, can still be improved quite a lot. Hitsounding can have a more unique logic and try to use more softclap instead of normal clap at the later part, and the notes can have some better placements.

[Taiko]
- OD 6
- S 60% would be too soft, taiko hitsound should be clearly audiable. Use S 100% maybe
02:03:579 (160) - Unsnapped
02:07:391 (182) - Unsnapped
02:07:518 (183) - Unsnapped
02:09:424 (196) - Unsnapped

Just scanned the diff roughly and is done quite good.

-ctb diff has a lot of unsnapped notes.

good luck~
Topic Starter
ZHSteven

wmfchris wrote:

[General]
http://osu.ppy.sh/s/12035 you may want to tag sth more I looked at it and I think that map only have author's tag(like v2b...etc)so I still dont know what to add...
- Inconsistancy of preview time
- Inconsistancy of letterbox during breaks fixed
- Inconsistancy of Title!
In fact I feel so shocked when looking at this...Anyway, I cannot find the inconsistancy of these, and I remembered I have fixed them a lot in some previous mod...
- Remove SB in front of combo fire since there's no SB hence uncesscary I thought it is already off..
- You may want some soft colour instead of the current combo colour.umm I dont want because the original game is consists of these 4 color.

[Insane]
00:00:835 (3) - whistle goes well with music here. (and it fits with the next (3) which you put whistle there
00:09:221 (3,4,5,6) - This is placed in an odd way imo, it looks like (2), (3,4,5), (6) are separated groups of note... try http://osu.ppy.sh/ss/311929
00:11:254 (3,4,5,6) - ^
00:40:225 (6) - clap like what you did before
00:46:832 (5) - consider placing this at (380,240) to make a symmetrical shape
00:52:678 - may sound odd with notes because the separation is different. Using slider between them may look better
01:12:754 (5,7) - you can consider changing the direction of (7) so that it stacks with (5)
01:50:873 (10) - like (2,6), removing clap here emphasize the drums in the music.
02:03:579 (5) - Unsnapped circle.
02:07:391 (4) - Unsnapped slider


Fixed all

Maybe you'll need to rethink a bit about thie hitsound logic as I feel like the clap in the first half of the music has some sort of randomness .
I know where are you talking about, so I just remap that a bit, but i think it sounds good-.-

[Hard]
00:32:093 (5,6) - (6) stacked on (1) and we can't determine how many ticks are in (1) at the first glance and is pretty unrankable. You may consider patterns like this http://osu.ppy.sh/ss/311932spacing will be a problem if I place like this.. anyway rearrange this.
00:51:407 (6) - to avoid overlapping move this to (1)'s right (5)'s above
01:24:190 (5) - imo make it parallel with (2,3,4) looks betterummm I think horizontal will be better...
01:26:223 (3) - remove whistle
01:29:146 (2) - move this up a bit to reduce overlapping and make accurate spacing
01:54:940 (4) - suggestion: flip vertically looks better with more variation

fixed all

[Normal]
00:17:353 (2,2) - remove whistle?
01:29:019 (1) - [Nazi] place at (244,204) to make it symmetrical
01:28:510 (5,2) - stack properly
01:41:217 - feels empty here, you can add one more tick for (3)
01:50:874 (1) - clap at ending

fixed all.

this normal should be a bit harder considering the diff spread of hard and insaneOk ok..Now I really dont know what to do.. a lot of people says this is easier than expected..

[Easy]

Solo diffs, in overall, can still be improved quite a lot. Hitsounding can have a more unique logic and try to use more softclap instead of normal clap at the later part, and the notes can have some better placements.

I will try my best :3

[Taiko]
- OD 6
- S 60% would be too soft, taiko hitsound should be clearly audiable. Use S 100% maybe
02:03:579 (160) - Unsnapped
02:07:391 (182) - Unsnapped
02:07:518 (183) - Unsnapped
02:09:424 (196) - Unsnapped

Just scanned the diff roughly and is done quite good.
Thanks and fixed all.

-ctb diff has a lot of unsnapped notes.
Ok.. let me do manually resnap again...
good luck~
Thanks a lot for modding
Miya
Hi there~

General
  1. Uncheck the 'Display storyboard in front of combo fire' since there are no storyboard in this map.
Normal
  1. HP Drain + 1 to make things more harder?
  2. 00:16:337 (1) - Hmm, since i hear a cymbal sound here, it's good to add a finish sound.
  3. 00:17:353 (2) - add a whistle to feel the gap between the whistle rythim?
  4. 00:21:420 (2) - ^
  5. 00:22:944 (1) - Add a finish sound too at this spinner since i hear a cymbal sound at the back.
  6. 00:46:324 (2,3) - The circle number 2 will be hidden by the combo hitburst. So it's not good if you place it there. Also, the slider number 3 is not stacked properly with 00:44:800 (5) - . Please improve the pattern of this note and the note after it.
  7. 00:54:457 (5) - Sorry if it's nazi, but i think you place this circle too close with slider 00:53:440 (4) - . It's better to move it by 2-3 grid to right. It will be more good to see imo.
  8. 01:00:048 (3) - Same here, it's too close too with slider 00:59:031 (2) - and not good to see. Please move it by 2 grid up.
  9. 01:03:097 (2,3) - Switch the whistle at slider number 2 to the slider number 3 start. It's breaking the consistencies of your whistle rythim. Also, the slider number 3 is also too close with slider number 2. You can move it away like the note before.
  10. 01:23:936 (4,5) - Move the whistle at 4 to slider 5 start. It's not consisant with your whistle rythim.
  11. 01:29:527 (2,3) - I think this pattern can be improved and it's indeed not symetrical. Maybe it can be like this? > http://puu.sh/tV7F . It's more good and have a better flow. Also, i think you miss a whistle at slider 3 end.
  12. 01:39:692 (3) - I think you need a clap at the 2nd repeat and the end to close your clap rythim.
  13. 01:45:791 (3) - This soft finish sound is not fit with the music and the finish sound before it. Change it into normal please.
  14. 01:53:924 (1) - Please make this slider symetrical with 01:51:890 (2) - to improve map aesthetic. Also, i think you need a finish sound at it start. Since i hear a cymbal sound there.
  15. 01:57:481 (4,5) - Move the clap at 4 to 5 start please. It's not consistant with the previous clap rythim.
  16. 02:00:023 (1) - Again, please use normal finish sound at the end. It's more suitable imo.
  17. 02:08:155 (1) - I hear a cymbal sound it's end. Better to add finish to cover that cymbal sound.
Hard
  1. OD -1 to balance with your normal diff?
  2. Found some unsnapped timing. Maybe you forgot resnap this when you change the offset. Look here > http://puu.sh/tVb4
  3. Like wmf said, the gap between normal and hard is not good. The normal is too easy to compare to hard.
  4. 00:14:304 (1,2,3,4,5,6) - Improve this star shape please. It's not even symetrical.
  5. 00:30:568 (1) - Remove the finish sound at the start? I don't hear any heavy sound or cymbal sound at this spot.
  6. 00:32:093 (5) - I think you miss a whislte overhere.
  7. 00:33:364 (2,3,4,5) - Not symetrical with 00:32:601 (1) - . Are you sure?
  8. 00:36:667 (1) - Change this whistle into finish at the start. This spot has the same rythim with the spot that you place finish.
  9. 00:58:015 (3) - This slider is not straight. Are you sure?
  10. 01:02:081 (2) - You miss a whistle again here at the start.
  11. 01:08:180 (1) - ^
  12. 01:10:213 (6) - ^ at the start.
  13. 01:23:936 (4) - An awkward clap sound here. You don't have any clap rythim in this spot. So better to remove it.
  14. 01:37:659 (1,2) - Please center this with 01:39:692 (3) - . Not good to see.
  15. 01:45:791 (3) - Same as previous diff. Change this soft finish into normal one.
  16. 02:07:647 (5,6,7) - Not symetrical with 02:06:630 (1,2,3,4) - . Are you sure?
Insane
  1. Found some unsnapped timing point. Look here > http://puu.sh/tVG6
  2. 00:06:553 (2) - Add a whistle here? It will synchronize better with the next whistle rythim.
  3. 00:13:287 (2) - ^
  4. 00:33:364 (2) - Im sure you can stack this note with 00:32:347 (8) - to make things more good.
  5. 01:02:843 (4) - I thought this one is a slider. The note placement is really confuse me.
  6. 01:28:129 (4,5,6) - Why this stream has different spacing with the the rest of the stream? It's no good for the flow.
  7. 00:44:800 (6) - I think you miss a whistle here at the start. I feel it's empty.
  8. 01:05:130 (8) - Change the clap at the start into finish please. I hear a cymbal sound at that spot, and it's not consistant with your previous finish rythim.
  9. 01:13:262 (7) - Add finish at the start. Same reason as above.
  10. Also, change this soft finish here at 3rd and 4th kiai into finish like previous diff.
That's all from me. Agree with wmf said, the standard diff really need a lot of improvement.
Good luck~
B2IN
Hi ! :D
oh, KOTOKO ! i love KOTOKO's song >w<
[General]
you can find high definition movie ?
[Normal]
I think the curve slider need more
00:22:944 (1) - move to here 00:22:436(remove 00:22:436 (3)) till 00:24:469
00:49:882 (1,3) - make curve slider

ex)
[Hard]
00:54:965 (1,2,3,4) - try this


[Insane]
00:13:796 (1) - move to here 00:14:304 till 00:15:829



00:41:242 () - add note
00:42:640 (5) - remove
00:57:506 () - add note
00:58:904 (5) - remove ?
01:37:659 (1) - finish. 'only' head of slider
01:45:156 (3,4) - i recommend this to you (remove note 3)


good luck ^^
Topic Starter
ZHSteven
@Miya: Almost everything done~some part of the hitsound I think no need to change-.-
And all thanks to your precise mod~ Now I know how is this map TAT

@B2IN: THanks for your mod~ Fixed some rythm based on your suggestion
Kurai
Random CtB modding www

[Hell-Jumping CTB]
  1. 00:01:851 (6,1) - In my opinion this jump is too big for the beginning, I mean it's a calm part and the map has just started, I find this jump kinda innapropriate. Besides for 00:03:884 (6,1) and 00:05:918 (6,1) you haven't done a jump, so for the sake of consistency, don't do a jump here ?
  2. 00:08:205 (1,2) - I wouldn't put (2) at the same position as (1)'s end, it kinda breaks the flow. Something like this is better in my opinion :
    Obviously it means that you need to re-arrange the following pattern.
  3. 00:09:348 (4,5) - I think it's better not to stack them.
  4. 00:10:238 (1,2) - Same as before
  5. 00:11:381 (4,5) - ^
  6. 00:14:558 (4) - I think this jump is too big, you need to pass through more than half of the screen to catch it, that's quite a lot for a 1/2, well this is fine because it is not meant to be easy, but I find such a big jump unexpected here and that may surprise the player a lot, so maybe you could reduce it a bit ?
  7. 00:20:276 (16,1) - In the whole stream, it is the only hyperdash, I find this awkward, the player plays jumps and suddenly a hyperdash, and after the hyperdash, the player keep having only normal jumps. Wouldn't it be more logical to make this hyperdash a normal jump too ?
  8. 00:24:469 (1,2) - This pattern doesn't really follow the music's rhythm in a good way, I see what you have followed but this is awkward. If you want to follow "boing" with (1) like what you did, you can't directly starts another slider just 1/4 later to follow the synth, that doesn't really makes sense and it sounds very bad.
    I'd do that instead, it sounds much better :
  9. 00:30:314 (6) - For a better flow, you should have the same spacing between (5) and (6) as (4) and (5) have. i.e. stack (6) with (4).
  10. 00:30:568 (1) - I find this slider boring and anti-climactic, because you don't need to move to catch both start point and end point. Tilt it maybe ?
  11. 00:31:585 (5) - Same goes for this one.
  12. 00:33:491 (2) - Same as before
  13. 00:40:479 (7,8,9) - Don't make it vertical please, I find that too easy and boring.
  14. 00:41:242 - Maybe you could add a note here ? That fits the song pretty well.
  15. 00:53:440 - ^
  16. 00:57:887 (2) - I'd make this note equidistant from (1) and (3) for a better flow.
  17. 01:20:632 (1,2,3,4,5,6,7) - Flip them horizontally, it plays much better !
  18. 01:35:626 (11) - Once more, I find this kind of slider boring.
  19. 01:37:659 (1,2,3) - Use a higher spacing between those notes, it would emphasize the kiai time more and would be funnier to play imo.
  20. 01:38:676 (4,5,6) - ^
  21. 01:53:924 (2,3,4) - You could make something more epic than just only a vertical pattern, remember that the difficulty is called "Hell-Jumping CtB", so makes good jumps instead of using vertical patterns !
  22. 01:54:940 (6) - ^
  23. 02:12:221 (7,8) - ^
Well, I'm not very good at CtB, but I don't think it is a bad difficulty :P
Good luck ~ !
Ibuki Suika
Topic Starter
ZHSteven
Sorry but it is time to deal with this map after 1 years' wait.
I finally realized I have no talent to map a OSU standard difficulty. I know all of my standard diff is really awful, should remap if I still want to keep it, but it will take a lot more effort and I really tired to do it.

So at the beginning, I just want to make it lie on grave.

But since a lot of old player really really wants to see it ranked, I will try to make a ctb mapset for it. well, in my opinion, that will ruined the 10+ BAT post, and it will go against my original thought....But yeah, that is the fastest way for it to be ranked.

Although now I am still struggling, I will remove all the awful standard diffs by now. and this mapset still open for suggestions~ let me know what you feel if I want to make it a ctb mapset.


Thanks to all the players who still love to play this map.
Twice_old
山哥终于决定要挖来rank了吗!!!! 我好兴奋啊!!!!
Crystal
!!后排顶山哥!!
Raging Bull

ZHSteven wrote:

Sorry but it is time to deal with this map after 1 years' wait.
I finally realized I have no talent to map a OSU standard difficulty. I know all of my standard diff is really awful, should remap if I still want to keep it, but it will take a lot more effort and I really tired to do it.

So at the beginning, I just want to make it lie on grave.

But since a lot of old player really really wants to see it ranked, I will try to make a ctb mapset for it. well, in my opinion, that will ruined the 10+ BAT post, and it will go against my original thought....But yeah, that is the fastest way for it to be ranked.

Although now I am still struggling, I will remove all the awful standard diffs by now. and this mapset still open for suggestions~ let me know what you feel if I want to make it a ctb mapset.


Thanks to all the players who still love to play this map.
>_>

But at the very least, perhaps upload the standard diff in the description?
Topic Starter
ZHSteven

Raging Bull wrote:

>_>

But at the very least, perhaps upload the standard diff in the description?
←_← OK i will do it , thanks
Topic Starter
ZHSteven
and again answer to kurai's mod:

Kurai wrote:

Random CtB modding www

[Hell-Jumping CTB]
  1. 00:01:851 (6,1) - In my opinion this jump is too big for the beginning, I mean it's a calm part and the map has just started, I find this jump kinda innapropriate. Besides for 00:03:884 (6,1) and 00:05:918 (6,1) you haven't done a jump, so for the sake of consistency, don't do a jump here ?
    now here are not consider a jump imo
  2. 00:08:205 (1,2) - I wouldn't put (2) at the same position as (1)'s end, it kinda breaks the flow. Something like this is better in my opinion :
    Obviously it means that you need to re-arrange the following pattern.
    unfortunately the picture breaks.. but i get what you mean. correct it as well.
  3. 00:09:348 (4,5) - I think it's better not to stack them. kind of a CTB pattern. no porblem here imo
  4. 00:10:238 (1,2) - Same as before
  5. 00:11:381 (4,5) - ^
  6. 00:14:558 (4) - I think this jump is too big, you need to pass through more than half of the screen to catch it, that's quite a lot for a 1/2, well this is fine because it is not meant to be easy, but I find such a big jump unexpected here and that may surprise the player a lot, so maybe you could reduce it a bit ?
    this jump is intend to do. I dont think this is unexpected because the music shows a pause in front, and i also have a pause there. plus here the music is hyper enough for me to put such jumps.
  7. 00:20:276 (16,1) - In the whole stream, it is the only hyperdash, I find this awkward, the player plays jumps and suddenly a hyperdash, and after the hyperdash, the player keep having only normal jumps. Wouldn't it be more logical to make this hyperdash a normal jump too ?
    good suggestion. I find it very useful to deal with these stream. thanks for this help~
  8. 00:24:469 (1,2) - This pattern doesn't really follow the music's rhythm in a good way, I see what you have followed but this is awkward. If you want to follow "boing" with (1) like what you did, you can't directly starts another slider just 1/4 later to follow the synth, that doesn't really makes sense and it sounds very bad.
    I'd do that instead, it sounds much better :
    i think i understand what you mean by this although the link breaks. make the slider at the right place and add a not there.
  9. 00:30:314 (6) - For a better flow, you should have the same spacing between (5) and (6) as (4) and (5) have. i.e. stack (6) with (4).
    change it already in new version
  10. 00:30:568 (1) - I find this slider boring and anti-climactic, because you don't need to move to catch both start point and end point. Tilt it maybe ?
    the jump before and after the slider will shows. i think.(max normal jump www
  11. 00:31:585 (5) - Same goes for this one.
  12. 00:33:491 (2) - Same as before
  13. 00:40:479 (7,8,9) - Don't make it vertical please, I find that too easy and boring.
    make it linear.
  14. 00:41:242 - Maybe you could add a note here ? That fits the song pretty well.
    nope.. not a good choice imo
  15. 00:53:440 - ^
  16. 00:57:887 (2) - I'd make this note equidistant from (1) and (3) for a better flow.
    intend max jump. sorry no change
  17. 01:20:632 (1,2,3,4,5,6,7) - Flip them horizontally, it plays much better !
    done in new version.
  18. 01:35:626 (11) - Once more, I find this kind of slider boring.
    drag it into some shape already.
  19. 01:37:659 (1,2,3) - Use a higher spacing between those notes, it would emphasize the kiai time more and would be funnier to play imo.
    correct.
  20. 01:38:676 (4,5,6) - ^
  21. 01:53:924 (2,3,4) - You could make something more epic than just only a vertical pattern, remember that the difficulty is called "Hell-Jumping CtB", so makes good jumps instead of using vertical patterns !
    this is to make player have a rest because of the jump before and after is too extreme. anyway change it to some small jump.
  22. 01:54:940 (6) - ^
  23. 02:12:221 (7,8) - ^
Well, I'm not very good at CtB, but I don't think it is a bad difficulty :P
Good luck ~ !

sorry for dont reply it for a long time. in fact i almost give up this set-.-
Thanks after 1 year XD
LKs
我擦 这图居然还没rank

hitsound assistance&timing check:

[timing]

其实现在也不算不准 如果一定要改的话 就用这个

BPM 118.5
offest 81

[BG]

BG清晰度略低 虽然现在打CTB基本没有开bg的 但我觉得也可以找找高分辨率的

[音效]

因为你跟了不少vocal 那种太规律的加音效法也不太适合 这里是一些hitsound文件

本来我想直接把你一个diff改好的 但由于种种原因没有实现 这是一个小使用说明 以及值得注意的点

DL this http://puu.sh/4fqvP.rar

首先是sliderslide和sliderwhistle sliderslide用这个文件里的空白文件替代 以及sliderwhistle 不知道有什么特别的用意 比如00:04:139 (1) - 如果没用也可以去掉

1.wav: 是一个snare 建议用在开头的部分 以及之后歌曲里比较平淡的部分 以及00:14:558 (2,4,6) - 放在这三个note上效果拔群

2.wav: 一个kick音 你可以跟着音乐把有kick的地方都下了 但又因为跟vocal空出来的部分就不放 slider里的也不放

3.wav: 一个finish音 可以放在00:16:337 (1) - 这种地方 同时可以和默认的finish一起用 可以制造对比效果 另外02:01:929 (8,9) - 这么放finish效果不好 离得太近而且没有对比

4.wav: 00:56:998 (7) - 这种地方都可以放 不过要少放 放太多会听着违和

5&6.wav: 01:11:229 (8) - 适合这里 两者你可以选其中一个 以及寻找其他可以放的地方

7.wav: 是另一个snare音 可以放在kiai部分和你觉得需要加强24clap的地方 也可以放在蓝线上比如02:05:232 (6) - 制造氛围 你现在放得clap 如果直接套上这个 在中后部分有一些听着会违和 所以需要你检查一下


00:29:552 (1,2) - 这种地方音乐里的1/4 snare音听见了吗 这种地方就是可以放花样的地方 无论是用1还是7.wav 多尝试就会有不错的效果

00:56:109 (2,3,4,5) - 在我看来这种地方要放whistle

01:37:659 (1) - 这个部分你现在放得比较单调 可以用不同的finish音来让两个finish听上去更舒服 (忘了 这还有一个加了reverb效果的finish音 也可以用 http://puu.sh/4fqKj.wav


至于怎么设置这些音效 因为你一套音效组只能有三个音 所以比如你在soft1用满了3个比如12.wav 还想把4.wav配合12.wav一起用 那就得新开一个soft2音效组 然后再这么设 以此类推 所以多设几个音效组可能是不可避免的

(不知道说的够不够清楚 反正有事就qqqqqqqqq
Topic Starter
ZHSteven

LKs wrote:

我擦 这图居然还没rank

hitsound assistance&timing check:

[timing]

其实现在也不算不准 如果一定要改的话 就用这个

BPM 118.5
offest 81

[BG]

BG清晰度略低 虽然现在打CTB基本没有开bg的 但我觉得也可以找找高分辨率的

[音效]

因为你跟了不少vocal 那种太规律的加音效法也不太适合 这里是一些hitsound文件

本来我想直接把你一个diff改好的 但由于种种原因没有实现 这是一个小使用说明 以及值得注意的点

DL this http://puu.sh/4fqvP.rar

首先是sliderslide和sliderwhistle sliderslide用这个文件里的空白文件替代 以及sliderwhistle 不知道有什么特别的用意 比如00:04:139 (1) - 如果没用也可以去掉
Sliderslide 和sliderwhistle感觉在CTB里面没有体现的样子。。不过好吧
1.wav: 是一个snare 建议用在开头的部分 以及之后歌曲里比较平淡的部分 以及00:14:558 (2,4,6) - 放在这三个note上效果拔群

2.wav: 一个kick音 你可以跟着音乐把有kick的地方都下了 但又因为跟vocal空出来的部分就不放 slider里的也不放

3.wav: 一个finish音 可以放在00:16:337 (1) - 这种地方 同时可以和默认的finish一起用 可以制造对比效果 另外02:01:929 (8,9) - 这么放finish效果不好 离得太近而且没有对比

4.wav: 00:56:998 (7) - 这种地方都可以放 不过要少放 放太多会听着违和

5&6.wav: 01:11:229 (8) - 适合这里 两者你可以选其中一个 以及寻找其他可以放的地方

7.wav: 是另一个snare音 可以放在kiai部分和你觉得需要加强24clap的地方 也可以放在蓝线上比如02:05:232 (6) - 制造氛围 你现在放得clap 如果直接套上这个 在中后部分有一些听着会违和 所以需要你检查一下


00:29:552 (1,2) - 这种地方音乐里的1/4 snare音听见了吗 这种地方就是可以放花样的地方 无论是用1还是7.wav 多尝试就会有不错的效果

00:56:109 (2,3,4,5) - 在我看来这种地方要放whistle

01:37:659 (1) - 这个部分你现在放得比较单调 可以用不同的finish音来让两个finish听上去更舒服 (忘了 这还有一个加了reverb效果的finish音 也可以用 http://puu.sh/4fqKj.wav


至于怎么设置这些音效 因为你一套音效组只能有三个音 所以比如你在soft1用满了3个比如12.wav 还想把4.wav配合12.wav一起用 那就得新开一个soft2音效组 然后再这么设 以此类推 所以多设几个音效组可能是不可避免的

(不知道说的够不够清楚 反正有事就qqqqqqqqq
妈妈太专业了看不懂=。=
我先自己试着弄下,不明白的再问
eldnl
I'm modding this, should be done for the week.
Kodora
well... i dont play ctb since it was implimented, but i guess i can help you with hitsounds here.. and some other minor things

[General]

  1. Add japanese title - ファーランドシンフォニー
  2. Add "I've sound" to tags according to wiki
  3. what means "tgl" in tags?
  4. If you want to have really calm preview point then would be nice to move it at 00:00:081 - to begin from calmest part.
[Hell-Jumping CTB]

You need to find better custom hitsounds. Your custom soft-hitclap doesnt really fit calm-vocal song, whistle sounds like finish more, and finish sounds just weird. Try to find better replacement - i can help with it if it needs ^^

First of all, please dont overuse finish hitsound - it sounds way too loud and usually uses to emphazire strongest parts in song or usually just add them follow music. If you unsure about finishes, listen song at 50% speed.

  1. 00:32:609 (1) - it sounds too weird, especially with normal addition - just remove it
  2. 01:13:270 (1) - Finish + clap sounds too loud, remove clap from here please
  3. 01:17:336 (1,3) - Pretty much same. But for this case remove finishes from here please. There are no any emphazire here at all
  4. 01:21:402 (7) - same, remove clap
  5. 01:23:435 (1) - ^
  6. 01:25:468 (1) - ^

    Do this in all parts like this please. It feels way too loud.
  7. 01:38:683 (4) - Remove this finish please
  8. 01:39:699 (1) - ^
  9. 01:53:931 (2) - Missed finish at slider's head
  10. 02:22:393 (1) - Unneeded finish, remove please
  11. 02:26:459 (1) - Remove clap
Second point: claps. I feels that they really overused in some parts. Of course it is possible to cleate good rhythm using them but this song isnt really called for it. Some suggestions for claps placement:

  1. 00:00:081 - 00:16:091 - I really dont see any point to add any claps here at all, no drums, only calm quiet instruments. Whistles here are more than enough imo.
  2. 00:24:477 - 00:40:741 - And for this part claps really works. But i'd suggest using them in other way - just add them follow main drums. Example:

    00:27:018 - here
    00:28:035 - here
    00:29:051 - here
    00:30:068 - here

    etc. Dont forget to remove all other
  3. 00:41:504 - 01:37:666 - I'd not use claps here at all. Reason: whistles simple works better, and vocals here much stronger than drums. Just remove all claps from here.
  4. 01:37:666 - 02:10:195 - And here it works again. Also recommended to add them same as before. Same actually for ending part.
Whistles

There are thousands ways how to place them. I usually place them follow vocals or emphazires at music. You can also check ranked map (v2b diff) - mapper used very interesting way to place them. I'd simply suggest place follow vocals for your case ^^.

Other very big problem - you have a lot of notes what uses whistle + clap or whistle + finish. This is simply sounds not so good and too loud.Yes, sometimes it works of course, but for your case better keep mostly only one addition.

Catch me in-game if you have any questions and for suggestions for other diffs (really too much to write here for them, sorry). Hope it helps. Good luck!

P.S. 00:53:448 - add note follow vocals?
Topic Starter
ZHSteven

Kodora wrote:

well... i dont play ctb since it was implimented, but i guess i can help you with hitsounds here.. and some other minor things

[General]

  1. Add japanese title - ファーランドシンフォニー Done
  2. Add "I've sound" to tags according to wiki I believe there is one.
  3. what means "tgl" in tags?TGL technology is the company that produce the game"Farland Symphony"(but now it is closed)
  4. If you want to have really calm preview point then would be nice to move it at 00:00:081 - to begin from calmest part. nah, I dont think it is necessary
[Hell-Jumping CTB]

You need to find better custom hitsounds. Your custom soft-hitclap doesnt really fit calm-vocal song, whistle sounds like finish more, and finish sounds just weird. Try to find better replacement - i can help with it if it needs ^^
all the costom hitsound file is given by Lks. It will be very nice if you can help me find have better ones.

First of all, please dont overuse finish hitsound - it sounds way too loud and usually uses to emphazire strongest parts in song or usually just add them follow music. If you unsure about finishes, listen song at 50% speed.

  1. 00:32:609 (1) - it sounds too weird, especially with normal addition - just remove it
  2. 01:13:270 (1) - Finish + clap sounds too loud, remove clap from here please
  3. 01:17:336 (1,3) - Pretty much same. But for this case remove finishes from here please. There are no any emphazire here at all
  4. 01:21:402 (7) - same, remove clap
  5. 01:23:435 (1) - ^
  6. 01:25:468 (1) - ^

    Do this in all parts like this please. It feels way too loud.
    The clap here is intentionally made. maybe we can talk later via QQ or in game or something...
  7. 01:38:683 (4) - Remove this finish please
  8. 01:39:699 (1) - ^
  9. 01:53:931 (2) - Missed finish at slider's head
  10. 02:22:393 (1) - Unneeded finish, remove pleasedont think so...
  11. 02:26:459 (1) - Remove clap
others fixed
Second point: claps. I feels that they really overused in some parts. Of course it is possible to cleate good rhythm using them but this song isnt really called for it. Some suggestions for claps placement:

  1. 00:00:081 - 00:16:091 - I really dont see any point to add any claps here at all, no drums, only calm quiet instruments. Whistles here are more than enough imo.
    delete all the claps at the intro part of the song. maybe we can talk this part later
  2. 00:24:477 - 00:40:741 - And for this part claps really works. But i'd suggest using them in other way - just add them follow main drums. Example:

    00:27:018 - herenot doing here. dont like to use too much claps here.
    00:28:035 - heredone
    00:29:051 - here
    00:30:068 - here
    ^
    etc. Dont forget to remove all other
  3. 00:41:504 - 01:37:666 - I'd not use claps here at all. Reason: whistles simple works better, and vocals here much stronger than drums. Just remove all claps from here.
    remove clap all untill 01:13:270 (1) - the rest clap is intentionally made
  4. 01:37:666 - 02:10:195 - And here it works again. Also recommended to add them same as before. Same actually for ending part.
Whistles

There are thousands ways how to place them. I usually place them follow vocals or emphazires at music. You can also check ranked map (v2b diff) - mapper used very interesting way to place them. I'd simply suggest place follow vocals for your case ^^.

Other very big problem - you have a lot of notes what uses whistle + clap or whistle + finish. This is simply sounds not so good and too loud.Yes, sometimes it works of course, but for your case better keep mostly only one addition.
will check it out.

Catch me in-game if you have any questions and for suggestions for other diffs (really too much to write here for them, sorry). Hope it helps. Good luck!
Ok I think I need to catch you whenever I have a lot free time lol
P.S. 00:53:448 - add note follow vocals?nope, this not follow the vocal at all.... if you do it 50% rate
Seph
Hell-Jumping CtB

whats with the timeline? i know you used it for your hitsounds, but some are just unnecessary. for example 02:08:162 (1) - this doesnt make any sense at all, and 5% reduction on volume per millisecond doesnt really do that much, i suggest you clean up your timeline.

  1. 00:01:986 (1) - delete 1 repetition, it sounds better with that
  2. 00:10:754 - add a note here
  3. 00:28:289 - ^
  4. 00:49:382 - ^
  5. 00:53:448 - ^
  6. 00:57:514 - ^
  7. 01:05:646 - ^
  8. 01:36:141 - ^
  9. 01:42:495 (3) - make it a slider like 01:41:732 (1) - and add a note on the red tick?
I guess thats it, i hope you reconsider those spots i told you to put on some notes cause mainly they are white ticks and they can be placed with notes, as they have some very visible with it. overall i like the map, good luck!
Topic Starter
ZHSteven

Seph wrote:

Hell-Jumping CtB

whats with the timeline? i know you used it for your hitsounds, but some are just unnecessary. for example 02:08:162 (1) - this doesnt make any sense at all, and 5% reduction on volume per millisecond doesnt really do that much, i suggest you clean up your timeline.
k got it. fixed this part and will check out the rest part
  1. 00:01:986 (1) - delete 1 repetition, it sounds better with that
    too much blank feeling, sorry.
  2. 00:10:754 - add a note here
    this follow the main instrument. feeling it have no problem.
  3. 00:28:289 - ^
    will think about it. thanks for your suggestion.
  4. 00:49:382 - ^
    dont like to follow here. rhythm seems too sqeeze if I do so.
  5. 00:53:448 - ^
    vocal here.
  6. 00:57:514 - ^
    dont like to follow here. rhythm seems too sqeeze if I do so.
  7. 01:05:646 - ^
    vocal
  8. 01:36:141 - ^
    vocal
  9. 01:42:495 (3) - make it a slider like 01:41:732 (1) - and add a note on the red tick?
    sorry this pattern is intentionally made. main idea is the vocal. dont like to follow the drums in this map.
I guess thats it, i hope you reconsider those spots i told you to put on some notes cause mainly they are white ticks and they can be placed with notes, as they have some very visible with it. overall i like the map, good luck!
This map generally follow the vocal to map. I dont like to make stress rhythm on this map, so sorry maybe I wont accept it -.-

Thanks for the mod~
P.S I dont realized I got 2kds slot already -.-
pieguyn
[Hell]
mb make the hitsounds more like hitsounds in Tough? ofc it's up to you ~
01:15:049 (6,1,2) - this back and forth is really hard to hit for me cause the distance is so large, mb reduce it?
01:23:181 (7,1,2) - ^
01:55:709 (1,2,3,4,5,6) - IMO this is way too hard to hit = = the hyperdash on 01:55:709 (1,2) - makes this jump 01:55:964 (2,3) - impossible, and the window of timing to recover and catch 01:56:218 (3,4,5) - is too small. I recommend stacking 01:56:218 (3) - on 01:56:599 (4) - to fix this..
02:13:244 (4,5,6,7) - this back and forth seems really hard to hit. I think it's cause it's hard to precisely catch (4) after the jump here 02:12:228 (1,2,3) - . mb make the distance of 02:13:244 (4,5,6,7) - shorter?
great diff

[Tough]
00:23:905 (4,5) - huh there's not even a jump like this in Hell diff. mb remove (4)?
02:10:195 (1) - center it plz. it seems unfair if someone FC's the whole map then forgets this note is on the right after the last spinner..

[Real]
fine

[No]
no idea how to mod lower diffs, sry >_<//

great map, let me throw my star in :D
good luck ~
Topic Starter
ZHSteven

pieguy1372 wrote:

[Hell]
mb make the hitsounds more like hitsounds in Tough? ofc it's up to you ~
about hitsound I guess I need to wait for Kodora's further suggestion. thanks for your suggestion anyways~~(I am feeling the same as you=.=
01:15:049 (6,1,2) - this back and forth is really hard to hit for me cause the distance is so large, mb reduce it?
01:23:181 (7,1,2) - ^
sorry want to keep it because it is one of the famous trick on the original version X.X
01:55:709 (1,2,3,4,5,6) - IMO this is way too hard to hit = = the hyperdash on 01:55:709 (1,2) - makes this jump 01:55:964 (2,3) - impossible, and the window of timing to recover and catch 01:56:218 (3,4,5) - is too small. I recommend stacking 01:56:218 (3) - on 01:56:599 (4) - to fix this..
Get you. but I still want a jump on (3). So further modify the whole pattern. now it is completely an easy "zz" with a good spacing.
02:13:244 (4,5,6,7) - this back and forth seems really hard to hit. I think it's cause it's hard to precisely catch (4) after the jump here 02:12:228 (1,2,3) - . mb make the distance of 02:13:244 (4,5,6,7) - shorter?
you are right. but since this is the last part of the map, I will leave it as it is from now. waiting for other response for this.
great diff
O(∩_∩)O~~
[Tough]
00:23:905 (4,5) - huh there's not even a jump like this in Hell diff. mb remove (4)?
you are right. the jump seems too big. but I want to keep the rhythm as it is so just do a small modification on it. now the jump is only x1.66 maybe better to follow.
02:10:195 (1) - center it plz. it seems unfair if someone FC's the whole map then forgets this note is on the right after the last spinner..
lol may I say it is intentionally made? You know I like to make some bad tricks in the end of the map...
anyway leave it as it is from now, until one of next modder still point it out.



[Real]
fine

[No]
no idea how to mod lower diffs, sry >_<//
nono it is ok :D
great map, let me throw my star in :D
good luck ~
Thank you for your star and precious mod XD
Deif
The ending sounds slightly off. I've been checking your timing and this is what I got:

BPM: 118.041
Offset: 75

Please, call me back for a mod when it's fixed (plus all notes are resnapped).

Also, delete the folder "[Originals]" since it's not really used!
Topic Starter
ZHSteven

Deif wrote:

The ending sounds slightly off. I've been checking your timing and this is what I got:

BPM: 118.041
Offset: 75

Please, call me back for a mod when it's fixed (plus all notes are resnapped).

Also, delete the folder "[Originals]" since it's not really used!
My original timing is 118.049 with +73 and Lks gives me 118.5 with +81.
Also the other ranked one is 118.040 with +73. so I really dont know who should I listen to-.-

Edit: anyway let me ask for more informations.

Btw, I dont see a folder"originals" in my song folder, maybe something wrong with the updating process...

Edit2: Ok using your timing and everything done.
Kurokami
Okay, I finally ready to post my mod. q.q I'm so lazy nowadays. o.o

[General]

00:18:373
01:53:679
They are useless uninherited timing points, remove them. Also I dunno if its really need this many. o.o

[No-Jumping]

00:22:440 (1,2,3,4,5,6,7,8) - I think a slider would be better here. I mean there is a stream in the song and in easy only the slider fit well with it.
01:28:264 (2,3) - How about adding a note between them?
01:45:800 (1) - This one NC is kinda useless. Remove it.

Why the last kiai isn't mapped? O.o Step aside, I think this diff is fun, I needed to play twice for a full combo, but I can't play esier diff w/o mods anyways. orz

[Real-Jumping]

I think this is a nice diff. Some jumps maybe a bit too tough but I fc'd this after 10 try. :3

[Tough-Jumping]

This difficulty is also more or less okay. I had too many misses and even when I think about something it ended up as an fc so....
00:49:125 (7) - Maybe place this one or two grid right. Its up to you tho, I catched this on my second play.

[Hell-Jumping]

I used bigger cs for testing since the current one is just too small. q.q

00:00:075 (1) - ctrl+g? If you change it, then you can use a bit bigger jump on (2). I think it would plays better. Please change the following ones as well if you change this one.
00:08:970 (2,3) - Bigger jump here a bit? To be honest I want to jump, but I just catched w/o it. If you did this, please change the same patters as well.
01:15:303 (1) - Place this one a bit closer. I can't catch it. q.q
01:47:834 (1) - For some reason this doesn't seems fitting to me. I really want to move after the vocal at this part and always got a miss here. @.@

The rest seems fine but I can't even pass with CS5. o.o I really want to see CS4 here. :3
[]

This song is sounds familiar to me, but I don't know why. o.o Maybe because its KOTOKO. :3 Anyways, I think this is a good mapset tho it won't be my favorite. :P Good luck. o/ (I guess you don't need star. orz)
Topic Starter
ZHSteven

Kurokami wrote:

Okay, I finally ready to post my mod. q.q I'm so lazy nowadays. o.o

[General]

00:18:373
01:53:679
They are useless uninherited timing points, remove them. Also I dunno if its really need this many. o.o

[No-Jumping]

00:22:440 (1,2,3,4,5,6,7,8) - I think a slider would be better here. I mean there is a stream in the song and in easy only the slider fit well with it.
nice idea. apply it not only here but also the previous part.
01:28:264 (2,3) - How about adding a note between them?
nice
01:45:800 (1) - This one NC is kinda useless. Remove it.done

Why the last kiai isn't mapped? O.o Step aside, I think this diff is fun, I needed to play twice for a full combo, but I can't play esier diff w/o mods anyways. orz
the last kiai is specially for hell jump only o.o

[Real-Jumping]

I think this is a nice diff. Some jumps maybe a bit too tough but I fc'd this after 10 try. :3

[Tough-Jumping]

This difficulty is also more or less okay. I had too many misses and even when I think about something it ended up as an fc so....
00:49:125 (7) - Maybe place this one or two grid right. Its up to you tho, I catched this on my second play.
sorry no change. even x2.5 is also playable but eggpain. That's why I change it to x2.0
[Hell-Jumping]

I used bigger cs for testing since the current one is just too small. q.q

00:00:075 (1) - ctrl+g? If you change it, then you can use a bit bigger jump on (2). I think it would plays better. Please change the following ones as well if you change this one.
short increasing jump here. sorry no change
00:08:970 (2,3) - Bigger jump here a bit? To be honest I want to jump, but I just catched w/o it. If you did this, please change the same patters as well.
dont want to make the beginning too extreme, so leave it from now.
01:15:303 (1) - Place this one a bit closer. I can't catch it. q.q
famous trick of this map. sorry no change-.-
01:47:834 (1) - For some reason this doesn't seems fitting to me. I really want to move after the vocal at this part and always got a miss here. @.@
makes the streaming a little bit movement, but it is still a "pause" feeling.

The rest seems fine but I can't even pass with CS5. o.o I really want to see CS4 here. :3
[]

This song is sounds familiar to me, but I don't know why. o.o Maybe because its KOTOKO. :3 Anyways, I think this is a good mapset tho it won't be my favorite. :P Good luck. o/ (I guess you don't need star. orz)
nice mod. thanks
Deif
After a few days, and as promised, here's your mod:

[General]

Kiai times: They could be a bit different organized. Some of them didn't fit and could be avoided, bolded:
  1. 00:16:340 - 00:23:965 - Sounds logical, and it could be extended until 00:24:473. See the next point why.
  2. 00:24:473 - 00:28:539 - Doesn't make much sense. The music is already at a stablished tempo and it's not needed to be emphasized. Also, the end of the kiai would be too soon.
  3. 00:31:589 - 00:36:672 - Huh? Shouldn't that even start in 00:32:606? Anyway, and because of the reasons explained in the previous point, this kiai wouldn't be so necessary.
  4. 00:40:738 - 00:41:501 - Well yeah... There's a very emphasized note there, but there's no need to add a kiai for that (You didn't even add it for the note placed in 00:57:004, which is a similar one). Maybe just as a flash, but it doesn't have to be so long. 1/2 or even 1/4 long should be enough.
  5. 01:13:269 - 01:20:386 - Sounds like the chorus. That's a part worthy to be with a kiai time!
  6. 01:21:402 - 01:28:518 - Just the continuation of the chorus. Works well too if it's splitted.
  7. 01:37:668 - 01:45:800 - A 2nd chorus? Anyway, the kiai time fits here well. It could be extended until 01:53:679, if you want.
  8. 01:53:933 - 02:02:066 - Same as before, until 02:10:199 would be.
  9. 02:10:199 - 02:18:204 - In this case, add a flash only if you want, but not a full kiai time. In the easier difficulties that part isn't even mapped, which would be a waste of the kiai time: which notes would you be emphasizing? ^^"
  10. 02:18:332 - 02:26:464 - Oh well... This shouldn't even be necessary.
Folder: There are some stuff that should be checked:
  1. Theoretically slider slides aren't audible in CTB while testing, so "normal-sliderslide" and "soft-sliderslide" shall be deleted.
  2. Nowadays hitsounds must be audible, so it's unrankable to have "normal-sliderwhistle" and "soft-sliderwhistle" inside your folder.
  3. To save a bit of space, you could try to shorten, fade-out, or even find another hitsound for "normal-hitfinish" and "soft-hitfinish3". Both have 1693 KB, which is pretty heavy for a hitsound.
[No-Jumping CTB]

In general terms, you created a Cup with a high note density. No dashes are needed to FC it: http://osu.ppy.sh/ss/1062105. You marked it as a Salad in the creator's words, so I'll try to recommend as well some jumps to introduce (not in every single point, but you can get an idea) and some parts which can still be simplified:
  1. OD6. You'd keep away of getting 4 "I" in the map webpage if this difficulty were a bit more simple. Still don't worry too much about the Star Rating... Salads tend to get a "H"/"I" in most of the cases.
  2. 00:08:207 (1,2) - I agree with simplifying the rhythm, but at least place the objects in a reasonable position in the timeline. The ending of the slider is completely unsnapped in that white tick, so you either have to place it at 00:08:588, or transform those notes into THIS. It's more simple the 2nd option and it may lower a bit that Star Rating :p. Same happens with 00:10:240 (1,2).
  3. 00:14:307 (1,2,3,4,5) - You've place objects in the blue ticks of that section in every difficulty. To increase the variety and simplify the rhythm here, why don't you substitute those notes with a spinner?
  4. 00:24:219 (8,1) - This is a place where a slight jump could be added!
  5. 00:28:539 (1,2,1,2) - Try to avoid using those 3-plets there. By the way, there's a long note similar to the one you represented with the slider 00:24:473 (1). Can it be used here as well?
  6. 00:32:097 (6,1) - Another spot where a Dash could fit.
  7. 00:36:672 (1,2,1,2) - Same 3-plets as before? ^^"
  8. 00:40:230 (6,1) - BANG! (lil jump)
  9. 00:41:501 (1,2,3,4,5,6) - Why the spam of 1/2 sliders? They don't follow the rhythm at all. Try THIS. Seems you used the same kind of sliders for 00:57:766 (1,2,3,4,5,6).
  10. 00:48:363 (4,5,6) - Little jumps between the end of the slider and those 2 notes? Aaaand for the twin pattern 01:04:628 (3,4,5).
  11. 00:52:683 (4,5,6,7) - What... You have to be kidding with those sliders. Map only the most important beats, which are maybe 00:52:683, 00:53:192, and 00:53:700. Take into account that suggestion for 01:08:949 (4,5,6,7) as well.
  12. 00:53:954 (1) - This spinner could start in 00:53:700, where the singer starts the long note.
  13. 00:55:987 (1,2,3,4,5,6,7) - No way... You use the same timeline for ALL your diffs. Try something more simple like THIS.
  14. 01:02:087 (2,3,4) - Pleaaaaaaase ;___;
  15. 01:10:220 (1) - Yeah... In this case, that spinner could start at the previous red tick, and end in 01:11:236 to give more space to the next note. It's the easiest diff of the mapset, and those 2 notes seems to be quite close for starter players.
  16. 01:13:015 (4) - It could be avoidable, if you wanna fully follow the lyrics.
  17. 01:13:269 (5,6,7,8) and 01:15:303 (1,2,3,4,5,6) - Transform them into a simple slider: http://puu.sh/56L52.jpg. It goes also for 01:21:402 (5,6,7,8) and 01:23:435 (1,2,3,4,5,6).
  18. 01:28:391 (3) - Delete it? You didn't even have it in a similar part before.
  19. 01:28:772 (5) - Shouldn't the end of the slider be snapped in the previous blue tick?
  20. 01:49:613 (3,4,5) and 01:50:375 (2,3,4) - Can't they be substituted by a simple 1/2 slider?
  21. 01:51:900 (1,1) - Careful here as well. The distance seems not enough between the spinner and the note.
  22. 02:00:287 (2,4) - Also those ones could be 1/2 sliders and potential jumps.
  23. 02:08:166 (1) - End the spinner where that last note is, deleting that note.
[Real-Jumping CTB]

Don't be afraid of including HDashes for your next Platter diff!
  1. HP5 (-1). To keep the regularity with the other diffs.
  2. 00:12:274 (1) - Why do you use this super-long slider in this diff, while you used 2 sliders in the previous diff. Maybe split this one up?
  3. 00:40:230 (6,7,8,9) - For that part I'd recommend you to use 3 1/2 notes instead of 2 groups of 1/4 2-plets.
  4. 02:04:099 (1,2,3) - A bit extreme? The dash required to catch them is pretty harsh compared to the rest of the diff.
  5. 02:08:039 (7) - Remove this note. You don't have it in the next difficulties, so it doesn't make sense here.
[Tough-Jumping CTB]

Take care with those hitsounds. The Clap you're using at the beginning of the song is too noisy, as it's a calm part. You haven't used it in other diffs...
  1. OD8. There are more streams than jumps in this diff, so expect this one to be the one with the highest Star Rate >_<.
  2. 00:14:561 (2,3,4,5) - Careful with those 1/4 Dashes/HDash. The distance between those sliders could be reduced a bit.
  3. 00:19:771 (4,5,6,7) - A bit less of distance between those anti-jumps could work well too.
  4. 00:32:097 (5,6,7,8,1) - Isn't that too harsh as well? >_<
  5. 01:08:949 (3,4,5,6) - You have nice dashes between the sliders, but not between the first note and the slider. De-stack them?
  6. 01:56:983 (6,7) - Maybe put (7) a bit more to the right? Like you did afterwards with (8,9), that should add a slight dashy effect.
  7. 02:01:812 (8,9,10) - Naaah... Make it a bit easier putting (9) in the middle of the other notes. I agree when you stack 2 notes and then comes a slider, but this case is a bit different.
  8. 02:04:099 (1,2) - That dash is too extreme. Move (1) more to the left, please.

[Hell-Jumping CTB]

It's the map I (and many others) started playing 3 years ago. The suggestions inside this box contain timeline suggestions that would fit nowadays and in order to create a better diff spread with the previous diff. Feel free to ignore everything here, though it's my duty as a modder to mention the stuff I detect:
SPOILER
Other stuff could've been added, but it's just a general idea.
  1. SV 2.1? You're using 2.5 for the Rain... Take care for the next mapset, please.
  2. 00:22:440 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - Oh, for this part you added 1/8 streams in the previous diff but not here. I know it's a Steven's Classic difficulty, and this suggestion is completely optional, but to keep a nice diff spread you COULD add the following notes, which are indeed audible:
    1. 00:22:313 - 1/4.
    2. 00:22:757 and 00:22:884 - 1/8s to make a 5-plet.
    3. 00:23:266 until 00:24:409 - All the 1/8 beats contained between those ones.
  3. 00:24:473 (1,2,3) - You know more beats could've been added to 00:24:600, 00:24:727, 00:24:854, 00:24:981, 00:25:744, 00:25:998, 00:26:125.
  4. 00:32:606 (1,2,3) - Something similar to those sliders.
  5. 00:26:506 (1) - This slider could've been a 3-plet... 00:34:639 (1) too.
  6. 01:00:054 (3,6) - Both sliders should be 1/2, with a repetition]
  7. 01:13:269 (1) - Actually, this could work pretty well as a single note, and then a 1/4 3-plet.
  1. OD8 as well. It affects the HP bar as well, so a bit of mercy with the players would be nice :p
  2. 00:21:550 (2) - Move this note sliiiiightly to the left. It'd help a lot to catch the next note a bit easier.
  3. 00:27:268 (3,4,5) - Quite harsh. You added an HDash in 00:35:401 (3,4,5), so here it could work fine too.
  4. 00:30:318 (3) - In the previous pattern, (3) is stacked in the same position as (1). Why not here as well?
  5. 00:57:766 (1,2,3) - Put the same distance between the stacked notes and the slider, as you did with 00:58:783 (4,5,6) for the sake of consistency and to reduce a bit the jump. Actually, you could incline a bit those sliders, since they're atm completely horizontal and static.
  6. 01:02:087 (2,3,1) - Just A BIT more closer, please.
  7. 01:05:137 (6) - Ctrl-G? To increase the distance of the jump.
  8. 01:13:269 (1) - Incline this slider to the right?
  9. 01:20:131 (4) - Ctrl-G would make it much easier and wouldn't break so much the flow as it is now.
  10. 01:20:640 (1,2,3,4,5,6,7) - The same distance for all? Here would fit a crescendo of the spacing, being the most separated notes (6,7).
  11. 01:33:093 (1,2,3,4,1) - A bit more easier that antijump? The distance (1,2) is still acceptable, but then it rockets!
  12. 01:58:381 (2) - Reduce the dash a little placing this note more to the right.
  13. 02:00:287 (2) - A vertical slider breaks completely the flow. Incline it to the right, or make it horizontal to that direction.
  14. 02:17:823 (1,2,3,4,1) - You want to kill people there... After the complicated sliders, that antijump feels too much x_x
[]
Another mod or 2 wouldn't kill you though. Find also somebody who can help you exclusively with hitsounds and I'll be glad to give a recheck!

PS: Isn't there a higher quality version of the BG image and the video? They seem a bit pixeled ;w;
Topic Starter
ZHSteven
wow that was huge...
In fact that is the right kind of mod I am looking for lol thanks a lot
will check it tomorrow or later

Deif wrote:

After a few days, and as promised, here's your mod:

[General]

Kiai times: They could be a bit different organized. Some of them didn't fit and could be avoided, bolded:
  1. 00:16:340 - 00:23:965 - Sounds logical, and it could be extended until 00:24:473. See the next point why.
  2. 00:24:473 - 00:28:539 - Doesn't make much sense. The music is already at a stablished tempo and it's not needed to be emphasized. Also, the end of the kiai would be too soon.
    After having a deep thought I decide to insist this kiai. There isn't any valid reason I can think of about "established tempo dont need kiai to be emphasized.". Here, the music have 3 hypers. I do kiai in first one just because of my pattern used in that point is really challenging, in every diff. 2nd and 3rd kiai is the right place I want to emphasize, which is the climax of a this part. and for the last note, I agreed that kiai that point is too silly.
  3. 00:31:589 - 00:36:672 - Huh? Shouldn't that even start in 00:32:606? Anyway, and because of the reasons explained in the previous point, this kiai wouldn't be so necessary.
    yes.. maybe something wrong with moving green line.. sorry
  4. 00:40:738 - 00:41:501 - Well yeah... There's a very emphasized note there, but there's no need to add a kiai for that (You didn't even add it for the note placed in 00:57:004, which is a similar one). Maybe just as a flash, but it doesn't have to be so long. 1/2 or even 1/4 long should be enough.
    TAT fixed
  5. 01:13:269 - 01:20:386 - Sounds like the chorus. That's a part worthy to be with a kiai time!
  6. 01:21:402 - 01:28:518 - Just the continuation of the chorus. Works well too if it's splitted.
  7. 01:37:668 - 01:45:800 - A 2nd chorus? Anyway, the kiai time fits here well. It could be extended until 01:53:679, if you want.
    music shows a pause, so I guess that is the best point to end kiai.
  8. 01:53:933 - 02:02:066 - Same as before, until 02:10:199 would be.same as before :w:
  9. 02:10:199 - 02:18:204 - In this case, add a flash only if you want, but not a full kiai time. In the easier difficulties that part isn't even mapped, which would be a waste of the kiai time: which notes would you be emphasizing? ^^"
    I just heard that the kiai in every diff should be same, so.... if it is not a must, I will del it.
  10. 02:18:332 - 02:26:464 - Oh well... This shouldn't even be necessary.
I also dont know why its here......fixed

Folder: There are some stuff that should be checked:
  1. Theoretically slider slides aren't audible in CTB while testing, so "normal-sliderslide" and "soft-sliderslide" shall be deleted.
    logical.
  2. Nowadays hitsounds must be audible, so it's unrankable to have mute "normal-sliderwhistle" and "soft-sliderwhistle" inside your folder.
    eh...I've asked around, almost every BATs(including retired) says that is not logical...
    note and slider start MUST be audible , slider body, slider slide CAN be silenced.
    but yeah, it doesnt affect anything though.
  3. To save a bit of space, you could try to shorten, fade-out, or even find another hitsound for "normal-hitfinish" and "soft-hitfinish3". Both have 1693 KB, which is pretty heavy for a hitsound.
    I will try to find if I got a good one instead..
[No-Jumping CTB]

In general terms, you created a Cup with a high note density. No dashes are needed to FC it: http://osu.ppy.sh/ss/1062105. You marked it as a Salad in the creator's words, so I'll try to recommend as well some jumps to introduce (not in every single point, but you can get an idea) and some parts which can still be simplified:
  1. OD6. You'd keep away of getting 4 "I" in the map webpage if this difficulty were a bit more simple. Still don't worry too much about the Star Rating... Salads tend to get a "H"/"I" in most of the cases.
    okok fixed
  2. 00:08:207 (1,2) - I agree with simplifying the rhythm, but at least place the objects in a reasonable position in the timeline. The ending of the slider is completely unsnapped in that white tick, so you either have to place it at 00:08:588, or transform those notes into THIS. It's more simple the 2nd option and it may lower a bit that Star Rating :p. Same happens with 00:10:240 (1,2).
    nope. I dont want to leave a blue tick note at lower diff, that may make the whole rhythm sounds weird. Also, if I do a blue tick note, the tick inside the slider will sound really terrible for lower diffs, just like "X0XXX0X" so sorry for this.
  3. 00:14:307 (1,2,3,4,5) - You've place objects in the blue ticks of that section in every difficulty. To increase the variety and simplify the rhythm here, why don't you substitute those notes with a spinner?
    Yes, spinner maybe much better, but this time please make me insist using this pattern if it is suitable with every diff. spinner in this set should have a different usage.
  4. 00:24:219 (8,1) - This is a place where a slight jump could be added!
    get it. dont know it is too much or not now..
  5. 00:28:539 (1,2,1,2) - Try to avoid using those 3-plets there. By the way, there's a long note similar to the one you represented with the slider 00:24:473 (1). Can it be used here as well?
    I dont know what's wrong with this 3-plets. music behind is a 1/4, plus it also a good place to differentiate with pattern in front because they are far way different. in lower diff I can only do a small short triangles although they are a little out of flow.
  6. 00:32:097 (6,1) - Another spot where a Dash could fit.
    rearrange 4567, now they should looks ok.
  7. 00:36:672 (1,2,1,2) - Same 3-plets as before? ^^"
    ^.^''
  8. 00:40:230 (6,1) - BANG! (lil jump)
    rearrange this part to make it much more jump.
  9. 00:41:501 (1,2,3,4,5,6) - Why the spam of 1/2 sliders? They don't follow the rhythm at all. Try THIS. Seems you used the same kind of sliders for 00:57:766 (1,2,3,4,5,6).
  10. 00:48:363 (4,5,6) - Little jumps between the end of the slider and those 2 notes? Aaaand for the twin pattern 01:04:628 (3,4,5).
  11. 00:52:683 (4,5,6,7) - What... You have to be kidding with those sliders. Map only the most important beats, which are maybe 00:52:683, 00:53:192, and 00:53:700. Take into account that suggestion for 01:08:949 (4,5,6,7) as well.
    I dont think this is too silly. heavy beat only cannt express this part well.
  12. 00:53:954 (1) - This spinner could start in 00:53:700, where the singer starts the long note.
    I dont see much reason that spinner must start at a start... that start better use a long slider or a note to express, spinner cannot express a beat.
  13. 00:55:987 (1,2,3,4,5,6,7) - No way... You use the same timeline for ALL your diffs. Try something more simple like THIS.
    sorry it seems not a good idea imo...
    remapped until here.
  14. 01:02:087 (2,3,4) - Pleaaaaaaase ;___;
    what's wrong with it? anyway make it same feeling as the rest diffs.
  15. 01:10:220 (1) - Yeah... In this case, that spinner could start at the previous red tick, and end in 01:11:236 to give more space to the next note. It's the easiest diff of the mapset, and those 2 notes seems to be quite close for starter players.
    end it at right place now.
  16. 01:13:015 (4) - It could be avoidable, if you wanna fully follow the lyrics.
    yes you are right. remap this part.
  17. 01:13:269 (5,6,7,8) and 01:15:303 (1,2,3,4,5,6) - Transform them into a simple slider: http://puu.sh/56L52.jpg. It goes also for 01:21:402 (5,6,7,8) and 01:23:435 (1,2,3,4,5,6).
    I dont like this kind of "simple" pattern even if it is in salad.
    But I guess you are right. follow the main suggestion and remap a bit in this whole part in order to make it jumper.
  18. 01:28:391 (3) - Delete it? You didn't even have it in a similar part before.
    add it in the previous pattern... sorry for confusing you.
  19. 01:28:772 (5) - Shouldn't the end of the slider be snapped in the previous blue tick?
    follow the vocal in the lower diff may really be weird for the whole rhythm. I think this change is too sudden, and I cant think of a valid reason that vocal > drum here.
  20. 01:49:613 (3,4,5) and 01:50:375 (2,3,4) - Can't they be substituted by a simple 1/2 slider?
    sorry dont like to make too much 1/2s.... and also remap the last part to be familiar here.
  21. 01:51:900 (1,1) - Careful here as well. The distance seems not enough between the spinner and the note.
    No idea here.... spinner cannt be shorten and the note there must present a beat. any further suggestions? ;w;
  22. 02:00:287 (2,4) - Also those ones could be 1/2 sliders and potential jumps.
    remaped here
  23. 02:08:166 (1) - End the spinner where that last note is, deleting that note.
this trick dont need to be in the lowest diff i agree. done.

Sorry generally the 1/4 --> 1/2 suggestions I cannt apply it because I really want a unique pattern there. Also there is still something I dont want to apply. Trust me I have thought a lot for refuse them...

[Real-Jumping CTB]

Don't be afraid of including HDashes for your next Platter diff!
Sorry Im too afraid of putting them in this song cause there is a hell-jumping... always think of mapping some easy-to-catch pattern to entertain people=.=
  1. HP5 (-1). To keep the regularity with the other diffs.
    ok
  2. 00:12:274 (1) - Why do you use this super-long slider in this diff, while you used 2 sliders in the previous diff. Maybe split this one up?
    can it say it is platter not salad?;w;
    anyway, I like this long slider. turns at the right place of beats, and also it is harder than 2 stand horizontal slider i guess.
  3. 00:40:230 (6,7,8,9) - For that part I'd recommend you to use 3 1/2 notes instead of 2 groups of 1/4 2-plets.
    ok i guess it is better. in fact i like these 2-plets.
  4. 02:04:099 (1,2,3) - A bit extreme? The dash required to catch them is pretty harsh compared to the rest of the diff.
    reduce the spacing in between. should be fine now.
  5. 02:08:039 (7) - Remove this note. You don't have it in the next difficulties, so it doesn't make sense here.
ok since pieguy also mention that, delete from now.
[Tough-Jumping CTB]

Take care with those hitsounds. The Clap you're using at the beginning of the song is too noisy, as it's a calm part. You haven't used it in other diffs...
Delete all the claps and also some finish at the beginning, but I guess it still needs further check.
  1. OD8. There are more streams than jumps in this diff, so expect this one to be the one with the highest Star Rate >_<.
    Sorry, hell-jumping is my only love. no one can replace him >.<
  2. 00:14:561 (2,3,4,5) - Careful with those 1/4 Dashes/HDash. The distance between those sliders could be reduced a bit.
    yes, I I was thought to change it after spec your test play. now seems ok? guess so..
  3. 00:19:771 (4,5,6,7) - A bit less of distance between those anti-jumps could work well too.
    1 grid lesser the jump.
  4. 00:32:097 (5,6,7,8,1) - Isn't that too harsh as well? >_<
    make the jump 1 grid lesser. now there is no death point at these long pattern as well... initially wants to kill some one with it >.<
  5. 01:08:949 (3,4,5,6) - You have nice dashes between the sliders, but not between the first note and the slider. De-stack them?
    move it more toward left.
  6. 01:56:983 (6,7) - Maybe put (7) a bit more to the right? Like you did afterwards with (8,9), that should add a slight dashy effect.
    okok. in fact i prefer more stack, but flow seems too ugly
  7. 02:01:812 (8,9,10) - Naaah... Make it a bit easier putting (9) in the middle of the other notes. I agree when you stack 2 notes and then comes a slider, but this case is a bit different.
    further adjust the spacing , but keep the pattern as it is.
  8. 02:04:099 (1,2) - That dash is too extreme. Move (1) more to the left, please.
    2 gird right for 2, and also for next patterns.

[Hell-Jumping CTB]

It's the map I (and many others) started playing 3 years ago. The suggestions inside this box contain timeline suggestions that would fit nowadays and in order to create a better diff spread with the previous diff. Feel free to ignore everything here, though it's my duty as a modder to mention the stuff I detect:
SPOILER
Other stuff could've been added, but it's just a general idea.
  1. SV 2.1? You're using 2.5 for the Rain... Take care for the next mapset, please.
  2. 00:22:440 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - Oh, for this part you added 1/8 streams in the previous diff but not here. I know it's a Steven's Classic difficulty, and this suggestion is completely optional, but to keep a nice diff spread you COULD add the following notes, which are indeed audible:
    1. 00:22:313 - 1/4.yes
    2. 00:22:757 and 00:22:884 - 1/8s to make a 5-plet.
    3. 00:23:266 until 00:24:409 - All the 1/8 beats contained between those ones.
  3. 00:24:473 (1,2,3) - You know more beats could've been added to 00:24:600, 00:24:727, 00:24:854, 00:24:981, 00:25:744, 00:25:998, 00:26:125.
  4. 00:32:606 (1,2,3) - Something similar to those sliders.
  5. 00:26:506 (1) - This slider could've been a 3-plet... 00:34:639 (1) too.
  6. 01:00:054 (3,6) - Both sliders should be 1/2, with a repetition]yes
  7. 01:13:269 (1) - Actually, this could work pretty well as a single note, and then a 1/4 3-plet.
    nice, also the next similar pattern,
Only fixed the line with red word.
  1. OD8 as well. It affects the HP bar as well, so a bit of mercy with the players would be nice :p
    as you wish :D
  2. 00:21:550 (2) - Move this note sliiiiightly to the left. It'd help a lot to catch the next note a bit easier.
    centering it between 5 and 6. should be ok now.
  3. 00:27:268 (3,4,5) - Quite harsh. You added an HDash in 00:35:401 (3,4,5), so here it could work fine too.
    ok, for Deif only XD
  4. 00:30:318 (3) - In the previous pattern, (3) is stacked in the same position as (1). Why not here as well?
    trust me I've change it again and again, in fact this note is some of the most stuggling note in this map, even in 2010. I finally decide to fix it in center when checking Kurai's mod last year. I am feeling like... this should be more reasonable than jump.
  5. 00:57:766 (1,2,3) - Put the same distance between the stacked notes and the slider, as you did with 00:58:783 (4,5,6) for the sake of consistency and to reduce a bit the jump. Actually, you could incline a bit those sliders, since they're atm completely horizontal and static.
    this max jump is intentionally made. sorry no change at this point.
  6. 01:02:087 (2,3,1) - Just A BIT more closer, please.
    this max jump is intentionally made. sorry no change at this point
  7. 01:05:137 (6) - Ctrl-G? To increase the distance of the jump.
    ok
  8. 01:13:269 (1) - Incline this slider to the right?
    already apply your suggestions in box in front XD
  9. 01:20:131 (4) - Ctrl-G would make it much easier and wouldn't break so much the flow as it is now.
    sorry no change.. even ctrl+G cannot make it easy that much, and also I want to make a trick here.
  10. 01:20:640 (1,2,3,4,5,6,7) - The same distance for all? Here would fit a crescendo of the spacing, being the most separated notes (6,7).
    change a little bit to emphasize 5,6,7.
  11. 01:33:093 (1,2,3,4,1) - A bit more easier that antijump? The distance (1,2) is still acceptable, but then it rockets!
    playable, enjoyable, surprising, so no change :o
  12. 01:58:381 (2) - Reduce the dash a little placing this note more to the right.
    just a little bit.
  13. 02:00:287 (2) - A vertical slider breaks completely the flow. Incline it to the right, or make it horizontal to that direction.
    I thought if I make it horizontal it will be extremely hard. if you say so then...
    I am really happy to change it.
  14. 02:17:823 (1,2,3,4,1) - You want to kill people there... After the complicated sliders, that antijump feels too much x_x
    yes I want to kill people here. You know each of my map have this kind of patterns at the end. my style lol
    anyway adjust further the spacing, to make it seems easier.
[]
Another mod or 2 wouldn't kill you though. Find also somebody who can help you exclusively with hitsounds and I'll be glad to give a recheck!

PS: Isn't there a higher quality version of the BG image and the video? They seem a bit pixeled ;w;
I've find it for years.. I will love you forever if you can help me find the right one

So finally done checking. it was sooooo huge and helpful, even if I cannt apply a lot of them
Thanks.
Kurokami
Nyaa~ I want to mod like Deif. o.o
spboxer3
[No-Jumping CTB]
  1. 00:04:141 (1,2,3,4,5) - 這邊我會考慮順方向 畢竟前面與這邊是相同的曲調/節奏 前面都順的這邊折返感覺會比較奇怪點 尤其是1,2這邊

  2. 00:18:373 (1,2) - 這邊的跳(雖然不用用到dash 但是看到就會想按) 感覺比較突兀 並不適合音樂

  3. 00:40:230 (6,7,8) - 6應該在7,8正中間 這樣看起來會更好些 打起來也能夠比較強調8的位置

  4. 00:55:987 (1,2,3) - 建議往左邊延伸出去而不是像現在一樣在原地 這樣可以讓後面的flow連接的更順

  5. 01:01:833 (1,2,3,4,1) - 這段對新手來說比較難理解 看起來略亂 而且又是1/4連音

  6. 01:09:457 (6) - end到01:09:838 - 01:09:965 - 補音 這樣聽起來會更好些

  7. 01:11:745 (1,2,3,4) - 往上對上就變成這樣... 其實我的看法應該是兩邊應該距離要一樣的 漸遠打起來會稍為難點 主要是你漸增的間距也沒有固定
  8. 01:28:264 (2,3,4) - 間距變化過於明顯了 有點over的感覺

  9. 01:39:701 (1,2) - 額...你前面都用了1/4了為什麼這邊kiai反而變這麼鬆?

  10. 02:06:387 (6,1) - 和前面三連不同? 兩個有稍微差一點 你注意一下
[Real-Jumping CTB]
  1. 00:08:207 (1,1) - 感覺和前頭一樣的節奏會更好

  2. 00:21:423 (4,5,6,7,8) - 間距應該距離前頭的3更遠才對 不然前頭那兩個複製貼上所製造出的感覺就被破壞掉了>_>

  3. 00:40:738 (8) - ...clap? 這個位置用clap很怪的阿。。。我是說拍手音 非常奇怪的 其他地方沒有就這邊有clap

  4. 00:56:496 (4,5,6,7) - 不如做的和前個難度一樣 這樣給人感覺會比較好 因為這兩個二連感覺是差不多的 但是你卻一個停留 另外一個需要移動 這感覺就不一致

  5. 01:54:442 (4,5) - 考慮縮短點距離 現在這樣dash太嚴苛了些 比較難接到

  6. 01:56:983 (6,7,8,9) - 同前面說的00:56:496 - 感覺

  7. 02:06:641 (7,8,9,1) - 距離差

  8. 02:04:099 (1,2) - 2的位置不建議用直上直下的 聽音樂來看應該是有個漸減的過程 所以我推薦你用右斜的 這樣感覺更適合
[Tough-Jumping CTB]
  1. 00:22:757 - 節奏加在這 follow音樂

  2. 00:23:774 (2) - del 這邊三連在連上後面的感覺節奏會變很怪 太緊但是又沒有合音樂

  3. 00:46:584 (5,1) - 嘛... 我是認為hyper dash應該出現在重音上才對啦>_>

  4. 00:47:600 (3,4) - 對稱hyper感覺更適當 畢竟兩個位置聽起來感覺差不多 都是很重的 你只放前面

  5. 00:48:363 (5,6,7) - hyper在00:48:871 (6) - 會比較好些 現在看起來比較random

  6. 01:02:087 (3,4,5,6) - 稍微大一點 現在這邊感覺不太出來間距的變化

  7. 01:05:137 (7) - 右三格(size 3) 和01:04:628 (5) - 尾在同一x軸上 現在這樣01:04:882 (6,7) - 是非常沒有感覺得

  8. 01:32:585 (1) - 對照前頭這邊有個hyper會更好 雖然hyper好像CTB mapper很少人會注意到節奏的擺放 後頭的hyper就不說了 稍微取捨一下哪邊下hyper會更有感覺吧 很多地方都是出來一個的 但是那小節是兩段重複的 所以會有點怪>_>


    02:01:812 (8,9,10) - 其實有點搞不懂這甚麼梗 你好常用233
[Hell-Jumping CTB]
  1. 00:19:136 (7,8) - 同樣是之前說的hyper 雖然我覺得這段做得不錯 但是還是有點random

  2. 00:21:931 (5,7) - ^

  3. 00:53:573 (6,7) - ,00:52:429 (2尾,3,4,5) - 這個看起來是一組的 所以我會讓6向左移動一些 讓這兩段區別一點 這樣看起來會比較好

  4. 01:23:690 (2,3,4) - 我會把這段移到x308,y272然後01:24:198 (5,6,7) - 做出和前段一樣的效果 這樣會比較好
hyper部分我不再說了 這難度的hyper作的還蠻有感覺得 但是其他難度的位置稍微注意一下吧

居然最後難度有把後頭map完 前面為何不map呢>_>
Topic Starter
ZHSteven
我了个大艹好快啊
薯片大好人 爱死你了

due to some issues with my silly adapter, i can only check this mod in 1 week...
sorry about that and
could someone check my hisound again? really no confident about it
←_←
Topic Starter
ZHSteven

spboxer3 wrote:

[No-Jumping CTB]
  1. 00:04:141 (1,2,3,4,5) - 這邊我會考慮順方向 畢竟前面與這邊是相同的曲調/節奏 前面都順的這邊折返感覺會比較奇怪點 尤其是1,2這邊
    第三组在音乐上有起伏,不像前面这么平缓,就想加一些movement

  2. 00:18:373 (1,2) - 這邊的跳(雖然不用用到dash 但是看到就會想按) 感覺比較突兀 並不適合音樂
    吊,改掉了,这里flow出问题了
  3. 00:40:230 (6,7,8) - 6應該在7,8正中間 這樣看起來會更好些 打起來也能夠比較強調8的位置
    你的建议很好,但是我这里想要和前面相同位置的pattern呼应一下,做一个渐强的效果。
  4. 00:55:987 (1,2,3) - 建議往左邊延伸出去而不是像現在一樣在原地 這樣可以讓後面的flow連接的更順
    明白-。-
  5. 01:01:833 (1,2,3,4,1) - 這段對新手來說比較難理解 看起來略亂 而且又是1/4連音
    了解。由于已经被3个modder提及到,我不得不放弃原本的打算-。- 改为1/2 反向渐进slider
  6. 01:09:457 (6) - end到01:09:838 - 01:09:965 - 補音 這樣聽起來會更好些
    这里原本有音,地府哥刚让我改过来。。为了rank就先这样吧ORZ

  7. 01:11:745 (1,2,3,4) - 往上對上就變成這樣... 其實我的看法應該是兩邊應該距離要一樣的 漸遠打起來會稍為難點 主要是你漸增的間距也沒有固定
    123固定spacing,4拉开跳
  8. 01:28:264 (2,3,4) - 間距變化過於明顯了 有點over的感覺
    改成恒定了
  9. 01:39:701 (1,2) - 額...你前面都用了1/4了為什麼這邊kiai反而變這麼鬆?
    remap a bit.
  10. 02:06:387 (6,1) - 和前面三連不同? 兩個有稍微差一點 你注意一下
故意的
[Real-Jumping CTB]
  1. 00:08:207 (1,1) - 感覺和前頭一樣的節奏會更好
    理由同上(no-jump),不是很想改

  2. 00:21:423 (4,5,6,7,8) - 間距應該距離前頭的3更遠才對 不然前頭那兩個複製貼上所製造出的感覺就被破壞掉了>_>
    明白了,其实我最开始也想这么弄但是怕难度太大。。
  3. 00:40:738 (8) - ...clap? 這個位置用clap很怪的阿。。。我是說拍手音 非常奇怪的 其他地方沒有就這邊有clap
    我操?还有漏网之鱼?

  4. 00:56:496 (4,5,6,7) - 不如做的和前個難度一樣 這樣給人感覺會比較好 因為這兩個二連感覺是差不多的 但是你卻一個停留 另外一個需要移動 這感覺就不一致
    我觉得这2个2连最好做成停+动,因为前面有一个逆向三角,如果这里做直线的话效果会很差很差的。
    另外这里也是我的理解啦,如果做成太鼓也会是kkk dd kk的感觉

  5. 01:54:442 (4,5) - 考慮縮短點距離 現在這樣dash太嚴苛了些 比較難接到
    短一半了,顺便吧后面remap一小下
  6. 01:56:983 (6,7,8,9) - 同前面說的00:56:496 - 感覺
    sorry
  7. 02:06:641 (7,8,9,1) - 距離差
    sorry,不过remap a bit, 让他有个向左的感觉
  8. 02:04:099 (1,2) - 2的位置不建議用直上直下的 聽音樂來看應該是有個漸減的過程 所以我推薦你用右斜的 這樣感覺更適合
45度斜上
[Tough-Jumping CTB]
  1. 00:22:757 - 節奏加在這 follow音樂
    这样我pattern就全乱了。。现在这样3+5的渐进感觉也不错,这里背景的1/8还没有这么明显,感觉可以糊弄一下233
  2. 00:23:774 (2) - del 這邊三連在連上後面的感覺節奏會變很怪 太緊但是又沒有合音樂
    好吧
  3. 00:46:584 (5,1) - 嘛... 我是認為hyper dash應該出現在重音上才對啦>_>
    这里重音红果简直无情。。还是现在比较好,有大跳的感觉
  4. 00:47:600 (3,4) - 對稱hyper感覺更適當 畢竟兩個位置聽起來感覺差不多 都是很重的 你只放前面
    hypering 34,感觉你就是这个意思-。-
    又想了想,还是我这个做法比较能和后面接上,因为后面我想接一个四方-。-
  5. 00:48:363 (5,6,7) - hyper在00:48:871 (6) - 會比較好些 現在看起來比較random
    四方pattern-。-蛋疼
  6. 01:02:087 (3,4,5,6) - 稍微大一點 現在這邊感覺不太出來間距的變化
    you sure?我感觉现在不错啊,再大出人命了
  7. 01:05:137 (7) - 右三格(size 3) 和01:04:628 (5) - 尾在同一x軸上 現在這樣01:04:882 (6,7) - 是非常沒有感覺得
    其实ctb里是有感觉的。。不过还是fix

  8. 01:32:585 (1) - 對照前頭這邊有個hyper會更好 雖然hyper好像CTB mapper很少人會注意到節奏的擺放 後頭的hyper就不說了 稍微取捨一下哪邊下hyper會更有感覺吧 很多地方都是出來一個的 但是那小節是兩段重複的 所以會有點怪>_>
    fixed, 以前这里我是做成full space + half space slider hyper的,可是感觉有点太难了就改成这样了



    02:01:812 (8,9,10) - 其實有點搞不懂這甚麼梗 你好常用233
    这个就相当于太鼓里面dk kd kkd的感觉
[Hell-Jumping CTB]
  1. 00:19:136 (7,8) - 同樣是之前說的hyper 雖然我覺得這段做得不錯 但是還是有點random

  2. 00:21:931 (5,7) - ^

    这一大串是这图里面最经典的部分 <_< 虽然看起来random其实打起来就有感觉了,找到感觉能次次全接的(感觉有点自夸倾向了)
  3. 00:53:573 (6,7) - ,00:52:429 (2尾,3,4,5) - 這個看起來是一組的 所以我會讓6向左移動一些 讓這兩段區別一點 這樣看起來會比較好
    我想左移增加难度-。-
  4. 01:23:690 (2,3,4) - 我會把這段移到x308,y272然後01:24:198 (5,6,7) - 做出和前段一樣的效果 這樣會比較好
    以我的方式重做了。
hyper部分我不再說了 這難度的hyper作的還蠻有感覺得 但是其他難度的位置稍微注意一下吧
毕竟神作233

居然最後難度有把後頭map完 前面為何不map呢>_>
最后一段for hell-jump only
Deif

I've looked for the video in some webpages including NicoNico, but all of them had a tiny resolution ;w;
Topic Starter
ZHSteven

Deif wrote:


I've looked for the video in some webpages including NicoNico, but all of them had a tiny resolution ;w;
Thank you for this awesome BG~~
but sorry they are not the main character of the game, I think it is not a good choice of putting them(in fact I rarely use them in game 233)

Edit: because the game is really old, almost al the CGs from the original game is only 640 X 480 resolution... that's why...
btw the video I also taken from the original game, but the resolution still sucks :(
-Crystal-
Hello o/

Here you can see fonts to know how they work:
  1. Blue: Something i like, a simple commentary.
  2. Purple: You should watch this as a warning or something i don't like.
  3. Red: Fix this, it's something bad placed.

[General]

  1. I bet there's a better background image you should search.
[No-Jumping CTB]

  1. 00:40:738 (8) - This beat is a bit far away for a low dash map.
  2. 00:59:545 (6) - New combo here.
  3. 01:21:402 (6) - New combo here.
  4. 01:25:469 (1) - 01:26:993 (4) - Nice sliders.
[Real-Jumping CTB]

  1. 01:03:103 (1) - This slider is far away from the other one.
[Tough-Jumping CTB]

  1. https://osu.ppy.sh/ss/1109101(3rd spin) if you didn't want this spin to make any sound, the top left blue dot (banana) sounds.
[Hell-Jumping CTB]

  1. Nothing to say about this one, it's pretty fun and hard.
Topic Starter
ZHSteven
Thank you for giving me your first post XD
anyway lets go

-Crystal- wrote:

Hello o/

Here you can see fonts to know how they work:
  1. Blue: Something i like, a simple commentary.
  2. Purple: You should watch this as a warning or something i don't like.
  3. Red: Fix this, it's a bad placed beat.

[General]

  1. I bet there's a better background image you should search.
[No-Jumping CTB]

  1. 00:40:738 (8) - This beat is a bit far away for a low dash map.
    I dont think there is a problem for this dash. Even it is "No" jump but it is still a Salad, small jumping movement can be applied.
  2. 00:59:545 (6) - New combo here.
    Yes correct but it should be at 01:00:054 (1) - lol
  3. 01:21:402 (6) - New combo here.
    correct.
  4. 01:25:469 (1) - 01:26:993 (4) - Nice sliders.
Thanks lol
[Real-Jumping CTB]

  1. 01:03:103 (1) - This slider is far away from the other one.
    intentionally jump. sorry no change.
[Tough-Jumping CTB]

  1. https://osu.ppy.sh/ss/1109101(3rd spin) if you didn't want this spin to make any sound, the top left blue dot (banana) sounds.
    yes, move the green line towards the top right white tick. should be fine now.
[Hell-Jumping CTB]

  1. Nothing to say about this one, it's pretty fun and hard.
    ;www;
Thanks for modding~
Sey
[General]
  1. I like all of them but you used really A LOT of Kiai's. I don't really agree with it cos some parts are just not "epic" enough to be Kiai- Anyway, that's personal preference, so keep it as it is.
[No-Jumping CTB]

  1. Pretty solid difficulty, not sure what to mod here, but let's see.
  2. Even if this difficulty has only minor jumps the difficulty name "No-Jumping" does not fit. It confused me a lot and first I thought it was supposed to be a Cup which actually says that a HDash button shouldn't even have to be used. Also the transition from "no-jumping" directly to "real-jumping" is weird to me. Better use a name like "easy-jumping" or "plain-jumping" for the first difficulty.
  3. 00:11:003 (2) - Move this a bit more to the right to create more movement here maybe. Same counts for 00:08:970 (2) - to keep the symmetry.
  4. 00:32:097 (6,7,1) - Personally I find the distance too high here, especially this moment is very unexpected. Not a very high and epic beat to create such a huge dash here.
  5. 01:17:336 (1,2,3,4) - Cool pattern, but really... Don't just copy & paste it at 01:25:469 (1,2,3,4) - . Think of something else here, I personally love this pattern here: http://osu.ppy.sh/ss/1110030. If you decide for something similar be careful to make it not too jumpy. However, please think of another pattern here.
[Real-Jumping CTB]
  1. Wow kinda streamy difficulty, well.. I won't destroy your style here though I'm not a huge fan of streams, so I try to be careful with this difficulty.
    That's a very easy Platter, not a single HDash >_>
  2. 00:11:003 (2) - Looks better if it's in the middle of 00:10:240 (1) - and 00:11:257 (3) - , that gives it a better flow. Same here: 00:08:970 (2) -
  3. 00:12:274 (1) - Oh dear... :? It fits with the rhythm but I find it very weird to play, I'd prefer it if you just map the beat with some extra notes. Also this slider is kinda untidy, it could really look better, some droplets appear on distracting spots. Especially with Hidden that will be horrible to play on such a low AR. I could understand it with a higher AR, but not in such an easy difficulty.
  4. 00:44:678 (3,4) - I expected a higher jump here, maybe you should increase the distance here a bit more cos it fits well with the singer's voice.
  5. 01:32:331 (8) - Move the note more to the right, to increase the distance between (6) to (8) more and more. That suits with those "bell" voices in the background and makes the part more interesting/challenging.
  6. 01:39:701 (1,2,3) - This pattern is a bit easy (in a Kiai) cos the slider are very close to each other, how about something like this: http://osu.ppy.sh/ss/1110075. It's more challenging and plays cool somehow.
[Tough-Jumping CTB]
  1. Very nice diff, after all these mods I really cannot find anything here... Just mentioned 2 little things.
  2. 02:02:574 (1,2,3,4) - This plays quite cool but why did you reduce the distance again when it came to 02:03:591 (5,6) - ? I'd prefer it much more if you increase the distance always a bit from note to note. If you decide to do so do not forget that 02:04:099 (1) - still needs to be reachable without a super-huge dash.
  3. 02:10:199 (1) - Move this note more to the middle. I can already tell that many people end the spinner on the left side and then it's ALMOST IMPOSSIBLE to catch the last fruit, which will anger a lot of people.
[Hell-Jumping CTB]
  1. Very nice done. You worked with a lot of symmetry here and most patterns make a lot of sense. I'm too bad to FC this anyway :(
  2. 00:14:307 (1,2,3,4,5,6) - Mh, again the same structure... the distance of (5) to (6) is lower than the one of (3)-(4). I personally prefer it if you do it like that: (1) to (2)<(3) to (4)<(5) to (6).
  3. 00:19:136 (7,8) - I wouldn't put a HDash here already. This is still the very beginning of the song which is extremely calm and this one is very unexpected.
  4. 00:33:622 (3) - This slider follows the same rhythm as 00:32:606 (1) - . You should make them similar. A long horicontal slider like this is just weird, anyway: I highly suggest you to follow the same rhythm as the previous slider here.
  5. 02:22:271 (9,1) - Not sure, why a HDash here? A small dash is enough imo...
Let's be honest, those difficulties are normally ready for rank. I hope you'll find someone to finally bubble this soon.
There is not much to mod anymore, most things you can mention now are just personal preferences. I wish you good luck with the map.

About background I can only agree with the others, you should try to find another one. orz
Topic Starter
ZHSteven

Sey wrote:

[General]
  1. I like all of them but you used really A LOT of Kiai's. I don't really agree with it cos some parts are just not "epic" enough to be Kiai- Anyway, that's personal preference, so keep it as it is.
[No-Jumping CTB]

  1. Pretty solid difficulty, not sure what to mod here, but let's see.
  2. Even if this difficulty has only minor jumps the difficulty name "No-Jumping" does not fit. It confused me a lot and first I thought it was supposed to be a Cup which actually says that a HDash button shouldn't even have to be used. Also the transition from "no-jumping" directly to "real-jumping" is weird to me. Better use a name like "easy-jumping" or "plain-jumping" for the first difficulty.
    wwwwww i think it is ok....
  3. 00:11:003 (2) - Move this a bit more to the right to create more movement here maybe. Same counts for 00:08:970 (2) - to keep the symmetry.
    Great
  4. 00:32:097 (6,7,1) - Personally I find the distance too high here, especially this moment is very unexpected. Not a very high and epic beat to create such a huge dash here.
    it is a small incease jump + a linear pattern, so maybe the spacing not very clear but i guess they are fine.
  5. 01:17:336 (1,2,3,4) - Cool pattern, but really... Don't just copy & paste it at 01:25:469 (1,2,3,4) - . Think of something else here, I personally love this pattern here: http://osu.ppy.sh/ss/1110030. If you decide for something similar be careful to make it not too jumpy. However, please think of another pattern here.
    it is a repeating moment in my understanding of the music. so to keep the flow constant I decide to keep the pattern as it is and just ctrl+G for it. actually these 2 pattern requires different way of playing although they are very similar to each other, imo.
[Real-Jumping CTB]
  1. Wow kinda streamy difficulty, well.. I won't destroy your style here though I'm not a huge fan of streams, so I try to be careful with this difficulty.
    That's a very easy Platter, not a single HDash >_>
  2. 00:11:003 (2) - Looks better if it's in the middle of 00:10:240 (1) - and 00:11:257 (3) - , that gives it a better flow. Same here: 00:08:970 (2) -
    as you wish, and adjust further the pattern to make flow even better.
  3. 00:12:274 (1) - Oh dear... :? It fits with the rhythm but I find it very weird to play, I'd prefer it if you just map the beat with some extra notes. Also this slider is kinda untidy, it could really look better, some droplets appear on distracting spots. Especially with Hidden that will be horrible to play on such a low AR. I could understand it with a higher AR, but not in such an easy difficulty.
    yes right. remap the slider to 2 individual sliders.
  4. 00:44:678 (3,4) - I expected a higher jump here, maybe you should increase the distance here a bit more cos it fits well with the singer's voice.
    ctrl+G this slider
  5. 01:32:331 (8) - Move the note more to the right, to increase the distance between (6) to (8) more and more. That suits with those "bell" voices in the background and makes the part more interesting/challenging.
    yes boss
  6. 01:39:701 (1,2,3) - This pattern is a bit easy (in a Kiai) cos the slider are very close to each other, how about something like this: http://osu.ppy.sh/ss/1110075. It's more challenging and plays cool somehow.
    got even better idea, so yes.
[Tough-Jumping CTB]
  1. Very nice diff, after all these mods I really cannot find anything here... Just mentioned 2 little things.
  2. 02:02:574 (1,2,3,4) - This plays quite cool but why did you reduce the distance again when it came to 02:03:591 (5,6) - ? I'd prefer it much more if you increase the distance always a bit from note to note. If you decide to do so do not forget that 02:04:099 (1) - still needs to be reachable without a super-huge dash.
    not going to do much here because the music shows a lower down and then just shoot up to the highest. just make further adjust on (4).
  3. 02:10:199 (1) - Move this note more to the middle. I can already tell that many people end the spinner on the left side and then it's ALMOST IMPOSSIBLE to catch the last fruit, which will anger a lot of people.
    wwww thats way it is there
[Hell-Jumping CTB]
  1. Very nice done. You worked with a lot of symmetry here and most patterns make a lot of sense. I'm too bad to FC this anyway :(
  2. 00:14:307 (1,2,3,4,5,6) - Mh, again the same structure... the distance of (5) to (6) is lower than the one of (3)-(4). I personally prefer it if you do it like that: (1) to (2)<(3) to (4)<(5) to (6).
    Actually 5 and 6 is there to increase the difficulty. so no change sry
  3. 00:19:136 (7,8) - I wouldn't put a HDash here already. This is still the very beginning of the song which is extremely calm and this one is very unexpected.
    no change sorry, it follows the music.
  4. 00:33:622 (3) - This slider follows the same rhythm as 00:32:606 (1) - . You should make them similar. A long horicontal slider like this is just weird, anyway: I highly suggest you to follow the same rhythm as the previous slider here.
    it is the only calm down for this diff. So even your suggestion is well enough I still insist to keep it. sorry.
  5. 02:22:271 (9,1) - Not sure, why a HDash here? A small dash is enough imo...
    remap this part to make it much easier.. now people will not blame me to stop them from FCing this map yes XD
Let's be honest, those difficulties are normally ready for rank. I hope you'll find someone to finally bubble this soon.
There is not much to mod anymore, most things you can mention now are just personal preferences. I wish you good luck with the map.

About background I can only agree with the others, you should try to find another one. orz
Find me one my dear... the biggest I can get is 600 X 480 from the original game TAT
eldnl
you can catch me in-game for an IRC mod, I'm really sorry for not being able to mod this in a proper way = ='
Kodora
Alright, finally i'm done with hitsounds - http://puu.sh/5qRON.osu sorry for taking it too long Q__Q

And something what i overlooked before:

Imo, tickrate 2 doesnt fit calm vocals and sounds too noisy at most of parts, how about use 1 instead?
01:20:386 - 01:21:401 - maybe add kiai here too? Such a bit part in chorus without kiai looks strange o.o
  1. 00:18:246 - Add note here please with normal-sampleset - follow drums
  2. 00:24:473 (1) - You have strong beat what was covered by slider (you probably will notice that whistles a bit inconsistent at this point). Try to short this slider to 00:24:981 and add note at 00:25:235 - it will sounds better imo
  3. 00:25:489 (3) - Same
  4. 00:32:606 (1) - ^
  5. 00:33:622 (3) - ^
  6. 00:41:755 (3,6) - - How about use 3/4 reverse-slider instead? Imo, it will cover vocals better

  7. 01:21:402 (7) - add finish pls D: (i forgot)
  8. 01:25:469 (1) - ^
  9. 01:53:171 (9) - and here whistle to slider head & slider bod
That's all from me, i guess x.x
Topic Starter
ZHSteven

Kodora wrote:

Alright, finally i'm done with hitsounds - http://puu.sh/5qRON.osu sorry for taking it too long Q__Q

And something what i overlooked before:

Imo, tickrate 2 doesnt fit calm vocals and sounds too noisy at most of parts, how about use 1 instead?
no, there is some tick used in sliders, so keep tick 2.
01:20:386 - 01:21:401 - maybe add kiai here too? Such a bit part in chorus without kiai looks strange o.o
just want to restart kiai, and this part is more like "claim" in between the kiai.
  1. 00:18:246 - Add note here please with normal-sampleset - follow drums
    no, back ground music shows a blank here even if I want to add a normal.
  2. 00:24:473 (1) - You have strong beat what was covered by slider (you probably will notice that whistles a bit inconsistent at this point). Try to short this slider to 00:24:981 and add note at 00:25:235 - it will sounds better imo
    after having a deep thought, I still dont want to add notes here because I dont want this part like this. Just want to give player a rest time since before and after are both extreme patterns.
  3. 00:25:489 (3) - Same no, want a rest here.
  4. 00:32:606 (1) - ^ ^
  5. 00:33:622 (3) - ^^
  6. 00:41:755 (3,6) - - How about use 3/4 reverse-slider instead? Imo, it will cover vocals better

    1. if I put it like this, there will be a whole slider here where I want to put some specific patterns.
    2.tick rate 2 will results in additional tick inside the slider which makes the slider weird.
  7. 01:21:402 (7) - add finish pls D: (i forgot) XD
  8. 01:25:469 (1) - ^XD
  9. 01:53:171 (9) - and here whistle to slider head & slider bodyXD
That's all from me, i guess x.x ;)
XD waiting for further hitsounding@_@
Thanks a lot great help in hitsound!!
Deif
Don't give a kudosu for this post, please!

[General]
  1. Delete "normal-sliderwhistle" and "soft-sliderwhistle" from your directory. The sliders aren't audible anyway in CTB, and silent hitsounds aren't accepted anymore.
[No-Jumping]
  1. Fix the kiai times here, making them identic to Real-/Tough-Jumping. That last kiai section doesn't even make any sense :p
  2. 01:33:855 (1,1,2,3,4,5) - Make those notes more audible, please.
[Real-Jumping]
  1. 00:41:247 (1) - Is this note really necessary? You didn't add it to other diffs.
[Tough-Jumping]
  1. 01:36:143 - Maybe you wanted to use this section for the end of the spinner? Otherwise it doesn't make any sense atm cos it's not affecting any note.
[Hell-Jumping]
  1. 00:08:207 (1) - 00:10:240 (1) - 00:12:274 (1) - I'm not sure if it's too recommendable to set sliderticks at 5%...
[]
Players need another Steven's Classical out. Let's get rolling~ :3
Topic Starter
ZHSteven

Deif wrote:

Don't give a kudosu for this post, please!

[General]
  1. Delete "normal-sliderwhistle" and "soft-sliderwhistle" from your directory. The sliders aren't audible anyway in CTB, and silent hitsounds aren't accepted anymore.
[No-Jumping]
  1. Fix the kiai times here, making them identic to Real-/Tough-Jumping. That last kiai section doesn't even make any sense :p
    oops, mistake xD
  2. 01:33:855 (1,1,2,3,4,5) - Make those notes more audible, please.
    will leave this to kodora
[Real-Jumping]
  1. 00:41:247 (1) - Is this note really necessary? You didn't add it to other diffs.
    OK, deleted.
[Tough-Jumping]
  1. 01:36:143 - Maybe you wanted to use this section for the end of the spinner? Otherwise it doesn't make any sense atm cos it's not affecting any note.
    There is a heavy beat, makes me want to end this spinner here. and actually 01:35:635 - to 01:36:143 - almost got no background music, shows a rest, so no need to place anything here.
[Hell-Jumping]
  1. 00:08:207 (1) - 00:10:240 (1) - 00:12:274 (1) - I'm not sure if it's too recommendable to set sliderticks at 5%...
    Will leave this to Kodora
[]
Players need another Steven's Classical out. Let's get rolling~ :3
waiting on Real-jump and Tough-jump hitsounding :) probably will finish it tomorrow.
And thanks for recheck~~~
Accel World
8-) 这是我之前答应你的mod~

[No-Jumping CTB]

:idea: 说好的no jumping呢? :idea:
8-) 以下是一些建议:
00:48:871 (5) - how about move to x:160 y:216 ?
00:49:125 (6) - how about move to x:312 y:216 ?这种距离感觉比较....适合新手?
00:53:192 (6) - how about move to x:360 y:216 ?理由同上
00:56:496 (4)(5) - how about move to x:104 y:192 ? ^
01:03:866 (3) - how about move to x:104 y:144 ? ^
01:54:950 (7) - how about move to x:144 y:184 ? ^
01:55:966 (1) - how about move to x:280 y:280 ? ^
02:00:033 (1) - how about move to x:104 y:48 ? ^

山哥做简单图的控制力感觉还不太足:3 但是依旧好图 8-)

[Real-Jumping CTB]

没什么可以说的....感觉很好了...!

[Tough-Jumping CTB]

32个赞够吗?

[Hell-Jumping CTB]

有点无情,这CS和鬼畜跳让我怕怕

00:41:501 (1) - how about move to x:344 y:64 ?
00:41:755 (3) - how about move to x:168 y:64 ?

好图:D

基本上能rank了吧....感觉。
还有就是想问一下说CtB专谱里的newcombo设法和OSU一样吗?如果是的话山哥你N难度的nc建议改改 :D
Topic Starter
ZHSteven

Accel World wrote:

8-) 这是我之前答应你的mod~

[No-Jumping CTB]

:idea: 说好的no jumping呢? :idea:
8-) 以下是一些建议:
00:48:871 (5) - how about move to x:160 y:216 ?
00:49:125 (6) - how about move to x:312 y:216 ?这种距离感觉比较....适合新手?
00:53:192 (6) - how about move to x:360 y:216 ?理由同上
00:56:496 (4)(5) - how about move to x:104 y:192 ? ^
01:03:866 (3) - how about move to x:104 y:144 ? ^
01:54:950 (7) - how about move to x:144 y:184 ? ^
01:55:966 (1) - how about move to x:280 y:280 ? ^
02:00:033 (1) - how about move to x:104 y:48 ? ^

山哥做简单图的控制力感觉还不太足:3 但是依旧好图 8-)

stack和对称问题改了,其他的没动。


[Real-Jumping CTB]

没什么可以说的....感觉很好了...!

[Tough-Jumping CTB]

32个赞够吗?

[Hell-Jumping CTB]

有点无情,这CS和鬼畜跳让我怕怕

00:41:501 (1) - how about move to x:344 y:64 ?
00:41:755 (3) - how about move to x:168 y:64 ?
间距变化是刻意的。
好图:D

基本上能rank了吧....感觉。
还有就是想问一下说CtB专谱里的newcombo设法和OSU一样吗?如果是的话山哥你N难度的nc建议改改 :D
N的NC调整了下
SPOILER
话说你这mod。。。看上去就没有让人想改的动力。。
比如02:00:033 (1) -这种,不要去说移到 某某某地方,要说理由:stack?symmetrical? flow? jump?这才是好mod。一堆这种东西mapper看起来真的很无力-。-
Accel World
SPOILER
话说你这mod。。。看上去就没有让人想改的动力。。
比如02:00:033 (1) -这种,不要去说移到 某某某地方,要说理由:stack?symmetrical? flow? jump?这才是好mod。一堆这种东西mapper看起来真的很无力-。-
回复
_(:з」∠)_受教,在我眼里mod就是提自己的观点和建议而已....看来还要给出更信♂服的内容(但是英文渣(摊手
要成为专业modder还是得转型成公式化mod啊_(:з」∠)_
Deif
We're taking right now a time machine to see how we used to practice 3 years ago. This is still fun and challenging nowadays :3

Bubbled!
Topic Starter
ZHSteven
self-pop'ed because of hitsounds updated in Real-jump and Tough-jump by Kodora.

Sorry Deif :( :( :( :(
Deif
Let's bring it up in the list again! Bubble repaired~
SUBSTAC9
good job Steven :D
mingmichael
go go goo stevv~! :3
quantum-rose
Finally
Len
gogo
Mythiax
3 year old map, you really have patience huh.

go rank now <3
shiori_old2
秋风扫落叶,好图!
Nepu
finally ._.
山哥go go rank~
Stefan
Hm.. if you ask me you can let out the "CTB" in the Difficulty names since it's a full CTB Mapset but it's up to you. :3
Topic Starter
ZHSteven

Stefan wrote:

Hm.. if you ask me you can let out the "CTB" in the Difficulty names since it's a full CTB Mapset but it's up to you. :3
Trust me I do have special reason for putting these 3 characters
Crystal
wtf 山哥nice
eldnl
go steven go
Kurai
I don't really understand the way you named your diffs.

  1. Why do you use CTB on every difficulty names ? I mean, it is pretty obvious that the difficulties are CtB specific thanks to the apple icon. You ought to remove them.
  2. Using "Jumping" on every difficulty doesn't make much sense either. It is really redundant and superfluous. It's like naming all diff of a standard mapset "Esay Streaming, Normal Streaming, Hard Streaming, Insane Streaming".
  3. Overall, the difficulty names might be hard to be understood by people not used to the game. You should probably stick to the standard CtB difficulty names. i.e. Fruit, Salad, Platter and Rain.
Topic Starter
ZHSteven

Kurai wrote:

I don't really understand the way you named your diffs.

  1. Why do you use CTB on every difficulty names ? I mean, it is pretty obvious that the difficulties are CtB specific thanks to the apple icon. You ought to remove them.
  2. Using "Jumping" on every difficulty doesn't make much sense either. It is really redundant and superfluous. It's like naming all diff of a standard mapset "Esay Streaming, Normal Streaming, Hard Streaming, Insane Streaming".
  3. Overall, the difficulty names might be hard to be understood by people not used to the game. You should probably stick to the standard CtB difficulty names. i.e. Fruit, Salad, Platter and Rain.
Ok let me make things clearer.

The most thing important thing is, i really want to keep the name "Hell-jumping", to commemorate the people who play, comment, test, mod it in 2010, because they really, really help me a lot, to improve this diff, or for the most important thing, to encourage me finishing this CTB diff.

Sadly they almost all leave this game nowadays. So the only way I can do, is to make this map as close as to the original version and rank it, to calling them back. (actually I've heard there IS someone pick this game again).

So, I am asking, if there is any way, to keep my "Hell-jump" naming? I dont care the name of other diffs, just this one can I insist to do it? Or I need to make some other changes to other diffs for it to suit the whole set better?

Thank you very much for checking this.
Kurai
I guess "Hell-Jumping" is good enough for people to understand what the difficulty is, ok.
Kurai
Enjoy the rank :3
Topic Starter
ZHSteven

Kurai wrote:

Enjoy the rank :3
a huuuuuuuge thank to you!!!
now it's time to call somebody back to FC it lol
bossandy
Congratulations! Steven!!!!
Mythiax
Really awesome. Congratz Steven!
Kodora
Congratulations!
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