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KOTOKO - Wing my Way [CatchTheBeat]

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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!
[CSGA]Ar3sgice
可怕
eldnl
FINALLY STEVEEEENSSS <3
pw384
可怕
KSHR
there is unrankable stuff in Metadata.


Unicode Title: Wing my Way
the game name (ファーランドシンフォニー) is written into there. it should be added to Tags instead.
ursa
congrats ZHSteven <3
mingmichael
steevvvv congratsss :oops:
sjoy
持续3年 不得不服
Kyouren
Gratzz!! ZHSteven!!^^
Rizia
這3年不簡單xdd
Ibuki Suika
!? 我是不是眼花了
SapphireGhost

KSHR wrote:

there is unrankable stuff in Metadata.


Unicode Title: Wing my Way
the game name (ファーランドシンフォニー) is written into there. it should be added to Tags instead.
This is correct. Unranking so that this can be fixed. No scores need to be wiped and it can be ranked again immediately after, just let me know when it's ready (or another BAT, I'm going to sleep soon for tonight).
Kanzaki H Aria
:o unranked!!!!!!!!!!
pieguyn
uh oh
Seph
gg
Ibuki Suika
猴,果然没眼花
Topic Starter
ZHSteven
Sorry there is some problem during uploading the changes.....

Since I must go now I will try later on tonight.

Sorry again for any inconvenience

Edit: updated
Strawberry
Heart back ~

i took it here since SG may be sleeping~
SUBSTAC9
gg congratz xD
[Yue]
I remember when we played this beatmap a couple of years ago o3o
Gratz!
Nepu
3年 终有成果~~
congrats :3
Foreverends
omg
- Yuuto -
Huu nice work, thanks.. and congrats :D !
DeletedUser_3349827
简介有点伤感 QAQ
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