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LeaF - Calamity Fortune [CatchTheBeat]

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Seph
[Cup]
  1. 00:04:285 put a note here, seems kinda off without one, at least for me
  2. 01:33:685 (1,2) - better to add one repetition on these sliders
  3. 02:10:285 (1) - just make it a slider, maybe something like this https://osu.ppy.sh/ss/1099120
[Salad]
  1. 00:15:385 (4) - remove 1 repetition and add a note on the white tick
  2. 00:38:185 add a note
  3. 01:00:985 (2) - this sounds really off
  4. 01:28:885 (1) - move forward by 1 tick, and add 1 repetition in 01:27:685 (1) - cause it sounds better that way, just figure out a way to not get it a bit jumpy
  5. 01:32:185 add a note
[Rain]

  • Are you sure this is a Rain? Looks more of an Overdose to me

    I will give you a list of parts you need to remap, as they are considered to be very hard for a Rain diff
  1. 00:12:985 (1,2,3,4,5,6,7,8) -
  2. 00:26:485 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) -
  3. 00:28:285 (3,4,5,6) - duplets like this can be very hard to catch if not well placed, and you put them on some jumpy parts making them harder to catch
  4. 00:36:385 (5,6) - pretty harsh jump
  5. 00:40:885 (1,2,3,4) - again with the duplets
  6. 00:46:510 (8,9) - ^
  7. 01:27:910 (2,3,4,5,6,7,8,9) - badly placed notes, fix these
  8. 01:42:235 (2,3,4,5) - yeah duplets again
  9. 01:51:835 (2,3,4,5) - ^
  10. 01:54:235 (2,3,4,5) - ^
  11. 02:00:085 (1,2,3,4,5,6,7,8,9,10,11) - this part is pretty much eggpain for a Rain (ha it rhymed)
I guess thats it, I'll mod the platter tomorrow im so sleepy lol
Topic Starter
Krah
No
Yes
I need to think about it / Comments

Seph wrote:

[Cup]
  1. 00:04:285 put a note here, seems kinda off without one, at least for me Nop there is a "break" in the song. This note don't deserve to be mapped if I don't add some 1/2.
  2. 01:33:685 (1,2) - better to add one repetition on these sliders Yep
  3. 02:10:285 (1) - just make it a slider, maybe something like this Why not and also fix for the salad (dat screen resolution :o)
[Salad]
  1. 00:15:385 (4) - remove 1 repetition and add a note on the white tick Ok
  2. 00:38:185 add a note I prefer to keep this "mini-break"
  3. 01:00:985 (2) - this sounds really off Changed to something who seems to me better :s
  4. 01:28:885 (1) - move forward by 1 tick, and add 1 repetition in 01:27:685 (1) - cause it sounds better that way, just figure out a way to not get it a bit jumpy I prefer to keep the begining of 01:27:885 - at this white tick so no change :s
  5. 01:32:185 add a note ok
[Rain]

  • Are you sure this is a Rain? Looks more of an Overdose to me ikr xD It's a hard rain '-'

    I will give you a list of parts you need to remap, as they are considered to be very hard for a Rain diff
  1. 00:12:985 (1,2,3,4,5,6,7,8) - reduce the jump between (5,6) and (7,8)
  2. 00:26:485 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - Not sure if this part is really a problem, this isn't the hardest and the movement is kinda obvious :s
  3. 00:28:285 (3,4,5,6) - duplets like this can be very hard to catch if not well placed, and you put them on some jumpy parts making them harder to catch Not sure if the duplet here are really the problem but probably more 00:28:885 (1,2) - so i have simplify the movement here.
  4. 00:36:385 (5,6) - pretty harsh jump ikr but the pattern is like this so no changes here
  5. 00:40:885 (1,2,3,4) - again with the duplets Jump reduced, 1,5* => 1,3*
  6. 00:46:510 (8,9) - ^ little fix
  7. 01:27:910 (2,3,4,5,6,7,8,9) - badly placed notes, fix these Explain your mind, I don't see any problem here, it's hard but not "badly placed"
  8. 01:42:235 (2,3,4,5) - yeah duplets again reduced a bit
  9. 01:51:835 (2,3,4,5) - ^ ^
  10. 01:54:235 (2,3,4,5) - ^ No needs here, I don't want to stack this ...
  11. 02:00:085 (1,2,3,4,5,6,7,8,9,10,11) - this part is pretty much eggpain for a Rain (ha it rhymed) Damn this pattern is sexy :'( Reworked a bit
I guess thats it, I'll mod the platter tomorrow im so sleepy lol Don't worry as you know the ctb ranking process is really slow ...


Thanks for this mod


Ps : Remind me to look at your map (at least the crystal diff :s)
Seph
[Rain]
  1. 00:36:535 (6) - better to remove this note as it doesn't have anything in significance (doesn't follow anything at all and sounds bad) just put the new (6) on where (7) where or its your choice
Topic Starter
Krah

Seph wrote:

[Rain]
  1. 00:36:535 (6) - better to remove this note as it doesn't have anything in significance (doesn't follow anything at all and sounds bad) just put the new (6) on where (7) where or its your choice Fixed, (6) deleted but not exactlyyour suggested pattern
Avena
New Combo Colors as promised~
[Colours]
Combo1 : 90,190,228
Combo2 : 252,95,213
Combo3 : 192,198,233
Combo4 : 218,71,137
Topic Starter
Krah

Priti wrote:

New Combo Colors as promised~
[Colours]
Combo1 : 90,190,228
Combo2 : 252,95,213
Combo3 : 192,198,233
Combo4 : 218,71,137

Changed a few things but let's go for this =)


Ps : Not sure if a mod like this really deserve a kudo so ...
Deif
Inb4 FINALLY. Getting serious with that timeline, I've centered my mod in fixing it, rather than looking specifically at critical patterns.

[General]
  1. 00:24:085 (1) - In all the diffs, extend that spinner to the bell?
[Cup]
  1. 00:21:685 (1) - This spinner has to end a bit later, at 00:23:785.
  2. 00:41:185 (1,2,3,4,5,6) - For those notes I'd rather remark the last ones, which seem to be more relevant. You have the more simple possibility "o o ooo", but also "o ooooo" or "ooo ooo".
  3. 00:45:685 (1,2,3,4,5,6,7) - That can be simplified as well, instead of using a 1/2 spam. This sound more plausible: http://puu.sh/5LpAJ.jpg, though due to the rather complicated rhythm a spinner could work as well.
  4. 00:51:685 (1,2,3,4,1,2,3,4) - Why do you use 1/4 stuff for the easiest diff? Not mentioning that that timeline is utterly similar to the rest of your diffs... Honestly, all that section can be much more Easy-like if you change THIS into THIS
  5. 00:56:185 (1) - For this spinner... ugh. The correct position for it would be theoretically 1/1 later, and adding a note where the spinner used to start (00:56:185) to cover the beat. Though with that strategy, the ending of the spinner would be too close to the next note... It should be substituted by a slider, or just delete it.
  6. 01:10:885 (1) - Why don't you extend it till 01:11:785? That's also a important beat to cover.
  7. 01:15:535 (1,2,3,4,5) - Think of something better to map here. 01:16:435 (5) - Can be deleted, since it's not that important and it doesn't even appear in Salad.
  8. 01:18:985 (4) - Having the bell sound here, you could stack this note under the previous one, to add a very little dash with the next one. You'd maybe need to move the slider (1) a bit to make the jump not so harsh.
  9. 01:20:785 - And there? What about adding a note? With the current density you have, that space looks quite empty.
  10. 01:26:485 (1,2,3,4,5) - In order to map the most important beats, try to organize those notes like "o o ooo" instead of the current "o ooo o".
  11. 01:30:085 (1,2,3,1,2,3) - Comparing to Salad, you covered much more beats there.
  12. 02:00:085 (1,2,3,4,5,6,7) - Those 1/2s need a relatively high precision to catch them. The notes could be a bit more close to each other in order to make it a bit easier.
[Salad]
  1. 00:03:685 - Why this blanket here? You didn't have it in Cup :s
  2. 00:07:285 (1,2) - Check this out. You used here 2/1 sliders and then a blanket, while in Cup you just have 1/1 sliders with repetitions...
  3. 00:10:885 (5,6,7,8) - Fittable in a Platter, isn't it?
  4. 00:15:385 (4,5) - That wiggle makes the slider quite challenging :p Also, the next note shall be placed at the left side of the slider to improve the flow of that part.
  5. 00:27:385 (1) - You already have the blanket after the spinner. Keep it empty till 00:27:685 removing that mentioned note?
  6. 00:40:885 (1,2,3) - For those notes, the background suggest to add 2 groups of 2 1/4s, and then 1/2s. What I suggest for this level is deleting (2), and splitting (3) into 3 1/2 notes.
  7. 00:44:485 (1,1) - 2 sliders? C'mon... what's this... a Cup? ^^"
  8. 00:54:685 - At least a note could be added here. Otherwise, that looks quite empty.
  9. 01:27:685 (1) - A simple 1/2 slider with reps? I bet you can do sth more interesting to cover that part.
  10. 01:33:685 (1,2) - Here as well you cover less beats that in Cup. Imho, these sliders here are nice as they are.
  11. 01:38:485 (1) - The repetitions should start at 01:38:785, and this beat should need just a note.
  12. 01:54:685 (2) - Shouldn't the 1/2 note be placed at 01:54:535, instead of having it in that slider?
[Platter]
  1. 00:11:035 (4,5,6) - I'd say it's a no-go to have 2 different consecutive HDashes, 1/2 and then 1/1 in a Platter. Is there a possibility to remove at least the 1/4 one?
  2. 00:21:685 (1) - Extend this spinner, as it was suggested for Cup.
  3. 00:45:685 (1,2,3,4,5,6,7,8,9,10,11,12,1) - Huh? Why do you have such a stream here?
  4. 00:45:685 (1,2,3,4,5,6,7,8,9,10,11,12) - Completely 1/4 stream? orz
  5. 00:53:935 (4,5) - What the? Those sliders don't sound well in that position...
  6. 00:58:585 (4) - Hearing the background sounds (not the 1/4 spam), you can try placing that slider a bit earlier (00:58:435) and adding a note in the resultant blanket (00:58:885). That kind of organization could be applied to the rest of that section, I mean, till 01:15:085.
  7. 01:16:885 (8) - Shouldn't this slider carry the NC? It's a section change anyway.
  8. 01:18:985 - Bells are cool to map =(
  9. 01:20:785 (2,3,4,5) - That double HDash could fit better if you use it with the last 3 notes.
  10. 01:30:385 (1,2,3,4) - Huh? Where do you hear the 1/4 note there? It'd fit if you move all those notes 1/1 later!
  11. 01:33:685 (1,2) - It's the only diff you used such long sliders there...
  12. 01:39:535 - If you're not gonna use 1/4 beats for that part, add at least a circle here.
  13. 02:00:085 (1,2,3,4) - I don't see the point in doing it a continuous 1/4 stream, but at least de-stack (3) of (2).
[Rain]
  1. 00:04:585 - Beats added to the bell sounds are cool. Though you could move the hitsound you used in 00:04:435 (6) to this note, where it'd make more sense.
  2. 00:12:085 (5,6,7) - Careful with using those kind of 1/4 HDashes. The flow here is completely broken...
  3. 00:13:285 (5,6,7) - Same here. The fact that you have a 1/4 HDash and then a static set of notes is not comfortable to play.
  4. 00:14:710 - You're in the most difficult level of the mapset, and you're still avoiding mappable points as this one ;___;
  5. 00:15:610 - You can add a note also here.
  6. 00:16:285 (5,1,2) - Between the ending of (5) and the beginning of (2), a 5plet could be added.
  7. 00:36:535 - Gimme an extra note here *__*
  8. 01:27:310 - You had one in Platter there :p
  9. 01:38:485 (1) - Instead of a wigging slider, more notes could've been used.
[]
I hope it can help you a little bit! I haven't really looked in depth your jumps and the rest of the patters, so you'd need to find more people to take a look at it.
Topic Starter
Krah
Answer in the box because I don't like when I need to scroll during a year '-'

SPOILER

Deif wrote:

Inb4 FINALLY. Getting serious with that timeline, I've centered my mod in fixing it, rather than looking specifically at critical patterns.

[General]
  1. 00:24:085 (1) - In all the diffs, extend that spinner to the bell? Ok
[Cup]
  1. 00:21:685 (1) - This spinner has to end a bit later, at 00:23:785.Yep
  2. 00:41:185 (1,2,3,4,5,6) - For those notes I'd rather remark the last ones, which seem to be more relevant. You have the more simple possibility "o o ooo", but also "o ooooo" or "ooo ooo".Changed to "o o ooo" seems more logic
  3. 00:45:685 (1,2,3,4,5,6,7) - That can be simplified as well, instead of using a 1/2 spam. This sound more plausible: http://puu.sh/5LpAJ.jpg, though due to the rather complicated rhythm a spinner could work as well.Fixed as suggested in the puush
  4. 00:51:685 (1,2,3,4,1,2,3,4) - Why do you use 1/4 stuff for the easiest diff? Not mentioning that that timeline is utterly similar to the rest of your diffs... Honestly, all that section can be much more Easy-like if you change THIS into THIS For me it's really sad to change this to something easy like this but let's go ...
  5. 00:56:185 (1) - For this spinner... ugh. The correct position for it would be theoretically 1/1 later, and adding a note where the spinner used to start (00:56:185) to cover the beat. Though with that strategy, the ending of the spinner would be too close to the next note... It should be substituted by a slider, or just delete it. Uguu, I can't imagine a slider here so goodbye my spinner :'(
  6. 01:10:885 (1) - Why don't you extend it till 01:11:785? That's also a important beat to cover.Fixed
  7. 01:15:535 (1,2,3,4,5) - Think of something better to map here. 01:16:435 (5) - Can be deleted, since it's not that important and it doesn't even appear in Salad.(5) deleted, no other changes
  8. 01:18:985 (4) - Having the bell sound here, you could stack this note under the previous one, to add a very little dash with the next one. You'd maybe need to move the slider (1) a bit to make the jump not so harsh.Not stacked but changed with this idea of a jump between (5) and (1)
  9. 01:20:785 - And there? What about adding a note? With the current density you have, that space looks quite empty.Ok
  10. 01:26:485 (1,2,3,4,5) - In order to map the most important beats, try to organize those notes like "o o ooo" instead of the current "o ooo o".Fixed
  11. 01:30:085 (1,2,3,1,2,3) - Comparing to Salad, you covered much more beats there.Reworked
  12. 02:00:085 (1,2,3,4,5,6,7) - Those 1/2s need a relatively high precision to catch them. The notes could be a bit more close to each other in order to make it a bit easier.Reworked the "stream" to be easier
[Salad]
  1. 00:03:685 - Why this blanket here? You didn't have it in Cup :sFixed, probably...
  2. 00:07:285 (1,2) - Check this out. You used here 2/1 sliders and then a blanket, while in Cup you just have 1/1 sliders with repetitions...Changed a bit
  3. 00:10:885 (5,6,7,8) - Fittable in a Platter, isn't it?I don't see any problem to introduce the player to hdash in salad :s The movement between and after the hdash is really easy.
  4. 00:15:385 (4,5) - That wiggle makes the slider quite challenging :p Also, the next note shall be placed at the left side of the slider to improve the flow of that part.Slider and note position changed but no change for the form
  5. 00:27:385 (1) - You already have the blanket after the spinner. Keep it empty till 00:27:685 removing that mentioned note?ok
  6. 00:40:885 (1,2,3) - For those notes, the background suggest to add 2 groups of 2 1/4s, and then 1/2s. What I suggest for this level is deleting (2), and splitting (3) into 3 1/2 notes.ok
  7. 00:44:485 (1,1) - 2 sliders? C'mon... what's this... a Cup? ^^"spinners* I have keep the first one but not the second
  8. 00:54:685 - At least a note could be added here. Otherwise, that looks quite empty.2notes added
  9. 01:27:685 (1) - A simple 1/2 slider with reps? I bet you can do sth more interesting to cover that part.Fixed
  10. 01:33:685 (1,2) - Here as well you cover less beats that in Cup. Imho, these sliders here are nice as they are.Changed a bit
  11. 01:38:485 (1) - The repetitions should start at 01:38:785, and this beat should need just a note.Correct
  12. 01:54:685 (2) - Shouldn't the 1/2 note be placed at 01:54:535, instead of having it in that slider?I'm satisfied with te current timeline
[Platter]
  1. 00:11:035 (4,5,6) - I'd say it's a no-go to have 2 different consecutive HDashes, 1/2 and then 1/1 in a Platter. Is there a possibility to remove at least the 1/4 one?1/4 ? Wut ?
  2. 00:21:685 (1) - Extend this spinner, as it was suggested for Cup. Fixed
  3. 00:45:685 (1,2,3,4,5,6,7,8,9,10,11,12,1) - Huh? Why do you have such a stream here?
  4. 00:45:685 (1,2,3,4,5,6,7,8,9,10,11,12) - Completely 1/4 stream? orz I don't see any problems here :s I love how this one sound
  5. 00:53:935 (4,5) - What the? Those sliders don't sound well in that position...Omg wtf is that :o Fixed
  6. 00:58:585 (4) - Hearing the background sounds (not the 1/4 spam), you can try placing that slider a bit earlier (00:58:435) and adding a note in the resultant blanket (00:58:885). That kind of organization could be applied to the rest of that section, I mean, till 01:15:085. I don't want to complicate more this part so I will keep the current rythm
  7. 01:16:885 (8) - Shouldn't this slider carry the NC? It's a section change anyway.Correct
  8. 01:18:985 - Bells are cool to map =( Note added
  9. 01:20:785 (2,3,4,5) - That double HDash could fit better if you use it with the last 3 notes.Fixed
  10. 01:30:385 (1,2,3,4) - Huh? Where do you hear the 1/4 note there? It'd fit if you move all those notes 1/1 later!Fixed
  11. 01:33:685 (1,2) - It's the only diff you used such long sliders there...Changed to something different but with the same "form"
  12. 01:39:535 - If you're not gonna use 1/4 beats for that part, add at least a circle here.ok
  13. 02:00:085 (1,2,3,4) - I don't see the point in doing it a continuous 1/4 stream, but at least de-stack (3) of (2).ok
[Rain]
  1. 00:04:585 - Beats added to the bell sounds are cool. Though you could move the hitsound you used in 00:04:435 (6) to this note, where it'd make more sense.Ok
  2. 00:12:085 (5,6,7) - Careful with using those kind of 1/4 HDashes. The flow here is completely broken...
  3. 00:13:285 (5,6,7) - Same here. The fact that you have a 1/4 HDash and then a static set of notes is not comfortable to play. For this one and the previous one I have keep the 1/4hdash but (6,7) are now unstacked
  4. 00:14:710 - You're in the most difficult level of the mapset, and you're still avoiding mappable points as this one ;___;
  5. 00:15:610 - You can add a note also here. Ok for this one and the previous one
  6. 00:16:285 (5,1,2) - Between the ending of (5) and the beginning of (2), a 5plet could be added. Hum a 5plet with 1/8 ? :o I have just add a 1/4triplet
  7. 00:36:535 - Gimme an extra note here *__* Greedy Bat :s
  8. 01:27:310 - You had one in Platter there :p I think I'll map you a map with a lot of streams next time :o
  9. 01:38:485 (1) - Instead of a wigging slider, more notes could've been used.Nope I love the effect here, no more notes for you è_é
[]
I hope it can help you a little bit! I haven't really looked in depth your jumps and the rest of the patters, so you'd need to find more people to take a look at it.I'll try to find some people to reckeck this ... A lot of timelines's errors have been fixed, thanks to you
CLSW
If I wasn't late, I want guest diff permission :/


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" ▽ "
Topic Starter
Krah

CLSW wrote:

If I wasn't late, I want guest diff permission :/


\  /
●  ●
" ▽ "

As already said in game let's go.
It's never too late '-'
ZHSteven
call me back when everything done
CLSW
http://puu.sh/624TF.osu

Take this, now CtB era needs more Deluge diffs.
Topic Starter
Krah

CLSW wrote:

http://puu.sh/624TF.osu

Take this, now CtB era needs more Deluge diffs.
And updated.
I prefer to keep CtB diff names since people can easily find them in game.

Now I'll try to find some modders to quickly mod this and call back our dear bat *o*
Deif
You're nuts, Cloud Swimmer.

[Overdose]
HP8 is a dangerous territory to work with. Some of the HDashes you have are "catch or die". Just a general feedback of your diff after a few tries:
  1. 00:09:685 (1,2,3) - They need a really quick back-and-forth movement of the player, which is pretty uncomfortable in general. Try to reduce those jumps.
  2. 00:10:285 (4) - The repetition is close to the HDash. If you fix the previous sliders, this one shouldn't be that harsh.
  3. 00:21:010 (3,4,5,6,7,8,9,10,11,1) - Careful with those HDashes. At least keep the stream form with a slight curve (to the right) to make the jumps more intuitive.
  4. 00:27:535 (8,1) - I expected to have here another HDash, and not a stack ^^"
  5. 00:37:060 (6,7,8) - Pretty static stream. I'd rather de-stack those notes, and put them closer to the ending of (5).
  6. 00:44:560 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - The strenght of the HDash is not proportional to the movement you need to catch every group of 4 notes. You could change the shape of them to improve the flow there. Also 00:44:185 (6) could have the same lenght as the previous slider, so you can add a simple note at 00:44:485 -, but that's just a minor fix.
  7. 00:45:685 (1,2,3,4,5,6) - Overmapped. I'd rather see interesting jumps there than a simple 1/4 stream that doesn't fit to the melody.
  8. 00:50:185 (2,3) - Sounds more intuitive if you Ctrl-H those 2 elements.
  9. 00:52:285 (3,4) - Just to perfectionate, you could cut those sliders whenever the main beats happen. Than means, 1/4-repetition sliders at 00:52:285 - 00:52:510 - 00:52:735 - 00:52:885 - .
  10. 00:53:485 (3,4) - You could apply the previous suggestion here.
  11. 00:57:685 - until 01:15:685 - (aka deathsteam): It's WAY too much conditioned with HDashes. Anyway, here are some critical points that you'd better change:
    1. 00:58:285 (9,10,11,12) - The movement is kinda tricky, since you have a hard jump after the HDash (8,9), and then a serie of HDashes. For this part I suggest you to reduce the distance of those sliders in general. The following patterns are the twins of this one, so you can change them the same way as here.
    2. 01:02:035 (10,11,12,1) - The fact that you have 2 1/4 sliders HDashed in the same direction is a true kick on the nuts, cos it breaks the flow completely. Think of another position for those notes, please.
    3. 01:07:285 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - Wtf those random HDashes... Make jumps in streams as long as they fit with the melody, pelase.
    4. 01:15:610 (16) - Delete this note (It's not audible), and try to make a proper jump (15,1).
  12. 01:26:935 (3,4,5,6) - Ugh? Sounds more logical like this: http://puu.sh/62rQa.jpg
  13. 01:37:285 (1,2,1,2,1,1,1) - Just for the sake of playing more comfortably, make a normal stream instead of kick sliders (making a cool slider and transform it into a stream should be fast enough).
  14. 01:50:485 (1,2,3,4,5,6) - Another part where you could've sacrificed the stream to introduce cool jumps.
  15. 01:59:635 (4,5,6,1) - Perfect example of catch-or-die pattern. Only jumps should be necessary between (5,6) and (6,1). Other than that, those HDashes in those slider on the same direction are a no-go...
  16. 02:08:485 (1,2,3,4,5,6,7,8,1,2,3,4) - There's a point where the jumps are in the limit of being HDashed, which makes this pattern extremely difficult to manage. Any solution for it?
  17. 02:10:285 (1,2,3,4,5) - Another 1/8 stream you could change to make it more aesthetical!
[]
Don't give me kudosu for this. It's just a continuation of the previous mod, and this is the tip of the iceberg... believe me ^^"
CLSW
O wait krah.. I mapped Deluge diff.. not overdose..

I know some parts are overmapped, but I think it's enough because it is deluge!

Checked them all, I'll fix some parts at tomorrow morning.

Deif I hope you really modded my map as Overdose difficulty
Topic Starter
Krah
And updated =)
eldnl
Good map, there are some minor things that you can change before the rank~

Cup

00:36:085 (1) - This slider is too close to the previous one, strongly suggest to increase the distance, it would fit with this part of the song (also take care of the next note)
00:44:485 (4) - I don't think this is the best way to a curve slider, please do something like this https://osu.ppy.sh/ss/1214552, so the curve will become smoother.
01:19:285 (4,1) - Probably you could decrease the distance a bit, it's quite unexpected.

Salad

Seems fine, a little too hard if you ask me, but it's okay.

Platter

00:01:735 (4) - This slider isn't following any rhythm, feels weird, I suggest to change it for 3 notes.
00:45:685 - I think is better if you follow the rhythm of the song, the stream doesn't feel very well.
00:53:485 - Please follow the same rhythm as before, to be more consistent.

Rain

00:16:885 - This jump doesn't fit imo, I suggest to reduce the distance a bit!
00:39:685 - Not sure of why you want to make the droplets that hard on this part, I suggest to change it.
01:28:510 (6,7) - They are too close, I suggest to use the same distance as (5,6).

Overdose

HP7 could work better, there are some hdash that will make you fail.
You can change the OD to have the correct 5.00 stars.
00:09:685 - Due that this isn't really following the rhythm, I suggest to decreace the distance a bit more. (still very good jump though)
00:32:935 - Could you change the slider's direction a little bit? Something like this http://osu.ppy.sh/ss/1214626, to make it more readable.
01:09:685 - This part feels really hard before all those jumps, not sure of what you could do lol, just pointing it out.
01:14:485 - It's weird how the stream gets easier at the end, shouldn't it be the opposite?
01:21:685 - I'm totally against the kind of streams, they doesn't play very well, you have to do small movements where you aren't really following the rhythm, not sure what other people thinks anyways, it is just my opinion.

Good luck!
Topic Starter
Krah

eldnl wrote:

Good map, there are some minor things that you can change before the rank~

Cup

00:36:085 (1) - This slider is too close to the previous one, strongly suggest to increase the distance, it would fit with this part of the song (also take care of the next note)Fixed,also moved (2) to keep a decent spacing. 00:36:685 (2,1) - This one is reduced but not a huge problem cause of the blank
00:44:485 (4) - I don't think this is the best way to a curve slider, please do something like this https://osu.ppy.sh/ss/1214552, so the curve will become smoother.Fixed, a smoother curve is a good thing for a cup =)
01:19:285 (4,1) - Probably you could decrease the distance a bit, it's quite unexpected.Changed a bit

Salad

Seems fine, a little too hard if you ask me, but it's okay.

Platter

00:01:735 (4) - This slider isn't following any rhythm, feels weird, I suggest to change it for 3 notes.The intro has been reworked to be more consistant with the rain
00:45:685 - I think is better if you follow the rhythm of the song, the stream doesn't feel very well.Reworked
00:53:485 - Please follow the same rhythm as before, to be more consistent.Fixed

Rain

00:16:885 - This jump doesn't fit imo, I suggest to reduce the distance a bit!Reduced to a 1,5* jump
00:39:685 - Not sure of why you want to make the droplets that hard on this part, I suggest to change it.I don't want to see people easily SS a ctb map so no changes here
01:28:510 (6,7) - They are too close, I suggest to use the same distance as (5,6).Fixed to a 1* spacing before and after (6)


Good luck! Thanks :)
CLSW
Avena
Something small in all diffs:
02:10:885 (1) - This should be 1 tick shorter, if you put it on 50% you can clearly hear the sound ends on the blue tick at 02:14:410
DakkyChan
Best Overdose ever But Maybe you change that think at [0032:935-0033:460( 3,4,5)]
thats bad part to play.
But the rest IS SO good. Nice Work from CLSW and Krah. Other are good TO :D
CLSW


seems legit
ursa
Sorry for the late :(

Here's my mod


Note:
Your Code Reminder is =
(also sorry my mod Diff is not on order ;w;)


Rain
00:03:685 (1,2,3,4,5,6,7) - nice pattern ,but it would awesome if you let the 00:04:585 (7) - being alone(or make it a little far from 00:04:435 (6), because it's http://puu.sh/66NUc.jpg
also 00:04:285 (5) - as Hyperdash trigger feels strange, because it think it would fit the beat if 00:04:135 (4) - become a hyperdash trigger
00:10:735 (5,1,2,3,4) - the effect after this 00:10:885 (1,2) hyperdash makes the 00:11:185 (3,4) - jump is hard & annoying to catch ;w;
so my suggestion is http://puu.sh/66P81.jpg
00:24:085 (1) - where's the http://puu.sh/66NUc.jpg ;w; , for my suggestion is http://puu.sh/66Prp.jpg
00:35:785 (1,2,3,4,5,6,7) - removing, the (6),(7) & make the (5) is good for this beat's flow song & pattern, but if you follow the
electric piano beat, ignore this
00:38:485 (1,2,3,4,5,6,7,8) - it's same like the previous mod , make the 00:39:385 (8) little far from 00:39:235 (7)
00:39:385 (8,1) - ^ watch out for this chain reaction , i think a little far movement for 00:39:385 (8) can trigger the hyperdash.
but my opinion i think it's good to make this part as hyperdash jump , because it's quite hard to catch this jump after catching the previous pattern
01:19:135 (1) - remove this NC ;w; , it makes the http://puu.sh/66NUc.jpg beat strange
01:18:985 (4) - ^ for chain reaction on this , make this a little far from 01:19:285 (5) -
01:36:685 (1,2,3) - this http://puu.sh/66QNL.jpg will make the flow pattern better


Salad
00:24:085 (1) - (/ 0 w 0)/http://puu.sh/66NUc.jpg & http://puu.sh/66Prp.jpg \( 0 w 0\)
01:11:485 (2) - make it like this ;w; http://puu.sh/66QX8.jpg
01:19:285 (1,2,3) - make it like this (~ 0 w 0)~ http://puu.sh/66R2e.jpg
01:42:385 (2,3,4) - make it same like above ^
02:08:485 (1,2,3,4,5,6,7,8,9,10,11,12) - http://i.imgur.com/hn47NWT.jpg


Platter
00:24:085 (1) - (/ 0 w 0)/http://puu.sh/66NUc.jpg & http://puu.sh/66Prp.jpg \( 0 w 0\)
01:18:385 (4,5,6) - , 01:18:985 (6) = http://puu.sh/66NUc.jpg ,so my suggestion http://puu.sh/66UEJ.jpg ( 0 w 0)b
01:
01:33:385 (8) - 01:33:385 (8) = http://puu.sh/66NUc.jpg ,so just move it to the center /o/
01:55:885 (3) - make it more curved
02:08:485 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,1) - the concept for is same like http://i.imgur.com/hn47NWT.jpg ,but make it quite wider


Cup
00:24:085 (1) - (/ 0 w 0)/http://puu.sh/66NUc.jpg & http://puu.sh/66Prp.jpg \( 0 w 0\)
00:04:285 - add NC
01:15:235 - ^
01:32:785 - ^
01:33:085 - ^


Crystal's Overdose

*Under mod Progress , I will finish this ASAP :(
Topic Starter
Krah

ursa wrote:

Sorry for the late :( No problem =)

Here's my mod


Note:
Your Code Reminder is = Cute '-'
(also sorry my mod Diff is not on order ;w;)


Rain
00:03:685 (1,2,3,4,5,6,7) - nice pattern ,but it would awesome if you let the 00:04:585 (7) - being alone(or make it a little far from 00:04:435 (6), because it's http://puu.sh/66NUc.jpg I know but I can't increase the anti-jump after the hdash this will be too hard for a rain
also 00:04:285 (5) - as Hyperdash trigger feels strange, because it think it would fit the beat if 00:04:135 (4) - become a hyperdash trigger Maybe for you but not for me >_<
00:10:735 (5,1,2,3,4) - the effect after this 00:10:885 (1,2) hyperdash makes the 00:11:185 (3,4) - jump is hard & annoying to catch ;w;
so my suggestion is http://puu.sh/66P81.jpg Fixed with 1st version
00:24:085 (1) - where's the http://puu.sh/66NUc.jpg ;w; , for my suggestion is http://puu.sh/66Prp.jpg I don't want to silence a spinner and the bell is already marked with the spinner hitsound
00:35:785 (1,2,3,4,5,6,7) - removing, the (6),(7) & make the (5) is good for this beat's flow song & pattern, but if you follow the
electric piano beat, ignore this Nope :s
00:38:485 (1,2,3,4,5,6,7,8) - it's same like the previous mod , make the 00:39:385 (8) , but make it a little far from 00:39:235 (7) Fixed ... I think ? Maybe... Now really I can't understand what you said here xD
00:39:385 (8,1) - ^ watch out for this chain reaction , i think a little far movement for 00:39:385 (8) can trigger the hyperdash. No need for a hdash here
but my opinion i think it's good to make this part as hyperdash jump , because it's quite hard to catch this jump after catching the previous pattern Fixed in another way with a little anti-jump between (7,8)
01:19:135 (1) - remove this NC ;w; , it makes the http://puu.sh/66NUc.jpg beat strange Nc reworked here to be more logic with the song
01:18:985 (4) - ^ for chain reaction on this , make this a little far from 01:19:285 (5) -ok
01:36:685 (1,2,3) - this http://puu.sh/66QNL.jpg will make the flow pattern better No changes here, this flow is like this on purpose


Salad
00:24:085 (1) - (/ 0 w 0)/http://puu.sh/66NUc.jpg & http://puu.sh/66Prp.jpg \( 0 w 0\)Same as rain
01:11:485 (2) - make it like this ;w; http://puu.sh/66QX8.jpg Fixed
01:19:285 (1,2,3) - make it like this (~ 0 w 0)~ http://puu.sh/66R2e.jpg fixed
01:42:385 (2,3,4) - make it same like above ^ Changed but not as you suggested '-'
02:08:485 (1,2,3,4,5,6,7,8,9,10,11,12) - http://i.imgur.com/hn47NWT.jpg I don't want to use a stream more difficult here. It's a salad :s


Platter
00:24:085 (1) - (/ 0 w 0)/http://puu.sh/66NUc.jpg & http://puu.sh/66Prp.jpg \( 0 w 0\) Same as rain
01:18:385 (4,5,6) - , 01:18:985 (6) = http://puu.sh/66NUc.jpg ,so my suggestion http://puu.sh/66UEJ.jpg ( 0 w 0)b That puush couldn't be found
01:33:385 (8) - 01:33:385 (8) = http://puu.sh/66NUc.jpg ,so just move it to the center /o/ Ok
01:55:885 (3) - make it more curved Fixed and also fixed the one in the previous kiai
02:08:485 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,1) - the concept for is same like http://i.imgur.com/hn47NWT.jpg ,but make it quite wider I will try to fix this I need more time to think about a good idea :s

Cup
00:24:085 (1) - (/ 0 w 0)/http://puu.sh/66NUc.jpg & http://puu.sh/66Prp.jpg \( 0 w 0\) same as rain
00:04:285 (3) - add NC The bell sound is here 00:04:585 (1) - so there is no reason to add a nc
01:15:235 (5) - ^ There is no notes here xD Fixed but the one at 01:13:285 -
01:32:785 (4) - ^ No nc for the bell '-' I prefer to
01:33:085 (5) - ^There is no notes here ...

Crystal's Overdose

*Under mod Progress , I will finish this ASAP :(
ursa
*the continue for overdose , so don't KD this 8)


Crystal's Overdose


00:11:035 (1,2,3) - ok this hyperdash part is trolling ,especialy this 00:11:185 (2) - slider , so my suggestion is this : http://puu.sh/67I68.jpg
00:12:685 (6,7) - straight is bad & it's not moe ,especialy for your deluge overdose , so my suggestion is http://puu.sh/67IvQ.jpg or make that simmilar like that
aslo 00:12:460 (4,7) - flow is better even with or without hyperdash if you change the pattern , but it's your choice :3
00:17:485 (4,5) - *ok it's straight again ;w; , go like this http://puu.sh/67ILI.jpg
00:31:285 (1,2,3,4) - (*a reminder there's a many dead flag pattern after this) this part is the beginning for the many dead part & also make the whole pattern after became easily
do fail. so my suggest is just make 00:31:435 (2) - closer (3) but keep this 00:31:735 (4) - as hyperdash.
01:15:685 (1,2,3,4) - nah , why after such a nice & WTF stream , the jump of this part so straight = - =, make it a little curved plz ;w;
01:18:985 (4) - make it curved /o/ & it' ok even there's no hyperdash trigger or have , player's reflex on this part will react & makes better , if this slider is not straight
01:33:684 (1) - , nah , make this slider http://puu.sh/67KvG.jpg, because this is a sign of "welcome, more crazy stream ahead" . , rather than "watch out , crazy stream" jump
01:41:785 (2) - you should make a 1/8 short stream instead of repeated slider , but it's up to your choice :3 .
01:45:385 (5) - make the end slider has a hyperdash

ok that's I can mod for your diff , <3
also you can PM me ingame if there's something that you feels strange on the mod or need advice for the suggest pattern 8-)
Topic Starter
Krah
All diffs updated.


Time to hunt some bats è_é
Ciyus Miapah
my mod
Stalking mode
[Cup]
00:01:585 - add circle here and in 00:02:185 here, then new combo in 00:02:485 (3)
00:02:485 (3) - delete one arrow then add circle
00:03:985 (3) - NC it
00:41:635 - add notes in here
00:41:935- delete notes
00:42:085 (5,1) - NC notes 5 release NC circle 1
01:04:885 (1,2) - i think its like jump on cup diff
02:08:485 (1,2,3,4,5,6,7,8,9,10,11,12) - i think this 4 combo zigzag pattern will confusing player, how about use 8 combo zig zag pattern? or 6 combo

[Salad]
01:16:735 - add notes here, this is nice sound

[Rain]
01:07:285 to 01:15:385 - think some Streams (not jumpstreams), and some 1/4 circles pattern can be fit in that time

i think this map is beetwen Overdose and Rain, so Rain+ will be fit in this diff

[Crystal Overdose]
madafaka this diff is Overkill, with AR and OD 9 makes this Diff is Hard to FCed

...
ok im surender :cry:

Hope this map ranked.

i think my mod is like useless, but i try it, cause its my first time. so be gentle :oops:
Topic Starter
Krah

Fort wrote:

my mod
Stalking mode
[Cup]
00:01:585 - add circle here and in 00:02:185 here, then new combo in 00:02:485 (3) No need for a note here in a cup
00:02:485 (3) - delete one arrow then add circle Not logic with my mapping, you can also check the salad it's +/- the same idea for this slider
00:03:985 (3) - NC it Already said in ursa's mod that I don't want to nc the bell sound. For me it's the end of the pattern and not a begining so there is no need for a nc
00:41:635 - add notes in here yep
00:41:935- delete notes nope
00:42:085 (5,1) - NC notes 5 release NC circle 1 Yep seems more correct with the song
01:04:885 (1,2) - i think its like jump on cup diff There is no need for a jump here so it's ok, also it's done on purpose if this one is more easy when you dash
02:08:485 (1,2,3,4,5,6,7,8,9,10,11,12) - i think this 4 combo zigzag pattern will confusing player, how about use 8 combo zig zag pattern? or 6 combo There is no need to move here and I don't want to force the players to move here in the cup. If I use a 6combo zigzag (more logic with the number of fruits) I can't really do something where you don't need to move

[Salad]
01:16:735 - add notes here, this is nice sound I prefer to keep my blank here

[Rain]
01:07:285 to 01:15:385 - think some Streams (not jumpstreams), and some 1/4 circles pattern can be fit in that time I don't want to map the stream here :s

i think this map is beetwen Overdose and Rain, so Rain+ will be fit in this diff This kind of name isn't currently allowed but yep this rain is a hard rain

[Crystal Overdose]
madafaka this diff is Overkill, with AR and OD 9 makes this Diff is Hard to FCed Od change nothing in ctb an with ar8 this will be impossible to read also this diff isn't done to be easily fcable.

...
ok im surender :cry:

Hope this map ranked. I hope also :p

i think my mod is like useless, but i try it, cause its my first time. so be gentle :oops: There is no useless mod =)

@To the bat : I have give a kudo since for me even if it's not an awesome mod there is some interesting remark
ZHSteven
For CLSW diff, OA3 to make the star rating 5.0.

try to look at it tomorrow...
CLSW

ZHSteven wrote:

For CLSW diff, OA3 to make the star rating 5.0.

try to look at it tomorrow...


I don't want to
Topic Starter
Krah

ZHSteven wrote:

For CLSW diff, OA3 to make the star rating 5.0.

try to look at it tomorrow...

Star rating is completly broken ... Not sure if it's really an issue and since we don't really know how this work this will probably be impossible to fix :?



Edit: Ok OA=OD (thx ursa) ... So now I'm not sure if it's really "advisable" to have a lower od on a higher difficult. :? Also I have already said for me it's not an issue ...
eldnl

Krah wrote:

ZHSteven wrote:

For CLSW diff, OA3 to make the star rating 5.0.

try to look at it tomorrow...

Star rating is completly broken ... Not sure if it's really an issue and since we don't really know how this work this will probably be impossible to fix :?



Edit: Ok OA=OD (thx ursa) ... So now I'm not sure if it's really "advisable" to have a lower od on a higher difficult. :? Also I have already said for me it's not an issue ...
Is not a problem, you can change the OD if you want, but if it doesn't bother you then it's just fine, is just that some people like some order on their mapsets due to this broken shit.
ursa
No need to kd for this mod

Crystal's Overdose

Note : * = Must be changed

*00:01:285 (1,2,3,4,5,6,7,8) - rework this jump ,can instant fail player if 00:01:285 (1,2,3) - can be catched well

*00:09:685 (1,2,3,4) - rework this jump (it's eggpain & the chain for the next pattern ruins the next pattern) my suggest http://puu.sh/6gSzO.png

00:20:035 (5,6,7,8,1) - just make it like this http://puu.sh/6gSGm.jpg

00:25:885 (11) - just change this part into 1/4 NC stream

*00:27:685 (1,2) - - make it like this http://puu.sh/6fXp5.jpg
Note : please remind this stream jump 00:26:485 (1,2,3,4,5,6,7,8) - will become better if there's no feedback pattern on the previous one
you know, this stream jump was awesome ,so i want to keep it & these change will make a better flow to catch the stream jump
00:31:885 (5) - better change it into 1/4 stream

*00:34:885 (1) - nah , i think it should be better if this slider like this http://puu.sh/6fXGf.jpg , it keeps player save their speed & reflex for hyper dash , than straigh slider
*00:36:085 (1,2,3,4,5) - make (1) (2) (3) (4) full hyperdash , it's better if this part to be like that

00:43:285 (1,2,3,4,5,6,7) - ok , my opinion this one should be reduced a bit . bu i don't have idea for suggestion X_X
but for extra opinion, the jump weight start here 00:43:885 (5,6) - (*it has very high chance to miss here)

00:50:185 (2) - X = 192

00:57:685 (1) - to 01:15:535 (15) - (I need time for this )

01:15:685 (1,2) - - rework the jump *PM me ingame for this part for more details

01:39:385 (6,7,8,9) - move a little bit to left ( x =48) it's purpose to make the flow jump on next stream better

01:41:785 (2) - remove the 1/8 slider & try this http://puu.sh/6gRdM.jpg

*01:47:485 (4) - make it like this , this slider should make the next part better http://puu.sh/6gRuW.jpg

*01:48:535 (3,4,5,6,7) - it should be make like this

*01:50:185 (6) - X=203

*01:54:985 (1) - ok , http://puu.sh/6gSei.jpg (this slider is a signal for changin pattern)

*01:59:485 (3,4) - wtf please , make it like this http://puu.sh/6gSsE.jpg
Topic Starter
Krah
Updated '-'
Thx again ursa

Steven where are you ? :s
Drafura
[Cup]
01:54:385 (2) - Lack of mouvement imo here, this is the strong part of the music keep the player mobile
01:59:185 (2) - ^

[Salad]
00:06:385 (2) - Try this (X:192@slider)
00:20:185 (4,5,6) - With this triplet I think it's a good idea to add a beat at 00:21:235 -
00:34:585 (4) - X: 392
00:34:885 (1) - X: 208, Obviously more mouvement for a nice part of the song.
00:52:885 (1) - I've found it a bit better looking at X: 320
00:54:085 (1) - ^ at X: 192
01:38:785 (2) - I'll make it end at : 01:39:685 - Fits well better in the song. So you'll have to remove 01:39:685 (1) - , maybe you can put 01:38:785 (2) - at X: 456 then move 01:38:485 (1) - at X:352. This way you'll not break your next pattern.
01:45:085 (1) - I've noticed it cause there's two triplets just before using another spacing. Kinda wierd feeling about it due to this.
01:54:685 (2) - ^

[Platter]
00:06:385 (5) - I think the inslider "wave" should be after the slider tick (make more sense in the song). Kind of design I'm expecting here.
00:16:585 (4,5,6) - Use the sliders you're using at 00:17:185 (1) - OR use the same triplet used at : 00:17:785 (2,3,4) - , all about consistency here.
00:29:635 - A beat would be nice here.
00:46:585 (1) - Try this.
01:10:585 (1) - i'll use circles like at 01:09:985 (6,7,8) - (same spacing for consistency)
01:18:985 (6) - Why anti-jump ? :'(
01:31:435 (2) - Remove beat ?
01:46:285 (3) - Move the second red anchor of the slider 4 grid 4 to the left to make the entire slider catchable without mouvement (this way you let the player choose the way they want to play it)
01:55:885 (3) - ^ to the right obviously
02:00:385 (2) - Can you center it between 02:00:085 (1) - and 02:00:685 (3) - ? those patterns are easy miss for most players so it's allways better to try to keep the same mouvement between each of them to reduce the miss chance when it's possible.
02:02:485 (2,3) - Ok this is hard to do. As you can see the generation isn't the same for both sliders even if you used the same shape. Try to tweak a maximum the shape of each sliders to get the closest you can to symetry. In the end your sliders may look totally different in the editor when, in the other hand, they look the same in game. Not a really big point but I think it would be a nice feature on the map if you can do it.

[Rain]
00:33:385 (5) - Nazi: move to X:216 (Design)
00:33:535 (6) - ^ X: 360
00:40:285 (3) - Like my last point in the [Platter] try to get the same distance of the droplet as in the other sliders of the pattern.
01:09:085 (5) - More mouvement
01:21:310 (5) - X: 416
01:21:385 (6) - X:488 (to follow consistency with : 01:19:885 (7,8,9) - it also kinda announce your next patern)
01:58:885 (1,2) - Don't go on the drums now, you need this kind of timeline here : 01:57:685 (1,2,3) -

[Crystal's Overdose]
I still doesn't have recovered all my playing skill so I had a hard time to test it. I'll try to help on what I can here without getting difficulty into consideration (the map seems good in term of difficulty from what I heard from good to very good players).

00:06:685 (3,4) - Turn into one long slider with a nice shape. (looking for something like that)
00:07:210 - Add beat (you may have to rework a bit the pattern)
00:13:510 - ^
00:33:910 - ^
00:34:060 - ^
01:15:685 (1) - Remove beat (you may have to rework a bit the pattern), never map on nothing in the song please.
01:20:110 - Add beat at X:316 (you'll need grid4) (you may have to rework a bit the pattern)
01:27:160 - Add beat (you may have to rework a bit the pattern)
01:55:510 (3) - Center between the adjacent objects (design)
01:55:810 (6) - ^

About difficulty my biggest complain would be 01:14:335 (8) - from being really off reading range, if other modders complains about it you may have to consider reducing the difficulty here.
CLSW

Drafura wrote:

[Crystal's Overdose]
I still doesn't have recovered all my playing skill so I had a hard time to test it. I'll try to help on what I can here without getting difficulty into consideration (the map seems good in term of difficulty from what I heard from good to very good players).

00:06:685 (3,4) - Turn into one long slider with a nice shape. (looking for something like that)
00:07:210 - Add beat (you may have to rework a bit the pattern)
00:13:510 - ^
00:33:910 - ^
00:34:060 - ^ sorry, it doesn't fit for me.
01:15:685 (1) - Remove beat (you may have to rework a bit the pattern), never map on nothing in the song please.
01:20:110 - Add beat at X:316 (you'll need grid4) (you may have to rework a bit the pattern)
01:27:160 - Add beat (you may have to rework a bit the pattern)
01:55:510 (3) - Center between the adjacent objects (design)
01:55:810 (6) - ^

About difficulty my biggest complain would be 01:14:335 (8) - from being really off reading range, if other modders complains about it you may have to consider reducing the difficulty here.
Fixed everything except that red one :)



and star rating has decreased again..
Drafura
About star rating, as eldnl mentionned it, you guys still can use the OD to try to adjust rating and score between difficulties.
Topic Starter
Krah
Mod answer

Drafura wrote:

[Cup]
01:54:385 (2) - Lack of mouvement imo here, this is the strong part of the music keep the player mobile yep correct
01:59:185 (2) - ^ ^

[Salad]
00:06:385 (2) - Try this (X:192@slider) Nope, I don't see a valid reason to change this one. I like how it sound :s
00:20:185 (4,5,6) - With this triplet I think it's a good idea to add a beat at 00:21:235 -Sound good
00:34:585 (4) - X: 392 Yep (and yep for the following one)
00:34:885 (1) - X: 208, Obviously more mouvement for a nice part of the song.
00:52:885 (1) - I've found it a bit better looking at X: 320 Not a fan of this stack, I prefer to keep here a little movement
00:54:085 (1) - ^ at X: 192 ^
01:38:785 (2) - I'll make it end at : 01:39:685 - Fits well better in the song. So you'll have to remove 01:39:685 (1) - , maybe you can put 01:38:785 (2) - at X: 456 then move 01:38:485 (1) - at X:352. This way you'll not break your next pattern. Don't find this better, I prefer to keep the 4-plet here since I don't really like how a 3-plet sound :s
01:45:085 (1) - I've noticed it cause there's two triplets just before using another spacing. Kinda wierd feeling about it due to this. Changed to a regular 3-plet for add some movements
01:54:685 (2) - ^

[Platter]
00:06:385 (5) - I think the inslider "wave" should be after the slider tick (make more sense in the song). Kind of design I'm expecting here. Correct
00:16:585 (4,5,6) - Use the sliders you're using at 00:17:185 (1) - OR use the same triplet used at : 00:17:785 (2,3,4) - , all about consistency here.Changed for a slider
00:29:635 - A beat would be nice here.Yep Idk why there is a 3/2 break here xD
00:46:585 (1) - Try this.Ok
01:10:585 (1) - i'll use circles like at 01:09:985 (6,7,8) - (same spacing for consistency) ^
01:18:985 (6) - Why anti-jump ? :'( Why not ? :'(
01:31:435 (2) - Remove beat ? Ok
01:46:285 (3) - Move the second red anchor of the slider 4 grid 4 to the left to make the entire slider catchable without mouvement (this way you let the player choose the way they want to play it) Correct
01:55:885 (3) - ^ to the right obviously ^
02:00:385 (2) - Can you center it between 02:00:085 (1) - and 02:00:685 (3) - ? those patterns are easy miss for most players so it's allways better to try to keep the same mouvement between each of them to reduce the miss chance when it's possible.yep
02:02:485 (2,3) - Ok this is hard to do. As you can see the generation isn't the same for both sliders even if you used the same shape. Try to tweak a maximum the shape of each sliders to get the closest you can to symetry. In the end your sliders may look totally different in the editor when, in the other hand, they look the same in game. Not a really big point but I think it would be a nice feature on the map if you can do it. I will do this later (maybe) droplet generation T_T

[Rain]
00:33:385 (5) - Nazi: move to X:216 (Design) Nazi draf :s (fixed)
00:33:535 (6) - ^ X: 360 ^
00:40:285 (3) - Like my last point in the [Platter] try to get the same distance of the droplet as in the other sliders of the pattern. I have try something with a sv change and anchor abuse seems good to me '-'
01:09:085 (5) - More mouvement leaned more
01:21:310 (5) - X: 416 Looks good
01:21:385 (6) - X:488 (to follow consistency with : 01:19:885 (7,8,9) - it also kinda announce your next patern) ^
01:58:885 (1,2) - Don't go on the drums now, you need this kind of timeline here : 01:57:685 (1,2,3) - Correct, timeline fixed and pattern reworked

Thanks Draf '-'

All Diffs updated


For Star rating : As I have already say I'm not a fan of star rating manipulation with od ... But since it's seem to be an issue this will be changed later (just need to talk with clsw ...)
Drafura

Krah wrote:

For Star rating : As I have already say I'm not a fan of star rating manipulation with od ... But since it's seem to be an issue this will be changed later (just need to talk with clsw ...)
As you wish.
Deif
Alrighty, let's look a bit closely to CLSW's diff:

[Overdose]
  1. 00:11:860 (4,5,6,1) - In this case, (5,6) should be between the other notes to make a better flow there. Otherwise it'd be quite odd to play after the HDash. (5) at x:272 and (6) at x:320 should be enough.
  2. 00:19:735 (4) - It's strange to see a 3plet at this point with all its notes stacked, when you used always an HDash inbetween in the previous ones, in similar notes of the melody...
  3. 00:29:335 (3,4) - I don't really get the meaning of putting an HDash there o.o Better leave those sliders with the same distance you were using till there.
  4. 00:32:335 (8) - A complete unexpected and sharp dash, which is practically unpredictable to catch after the serie of HDashes. Better move that circle a bit more to the left, to decrease the dash needed.
  5. Stream part: This is probably the most conflicting part of the beatmap. What I see sometimes is that you give no chance to the player to keep an own movement, but condition it by HDashes:
    1. 00:58:285 (9,10,11,12) - This still flows strange as heck. I've tried moving (12) just a grid to the left, and the movement required is more intuitive. I guess the reason is the relatively low distance (9,10), and the big one (11,12) which needs a jump.
    2. 00:59:485 (9,10,11,12) - 01:00:685 (9,10,11,12) - 01:03:085 (9,10,11,12) - 01:04:285 (9,10,11,12) - 01:05:485 (9,10,11,12) - Those are the similar patterns I've found.
  6. 01:33:684 (1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8,9,1,2,3,4) - The effect you made here makes that part by far my favourite one of the map. A complete success, good job!
Those are the most critical parts I saw. The rest of the diffs are looking much well after the last mods, so I'll be back soon.
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