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 ...
Priti wrote:
New Combo Colors as promised~[Colours]
Combo1 : 90,190,228
Combo2 : 252,95,213
Combo3 : 192,198,233
Combo4 : 218,71,137
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][Cup]
- 00:24:085 (1) - In all the diffs, extend that spinner to the bell? Ok
[Salad]
- 00:21:685 (1) - This spinner has to end a bit later, at 00:23:785.Yep
- 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
- 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
- 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 ...
- 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 :'(
- 01:10:885 (1) - Why don't you extend it till 01:11:785? That's also a important beat to cover.Fixed
- 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
- 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)
- 01:20:785 - And there? What about adding a note? With the current density you have, that space looks quite empty.Ok
- 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
- 01:30:085 (1,2,3,1,2,3) - Comparing to Salad, you covered much more beats there.Reworked
- 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
[Platter]
- 00:03:685 - Why this blanket here? You didn't have it in Cup :sFixed, probably...
- 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
- 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.
- 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
- 00:27:385 (1) - You already have the blanket after the spinner. Keep it empty till 00:27:685 removing that mentioned note?ok
- 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
- 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
- 00:54:685 - At least a note could be added here. Otherwise, that looks quite empty.2notes added
- 01:27:685 (1) - A simple 1/2 slider with reps? I bet you can do sth more interesting to cover that part.Fixed
- 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
- 01:38:485 (1) - The repetitions should start at 01:38:785, and this beat should need just a note.Correct
- 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
[Rain]
- 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 ?
- 00:21:685 (1) - Extend this spinner, as it was suggested for Cup. Fixed
- 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?
- 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
- 00:53:935 (4,5) - What the? Those sliders don't sound well in that position...Omg wtf is that Fixed
- 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
- 01:16:885 (8) - Shouldn't this slider carry the NC? It's a section change anyway.Correct
- 01:18:985 - Bells are cool to map =( Note added
- 01:20:785 (2,3,4,5) - That double HDash could fit better if you use it with the last 3 notes.Fixed
- 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
- 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"
- 01:39:535 - If you're not gonna use 1/4 beats for that part, add at least a circle here.ok
- 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
[]
- 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
- 00:12:085 (5,6,7) - Careful with using those kind of 1/4 HDashes. The flow here is completely broken...
- 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
- 00:14:710 - You're in the most difficult level of the mapset, and you're still avoiding mappable points as this one ;___;
- 00:15:610 - You can add a note also here. Ok for this one and the previous one
- 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 ? I have just add a 1/4triplet
- 00:36:535 - Gimme an extra note here *__* Greedy Bat :s
- 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
- 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 wrote:
If I wasn't late, I want guest diff permission :/
\ /
● ●
" ▽ "
And updated.CLSW wrote:
http://puu.sh/624TF.osu
Take this, now CtB era needs more Deluge diffs.
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
ursa wrote:
Sorry for the late No problem =)
Here's my modNote:
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
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
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 There is no useless mod =)
ZHSteven wrote:
For CLSW diff, OA3 to make the star rating 5.0.
try to look at it tomorrow...
ZHSteven wrote:
For CLSW diff, OA3 to make the star rating 5.0.
try to look at it tomorrow...
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.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 ...
Fixed everything except that red oneDrafura 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.
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
As you wish.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 ...)
\o/Drafura wrote:
[Crystal's Overdose]
00:11:185 (2) - X: 128.For more consistency in the spacing.
00:32:935 (3,4,5) - Way too confusing. And actually the timeline doesn't make sense here. You should go for this timeline instead. Feel free to use sliders instead like you did in similar previous patterns.
00:35:785 (3) - X: 64. For more consistency in the spacing.
00:46:135 - This part is confusing too mainly cause all moves doesn't follow well the song (the begining of the pattern is good), here's my alternative. Note that I moved the slider at 00:46:885 - to get an hyperdash, I think it fits pretty well.
sorry, I love this pattern.
01:01:285 (1,2,3,4,5,6,7,8) - Imo they're too vertical, and make the previous hyper a bit too timed. What I suggest is to use those parts as 'rest' for the player. A nice curve fits pretty well here. Feel free to reuse this pattern at : 01:06:085 (1,2,3,4,5,6,7,8) -
01:16:135 (2) - X: 480. For more consistency in the spacing.
01:16:585 (4) - X: 32. For more consistency in the spacing.
01:44:335 (7) - X:416. (Here I want to reduce 01:44:035 (5,6,7) - , ideally I rather see them with the same X you used at 01:43:735 (3,4) - but this will cancel your last hyper and I don't want this)
01:47:785 (5) - X:112. For more consistency in the spacing.
01:48:685 (4) - X: 176. I think the map is hard enough to FC, consistent spacing fits good in the song here no need to add more difficulty.
01:49:135 (7) - X: 336. ^