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Afilia Saga - Neptune*Sagashite [CatchTheBeat]

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Evening
rew0825
Hi from mod request [PM]

[ Cup]
  1. 00:03:772 (4) - I think Delete and ctrl+h 00:03:358 (3) (x:184) Add reverse slider 00:03:358 (3)
  2. 00:04:186 (4) - x:304
  3. 00:07:703 (6,7,8,1) - I think change (6,7) x:416
  4. 00:14:531 (7,1) - (7) - remove NC , (1) - Add NC
  5. 00:26:117 (1) - Add NC
  6. 00:27:358 (5,6) - ctrl+h , x:256
  7. 00:32:738 (4) - Add NC
  8. 00:33:979 (2) - Remove NC
  9. 00:35:014 (1,2) - (1) x:48 (2) x:168
  10. 00:35:841 (1) - x:464
  11. 00:36:669 (1) - x:48
  12. 00:40:807 (1) - Remove NC
  13. 00:41:635 (1) - x:456
  14. 00:42:462 (1) - x:56
  15. 00:43:290 (1) - x:456
  16. 00:46:807 (1,2,3,4,5) - I think (2) - x:80 (3) - x:48 (4) - x:80 (5) - x:128
  17. 00:52:600 (5) - Add NC
  18. 00:54:255 (4,1) - (4) - Add NC , (1) - Remove NC
  19. 01:00:048 (3) - slider tail move to left and end at 01:00:462
  20. 01:00:876 (4,1) - (4) - Add NC , (1) - Remove NC
  21. 01:06:255 (6) - Add NC
  22. 01:09:152 (2) - x:456
  23. 01:09:979 (1) - x:56
  24. 01:27:152 (2,6,9) - Add NC

[ Salad]
  1. 00:14:531 (7,1) - (7) - Add NC , (1) - Remove NC
  2. 00:17:427 (5) - x:240
  3. 00:18:669 (2) - ctrl+h and x:24
  4. 00:19:290 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - ctrl+h
  5. 00:26:117 (3) - Add NC
  6. 00:40:600 (4,1) - (4) - Add NC , (1) - Remove NC
  7. 00:46:807 (1,2,3,4,5) - I think change (1) - x:128 , (2) - x:80 , (3) - x:64 , (4) - x:80 and (5) - x:192
  8. 00:52:600 (5) - move tail to left and 00:53:634 (6) - x:192 and Add NC
  9. 00:54:255 (4,1) - (4) - Add NC , (1) - Remove NC
  10. 01:00:048 (3) - this slider end at 01:00:462 and 01:00:876 (4) - x:96
  11. 01:00:876 (4,1) - (4) - Add NC , (1) - Remove NC
  12. 01:06:255 (6) - Add NC
  13. 01:27:152 (2,6,9) - add NC

[ Platter]
  1. 00:07:703 (6,8) - (6) - x:328 , (8) - x:184
  2. 00:14:531 (7,1) - (7) - Add NC , (1) - Remove NC
  3. 00:19:290 (1,2) - (1) - x:128 , (2) - x:80
  4. 00:26:117 (3) - Add NC
  5. 00:40:807 (1,3) - (1) - Remove NC , (3) - Add NC
  6. 00:52:600 (5) - Add NC
  7. 01:10:186 (4) - ctrl+h and 01:10:807 (1) - ctrl+g
  8. 01:27:152 (2,3,4,5) - x:448
  9. 01:27:565 (6,7,8) - x:400
  10. 01:27:979 (9,10,11) - x:352

[ Rain]
  1. 00:46:807 (1,2,3,4,5) - (1) - x:256 , (2) - x:328 , (3) - x:112 , (4) - x:40 , (5) - x:256
  2. 01:27:565 (6,7,8) - x:320

Good luck :) :) :)
Topic Starter
LordRaika

rew0825 wrote:

Hi from mod request [PM]

[ Cup]
  1. 00:03:772 (4) - I think Delete and ctrl+h 00:03:358 (3) (x:184) Add reverse slider 00:03:358 (3)

    ^^ nice one, this makes me repattern lots of part.... some mod below might be invalid but now i got some new idea.
  2. 00:04:186 (4) - x:304
  3. 00:07:703 (6,7,8,1) - I think change (6,7) x:416
    became invalid after mod above ^^'
  4. 00:14:531 (7,1) - (7) - remove NC , (1) - Add NC
    no change, this is my NC style ^^ that the fruit breaks on cymbal
  5. 00:26:117 (1) - Add NC
    sure for this one ^^
  6. 00:27:358 (5,6) - ctrl+h , x:256
    nope, i wnt it to be like that~
  7. 00:32:738 (4) - Add NC
  8. 00:33:979 (2) - Remove NC
    Sure~
  9. 00:35:014 (1,2) - (1) x:48 (2) x:168
  10. 00:35:841 (1) - x:464
  11. 00:36:669 (1) - x:48
  12. 00:41:635 (1) - x:456
  13. 00:42:462 (1) - x:56
  14. 00:43:290 (1) - x:456
    They are all the same and moving 1 pixel... err okay then :3
  15. 00:46:807 (1,2,3,4,5) - I think (2) - x:80 (3) - x:48 (4) - x:80 (5) - x:128
    agree to change the direction with my "x"
  16. 00:52:600 (5) - Add NC
  17. 01:06:255 (6) - Add NC
    sure~
  18. 00:54:255 (4,1) - (4) - Add NC , (1) - Remove NC
  19. 01:00:876 (4,1) - (4) - Add NC , (1) - Remove NC
    again, no ... my NC style~
  20. 01:00:048 (3) - slider tail move to left and end at 01:00:462
    made them shorter ^^
  21. 01:09:152 (2) - x:456
  22. 01:09:979 (1) - x:56
    moved 2 pix ^^
  23. 01:27:152 (2,6,9) - Add NC
    no thanks XD

[ Salad]
  1. 00:14:531 (7,1) - (7) - Add NC , (1) - Remove NC
    i wont repeat this agian XD sry... will keep my NC style ^^
  2. 00:17:427 (5) - x:240
    sure~
  3. 00:18:669 (2) - ctrl+h and x:24
  4. 00:19:290 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - ctrl+h

    actually no...since i keep it there to make it easier to catch next stream....
  5. 00:26:117 (3) - Add NC
    Sure~
  6. 00:46:807 (1,2,3,4,5) - I think change (1) - x:128 , (2) - x:80 , (3) - x:64 , (4) - x:80 and (5) - x:192
    as for salad, i wnt it to be like this~, no change thou ^^
  7. 00:52:600 (5) - move tail to left and 00:53:634 (6) - x:192 and Add NC
    moved, but no NC
  8. 01:00:048 (3) - this slider end at 01:00:462 and 01:00:876 (4) - x:96
    for salad, ill keep it like that ^^
  9. 01:06:255 (6) - Add NC
    Sure~
  10. 01:27:152 (2,6,9) - add NC
    No ^^

[ Platter]
  1. 00:07:703 (6,8) - (6) - x:328 , (8) - x:184
    Sure ^^
  2. 00:19:290 (1,2) - (1) - x:128 , (2) - x:80
    no its actually already a good flow to make a full walk pattern ^^
  3. 00:26:117 (3) - Add NC
  4. 00:52:600 (5) - Add NC
    Sure~
  5. 01:10:186 (4) - ctrl+h and 01:10:807 (1) - ctrl+g
    i knw what u mean ^^ but i already did this to Rain
  6. 01:27:152 (2,3,4,5) - x:448
  7. 01:27:565 (6,7,8) - x:400
  8. 01:27:979 (9,10,11) - x:352
    umm nice but i wnt to keep it like this ^^

[ Rain]
  1. 00:46:807 (1,2,3,4,5) - (1) - x:256 , (2) - x:328 , (3) - x:112 , (4) - x:40 , (5) - x:256
    move some pix a bit
  2. 01:27:565 (6,7,8) - x:320
    same as above ^^

Good luck :) :) :)
Thanks for the mod ^^/ , it helps, especially the opening pattern for Cup....


UPDATED, fix metadata, all stuff, final video, and all stuff double checked....
READY for Ranked.......
(deadly serious!!)
Sey
CTB mod requested from my queue.

[General]
  1. Don't use image size 1280x720 for hyperdimensionneptunia3.jpg.Try to find a 1366x768 or 1024x768 image.
Nothing to mod in Cup, it's a very pretty Cup.... apart of two major issues:

[Cup]
  1. Dat background. If possible take another one with more clothes.
  2. 00:19:290 (1,2,3,4,5,6,7,8,9,10,11,12,13) - Forget about it in a Cup, that is not newbie-friendly at all. Also the 1/4 notes have no real audible beats, so only map max. 1/2 rhythm.
  3. 01:20:324 (8,1) - Distance between note&spinner feels very short. Beginners will have troubles to feel prepared for that spinner since it appears directly after some note, try the following instead:
[Salad]
  1. 00:07:841 (8,1) - Using that sort of Dash for a Salad is way too extreme, instead nerf it a bit by doing this:
  2. 00:19:290 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - Same as in Cup, totally overmapped, there's nothing really on the 1/4 ticks. Use a more simple rhythm.
  3. 00:27:358 (2,3) - A small dash fits much better than a stack due to the high beat at 00:27:772 - . Try x: 144 for 00:27:772 (3) -
  4. 00:40:807 (1,2) - Why is that such a low distance if you used a higher one on the same vocals before and after? Move 00:41:014 (2) - to x: 304 for a 2,19x distance as in all your other patterns.
  5. 01:12:669 (2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - No just no, what are you thinking on this kind of patterns? It's again overmapped, use 1/2 rhythm here max. and nerf it.
[Platter]
  1. 00:07:290 (5,6,7,8,1) - The whole pattern needs to be re-worked. Going to say why now: BPM145 is quite "high" already and you can only use 1/4 Hypers on very low BPM, otherwise they are too difficult for a Platter. With other words you need to wipe the Hypers at 00:07:290 (5,6) - and 00:07:841 (8,1) - . Also I think you should be using some zigzag pattern and not just everything to the left, keep in mind in CTB everything is about zigzag movements. Make this cleaner, if necessary remap it.
  2. 00:19:290 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7) - Same reasons as in your previous pattern and in your other diffs. Totally overmapped and forget about 1/4 Hypers in a Platter already. Don't forget they are the most common reason for disqualifications as well.
  3. 00:26:117 (1,2) - Another 1/4 Hyper, keep that stuff for a Rain. Decrease the distance a lot.
  4. 00:46:807 (1,2,3,4,5) - Plays very boring, try something like this instead:
  5. 01:09:358 (2) - , 01:10:186 (4) - Ew no, don't use wall sliders, they play awkward. How about a more interesting pattern:
  6. 01:12:669 (2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8) - I mentioned it often enough already, so you should know the problem here.
  7. 01:14:065 (7,8) - Also way too extreme for a Platter, forget about these awkward 1/4 Hypers, keep them for a Rain/Overdose instead.
  8. 01:27:152 (2,3,4,5) - x: 392, 01:27:565 (6,7,8) - x: 256, 01:27:979 (9,10,11) - x: 128. For some more movement, otherwise it plays exactly the same way as in your Salad and we find no real spread between these difficulties.
[Rain]
  1. 00:07:703 (6,7,8,1) - Nah, 3 consecutive Hypers in a Rain is a bit too much, especially they aren't even 1/4 and with that too difficult. Keep it easy and try this instead:
  2. 00:09:979 (4) - , 00:13:290 (4) - Talked with Deif here as well, looks definitely interesting but we cannot have that kind of pattern for rankability. The chance is too high for a miss, please think of something else here.
  3. 00:19:289 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9,10,11,12,13) - I don't really need to point out the problems with this a 5th time, right?
  4. 01:12:669 (1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,6,7) - ;__;
  5. 01:27:152 (2,3,4,5,6,7,8,9,10,11) - Maybe use horizontal patterns for variety from your Platter because it's pretty much the same as you did in every difficulty. As for example:
Short mod, I know. But the mapset looks good already. In general the mapping style looks clean to me, so I just point out the mandatory stuff and will re-check this once you applied my mod. Also I will consult some other BATs before about the rankability of this mapset. So stay tuned!
Topic Starter
LordRaika

Sey wrote:

CTB mod requested from my queue.

[General]
  1. Don't use image size 1280x720 for hyperdimensionneptunia3.jpg.Try to find a 1366x768 or 1024x768 image.
Changed to 1366x768 :3

Nothing to mod in Cup, it's a very pretty Cup.... apart of two major issues:
>w<

[Cup]
  1. Dat background. If possible take another one with more clothes.
    cmon, its okay, there are lots more seducing swimsuit bg that are already ranked XD
  2. 00:19:290 (1,2,3,4,5,6,7,8,9,10,11,12,13) - Forget about it in a Cup, that is not newbie-friendly at all. Also the 1/4 notes have no real audible beats, so only map max. 1/2 rhythm.
    allrite allrite ;w; i got it......
  3. 01:20:324 (8,1) - Distance between note&spinner feels very short. Beginners will have troubles to feel prepared for that spinner since it appears directly after some note, try the following instead:
    Sure~
[Salad]
  1. 00:07:841 (8,1) - Using that sort of Dash for a Salad is way too extreme, instead nerf it a bit by doing this:
    this actually can be plate with normal walk ^^ and still reach it, but yeah, the distance might be a bit surprising people could dash or overdash it, so fixed it into simple walk pattern.
  2. 00:19:290 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - Same as in Cup, totally overmapped, there's nothing really on the 1/4 ticks. Use a more simple rhythm.

    nerfed it... removed cup double vertical style fruit, instead, i make it appear here, reason : to teach salad player to stand balance and catch this in EASY way ^^/ , i do think this is very reasonable~
    .
  3. 00:27:358 (2,3) - A small dash fits much better than a stack due to the high beat at 00:27:772 - . Try x: 144 for 00:27:772 (3) -
    move to right a bit ^^, dont want to stack it either for next pattern after that
  4. 00:40:807 (1,2) - Why is that such a low distance if you used a higher one on the same vocals before and after? Move 00:41:014 (2) - to x: 304 for a 2,19x distance as in all your other patterns.
    yeah, main reason is because of this 00:40:600 (4) - will make double full dash if i keep 2,19x distance...
    but i fixed it by moving 00:40:600 (4) - towards next note and make the next jump 2,19x , fix and solved both problem ^^

  5. 01:12:669 (2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - No just no, what are you thinking on this kind of patterns? It's again overmapped, use 1/2 rhythm here max. and nerf it.
    what i think is... something really simple like full walk only, except the end of the note...
    anyway XD nerfed it very much here as well :3
[Platter]
  1. 00:07:290 (5,6,7,8,1) - The whole pattern needs to be re-worked. Going to say why now: BPM145 is quite "high" already and you can only use 1/4 Hypers on very low BPM, otherwise they are too difficult for a Platter. With other words you need to wipe the Hypers at 00:07:290 (5,6) - and 00:07:841 (8,1) - . Also I think you should be using some zigzag pattern and not just everything to the left, keep in mind in CTB everything is about zigzag movements. Make this cleaner, if necessary remap it.

    remapped into normal walk pattern then only 1 dash to end the intro section.
  2. 00:19:290 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7) - Same reasons as in your previous pattern and in your other diffs. Totally overmapped and forget about 1/4 Hypers in a Platter already. Don't forget they are the most common reason for disqualifications as well.

    nerfed this very much ^^
  3. 00:26:117 (1,2) - Another 1/4 Hyper, keep that stuff for a Rain. Decrease the distance a lot.
    NOPE, both slider shape and distance already shows the player what to do..., i 100% believe it's easy pattern,
    also, even its Hdash, the next slider is hitting the wall, it will guarantee you with no miss or overdashed ^^

  4. 00:46:807 (1,2,3,4,5) - Plays very boring, try something like this instead:
    Right, i've thought smthg like that since its quite tricky, i dropped it... but now i'll use it ^^
  5. 01:09:358 (2) - , 01:10:186 (4) - Ew no, don't use wall sliders, they play awkward. How about a more interesting pattern:
    yup, definitely changed into smthg better ^^/
  6. 01:12:669 (2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8) - I mentioned it often enough already, so you should know the problem here.

    sry, i do changed it, but keep same style 1/4 , but i ensure that ITS EASY ^^
  7. 01:27:152 (2,3,4,5) - x: 392, 01:27:565 (6,7,8) - x: 256, 01:27:979 (9,10,11) - x: 128. For some more movement, otherwise it plays exactly the same way as in your Salad and we find no real spread between these difficulties.
    moved them a bit ^^
[Rain]
  1. 00:07:703 (6,7,8,1) - Nah, 3 consecutive Hypers in a Rain is a bit too much, especially they aren't even 1/4 and with that too difficult. Keep it easy and try this instead:
    i got ur point, BUT NO ^^ i dont care if its 3 or more Hdash, all i care is how people will be able to catch it, for me , its just a simple dash thou ^^ , all catched, without slight problem....
  2. 00:09:979 (4) - , 00:13:290 (4) - Talked with Deif here as well, looks definitely interesting but we cannot have that kind of pattern for rankability. The chance is too high for a miss, please think of something else here.

    from all mod, i accept & fix mostly bold and non bold mod, but i refuse this one...
    instead, i reduce the SV from 1.95 into 1.87 which is the max SV and i still get hyperdroplet, 1.86 and no hyperdroplet while having quite long slider and have a miss chance, now it became 1.87 length of slider, i believe its shortER , furthermore its jst normal dash to catch them, so... i would like to keep it ^^
    thankssssss~

  3. 00:19:289 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9,10,11,12,13) - I don't really need to point out the problems with this a 5th time, right?

    again, sry but i have to keep this, ive put so much effort on this, even i rarely miss from this, then im sure a rain player can timed this properly when dash , or.... walk :D if they ever wnt to use it.

    BUT I DO , nerfed it... into whole lots easier~
  4. 01:12:669 (1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,6,7) - ;__;

    okay, for this part, i will nerfed it very much.... ^^
  5. 01:27:152 (2,3,4,5,6,7,8,9,10,11) - Maybe use horizontal patterns for variety from your Platter because it's pretty much the same as you did in every difficulty. As for example:
    i knw ^^ , i got this point, hmm but still i wnt to keep it like this..... ;w; simple and clean for ending.
Short mod, I know. But the mapset looks good already. In general the mapping style looks clean to me, so I just point out the mandatory stuff and will re-check this once you applied my mod. Also I will consult some other BATs before about the rankability of this mapset. So stay tuned!
Sankyuu~ ^^ , nah its not matter of the short mod, its the matter of what u point out, they grasp every good point , which is nice.... thanks for the star ^^

Updated.
This time, this beatmap is aim very damn well for ranked.
Cup teach the basic movement walk.
Salad give a clear & simple pattern where they will need a dash.
Platter start to teach player very DAMN obvious when and how they plate with Hdash.
Rain, mix from everything, im pretty much sure this is easy from loooots of Rain out there ^^


AND, ofc... I'll stay tune until it got ranked O_O!
Sey
You are welcome for the star. But keeping the clearly unrankable stuff won't help making that map rankable in future. Especially if even a QAT agrees with me it's quite obvious I won't move that any further until the major problems are solved.
Topic Starter
LordRaika

Sey wrote:

You are welcome for the star. But keeping the clearly unrankable stuff won't help making that map rankable in future. Especially if even a QAT agrees with me it's quite obvious I won't move that any further until the major problems are solved.
^^b got it,
still if mine still makes sense, i will try to keep my own pattern.
CLSW

LordRaika wrote:

Sey wrote:

You are welcome for the star. But keeping the clearly unrankable stuff won't help making that map rankable in future. Especially if even a QAT agrees with me it's quite obvious I won't move that any further until the major problems are solved.
^^b got it,
still if mine still makes sense, i will try to keep my own pattern.
I agree with Sey. Tbh, 'hyperwalk' is a super hidden tactic of CtB at least in this era, most of users(either top 10!) cannot be sure about it. And the biggest problem is, it doesn't accurate 100% to catch them all perfectly if you catch the HDash with opposite edge of the platter. Yes, you'll miss. I could not help you with this yet, so you may consider to do if you are really sure to get this ranked.

Edit : Some irc fixes with Raika and most of issues were solved. No more 1/8 hyperdashes in every diffs for now.
irc stuff
02:35 LordRaika: yo :D
02:36 LordRaika: btw do u mean the rain 1/8 ?
02:36 LordRaika: still not allowed? O_O
02:36 LordRaika: im sure the current pattern is quite easy thou....
02:39 CLSW: if those are easy to catch, then https://osu.ppy.sh/s/5663 this should be a cup diff
02:40 LordRaika: will check :D
02:41 CLSW: I'm still cannot be sure on your 'hyperwalk' stuffs
02:41 CLSW: maybe it could be rankable in 2017 or 2018
02:42 LordRaika: etoo... ummmmmm
02:42 LordRaika: the Rain.... the Hdash there can be catch with dash thou :(
02:42 LordRaika: AND walk ofc.... , but i made it completely possible with dash
02:43 CLSW: 1/8 HDash is unrankable issue for now
02:43 CLSW: *in Rain diff
02:43 LordRaika: then i will remove it
02:43 CLSW: if the difficulty is Overdose, it could
02:43 LordRaika: and make the Hdash only 1/4
02:44 CLSW: just use hyperwalk on platter and rain both diffs, and do not use them on cup and salad.
02:44 LordRaika: i knw ^^b , but have u check the latest version?
02:45 CLSW: 00:19:290 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - overmapped in salad
02:46 LordRaika: hmm hmmm..... i will use 1/2 slider then
02:46 CLSW: 00:35:014 (1,2,1,2,1,2) - those are too hard for beginners, it's too far
02:47 CLSW: 00:40:807 (1,2,1,2,1,2,1,2) - same as above, reduce its overall distance.
02:47 LordRaika: nah.... i believe i ever seen that in somthing like.....
02:47 LordRaika: errrrr ... Voice - Salad???
02:47 CLSW: 01:12:669 (2,3,4,5,6,7,8,9,10,11,12,13,14,15,16) - overmapped again, better use 1/3
02:48 LordRaika: got it
02:48 CLSW: that's old map, we have to do something different
02:48 LordRaika: :3
02:48 CLSW: and I prefer no-harsh jumps
02:49 LordRaika: but i think its quite an obvious short dash
02:49 LordRaika: and good opportunity to teach new player to dash casually
02:49 CLSW: NO
02:49 LordRaika: but, sure i can shorten their distance a few pixel :3
02:49 CLSW: even I don't use those far dashes in overdose or deluge
02:49 CLSW: it's almost same timing as OD10 300 point in std, are you sure about it? @.@
02:50 LordRaika: yea :D , but ... okay then, will reduce the distance a bit
02:50 CLSW: think about it. You'll miss if you didn't get 300 in OD10 map. Doesn't it unjustified?
02:50 CLSW: okay
02:50 LordRaika: and the current rain.... should i change the stream?
02:51 CLSW: 00:07:703 (6,7,8,1) - overmapped, you can use single HDash for 1/6, but not like this
02:51 CLSW: that's unrankable issue
02:52 CLSW: 00:19:289 (1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,6,7,8,9) - not much to say
02:53 LordRaika: then.....
02:53 LordRaika: whats a good 1/4 stream best to fits the feels of rain and EASY to be catch and doesnt break rule?
02:53 LordRaika: since ... 1/8 is forbidden now
02:53 LordRaika: on 00:19:289 -
02:54 CLSW: 1/4 is okay
02:55 CLSW: but don't place with higher distance
02:55 LordRaika: what kind of stream? :D full normal dash? or zigzag dash or?
02:55 CLSW: just a standard C-shaped stream would be the best.
02:55 LordRaika: omg XD thts... simple
02:55 LordRaika: thts a walk stream?
02:55 CLSW: sure
02:56 CLSW: you could use that
02:56 LordRaika: can it be 1/8?
02:56 CLSW: if you don't use 'HDash' for 1/8, it's okay to use with it
02:57 LordRaika: okay
02:57 CLSW: but I think it looks overmapped with 1/8
02:58 LordRaika: same goes for platter.... i think its pretty much no issue at all
Vhy
yeee Raika ~
consider more what sey and CLSW told you.
if those major things is already nerfed, im willing to full mod this since my latest mod is only pointing out the major issues.

you red ppl wait me first :p
Topic Starter
LordRaika

CLSW wrote:

I agree with Sey. Tbh, 'hyperwalk' is a super hidden tactic of CtB at least in this era, most of users(either top 10!) cannot be sure about it. And the biggest problem is, it doesn't accurate 100% to catch them all perfectly if you catch the HDash with opposite edge of the platter. Yes, you'll miss. I could not help you with this yet, so you may consider to do if you are really sure to get this ranked.
Hmm... perfectly nerfed everything, im tired of this XD , so i stick to the rule, make it easy and ... here we go ^^/

Updated ^^
-No more Hyperdroplet
-No more 1/8 Hdash
-Not even 1/8 stream
Vhy
...
oh well

[Cup]
00:26:117 (1) - try to move the head to x:112 to increase the spacing with the prev note. a mpre spacing here is to emphasize the pitch of the vocal and since you're using a long slider here, the flow will more natural

[Salad]
01:19:496 (2,3,4) - dunno why you make this slider straighten up or no movement, tho the vocal here is intense. suggest to make them all straight horizontal to add more movement

[Platter]
00:07:841 (8,1) - 1/4 HDash in platter is unrankable. this can be a main reason of disqualification. even the fact it is really easy to catch and the bpm is low enough, but still a 1/4 HDash pattern shouldn't be introduced in platter yet. just make it a normal stream
00:20:634 (3,4) - same as above
00:21:565 (1,2,3,1,2,1,2,1,2,1) - out of idea? really lacks of movement here
00:26:117 (1,2) - 1/4 HDash again
00:35:428 (3,4) - nah you can swap their position to create the movement. this won't create an anti flow here since the pattern is a constantly at 1/1 beat long. this is same goes to 00:36:255 (3,4) and the rest
00:46:910 (2,3,4,5) - 1/4 HDash again
01:14:013 (6,7) - ^

[Rain]
clean. at least

it looks like the major problem has been solved by BATs, but i still see few of them are still remain on the diff
apart of that ~

Vhy wrote:

- http://puu.sh/doJ19.png itu kalo bole tanya keysound emg kepake dan fungsinya buat apa? kurang tau soal yg ini. kalo emg unused ya mending di remove dari mapset
- ini serius kmu pake unaudible normal-hitnormal, soft-hitnormal ama drum-hitnormal? kalo di std ini diperbolehkan asalkan di setiap note kmu ntah circle ato head reverse tail itu harus pake hitsound. kalo ga pake hitsound jadi unrankable soal nya jelas ga bakal kedengeran apa2 kecuali musik itu sndri. klo untuk CtB sebener nya kurang ngerti sih, hmm mgkn aku kudu konfirmasi dlu sama QAT untuk masalah ini.
- you still didn't answer the first
- about the second. i've talked with ursa (yg deif nyusul) about your silent custom hitnormal + hitsound
SPOILER
15:18 *Vhy pats ursa
15:18 ursa: o _ o
15:18 Vhy: o.o
15:18 Vhy: wlp mau tanya bole ngga
15:18 ursa: boleh
15:19 Vhy: kalo misal pake silent custom hitnormal
15:19 Vhy: itu harus pake hitsound kan ya?
15:19 ursa: yap
15:19 ursa: kan , sebenarnya cma volume yang di reduce
15:20 Vhy: soal nya kalo ga di kasih hitsound ga bakal kedengeran apa2 walopun volume di set 100%
15:20 ursa: well
15:20 ursa: klo dalam case seperti ini
15:20 ursa: mendingan volume aja di reduce
15:21 Vhy: volume di reduce gmn
15:21 ursa: buat inhereting section di bagian yang mau di bikin silent hitsound
15:22 ursa: yah di bagian itu tinggal di kurangin aja
15:22 ursa: tapi klo di pkir2 lumayan makan waktu aja
15:22 ursa: cman klo custom hitsound silent keknya itu jarang banget
15:22 Vhy: masalah nya dsni dia pake silent custom hitnormal
15:22 ursa: & paling bakal muncul complain
15:22 Vhy: hitsound ngga silent
15:22 ursa: oh
15:23 ursa: link map ?
15:23 Vhy: normal-hitnormal soft-hitnormal gitu
15:23 *Vhy is listening to [http://osu.ppy.sh/b/547219 Afilia Saga - Neptune*Sagashite]
15:23 ursa: orz ini map
15:23 Vhy: mgkn gara2 skill mania nya kebawa2
15:23 ursa: hmm
15:23 Vhy: lol
15:23 ursa: yap
15:23 Vhy: jujur sih
15:23 ursa: silent hitsound di std ctb itu ide bodoh
15:24 Vhy: maenin ini map kaya ga ada hitsound nya sm skali
15:24 Vhy: bukan hitsound tp sampleset
15:24 ursa: yap
15:24 ursa: klo casenya seperti itu
15:24 ursa: di buat normal aja
15:24 Vhy: hitsound ada dan itu pun ampir merge ama lagu nya orz
15:25 Vhy: umm well kalo di kasih saran kaya gitu
15:25 *ursa is editing [http://osu.ppy.sh/b/547219 Afilia Saga - Neptune Sagashite (TV Size) [Rain]]
15:25 ursa: *head exploded
15:25 Vhy: jelas bakal di ignore
15:26 Vhy: pattern mgkn udah jauh lebih baikan
15:26 ursa: bagi gwa sih base problemnya jelas di pattern ketimbang di hitsound
15:26 Vhy: cuman aku ragu nya di hitsound doang
15:26 Vhy: lol
15:26 ursa: bentar
15:26 ursa: redl
15:26 Vhy: yep tetep pattern masih ada yg bermasalah
15:26 Vhy: copas nya super
15:27 ursa: yap
15:28 *ursa is playing [http://osu.ppy.sh/b/547219 Afilia Saga - Neptune*Sagashite [Rain]] <CatchTheBeat>
15:28 ursa: orz
15:28 ursa: copas flwo
15:29 ursa: direct aja sih
15:29 ursa: bikin hitsound audible aja
15:29 ursa: jadi silent hitsound mending di saranin di remove
15:29 ursa: klo gak , yah nti hadapin respon qat aja
15:29 Vhy: jujur yg paling bikin penasaran
15:29 Vhy: iya itu hitsound
15:30 ursa: case2 dulu udah pernah
15:30 Vhy: mainin ini map kaya ga pake hitsound sm skali
15:30 ursa: mapnya Lien yang insane techinques mapping pake 0 hitsound
15:30 Vhy: yg kedengeran jelas cuma suara gelembung
15:30 ursa: suggesti aja apa yang berasa penting dulu
15:30 Vhy: yep
15:31 Vhy: pdhl udah itu di mod sebelum nya
15:31 ursa: jadi
15:31 Vhy: kena ignore total
15:31 ursa: mod apa yang di rasa perlu
15:31 ursa: nti klo udah memang udah waktunya
15:31 ursa: nti kasih qat yang manage mapnya
15:32 ursa: jadi tinggal 2 pilihan , ngemod buat quality mapnya ato nuke
15:32 Vhy: ini sey amal clsw uda turun tangan soal pattern
according to the chat above. HIGHLY SUGGEST to change all of your silent custom hitsound to a proper and audible one. actually this should goes as well as your overall custom hitsound. cz of that silent custom hitnormal, most of your custom hitsound is almost merged with the music it self (except that bubble sound thingy) which cause the play looks like not hitsounded. believe me, even this is escaped from the view of BAT dan get qualified. this is still a good reason as disqualification if it pointed out by QAT

i can't help any further from this, so good luck c:
Topic Starter
LordRaika
Yo ^^/
Thanks for posting those chat log, it really shows your true colour, so READ this carefully....


im not replying your mod or question??
did you even READ this??

@ursa&vhy
so about hitsounding.... *SIGH* ....
DO YOU EVEN !@#$ KNOW HOW hitsounding WORKS in STD & CTB? you DO know right?????

its hitnormal + hitadditional! , so i silent those UNNECESSARY hitnormal, so i can have hitadditional....
this is what i hitsound for every note...., i dont want double layer hitsound, the default soft-hitnormal sounds annoying for me.

i dont want to argue about this, once again... CHECK MY HITSOUND inside editor, VIEW > VOLUME > music 1% , sample/effect 100% for whole song!!

Before suggesting me to change my 3 silent, FIRST.... DO THIS.... :
FILE > Open song folder, DELETE MY soft-hitnormal.wav , drum-hitnormal.wav, normal-hitnormal.wav
Exit , and refresh editor, enter again AND still on the same music 1% , sampe/effect 100% setting volume, THEN LISTEN to them once again!!!
SEE ON HOW !@#$#$! ANNOYING is those default soft-hitnormal.wav , drum-hitnormal, not to mention the loudness of normal-hitnormal

EASIER to said , reduce volume? go F6, CTRL+A , reduce the volume!!! so let me ask, can u still hear my hitsound??? with 100% music 100% sample?
the one hitsound with clap, whistle and finish, good on luck on listening and tracking those double layered sound.... THIS IS JUST NOT MY STYLE!!!

ABOUT mapping style, I LOVE MIRROR PATTERN, If u dislike mirror pattern, u dont say that style is sucks!! tell me it sucks if you yourself never used this pattern...!




About your mod, i dont think i have to reply them, but i do will make some MINOR change on them....

before u suggest me to remove my silent, go and FIND a better hit-normal for me, i expect you are much more experienced from me in hitsounding? 8-)
Topic Starter
LordRaika

LordRaika wrote:

Yo ^^/
Thanks for posting those chat log, it really shows your true colour, so READ this carefully....


im not replying your mod or question??
did you even READ this??

@ursa&vhy
so about hitsounding.... *SIGH* ....
DO YOU EVEN !@#$ KNOW HOW hitsounding WORKS in STD & CTB? you DO know right?????

its hitnormal + hitadditional! , so i silent those UNNECESSARY hitnormal, so i can have hitadditional....
this is what i hitsound for every note...., i dont want double layer hitsound, the default soft-hitnormal sounds annoying for me.

i dont want to argue about this, once again... CHECK MY HITSOUND inside editor, VIEW > VOLUME > music 1% , sample/effect 100% for whole song!!

Before suggesting me to change my 3 silent, FIRST.... DO THIS.... :
FILE > Open song folder, DELETE MY soft-hitnormal.wav , drum-hitnormal.wav, normal-hitnormal.wav
Exit , and refresh editor, enter again AND still on the same music 1% , sampe/effect 100% setting volume, THEN LISTEN to them once again!!!
SEE ON HOW !@#$#$! ANNOYING is those default soft-hitnormal.wav , drum-hitnormal, not to mention the loudness of normal-hitnormal

EASIER to said , reduce volume? go F6, CTRL+A , reduce the volume!!! so let me ask, can u still hear my hitsound??? with 100% music 100% sample?
the one hitsound with clap, whistle and finish, good on luck on listening and tracking those double layered sound.... THIS IS JUST NOT MY STYLE!!!

ABOUT mapping style, I LOVE MIRROR PATTERN, If u dislike mirror pattern, u dont have say that style is sucks!! tell me it sucks if you yourself never used this pattern...!




About your mod, i dont think i have to reply them, but i do will make some MINOR change on them....

before u suggest me to remove my silent, go and FIND a better hit-normal for me, i expect you are much more experienced from me in hitsounding? 8-)
Hinsvar
...I can't see a bright future for this map.

Will take a look at the hitsounding tomorrow.


EDIT: Actually, just read Lach's post.
Vhy
hmmm it looks like you want to keep those custom silent hitmormal so badly. well that's okay, your choice tho.
it seems that the major thing i pointed out in my both mod is completely useless
my point is i really dunno with how this mania hitsounding style on CtB diff work. i'll leave it to you BAT and QAT ;)

also, did i said dislike the mirror pattern? did i said that your style is sucks? srsly? fuck this shit im done!

i've nothing to do anymore here. GL with your mania hitsounding or whatever it is!

EDIT : edited some because i don't want any drama here.
KUURAhoshi
Hmm.. Swimsuit BG..

Before ranked, this beatmap has a bikini BG (which more vulgar than now)

After ranked, the BG has been changed with the 'better' one
Lach
I can appreciate the effort gone into hitsounding this, it's really creative. The issue is that the samples are designed to blend with the music, which is really bad design for CtB and Standard. For VSRGs this is actually really good because you actively play to the music with the chart design, and audible feedback is less important. If the song sounds normal (READ: the samples are blending in correctly) then you're doing your job right as a player lmao.

There is nothing wrong with the method you used to achieve your hitsounding scheme. The alternative would have been to have all of the hitsounds as hitnormals and swap between sets. A LOT. Ridding yourself of the hitnormals and using additions to achieve the same effect is smart. Quite frankly that isn't the problem here.

It's simply that the samples blend in with the track to the point where they become impossible at times to distinguish, thus creating an empty feeling where players are used to receiving audible feedback.

Your best alternative is to increase the volume enough so that they stand above the base audio track and provide the feed back, or use more distinguishable samples.

If you need me to clarify anything I've said, don't hesitate to ask me about it.
Topic Starter
LordRaika

Hinsvar wrote:

...I can't see a bright future for this map.

Will take a look at the hitsounding tomorrow.


EDIT: Actually, just read Lach's post.
SRY if i look so in deep emotion.... im jst sick on how they discuss things while laughing at my mapping... ^^'
imagine it yourself....

Vhy wrote:

hmmm it looks like you want to keep those custom silent hitmormal so badly. well that's okay, your choice tho.
it seems that the major thing i pointed out in my both mod is completely useless
my point is i really dunno with how this mania hitsounding style on CtB diff work. i'll leave it to you BAT and QAT ;)

also, did i said dislike the mirror pattern? did i said that your style is sucks? srsly? fuck this shit im done!

i've nothing to do anymore here. GL with your mania hitsounding or whatever it is!

EDIT : edited some because i don't want any drama here.
the problem is not the matter i want to keep the silent, ^^
the problem is u guys are saying its like im not hitsounding it and it WILL get disqualified or smthg....

also, major pointed out of mod, i said i do get it, i jst havent update it... orz
i even say thanks for mod, :|

oh btw, let me clarify it, u dont say it sucks! but both of u laugh on those :D
u know the meaning thou....

anyway, MANIA dont have double layer hitsound.... so u dont understand how hitsound works on ctb and method i use...
its best that u check my hitsound guide on std&ctb as well.... and i do use Sample Import (CTRL+SHIFT+I) while hitsounding a bit.

and i dont hate u guys, i jst hate how u guys laugh at the things of my map goes!


Lach wrote:

I can appreciate the effort gone into hitsounding this, it's really creative. The issue is that the samples are designed to blend with the music, which is really bad design for CtB and Standard.

There is nothing wrong with the method you used to achieve your hitsounding scheme. The alternative would have been to have all of the hitsounds as hitnormals and swap between sets. A LOT. Ridding yourself of the hitnormals and using additions to achieve the same effect is smart. Quite frankly that isn't the problem here.

It's simply that the samples blend in with the track to the point where they become impossible at times to distinguish, thus creating an empty feeling where players are used to receiving audible feedback.

Your best alternative is to increase the volume enough so that they stand above the base audio track and provide the feed back, or use more distinguishable samples.

If you need me to clarify anything I've said, don't hesitate to ask me about it.
Nope, dont worry ^^/ i got everything just fine...

(color and bold is to reply the highlighted word from your post)
So yes, in my hitsounding style, using a hitsound as close as the song really shows how well your hearing along with the song.
but yea i get it might be bad for HR player in STD/CTB since they need to react fast according to hitsound, i do get this one....

Sure i can increase the volume a bit more further for this...

thanks, i do know i've done nothing wrong with the method, jst want to make sure they are not using disqualify word EASILY.

in the end, i jst dont need double layered hitnormal, especially default hitnormal sound....
but i do will increase the volume.... ^^

thx everyone
Super Creek
lol lordraika 2 hitsoundy ,
Vhy
im begin to understand this after some check on notepad. and now after reading Lach's post it seems more clearer to me.
im really sorry about this raika :(. i don't mean to hate your hitsounding style, i just don't want to see any ctb map getting DQed. that's all
thanks everyone
Topic Starter
LordRaika

Rumia- wrote:

lol lordraika 2 hitsoundy ,
XD ahaha, some people ... yeah might hate this almost perfectly blend hitsound style ;w;
especially in std & ctb, sry for that.... but this is really my style... ;w;

Vhy wrote:

im begin to understand this after some check on notepad. and now after reading Lach's post it seems more clearer to me.
im really sorry about this raika :(. i don't mean to hate your hitsounding style, i just don't want to see any ctb map getting DQed. that's all
thanks everyone
pls , its fine XD , also u can checked that i really do apply your mod... so, again , thx for the mod and check ^^
anyway, i doubled most hitsound volume, and make the blend one to the max, its max, i cant do more than that,
but if necessary... i will add storyboarding hitsound to amplify the hitsound even more O_O ( but this cant really count 100% HIT sound since its autoplay )

well, hope there wont be any issue about hitsound volume,
im sure ive finalize my pattern checked for every dif, yes its intentional, even its simple ....
after ALL NERFED, this suits for easy and fun beatmap with a good spread ( at least i believe so )
sorry if it was not challanging..... :D

Status : Ready and final
Need BAT check... thanks everyone~
KUURAhoshi
No kudosu ^^

Remove "The Animation" from the tags ?
Topic Starter
LordRaika
Official title : Hyperdimension Neptunia the Animation
Kurokami
But the "the animation" is already in the source so it can be searched already. There is no need to add that in the tags. Remove it.
Topic Starter
LordRaika
god XD didnt notice that...

got it ^^
pieguyn
[General]
  1. I like the way you did the hitsounds, but due to the silent hitnormal there are a few notes that are completely silent which is unrankable. this should be easy fix, I'll point it out whenever I see it.
[Cup]
00:07:703 (6,8) - 00:20:738 (5) - 00:27:152 - 00:27:772 (3) - 00:47:221 (5) - 01:14:117 (5) - silent note
don't see anything

[Salad]
00:07:703 (6,8) - 00:20:738 (8) - 00:27:255 - 00:27:772 (3) - 00:47:221 (5) - 01:14:117 (7) - silent note
01:14:013 (6,7) - make the distance consistent with 00:20:634 (7,8) - ?
01:19:496 (2,3,4) - imo kind of boring bc a lot of vertical slider in a row. add some horizontal movement here?

[Platter]
00:07:703 (6,8) - 00:20:738 (4) - 00:27:255 - 00:33:876 - 00:40:186 (3) - 00:47:221 (5) - 01:14:117 (7) - silent note
00:24:876 (2) - ctrl+R plz (then fix distance), better flow imo.
01:23:634 (4) - this jump feel really unexpected for me bc of the distance (most of the jumps in here aren't as long). imo make it like this instead https://osu.ppy.sh/ss/2756441 feel more intuitive
352,56,82393,6,0,L|448:136,1,110,2|4,0:1|0:3,0:0:0:0:
224,144,82807,2,0,L|224:256,1,110,8|4,0:0|0:0,0:0:0:0:
352,144,83221,2,0,L|352:288,1,110,2|4,0:0|0:0,0:0:0:0:
144,232,83634,2,0,L|240:312,1,110,2|4,0:1|0:3,0:0:0:0:
01:16:600 (3) - jump seems unexpected bc it doesn't seem to fit anything and it's not consistent. how about make it like this instead? https://osu.ppy.sh/ss/2756427

i really don't know if 1/4 hdash jump is rankable in a platter. i'll ask about this

[Rain]
00:07:703 (6,8) - 00:20:738 (5) - 00:26:531 - 00:27:772 (8) - 00:44:945 - 00:46:186 - 00:47:221 (5) - silent note
00:28:186 (1) - the position of the note is weird for me bc the previous note was in the center, so it's unclear when playing which direction this note is. i recommend arrange 00:27:358 (7,8) - more like this http://osu.ppy.sh/ss/2756369 to make it less misleading
00:35:841 (1,3) - how about moving these left a few grids? current feels really repetitive bc it's the exact same pattern repeated 4 times. increase the distance make it more interesting imo
00:36:669 (1,3) - if you accept, move these right a few grids
01:14:117 - this part feel kind of boring for me bc it's 7 vertical sliders in a row. imo it'd be more interesting with some more horizontal movement. i recommend for each of 01:14:117 (8,1,2,3,1,2) - move the 2nd point on each slider a few grids horizontally and make sure to make them all the "same" (except some flipped to match movement), then make 01:16:600 (3) - the same as 01:17:014 (4) - .

nice map and i like the hitsounds a lot. can't bubble after this, too much stuff (+ i suck at modding lower diffs orz :cry: ). call me back after you get 2 or 3 more mods ~
Topic Starter
LordRaika

pieguy1372 wrote:

[General]
  1. I like the way you did the hitsounds, but due to the silent hitnormal there are a few notes that are completely silent which is unrankable. this should be easy fix, I'll point it out whenever I see it.
Thanks no worry... on the second thought T^T i think easy way is jst....
remove the silent completely.... np np... ive fixed this.


[Cup]
00:07:703 (6,8) - 00:20:738 (5) - 00:27:152 - 00:27:772 (3) - 00:47:221 (5) - 01:14:117 (5) - silent note
don't see anything

thanks all fixed by new hitsound.

[Salad]
00:07:703 (6,8) - 00:20:738 (8) - 00:27:255 - 00:27:772 (3) - 00:47:221 (5) - 01:14:117 (7) - silent note
01:14:013 (6,7) - make the distance consistent with 00:20:634 (7,8) - ?
01:19:496 (2,3,4) - imo kind of boring bc a lot of vertical slider in a row. add some horizontal movement here?

auto fixed
sure
and change 2 of them into horizontal movement


[Platter]
00:07:703 (6,8) - 00:20:738 (4) - 00:27:255 - 00:33:876 - 00:40:186 (3) - 00:47:221 (5) - 01:14:117 (7) - silent note
00:24:876 (2) - ctrl+R plz (then fix distance), better flow imo.
01:23:634 (4) - this jump feel really unexpected for me bc of the distance (most of the jumps in here aren't as long). imo make it like this instead https://osu.ppy.sh/ss/2756441 feel more intuitive
352,56,82393,6,0,L|448:136,1,110,2|4,0:1|0:3,0:0:0:0:
224,144,82807,2,0,L|224:256,1,110,8|4,0:0|0:0,0:0:0:0:
352,144,83221,2,0,L|352:288,1,110,2|4,0:0|0:0,0:0:0:0:
144,232,83634,2,0,L|240:312,1,110,2|4,0:1|0:3,0:0:0:0:
01:16:600 (3) - jump seems unexpected bc it doesn't seem to fit anything and it's not consistent. how about make it like this instead? https://osu.ppy.sh/ss/2756427

i really don't know if 1/4 hdash jump is rankable in a platter. i'll ask about this

Yep thanks i rearrange their distance and some pattern >w<
i also agree 1 of the HDash there doesnt emphasize too much bout the song...
and 1/4 Hdash, i only remember using it on a very easy pattern... i mean its also easy to be catch >w< i think its completely fine


[Rain]
00:07:703 (6,8) - 00:20:738 (5) - 00:26:531 - 00:27:772 (8) - 00:44:945 - 00:46:186 - 00:47:221 (5) - silent note
00:28:186 (1) - the position of the note is weird for me bc the previous note was in the center, so it's unclear when playing which direction this note is. i recommend arrange 00:27:358 (7,8) - more like this http://osu.ppy.sh/ss/2756369 to make it less misleading

i actually can simply jst moving the (8) closer to the next one after Hdash >w<

00:35:841 (1,3) - how about moving these left a few grids? current feels really repetitive bc it's the exact same pattern repeated 4 times. increase the distance make it more interesting imo
00:36:669 (1,3) - if you accept, move these right a few grids

i have an idea to make them an increasing distance for each of this type ^^/

01:14:117 - this part feel kind of boring for me bc it's 7 vertical sliders in a row. imo it'd be more interesting with some more horizontal movement. i recommend for each of 01:14:117 (8,1,2,3,1,2) - move the 2nd point on each slider a few grids horizontally and make sure to make them all the "same" (except some flipped to match movement), then make 01:16:600 (3) - the same as 01:17:014 (4) - .

Yep, agree... rearrange lots of them for this last part >w<

nice map and i like the hitsounds a lot. can't bubble after this, too much stuff (+ i suck at modding lower diffs orz :cry: ). call me back after you get 2 or 3 more mods ~
Thanks so much Sir.... updated... gonna get some check from the others
Kurokami
1/4 HDashes are not allowed on Platter even if you consider them easy. The gap between Salad and Platter is already too high, I can't allow making t higher.
Topic Starter
LordRaika
Okay, updated with no 1/4 Hdash at all on platter... pls... if no more issue... .... just ..... asdafafdsaf
pieguyn
uh, you didn't have to entirely remove the silent hitnormal. all you had to do to fix it was just add any kind of hitsound at the silent notes i point out. oh well ._.
Topic Starter
LordRaika

pieguy1372 wrote:

uh, you didn't have to entirely remove the silent hitnormal. all you had to do to fix it was just add any kind of hitsound at the silent notes i point out. oh well ._.
its okay XD , to prevent unrankable issue if in case we miss some silent note D:

^^
DragonSlayer96
Hey, I did a look at the mapset and I found something to improve on and something that is really up to the BNs who bubbles and ranks this mapset.

The thing to improve on is that the base .mp3 is 182 kbps. why not increase it to 192 kbps (which can be found here). just download the song and overwrite your current .mp3 in the song folder.

The thing that is up to the BNs themselves (in my opinion) is the video during kaia time. It might be good, might not be good for rank. I don't mind it personally, but it's just how long your kaia time lasts that makes me bring this up.

But I love the mapset. hope it gets ranked soon because it is a good mapset altogether.
Topic Starter
LordRaika
Thanks for the check DragonSlayer96 >w<


but yea here's what im afraid.... it has different offset of the one im using T^T
im too lazy to change offset of the new mp3
i will just use the current one , also that doesnt force lots of player to keep re-dl my map XD


Updated along with final check on my pattern and stuff....
once again.... to help BN Check :

BG : ( resolution checked )
Snap : ( all snapped properly )
Audio : ( i take responsible for all of my hitsound, it has no delay or whatsover )
Timing : ( no overlap SV )
Spread :
Pattern :
Metadata : ( confirmed )
pieguyn
are you sure you changed the hitsounds? I did a full redownload and after checking [Rain] diff all the silent notes I pointed out were still there. o.o
Topic Starter
LordRaika
hawawawa XD deleted cached T^T and reupload....
ToifAmri
Nice kak :D
DragonSlayer96
QwQ why isn't this at least bubbled by now?
Topic Starter
LordRaika
need more CTB BN's attention....
PatZar
IRC mod
15:17 *Genocide is listening to [http://osu.ppy.sh/b/547217 Afilia Saga - Neptune*Sagashite]
15:17 LordRaika: y uda , ctb ples
15:17 Genocide: ok gw cek
15:17 LordRaika: yay \:D/
15:19 Genocide: count nya matiin
15:19 LordRaika: ok gmpg
15:20 LordRaika: pdhl pas main g ad kok
15:20 Genocide: [http://puu.sh/gzCut/bb9fda95a1.png rain]
15:20 Genocide: oh
15:20 Genocide: all diff
15:20 Genocide: untick aja
15:20 LordRaika: ya
15:21 LordRaika: pas main jg g ad rasa countodwn
15:50 Genocide: nih
15:50 *Genocide is editing [http://osu.ppy.sh/b/547218 Afilia Saga - Neptune*Sagashite [Platter]]
15:50 Genocide: 00:34:807 (5) - x352 y272
15:50 Genocide: 00:35:635 (4) - x160 y176
15:50 Genocide: 00:36:462 (4) - x352 y112
15:50 Genocide: 00:47:221 (5) - x256
15:50 Genocide: 01:27:221 (3,5) - x376
15:51 LordRaika: post aja? XD
15:51 Genocide: gk
15:51 LordRaika: itu knp?
15:51 Genocide: mod ctb gw cupu uda gk bisa malahan
15:51 Genocide: biar flow jalan si ryutanya
15:51 LordRaika: itu bukkannya mau dash?
15:51 Genocide: kagak
15:52 Genocide: jalan doang
15:53 LordRaika: oh y
15:53 LordRaika: lupa
15:53 LordRaika: sip
15:53 LordRaika: ntr w ubah
15:54 Genocide: itu aja
15:54 LordRaika: kl da rede blg ya , biar w update
15:54 LordRaika: behh
15:54 LordRaika: itu aja? >w<
15:54 Genocide: hooh
15:54 Genocide: gw gk expert di ctb
15:54 LordRaika: da bisa bubbleeeeeeeeeeeee? T^T
15:54 Genocide: HOOH
15:54 LordRaika: *really hoping for that*
15:54 Genocide: BURU UPDATE
15:54 LordRaika: awesomeeee
15:54 LordRaika: sedap si aaa
15:55 Genocide: klo uda update
15:55 Genocide: ksh tau gw
15:55 Genocide: awsome
15:56 LordRaika: 00:47:221 (5) - eh ini w g ks trllu jauh soalny....
15:56 LordRaika: 00:47:634 (1) - mw lbh deket kesini
15:56 LordRaika: hehe
15:56 Genocide: justru 00:47:221 (5,1) - si 5 nya itu ksh jump buat ke si 1
15:57 LordRaika: etooo XD
15:57 LordRaika: w g mw jauh2
15:57 LordRaika: soalny w ad pengalaman susah dapatnya stlh Hdash gitu wkwkw
15:58 Genocide: itu say so, 00:47:221 (5) - kan jauh dari nomor 4. itu yang bikin susah buat average-tier class
15:58 Genocide: klo lebih deket ke 4
15:58 LordRaika: eh mksd w bkn yg itu
15:58 Genocide: itu yang bikin flow berkembang
15:59 LordRaika: eh
15:59 LordRaika: hmm
15:59 LordRaika: w cm geser lbh sikit ke knn
15:59 LordRaika: g byk2 XD
15:59 Genocide: :v okay udah?
15:59 LordRaika: w tau kok yg u ks tau kordinat maximal dr Hdash nya , tpi msh Hdash wkwkwk
15:59 LordRaika: 30% lagi upload T^T
15:59 LordRaika: fark
16:00 Genocide: emng mwnya HDash tp gk terlalu harsh
16:00 Genocide: klo kejauhan lebih harsh
16:00 LordRaika: tpi dia lgs sambung ke buah brktnya :D dgn jarak yg ckup deket , gitu mksd w
16:00 Genocide: lack dong
16:00 Genocide: wkwk
16:01 Genocide: kaku
16:01 LordRaika: soalny Hdash , mw gmn pun, pasti tahan shift/space nya
16:01 LordRaika: T^T
16:01 LordRaika: w pengalaman krn g tau buah brktnya arah mana... jdi miss
16:01 Genocide: :^ ok tolong lah ngertiin aku :'^
16:01 Genocide: updated?
16:02 Genocide: lama bener :'^
16:02 LordRaika: g sempat kejar haha
16:02 LordRaika: pas masuk reef itu

Bubbled#1
i can guaranteed about diffs are fine <3
Topic Starter
LordRaika
Thanks Geno , u r my hero >w<

Genocide The Reaper ... attribute Strength afsadfasdf
Kamikaze
tfw Raika's first ranked map will be ctb
gogogogogogooggooggooggogogogogo
-insert frog gif meme here-
Kurokami
Popping the bubble because of various reason.

Audio: The bitrate is 182 variable which is not the best choice to work with. It can be accepted but using a 192 constant one would be better.
Background: I recommend you to only use one background file on all difficulties. You can make your combo colors fit to that background and yet they will be consistent as well.
Patterns: The patterns are boring in overall. You used the same ones across the difficulties like 00:01:290 (1,2,3,4,5,6) (Rain), 00:01:290 (1,2,3,4,5,6) (Platter) and so on. I can understand that you want to use easy patterns but I just can't believe you can't think about other than these. And 00:19:290 (1,2,3,4,5,6,7,1,2,3,4,1,2) can be totally fine as a spinner or just the as your usual patterning. Using a stream here is more like an overmap, not really fit into Platter nor Salad. And comparing this part with Cup, its seriously overmapped.
Rhythm: Since you used the same patterns everywhere the rhythm in not really differentiate. It would be better to make it a little more different between difficulties. You used many 1/2 triplet everywhere which makes the rhythm really bad.

I already mentioned a few from these 3 months ago and most of them can be fixed by now. If you can fix them or at least make changes feel free to call me back to make a deeper look and fix the bubble.
Topic Starter
LordRaika

Kurokami wrote:

Popping the bubble because of various reason.

Audio: The bitrate is 182 variable which is not the best choice to work with. It can be accepted but using a 192 constant one would be better.

This is not DQ issue.... its clearly state 128 ~ 192, i wont change it, i have knowledge in audio stuff and music things and 192 wont give u much different result that can be distinguished by human's hearing

Background: I recommend you to only use one background file on all difficulties. You can make your combo colors fit to that background and yet they will be consistent as well.

Again, recommend is not a DQ issue, why bother? most people play with dim BG after all, furthermore it use video.... the combo colour is consistent if you know what im doing... im using only 4 colour for each goddess.


Patterns: The patterns are boring in overall. You used the same ones across the difficulties like 00:01:290 (1,2,3,4,5,6) (Rain), 00:01:290 (1,2,3,4,5,6) (Platter) and so on. I can understand that you want to use easy patterns but I just can't believe you can't think about other than these. And 00:19:290 (1,2,3,4,5,6,7,1,2,3,4,1,2) can be totally fine as a spinner or just the as your usual patterning. Using a stream here is more like an overmap, not really fit into Platter nor Salad. And comparing this part with Cup, its seriously overmapped.
Rhythm: Since you used the same patterns everywhere the rhythm in not really differentiate. It would be better to make it a little more different between difficulties. You used many 1/2 triplet everywhere which makes the rhythm really bad.

First.... its same but its clearly different on HOW you catch it, its not even same to me... its clearly show the pattern on how its easy to
insane CHANGE!! dude... you are not me! you cannot force your mapping into my mapping.....

and why you should say
" I just can't believe you can't think about other than these"
in other words you want to say that im stupid?
didnt u already realize that i like that pattern BETTER to emphasize that rhythm??
let me tell you, a triplet can only be map with stair(/ or \), trill ( < or > ) and vertical ( | ) , or mix of trill and vertical....
once again, you are not me, and there's no same person in the world.

OVERMAP? that part? first... it has 1/4 hihat sound,
second, it has build up wind noise sound, at first it could be 1/8 but i've already nerfed it till this update.

So tell me once again in red words, what is DQ Issue to u guys with a good reason.


I already mentioned a few from these 3 months ago and most of them can be fixed by now. If you can fix them or at least make changes feel free to call me back to make a deeper look and fix the bubble.
Dude, im tired, i always try to be POLITE and nice here to ask CTB BN, but nvm.... thats why i dont call u.... and other CTB BN
Kurokami
First of all I didn't force anything. I said no suggestions this time. If you can't understand that using the same patterns on every difficulty is just boring then sorry. I said it many times to change it and I will bubble this set. Seriously, what is good using the same triplets to the same direction four times? Its easy to catch, thats true but its boring.

And once again, its not overmap just looks like. You only used 1/1s on Cup while in Salad there is 1/4s already. If you can't see this as a problem then I can't help you.

You are free to ask Geno to fix that bubble but with the current patterns I can't promise you anyone will be brave enough to qualify this.
Sey
Lordraika, why are you often so impatient, rude and offensive when a map got its first bubble pop? That attitude won't make you help to get any more BNs. Popping a bubble is part of our job, and as far as I see Kuro's pop had good reasons. Instead of declining everything I advice you to go through his check more serious, it has a point.
The mapset is clearly not ready yet, again you wanted to rush it through the qualify process, but it doesn't work that way.
PatZar
we can't force about pattern, it should be back to mapper to considering about it.

edit:

Would be nice if we leave an opinions :)
Sey

Genocide wrote:

we can't force about pattern, it should be back to mapper to considering about it.

edit:

Would be nice if we leave an opinions :)
I will check it out later, leave that map on a hiatus by now.
Xinely
LordRaika i know your 1/4 in Cup (last) and Salad arent overmap but they are overused in these diffs, we all should know that rhythm for Cup and Salad should be not complicated (even you can catch 1/4 with keep stay and didnt move anywhere, it is still overused for the low diffs) and it might be reason of DQ

If you want to know why most ctb BN didnt want to touch this map before.. i guess you know the answer already

Well good luck
Topic Starter
LordRaika
Hi everyone.... ^^/

First...

Sey wrote:

Lordraika, why are you often so impatient, rude and offensive when a map got its first bubble pop? That attitude won't make you help to get any more BNs. Popping a bubble is part of our job, and as far as I see Kuro's pop had good reasons. Instead of declining everything I advice you to go through his check more serious, it has a point.
The mapset is clearly not ready yet, again you wanted to rush it through the qualify process, but it doesn't work that way.
Sey, im not so impatient, you know I CAN WAIT as long as that people will keep their words, i can wait till they come. but in fact, current situation on ctb... uugh... nvm... i dont like talking bout it...

im not rude , sry if i sounds like OFFENSIVE while im pouring out my reasoning to reply that...
And, its not because of its popped, how come i rush, you can check the history how long i've been waiting since the last mod... ^^'

and to Reply Kurokami....
well you said you will check it , if its ready you will bubble it, but 2 month has passed and u never do that...
I WONT poke people again and again just to BEGGING for a check... i hope you understand that im choosing the right thing to do....

look... if the 1/4 is issue, sure, i will get rid of it, simply with 1/2 repeat slider like common CTB style... orz
then for pattern, *sigh*
im so allergic on modder who said "its not consistent" so i tend to use the same consistency style,
but to make this better, i will repattern, its not a big task....



Xinely,
as i said above, sure ofc, fixing 1/4 on salad could be easy...

then to answer your last sentence, I THINK you are not in the right position who should say that
and i dont want to mention who.....




thanks everyone for the attention after this map getting bubble, gotta update it once again.
Kurokami
I said I will check it if you change your repetitive patterns on your own. You changed nothing and I never came back.

To say something about the consistency, we never say to make the same patterns across difficulties, they must be different to a level but if you use a spinner at a point then that spinner can be used on other difficulties as well although with a valid reason even this consistency can be ignored.
Kurokami
[General]
  1. Audio: You said as long as the audio it between 128-192 is fine and you wont change it. I think you should consider changing it http://puu.sh/gCvxb/6fdfbcb082.png. The bitrate is just over 192 (look at the bottom left corner) and there is even 235 there. As I said, variable bitrate is not accepted.
[Cup]

00:04:186 (5,1) - This movement is very uncomfortable. There are two option to make the flow a little better by either moving (1,2,3) to right or rotate (5)'s tail to left.
00:09:979 (3,4) - Why not just one long slider? It would break the 1/2 spam at this part just nicely.
00:39:358 (1,2,3) - According to your previous combo the movement here is a bit weird. Try this instead: http://puu.sh/gCwsP/b781edc98e.png

[Salad]

00:07:703 (6,7,8,1) - The flow here is really terrible and the pattern looks bad. I suggest you something like: http://puu.sh/gCwCj/74a503cc37.png. And (2) can be moved to x:344.
00:19:290 (3) - What the fuck is this? Why are you so persistent about that noise in the background while the white ticks with drum are much more stronger? Your current slider follows both and none at the same time. The noise is a continuous sound which requires a spinner or a long slider while the drums are just on white ticks. The red ticks has almost nothing to do at this part. This: http://puu.sh/gCwSG/29cab7101a.png follows the rhythm you followed until now much better and it fits into your current timeline.
00:46:807 (1,2,3,4,5) - This is again looks a bit bad. How about this instead: http://puu.sh/gCx2m/e75496bd69.png
00:52:393 (4,5) - A jump would be nice here.
00:54:462 (1,2) - Here can be a jump as the vocal has a little jump as well.
00:55:290 (2,3) - ^
01:20:738 (1) - Its really bad to end you spinner at 01:24:048 as the next part of the song starts there. Please end it at 01:23:634 instead and just add a circle where it ends now. (If you apply it please do it on other difficulties as well.)
01:27:565 (6) - NC

[Platter]

00:19:290 (1,2,3,4,5,6,7,1,2,3,4,1,2) - As I already mentioned on Salad, something like this not fits well. 1/4 usage just makes no sense.
00:21:565 til 00:33:979 - Why there is only one jump? Its a calm part that is true but a few little jump can be placed to follow some nice vocal part. For example: 00:22:393 (3,1) -, 00:24:048 (2,1) -, 00:25:703 (2,1) -, 00:29:014 (3,1) -, 00:31:083 (1,2,3,1) -. This is a Platter after all and not a Salad.
00:34:393 (3,4,5,1,2,3,4,1,2,3,4,1,2,3,4,1) - You followed everything with circles at this part which makes it really weird since both the vocal and music requires has its own jump pattern yet you only followed the vocal and just the half of it with HDash. If you want to use the vocals as jump trigger (which is a very nice idea) please only use these 00:34:393 (3,1,2,1,2,1,2,1) - as circle and merge every other into a slider. Also it would be nice to have a little jump on every (1) then HDash to (2). This way there will be some consistency and the vocal will be nicely followed.
00:40:807 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - Same as before.
00:44:531 (3,4) - HDash?
00:45:772 (2,3) - This can be a HDash as well.
00:46:807 (1,2,3,4,5) - This pattern is though easy to catch but maybe too extreme for Platter. Lower that HDash a little bit til it is still a HDash but a calmer one.
00:52:600 (1,2) - Can be HDash.
01:02:739 (2,3) - ^
01:12:462 (1,2,3,4,5,6,7,8,1,2,3,4,5,6) - Dafaq. Just follow the vocal please.
01:14:117 til 01:26:531 - is exactly the same as at the start of the song. It would be better to use the same timeline with different patterns. Right now the timeline is terrible.

[Rain]

00:07:290 (5,6,7,8,1) - This is makes no sense here. Yes, its easy to catch but that is not a valid reason. Those HDashes are following nothing from the song. The only valid HDash is between (8,1) everything else needs to be wiped out.
00:17:014 (5,6) - (6) should be on the left side of (5) to make better flow.
00:33:979 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2) - The usage of HDashes is really weird at this part. What I said on Platter applies here as well. It would be better to use that with more jump here as well.
00:39:152 (1) - This note is just don't fit into your current timeline. You followed the vocals yet this note only follows a weak sound from the music. Wipe it out.
00:40:186 (4,5,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2) - Again a weird HDash usage.
00:46:807 (1,2,3,4) - It would be better to make this a little more less edgy.
00:50:945 (6,1) - HDash.
00:51:772 (2,3) - ^
00:52:186 (3,4) - ^
00:53:014 (5,6,7) - The HDash between (6,7) is very nice but it would be nicer if you add a little jump at (5,6) as well since all of them following the drums.
00:54:462 (1,2) - HDash.
00:55:290 (2,3) - ^
00:56:117 (2,3,4) - All of them can be HDashed.
01:05:014 (2,3) - It would be nice to make these similar to 01:03:773 (5,6) just with different directions.
01:12:669 (2,3,4,5,6,7,1,2,3,4,5,6,7) - You want to use this? Fine. But it would be better to make it symmetrical. It creates a better flow that way and better to look at it.
01:27:358 (5,6) - HDash for what? There is nothing to be followed with it.

There are a few more misused or missed jump and some pattern still can be better but I'm tired already. I'm looking at this set for 2 hours already. q.q And I need to go to work in 30 minutes as well.
[]

Sey said he will check this out as well. Let's see what you will change after his modding and I will try to give your bubble back after it. Good luck for now~
Topic Starter
LordRaika

Kurokami wrote:

[General]
[Cup]

00:04:186 (5,1) - This movement is very uncomfortable. There are two option to make the flow a little better by either moving (1,2,3) to right or rotate (5)'s tail to left.

Rotate (5)'s tail then, next 123 will make me have to reposition all pattern ahead

00:09:979 (3,4) - Why not just one long slider? It would break the 1/2 spam at this part just nicely.

Sure, thx to this i repattern all stuff ahead.

00:39:358 (1,2,3) - According to your previous combo the movement here is a bit weird. Try this instead: http://puu.sh/gCwsP/b781edc98e.png

yep, i know that the flow should be something like left right left right here, so i change it a bit, but well... back to what it should be.



[Salad]

00:07:703 (6,7,8,1) - The flow here is really terrible and the pattern looks bad. I suggest you something like: http://puu.sh/gCwCj/74a503cc37.png. And (2) can be moved to x:344.

At first, i suppose vertical should be easier, and less mvement, but doing that ^ above, will make it simple walk, on my scd thought that will be probably best, and i dont move (2). this flow is good as it is

00:19:290 (3) - What the fuck is this? Why are you so persistent about that noise in the background while the white ticks with drum are much more stronger? Your current slider follows both and none at the same time. The noise is a continuous sound which requires a spinner or a long slider while the drums are just on white ticks. The red ticks has almost nothing to do at this part. This: http://puu.sh/gCwSG/29cab7101a.png follows the rhythm you followed until now much better and it fits into your current timeline.

*sigh* , spinner for this is too short, no slider unless a good slider movement for this, but rather choose simple pattern following the previous one,

00:46:807 (1,2,3,4,5) - This is again looks a bit bad. How about this instead: http://puu.sh/gCx2m/e75496bd69.png

nooo, thats technically same,
no because it has 1/1 Blank to made up the direction change, i knw what you aim for the direction flow for that screenshot but no,
instead i make the curve a bit more vertical


00:52:393 (4,5) - A jump would be nice here.

i add some distance , but i doubt this will make the jump that u want, since (5) already hitting the wall

00:54:462 (1,2) - Here can be a jump as the vocal has a little jump as well.
00:55:290 (2,3) - ^

this pattern alone need a good walk control, adding jump while focusing on a good walk here will make it too hard imo
as for the current one, i aim it should be all walk but with a good control of it


01:20:738 (1) - Its really bad to end you spinner at 01:24:048 as the next part of the song starts there. Please end it at 01:23:634 instead and just add a circle where it ends now. (If you apply it please do it on other difficulties as well.)

Sure, then only on cup to fix...

01:27:565 (6) - NC

no... especially its same structure sound, splitting it here would be a bit weird and you are not telling me for other dif as well, so no...

[Platter]

00:21:565 til 00:33:979 - Why there is only one jump? Its a calm part that is true but a few little jump can be placed to follow some nice vocal part. For example: 00:22:393 (3,1) -, 00:24:048 (2,1) -, 00:25:703 (2,1) -, 00:29:014 (3,1) -, 00:31:083 (1,2,3,1) -. This is a Platter after all and not a Salad.

k

00:34:393 (3,4,5,1,2,3,4,1,2,3,4,1,2,3,4,1) - You followed everything with circles at this part which makes it really weird since both the vocal and music requires has its own jump pattern yet you only followed the vocal and just the half of it with HDash. If you want to use the vocals as jump trigger (which is a very nice idea) please only use these 00:34:393 (3,1,2,1,2,1,2,1) - as circle and merge every other into a slider. Also it would be nice to have a little jump on every (1) then HDash to (2). This way there will be some consistency and the vocal will be nicely followed.
00:40:807 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - Same as before.

Easily fixed this, i like emphasizing slider to different sound with circle as well, like i did a Long note and single note in mania.

00:44:531 (3,4) - HDash?
00:45:772 (2,3) - This can be a HDash as well.

i would like to keep 00:44:738 (4,5) - Hdash,
Doing (3)(4) for Hdash means i should hold dash all the way till (5) and i should have a good timing to turn while keeping Hdash,
but this is a bit hard, but i already did or use this on Rain, so no change here.


00:46:807 (1,2,3,4,5) - This pattern is though easy to catch but maybe too extreme for Platter. Lower that HDash a little bit til it is still a HDash but a calmer one.

reduce the distance as close as possible while i keep the distance not to far to 00:47:634 (1) - for easier catch while player might need some time to recover for the Hdash.

00:52:600 (1,2) - Can be HDash.
01:02:739 (2,3) - ^

umm, no, but i make it more jumpy

01:14:117 til 01:26:531 - is exactly the same as at the start of the song. It would be better to use the same timeline with different patterns. Right now the timeline is terrible.

i rearrange the slider here


01:12:462 (1,2,3,4,5,6,7,8,1,2,3,4,5,6) - Dafaq. Just follow the vocal please.
00:19:290 (1,2,3,4,5,6,7,1,2,3,4,1,2) - As I already mentioned on Salad, something like this not fits well. 1/4 usage just makes no sense.

can see that you are very picky at this one, so i will remake it...
Also notice that platter has a huge change since i updated it with my latest mapping style.





[Rain]

00:07:290 (5,6,7,8,1) - This is makes no sense here. Yes, its easy to catch but that is not a valid reason. Those HDashes are following nothing from the song. The only valid HDash is between (8,1) everything else needs to be wiped out.

"no sense" is really harsh here, i would like to have dash on all of it, the best way is to use equal Hdash is better, while in my experience on testing ... making a full dash only pattern is really hard, and have a huge chance of miss, while this Hdash ensure you to get to the next fruit if this is unrankable issue, i would like to see the best option for this and i will be glad to accept it....

00:17:014 (5,6) - (6) should be on the left side of (5) to make better flow.

no since i have to remake whole next structure for this 1 note.

00:33:979 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2) - The usage of HDashes is really weird at this part. What I said on Platter applies here as well. It would be better to use that with more jump here as well.

orz
please, cant you see or notice the Hdash is following the music on white tick??????
just like i follow the loud kick here :

01:12:669 (2,3,4,5,6,7,1,2,3,4,5,6,7) - You want to use this? Fine. But it would be better to make it symmetrical. It creates a better flow that way and better to look at it.

Sry, i tried symmetrical but it needs two Hdash of different angle, make it twice harder while turning to symmetrical part, i cant play properly this way, so no change.

00:39:152 (1) - This note is just don't fit into your current timeline. You followed the vocals yet this note only follows a weak sound from the music. Wipe it out.

I exoect you give me more option for this, if i just delete this, i cant have the left right left right flow here, it weirds if i jst have to stand and wait while this is rain. sry no change as well....

00:40:186 (4,5,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2) - Again a weird HDash usage.

Im sure you notice this Hdash is already well "patterned", but ok, i will rearranged them....
Really like it now eventhou it needs some timing skill on it....

00:46:807 (1,2,3,4) - It would be better to make this a little more less edgy.

This is the full dash pattern i mean before, making one is hard and it has chance of missing it if not timed properly...
and sure i try to reduce the (3) for less turning point is needed.


00:50:945 (6,1) - HDash.
00:51:772 (2,3) - ^
00:52:186 (3,4) - ^

this ... suddenly became full Hdash section, its easy i just hope someone wont say i spam Hdash on it.

00:53:014 (5,6,7) - The HDash between (6,7) is very nice but it would be nicer if you add a little jump at (5,6) as well since all of them following the drums.

i got your point, i make something new instead....

00:54:462 (1,2) - HDash.
00:55:290 (2,3) - ^
00:56:117 (2,3,4) - All of them can be HDashed.
01:05:014 (2,3) - It would be nice to make these similar to 01:03:773 (5,6) just with different directions.

Sure

01:27:358 (5,6) - HDash for what? There is nothing to be followed with it.

Pattern..., and make it different with other dif...

There are a few more misused or missed jump and some pattern still can be better but I'm tired already. I'm looking at this set for 2 hours already. q.q And I need to go to work in 30 minutes as well.

No problem, thx for the mod, replying mod and recheck stuff, mapping while testing it over and over again need tons of time as well...
and so, i jst finished this likee within more than 4 hour i believe.... i never take mapping lightly... im sure all of them now are very lovely.


[]


as for the mp3...

  1. Audio: You said as long as the audio it between 128-192 is fine and you wont change it. I think you should consider changing it http://puu.sh/gCvxb/6fdfbcb082.png. The bitrate is just over 192 (look at the bottom left corner) and there is even 235 there. As I said, variable bitrate is not accepted.
I finished apply the mod first, then.... :
1st. no its still 182
2nd. i try... i TRY IT once again, make a 192 one, open it with 182 one and make the offset same with 182, export once again, AND.... NO HOPE...
the offset is off, 40 ~ 55ms is not a joke....


after u finished check what i change while the offset link is still valid, i will find the right time and try to do smthg bout the mp3
Kurokami
All I can say until your mp3 is fixed is that at least there is some little challenge in the Rain now and the whole mapset starts to remind me to something acceptable. I will go deeper when the mp3 will be fixed (and hopefully Sey will take a look at this as well).
Topic Starter
LordRaika
then i assume you've check what i changed...
anyway, Updated....

tq
Sey
I am too busy irl for checking. I still have 2 minor exams. So go ahead if you feel ok with it, Kuro. Or look for another BN in case you want someone to double-check. Sorry.
Kurokami
Let's see if we can rank this finally (though I can only rebubble this).

[Platter]

00:19:910 (5) - Definitely no go on Platter. This kind of slider requires a very good timing to SS it and Platter is still just for introducing harder patterns. Sure, its looks easy for us, but try to look at it with newbies eye. Make this slider shorter please.
01:12:462 (2,3) - WTF! There is nothing which needs to be followed with HDash here. Just a weak vocal. Remove the HDash. And by the way, the double HDash pattern is too hard on this level.
01:13:496 (5,6) - ^ Same here.

[Rain]

00:19:496 (1,2,3,4,1,2,3,4,1,2,3,4) - I would like to point this out as well but I know you won't change it. q.q Something like: http://puu.sh/hJdrf/2831d08998.png would be better but meh.
01:12:669 (2,3,4,5,6,7,1,2,3,4,5,6,7,8) - Well, we already discussed this but I don't like the flow here. The rhythm is hard to follow already so better to make the pattern better and easier to handle. Something like ( ) could work here. Or alternative try this: http://puu.sh/hJdl9/d442b411cd.png.
[]

Just call me back if you think you checked everything here.
puxtu
perbaiki part tempat gw miss itu ka
sisanya jgn disentuh
Topic Starter
LordRaika
sorry, i just got back, tired of waiting i think you wont check it again, and so here i am....

Kurokami wrote:

Let's see if we can rank this finally (though I can only rebubble this).

[Platter]

00:19:910 (5) - Definitely no go on Platter. This kind of slider requires a very good timing to SS it and Platter is still just for introducing harder patterns. Sure, its looks easy for us, but try to look at it with newbies eye. Make this slider shorter please.

SURE things if its acceptable after i shorten it, then i will do it ^^

01:12:462 (2,3) - WTF! There is nothing which needs to be followed with HDash here. Just a weak vocal. Remove the HDash. And by the way, the double HDash pattern is too hard on this level.
01:13:496 (5,6) - ^ Same here.

what did i follow? its actually the LOUD cymbal and melody not the vocal... the slider is just to emphasize the long vocal...
but i do AGREE that double Hdash is a bit hard :) , it require good timing of full left right dash control... i change it into 1 Hdash for each, its still following the music's cymbal.


[Rain]

00:19:496 (1,2,3,4,1,2,3,4,1,2,3,4) - I would like to point this out as well but I know you won't change it. q.q Something like: http://puu.sh/hJdrf/2831d08998.png would be better but meh.

well... then just let me keep it XD i really enjoy this pattern and satisfy on what i mapped here, also there... my friend enjoy it as well...
in Rain, i change the pattern around here 00:40:807 - to make the Hdash easier.


01:12:669 (2,3,4,5,6,7,1,2,3,4,5,6,7,8) - Well, we already discussed this but I don't like the flow here. The rhythm is hard to follow already so better to make the pattern better and easier to handle. Something like ( ) could work here. Or alternative try this: http://puu.sh/hJdl9/d442b411cd.png.
[]

as for this , i can agree for much more simple pattern... hope it looks perfect now



Just call me back if you think you checked everything here.
got it, thanks for the check...
hope you dont mind this last stuff 00:19:496 (1,2,3,4,1,2,3,4,1,2,3,4) -
since i change the rest of it...
Kurokami
I will eventually reach every mapset though maybe it took me quite long (real life and stuff). Anyway, if you want my bubble, revive it. :P
Topic Starter
LordRaika
yep, got it, i jst got back with a stable connection and able to revive and update it...

thanks for checking without me notice u via PM XD
Kurokami
Okay, I took a look at this and since it became much more enjoyable ever since I popped it the time has come. The patterns are a bit repetitive which can bring some problem up but for me it is just your style (hopefully it will change in the future :P). So enjoy~
Topic Starter
LordRaika
Im aware that the pattern is really predictable and have lots of mirror style, but yea i enjoy it that way ^^

Well.. Thank you and to everyone thats been here before as well... Thx guys...
Fubukicat
Here we go , way to go neputyunuu~


*shoot star~* let me giv you some share !~hau
PatZar
:\
HaihRik
<3
11/10
Shadow Fear
For Rain

00:10:393 (6,7,8) - http://puu.sh/ihUGY/e64d67224d.jpg [Sorry Puush for my PC is retarded abit]
00:13:703 (6,7,8) - Same as above [Repeat Design]
00:17:014 (5,6) - http://puu.sh/ihUSA/75df874bca.jpg
00:17:841 (1,2) - http://puu.sh/ihUVM/936fea1a36.jpg
00:20:634 (4,5) - http://puu.sh/ihV1O/a3969d7249.jpg
00:29:427 (1,2,3,4,1) - Heavily modified (test it out) - 1) http://puu.sh/ihVoA/70c63dd38d.jpg
2) http://puu.sh/ihVpc/4c7cb3e840.jpg
3) http://puu.sh/ihVq7/759b5417b8.jpg
01:27:979 (9,10,11) - http://puu.sh/ihVy8/efb5af755f.jpg
Thank you.
Spectator

General

  1. Difficulty Spread : ☑
  2. Unsnapped objects : ☑
  3. Audio bitrate over 192 kbps : ☑
  4. Metadata Issues : ☑
  5. Unwanted Content : Actually I'm unsure about the video in the mapset. Could you ask some QATs if it is fine or not?
  6. Timeline Issues : ☑
  7. Combo Colors : ☑
  8. Unused hitsounds : Found unused .wav files:
    1. lr3_kick wbds.wav
    2. lr3_fxdsrpf - l.wav
    3. lr_kick low strong beat.wav
    4. lr3_bassdropssg.wav
    5. lr3_fxdsrpf - r.wav
    6. normal-slidertick.wav
    7. lr3_hat ocv.wav
  9. Hitsounds Issues :
    1. Every .wav file must be at least 100ms long. normal-hitfinish has only 40ms of length which is unrankable. Add this in the folder instead
    2. normal-hitwhistle has more than 5ms of delay(a bit more than 15ms) which is unrankable. Use this instead
  10. Inaudible hitsounds : ☑


Cup

  1. 01:12:669 - unnecessary inherited point here
  2. 01:12:462 (1,2,3,4) - As it comes right after the spinner, I'd reduce the distance for a bit to make it easier


Salad

  1. 00:26:117 (1,2) - I'd avoid using 3/4 rhythm in salad diff
  2. 00:35:014 (1,2) - This is quite harsh considering it's salad. Ctrl+g and reduce the distance
  3. 00:35:841 (1,2) - ^
  4. 00:36:669 (1,2) - ^
  5. 00:40:807 (1,2,1,2,1,2,1,2) - Reduce the distances a little bit
  6. 00:46:807 (1,2,3,4,5) - Using 1/4 in the salad isn't really recommended. I'd rather use 1/2 here(also the 1/4 jump for 4 to 5 can be a problem as well)
  7. 01:24:048 (1) - Move note to where the spinner ends.
  8. 01:24:462 (1) - The NC seems unnecessary. Could you remove it?


Platter

  1. 00:07:703 (6,7,8,1) - The jump for 8 to 1 is pretty unexpected. Consider moving 1 to a bit right
  2. 00:19:910 (5) - The timeline here feels weird. I'd remove SV change here and put slider's end on 00:20:324 -
  3. 01:12:876 (3) - It plays not really good as it's kinda lack of movement. Try this
  4. 01:13:703 (6) - Here's the same. I'd move slider's head to the left slightly
  5. 01:17:841 (2) - The vertical one here breaks the flow imo. Make it horizontal instead?
  6. 01:18:669 (2) - I felt the same here, make it horizontal
  7. 01:20:738 (6) - The NC here is quite messed up. I'd remove NC on 01:20:945 - but add new one on 01:20:738 -


Rain

  1. 00:10:393 (6,7,8) - Expecting a bit more extreme movement here.
  2. 00:13:703 (6,7,8) - The same as above. Wouldn't it be better if you put a little more spacing for notes?
  3. 00:17:014 (5,6) - It's lack of movement for 5 to 6. I'd rather move 6 to the left side, for instance x:224
  4. 00:40:600 (5) - I'd move this to about x:330 to make this part plays better
  5. 00:41:221 (3,4) - Missing hdash between them
  6. 00:42:876 (3,4) - Adding hdash is highly recommended
  7. 00:53:014 (5) - I'm unsure about this slider as there's no reason to keep fast slider here. There's not even a strong vocal sound to emphasize actually.
  8. 01:17:014 (4) - The movement here feels kinda plain. Try ctrl+g for it
  9. 01:17:014 (4,5,1) - If you agree with the above suggestion, try this to make the part better
  10. 01:26:738 (1) - How about moving this to about x:217 to prevent unnatural movement caused by lack of spacing between 4 and 1? also it'd be better to catch 2~5

popped bubble as there are some unrankable issues

also don't forget to reply(at least reply) all the mods in the thread before the ranking process.
Topic Starter
LordRaika

Shadow Fear wrote:

For Rain

00:10:393 (6,7,8) - http://puu.sh/ihUGY/e64d67224d.jpg [Sorry Puush for my PC is retarded abit]
00:13:703 (6,7,8) - Same as above [Repeat Design]
Ok :)


00:17:014 (5,6) - http://puu.sh/ihUSA/75df874bca.jpg
00:17:841 (1,2) - http://puu.sh/ihUVM/936fea1a36.jpg
Move them on similar pattern~


00:20:634 (4,5) - http://puu.sh/ihV1O/a3969d7249.jpg
Move it a bit further


00:29:427 (1,2,3,4,1) - Heavily modified (test it out) - 1) http://puu.sh/ihVoA/70c63dd38d.jpg
2) http://puu.sh/ihVpc/4c7cb3e840.jpg
3) http://puu.sh/ihVq7/759b5417b8.jpg
Sure, but nerf the last slider sharp curve a bit

01:27:979 (9,10,11) - http://puu.sh/ihVy8/efb5af755f.jpg
Thank you.
Sure Thanks for the feedback, sry for late respond... X_X





Spectator wrote:

General

  1. Unwanted Content : Actually I'm unsure about the video in the mapset. Could you ask some QATs if it is fine or not?
    Ive asked CLSW, let see what will he say...
    but imo, this is not a problem thou :) , cant see why its unsafe ... since the video is so adorable >w<

  2. Hitsounds Issues :
    1. Every .wav file must be at least 100ms long. normal-hitfinish has only 40ms of length which is unrankable. Add this in the folder instead
    2. normal-hitwhistle has more than 5ms of delay(a bit more than 15ms) which is unrankable. Use this instead
    Damn, my fault, i usually never leave any single hitsound file have issue, sry i fix it myself... thanks for the notice.
  3. Unused hitsounds : Found unused .wav files:
    • Okay, but ... i used it properly, too lazy to rename into custom set and set timing.
    1. lr3_kick wbds.wav
    2. lr_kick low strong beat.wav
    3. lr3_bassdropssg.wav
      Used here : 00:46:807 (1,2,3,4,5) -
    4. lr3_fxdsrpf - l.wav
    5. lr3_fxdsrpf - r.wav
      Used here : 00:07:703 (6,7,8) -
    6. lr3_hat ocv.wav
      00:19:496 - and 01:12:772 - section
    7. normal-slidertick.wav
      Thanks, i found this useless since i dont use N timing at all XD , removed


    Cup

    1. 01:12:669 - unnecessary inherited point here
      Removed, XD
    2. 01:12:462 (1,2,3,4) - As it comes right after the spinner, I'd reduce the distance for a bit to make it easier
      made them closer now


    Salad

    1. 00:26:117 (1,2) - I'd avoid using 3/4 rhythm in salad diff
      ill make it 1/2 distance then ^^
    2. 00:35:014 (1,2) - This is quite harsh considering it's salad. Ctrl+g and reduce the distance
    3. 00:35:841 (1,2) - ^
    4. 00:36:669 (1,2) - ^
    5. 00:40:807 (1,2,1,2,1,2,1,2) - Reduce the distances a little bit
      i reduce the distance for all, it can be walked by good timing, and yea... a bit dash is more safe, its a good way to let salad player get used to dash while its still easy and catchy, thats what i aim for ^^
    6. 00:46:807 (1,2,3,4,5) - Using 1/4 in the salad isn't really recommended. I'd rather use 1/2 here(also the 1/4 jump for 4 to 5 can be a problem as well)
      Sure, removed 1/4 rhythm.
    7. 01:24:048 (1) - Move note to where the spinner ends.
    8. 01:24:462 (1) - The NC seems unnecessary. Could you remove it?
      Move them closer, just a tiny bit XD , and removed :)


    Platter

    1. 00:07:703 (6,7,8,1) - The jump for 8 to 1 is pretty unexpected. Consider moving 1 to a bit right
      Sure...
    2. 00:19:910 (5) - The timeline here feels weird. I'd remove SV change here and put slider's end on 00:20:324 -
      oh, u mean the end of the slider, yea i can extend it, while keeping the effect , but i wont remove SV
      i want it to be full dash to catch this one

    3. 01:12:876 (3) - It plays not really good as it's kinda lack of movement. Try this
    4. 01:13:703 (6) - Here's the same. I'd move slider's head to the left slightly
      okay :D
    5. 01:17:841 (2) - The vertical one here breaks the flow imo. Make it horizontal instead?
    6. 01:18:669 (2) - I felt the same here, make it horizontal
      slightly changed them~
    7. 01:20:738 (6) - The NC here is quite messed up. I'd remove NC on 01:20:945 - but add new one on 01:20:738 -
      i actually emphasize the cymbal by breaking the fruit combo(split effect) but okay, removed :D


    Rain

    1. 00:10:393 (6,7,8) - Expecting a bit more extreme movement here.
    2. 00:13:703 (6,7,8) - The same as above. Wouldn't it be better if you put a little more spacing for notes?
    3. 00:17:014 (5,6) - It's lack of movement for 5 to 6. I'd rather move 6 to the left side, for instance x:224
      remake them :D , done
    4. 00:40:600 (5) - I'd move this to about x:330 to make this part plays better
      nice~
    5. 00:41:221 (3,4) - Missing hdash between them
    6. 00:42:876 (3,4) - Adding hdash is highly recommended
      oops, damn those one suppose to have Hdash , no wonder i miss often there XD thanks
    7. 00:53:014 (5) - I'm unsure about this slider as there's no reason to keep fast slider here. There's not even a strong vocal sound to emphasize actually.
      Remove then.... :)
    8. 01:17:014 (4) - The movement here feels kinda plain. Try ctrl+g for it
    9. 01:17:014 (4,5,1) - If you agree with the above suggestion, try this to make the part better
      Ok
    10. 01:26:738 (1) - How about moving this to about x:217 to prevent unnatural movement caused by lack of spacing between 4 and 1? also it'd be better to catch 2~5
      I made them closer to each other :)

popped bubble as there are some unrankable issues

also don't forget to reply(at least reply) all the mods in the thread before the ranking process.
Thanks for the check~
KUURAhoshi
Star~
Spectator
Bubbled
Topic Starter
LordRaika
*HYPE* *HYPE* *HPYE* *HYEP* *HEPY* *HYEP* *HPEY*
Lugei
Nice map;)
Vhy
wow its bubbled. nice
Julie
Fixed some hitsound files~ :D!

Everything look fine :3!

HYYYYYYYYYYPE :D!!!!
Topic Starter
LordRaika
thankssss for the last check, nice check btw >w</

and everyone who have been here before....
-Sh1n1-
Ohh yay :3 Gratz, more Ctb maps :3
Topic Starter
LordRaika
note to Ctb QAT : "pls dont worry all out audio and hitsound stuff, i used all of them , consistent enough and meet all rule requirement"

thanks~
Yuii-
Congratulations, Raikyyyy <33
[ A v a l o n ]
CTB ayyy XD

Gratz Raika o/
Nomination Assessment Team

Disqualification Notice



Hello!

Unfortunately, the Quality Assurance Team has decided to disqualify this beatmap. The following is a list of reasons and examples for the disqualification. We do not outline every issue in detail, so make sure to take the idea behind each reason and apply it to the entire beatmap as issues might be found in more than the spots mentioned below. If you have any questions, please reply to this post and we will do our best to clarify any misunderstandings.

General

Incorrect Metadata

  • The source of the mapset should be "Choujigen Game Neptune THE ANIMATION", according to the official website : http://nep-anime.tv/ .
Cup

Inappropriate usages of structures

  • Unacceptable continuous anti-flow movements with bigger scales than expected, they're pretty extreme. The flow should be changed with easier.
  1. 00:14:531 (7,1,2,3,4,5,1,2) -
  2. 00:47:634 (1,2,3,1,2,3,1,2,3) -
  3. 01:00:876 (4,1,2,1,2,3) -
Platter

Inappropriate usage of hyperdash

  • Usage of 1/4 HDash for bpm140↑ at Platter difficulty is unrankable. At least the shape of current pattern should be curved inwards, but it wasn't.
  1. 00:47:117 (4,5) -
Rain

Inappropriate usages of hyperdashes
  1. 00:19:496 (1,2,3,4,1,2,3,4,1,2,3,4,5) - The hyperdashes at the positions except the last one are overdone, since the noise sounds at the background don't introduce well with its hyperdash flows.
  2. 00:33:979 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - Incorrect hyperdash placements, they should have snapped on clap-sound added objects.

If you happen to have concerns about this disqualification, you can contest the decision with this form. Before using this form, please read the instructions carefully.

The Beatmap Nominators may handle this mapset after the issues have been addressed.

Good luck!

###BC
Yuzeyun
rip in desserts mapset ;_;
stryver12
CAPSLOCK TIME
About the diffs.... I dunno what to say but I'm fine with them.
WriggleNightbug
I'm a massive Hyperdimension Neptunia Fan, and I hang around #ctb a lot, so I want to spread this around. Sad it got DQ'ed, but in any case, take 2 of my stars. it's a fun mapset!
Topic Starter
LordRaika

Quality Assurance Team wrote:

Disqualification Notice



Hello!

Unfortunately, the Quality Assurance Team has decided to disqualify this beatmap. The following is a list of reasons and examples for the disqualification. We do not outline every issue in detail, so make sure to take the idea behind each reason and apply it to the entire beatmap as issues might be found in more than the spots mentioned below. If you have any questions, please reply to this post and we will do our best to clarify any misunderstandings.

General

Incorrect Metadata

  • The source of the mapset should be "Choujigen Game Neptune THE ANIMATION", according to the official website : http://nep-anime.tv/ .
Changed to all dif~

Cup

Inappropriate usages of structures

  • Unacceptable continuous anti-flow movements with bigger scales than expected, they're pretty extreme. The flow should be changed with easier.
  1. 00:14:531 (7,1,2,3,4,5,1,2) -
    anti flow is a bit wrong, if i keep on mapping the same pattern, NORMALLY other people will say, its became boring, repetitive,
    oh well... WHATever since i will change it....
  2. 00:47:634 (1,2,3,1,2,3,1,2,3) -
  3. 01:00:876 (4,1,2,1,2,3) -
    Changed , that now it can be plate without even moving, changing it to normal / or \ will be damn repetitive across the whole reef, so its not an option, thus i expect this one should not be an issue at all....
Platter

Inappropriate usage of hyperdash

  • Usage of 1/4 HDash for bpm140↑ at Platter difficulty is unrankable. At least the shape of current pattern should be curved inwards, but it wasn't.
  1. 00:47:117 (4,5) -
    Then, i can just change it into normal dash without need of HDash at all...
    same trick and play technique ^, both need to dash, but the previous one is UNRANKABLE issue which is a bit.... orz
Rain

Inappropriate usages of hyperdashes

  1. 00:19:496 (1,2,3,4,1,2,3,4,1,2,3,4,5) - The hyperdashes at the positions except the last one are overdone, since the noise sounds at the background don't introduce well with its hyperdash flows.
    hmm... i will just simply remove the Hdash, and make it Normal Dash instead....
    i keep the 1/4 since i use it here as well >> 01:12:772 -
  2. 00:33:979 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - Incorrect hyperdash placements, they should have snapped on clap-sound added objects.
    i know that you are trying to lead me on placing the Hdash on those clap but NO, im still following the song just fine, im sure this is not one of unrankable issue, i place this Hdash according to the sound and pattern that im using.
some change on platter is to smoothen the jump by adding Hdash here >>> 01:13:290 (4,5,7) -
let me know if there is a problem with rule or smthg.....




stryver12 wrote:

CAPSLOCK TIME
About the diffs.... I dunno what to say but I'm fine with them.

TheBronyGames wrote:

I'm a massive Hyperdimension Neptunia Fan, and I hang around #ctb a lot, so I want to spread this around. Sad it got DQ'ed, but in any case, take 2 of my stars. it's a fun mapset!
its okay guys ^^
and thx
Professor Gila
nooooooooooooooooooooooooooooooooooooooooooooooooo :cry:
MBomb
Hyperdimension Neptunia <3

Cup
00:02:117 (4,5,6) - Move this to x:352, jumps should be quite weak for the intro.
00:05:427 (4,5,6) - ^ x:400.
00:07:910 - to 00:13:290 - , change spacing between notes in the stream to 1.00x, plays a lot better for a cup imo, and everything else still plays nicely like this.
00:14:531 (7,1) - Why the weird NC here? Put the new combo where 7 is now.
00:15:358 (3,4,5) - Move this to x:328 for a reduced distance, and then ctrl+H 00:16:186 (1,2,3) - and move it to x:328, for a nice flow here, and decreased distance. And then, I'd ctrl+H 00:17:014 (4) - and move it back to x:80, so that the triple flows nicer for a cup.
00:27:358 (2,3) - Move this to x:64, makes the transition in movement angle feel better.
00:28:186 (1,2,3) - These style of jumps play weirdly on a cup, in my opinion. Tilt 00:28:186 (1) - to end at x:72, and 00:28:600 (2) - to end at x:64.
00:29:427 (1) - x:280, try to keep jump distance low, especially during this calm part.
00:32:324 (3) - x:64 feels a lot better imo, this jump distance feels a bit weird.

All these are to be taken together, as jump distance and anti flow is strong here:
00:34:393 (2) - x:384 feels better here.
00:35:014 (1,2) - x:160 on 1, and x:80 on 2.
00:35:841 (1,2) - x:320 on 1, x:240 on 2.
00:36:669 (1,2) - x:16 on 1, x:96 on 2.

00:38:117 (3) - x:352 for easier distance.
00:39:772 (2) - x:288, flows a lot better in my opinion.

Same as the above part, these should be taken together:
00:41:635 (1) - x:424, for more comfortable jump.
00:42:462 (1,2) - 1 to x:128, and 2 to x:48, for nice flow.
00:43:290 (1,2) - x:336 on 1, x:256 on 2.

00:44:531 (3,4) - Drag this to x:232, for consistent distance here.
00:45:772 (2,3) - x:216, same reason as above.
00:47:841 (2) - x:403 for nice flow on the triple.
00:48:669 (2) - x:92, ^
00:49:703 (3) - In my opinion this works better as a 1/1 standstill slider, rather than a 1/2 repeat slider.
00:50:945 (5) - x:320, increased distance is allowed during kiai but this is too much imo.
00:52:186 (3) - x:144, for better flow.
00:53:634 (2,3) - I think putting both of these notes at x:216 works nicely, and a stack feels good here, I think.
00:54:255 (4,1) - Swap the NC here.
00:55:083 (1,2,3) - Drag these to x:320 feels like a better jump to me.
00:56:324 (3) - x:320, feels more natural.
00:57:979 (1,2,3) - Stream jump distance feels weird to me, move 2 to x:368 and 3 to x:280. If you do this, also move 00:58:807 (1) - to x:88, and 00:59:220 (3) - to x:88.
01:00:876 (4,1) - Swap NC here.
01:03:358 (4) - x:280 please, this jump feels weird.
01:04:186 (6) - x:288, this jump feels awkward for a cup, combined with the antiflow.
01:05:841 (4) - x:304, make the antiflow jump less strong.
01:06:255 (1) - x:328 please, just feels slightly better to me.

Take these changes together:
01:09:358 (3) - x:384, feels less awkward to play.
01:09:979 (1) - x:96, make the antiflow jump less awkward.
01:10:807 (1) - x:448, just to decrease this jump distance slightly because it feels weird.

01:12:669 (2) - x:368 feels better to me, this looks ugly how it is now.
01:13:496 (4) - x:144, ^
01:14:531 (1) - x:232 feels better to me for the decreased distance.
01:15:772 (4) - x:448 feels better, distance is a bit high for a calm down part after the kiai.
01:17:427 (1) - x:256, after this slider, the jump feels weird.
01:19:496 (6,7) - Turn these a tiny bit, say the end of 6 to x:24, and 7 end to x:104.
01:24:048 (1) - After spinner, this note can throw off a player that can't dash. I'd move this to x:368, just so that it is closer to the centre.
01:25:290 (4) - x:176, just to make distance less awkward.

Posting now because gotta go do some stuff, and in case my computer crashes.
BoberOfDarkness
Just few random stufff from me


Rain
00:31:083 (1,2) - in my opinion the distance is too big for non hyper jump and so big jumps doesnt fit music (ofc in my opinion) I sugest you to move (2) closer

00:32:738 (4) - I think you can use NC here

00:33:979 (1) - not sure if that fast slider fits here, I would use hyper dash instead of slider also NC on slider dont rly fits, it should be placed on 00:34:186 - but its slider tail ;w;

01:17:427 (5,1,1) - hmmm you put NC on 01:18:255 (1) - but you dont do that on 01:17:427 (5) - The beat on both notes is as same strong just put NC on (5) instead 01:17:634 (1) -

01:24:048 (5,1,2,3,1) - same^ and theres more similar "issues"

you can recheck others diffs because same issue occurs there too

Cup and Platter backgrounds are <33333333333



Good luck!
Topic Starter
LordRaika

BoberOfDarkness wrote:

Just few random stufff from me

00:31:083 (1,2) - in my opinion the distance is too big for non hyper jump and so big jumps doesnt fit music (ofc in my opinion) I sugest you to move (2) closer

This one is nice, thanks for the great notice ^^

as for the rest, nope XD
my NC style is to break or give the burst effect while "playing"
notice that at end of combo, the catched fruit on the plate will burst out.... thats what i AIM especially for impact and cymbal



Cup and Platter backgrounds are <33333333333


Good luck!

ah finally ive returned....
also applied 80% exactly as magic bomb's mod, the rest is jst i adjust it with my way....
and same reason for the NC...

thanks all~
BoberOfDarkness
Ohhh I see
Yuii-
We adjusted some hitsounding things, like hs being muted on one side and so on.

Placeholder for tomorrow, need to see the difficulties~!
Professor Gila
hey, what does that star icon mean?
Yuii-
It means so many things that you don't really want to know it (?)

Nah, just kidding. Basically you add one when you are sure you will bubble the map, it's sorta of a placeholder-y thing.
Professor Gila

Yuii- wrote:

It means so many things that you don't really want to know it (?)

Nah, just kidding. Basically you add one when you are sure you will bubble the map, it's sorta of a placeholder-y thing.
o.o

hey, do it on my map ;w; //run......
Yuii-
I think the map is in a good spot, however I want YOU to reconsider a couple of things before moving forward.

[General]

First of all, I think you should lower all the ARs by 0.5, AR9 for the highest diff at this BPM is quite questionable.
LR3_Hat OCV.wav is almost inaudible in the right ear while being really loud on the left side. If you want proofs that this is unrankable, tell me, that way I can show you!

[Cup]

This difficulty is... somehow decent, let's call it, but some patterns are "dead". What do I mean? You literally have to stay in the SAME spot for a few seconds, doing NOTHING whilst the fruits are dropping. A few examples: 00:26:117 (1,2,3,1,2,3) - and 00:52:186 (3,4,1,2,3) - .

Patternship usage:

01:19:496 (6,7,8) - Something similar to what I said at the very beginning, vertical sliders are quite "bad" in these difficulties, because, unlike Standard, they are unfun to play since they don't require any movement at all. Also, the CS supports the player to find the spot in which you literally don't have to move, so it's "pause" section, which is unwanted.
01:26:738 (1,2,3,4) - And well... then we get into this. I'll use an example and then I'll tell you why yours isn't the "best" one: https://osu.ppy.sh/ss/3714439 . Okay, there you have what I WOULD do. And this http://puu.sh/kkMwx/1062772124.jpg is an example of what yours do. The green line implies the movement you have mapped, can you see it? It's literally linear, and it plays quite boring. The brown one is a variation of what the player is likely going to do so it doesn't get too tedious.

The problem of the difficulty is the extremely LOW CS. It's quite hard to build up something according to those values. Additionally, you have a CS spread of 2-3-4-4, which isn't a bad option, but you're breaking with the perfection on the last difficulty. If you could rise the CS of Cup to 2.5 and then Platter to 3.5, you will have something much better, and it'll help you reworking some areas of the Cup difficulty as well.

[Salad]

00:33:979 (1,2) - You can add some spacing to this pattern, it won't hurt at all! Try with (2) in x400.
00:42:462 (1,2) - Is there ANY reason why would you break with the ds on this pattern? In both previous and following pattern you're using a 1.85x distance jump, so it's quite irrelevant and unfitting to make something like this.
00:44:531 (3,4) - Aaaand this could be dashable, after all there's a Finish hitsound right there, it'd be cool!
01:26:738 (1,2,3,4,5,6,7,8,9,10,11) - Same problem as the Cup has. You could make a spinner or even something different here, why would you add unnecessary notes if there's no movement? Free combo!

[Platter]

00:19:910 (5,6,7) - I'd call this as "unrankable" and unexpected. Let's go step by step. First of all, you have 00:19:910 (5) - THIS. Seeing how you are mapping the difficulty, the slider plays incredibly bad. Just imagine yourself playing this map, you are hitting everything perfect, when... suddenly you have a 4.00x SV slider coming out of nowhere and that you MUST dash it to catch it entirely. But the problem of being a high SV slider isn't THE biggest problem here, there's even more. The slider is not curved, so even if the speed isn't "supported" by the music, it's unfun to play. Moreover, then you have a back and forth HDash in 00:20:531 (6,7) - . These type of patterns are unpredictable and counterintuitive, especially in Platter diffs.

[Rain]

00:07:703 (6,7,8,1) - Oooh, daaaaaammit, booooy. It doesn't make any sense. Maybe 00:07:841 (8,1) - that could be a HDash, but the others are being completely being forced because the background music isn't that loud to map a 1/4 4-notes-HDash stream.
00:27:152 (6,7) - I don't see the reason behind this HDash lol. Like, there's a very similar part in the Kiai time and isn't HDashed.

---------

Okay, that's it!
Topic Starter
LordRaika
too lazy to quote and make things "fancy"

What i fix :
-lower AR to all dif by 0.5
-add CS to cup and platter by 0.5
-remake Hat OCV hitsound
-change some Cup pattern which i supposed to make it easy , yes at first i am planning to give beginner some time to just be able to catch without moving ... but i change "some of it", unless some part... i want it like that ( no move , some "long" slider is HARD to catch perfectly especially the droplets )
-fixed on Salad
-Platter... ... ... ... uhh well, whatever, just remove the slider, the timing, and done....
-Rain, from 4 Hdash, i only manage to remove the first two, but still between 00:07:772 (7,8) - should be Hdash as well to FCable
and lastly i dont want to change the HD here 00:27:152 - , it play nicely like i want...


Thanks for the check Yuii-
Updated~
Yuii-
Placeholder then

00:37:496 (1,2) - (On Salad) This doesn't require any dash, you wanna keep it? It's quite inconsistent with the previous patterns.
00:47:014 (2,3) - (On Salad) Why this suddenly requires a dash when the previous Finish sounds are pretty much walkable? Remember that (3) is a downbeat, so it shouldn't be that emphasised in the map.
01:03:773 (5,6,1,2,3) - (On Rain) I want to see different opinions in this part because it is impossible for me to catch them. I tried several times (like 10) and failed in all of them.

-----

Back~
Topic Starter
LordRaika

Yuii- wrote:

Placeholder then

00:37:496 (1,2) - (On Salad) This doesn't require any dash, you wanna keep it? It's quite inconsistent with the previous patterns.
yep, dont wnt to change it, since... 00:36:669 (1,2) - this pattern is kind a walkable as well "if" timed perfectly XD

00:47:014 (2,3) - (On Salad) Why this suddenly requires a dash when the previous Finish sounds are pretty much walkable? Remember that (3) is a downbeat, so it shouldn't be that emphasised in the map.
i will simply decrease their gap, and no need to long dash , ^^

01:03:773 (5,6,1,2,3) - (On Rain) I want to see different opinions in this part because it is impossible for me to catch them. I tried several times (like 10) and failed in all of them.
i feel the same... i got this pattern from kuro, but it need a full dash without letting go and full turning to catch it...
(this pattern is still too hard to me , so i reduce the length of the slider that player need to plate but still the same pattern ^^)


-----

Back~
yay~
done >w</
Yuii-
Let's try it!
autofanboy
[ General]

  • Tags
  1. Add 'Kosuke Oshima' , 'Momoi Haruko' , 'East' *Link for Proof

[ Cup]

  • Gameplay
  1. 00:14:531 (7,1,2,3,4,5,1,2,3) - Avoid using such pattern in Cup. Cup beginners will be scared of these difficult patterns. The distances of 00:14:945 (2,3) - , 00:15:772 (5,1) and 00:16:600 (3,4) is pretty high in a Cup where beginners might easily miss the (1) and (4), especially the ones that might not know how to dash at a right time, so such pattern would not be recommended.
  2. 01:20:738 (1) - End the spinner earlier, maybe at 01:23:221 so players can prepare here without making hasty decisions. This is just to maintain a 2-white-tick spare timeline. With the original one (1 white tick timeline), players might not be able to catch the upcoming fruits. Besides, the spinner ends at the left hand side, so it is also difficult for players to manage their time well to catch the next fruit, without dashing. (As Cup usually should be fc'ed without dashing). So why not keeping it safe?

[ Salad]

  • Gameplay
  1. 00:01:290 (1,2,3,4,5,6,1) - Remove these big jumps, as they are not really necessary here. The dashes are not really necessary and, instead it gives a repetitive dashing rhythm. A normal jump would be enough for such pattern here. Moreover the pattern is quite antiflow due to the inward-reversed movements like (1,2,3) and (4,5,6). That's why a big jump doesn't really suit here, either remove the jumps or just change the pattern from inward-reversed to outward-reversed would be fine here.
  2. 00:35:014 (1,2,1,2,1,2) - Don't add small dashes between (1,2)s. It can be repetitive and also difficult for Salad beginners. Although they are still catchable without dashing, it is still kinda far away without a dash, and possibly require a quick timing here if you really tried to fc these patterns without dashing. Try it once and you will get it why it is better to shorten the distances, it gives the same patterning but with easier jumps.
  3. 00:41:635 (1,2,1,2,1,2) - ^ Same as the above reason.
  4. 01:08:738 (1,2,3,1,2,1) - Avoid straight-standing notes, they cause static movements and pretty hard to dash after catching them. What I mean static movements are something like 01:09:152 (2,3) In case you don't really get what I meant, *Link. For the original one, first of all, 01:09:152 (2,3) makes player less-aware to the next notes, thus miss (1). And for second thing, 01:10:186 (2,1) is a big jump and the straight-standing sliders will cause difficulty to players because they have to wait until the tail so they can dash with a timing.
  5. 01:13:290 (3,4) - Move (4) right a grid. The jump is too high in my opinion. The original one requires much timing, and reducing by 1 grid can help players to catch (4) easier. You may try it once and see the difference.

[ Platter]

  • Gameplay
  1. 00:07:083 (4,5) - Move (5) away from the edge and make (5) less-slanted, because the hyperdash is quite vigorous. Try shape like *Link will do because the original one will cause players to move right after hyperdashing, thus they may miss the timing to move left after the hyperdash.
  2. 00:07:290 (5,6,7,8,1) - Movement here is quite strange, because the distance of (5,6) and (8,1) create some gaps. Better make it easy here, like you make the distances even, or just make it easier. The uneven distances plays out weirdly. Taking care of 00:07:703 (6,7,8,1) they have the same timeline, and it doesn't really hurt to have a 5-circle straight stream, because for 00:07:290 (5,6) the timeline didn't make a lot of difference. Something like *Link can help a lot in the distance spacing.
  3. 00:21:979 (2,3,1,2,1,2,1,2,1,2) - The distances of most of the notes can be shortened, it is so dash-demanding otherwise. Every sliders do require dashing to fc this part. That's what I meant 'dash-demanding'. Maybe it is just difficult to catch the term as I made it up before. Having a lot of dashes at one part is not suggested because it feels spammy to do so.
  4. 00:46:807 (1,2,3,4,5) - Could be difficult to catch (3) and (5) especially. Shorten the distances please. (4,5) requires a quick timing if you testplay for a while. Simply move 00:47:014 (3,4) to x:384 would do, the dash at (4,5) can still be kept and the overall distances can be shortened to make it easier.
  5. 00:47:634 (1,2) - Lower the distance here, it is so big! As (1,2) requires timing so that's why I suggest lowering the distance. Lowering distance by moving (2) slightly to the left can help here, such as moving (2) to x:208. The dash can still be maintained but in an easier and comfortable way.
  6. 00:48:462 (1,2) - Uhuh ^ Moving (2) to x:304 also helps.
  7. 00:50:531 (5) - I find this doubtful because players may have to dash in order to catch the tail of (5). I recommend making it easier by omitting the small dash between the slider. It is just easy to miss the droplet at the middle so slightly slant the slider would help a lot here.
  8. 01:03:773 (5) - ^ Same as above, not copying the reason again.

[ Rain]

  • Gameplay
  1. 00:07:290 (5,6,7,8,1) - Ouch this hurts. The hyperdash allocation here is not even, and I don't suggest having a bunch of hyperdash here. It is much better to remove the hyperdash at (5,6,7) and keep the hyperdash at (8,1). Uneven hyperdash allocation could be played out weirdly, and simpler hyperdash patterns like *Link will do the same so why not make it easy and simple?
  2. 00:09:979 (4,5) - Lower the distance here. Just to give a simple reason, 00:09:979 (4,5) requires quick timing. Testplay a few times and you will get it.
  3. 00:13:290 (4,5) - ^
  4. 00:18:255 (2,3) - ^ This also requires a precision if you look in carefully.
  5. 00:41:014 (2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - Kinda hyperdash spam here, yet I don't find these hyperdash works here, instead it feels like an over usage of hyperdash. Please refine the pattern and remove the hyperdashes, you can add hyperdash every 4 circles to make it fresh. You know overusing hyperdash would risk as overmapping because of the beats are not strong enough and you emphasize it with hyperdashes. As to avoid the over-usage and keeping the same movement, you may try *Link which is also suitable here.
  6. 00:44:738 (4,5) - It is easy to miss the middle droplet of (4) as this part requires entire dashing. Please tilt (4) a bit to cope with that. That's just the same as Platter.
  7. 00:45:979 (3,4) - ^
  8. 00:50:531 (5,6) - I know what you are trying to do here, but why not tilting (6) to make it less-slanted? The jump here is not easy. First of all the droplet can be easily missed, which is not really suitable in my opinion. Secondly, hyperdash at (5,6) will cause players to move right subsequently after the hyperdash, so they can easily miss the droplet and tail of (6) because of a lack of timing. Lack of timing here can result in missing because the slider is also in high SV.
  9. 00:51:358 (1,2,3,4,5) - Too spammy with hyperdash, that should be changed in my opinion. Same as what I mentioned before in Rain, repetitive hyperdash usage is not suggested because it risks overmapping. A way to avoid, or to refrain from stepping in the risks, is to remove most of the unnecessary hyperdashes. Here it still plays well with hyperdashes every 2 sliders. That gives a suitable and reasonable rhythm still.
  10. 00:56:324 (3,4) - Same as 00:50:531 (5,6)
  11. 00:57:979 (1,2,3) - Remove the hyperdash between (1,2), that's not necessary at all, since (2) is not a strong beat to be emphasized by hyperdash.
  12. 01:16:600 (3,4) - I find the hyperdash missing here. Well it was just optional, and if you really decided to add that you can also add the other parts covered with the 'whoop' hitsound, as Yuii- mentioned. The reason for pointing this is because I saw you adding such hyperdash at the intro, where 'whoop' hitsounds are involved in these patterns.
  13. 01:27:703 (8,9) - Could be difficult to catch as the distances of 01:27:152 (2,3,4,5,6,7,8,9,10,11) are quite similar but (8,9) here lacks hyperdash.

The CtB difficulties may need some more refining and reworking to be pushed forwards, as some of the difficulties, especially Rain lacks a bit of quality. Call me later for a recheck!

Good luck!

EDIT: Added detailed explanations as to give some more clearer views on the difficulty. I know it is a little bit unclear without the explanations, because it was just my modding style that I just give a possible solution and with a simple reason.

Apologies if there are still some unclear explanations.
Professor Gila
>bubble popped

:cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry:
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