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,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.
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.LordRaika wrote:
^^b got it,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.
still if mine still makes sense, i will try to keep my own pattern.
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
Hmm... perfectly nerfed everything, im tired of this XD , so i stick to the rule, make it easy and ... here we go ^^/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.
- you still didn't answer the firstVhy 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.
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
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?
SRY if i look so in deep emotion.... im jst sick on how they discuss things while laughing at my mapping... ^^'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.
the problem is not the matter i want to keep the silent, ^^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.
Nope, dont worry ^^/ i got everything just fine...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.
XD ahaha, some people ... yeah might hate this almost perfectly blend hitsound style ;w;Rumia- wrote:
lol lordraika 2 hitsoundy ,
pls , its fine XD , also u can checked that i really do apply your mod... so, again , thx for the mod and check ^^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
352,56,82393,6,0,L|448:136,1,110,2|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
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:
Thanks so much Sir.... updated... gonna get some check from the otherspieguy1372 wrote:
[General]Thanks no worry... on the second thought T^T i think easy way is jst....
- 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.
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 intuitive352,56,82393,6,0,L|448:136,1,110,2|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
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:
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). call me back after you get 2 or 3 more mods ~
its okay XD , to prevent unrankable issue if in case we miss some silent note D: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 ._.
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
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 BNKurokami 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.
I will check it out later, leave that map on a hiatus by now.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
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...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.
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...
- 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
got it, thanks for the check...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.
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
Thanks for the check~Spectator wrote:
General
- 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<
- Hitsounds Issues :
Damn, my fault, i usually never leave any single hitsound file have issue, sry i fix it myself... thanks for the notice.
- 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
- normal-hitwhistle has more than 5ms of delay(a bit more than 15ms) which is unrankable. Use this instead
- Unused hitsounds : Found unused .wav files:
- Okay, but ... i used it properly, too lazy to rename into custom set and set timing.
- lr3_kick wbds.wav
- lr_kick low strong beat.wav
- lr3_bassdropssg.wav
Used here : 00:46:807 (1,2,3,4,5) -- lr3_fxdsrpf - l.wav
- lr3_fxdsrpf - r.wav
Used here : 00:07:703 (6,7,8) -- lr3_hat ocv.wav
00:19:496 - and 01:12:772 - section- normal-slidertick.wav
Thanks, i found this useless since i dont use N timing at all XD , removedCup
- 01:12:669 - unnecessary inherited point here
Removed, XD- 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 nowSalad
- 00:26:117 (1,2) - I'd avoid using 3/4 rhythm in salad diff
ill make it 1/2 distance then ^^- 00:35:014 (1,2) - This is quite harsh considering it's salad. Ctrl+g and reduce the distance
- 00:35:841 (1,2) - ^
- 00:36:669 (1,2) - ^
- 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 ^^- 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.- 01:24:048 (1) - Move note to where the spinner ends.
- 01:24:462 (1) - The NC seems unnecessary. Could you remove it?
Move them closer, just a tiny bit XD , and removedPlatter
- 00:07:703 (6,7,8,1) - The jump for 8 to 1 is pretty unexpected. Consider moving 1 to a bit right
Sure...- 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- 01:12:876 (3) - It plays not really good as it's kinda lack of movement. Try this
- 01:13:703 (6) - Here's the same. I'd move slider's head to the left slightly
okay- 01:17:841 (2) - The vertical one here breaks the flow imo. Make it horizontal instead?
- 01:18:669 (2) - I felt the same here, make it horizontal
slightly changed them~- 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, removedRain
- 00:10:393 (6,7,8) - Expecting a bit more extreme movement here.
- 00:13:703 (6,7,8) - The same as above. Wouldn't it be better if you put a little more spacing for notes?
- 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, done
- 00:40:600 (5) - I'd move this to about x:330 to make this part plays better
nice~- 00:41:221 (3,4) - Missing hdash between them
- 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- 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....- 01:17:014 (4) - The movement here feels kinda plain. Try ctrl+g for it
- 01:17:014 (4,5,1) - If you agree with the above suggestion, try this to make the part better
Ok- 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.
some change on platter is to smoothen the jump by adding Hdash here >>> 01:13:290 (4,5,7) -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 MetadataChanged to all dif~
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.Platter
- 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....- 00:47:634 (1,2,3,1,2,3,1,2,3) -
- 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....
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.Rain
- 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
Inappropriate usages of hyperdashes
- 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 -- 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.
stryver12 wrote:
CAPSLOCK TIME
About the diffs.... I dunno what to say but I'm fine with them.
its okay guys ^^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!
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!
o.oYuii- 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.
yay~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~
Basically it is the Rain causing some kind of problems :cYuii- wrote:
I completely disagree with that bubble being popped. You are exaggerating things too much. The easier difficulties are fine, I have 200pp so I am considered as a "newbie" and I had no trouble with those things. But well, I guess you don't know how pops work
Again... I won't agree with this pop at all, but call me once you have seen this, Raiky.alienflybot wrote:
[Cup]
Gameplay
- 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. - How can that be scary? Seriously. The previous pattern is even harder because it requires the player to go to the left to right for a couple of seconds. And even with that, is still a poor excuse, there's a 1/1 break in the middle of every triplet, so isn't even "hard".
- 01:20:738 (1) - End the spinner earlier, maybe at 01:23:221 so players can prepare here without making hasty decisions. - I would say "yes" in Standard, but I've seen a lot of maps being ranked with even less recovery time after a spinner on CtB. I've just tested and even if you are on the left side of the screen, you are still able to catch the following object without even dashing.
[Salad]
Gameplay
- 00:01:290 (1,2,3,4,5,6,1) - Remove these big jumps, as they are not really necessary here. - Oh, really? But why? They are super easy to catch, and why are the "unnecessary" or "not necessary"? What makes them being like that? The only one I would agree with is 00:01:703 (3,4) - since (4) isn't that emphasised in the background music, but even with that, it'd look quite unpolished.
- 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. - They are catchable without dashing.
- 00:41:635 (1,2,1,2,1,2) - ^ - Such effort, didn't even press my Shift!
- 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) - Wait a second, bud! Are you suggesting him to add another HDash or even a dash? You didn't say not to add dash-y movements in 1/2 patterns for this difficulty? Alright.
- 01:13:290 (3,4) - Move (4) right a grid. The jump is too high in my opinion. - Isn't even dashable, if you press you dash, it's even easier to catch. Additionally, the pattern plays super good because 01:12:462 (1,2) - is already strong, but as this part goes on, at 01:13:290 (3,4) - it gets even stronger, so this is properly emphasised and plays good. By the way, one grid won't change that much, so it's super pointless.
[Platter]
Gameplay
- 00:07:083 (4,5) - Move (5) away from the edge and make (5) less-slanted, because the hyperdash is quite vigorous. - Wot? That would make things even harder, why would you suggest something like that? It doesn't make any sense, the current HDash helps a lot because you just have to hit the right corner, if you happen to move it a bit, you will miss. Even if is a harsh movement, you can catch it pretty easily and it doesn't require any accuracy at all. Although, I want to add that 00:07:841 (8,1,2) - plays quite bad because you have to stand still for the previous triplets and then dash again to catch (1,2). Just want to add, in case you didn't notice. ALL of the HDashes in this difficulty require the player to stick to any of the corners, so why would you only point out one?
- 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. - Alright, good. But what's the problem with this? Is this unrankable? Same happens with 00:28:186 (1,2,3,1,2,3) - and you didn't say anything. Which is the difference? This plays super comfortable and it's nice. Maybe some distances COULD be shortened in order to make it more nicer to the pace of the song as a whole, but he isn't really forced onto changing anything.
- 00:46:807 (1,2,3,4,5) - Could be difficult to catch (3) and (5) especially. Shorten the distances please. - I think I should stop modding this.
- 00:47:634 (1,2) - Lower the distance here, it is so big! - The bigger, the better, bud! \:D/ And what about 00:47:841 (2,3) - ? Your excuse is "but there is an HDash"? That's not how things work, after all the music requires a bigger and emphasised movement.
- 00:48:462 (1,2) - Uhuh ^ - Hum hum, same.
- 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. - Hey! I agree with something, cool cool! Although I don't see anything bad in this, it's true that it can be quite counter-intuitive especially because you are only using it on 1 slider instead of using it on 00:50:945 (6) - too.
- 01:03:773 (5) - ^ - Yeah, you could have include both in the same point, that makes mods more cleaner!
[Rain]
Gameplay
- 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). - I have already answered this.
- 00:09:979 (4,5) - Lower the distance here. - Since the popper isn't able to explain himself properly, I will tell you why. During this section you are not following the beats properly, for example in case you want to add a dash-y or even an HDash, you should follow beats. He is right on lowering 00:09:979 (4,5) - because (5) is a downbeat, so there's nothing worth emphasising onto that note. Same goes to a lot of objects in this section. All in all, I would suggest you to "remake" this pattern as a whole, and try to be consistent with it. You can't just make 00:09:358 (1,2,3) - 00:11:221 (1,2,3) - so different because they are the same, and changing it would produce players to misunderstand what you are trying to map.
- 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 really don't know how much I disagree with this. He's being completely consistent in this part yet it plays super good. He's placing the hypers on the downbeats and on every new combo, while keeping a neutral distance between (2,3) throughout the whole pattern. Why do you think this won't work?
- 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. - Yeah, this is basically the same as in Platter. Things like this should be avoided, I completely ignored this while modding it for the first time because I was literally able to catch them. I wouldn't call them as a "bad pattern" especially considering that we are in a Rain difficulty, so it is supposed to be quite harder than the previous difficulty yet this is your decision, Raiky.
- 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. - Again, disagree. Why? Why isn't easy? You just have to hold you dash, both objects are literally stuck onto both extremes of the map, first your dash to the left, then (while holding Shift), you dash to the right. Why is it hard?
- 00:51:358 (1,2,3,4,5) - Too spammy with hyperdash, that should be changed in my opinion. - This whole section is mapped accordingly to being dash-y. If you remove it, there won't be any difference between Platter - Rain, according on how Platter was built up.
- 00:56:324 (3,4) - Same as 00:50:531 (5,6) - Still, it doesn't make any sense.
- 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. - You have to improve that modding, buddy! You skipped a lot of things here. I will agree with this point, but you have to explain yourself better if you really want people to change what you say. The fact that you are creating a 1-1-1-1 pattern, Raiky is really good, however (2) doesn't requite any kind of HDash at all, there's a really tiny and unnoticeable beat in the music, so even if you emphasise it a bit, it wouldn't make any sense because you are making this pattern quite inconsistent, so isn't good in terms of playability.
- 01:16:600 (3,4) - I find the hyperdash missing here. Funny you didn't point out 01:23:221 (3,4) - ! Seems he doesn't want to create an HDash with those beats, you don't understand what he is trying to do
- 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. - To sum it up, you forgot to HDash here. Or you could even reduce the distances even more, since the music is losing its "power", so isn't even worth emphasising that much, it wouldn't any sense to add another HDash to this part when you are supposed to make it less dense.