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Camellia - memoryleak

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Pereira006

Static Noise Bird wrote:

Also asked tons of others before, but they didn't even answer my PMs. lol
booooooriiiiiiiiiiiiiiing

[.asphyxia's_standard]

Gameplay:

  1. 01:16:323 (3) - the end should be snap in 1/2 that really good follow with this rhythm because the vocal woem stop in 1/2 also you did in 01:23:823 (3) this is better than 01:16:323 (3)
  2. 01:20:191 (3) - the vocal i mean rhythm is similiar in 01:16:323 (3)
  3. 01:27:691 (3) - ^ same
  4. 01:46:909 (3) - if you NC every 1/1 in kiai time this should be NC to fix you style consistency, look like you missing this
[.advanced]

Hitsound:

01:13:159 (1) - missing add finish, I see other diff's have it

Gameplay:

  1. 00:29:566 (5,1) - would be good if unstack more like this http://puu.sh/hczDR/a633e830cc.jpg for better if you test play I know the new update that Stack, but this part is kindy meh IMO
  2. 00:43:159 (1) - I don't know, too short for this diff, if Hard ok but for this diff not sure
  3. 01:09:409 (3) - need NC, the rhythm is change also you style like other parts
  4. 01:46:909 (3) - ^ same, missing NC
[.hyper]

Hitsound:

  1. 00:52:534 (1) - missing finish
  2. 00:56:284 (1) - :/ :/ :/ :/ :/:/:/:/:/
OK

[.another]

Hitsound:

  1. 00:48:784 (1) - in begin, missing finish
[]
everthing look good
kill me for short mod
ask me if you don't understand my english and Good luck !
Topic Starter
Birdy
Yeah, sorry, I just assume nobody is checking this when nobody answers my PMs.

On another note, fixed everything (even the stack I wanted to keep many times before), thanks!
CXu
So I'm a slowpoke. Here's your testplay from 28934 years ago.

https://a.pomf.se/nvhfjk.zip

[.another]
  1. While they're correct, I didn't really like the 1/8 sliders at 00:18:198 (7) - and 00:25:698 (7) - that much. Personally I'd like a repeatslider instead, but yeah, they're fine.
  2. You sure you don't want to put 00:46:558 (7) - a bit more down on the playfield so you get a zig-zag motion instead of this curvy thing you have now?
  3. During the kiai, you have some jumps that are kind of awkward and hard to read properly, or just have weird flow. For example, the flow at 01:24:761 (2,3) - , or the jump between 01:28:394 (3,4) -, or patterns like 01:32:144 (2,3,4) - . Also, you sometimes skip beats like 01:35:073 - , which makes these weird 3/4 gaps instead of a 1/1 gap.
  4. 01:59:097 (3,4,5,6,7,1) - Also, because of the 1/3 slider before this semi-star-pattern thing, most players will probably expect those notes to be 1/3, and not 1/4, since they also have much more distance between them than 1/4s previously.
[.hyper]
  1. 00:15:855 (4) - This is like the only jump here, which is kinda weir.d
  2. 01:25:230 (4,5) - Is a pretty confusing jump.
  3. And 01:39:409 (1,2) - is a pretty confusing jump as well. You first have something close as 01:37:534 (1,2) - , then you have a huge 1/4 jump out of nowhere (the one at 01:39:058 (7,1) - works fine as it's between 2 sliders and it's a new combo emphasizing a strong beat), and then you revert back again at 01:41:753 (3,4) - in terms of spacing.
  4. 01:50:659 (1,2,3,4,5) - Not sure I can quite tell the rhythm you were going for here.
[.advanced]
  1. Why don't you start at 01:45:503 - after the spinner?
  2. Generally fine though. A bit on the harder side, but I guess that's why you have that normal/hard star fusion thing in your description :P
[.asphyxia's_standard]
  1. 00:53:003 (2,3) - These are kinda lame :( Maybe make (3) end at 00:53:823 - with a repeat on it?
The maps play fine in general, other than some spacing decisions making hyper and another hard to read at some points. Those diffs could also need a bit of aesthetic touchups I guess, just to make patterns look more organized and well-placed. Good luck though!
Topic Starter
Birdy
Didn't change the 1/8s in .another, and to clarify the last note about .hyper, I'm just following the kicks.

Everything else fixed. Thanks!
Asphyxia

Tenseki wrote:

As your request
[.asphyxia's_standard]
First, why dont you add a tick hitsound? if you add, it should be more exciting [color=#FF0000]I am not really into tick hitsounds D:[/color]

00:51:714 (2) - i think it must be 1/2 slider. cuz you based notes on electric sounds.
00:59:214 (3) - ^ Ok both for both above
01:50:659 (1) - expand 1/2 is more better cuz drum beat [/color]

Pereira006 wrote:

Static Noise Bird wrote:

Also asked tons of others before, but they didn't even answer my PMs. lol
booooooriiiiiiiiiiiiiiing

[.asphyxia's_standard]

Gameplay:

  1. 01:16:323 (3) - the end should be snap in 1/2 that really good follow with this rhythm because the vocal woem stop in 1/2 also you did in 01:23:823 (3) this is better than 01:16:323 (3) Ok
  2. 01:20:191 (3) - the vocal i mean rhythm is similiar in 01:16:323 (3) That's intended as it is, due to the sound change.
  3. 01:27:691 (3) - ^ same That's intended as it is, due to the sound change.
  4. 01:46:909 (3) - if you NC every 1/1 in kiai time this should be NC to fix you style consistency, look like you missing this Ok!

CXu wrote:

[.asphyxia's_standard]
  1. 00:53:003 (2,3) - These are kinda lame :( Maybe make (3) end at 00:53:823 - with a repeat on it? Mkay, that's a nice suggestion
The maps play fine in general, other than some spacing decisions making hyper and another hard to read at some points. Those diffs could also need a bit of aesthetic touchups I guess, just to make patterns look more organized and well-placed. Good luck though!
Thanks a lot people for modding! :) Update > http://puu.sh/hrk1q/6f90275961.rar
Topic Starter
Birdy
Finally got a chance to get online to update it.

So, updated!
Sieg
I'll get to this by tuesday
Topic Starter
Birdy
Great, thanks! Looks like the qualifying process might be up to Sieg-Bakari team once again (with additional thanks to handsome).
riffy
Initializing modding protocol.

Started.

[.general]
  1. Try to add an edm as well. Because we can.
[asphyxia.std]
  1. As there are some 3/4 beats, I would suggest to lower your OD. It'll make sense for the easiest diff.

    Looking good.
[snb.adv]
  1. Consider using AR 5,5 or 6 for a little more challenge and readability. A slight HP Drain boost wouldn't hurt either.
  2. 00:14:097 (1,2) 01:29:097 (2,3) - - for consistency with 00:29:097 (4,5) - try to keep the amount of repeats the same for each of the sliders.

    You know, you're really good at mapping.
[snb.hypr]
  1. 00:18:081 (5,6) - as the rest of the patterns is something dynamic, I would suggest unstacking these two. The stack here makes it feel a little uneasy and stops the flow.
  2. 01:07:534 (1,2,3,4) - you could try to gradually increase DS at this part as it would give more emphasis to the increasing volume of the song.

    Nice.
[snb.anthr]
  1. 00:15:855 (4,5) - minor - making them parallel would look rather cute, if you ask me.
    Note: 01:36:128 (3,4) - similar thing applies here.
  2. 00:58:980 (6) - just for readability purposes I would NC them to warn players about the jumps.
  3. 01:28:394 (3,4) - I wouldn't use the jump between these two as none of these beats require anything special/jumpworthy.

    And again, nicely done.
Should be just a quick-recheck, poke me when you're ready.

...closing "mod.bkr"
Topic Starter
Birdy
I just swapped the J-EDM tag to EDM. I don't think you can make up new genres on the fly by simply putting the J-prefix to the beginning (sorry J-Core, J-Rock, J-Pop, J-Rap etc.).

Uploading and poking when I get the answer to the OD question from Asphyxia. Thanks!
Asphyxia
I don't think that's an issue. OD 3 is already really low for a Normal difficulty, making it lower wouldn't be fun nor would it give any kind of a challenge. I hope it's fine that I keep it as it is.
Topic Starter
Birdy
Alright, fair enough.

Uploaded (twice because it keeps telling me to update it to latest version help I don't know if this works)
riffy
.bubbleak


Next BN: be super-careful with snapping and stuff. It looked good to me, but still..
Topic Starter
Birdy
Yayay thanks!
Sieg
.another
00:21:128 (3,4) - I don't like this; http://puu.sh/hKySk/303ac10fbc.jpg imo better
00:58:159 (1) - snapped wrong \\ rhythm - http://puu.sh/hKBrI/43b00f08b6.jpg
01:21:011 (2) - fix ds here
01:25:698 (1) - snapped wrong \\ http://puu.sh/hKBNr/836a96d980.jpg
01:35:425 (7) - this one is too early, guess this should be on 01:35:464 () - which is barely playable

.hyper
00:52:066 (2) - snapped wrong

music is great but this is really unpleasant to play (at least for me) because of this mixed 1/6 1/4 1/8 beats, and I don't really have any ideas to propose to you because I don't have much experience in such rhythms
I guess -Bakari- can rebubble after fixes? ¯\_(ツ)_/¯

edit: anyway
neonat
aaaa I don't usually pass on requests but I'm not very familiar with this kind of stuff, so I can't really help on this
Topic Starter
Birdy
That concludes about every BN who could have ranked this. Guess I can graveyard it now.

Thanks anyway.
Sendji
.
Topic Starter
Birdy
Same.
Bara-
Nooo
You go get this map ranked ASAP
CAUSE I LOVE IT
Topic Starter
Birdy
You do realize now that Bakari is in QAT, I know nobody who can bubble or rank this.

Also since it's seemingly so unfit with the music, I could expect an unrank. I'd rather not ruin anyone's BN scores.
Bara-
But QAT can bubble maps O.o
Onosaki said that (in the Taiko BNG/QAT list
Also, perhaps ask the newBNG?
Or do some M4M
You can do it, just be patient
When I become a BN, I'll help you with this :3
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