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Afilia Saga - Neptune*Sagashite [CatchTheBeat]

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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:
Yuii-
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 :(
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