<3
11/10
11/10
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.