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onoken - P8107 [CatchTheBeat]

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iiyo
RANK SOON!?!
He Ang CTB
CWC15 FINALS HYPE \o/

secretly wishing for an epic tie-breaker XD
iiyo
nice
Rocma
ㄷㄷㄷㄷ 몇번을 계속 돌려봐도 나오질 않네요.
아 이렇게 하면 좋을거같다 하고 그 부분을 다시 돌려보면 절 놀리듯이 이미 완벽하게 짜여져있는 느낌..

Nervous Breakdown
00:06:313 (1) - 스피너도 맘대로 못받는 더러운 세상.
01:02:646 (2,3) - 전 차라리 1/4들이 여기보다 01:02:979 여기에 놓는게 낫다 보는데
02:18:812 (4) - 무빙할때 뭔가 걸리듯이 찝찝한 느낌이 있어요.
02:56:313 (1) - 이부분이 02:55:646 (1) - 02:55:979 (1) - 얘네들의 하이라이트인데 대쉬가 오히려 덜쓰이는거같아요.
04:06:646 (1) - 님 악마라구요. 아니 뭐 그렇다구요. 테스트하는동안 다틀림 ㅠㅠ
04:53:479 (4) - 좀만 각도 완만하게 해주실수 있나요.. 이거 너무 받기 힘든데
Topic Starter
CLSW
다 고쳤습니다. 감사합니다!
crystalshower
SPOILER
00:55:979 (2) - hitclap? it's very weird with hitwhistle
00:59:979 (2) - put hit clap
01:00:146 (3) - put normal whistle (additions)
01:11:313 (5) - remove whistle

sorry if it not helped
Depths
fun map, take a star!
Topic Starter
CLSW
All done, and now get ready guys.
Time to call BNs for the party!
Bunnrei
Will you delete [Display Title Test] diff?

GL with approved! :3
Kimitakari
ROUND 2 IS COMING
Tadashi
Fun Map!
Equim
CLSW, the best ctb mapper ever :)
This song reminds me of DDR.
Vhy
placeholder for the boss. mod coming soon ww

Salutatuons!
as in-game request :D

Note: i do not mod general and hitsound thing. sorry!

[hi big boss!]
00:06:313 (1) - what a tricky. is this intentional to be placed far from the last fruits on spinner? its not that "not recommended" even though its kinda hurt to see this thing. but nah its actually a good purpose to contest for the highest score. well whatever as its just on early part lol
01:12:479 (4,5,6) - almost like a pixel jump due how close the spacing for a Hyper and between the spacing for a jump
01:21:979 (7,1,2,3,4,5,6) - the timeline choice is kinda inconsistent here, im pretty sure you can easily notice how odd they're by playing it. there's even no slight beat on blue tick so i guess it a bad choice for kind of a pattern like 01:22:313 (1,2) and 01:22:979 (4,5). nah you should know how to fix this though :p
01:31:646 (1,2,3,4,5,6,7,8,1,2,3,4) - these pattern looks good in editor but not when in game play, it makes some of their jump doesn't represent well the current drum sound which is they're likely a random placed to me. a something like you did at 01:42:313 (1,2,1,2) - or 01:52:979 (1,2,3,1) was far better than this
01:36:479 (6) - why you placed a triplet here? please map this as a 1/2 as following the drum beat because its the typical of this part so please pay attention to them more. same as 01:47:146 (2) and 02:08:479 (5)
01:52:313 (1) - for a long slider, it needs more accelerate to emphasize the movement after a Hyper. umhh smth like this http://osu.ppy.sh/ss/3532910
02:10:979 (1,2,3,4,5,6,7) - quite a sharp angle there. either reduce the spacing of (3,4) or (6,7) to make it a bit natural
02:54:146 (4,1,2,3,4,5,6,1) - nice stream build there. i like it the most
04:10:313 (1) - 05:35:479 (4) - gaaah not this part! well, i'd better leave as it is, as i know you wouldn't listen from what my thought. sorry boss :3
05:33:479 (4) - i wonder how they feel when fail catching this lol

[an additional modding]
00:11:646 (1) - x:32 because a little back movement is always works better after catching a note after Hyper
00:20:396 - may add a note here a there's a slight beat on music
00:33:813 (4) - make it Hyper? and the next one too maybe?
00:36:646 (6) - shorten it to a 1/2 long? i feel the Hyper is fitting more as a 1/2
00:48:479 (2) - extend this slider length to 00:48:896? since the beat on the next note is really loud so i guess a 1/4 Hyper would be more yeah
00:53:313 (2,3) - lower it a bit
00:54:146 (5,1) - a Hyper to one of them?
01:13:646 (5,6,7) - the transition between the pair of 5,6 to 7 is quite harsh, is because its spacing were a bit too much for a 1/4. please make it smoother a bit by lower their spacing slightly, i'd say a 1.5x between (6,7)
01:17:479 (4) - x:320
01:38:979 (5,6) - was expecting an antiflow between those slider
02:28:479 (5) - x:256
05:47:479 (1,2) - somehow these two feels undermapped

wew i can't quantity mod :3
Topic Starter
CLSW
Waiting for Ashasaki's finished SB, and most of them were fixed. Very nice mod! Thanks!

* 01:31:646 (1,2,3,4,5,6,7,8,1,2,3,4) - This one will be fixed either in next update.

EDIT : Just a words about the endless deathstream part, yea I know it's almost overdone.
But time has passed, players need harder and maniac maps since their overall skills were increased very much, and there's still no 'real challenge map' in CtB like Std and o!m mode, so I decided to rank this map.
Well there're pretty much ranked CtB specific maps in osu nowadays, so isn't okay with counting 1 or 2 of these kind of maps either as Ranked mapset? If this map successfully ranked, I'll be appreciate with another new era of CtB.
Gordon123
안녕하세요
잘했어
행운을 빌게~ ;)
Kimitakari

CLSW wrote:

Waiting for Ashasaki's finished SB, and most of them were fixed. Very nice mod! Thanks!

* 01:31:646 (1,2,3,4,5,6,7,8,1,2,3,4) - This one will be fixed either in next update.

EDIT : Just a words about the endless deathstream part, yea I know it's almost overdone.
But time has passed, players need harder and maniac maps since their overall skills were increased very much, and there's still no 'real challenge map' in CtB like Std and o!m mode, so I decided to rank this map.
Well there're pretty much ranked CtB specific maps in osu nowadays, so isn't okay with counting 1 or 2 of these kind of maps either as Ranked mapset? If this map successfully ranked, I'll be appreciate with another new era of CtB.
You know...I can agree of that!

I don't know BNs can understand it or not but I'll try to give an useful information.

I know it have A LOT OF Jumps(especially sliders),but overall I would like to rank if I can be a Nominator.
For example if you can remember a CtB player lineqtxz on CWC 2015 he Dominated this song(Well...AlmostFull Combo) and some pro players knew that they need "A New Era Of Mapping" to test and train their skills and to find their weaknesses(low stamina,jump improve etc.),for example we have D(ABE3) - MANIERA by iJinjin made a new style of mapping "O2Jam Notes"(Never played,but I know it).Yes,yes,yes BN are ignored it because it's *ahem* Impossoble,but when BNs playing other maps witch are possoble they are thinking of something new and they are right and AFTER when this map is Ranked an Osu!Mania player jhlee0133 got A LOT amout of pp.

But if you wish that you want "A New Era of CtB Mapping it would be very hard.

Wish you luck with that journey of The New Era. :D

Topic Starter
CLSW
Well, Spectator and me HDFC'ed this either lol
Kimitakari

CLSW wrote:

Well, Spectator and me HDFC'ed this either lol
Can you send a replay
I wanna watch. :)
ExGon
cs5 dream
undo
Crystal making 'em 8* op streams. Let the most durable fingers win
crystalshower
Can you decrease Circle Size?
Dianthus

Febryan_48 wrote:

Can you decrease Circle Size?
I think it's fine. It's basically like Nervous Breakdown with an easier version of HR - don't have to worry about the ridiculous AR10, and CS value is actually slightly smaller than CS4/4.1 with HR.
Yuii-
Mod ASAP?



Who knows!
Topic Starter
CLSW
RIP CS5
Welcome CS 4.2 lol
Krfawy
Because I am an honest and nice blonde grill I had a small chat with CLSW senpai so I suggested a few whistles. Hope it works KDS please. www

LEWD STUFF HERE
21:14 CLSW: Hello there, can I ask you for a sex check on the map?
21:14 Krfawy: which one \o/
21:14 Krfawy: sex please
21:14 *CLSW is listening to [http://osu.ppy.sh/b/686192 onoken - P8107]
21:14 Krfawy: there is no quality on it
21:14 Krfawy: because there is no standard diffs : /
21:14 Krfawy: XD
21:15 CLSW: Wut okay
21:15 Krfawy: k but on a serious note
21:15 Krfawy: I am not a person who is capable of CtB D:
21:16 CLSW: I know, just some kinda hs check or something is needed
21:16 Krfawy: oooo hitsounding
21:16 Krfawy: that is my thing o3o
21:17 CLSW: And also I heard you can icon it, but well
21:17 Krfawy: ofc I can icon
21:17 Krfawy: but why should I be so risky anymore if I want to become a standard QAT =w=
21:17 CLSW: I'm not going to gather icon until I get Deif's mod
21:18 CLSW: Cuz it's EZ rank after Deif's check lol
21:18 CLSW: Even Deif said it's really a great map to be fly
21:18 Krfawy: also Deif said HW's Genryuu Kaiko is a great map
21:19 Krfawy: sadly all I can do is HSing in other modes XD
21:19 CLSW: :< Alright, then just check HS pls
21:24 *Krfawy is editing [http://osu.ppy.sh/b/686192 onoken - P8107 [Nervous Breakdown]]
21:24 Krfawy: 00:53:313 (2,3) - To be honest I am wondering how it works
21:25 Krfawy: 00:53:479 (3) - like please, there is a REAL ring sound on the head
21:25 CLSW: 00:53:479 (3) - Maybe add whistle on this one
21:25 Krfawy: 00:53:313 (2) - and this is way lower
21:25 CLSW: ?
21:25 CLSW: Alright. Changed
21:25 Krfawy: yeah, that's what I want you to do \w/
21:26 Krfawy: 00:58:813 (7) - BTW there is the same sound so it might include a whistle sound as well (you know, the head of the slider)
21:27 CLSW: Cool. Added
21:27 Krfawy: 01:09:479 (3) - here as well www
21:28 CLSW: Done
21:29 Krfawy: 01:50:979 (3,4,5,6,7,8,9,10,1,2,3,4,5,6,7,8) - Cute pattern \o/
21:29 Krfawy: Just make sure Jenny or Hollow Wings will never see it so they would become even more inspired
21:30 CLSW: Already they inspired from my maps
21:30 CLSW: Hollow Wings saw my Genryuu Kaiko and inspired
21:30 CLSW: Skystar either, he saw my neuronecia lol
21:30 CLSW: so RIP
21:30 Krfawy: Jesus Christ I think it's time for Krfawy to start mapping playable Extras
21:31 CLSW: Hope it's Playable
21:31 Krfawy: you know, I make Extras which are playable with DT for people with 45k ranks
21:32 Krfawy: so I think they are XD
21:32 CLSW: Confirmed lol
21:41 Krfawy: owgay I think that's all I can suggest
21:41 Krfawy: sadly I can't banana, too strong for me : /
21:41 CLSW: :/
21:41 CLSW: Anyways thank you!
21:42 Krfawy: you're welcome \w/
21:42 Krfawy: ESPECIALLY WITH STANDARD MAPS
Yuii-
I'm here to explain CtB mapping (?)
Actually I fucking suck at this game mode, somebody help me, please.
7th mod! If I say something stupid, please, let me know, that way I can improve!

[DIFFICULTY]

  1. Yeah, this is cute enough.
  2. Nope, I swear I wasn't high.
  3. I did told my mom about this.
  4. normal-hitfinish3.wav and normal-hitfinish2.wav are the SAME sound. Same goes to soft-hitclap2.wav and soft-hitclap3.wav in fact I'd say that 3 sounds better in case you want to choose between them. soft-hitnormal.wav and soft-hitnormal3.wav are the same too. soft-hitwhistle2.wav has an "unused" action of 1.5 seconds after finishing, so that could be reduced. soft-hitwhistle2.wav and soft-hitwhistle3.wav are the same.

  5. 00:01:063 (1) - I know... I'm starting the mod from the spinner. Why? Because I think the volume could increase gradually every 3 white ticks and then decrease it again. That'd be super cool.
  6. 00:06:313 (1,2) - Okay, okay. Yes, this is serious. I mean... you can't be serious. The transition from (1,2) is supposed to be a slowdown, there's a stress in the music so there's no room for a HDash here. Not even a dash-y movement, that'd completely kill the pace of the song as a whole and it'll make a really awkward intro for any map.
  7. 00:11:313 (3,1,2) - The transition here is questionable. This is a very similar case to what I said at 00:06. The strong beat is in 00:11:646 (1) - that means that the jump should be reflected in the song at that spot and not where it's finally stressed. Could you place (1) on x336 and see if you like that? More spacing would be quite too much, and less would not be a HDash, and I'm sure you really want one. Also, 00:11:646 (1) - please, no normal-hitwhistle, it sounds really bad. It should only be used in very special occasions and even with that, it'll still sound weird. Try "Soft" Whistle+Clap.
  8. 00:14:146 (3) - This doesn't make any sense. It's an over-mapped object with nothing in the background music to even support a minimum dash or anything. It just sounds bad due to the fact that there's NOTHING to be placed in that spot. And even if you would like to place something, you should place it almost in a similar place to where 00:13:479 (2) - ends. Why? Because right after a pause if there's a tiny sound or literally NO sound (like this case), leaving a major spacing in the middle, would create a jump. I'm not going into depth into this, if you REALLY want a 20 pages mod, I will rewrite some things you might not understand.
  9. 00:22:979 (4) - Would you actually consider replacing it for 3 circles up to 00:23:146 - ? Alright, I'll make a whole explanation again (I'm too lazy for maps like this zzz). Okay, the instrument or whatever you're following there finishes in 00:23:146 - , so supposing you'd finish the slider there, you'll be missing how important is emphasising 00:23:146 - because there's a clear audible beat that could be dashable. The other problem comes when you say "Alright, I get your point, I'll make a 1/4 slider and then a jump from 00:23:063 - to 00:23:146 - , right?" and that's another fact, because in CtB a 1/4 slider is the same as having 2 circles, just that you can't control the distances. So the question is: how do I make something similar to what I have but with your criteria? Well, it won't be the same, but I have this. You have everything divided into doubles and you're properly emphasising and flowing every beat.
  10. 00:59:646 (1) - This would make much for sense if it'd be a HDash, after all that's why you're putting a Finish.
  11. 01:22:979 (4) - Sounds pretty bad, I'd turn it into a circle on 01:23:146 - . It'll definitely sound better with the music, and making the red tick "clickable" would emphasise the beat properly.
  12. 01:50:979 (3,4,5,6,7,8,9,10,1,2,3,4,5,6,7,8) - You're the expert here, but this plays really bad. For the first notes you literally have to stand still without any x-movements, but suddenly... BAM! You have this 01:51:979 (5,6,7,8,1) - back and forth that wasn't in the previous pattern (even though there're the same beats in both sections). That's really counter intuitive and unfun to play. I tried to make an alternative for this but I suck at mapping, here you go, anyway: https://osu.ppy.sh/ss/3714979 . I'll explain you how do I came up with this. Every white and red tick you have a new beat, completely different from the previous one. That means that a new movement should be done by the player, always avoiding jerky and forced movement, I decided to separate into groups on 2 and adding a little ds every double. This will also help you maintain the HDash in 01:52:229 (8,1) - but also it'll create a more creative pattern that it'll fell good.
  13. 02:54:646 (3,4,5,6,3,4,5,6) - I have a really big expectation to see something different for this. Do I really need to explain this, too? Aww maaannnn, come on! jk, let's get into it. Just imagine yourself playing this, I mean... LOOK AT THAT! You are playing a super jumpy section, when suddenly you've to stay quiet, in x-point while the fruits are falling. You are supposed to move at every section, that way you'll avoid jerky movements. For example, what you did in 02:52:979 (1,2,3,4,5,6,7,8) - is certainly okay, because after all (1,2,3,4) requires a bit of effort since they are not stacked against each other. But the problem comes when after you've finally finished the last burst, you have a shit ton of random jumps that come out of nowhere, since you were mapping a complete different thing. You could try to do something really cool with circles, spacing them out or whatever, I did this although I'd love to see you mapping it, because you're the one who'll teach me mapping in the future, right (?).
  14. 03:07:813 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - Oh, God, not texts again, nooo. I'll make it short. The spacing here should increase gradually, because the music starts getting louder and louder, so emphasising it wouldn't be bad. However, that's NOT the most important thing in this timestamp. The problem comes in 03:17:813 (3,4,1) - . Just imagine yourself playing the calmest section of a 180 BPM AR9.6 map when all of a sudden you hit this pattern, what would you think? Just a walkable section and pum, a HDash because we want! That's why the spacing should increase, emphasising IS important in this game mode. Additionally, 03:18:146 (4) - should be distanced from the previous object, as it's worth emphasising. A very good example of a well-built pattern is 03:39:313 (3,4,1) - because you're making use of the spacing properly while also taking into account spacing and flow of the previous / next patterns. Oooh, and please... 03:18:146 (4) - "Soft" Whistle+Clap, no Normal whistle, please.
  15. 03:39:646 (1,2) - I don't understand this jump. This is supposed to be a very nice and calm section, why would you do that? It flows really bad. 03:38:646 (2,3,4,1,2,3,4) - all that flows very bad. You have 2 back and forth in only two seconds, that's unpleasant to play.
  16. 04:10:313 - From this point I want to thank you because it plays really good, enjoyable and entertaining. I really had fun with the final. Just want to point out 2 more things about this last section. The very first one is 04:18:313 (1,2,3,4,1,2,3,4) - that requires 0 movement from the player for a couple of seconds... I mean!!! You are making a super jumpy ending, why would you let them rest only ONE time in 2 minutes? If it'd be something consistent, then it'd make sense, because adding little breaks to the map just to rest a bit isn't a bad idea, y'know.
    And the second thing is 04:42:146 (4,1) - ... what a CRAZY jump coming out of nowhere. That jump is even bigger than the ones from the very end of the map. Consider nerfing it a bit.
-----------

That's all from me!

Good luck~
Topic Starter
CLSW
Don't worry lol
Yuii-

CLSW wrote:

Don't worry lol
Yeah, what a bad mod.
me irl
Topic Starter
CLSW
Yuii-

Yuii- wrote:

I'm here to explain CtB mapping (?)
Actually I fucking suck at this game mode, somebody help me, please.
7th mod! If I say something stupid, please, let me know, that way I can improve!

[DIFFICULTY]

  1. Yeah, this is cute enough.
  2. Nope, I swear I wasn't high.
  3. I did told my mom about this.
  4. normal-hitfinish3.wav and normal-hitfinish2.wav are the SAME sound. Same goes to soft-hitclap2.wav and soft-hitclap3.wav in fact I'd say that 3 sounds better in case you want to choose between them. soft-hitnormal.wav and soft-hitnormal3.wav are the same too. soft-hitwhistle2.wav has an "unused" action of 1.5 seconds after finishing, so that could be reduced. soft-hitwhistle2.wav and soft-hitwhistle3.wav are the same. Eh? I can't understand. Are those really necessary to fix?

  5. 00:01:063 (1) - I know... I'm starting the mod from the spinner. Why? Because I think the volume could increase gradually every 3 white ticks and then decrease it again. That'd be super cool. added
  6. 00:06:313 (1,2) - Okay, okay. Yes, this is serious. I mean... you can't be serious. The transition from (1,2) is supposed to be a slowdown, there's a stress in the music so there's no room for a HDash here. Not even a dash-y movement, that'd completely kill the pace of the song as a whole and it'll make a really awkward intro for any map. I don't think this part doesn't deserve the level of HDash and flow with small jumps, but rather it's badass beginning for me. And it's impossible to add HDash on 00:06:146 , so gonna keep this with the 'just timing' flow.
  7. 00:11:313 (3,1,2) - The transition here is questionable. This is a very similar case to what I said at 00:06. The strong beat is in 00:11:646 (1) - that means that the jump should be reflected in the song at that spot and not where it's finally stressed. Could you place (1) on x336 and see if you like that? More spacing would be quite too much, and less would not be a HDash, and I'm sure you really want one. Also, 00:11:646 (1) - please, no normal-hitwhistle, it sounds really bad. It should only be used in very special occasions and even with that, it'll still sound weird. Try "Soft" Whistle+Clap. Same reason as above, if I use HDash for 00:11:313 (3) - 's end then obvious inconsistent with 00:06:313 (1,2) - , already pointed by Eclipst and No492_Shaymin. Also the whistle sounds look very nice for me, since Kloyd's original std mapset also uses normal whistle.
  8. 00:14:146 (3) - This doesn't make any sense. It's an over-mapped object with nothing in the background music to even support a minimum dash or anything. It just sounds bad due to the fact that there's NOTHING to be placed in that spot. And even if you would like to place something, you should place it almost in a similar place to where 00:13:479 (2) - ends. Why? Because right after a pause if there's a tiny sound or literally NO sound (like this case), leaving a major spacing in the middle, would create a jump. I'm not going into depth into this, if you REALLY want a 20 pages mod, I will rewrite some things you might not understand. Overall flow will be messed if I change the direction, if 00:14:146 (3) - this object was placed on the left side, then I should replace 00:14:313 (1,2,3,4,1,2,3,4,1,2,3,4,1) - them with the flipped place for the flow, and next, and next, and next.....
  9. 00:22:979 (4) - Would you actually consider replacing it for 3 circles up to 00:23:146 - ? Alright, I'll make a whole explanation again (I'm too lazy for maps like this zzz). Okay, the instrument or whatever you're following there finishes in 00:23:146 - , so supposing you'd finish the slider there, you'll be missing how important is emphasising 00:23:146 - because there's a clear audible beat that could be dashable. The other problem comes when you say "Alright, I get your point, I'll make a 1/4 slider and then a jump from 00:23:063 - to 00:23:146 - , right?" and that's another fact, because in CtB a 1/4 slider is the same as having 2 circles, just that you can't control the distances. So the question is: how do I make something similar to what I have but with your criteria? Well, it won't be the same, but I have this. You have everything divided into doubles and you're properly emphasising and flowing every beat. This time I wanna emphasize the SE, not instrumental sounds. The streams doesn't lookin good for me tho.
  10. 00:59:646 (1) - This would make much for sense if it'd be a HDash, after all that's why you're putting a Finish. done
  11. 01:22:979 (4) - Sounds pretty bad, I'd turn it into a circle on 01:23:146 - . It'll definitely sound better with the music, and making the red tick "clickable" would emphasise the beat properly. My own special placements, some kinda try of my variety.
  12. 01:50:979 (3,4,5,6,7,8,9,10,1,2,3,4,5,6,7,8) - You're the expert here, but this plays really bad. For the first notes you literally have to stand still without any x-movements, but suddenly... BAM! You have this 01:51:979 (5,6,7,8,1) - back and forth that wasn't in the previous pattern (even though there're the same beats in both sections). That's really counter intuitive and unfun to play. I tried to make an alternative for this but I suck at mapping, here you go, anyway: https://osu.ppy.sh/ss/3714979 . I'll explain you how do I came up with this. Every white and red tick you have a new beat, completely different from the previous one. That means that a new movement should be done by the player, always avoiding jerky and forced movement, I decided to separate into groups on 2 and adding a little ds every double. This will also help you maintain the HDash in 01:52:229 (8,1) - but also it'll create a more creative pattern that it'll fell good. Aw, you touched one of the best part in this map, how can I say, my language wasn't able to explain why this is cool and perfect.
  13. 02:54:646 (3,4,5,6,3,4,5,6) - I have a really big expectation to see something different for this. Do I really need to explain this, too? Aww maaannnn, come on! jk, let's get into it. Just imagine yourself playing this, I mean... LOOK AT THAT! You are playing a super jumpy section, when suddenly you've to stay quiet, in x-point while the fruits are falling. You are supposed to move at every section, that way you'll avoid jerky movements. For example, what you did in 02:52:979 (1,2,3,4,5,6,7,8) - is certainly okay, because after all (1,2,3,4) requires a bit of effort since they are not stacked against each other. But the problem comes when after you've finally finished the last burst, you have a shit ton of random jumps that come out of nowhere, since you were mapping a complete different thing. You could try to do something really cool with circles, spacing them out or whatever, I did this although I'd love to see you mapping it, because you're the one who'll teach me mapping in the future, right (?). Looks not pretty cool than mine. Mine is some kinda useful pattern in most of my maps, and their flows were usually good. Random jumps? Sorry, you have to see all 12 people are taking those patterns very well in CWC finals and it's really easy.
  14. 03:07:813 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - Oh, God, not texts again, nooo. I'll make it short. The spacing here should increase gradually, because the music starts getting louder and louder, so emphasising it wouldn't be bad. However, that's NOT the most important thing in this timestamp. The problem comes in 03:17:813 (3,4,1) - . Just imagine yourself playing the calmest section of a 180 BPM AR9.6 map when all of a sudden you hit this pattern, what would you think? Just a walkable section and pum, a HDash because we want! That's why the spacing should increase, emphasising IS important in this game mode. Additionally, 03:18:146 (4) - should be distanced from the previous object, as it's worth emphasising. A very good example of a well-built pattern is 03:39:313 (3,4,1) - because you're making use of the spacing properly while also taking into account spacing and flow of the previous / next patterns. Oooh, and please... 03:18:146 (4) - "Soft" Whistle+Clap, no Normal whistle, please. Symmetrical design and flow. Sorry but I don't get why this is wrong... It's really an enjoyable pattern and well-deserved as a break time. Not really need some additional, or maybe my English reading skills aren't enough to understand this?
  15. 03:39:646 (1,2) - I don't understand this jump. This is supposed to be a very nice and calm section, why would you do that? It flows really bad. 03:38:646 (2,3,4,1,2,3,4) - all that flows very bad. You have 2 back and forth in only two seconds, that's unpleasant to play. Removed HDash on 03:39:646 (1) - 's end.
  16. 04:10:313 - From this point I want to thank you because it plays really good, enjoyable and entertaining. I really had fun with the final. Just want to point out 2 more things about this last section. The very first one is 04:18:313 (1,2,3,4,1,2,3,4) - that requires 0 movement from the player for a couple of seconds... I mean!!! You are making a super jumpy ending, why would you let them rest only ONE time in 2 minutes? If it'd be something consistent, then it'd make sense, because adding little breaks to the map just to rest a bit isn't a bad idea, y'know.
    And the second thing is 04:42:146 (4,1) - ... what a CRAZY jump coming out of nowhere. That jump is even bigger than the ones from the very end of the map. Consider nerfing it a bit. Here are the rest parts.
    04:28:979 (1,2,3,4,1,2) -
    04:39:646 (1,2,3,4,1,2) -
    04:42:313 (1,2,3,4,1,2,3,4,1,2,3) -
    04:52:313 (1) -

    And 04:42:146 (4,1) - its spacing is quite long, but not really hard to catch. You have to know well about the HDash system.
-----------

That's all from me!

Good luck~

Thank you!
YesMyDarknesss
Wating for my next challenge really i need a 'New drug' for my life
iiyo

[224]Hyperw7 wrote:

Wating for my next challenge really i need a 'New drug' for my life
I sometimes think maybe one day instead of catching the fruit you will be the one catched ^^
autofanboy
7.77 star nice
autofanboy
7.77 best meme

[ General]

  • Background Image
  1. Change the resolution of the image to 1366x768 (recommended) or any forms with 4:3 / 16:9 ratio. Here I do it for you: *click.

    Combo Colors
  2. It is just optional, I think the combo colors are quite similar to the background which may be played confusingly by the players. Consider changing them so that it looks less confusing and easier to read the fruits.

[ Nervous Breakdown]

  • Gameplay
  1. 00:11:646 (1) - Maybe move it a little bit away from 00:11:313 (3) as (3) and (1) sound differently but they placed like a line in the editor. Consider moving (1) to x:176 that the hyperdash can still be kept.
  2. 00:48:313 (1,2) - Would it be difficult to catch (2), since the hyperdash at 00:48:146 (4,1) forces players to move right and miss the timing to catch (2). I suggest moving (2) closer and curve it so the slider will end at where it ends originally.
  3. 00:50:646 (2,3,4) - What about adding hyperdash at either (2,3) or (3,4)? You may move (3,4) to x:48 if you want to have hyperdash at (2,3), or you can move (4) to x:320 for hyperdash at (3,4) and the consistency with 00:53:479 (3,4)
  4. 00:51:479 (5,1) - I think it is not necessary to have a hyperdash here, though you added that trying to emphasize the combo change, but I deem it is better to add hyperdash at where it is strong in beat, in this case 00:51:646 is not strong enough to cover a hyperdash. Maybe it works if you rework on this part.
  5. 00:57:646 (4,5) - It fits better with a hyperdash here instead of 00:57:979 (5,6) as 00:57:979 is strong in beats but not 00:58:146
  6. 01:01:314 (2,3) - I suggest adding a hyperdash between them, in order to emphasize the whistle at 01:01:479 - You may try something like *this.
  7. 01:03:229 (7,8) - Add hyperdash here to keep consistency with 01:05:813 (5,6) - You may try moving 01:02:979 (4,5,6,7) to x:240, 01:03:313 (8,1) to x:368
  8. 01:06:313 (1,2) - What about having a hyperdash here? So that the whistle can be emphasized. You can try something like *this.
  9. 01:12:479 (4,5) - Adding a hyperdash here suits better than having the one at 01:12:646 (5,6) - You may try *this that add hyperdashes at 01:12:479 (4,5) and 01:12:813 (6,1)
  10. 01:18:313 - 01:20:979 - It feels a little bit plain without any hyperdashes in this part, unlike the previous part which is 01:15:646 - 01:18:229 - Therefore I suggest adding hyperdash at 01:19:228 (8,9) and 01:20:896 (8,1)
  11. 01:24:479 (6,7) - What about a hyperdash here to emphasize the strong beat at 01:24:646 - ? You may try moving 01:24:646 (7) to x:288 so that it includes a hyperdash.
  12. 01:34:146 (8,1) - Add a hyperdash here as it is so plain to not having a hyperdash, unlike the parts after this.
  13. 01:55:313 (4,1) - ^
  14. 01:57:396 - Consider adding a note here, or merging 01:57:313 (2) to form a 1/4 slider, as 01:57:396 contains a sound but you missed that.
  15. 02:00:646 (4,1) - Same as 01:34:146 (8,1)
  16. 02:05:646 (3,4) - I suggest omitting the hyperdash between them here, as (4) doesn't sound obviously strong compared to (3), so that is not really appropriate to emphasize (4) by hyperdash. You may try moving 02:05:979 (4) to x:160 to remove the mentioned hyperdash, and you can also decide to straighten (4) if you want to have the hyperdash between 02:05:979 (4,1) smaller.
  17. 02:11:646 (1,2) - It seems better if (2) is moved away from (1) since the movement here is quite static originally, therefore I suggest moving (2) to x:176.
  18. 02:19:646 (1,2) - I don't think it is necessary to have a hyperdash here though, as (2) doesn't sound that strong there, also to remain the consistency with 02:24:979 (1,2)
  19. 02:27:813 (2,3) - Add a hyperdash here, just to keep consistency with the previous parts at the same rhythm, and to emphasize the strong beat at (3).
  20. 02:37:313 (3,4) - Optional. I feel like there should be a hyperdash to stress the whistle sound at head of (4).
  21. 02:42:646 (3,4) - ^
  22. 03:42:646 (2,3) - Remove the hyperdash between them, I deem it is overworked as (3) doesn't sound obviously strong in this part, just like 03:40:146 (3,4) there are no hyperdash at the same part of the rhythm.
  23. 03:50:313 - 03:55:479 - It sounds so distracting here since the clap sounds interrupt player's minds, they may think that clap = need to dash and then miss afterwards. I suggest changing the pattern at this point and maybe add dashes at where strong beats are, it will do better here in my opinion.

    And now the huehue part
  24. 04:10:979 (1,2,3,4) - I think it sounds better to have hyperdash at (2,3) instead of (1,2) and (3,4) since (3) sounds stronger in beat here.
  25. 04:13:646 (1,2,3,4) - ^
  26. 04:16:313 (1,2,3,4) - ^, except there is no hyperdash at (3,4).
  27. 04:18:146 (4,1) - It fits better here to have a hyperdash, otherwise it seems so plain to not having a hyperdash at 04:17:646 - 04:19:563 while other parts here are surrounded by hyperdashes.
  28. 05:28:979 - 05:29:563 - A little bit plain here as the parts before this is much intense with hyperdashes but here, there are none. I would say adding a hyperdash at 05:29:146 (2,3) will help the build-up here, considering the part at 05:28:979 - 05:30:229 - The hyperdash rhythm is 4, 4, 4, 2, 2 so it is really nice to have that instead of 8, 4, 2, 2 (too plain for the start)
  29. The mods after 4 minutes are just based on the gameplay and also the beat rhythm, as I tried not to destroy your creativity at this part with the endless hyperdash going on here. I might give a detailed mod about this part later if possible.

Good luck!
Topic Starter
CLSW
afb

alienflybot wrote:

7.77 best meme

[ General]

  • Background Image
  1. Change the resolution of the image to 1366x768 (recommended) or any forms with 4:3 / 16:9 ratio. Here I do it for you: *click.

    Combo Colors
  2. It is just optional, I think the combo colors are quite similar to the background which may be played confusingly by the players. Consider changing them so that it looks less confusing and easier to read the fruits.

[ Nervous Breakdown]

  • Gameplay
  1. 00:11:646 (1) - Maybe move it a little bit away from 00:11:313 (3) as (3) and (1) sound differently but they placed like a line in the editor. Consider moving (1) to x:176 that the hyperdash can still be kept.
  2. 00:48:313 (1,2) - Would it be difficult to catch (2), since the hyperdash at 00:48:146 (4,1) forces players to move right and miss the timing to catch (2). I suggest moving (2) closer and curve it so the slider will end at where it ends originally.
  3. 00:50:646 (2,3,4) - What about adding hyperdash at either (2,3) or (3,4)? You may move (3,4) to x:48 if you want to have hyperdash at (2,3), or you can move (4) to x:320 for hyperdash at (3,4) and the consistency with 00:53:479 (3,4)
  4. 00:51:479 (5,1) - I think it is not necessary to have a hyperdash here, though you added that trying to emphasize the combo change, but I deem it is better to add hyperdash at where it is strong in beat, in this case 00:51:646 is not strong enough to cover a hyperdash. Maybe it works if you rework on this part.
  5. 00:57:646 (4,5) - It fits better with a hyperdash here instead of 00:57:979 (5,6) as 00:57:979 is strong in beats but not 00:58:146 Looks like the design isn't good for me. I prefer to use mine.
  6. 01:01:314 (2,3) - I suggest adding a hyperdash between them, in order to emphasize the whistle at 01:01:479 - You may try something like *this.
  7. 01:03:229 (7,8) - Add hyperdash here to keep consistency with 01:05:813 (5,6) - You may try moving 01:02:979 (4,5,6,7) to x:240, 01:03:313 (8,1) to x:368 Seems not necessary. I'd like to keep this.
  8. 01:06:313 (1,2) - What about having a hyperdash here? So that the whistle can be emphasized. You can try something like *this.
  9. 01:12:479 (4,5) - Adding a hyperdash here suits better than having the one at 01:12:646 (5,6) - You may try *this that add hyperdashes at 01:12:479 (4,5) and 01:12:813 (6,1) This is kinda flipped design with 01:11:646 (1,2) - , so yeah.
  10. 01:18:313 - 01:20:979 - It feels a little bit plain without any hyperdashes in this part, unlike the previous part which is 01:15:646 - 01:18:229 - Therefore I suggest adding hyperdash at 01:19:228 (8,9) and 01:20:896 (8,1) fixed with my own.
  11. 01:24:479 (6,7) - What about a hyperdash here to emphasize the strong beat at 01:24:646 - ? You may try moving 01:24:646 (7) to x:288 so that it includes a hyperdash. Not enough strong. So I'd like to keep this.
  12. 01:34:146 (8,1) - Add a hyperdash here as it is so plain to not having a hyperdash, unlike the parts after this.
  13. 01:55:313 (4,1) - ^
  14. 01:57:396 - Consider adding a note here, or merging 01:57:313 (2) to form a 1/4 slider, as 01:57:396 contains a sound but you missed that. Eh, I can't find some good spot to add.
  15. 02:00:646 (4,1) - Same as 01:34:146 (8,1)
  16. 02:05:646 (3,4) - I suggest omitting the hyperdash between them here, as (4) doesn't sound obviously strong compared to (3), so that is not really appropriate to emphasize (4) by hyperdash. You may try moving 02:05:979 (4) to x:160 to remove the mentioned hyperdash, and you can also decide to straighten (4) if you want to have the hyperdash between 02:05:979 (4,1) smaller. It'll ruin the overall design so can't fix.
  17. 02:11:646 (1,2) - It seems better if (2) is moved away from (1) since the movement here is quite static originally, therefore I suggest moving (2) to x:176. Not a good idea imo. This looks good for me.
  18. 02:19:646 (1,2) - I don't think it is necessary to have a hyperdash here though, as (2) doesn't sound that strong there, also to remain the consistency with 02:24:979 (1,2) Ruins the design, so no fix.
  19. 02:27:813 (2,3) - Add a hyperdash here, just to keep consistency with the previous parts at the same rhythm, and to emphasize the strong beat at (3).
  20. 02:37:313 (3,4) - Optional. I feel like there should be a hyperdash to stress the whistle sound at head of (4).
  21. 02:42:646 (3,4) - ^
  22. 03:42:646 (2,3) - Remove the hyperdash between them, I deem it is overworked as (3) doesn't sound obviously strong in this part, just like 03:40:146 (3,4) there are no hyperdash at the same part of the rhythm.
  23. 03:50:313 - 03:55:479 - It sounds so distracting here since the clap sounds interrupt player's minds, they may think that clap = need to dash and then miss afterwards. I suggest changing the pattern at this point and maybe add dashes at where strong beats are, it will do better here in my opinion. Just it's my favorite, it'll give players with an odd difference as usual. Some kinda like std convert maps.

    And now the huehue part
  24. 04:10:979 (1,2,3,4) - I think it sounds better to have hyperdash at (2,3) instead of (1,2) and (3,4) since (3) sounds stronger in beat here.
  25. 04:13:646 (1,2,3,4) - ^
  26. 04:16:313 (1,2,3,4) - ^, except there is no hyperdash at (3,4).
  27. 04:18:146 (4,1) - It fits better here to have a hyperdash, otherwise it seems so plain to not having a hyperdash at 04:17:646 - 04:19:563 while other parts here are surrounded by hyperdashes. Those parts are kinda decrescendo with main instrumental sounds. Some of them were fixed, and some are not.
  28. 05:28:979 - 05:29:563 - A little bit plain here as the parts before this is much intense with hyperdashes but here, there are none. I would say adding a hyperdash at 05:29:146 (2,3) will help the build-up here, considering the part at 05:28:979 - 05:30:229 - The hyperdash rhythm is 4, 4, 4, 2, 2 so it is really nice to have that instead of 8, 4, 2, 2 (too plain for the start)
  29. The mods after 4 minutes are just based on the gameplay and also the beat rhythm, as I tried not to destroy your creativity at this part with the endless hyperdash going on here. I might give a detailed mod about this part later if possible.

Good luck!
Thank you!


Gonna upload tomorrow.
koliron
mh
Topic Starter
CLSW
let's do this
Ascendance
7.77 best meme?

welcome back:^)
jeubach
BUBBLE HYPE!?!?!?
Ascendance
나는 게이 해요ㅋㅋ

RIP 7.77 MEME

g
2016-06-25 00:21 Ascendance: B)
2016-06-25 00:22 CLSW: :B
2016-06-25 00:22 Ascendance: ready
2016-06-25 00:22 Ascendance: ?
2016-06-25 00:22 CLSW: yes
2016-06-25 00:22 Ascendance: hello boss
2016-06-25 00:23 CLSW: HELLO, BOSS
2016-06-25 00:24 Ascendance: kk
2016-06-25 00:24 Ascendance: first
2016-06-25 00:25 Ascendance: you have hitsounds with delay
2016-06-25 00:25 CLSW: fuck kloyd
2016-06-25 00:25 Ascendance: fuck kloyd
2016-06-25 00:25 Ascendance: normal-hitclap2
2016-06-25 00:25 Ascendance: soft-hitclap2
2016-06-25 00:26 Ascendance: soft-hitclap3
2016-06-25 00:26 CLSW: they are using same sounds iirc
2016-06-25 00:26 Ascendance: yep
2016-06-25 00:27 CLSW: k need to open vegas 9.0
2016-06-25 00:27 Ascendance: 00:10:313 (1) - has two sounds, a sound at 00:10:313 - and a sound at 00:10:479 -
2016-06-25 00:27 Ascendance: I'd suggest turning it into a circle + 1/2 slider
2016-06-25 00:28 CLSW: https://osu.ppy.sh/ss/5467156 how about this?
2016-06-25 00:29 Ascendance: yeah
2016-06-25 00:29 Ascendance: thats fine
2016-06-25 00:29 Ascendance: 00:11:146 - maybe you wanna add a circle here for the bass noise also
2016-06-25 00:31 CLSW: alright done
2016-06-25 00:31 Ascendance: 00:27:979 (2) - has a really strong sound that i feel could be emphasized a lot more, even maybe with an hdash
2016-06-25 00:32 Ascendance: if you make 00:27:646 (1) - fully horizontal to the left, it makes it an hdash and keeps your intended pattern
2016-06-25 00:32 CLSW: http://osu.ppy.sh/ss/5467177 how about this?
2016-06-25 00:33 CLSW: used ctrl+g shape of 00:27:646 (1) -
2016-06-25 00:33 CLSW: on 00:28:146 (3) -
2016-06-25 00:33 Ascendance: sure, that can be fine
2016-06-25 00:34 CLSW: \:D/
2016-06-25 00:34 Ascendance: 00:29:313 (3,4) - maybe something like [https://osu.ppy.sh/ss/5467180 this] could be nicer, for a bit more of a comfortable pattern as well as some additional emphasis
2016-06-25 00:35 CLSW: ah that's some kinda reference of kloyd's try : https://osu.ppy.sh/ss/5467185
2016-06-25 00:35 CLSW: it looks pretty similar style so I would like to keep this
2016-06-25 00:35 Ascendance: hm okay
2016-06-25 00:37 Ascendance: 01:08:979 (1) - i think a more C-shaped pattern here could be more optimal, especially into 01:09:313 (2,3,1) -
2016-06-25 00:37 Ascendance: for a more symmetry
2016-06-25 00:38 CLSW: oh
2016-06-25 00:39 CLSW: done
2016-06-25 00:43 Ascendance: 05:32:979 - this part could be toned down a bit, and maybe have some variety, since near the end, it's all wall to wall left rights
2016-06-25 00:43 Ascendance: I think reworking some positioning could be a bit more fun and a lot better to close out the final kiai
2016-06-25 00:44 Ascendance: after you adjust some of those and fix the hitsounds
2016-06-25 00:44 CLSW: 05:32:979 (1,2,1,2) - I would like to keep wall left right on this
2016-06-25 00:44 Ascendance: yeah those are fine
2016-06-25 00:44 Ascendance: i refer mainly to 05:34:313 (1,2,3,4,1,2,3,4) -
2016-06-25 00:45 CLSW: https://osu.ppy.sh/ss/5467219 ayy lmao
2016-06-25 00:45 Ascendance: did you fix the hitsounds
2016-06-25 00:46 CLSW: wait
2016-06-25 00:47 CLSW: k finished to render
2016-06-25 00:48 Ascendance: tell me when you updated
2016-06-25 00:52 CLSW: now updating..
2016-06-25 00:53 Ascendance: with the fixed hs?
2016-06-25 00:53 CLSW: yep
2016-06-25 00:53 CLSW: try to redl
2016-06-25 00:53 CLSW: it
2016-06-25 00:54 Ascendance: be sure to post the redownload date
2016-06-25 00:54 Ascendance: also post on the thread so i dont double post B)
2016-06-25 00:55 CLSW: kk
2016-06-25 00:55 CLSW: and inb4 jeubach
2016-06-25 00:55 CLSW: rofl
2016-06-25 00:56 Ascendance: 05:34:479 (2,3) - is pretty hard cause (2) is really vertical so it's easy to overshoot / leave early
2016-06-25 00:56 Ascendance: you might wanna consider to change
2016-06-25 00:57 Ascendance: try making 05:34:479 (2) - fully horizontal to the left and moving to x:416
2016-06-25 00:57 Ascendance: plays much nicer imo
2016-06-25 00:58 CLSW: then I have to move 05:34:646 (3) - to x: 32
2016-06-25 00:58 CLSW: to keep consistency
2016-06-25 00:58 Ascendance: sure
2016-06-25 00:59 Ascendance: tell me when you update
2016-06-25 01:01 CLSW: updated!
2016-06-25 01:01 Ascendance: RIP 7.77 meme
2016-06-25 01:01 CLSW: RIP
2016-06-25 01:02 Ascendance: okay i give you a mania icon now
Topic Starter
CLSW

Ascendance wrote:

나는 게이 해요ㅋㅋ
:idea: :idea: :idea: :idea: :idea: :idea: :idea: :idea:
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