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Afilia Saga - Neptune*Sagashite [CatchTheBeat]

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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 :(
Okoratu
Go Raika :D/
autofanboy

Yuii- 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 :(
Basically it is the Rain causing some kind of problems :c

Something like 00:07:290 (5,6,7,8,1) is unrankable, and also some spammy hyperdash patterns which is also not in a good quality yet. Moreover there are quite some of the quick sliders, which might generate hard dashing patterns.

Last but not least, it shouldn't be like 'oh I can fc this song so it is entirely with no problem', but to find something that can be further improved before pushing forward.
Yuii-
How can that be unrankable when the only thing you have to do is hold your dash? It doesn't make any sense at all. If you can explain yourself properly, then fine... but isn't "unrankable" as that. Even if you suggest to remove the HDashes from 00:07:703 (6,7) - it would still be the same. Why? Because you just need to hold your dash, nothing changes, so it's insignificant. Moreover, leaving 00:07:841 (8,1) - as only one HDash would leave the pattern completely unpolished because you will probably barely catch the object. Now that I have explained the "unrankable" issue I will get into the mod since my bubble got popped.

alienflybot wrote:

[ 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. - 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".
  2. 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
  1. 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.
  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. - They are catchable without dashing.
  3. 00:41:635 (1,2,1,2,1,2) - ^ - Such effort, didn't even press my Shift!
  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) - 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.
  5. 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
  1. 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?
  2. 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.
  3. 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.
  4. 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.
  5. 00:48:462 (1,2) - Uhuh ^ - Hum hum, same.
  6. 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.
  7. 01:03:773 (5) - ^ - Yeah, you could have include both in the same point, that makes mods more cleaner!

[ 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). - I have already answered this.
  2. 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.
  3. 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?
  4. 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.
  5. 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?
  6. 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.
  7. 00:56:324 (3,4) - Same as 00:50:531 (5,6) - Still, it doesn't make any sense.
  8. 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.
  9. 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 :(
  10. 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.
Again... I won't agree with this pop at all, but call me once you have seen this, Raiky.
autofanboy
See the mod post edit for some detailed explanations.

For the 00:07:290 (5,6,7,8,1) I really doubt about it, whether it is rankable or not, maybe we can have some more discussions about that later.
Yuii-
"You know overusing hyperdash would risk as overmapping because of the beats are not strong enough"

I stopped reading.
Topic Starter
LordRaika

alienflybot wrote:

[ General]

  • Tags
  1. Add 'Kosuke Oshima' , 'Momoi Haruko' , 'East' *Link for Proof

tags... errr sure XD
added to all diff




[ 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.
    1) i had 1 of my fren that never play ctb to test this... and its not hard as normal cup pattern,
    2) i try to play it with my left hand(usually i play with right hand) so its like im a newbie to this ctb game but its still easy to catch

    but hey... i will just "reduce" their distance of each triplet ^^
    so its solved, its the same pattern but more easier than before... /b]
  2. 01:20:738 (1) - End the spinner earlier, maybe at 01:23:221 so players can prepare here without making hasty decisions.
    as for this, it will just feels weird to end it earlier, and 1/1 break is more than enough imo

[ Salad]

  • [b]Gameplay
  1. 00:01:290 (1,2,3,4,5,6,1) - Remove these big jumps, as they are not really necessary here.
    1) its on the opening, even if newbie miss this, they will retry and absolutely know to catch it next time.
    2) its not that hard , really,... T^T

    but still... rather than just arguing, i will just closen their gap so the dash require is a "bit" lower...

  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.
  3. 00:41:635 (1,2,1,2,1,2) - ^
    1) yes, this can be catch without dash at all...
    2) i intentionally give a distance because if new player KNOW that they cant catch it without dash, they will absolutely dash to catch it

    ofc they wont miss it, its so easy and i give quite lots of break around this section.

  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)

    err... i know its static, because for me its the same sound so normally in Std, you stack it, in osu!mania & Taiko, you jackhammer it, thus i just make it static at ctb... and another thing is i cant think of a fitting jump there. so no change yet here...
  5. 01:13:290 (3,4) - Move (4) right a grid. The jump is too high in my opinion.
    01:12:462 (1,2) - this is not a problem, so... 01:13:290 (3,4) - this is just basically the same at how to catch the previous one XD
    no change, sry


[ 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.
  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.
    Thanks for your concern, but its already optimized for easier catch, but hmm...

    let me change it into something more easier... so its ok...

    i changed it into a pattern where you HDash to the corner then just simply walk to the left

  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.
    sure thing
  4. 00:46:807 (1,2,3,4,5) - Could be difficult to catch (3) and (5) especially. Shorten the distances please.
    Ok, make them less jump
  5. 00:47:634 (1,2) - Lower the distance here, it is so big!
  6. 00:48:462 (1,2) - Uhuh ^
    errr, nope, this is 100% intentional and i need player to dash to catch this,
    if player catch this with dash, they will DIRECTLY goes into hyperdash to catch another fruit..

    its my perfect pattern and perfect way to make a good spread ^^


  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.
  8. 01:03:773 (5) - ^
    same reason as above, i need player to dash,
    they can dash and continue HDash to next fruit, thats what i aim... ^^

[ 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).
    First) its not even!! yes, but how to catch it?? just dash all the way, no need a specific timing.... full simple dash

    Long ago, i make a full "Hyperwalk" pattern here, so that it can be CATCHed without even dashing, just walk but its HD fruit...
    then to make things easier, i make it a simple dash but some people still comment on it, i just dont get it anymore!

    second) if i follow your pattern, isnt it looks very very similar on how to catch it like on platter?
    furthermore, you tried your own pattern right? SOME QAT will say... "this HD is too powerful(the effect, the distance and stuff)"


    so.. I JUST simply make it a simple dash... nothing that beat this simpleness... but why argument keep on coming .... T^T
    well... anyway i edit some of it, so now its only 2 HD on this pattern... all with simple dash to catch.

  2. 00:09:979 (4,5) - Lower the distance here.
  3. 00:13:290 (4,5) - ^
  4. 00:18:255 (2,3) - ^
    Sure things~

  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.
    Thx for your concern, but ive work for this pattern a looots of times, by changing it over and over...
    but i came into a conclusion that i really love this one...

    its consistent, and HD on specific beat and calculated distance... hope u dont mind ^^

  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.
  7. 00:45:979 (3,4) - ^

    actually, i can tilt this a bit and reduce the slider length ^^
    but dont expect too much tilt because it wont be HD anymore if i tilt it too much and no HD fruit is nearly impossible to catch the next fruit



  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.
  9. 00:56:324 (3,4) - Same as 00:50:531 (5,6)
    Sure, but again dont expect too much tilt XD

  10. 00:51:358 (1,2,3,4,5) - Too spammy with hyperdash, that should be changed in my opinion.
    and sry i cant change the section here, reducing it will make this rain's chorus too easy and same with platter

  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.
    got it, removed the HD and make it a normal jumpy pattern~

  12. 01:16:600 (3,4) - I find the hyperdash missing here.
    err its not intend for HD jump, but in case.. i will reduce their distance for easier catch , tq ^^

  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.
    HD is out of option so.. i will jst reduce their distance, tq :)

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!
Sry late reply... damn irl stuff and shit always happen when im online XD , (im having too much request)

Last thing, there is no issue here : 00:07:600 - (my last update) i wont touch this again!!



Okoratu wrote:

Go Raika :D/
OOO OO O ... OK.. OKO... OKOOORATU IS HERE??? WUATTTT.... >_<

Anyway, thankssss~ >w</




Thanks to Yuii- too ^^/ <3 <3 <3
Yuii-
a
Okoratu

LordRaika wrote:

alienflybot wrote:

[ 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.
    1) i had 1 of my fren that never play ctb to test this... and its not hard as normal cup pattern,
    2) i try to play it with my left hand(usually i play with right hand) so its like im a newbie to this ctb game but its still easy to catch
am i the guy who tested that lols
Yuii-

Okoratu wrote:

am i the guy who tested that lols
dude
we are literally everywhere xd
Kurokami
Okay guys, let me take a look at this as well.

[Cup]

00:07:290 (5) - There is no feedback for the sliderend which shouldn't happen in any CtB specific difficulty. Its allowed to have silenced end in osu! but since in CtB you need to catch it anyway, some feedback required.
01:24:048 (1) - Oh hey I missed this one. No, the distance is truly short here if you play without knowing the map. At the same time it makes no sense that you mapped 01:14:117 (5,1,2,3,4,5,6), but used spinner at 01:20:738 (1). Why? Every song has repetitive instrument part, duc duc ts duc duc duc ts duc (for example). Whenever you are mapping something, your timeline needs to be consistent as well throughout specific parts. As long as you can vary your patterns this shouldn't be a problem. Anyway, take this as a suggestion for your future maps, for now just move the note more to left to make easier to reach.

[Salad]

00:07:290 (5,6,7,8) - Same as on Cup. This is not allowed no matter what.
00:40:807 (1,2,1,2,1,2,1,2) - Can you flip the jumps here? Instead of going towards to the middle they should go from there. To make some variety to your patterns here.

[Platter]

00:03:772 (4,5) - I get the sound what you want to follow here but thats nothing ordinary. It shouldn't be HDashes. Instead, it would be nice to have one between (5,1).
00:07:290 (5,6,7,8) - Muted hitsounds again.
00:07:841 (8,1) - Its so weird to not have some distance here. Please try to increase it.
00:21:152 - I wonder why this spot is empty. It basically cries for an object.
00:21:565 (1,2,3,1,2,1,2,1,2,1,2) - Omg slider spam. Besides the fact to be really boring to see 1/2 sliders everywhere you can't make various patterns with them either for a long time. It would be nice to divide some or add some repeat following the vocal. Good, you mapped every syllable here but that just ended up to have no real meaning.
01:26:531 (4,1) - What is this HDash please. It makes no sense to follow something which is that weak.

I noticed some inconsistency between this and Rain at 00:34:393 (3,4,1,2,3,1,2,3,1,2,3) - or so. And those are the places of the dashes. On Rain your dashes at every 2nd and 4th white tick but here you placed them on the 1st and 3rd. I personally prefer this way of mapping since its following the vocal nicely but they needs to be consistent anyway. Please correct this.

[Rain]

Ok, I actually gave up this. There are so many inconsistent jump pattern, once you followed the drum but later there is nothing at the drums.
00:08:117 (2,3) - no jump 00:14:738 (1,2) - jump
00:08:945 (6,7) - no jump 00:15:565 (5,6) - jump
and so on.
00:21:152 (1,2,3,4,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2) - Good, you changed the sliders to circles. Sorry if I sound a bit rude, but this is still, if not more, boring.
00:27:152 (6,7) - HDash which follows nothing.
00:29:841 (2,3) - HDash which is missing.
00:32:324 (3,4) - Holy cow this distance.
00:39:152 (1) - Uhm, what?
00:53:841 (3,4) - Distance please.
01:14:117 (8,1) - This distance is a little bit too high after that HDash. Please shorten it a little.

My suggestion for this, even if you want to keep it, please go through on the whole difficulty and make the Dashes and HDashes consistent, with Platter as well.
[]

Closing words. I came to check this without knowing or even guessing what I might find nor I did take a look at the afb's mod. Each of them is my own personal opinion and suggestion. If you don't like something, fine. We can discuss it and might find a solution to satisfy both of us. Good luck. o/

Edit: It looks like the bubble fixed by Yuii-. Well, its up to you then whether you take these into consideration or not.
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