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Afilia Saga - Neptune*Sagashite [CatchTheBeat]

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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.
Topic Starter
LordRaika

Okoratu wrote:

am i the guy who tested that lols
oh wait, make it two then, haha... i had another test before you loong ago... that i forgot that haha
anyway tq >w<



Kurokami wrote:

[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.

Kuro... :(
View > Volume > Music 0% , effect 100%, it does have a sound on it on every diff.. its not silenced
its normal-hitfinish.wav


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
Haha... dude, i knew this thing 2years ago, and since i try to compose some music and using fruity "loops"
but err, ok, so i drag them a bit to left


[Salad]

00:07:290 (5,6,7,8) - Same as on Cup. This is not allowed no matter what.

00:07:290 - soft-hitnormal + drum-hitfinish
00:07:600 - soft-hitnormal + normal-hitfinish
00:07:703 (6,7,8) - LR3_FXDSRPF R & L .wav

im surprised you still want to "try" to mod my hitsound.




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.
.... ... .. sure....

[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).
ok

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.
just a little bit, yes... SURE, but dont expect more because it will be 1/6HD and i dont want anyone to argue about this!!


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.
is this really quality issue?! as you can see im following vocal, and no, i dont wnt to add object there.
i added it on rain, not on any lower diff, i dont use lots of 1/2 slider on rain, i think you know why.

ANYWAY... just what did u expect from this section's pattern to grow? from cup to salad and platter.
well... worry not, i will just make the variation for you anyway, ... ... ...



01:26:531 (4,1) - What is this HDash please. It makes no sense to follow something which is that weak.
uhh... whatever, just dragged it closer to left... done


[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.
you are comparing two different section of pattern
jump or not is depend on the pattern on HOW i want a player to catch it... ugh... issue? perhaps to mapper in subjective view! not player....



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.
NO, ITS FINE...the rude doesnt matter!! its just, if this is NOT an issue, SO BE IT!!! tq ^^'
and you are saying LIKE... this is because of mod? this is what i have since i mapped this long ago....

00:27:152 (6,7) - HDash which follows nothing.
.... .... geez....
changed 00:27:358 - this into HD, now if you still say it follows nothing... i will leave ctb community at once.


00:29:841 (2,3) - HDash which is missing.
think again.... is it missing?? if i add one, WILL YOU tell me to add another one here 00:23:220 (1,2,3) -
LOOK, why i point that timeline, thats the looping point of the song, its same pitch same sound just different lyrics.



00:32:324 (3,4) - Holy cow this distance.
on the 2nd thought, this is due to circle size changed, so i will add HD between them

00:39:152 (1) - Uhm, what?
i dont even want to argue on this. its like... so pointless

00:53:841 (3,4) - Distance please.
yes thank you, this one is absolutely because of circle size.

01:14:117 (8,1) - This distance is a little bit too high after that HDash. Please shorten it a little.
Sure things~

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.

All done~
except this > 00:34:186 - section on rain, i wont change it again and again...
i have had enough of this.
[]

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.
Yep, tq for the check...
i feel like... the longer you guys are trying to mod this beatmap, the more less important things it is...
anyway thx for the check, i hope i can get this done soon!

i just... dont knw... what do you want exactly? i mapped this, firstly because i kind a like this song and i want to play it on ctb,
thus i want other player can enjoy the same feels as me for my beatmap. i really enjoy what i mapped on every diff.
when it got rank, i got tons of positive feedback, and its a proof that i achieved what i want for player.

IM SORRY then if this is just not fitting player with #1000 ranking or #500 or #10
(Goddamnit, even my #10 ctb friends like what i mapped!!! ... ugh.. )


Thank you everyone~
Yuii-
I'm rebubbling again because I feel this mapset is already in a rankable spot. Even though you can still keep adding things or even suggesting a few changes, they will all be minor. Let's not destroy the map, please!
Kurokami
I will answer later when I get home.
Kurokami
Your hitsounds at that part are blending too much into the song making the feedback nonexistent. This is equal as leaving them without any hitsound. Please find something better at this part which is actually differentiate from the song. Its really easy to miss those fruit and if I allow you to use something like this others can mention this as a reason, which I want to avoid. I'm not going to agree with this hitsounding at all, find something which differentiate from the music yet it still fits, else I can't allow this to be ranked. I'm serious here.

LordRaika wrote:

[Rain]

you are comparing two different section of pattern
jump or not is depend on the pattern on HOW i want a player to catch it... ugh... issue? perhaps to mapper in subjective view! not player....
I'm trying to lead you here but it looks meaningless effort since you are rejecting everything what minght change your map. Why can't you use different types of jumps between similar parts? Normal jump here, HDash later, for example. This makes the map interesting and enjoyable. Don't ignore strong beats to create differences, instead try to play with jumps to make those.

By the way, I took a look at your map as a player, not a mapper.



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.
NO, ITS FINE...the rude doesnt matter!! its just, if this is NOT an issue, SO BE IT!!! tq ^^'
and you are saying LIKE... this is because of mod? this is what i have since i mapped this long ago....

00:29:841 (2,3) - HDash which is missing.
think again.... is it missing?? if i add one, WILL YOU tell me to add another one here 00:23:220 (1,2,3) -
LOOK, why i point that timeline, thats the looping point of the song, its same pitch same sound just different lyrics.
Did I told you to add one there?! Please. There is already a small jump. /o/

All done~
except this > 00:34:186 - section on rain, i wont change it again and again...
i have had enough of this. Well, I already mentioned this to you earlier yet its still the same. /o/
[]


i feel like... the longer you guys are trying to mod this beatmap, the more less important things it is... wtf
anyway thx for the check, i hope i can get this done soon!


Thank you everyone~
My main concern here are those hitsounds, nothing else. Of course, I don't like your way of mapping on Rain at all and I want to give you suggestions, and lead you but you are just tossing everything away. If the BNs are fine with it, good, after all they are the ones who decides what to do here. Its just simply not my work. I told you when I was a BN and even tried to help you out, I won't repeat myself over and over again. Its just pointless. /o/

Feel free to go on after those hitsounds are changed.
Topic Starter
LordRaika
Hitsound.... hitsound....... *sigh*
done..., "just" doneee, im not going to say anything.


I'm trying to lead you here but it looks meaningless effort since you are rejecting everything what minght change your map. Why can't you use different types of jumps between similar parts? Normal jump here, HDash later, for example. This makes the map interesting and enjoyable. Don't ignore strong beats to create differences, instead try to play with jumps to make those.

By the way, I took a look at your map as a player, not a mapper.


Did I told you to add one there?! Please. There is already a small jump. /o/

Well, I already mentioned this to you earlier yet its still the same. /o/

I told you when I was a BN and even tried to help you out, I won't repeat myself over and over again. Its just pointless. /o/

Let me be honest to you..., i mapped this 1 year ago, 11 month ago..., and shit happen in ctb community that IT IS actually takes longer to rank this. and... the longer i got the mod, even for now, the longer i didnt know how to change MY STYLE on long ago, i just feels like if i really change it here, everything will be inconsistent... and idk what did i map after that. Also, i dislike the way you put it into mod, "i reject it, so its boring, follow your mod and its better" , so its the fact... i cant map like you guys, thats why, THAT's why i want u guys to understand it but meh... also i dont have any offense meaning here, im telling truth and explain things here. i just cant map like what your mod told me to do so. tq
Kurokami
If you changed the hs then Yuii can fix your bubble. /o/ (I can't check it now. :<) I have no rights to hold this back.
autofanboy
Just a minor check as I see the difficulties are in shape right now. (No need to award me kudosu)

[ Cup]
  1. Alright.

[ Salad]
  1. Alright.

[ Platter]
  1. Alright.

[ Rain]
  1. 01:17:427 - 01:26:324 - This part do not have any hyperdashes, which is quite simple as a Rain in my opinion. I suggest the following parts to add hyperdash:
    Click to Open!
    • 01:20:324 (5) - What about adding a hyperdash here, because this note is quite strong in the rhythm. I recommend Ctrl+H'ing (5) so there is a hyperdash between (4,5) from left to right.
    • 01:23:221 (3,4) - You may either add a hyperdash here, or 01:23:634 (4,5) - Since (4) is at the same part of rhythm as above which is 01:20:324 (5) so a hyperdash here would do. Or else, 01:23:634 (4,5) is also applicable with the hyperdash since (5) is the beginning of another stanza.
    • 01:25:496 (4,1) - It is optional here, you may add a hyperdash here if you like. As I heard there are some louder sound at (1), adding the hyperdash can also emphasize the new combo start.

Not really much to point out now. For the hitsounding, I am not sure if you really want to change them or not, probably still need some discussions on that? After the conclusions are made, I can help bubbling it or giving a heart.

Good luck!
Topic Starter
LordRaika

alienflybot wrote:

[ Rain]
  1. 01:17:427 - 01:26:324 - This part do not have any hyperdashes, which is quite simple as a Rain in my opinion. I suggest the following parts to add hyperdash:
    • 01:20:324 (5) - What about adding a hyperdash here, because this note is quite strong in the rhythm. I recommend Ctrl+H'ing (5) so there is a hyperdash between (4,5) from left to right.

    Sure, added the HD

    • 01:23:221 (3,4) - You may either add a hyperdash here, or 01:23:634 (4,5) - Since (4) is at the same part of rhythm as above which is 01:20:324 (5) so a hyperdash here would do. Or else, 01:23:634 (4,5) is also applicable with the hyperdash since (5) is the beginning of another stanza.

    i add two here, for agreeing two things you concern...

    • 01:25:496 (4,1) - It is optional here, you may add a hyperdash here if you like. As I heard there are some louder sound at (1), adding the hyperdash can also emphasize the new combo start.
    uhm thx but i think i cant made any change for this part XD

Not really much to point out now. For the hitsounding, I am not sure if you really want to change them or not, probably still need some discussions on that? After the conclusions are made, I can help bubbling it or giving a heart.

Nope, i changed it, so its perfectly done...

Good luck!
Updated, and so the conclusion is,... i ask Kuro for stuff and wait... but he doesnt seems want to change the rain any further, and told me to go on.
Tq alienflybot, Yuii-
Yuii-
That means that I can place this one more.

Again...

PatZar
;o
autofanboy
Let's see

Ranked!
BoberOfDarkness
wtf who change this awesome pattern to this shit 00:07:290 (5,6,7,8,1) -
Feerum
Grats Raika :3

Really fun Beatmap. Nice Hitsounds. Everything Nice. <3
JBHyperion
I'm not convinced this is ready for the qualified section to be honest, it just feels unpolished in places and not really up to the level of quality it should be.

Cup
  1. 00:14:531 (7,1) - NC inconsistency
  2. 00:17:841 (1,2,3,4,5) - This combo should be divided into two on (3) for consistency
  3. 00:28:186 (1,2,3) - Why is this mapped with 1/2 sliders when the rhythm is exactly the same as 00:29:427 (1,2,3) which is mapped with 1/1 circles (repeats in the following combos as well)
  4. 00:37:496 (1,2,3,4,5,1,2,3,4,5) - Far too much reliance on 1/2 patterns for a Cup diff in my opinion, a simpler rhythm would be more appropriate for the difficulty at this bpm
  5. 00:50:945 (5,1) - 00:54:255 (4,1) - etc. - More NC inconsistencies
  6. 01:10:807 (1,1) - Insufficient reaction time between note-spinner, especially considering the short length
  7. 01:14:531 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,8) - These combos are pretty long for a Cup diff imo, dividing into 2 would be more comfortable
Salad
Many of the same NC inconsistencies as before and some overly long combos such as 00:51:358 (1,2,3,4,5,6,7,8)
  1. 00:02:945 (1) - This is the only note that requires dash until 00:35:221 and a lot of the notes that you are trying to emphasise with dash such as 00:11:221 (1) - 00:15:048 - etc. are edge-case dash scenarios where the player is uncertain whether dash is required or not. This makes them confusing to read and uncomfortable to play, so slightly more spacing on the "dash" notes would be very welcome
  2. 00:07:703 (6,7,8) - These feel unnecessary in this diff, it leaves no spread in note density to the higher diffs and a huge gap up from the Cup
  3. 00:21:565 (1,2,1,2) - This flow just feels really repetitive and unfitting, a smoother flow without the zig-zags would be more appropriate here
  4. 01:00:048 (3,4,1,2) - The amount of movement required here feels really excessive compared to your other patterns and could catch newer players by surprise
  5. 01:06:876 (2,3) - 01:09:152 (2,3,1,2) - Underemphasis of prominent notes by giving them zero movement just feels boring to play and doesn't do the song justice
  6. 01:27:152 (2,3,4,5,6,7,8,9,10,11) - Same as 00:07:703 (6,7,8) - mapping all of these feels unnecessary in this diff, regardless of the spacing
Platter
Same as in the other diffs, some really weird NC choices and combos like 01:04:600 (1,2,3,4,5,6,7,8,9,10) just frustrate the player since the fruit stacks up on the plate and obstructs the player's view
  1. 00:04:600 (1) - Hdash feels unnecessary here since the music is so quiet, a regular dash would be enough
  2. 00:16:600 (3) - Why is there no hdash here when there's one for an identical sound in an identical rhythm at 00:10:393 (4) - ?
  3. 00:21:152 - Why is this beat unmapped?
  4. 00:26:117 (1) - 00:32:738 (1) - These sliders just feel lazy, more movement would be more appropriate for the difficulty
  5. 00:33:979 (2,3) - I'd swap the order of these, ending a slider on the strong beat feels really weird and a NC here would be more than welcome
Rain
Not gonna repeat myself again, but yeah, NCs.
  1. 00:07:290 (5,6,7,8,1,2) - This feels really stuttered and awkward to play. Making 00:07:703 (6,7,8) curve to the right and Ctrl+H 00:07:910 (1,2) would play much better imo
  2. 00:19:496 (1,2,3,4,1,2,3,4,1,2,3,4,5) - This is plainly overmapped, there are no 1/4 beats here at all
  3. 00:44:738 (4,3) - These sliders are pretty uncomfortable to play, the SV doesn't need to be this high
  4. 01:10:186 (4) - I'd angle this slider more vertically, or reduce the hdash strength, since it's really easy to overshoot and droplet miss here
Nothing objectively unrankable (overusage of 1/2 on Cup is borderline), but quite a lot that could be improved in my opinion.
Topic Starter
LordRaika
Tq everyone~

BoberOfDarkness wrote:

wtf who change this awesome pattern to this shit 00:07:290 (5,6,7,8,1) -
XD i cant argue much, i have my pattern, but EACH time people take a look, they always pour their thoughts and so it became like that...
ah.., i dont want to remember that kind of stuff again.

Feerum wrote:

Grats Raika :3

Really fun Beatmap. Nice Hitsounds. Everything Nice. <3
omg, sankyuuu~ Feerum >w</



@JBHyperion...

hmm about the NC, ( i dont even have to look at it , i already knew what you want to say )
even if i have to repeat myself from 10 months ago till now, i will gladly do it.... :

"What is a NC? and a new combo on CTB works SLIGHTLY different from all mode, when you catch fruit (1) , it will have the effect to BURST out all the rest of the catched fruit of previous combo, THIS, is what i aim to greatly emphasize the cymbal... you should LOOK on the gameplay on how things goes, NOT only too focused on editor." i cant see this is so wrong , and according to what i aim on most NC, i believe its already consistent enough that i break the fruit on mostly cymbal/crush sound.

and nope! i must say i test everything and make it as good as possible, u cant just say its unpolished.
surely nothing you say is unrankable... and for rain, IT DOES have 1/4hi-hat sound, or even, you can use 1/8 for the noise sound.... (1/8 repeating slider, i jst dont wnt to do this), sry... i just cant see any problem, everything you said... might be a hasty judgement, because most of it is intentional by myself.

Thank you JBHyperion , for the check ^^
JBHyperion

LordRaika wrote:

@JBHyperion...

hmm about the NC, ( i dont even have to look at it , i already knew what you want to say )
even if i have to repeat myself from 10 months ago till now, i will gladly do it.... :

"What is a NC? and a new combo on CTB works SLIGHTLY different from all mode, when you catch fruit (1) , it will have the effect to BURST out all the rest of the catched fruit of previous combo, THIS, is what i aim to greatly emphasize the cymbal... you should LOOK on the gameplay on how things goes, NOT only too focused on editor." i cant see this is so wrong , and according to what i aim on most NC, i believe its already consistent enough that i break the fruit on mostly cymbal/crush sound.
I agree with this idea, and I like it, but it's done inconsistently, which was my point. Sometimes you NC'ed on the downbeat, sometimes on the beat after it. Please don't assume that I only looked at this in the editor and didn't play the map. I put every effort possible into each and every one of my mods, and it hurts me to think that you feel otherwise.

and nope! i must say i test everything and make it as good as possible, u cant just say its unpolished.
surely nothing you say is unrankable... and for rain, IT DOES have 1/4hi-hat sound, or even, you can use 1/8 for the noise sound.... (1/8 repeating slider, i jst dont wnt to do this), sry... i just cant see any problem, everything you said... might be a hasty judgement, because most of it is intentional by myself.
Of course I can say that I feel it's unpolished, as it's my personal opinion. The whole point of modding is for people to share their opinions - you can't just flat out call someone's opinion wrong. If you re-read my post, I never said that anything was unrankable, just that I felt it could be improved before being ranked. But hey it's qualified now so the QATs will handle it from here.

Thank you JBHyperion , for the check ^^
chonicle
nepunepu!

SPOILER
Well it's actually Noire /.\
DraciuZ
Yes yes yes
Oh lord, its here finally!
PatZar
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