forum

Tatsh - IMAGE -MATERIAL-(Shinkyoku) [CatchTheBeat|Osu]

posted
Total Posts
166
show more
Sonnyc
Korean Air
[Realize]
  1. 콤보 컬러 1과 2가 많이 어두워서 리딩에 다소 무리가 있습니다. 01:16:512 (7) 이거는 슬라이더가 잘 안보이기도 합니다. 밝은 색들로 조절해보세요.
  2. 01:36:589 (3,4) - 블랭킷 목적이라고해도 갑자기 너무 가까워져서 플레이에 지장이 갑니다. (3)을 ctrl+G해서 차라리 점프처리해주세요.
  3. 01:37:512 (5) - 뉴콤해주실래요? 개인적으로 이전 박자와의 텀이 살짝 리딩과 안어울리는것 같기도 했습니다.
  4. 01:38:320 (2,3) - 역시 둘 사이의 간격 1.00x으로 일치시킬수 있을듯요.
  5. 01:39:128 (6,7,8) - 간격
  6. 01:40:743 (4,6) - 둘의 끝이 겹쳐야 더 깔금한 모양이 될것 같기도 해보입니다. (5,6) 회전시켜서 그리드 내에서 처리 가능하게 설정해보세요.
  7. 01:43:282 (9,10,11) - 1/4 리버스 슬라 이후에 연타 처리하셨는데 개인적으로는 변조라기 보다는 패턴 불일치로 느껴졌습니다.
  8. 01:50:205 (1,2,3) - 마찬가지로 간격 문제입니다. 간격 지키면서도 충분히 이런 패턴 만드실 수 있는데 간격 안지키면 정말 이상해보여요.
  9. 02:25:974 (1,2,3) - 간격 설정이 상당히 어색해서 패턴의 유기성이 떨어져보입니다. (1)의 끝이 (4) 머리에 오도록 배치해주세요.
  10. 02:27:474 (7,8,9,10,1) - 대칭 점프 이후 3연타는 상당히 인공적인 패턴으로 느껴집니다. 더 자연스럽게 만드시려면 대칭을 파괴해서 배치해보시는게 좋을것 같아요.
  11. 03:01:859 (4,5) - 박자상 노트-슬라 순서가 03:01:974의 다운비트를 클릭 가능하게 만들기 때문에 더 자연스럽습니다.
  12. 03:06:359 (3,4,5) - (4) 위치 조절하셔서 간격 1.00x 유지.
  13. 03:47:205 (1) - 브픔 변화가 있어서 그렇긴 했습니다만 변속이 너무 갑작스럽게 나타났습니다. 03:46:743 - 에 0.9배속, 03:46:974 - 에 0.75배속 같은 설정을 하시면 그래도 조금은 더 지금보다 읽기 편해지지 않을까 싶네요.
  14. 04:11:550 (1,1,2,1) - 마지막 04:13:506 (2,1)의 간격을 더 가깝게 가져가는게 통일성 있을듯요.
  15. 04:25:735 (4,5) - 간격.
  16. 04:48:235 (4,5,6,7) - 롱놋 처리하실 거면 끝까지 일관성있게 하시지 (6,7)에서 갑자기 간격 줄어서 이상하네요.
  17. 05:41:658 (1,3) - 둘다 같은 모양으로 처리하는게 더 통일성있지 않을까요?
  18. 06:20:427 (3) - 간격상 문제 및 다운비트이니 뉴콤해주세요.
    초반 슬라이더와 06:13:043 (1,2,3,4,5,6) 이런 사각 패턴 좋았어요.
    슬라이더들이 전반적으로 살아있네요. 좋은 맵입니다. 장래가 기대돼요.
스타
Topic Starter
Sangzin

Sonnyc wrote:

Korean Air
[Realize]
  1. 콤보 컬러 1과 2가 많이 어두워서 리딩에 다소 무리가 있습니다. 01:16:512 (7) 이거는 슬라이더가 잘 안보이기도 합니다. 밝은 색들로 조절해보세요. - 수정
  2. 01:36:589 (3,4) - 블랭킷 목적이라고해도 갑자기 너무 가까워져서 플레이에 지장이 갑니다. (3)을 ctrl+G해서 차라리 점프처리해주세요. - 헉 좋은 흐름....수정
  3. 01:37:512 (5) - 뉴콤해주실래요? 개인적으로 이전 박자와의 텀이 살짝 리딩과 안어울리는것 같기도 했습니다. - 수정
  4. 01:38:320 (2,3) - 역시 둘 사이의 간격 1.00x으로 일치시킬수 있을듯요. - 수정
  5. 01:39:128 (6,7,8) - 간격 -0 수정
  6. 01:40:743 (4,6) - 둘의 끝이 겹쳐야 더 깔금한 모양이 될것 같기도 해보입니다. (5,6) 회전시켜서 그리드 내에서 처리 가능하게 설정해보세요. - 수정
  7. 01:43:282 (9,10,11) - 1/4 리버스 슬라 이후에 연타 처리하셨는데 개인적으로는 변조라기 보다는 패턴 불일치로 느껴졌습니다. - 흠...개인적으로 이부분에 연타가 어울린다고 생각하니 냅두겠습니다
  8. 01:50:205 (1,2,3) - 마찬가지로 간격 문제입니다. 간격 지키면서도 충분히 이런 패턴 만드실 수 있는데 간격 안지키면 정말 이상해보여요. - 수정
  9. 02:25:974 (1,2,3) - 간격 설정이 상당히 어색해서 패턴의 유기성이 떨어져보입니다. (1)의 끝이 (4) 머리에 오도록 배치해주세요. - 수정
  10. 02:27:474 (7,8,9,10,1) - 대칭 점프 이후 3연타는 상당히 인공적인 패턴으로 느껴집니다. 더 자연스럽게 만드시려면 대칭을 파괴해서 배치해보시는게 좋을것 같아요. - 일단은 수정해두고 의견 더 모아봐야겠네요. 감이 안잡히니 영...
  11. 03:01:859 (4,5) - 박자상 노트-슬라 순서가 03:01:974의 다운비트를 클릭 가능하게 만들기 때문에 더 자연스럽습니다. - 오 좋네요 수정
  12. 03:06:359 (3,4,5) - (4) 위치 조절하셔서 간격 1.00x 유지. - 수정
  13. 03:47:205 (1) - 브픔 변화가 있어서 그렇긴 했습니다만 변속이 너무 갑작스럽게 나타났습니다. 03:46:743 - 에 0.9배속, 03:46:974 - 에 0.75배속 같은 설정을 하시면 그래도 조금은 더 지금보다 읽기 편해지지 않을까 싶네요. - 수정
  14. 04:11:550 (1,1,2,1) - 마지막 04:13:506 (2,1)의 간격을 더 가깝게 가져가는게 통일성 있을듯요.
  15. 04:25:735 (4,5) - 간격. - 정말 간격이.....수정
  16. 04:48:235 (4,5,6,7) - 롱놋 처리하실 거면 끝까지 일관성있게 하시지 (6,7)에서 갑자기 간격 줄어서 이상하네요. - 아 (6)(7)간격 못봤네요 수정
  17. 05:41:658 (1,3) - 둘다 같은 모양으로 처리하는게 더 통일성있지 않을까요? - 수정
  18. 06:20:427 (3) - 간격상 문제 및 다운비트이니 뉴콤해주세요. - 수정
    초반 슬라이더와 06:13:043 (1,2,3,4,5,6) 이런 사각 패턴 좋았어요.
    슬라이더들이 전반적으로 살아있네요. 좋은 맵입니다. 장래가 기대돼요.
스타
거 망할놈의 딛슷턴스
스타랑 모딩 감사합니다!!!
Sonnyc
매핑의 기본이 간격인 만큼 꼭 잊지 말고 지켜주세요 ㅎㅎ
Euny
Korean air


  • Realize
  1. 00:23:205 (1) - 뉴콤 해제해 주세요. 강조음인건 맞는데 필히 오버랩이 심해 가독성을 위한것도 아니고 상진님 지켜오셨던대로 앞부분은 그냥 뉴콤주기 맞추는게(2measure 따르신거같아보여요~그러니..) 좋을거같아요 여기 말고도 살짝 들쑥날쑥한데가 있는데 ..
  2. 00:30:590 (1) - ^ 위와같아요
  3. 00:41:666 (1) - ^ 역시나 위와 같구요
  4. 00:53:897 (1) - 스핀시작하는 부분이 따로 강조음 없는 다운비트(빨강틱)이라 좀 어색함이 도는데요, 제 생각엔 00:52:743 - 여기서 시작하는게 더 어울릴 거라고 생각해요!
  5. 01:20:436 (1,3) - 콤보 1개 터울로 이렇게 슬라끼리 부대끼는거 플레이할때 먹먹하던데 조금만 띄워주시면 좋을거같아요
  6. 01:26:205 (1) - 이것도 굳이 뉴콤이 필요가 있는가싶은 대목이네요.
  7. 01:42:128 (4) - 25%/50% 로 들어보세요 진짜 1/4리버스가 필요로 하는 곳은 이곳입니다. 제가 드린 예시는 3타인데요, (5,6,7)콤보 자리인 3타 대신 1/4리버스를 넣으셔도 무방합니다
  8. 01:43:282 (9,10,11) - 그쪽 강조음 강하긴 한데, 그래도 아예 스트림이면 모르겠는데 리버스 오다가 갑자기 3타로 바뀌려니까 플레이시 혼동이 오더라구요 그냥1/4리버스가 낫지않을까 싶네요
  9. 02:29:666 (8) - 뉴콤인거같아요 리버스로 끝났음 그냥 둬도되는데 , 끝이 스트림이라 플레이시 hp충당에 좋을거같네요.
01:42:128 (4) - 는 꼬옥 고치시길 바랄께용! 빠롱빠롱~
Topic Starter
Sangzin

Euny wrote:

Korean air


  • Realize
  1. 00:23:205 (1) - 뉴콤 해제해 주세요. 강조음인건 맞는데 필히 오버랩이 심해 가독성을 위한것도 아니고 상진님 지켜오셨던대로 앞부분은 그냥 뉴콤주기 맞추는게(2measure 따르신거같아보여요~그러니..) 좋을거같아요 여기 말고도 살짝 들쑥날쑥한데가 있는데 ..
  2. 00:30:590 (1) - ^ 위와같아요
  3. 00:41:666 (1) - ^ 역시나 위와 같구요 - 앞에부분은 슬라이더 변속따라 넣은거이긴 한데 여기 이전부분부터는 긴 슬라 아닌 이상 다운비트주기로 하고싶네요.
  4. 00:53:897 (1) - 스핀시작하는 부분이 따로 강조음 없는 다운비트(빨강틱)이라 좀 어색함이 도는데요, 제 생각엔 00:52:743 - 여기서 시작하는게 더 어울릴 거라고 생각해요! - 들어보면 여기서 뭔가 커지는 음이 있길래 여기서부터 그 음을 스핀으로 강조하고싶네요.
  5. 01:20:436 (1,3) - 콤보 1개 터울로 이렇게 슬라끼리 부대끼는거 플레이할때 먹먹하던데 조금만 띄워주시면 좋을거같아요 - 수정
  6. 01:26:205 (1) - 이것도 굳이 뉴콤이 필요가 있는가싶은 대목이네요. - 거리가 가까운 것도 있고 01:25:974 (3,3) - 오버랩이 좀 자연스러워지는 느낌도 있으니 두겠습니다.
  7. 01:42:128 (4) - 25%/50% 로 들어보세요 진짜 1/4리버스가 필요로 하는 곳은 이곳입니다. 제가 드린 예시는 3타인데요, (5,6,7)콤보 자리인 3타 대신 1/4리버스를 넣으셔도 무방합니다 - 처음 들을 때는 아무것도 안들렸는데 패턴 수정해서 다시 들어보니까 정말이네요?! 수정
  8. 01:43:282 (9,10,11) - 그쪽 강조음 강하긴 한데, 그래도 아예 스트림이면 모르겠는데 리버스 오다가 갑자기 3타로 바뀌려니까 플레이시 혼동이 오더라구요 그냥1/4리버스가 낫지않을까 싶네요 - 이건 손닉님의 지적도 있었으나, 연타가 충분히 들어갈 수 있을거 같기에 5연타로 넣어두겠습니다.
  9. 02:29:666 (8) - 뉴콤인거같아요 리버스로 끝났음 그냥 둬도되는데 , 끝이 스트림이라 플레이시 hp충당에 좋을거같네요. - 수정
01:42:128 (4) - 는 꼬옥 고치시길 바랄께용! 빠롱빠롱~
모딩 감사합니다~ :)
CLSW


오프라인 플레이지만 캐치 올콤자 떴습니다!
그것도 SS
Topic Starter
Sangzin

CLSW wrote:



오프라인 플레이지만 캐치 올콤자 떴습니다!
그것도 SS
헐.........
Beomsan
Project Korean Air #2 Mod here we go w

[Realize]
  1. 00:28:513 (3,1) - x389 y94쯤으로 내리는게 나은거같습니다.
  2. 00:56:897 (3) - 1/1 00:57:243 - 노트 박자가 나아보입니다.
  3. 01:27:820 (1) - x255 y74
  4. 02:10:743 (5,6,7) - 디스턴스 벌리는게 좋아보입니다. 02:12:705 (6,7,8) - 이정도
  5. 05:44:889 (7,8) - 너무 말았다는 생각이 드네요.
  6. 05:49:043 (1,2,3) - 10도돌려서 05:48:927 (10,11) - 맞춰주세요. 지금 상태로는 슬밋내기 쉬울 거 같네요.
good luck
Topic Starter
Sangzin

Beomsan wrote:

Project Korean Air #2 Mod here we go w

[Realize]
  1. 00:28:513 (3,1) - x389 y94쯤으로 내리는게 나은거같습니다.
  2. 00:56:897 (3) - 1/1 00:57:243 - 노트 박자가 나아보입니다.
  3. 01:27:820 (1) - x255 y74
  4. 02:10:743 (5,6,7) - 디스턴스 벌리는게 좋아보입니다. 02:12:705 (6,7,8) - 이정도
  5. 05:44:889 (7,8) - 너무 말았다는 생각이 드네요.
  6. 05:49:043 (1,2,3) - 10도돌려서 05:48:927 (10,11) - 맞춰주세요. 지금 상태로는 슬밋내기 쉬울 거 같네요.
good luck
오랜만의 ALL FIXED :)
Affirmation
제대로 모딩들어갑니다.
01:09:359 (1,2,3,4) - 2,3번 위치만 바꿔주시는게...
01:40:743 (4,6) - 뭔가 제대로 스택 안된듯....
01:42:589 (1,2,3) - http://puu.sh/kNqik/4de603cc16.jpg살짝 뛰워주세용
헐 잡을게 없다...
Topic Starter
Sangzin

Neoskylove wrote:

제대로 모딩들어갑니다.
01:09:359 (1,2,3,4) - 2,3번 위치만 바꿔주시는게... - 이건 그냥 이흐름이 좋은 거 같네요
01:40:743 (4,6) - 뭔가 제대로 스택 안된듯.... - 아 아무래도 도약님이 언급한 버그뜬듯 수정
01:42:589 (1,2,3) - http://puu.sh/kNqik/4de603cc16.jpg살짝 뛰워주세용 - ㅇㅋㄷㅋ
헐 잡을게 없다...
모딩 감사합니다~
Kimion
Nice map^^ It's easier but still as awesome as the original. Have a rare kudosu^^
Gamu
Hello everyone!

[ General]
  1. 06:46:873 (T) - Volume of the red line and the green line is different. You should fix it.
  2. Unnecessary osb.file in folder because there is no SB.

[ Realize]
  1. 00:59:666 (7) - According to your hitsound pattern, you might want to add a drum-hitfinish here.
  2. 01:17:897 (6) - It is not a perfect stack. you can fix it easily (move to x:376 y:316).
  3. 01:24:070 (8) - I can't hear the sound of something here and it is not unnecessary circle imo.
  4. 01:37:916 (X) - Add a circle? I think it will fit the music.
  5. 01:38:436 (3) - You might want to stack it on start point of 01:37:743 (2). This means "move to x:224 y:226".
  6. 01:42:820 (2) - this placement looks a little ugly. move to x:160 y:156?
  7. 02:27:762 (10) - Same as 01:24:070 (8), I think it is not unnecessary circle.
  8. 02:53:609 (9) - ^
  9. 03:11:205 (3,4) - Spacing is too narrow. I think it causes the rhythm mistake to the player.
  10. 03:38:897 (1,2,3,4) - 1/4 repeat sliders doesn't fit the music, so I would like to recommend the rhythm of the following image. I think it is a very good rhythm pattern :p If you changed to this, you might want to use a soft-hitnromal in all the end point of slider.
  11. 05:46:273 (1,2,3,4) - ^

Good luck :3
Topic Starter
Sangzin

Gamu wrote:

Hello everyone!

[ General]
  1. 06:46:873 (T) - Volume of the red line and the green line is different. You should fix it. - Oops. fixed
  2. Unnecessary osb.file in folder because there is no SB. - that osb file again....fixed

[ Realize]
  1. 00:59:666 (7) - According to your hitsound pattern, you might want to add a drum-hitfinish here. - Fixed
  2. 01:17:897 (6) - It is not a perfect stack. you can fix it easily (move to x:376 y:316). - Fixed
  3. 01:24:070 (8) - I can't hear the sound of something here and it is not unnecessary circle imo. - I think it fits well imo.
  4. 01:37:916 (X) - Add a circle? I think it will fit the music. - I don't think so....
  5. 01:38:436 (3) - You might want to stack it on start point of 01:37:743 (2). This means "move to x:224 y:226". - Actually, this unstack looks good, but I aim to blanket, fixed
  6. 01:42:820 (2) - this placement looks a little ugly. move to x:160 y:156? - Fixed
  7. 02:27:762 (10) - Same as 01:24:070 (8), I think it is not unnecessary circle. - Okay
  8. 02:53:609 (9) - ^ - I think it fits well like before.
  9. 03:11:205 (3,4) - Spacing is too narrow. I think it causes the rhythm mistake to the player. - okay
  10. 03:38:897 (1,2,3,4) - 1/4 repeat sliders doesn't fit the music, so I would like to recommend the rhythm of the following image. I think it is a very good rhythm pattern :p If you changed to this, you might want to use a soft-hitnromal in all the end point of slider.
  11. 05:46:273 (1,2,3,4) - ^ - quite good!

Good luck :3
Thanks for mod~!
I need effoooooooooooooooooooooooooooooooooooooooooooooooooooort
Nerthar
Really funny map, +1 Star :)
Topic Starter
Sangzin
Since I want to make one more diff, I make new diff. Actually, I want to make this map long long ago blahblah...What I say?
anyway, Hope you guys enjoy new diff, Materialize.

Idk what to write
Ciyus Miapah
oh yeah since materialize is new diff i think i can say something important for this map

[Materialize]
  1. 00:26:897 (2,3,1) - kinda hard to believe sudden jumpin here i think, just put 1/1 pattern on this slow part is better
  2. almost parts looks really good with jumps and streams, i like it
  3. 01:38:320 (2,3) - fix this overlap can make visual more good, move 01:38:666 (3) - to 92|296 can make this jump more stable without any overlap
  4. 01:59:666 (9,10,11,12,1) - well this 1/4 slider can be moved a bit to make sure some flow readed properly (move 01:59:897 (11) - to 336|244 and move 02:00:012 (12) - to 244|184 to provide some straight curve flow at 01:59:897 (11,12,1) - and make some zigzag pattern at 01:59:782 (10,11) - become better.)
  5. 02:14:897 (1,2,3) - im sure your pattern you used is swapped, it will be better if you CTRL+G the pattern
  6. 02:29:205 (9,10,11,12,1) - try this pattern placement http://puu.sh/lbkgf/6abd00e5ec.jpg (best circular style for this map)
  7. 03:19:859 (2) - looks this can be better if you stack this circle to 03:19:512 (1) - slider end like 03:22:282 (5,6) - (and because it has vocal too, maybe put jump to slider can make that pattern more interesting
  8. 03:47:090 (2) - the jumps on 03:47:205 (1,2) - directly can make some missreading on that pattern, this should be fixed by moving 03:47:090 (2) - to 160|336 to make sure players can read 03:47:205 (1,2) - this 1/1 pattern properly, yeah slightly increasing players reactions on anti jump pattern
  9. 04:30:581 - dam son this epic parts !!
  10. 05:32:369 (14,1) - looks this spacing a little bit to high, you can put 0.70x as distance for that pattern
  11. 05:55:620 (2,1) - not sure if people can reach this on first look (but idk how to make ideal flow here, im trying this jump pattern and looks it can be good i guess http://osu.ppy.sh/ss/3921682, code thing:
    156,49,355043,2,0,P|108:23|39:27,1,95,4|0,0:3|0:0,0:0:0:0:
    54,232,355273,1,0,0:0:0:0:
    81,118,355389,1,0,0:0:0:0:
    146,275,355504,5,0,0:0:0:0:
    355,210,355620,1,0,0:0:0:0:
    296,352,355735,5,0,0:0:0:0:
    340,132,355851,1,0,0:0:0:0:
    384,300,355966,5,0,0:0:0:0:
    216,316,356082,1,0,0:0:0:0:
    248,140,356197,5,0,0:0:0:0:
    436,224,356312,1,0,0:0:0:0:

    (this one can be good zigzag + a bit square flow i guess
  12. 06:24:120 - im sure 90% players press esc button on this part (slow part meme lol)
  13. 06:19:389 - put notes in here, support drum patterning
  14. epic slow parts, inb4 got miss :lol:

sorry if this mod too short, because i think this map can be ready to go, im really sure of it
please rank this map
see ya later o/
Topic Starter
Sangzin

Fort wrote:

oh yeah since materialize is new diff i think i can say something important for this map

[Materialize]
  1. 00:26:897 (2,3,1) - kinda hard to believe sudden jumpin here i think, just put 1/1 pattern on this slow part is better - alight
  2. almost parts looks really good with jumps and streams, i like it - waaaaa thanks!!
  3. 01:38:320 (2,3) - fix this overlap can make visual more good, move 01:38:666 (3) - to 92|296 can make this jump more stable without any overlap - Fixed
  4. 01:59:666 (9,10,11,12,1) - well this 1/4 slider can be moved a bit to make sure some flow readed properly (move 01:59:897 (11) - to 336|244 and move 02:00:012 (12) - to 244|184 to provide some straight curve flow at 01:59:897 (11,12,1) - and make some zigzag pattern at 01:59:782 (10,11) - become better.) - Sounds good.
  5. 02:14:897 (1,2,3) - im sure your pattern you used is swapped, it will be better if you CTRL+G the pattern - Hmm...I want to make this pattern slider first.
  6. 02:29:205 (9,10,11,12,1) - try this pattern placement http://puu.sh/lbkgf/6abd00e5ec.jpg (best circular style for this map) - Prefer this pattern now.
  7. 03:19:859 (2) - looks this can be better if you stack this circle to 03:19:512 (1) - slider end like 03:22:282 (5,6) - (and because it has vocal too, maybe put jump to slider can make that pattern more interesting - Fixed
  8. 03:47:090 (2) - the jumps on 03:47:205 (1,2) - directly can make some missreading on that pattern, this should be fixed by moving 03:47:090 (2) - to 160|336 to make sure players can read 03:47:205 (1,2) - this 1/1 pattern properly, yeah slightly increasing players reactions on anti jump pattern - I'm not sure this can be missreaded, but this place looks good.
  9. 04:30:581 - dam son this epic parts !!
  10. 05:32:369 (14,1) - looks this spacing a little bit to high, you can put 0.70x as distance for that pattern - Yep
  11. 05:55:620 (2,1) - not sure if people can reach this on first look (but idk how to make ideal flow here, im trying this jump pattern and looks it can be good i guess http://osu.ppy.sh/ss/3921682, code thing: -
    THIS
    IS
    AWESOME!!!!!!

    156,49,355043,2,0,P|108:23|39:27,1,95,4|0,0:3|0:0,0:0:0:0:
    54,232,355273,1,0,0:0:0:0:
    81,118,355389,1,0,0:0:0:0:
    146,275,355504,5,0,0:0:0:0:
    355,210,355620,1,0,0:0:0:0:
    296,352,355735,5,0,0:0:0:0:
    340,132,355851,1,0,0:0:0:0:
    384,300,355966,5,0,0:0:0:0:
    216,316,356082,1,0,0:0:0:0:
    248,140,356197,5,0,0:0:0:0:
    436,224,356312,1,0,0:0:0:0:

    (this one can be good zigzag + a bit square flow i guess
  12. 06:24:120 - im sure 90% players press esc button on this part (slow part meme lol) - then let thew press esc! wtf?!
  13. 06:19:389 - put notes in here, support drum patterning - It looks hard to read if I place anywhere imo.
  14. epic slow parts, inb4 got miss :lol: - :o but I want to maintain this slow part

sorry if this mod too short, because i think this map can be ready to go, im really sure of it
please rank this map
see ya later o/

Thanks for your mod! :) I'll rank this map asap!
F D Flourite
Hi, from your forum pm request.
Yes, I want to do M4M, and I'll pm you my map to mod.
Since your map is pretty good and kinda ready, forgive me from being picky and personal.

[Materialize]
  1. Disable Widescreen Support.
  2. A bit disappointed that most of hitsound you used in the passionate part is hitnormal. Kinda plain and boring for me.
  3. 01:01:282 (7,8,9,10) - This Zig-Zag makes me feel uncomfortable. Maybe you should try to move 8 upward and 9 downward to make the flow smoother.
  4. 01:03:820 (1,2,3,4,5,1,2,3,4,5,1,2,3,1,2,3,4,5) - The rhythm here actually varies. Even you want to use 1/4, try to make something different to distinguish the actual rhythm. For example, two 1/4 sliders to replace 01:04:282 (1,2,3,4) - .
  5. 01:05:955 - And you left a noise blank here. Try to cover it?
  6. 01:18:243 (7,8,9) - Move 8 a bit rightward will make the flow better.
  7. 02:08:551 (5) - The slider tail is out of the mapping area and definitely touch the HP bar. You can use Ctrl+G to check the coordinate.
  8. 02:57:128 (7,3) - Not perfectly stacked :p
  9. 03:32:320 (6) - Maybe it is better to stack this on 5? I want a jump from 6 to 1.
  10. 03:46:628 (2,1) - I'm not pretty sure about the flow here. The angle is big and the distance is short. Maybe swap 03:46:743 (1,2) - and then swap 03:46:974 (1,2) - to make flow like Zig-Zag? Or at least I would recommend you to move 03:46:743 (1) - a bit leftward.
  11. 04:23:889 (4) - Move it rightward to make the distance between 04:23:889 (4,1) - is larger? That will be more good-looking.
  12. 04:56:197 (4,5) - Try to improve the blanket?
  13. 05:40:735 (5,7) - Embarassing overlap. Just make the overlap part more or disappear.
  14. 06:05:427 (3,1) - blanket
  15. 06:28:749 (1) - Strongly recommend you use a mute sliderslide this part. The current sliderslide hitsound really doesn't fit the music.
Overall it is definitely a good map. Good luck on ranking it! :)
Topic Starter
Sangzin

F D Flourite wrote:

Hi, from your forum pm request.
Yes, I want to do M4M, and I'll pm you my map to mod.
Since your map is pretty good and kinda ready, forgive me from being picky and personal.

[Materialize]
  1. Disable Widescreen Support. - Oops Fixed
  2. A bit disappointed that most of hitsound you used in the passionate part is hitnormal. Kinda plain and boring for me.
  3. 01:01:282 (7,8,9,10) - This Zig-Zag makes me feel uncomfortable. Maybe you should try to move 8 upward and 9 downward to make the flow smoother. - Okay
  4. 01:03:820 (1,2,3,4,5,1,2,3,4,5,1,2,3,1,2,3,4,5) - The rhythm here actually varies. Even you want to use 1/4, try to make something different to distinguish the actual rhythm. For example, two 1/4 sliders to replace 01:04:282 (1,2,3,4) - . - No. Prefer now.
  5. 01:05:955 - And you left a noise blank here. Try to cover it? - underbeat again....Fixed
  6. 01:18:243 (7,8,9) - Move 8 a bit rightward will make the flow better. - Okay
  7. 02:08:551 (5) - The slider tail is out of the mapping area and definitely touch the HP bar. You can use Ctrl+G to check the coordinate. - Fixed my own way
  8. 02:57:128 (7,3) - Not perfectly stacked :p - Fixed
  9. 03:32:320 (6) - Maybe it is better to stack this on 5? I want a jump from 6 to 1. Sweet jump XD
  10. 03:46:628 (2,1) - I'm not pretty sure about the flow here. The angle is big and the distance is short. Maybe swap 03:46:743 (1,2) - and 03:46:974 (1,2) - to make flow like Zig-Zag? Or at least I would recommend you to move 03:46:743 (1) - a bit leftward. - swapping looks make too big jump, so I moved that one for now.
  11. 04:23:889 (4) - Move it rightward to make the distance between 04:23:889 (4,1) - is larger? That will be more good-looking. - Nice
  12. 04:56:197 (4,5) - Try to improve the blanket? - Nah, I'll keep this
  13. 05:40:735 (5,7) - Embarassing overlap. Just make the overlap part more or disappear. - Yep
  14. 06:05:427 (3,1) - blanket - okay
  15. 06:28:749 (1) - Strongly recommend you use a mute sliderslide this part. The current sliderslide hitsound really doesn't fit the music.- - Gonna put silent one.
Overall it is definitely a good map. Good luck on ranking it! :)
Thanks~ I'll mod yours soon! :)
Reillia
[마테리얼라이즈]

01:17:436 (3,6,8,9) - 8을 3꼬리에 9를 6꼬리에 스택시키면 좀더 치기 편할듯
01:37:051 (6,7) - 갑자기 흐름이 끊긴다는 느낌이 드는데 배치가 7을 8꼬리에 스택시키는건 어떨까요?
03:19:512 (1,2) - 위랑 비슷하게 끊긴다는 느낌이 듬 03:19:974 (3) - 얘를 컨 g로 뒤집고 꼬리에 2를 스택시켜보는건?
03:39:128 (2) - 배치는 이게더 이쁠듯 X: 107 Y: 192
04:41:197 (5,6) - 6번슬라를 그냥 5번을 180도 돌린모양으로 잡는게 이뻐보일듯
04:56:197 (4,5) - 담요해주시면 이쁠듯
05:20:889 (8,1) - 꼬리에 담요상태가?
Topic Starter
Sangzin

[C u r i] wrote:

[마테리얼라이즈]

01:17:436 (3,6,8,9) - 8을 3꼬리에 9를 6꼬리에 스택시키면 좀더 치기 편할듯 - 둘다 언스택노린거라 냅두겠습니다
01:37:051 (6,7) - 갑자기 흐름이 끊긴다는 느낌이 드는데 배치가 7을 8꼬리에 스택시키는건 어떨까요? - 디스턴스도 좀 그렇고, 이맵에서는 서클 후 슬라이더끝으로 스택시키는건 좀 그러니 냅두겠습니다
03:19:512 (1,2) - 위랑 비슷하게 끊긴다는 느낌이 듬 03:19:974 (3) - 얘를 컨 g로 뒤집고 꼬리에 2를 스택시켜보는건? - 아까랑 같습니다
03:39:128 (2) - 배치는 이게더 이쁠듯 X: 107 Y: 192 - 굳
04:41:197 (5,6) - 6번슬라를 그냥 5번을 180도 돌린모양으로 잡는게 이뻐보일듯 - 그렇긴 하겠네요 수정
04:56:197 (4,5) - 담요해주시면 이쁠듯 - 이건 위의 모딩에서도 언급했는데 그냥 안하는게 좋네요
05:20:889 (8,1) - 꼬리에 담요상태가? - 히익
모딩 감사합니다~
그리고 쿠도스는 이미 확정됬습니다
증거
이시점에서 이미 쿠도스 확정 ㅋㅅㅋ
sammish
Yo hey just dropping a mod here (sorry for nitpicking)

Realize
00:10:282 (1) - A bit too curved/contorted, makes it look ugly imo
00:17:666 (1) - ^ (Maybe make each curve/angle more pronounced and use less curves)
01:20:089 (6,7,8) - Personally feel that the slight jump is unnecessary, liked 01:12:589 (5,6,7,8) - more
01:22:051 (7) - I think it would look better like this, 01:33:589 (1,2,3) - switch 2 and 3
03:18:012 (2,3,4) - Its a bit sharp, I feel this flows better 03:40:512 (4) - move this to the left, so it's in line with 5
04:35:889 (8) - Maybe move this up so that it transitions to the 9 nicer
04:40:504 (3) - Moving left can avoid the overlap
04:45:697 (2) - I think this looks nicer flipped upside down
05:30:581 (1) - Slider arrow shouldn't be shorter than its bow, looks ugly and you can't see the end
05:48:927 (10,11) - Equal distance to the slider pls, shift down and left seems to help
06:09:235 (6,1) - you could turn this into a sliderbow
06:39:825 (1) - ^
06:43:979 (3,4) - This feels nicer as a repeat slider, adds variation

Materialize
I can't mod 6*, sorry

EDIT: Overall it plays really well, I enjoyed it :) Good luck on ranking this are you doing m4m?
Topic Starter
Sangzin

Sammish wrote:

Yo hey just dropping a mod here (sorry for nitpicking)

Realize
00:10:282 (1) - A bit too curved/contorted, makes it look ugly imo
00:17:666 (1) - ^ (Maybe make each curve/angle more pronounced and use less curves) - I don't think so...
01:20:089 (6,7,8) - Personally feel that the slight jump is unnecessary, liked 01:12:589 (5,6,7,8) - more - It emphasizes guitar sound, so I think it's necessary
01:22:051 (7) - I think it would look better like this, - Okay01:33:589 (1,2,3) - switch 2 and 3 - Keep for now, because flows looks bad imo
03:18:012 (2,3,4) - Its a bit sharp, I feel this flows better - good 03:40:512 (4) - move this to the left, so it's in line with 5 - yep
04:35:889 (8) - Maybe move this up so that it transitions to the 9 nicer - It has danger of touch HP bar, I downed this
04:40:504 (3) - Moving left can avoid the overlap - This overlap is intended.
04:45:697 (2) - I think this looks nicer flipped upside down - I think not
05:30:581 (1) - Slider arrow shouldn't be shorter than its bow, looks ugly and you can't see the end - k changed pattern
05:48:927 (10,11) - Equal distance to the slider pls, shift down and left seems to help - What the....................
06:09:235 (6,1) - you could turn this into a sliderbow
06:39:825 (1) - ^ - no. Keep this
06:43:979 (3,4) - This feels nicer as a repeat slider, adds variation - I want to make them equal timing

Materialize
I can't mod 6*, sorry
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

EDIT: Overall it plays really well, I enjoyed it :) Good luck on ranking this are you doing m4m?
PM me XD
Thanks for your mod~
Monstrata
[Materialize]

  1. 00:28:743 (1,2) - something like this would flow nicely. slow section anyways so good flow is always nice
  2. 00:36:590 (2) - If you could make the head-part of the slider (loop) look less squarish that'd be nice!
  3. 00:57:128 (4,1,2) - Fix this spacing here? 4>1 could be bigger or equal in ds
  4. 01:05:666 (1,2,3,4,5) - This rhythm feels weird for me xP I would just stick with the 5-stream rhythm you have going because musically not a lot changes here, but you've picked an entirely new rhythm
  5. 01:08:436 (4) - NC here? Would fit your pattern well
  6. 01:17:666 (4,5,6) - Weird to stack them when you usually make these 1/2's jumps. Since they aren't really prominent 1/2's i would just use like normal 1.00 DS
  7. 01:28:281 (2) - NC'ing would help with the rhythm so players know the stream begins on a white tick not a blue one.
  8. 02:00:474 (2,3) - This flow is really sharp when you consider the circular flow you had going with 1>2
  9. 02:14:897 (1,2,3) - Ctrl+G the rhythm it makes a lot more sense since you can clearly hear another drum hit on 02:15:012 - but not on 02:15:243 - Applies to everything here.
  10. 02:59:205 (1,2,3,4,5,1,2) - This section was surprisingly simple despite the clear drum beats. You can keep i guess, but it just felt simple haha.
  11. 03:00:820 (5,6) - These two drums are different if you listen, they sound much stronger. You can capture this with a larger jump, or even NC'ing those two.
  12. 03:21:243 (9,1) - Visually this doesn't really flow well because after 9 you are going downward, but slider 1 is pointed upward initially
  13. 03:46:628 (2,1) - I would make this jump even bigger. Generally people expect the jump onto a new NC to be bigger, it would create more emphasis anyways and i think it fits nicely here.
  14. 03:53:436 (2,1,2) - Not really liking the spacing here
  15. 04:16:480 (1,1,1) - I would go with sliders instead. with spinners you can spin really fast and because players are inclined to spin really fast, it doesn't really fit the section. You want players to play something really slow. Which is why the extremely slow sliders on the ranked version of this song fit so well.
  16. 04:34:273 (1,2,3) - Pretty random switch to 1/2 rhythm here...
  17. 05:09:120 (7,1) - Could make this jump a lot bigger imo. Hold sliders are treated like 1/2 gaps anyways.
  18. 06:17:543 - There's a note here too if you want to map that.
[Realize]

  1. 00:56:436 (1,2,3) - You use 1.1x spacing here, but 1.00 for the rest
  2. 01:08:205 (3) - I would make this a 1/2 slider so you can have another circle beginning on the downbeat.
  3. 02:14:897 (1,2,1,2,1,2,1,2) - Niiiiice
  4. 02:17:666 (1) - I think this is too simple though. same with 02:21:359 (5,6) -
  5. 03:29:666 (4,5,6,7) - If you could fix the overlaps they would look realy nice!
  6. 04:44:658 (5) - I would make this 1/2 too, and make 04:44:889 - a circle.
  7. 04:58:966 (7,8,9) - This triplet was really sudden for me D: i would have prefered just 1/2 rhythm since this isn't Kiai.
Good luck Sangzin!
Topic Starter
Sangzin

monstrata wrote:

[Materialize]

  1. 00:28:743 (1,2) - something like this would flow nicely. slow section anyways so good flow is always nice - Okay
  2. 00:36:590 (2) - If you could make the head-part of the slider (loop) look less squarish that'd be nice! - I hope this is what you want.
  3. 00:57:128 (4,1,2) - Fix this spacing here? 4>1 could be bigger or equal in ds - Yep
  4. 01:05:666 (1,2,3,4,5) - This rhythm feels weird for me xP I would just stick with the 5-stream rhythm you have going because musically not a lot changes here, but you've picked an entirely new rhythm - I have the time to think about this part...
  5. 01:08:436 (4) - NC here? Would fit your pattern well - This NC looks inconsistent
  6. 01:17:666 (4,5,6) - Weird to stack them when you usually make these 1/2's jumps. Since they aren't really prominent 1/2's i would just use like normal 1.00 DS - Not for me. It fits with drum and guitar sounds imo.
  7. 01:28:281 (2) - NC'ing would help with the rhythm so players know the stream begins on a white tick not a blue one. - Okay
  8. 02:00:474 (2,3) - This flow is really sharp when you consider the circular flow you had going with 1>2 - try it
  9. 02:14:897 (1,2,3) - Ctrl+G the rhythm it makes a lot more sense since you can clearly hear another drum hit on 02:15:012 - but not on 02:15:243 - Applies to everything here. - I'm not sure this rhythm makes more sense. Also, I mapped this part similar to Realize diff. And lastly, it helps to emphasize hitsound on 02:15:359 (1) - part
  10. 02:59:205 (1,2,3,4,5,1,2) - This section was surprisingly simple despite the clear drum beats. You can keep i guess, but it just felt simple haha. - Sadly, This part have no 1/4 beats :(
  11. 03:00:820 (5,6) - These two drums are different if you listen, they sound much stronger. You can capture this with a larger jump, or even NC'ing those two. - Yep. Fixed
  12. 03:21:243 (9,1) - Visually this doesn't really flow well because after 9 you are going downward, but slider 1 is pointed upward initially - Fixed this a little bit
  13. 03:46:628 (2,1) - I would make this jump even bigger. Generally people expect the jump onto a new NC to be bigger, it would create more emphasis anyways and i think it fits nicely here. - Consider it. I can't decide now.
  14. 03:53:436 (2,1,2) - Not really liking the spacing here - changed spacing
  15. 04:16:480 (1,1,1) - I would go with sliders instead. with spinners you can spin really fast and because players are inclined to spin really fast, it doesn't really fit the section. You want players to play something really slow. Which is why the extremely slow sliders on the ranked version of this song fit so well.
    - Hmm...Sliders can work maybe, but I don't think slider can work properly. Also, I want to make difference with ranked version, but if someone point this thing, I may change this part.
  16. 04:34:273 (1,2,3) - Pretty random switch to 1/2 rhythm here... - I don't think so....
  17. 05:09:120 (7,1) - Could make this jump a lot bigger imo. Hold sliders are treated like 1/2 gaps anyways. - I think players can play this part.
  18. 06:17:543 - There's a note here too if you want to map that. - Fixed
[Realize]

  1. 00:56:436 (1,2,3) - You use 1.1x spacing here, but 1.00 for the rest - Fixed
  2. 01:08:205 (3) - I would make this a 1/2 slider so you can have another circle beginning on the downbeat. - Yep
  3. 02:14:897 (1,2,1,2,1,2,1,2) - Niiiiice - Thaaaaanks!
  4. 02:17:666 (1) - I think this is too simple though. same with 02:21:359 (5,6) - - Okay
  5. 03:29:666 (4,5,6,7) - If you could fix the overlaps they would look realy nice! - Okay
  6. 04:44:658 (5) - I would make this 1/2 too, and make 04:44:889 - a circle. - I don't find the reason why i mapped.
  7. 04:58:966 (7,8,9) - This triplet was really sudden for me D: i would have prefered just 1/2 rhythm since this isn't Kiai. - 1/4 reapeat slider instead. I want 1/4 beats :3
Good luck Sangzin!
I thinks I reject many thing on materialize diff. But what i accept is really cool! Thanks for your mod! :)
micchi_chi
Okay, maybe I'll try...
M4M from your queue

Red : unrankable issue
Blue : highly suggested to fix
Black : normal suggestion
Green : random comment
Bold : slightly more important than others

[Realize]
  1. 00:13:513 feel kinda weird without anything here... maybe add a note would be better
  2. 00:29:666 (3) - Why don't you make this point more to the next note? .-. http://puu.sh/ll3xh/edf8da84ff.jpg or maybe move the next note so it would form a direct flow with this slider
  3. 00:40:743 (2) - Maybe you could mirror (1) and make it like this http://puu.sh/ll3Bc/aa5e312320.jpg then move 00:41:666 (1,2) - so it would be placed at the center. It should give a nice symmetry feeling -w-
  4. 01:07:397 (3) - Give it a little jump to the next slider to indicate the SV change... Maybe like this http://puu.sh/ll3GD/548a777f69.jpg
  5. 02:29:205 (3) - Uhh, maybe make this the same distance as (1) to (2)... placing it too close to (2) don't really make sense :/
  6. 03:57:128 (1) - Following the violin? .-. maybe at least make a red anchor here 03:57:358 to support the piano
  7. 04:03:820 (1,2,3) - I think the rhythm would be better like this http://puu.sh/ll42u/58bea9939a.jpg
  8. 04:19:025 (1) - Use higher beat snap divisor (I think 1/8 should be sufficient) so this spinner would last longer, since currently the sound still goes on after the spinner end
  9. 02:59:205 (1,2) - I think this kind of stack would be pretty confusing after a 1/4 pattern... I suggest to just unstack them. BTW the rhythm is not that nice either, at big white tick, the violin goes long so it would be better to start a slider http://puu.sh/ll4lV/273ecddd65.jpg after that maybe you can stack the circles
  10. 03:02:782 (1,2) - this kinda feel weird... I like it like this better http://puu.sh/ll4oP/7276a6c8a4.jpg pretty (too) basic maybe...
  11. 03:46:974 (4) - The SV reduce here don't really make sense for me. Actually the music stay the same so it's better to keep SV the same. And suddenly it goes slower, it's alright because the music does that, it would make the map more dynamic. And make it more tricky too -w-
  12. Even with 9.2, the AR still feel pretty slow :/ but I think it's alright, no need to increase it since it might hurt the diff spread

Pretty good -w-
Good luck ^^
Topic Starter
Sangzin

hanyuu_nanodesu wrote:

Okay, maybe I'll try...
M4M from your queue

Red : unrankable issue
Blue : highly suggested to fix
Black : normal suggestion
Green : random comment
Bold : slightly more important than others

[Realize]
  1. 00:13:513 feel kinda weird without anything here... maybe add a note would be better - okay
  2. 00:29:666 (3) - Why don't you make this point more to the next note? .-. http://puu.sh/ll3xh/edf8da84ff.jpg or maybe move the next note so it would form a direct flow with this slider - nice
  3. 00:40:743 (2) - Maybe you could mirror (1) and make it like this http://puu.sh/ll3Bc/aa5e312320.jpg then move 00:41:666 (1,2) - so it would be placed at the center. It should give a nice symmetry feeling -w- - yep
  4. 01:07:397 (3) - Give it a little jump to the next slider to indicate the SV change... Maybe like this http://puu.sh/ll3GD/548a777f69.jpg - okay
  5. 02:29:205 (3) - Uhh, maybe make this the same distance as (1) to (2)... placing it too close to (2) don't really make sense :/ - Uh....What i gonna say is
    Holy s*nope*
  6. 03:57:128 (1) - Following the violin? .-. maybe at least make a red anchor here 03:57:358 to support the piano - I think it's fine
  7. 04:03:820 (1,2,3) - I think the rhythm would be better like this http://puu.sh/ll42u/58bea9939a.jpg - Prefer this one.
  8. 04:19:025 (1) - Use higher beat snap divisor (I think 1/8 should be sufficient) so this spinner would last longer, since currently the sound still goes on after the spinner end - okay
  9. 02:59:205 (1,2) - I think this kind of stack would be pretty confusing after a 1/4 pattern... I suggest to just unstack them. BTW the rhythm is not that nice either, at big white tick, the violin goes long so it would be better to start a slider http://puu.sh/ll4lV/273ecddd65.jpg after that maybe you can stack the circles - Fixed
  10. 03:02:782 (1,2) - this kinda feel weird... I like it like this better http://puu.sh/ll4oP/7276a6c8a4.jpg pretty (too) basic maybe... - nice
  11. 03:46:974 (4) - The SV reduce here don't really make sense for me. Actually the music stay the same so it's better to keep SV the same. And suddenly it goes slower, it's alright because the music does that, it would make the map more dynamic. And make it more tricky too -w- - well...ok Fix for now.
  12. Even with 9.2, the AR still feel pretty slow :/ but I think it's alright, no need to increase it since it might hurt the diff spread - maybe it's because of BPM issues. and changing of AR doesn't affect star diff

Pretty good -w- XD Thanks!
Good luck ^^
Thanks for your mod!
CLSW
http://puu.sh/lnp8e/a4a7400d21.zip 새로 가이드라인 개정되려고 하길래 그거 맞춰서 좀 고쳤습니다
DeletedUser_1574070
hi

  • Materialize
  1. 01:45:589 (2) - try curve more http://puu.sh/lnwMC/82cf2a3913.jpg
  2. 02:04:512 (3) - better path is here http://puu.sh/lnwQg/2f93d528c0.jpg
  3. 02:06:474 - obviously there is a sound. recommend u to put a note here. i'd put a stack and put NC to make sure there is flowchange. http://puu.sh/lnwVm/d48350abde.jpg
  4. 02:23:666 (3,4) - if this isn't deliberate overlap, try to make this separated. http://puu.sh/lnwXT/1a3b1927e7.jpg.
  5. 03:12:128 (1,2,3,4,1,2,3) - this pattern lacks of the efficiency of NC. try remove NC then u can get more playability / visibility to understand there is some changes.
  6. 03:14:897 (5) - same.
  7. 03:31:512 (1,2,3,4,5,6) - based on my personal taste so u can ignore this. try this pattern. http://puu.sh/lnx9J/17f47ccd45.jpg http://puu.sh/lnxa4/a182f029cb.jpg
  8. 03:33:705 (6,7,8) - i think ctrl_ging is better http://puu.sh/lnxbx/4168dcfc16.jpg
  9. 03:46:166 (6) - try move this like this http://puu.sh/lnxe7/4e0967afe8.jpg
  10. 03:47:205 (1) - http://puu.sh/lnxh0/c760757b92.jpg
  11. 04:53:773 (2) - http://puu.sh/lnxlA/4c464879dd.jpg or http://puu.sh/lnxlM/c81aa56628.jpg
  12. 04:57:697 (2) - u could do better with this http://puu.sh/lnxn2/04890110ad.jpg
  13. 04:58:735 (5) - for better flow http://puu.sh/lnxoi/8f76dd9adc.jpg or if u want to move that stuff that much, try this http://puu.sh/lnxpI/572dbff651.jpg
  14. 06:42:595 (1) - considering the next note, this can be better http://puu.sh/lnxwj/5f60a181a7.jpg

goodluck
CelegaS
I'm sad, can't play ctb's diff correctly because too high ar :'(
Topic Starter
Sangzin

Kloyd wrote:

hi

  • Materialize
  1. 01:45:589 (2) - try curve more http://puu.sh/lnwMC/82cf2a3913.jpg - k
  2. 02:04:512 (3) - better path is here http://puu.sh/lnwQg/2f93d528c0.jpg - k
  3. 02:06:474 - obviously there is a sound. recommend u to put a note here. i'd put a stack and put NC to make sure there is flowchange. http://puu.sh/lnwVm/d48350abde.jpg - Actually there has a sound, but I think it's small enough to ignore.
  4. 02:23:666 (3,4) - if this isn't deliberate overlap, try to make this separated. http://puu.sh/lnwXT/1a3b1927e7.jpg. - Fixed
  5. 03:12:128 (1,2,3,4,1,2,3) - this pattern lacks of the efficiency of NC. try remove NC then u can get more playability / visibility to understand there is some changes. - Okay
  6. 03:14:897 (5) - same. - ^
  7. 03:31:512 (1,2,3,4,5,6) - based on my personal taste so u can ignore this. try this pattern. http://puu.sh/lnx9J/17f47ccd45.jpg http://puu.sh/lnxa4/a182f029cb.jpg - make similar thing first one.
  8. 03:33:705 (6,7,8) - i think ctrl_ging is better http://puu.sh/lnxbx/4168dcfc16.jpg - Only (6) Fixed
  9. 03:46:166 (6) - try move this like this http://puu.sh/lnxe7/4e0967afe8.jpg - Fixed
  10. 03:47:205 (1) - http://puu.sh/lnxh0/c760757b92.jpg - Alight
  11. 04:53:773 (2) - http://puu.sh/lnxlA/4c464879dd.jpg or http://puu.sh/lnxlM/c81aa56628.jpg - Used second one.
  12. 04:57:697 (2) - u could do better with this http://puu.sh/lnxn2/04890110ad.jpg - Fixed
  13. 04:58:735 (5) - for better flow http://puu.sh/lnxoi/8f76dd9adc.jpg or if u want to move that stuff that much, try this http://puu.sh/lnxpI/572dbff651.jpg - I want to keep this one.
  14. 06:42:595 (1) - considering the next note, this can be better http://puu.sh/lnxwj/5f60a181a7.jpg - fixed

goodluck
Sorry for late response. I have no time to fix
Thanks for your mod! :)

CLSW wrote:

http://puu.sh/lnp8e/a4a7400d21.zip 새로 가이드라인 개정되려고 하길래 그거 맞춰서 좀 고쳤습니다
업뎃 완료했습니다.
SYAHME
Ranked it, CtB.
CLSW
http://puu.sh/lx1K5/eeaf72ab1b.zip 오버매핑된 부분이 있는것 같아 수정.
Topic Starter
Sangzin

CLSW wrote:

http://puu.sh/lx1K5/eeaf72ab1b.zip 오버매핑된 부분이 있는것 같아 수정.
업뎃 완료했습니다.
Krah
I just don't get why Scorpiour used "<Version 0>" (probably because of that) but it's not how the song is supposed to be called in the MATERIAL album.

Please refer to http://www.konamistyle.jp/sp/tatsh_material/index.html
Unicode Title: "IMAGE -MATERIAL-(新曲)"
Title : "IMAGE -MATERIAL-(Shinkyoku)"

Note that I'm not that good in japanese and that you should confirm the romanization by someone else.
Edit: +/- had it confirmed Shinkyoku seems to be correct.
Topic Starter
Sangzin

Krah wrote:

I just don't get why Scorpiour used "<Version 0>" (probably because of that) but it's not how the song is supposed to be called in the MATERIAL album.

Please refer to http://www.konamistyle.jp/sp/tatsh_material/index.html
Unicode Title: "IMAGE -MATERIAL-(新曲)"
Title : "IMAGE -MATERIAL-(Shinkyoku)"

Note that I'm not that good in japanese and that you should confirm the romanization by someone else.
Edit: +/- had it confirmed Shinkyoku seems to be correct.
I didn't even...... Thanks for metadata!

Ok. Redownload please, guys!
Aryssiel
good luck!
CLSW
http://puu.sh/lG1cD/f80a3af068.zip 한군데 좀 어색한게 있길래 수정
Topic Starter
Sangzin

CLSW wrote:

http://puu.sh/lG1cD/f80a3af068.zip 한군데 좀 어색한게 있길래 수정
업뎃 완료했습니다.
show more
Please sign in to reply.

New reply