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Nakagawa Shoko - Sorairo Days [CatchTheBeat]

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Topic Starter
Zak
Will get hitsounds finished up on GD's soon, and will get to the mod shortly after hopefully.

Thanks for modding~
Topic Starter
Zak
Everything hitsounded and updated, after over a year of waiting, hopefully now this can get pushed through
-rage
Sorry for the late mod!
Here ya go :)

[Cup]
  1. 00:20:251 - 3 inherited timing points here while there is no notes? are those usefull here?
  2. 00:42:147 (5) - slider could have a better curve to it, feels too horizontal
  3. 00:48:010 (1,1) - could make this so it's not stacked?
[Salad]
  1. 00:49:561 (5,1) - notes feels REALLY far from eachother, maybe reduce distance?
  2. 00:57:837 (5) - this reverse slider doesn't follow the song? the reverse part is on a blue tic but there's no sound that goes with it
other diffs feel fine to me. no kudosu if this mod wasn't helpful ;w;
great mapset!
Topic Starter
Zak

klonoa wrote:

Sorry for the late mod!
Here ya go :)

[Cup]
  1. 00:20:251 - 3 inherited timing points here while there is no notes? are those usefull here?
  2. 00:42:147 (5) - slider could have a better curve to it, feels too horizontal
  3. 00:48:010 (1,1) - could make this so it's not stacked?
[Salad]
  1. 00:49:561 (5,1) - notes feels REALLY far from eachother, maybe reduce distance?
  2. 00:57:837 (5) - this reverse slider doesn't follow the song? the reverse part is on a blue tic but there's no sound that goes with it
other diffs feel fine to me. no kudosu if this mod wasn't helpful ;w;
great mapset!
Applied everything, thank you!
JBHyperion
Promised a while ago, better late than never I guess |:

General Comments:

  1. Song Folder: No issues
  2. Song Setup: Look at this edgy kid with his AR8.2 Platter (^:
  3. Metadata: Consider adding some tags to ease searching; Gurren Lagann (since you don't have romanised in Source field), Big Bang (album name), Shoko, OP opening theme, rock (?)
  4. Timing: Wasn't sure why you have the offset at 00:00:079 - instead of 00:05:596 - since the song starts there (4 measures later) but then I noticed 00:05:596 (3) has a volume buff in Cup only. It's perfectly okay to have objects before the first timing point (anacruces) and they automatically take on the volume/sampleset/etc. of whatever the first timing point sets, so if you decide you don't need that first green line you can more the red on there instead
  5. Hitsounds: No issues
  6. AImod: No issues
Difficulty-Specific Comments:

  1. 00:15:251 (1) - 00:20:768 (9) - Why have breaks here in all diffs except Cup? Surely the lowest diff should feature the most breaks (not that any are really needed in a TV size song anyway...) I'd suggest filling these in with some long sliders to fit the vocals both to be consistent with the Cup and also to make the diffs more varied and interesting to play
  2. 00:45:596 (1,2,3,1,2,3,4) - Hitsound volume at the start of this needs to be higher (at least in Salad-Rain where it's mapped with notes and not a spinner), these first few beats are a real strain to hear. I'd start at 40% and go up in steps of 5% instead
  3. 01:10:768 - Spinner here would be nice on all diffs, not just the Cup, you've just come out of the kiai so it feels weird to suddenly stop when there is still something clear to follow
Tenshichan's Cup
  1. 00:05:251 (2,3) - Considering how strong this is, you could really do with a little more spacing or a direction change here to add emphasis as this feel pretty plain atm
  2. 00:12:320 (2,1) - Feels really weird to map the preceding sounds but skip this, I'd move the spinner back 1/2 and add repeat here
  3. 00:27:492 (2) - This should start 1/2 later for both the vocal and drum sound, please shorten it (tail is fine)
  4. 00:30:251 (2) - This one is more acceptable since there is a vocal on the white tick, but the cymbal sound 1/2 later overpowers it. I'd fix this too, if only to be consistent
  5. 00:33:010 (2) - ^ and you might want to add a circle at 00:33:872 - to re-include this beat
  6. 01:15:941 (1,1) - I know it's a 1/1 spacing but since bpm is quite high this distance after the spinner could catch new players off guard a bit, could you possibly move all of 01:18:699 (1,2,3,4,1,2,3,4,5,6) - to the right a little? (1) at x-96 or so should be enough
  7. 01:23:354 (5,1) - Same as 00:12:320 (2,1) but obviously a circle this time
Salad
  1. 00:06:458 (6) - 00:09:216 (5) - Remove these, there's no guitar or drum sound here to warrant them
  2. 00:12:665 (8,1) - 1/2 note to spinner spacing at this BPM is a reading challenge for novice players, suggets a similar change to Cup, shift spinner start back to 00:13:354 - and add a circle/repeat at 00:13:010 -
  3. 00:24:389 (5,1,1) - Two 1/2 note to spinner spacings, I think you know what the deal is here ): Add a circle at 00:24:561 -, start the spinner at 00:24:906 - and remove 00:25:768 (1) ending on the downbeat, or remove the spinner and make the new object at 00:24:561 - a long slider instead and keep 00:25:768 (1)
  4. 00:30:079 (4,5,6,7,8,1,2,3,4,5,6) - Kind of a boring back and forth pattern, and quite dense for a Salad diff at any rate, so maybe remove 00:30:423 (6) - and create some direction changes and/or jumps here for variety, especially at any of 00:31:113 (2,4,6) for these strong drum sounds
  5. 01:07:665 (5) - NC here please, this stack of notes gets uncomfortably big for this difficulty
  6. 01:08:872 (8) - I'd prefer a bit more movement on this slider given the intensity of the vocal here, try rotating it 90 degrees clockwise
  7. 01:23:010 (8,1) - Same suggestion as in Cup and at 00:24:389 (5,1,1)
Platter
  1. 00:06:458 (6,9) - Same as in Salad, these aren't really worth adding circles for imo. Removing them and making 00:06:285 (5,8) into 1/1 sliders would fit the guitar sounds nicely though
  2. 00:11:458 (3,4,5) - This spacing is really unexpected so early in the map, I'd move (4) to the right, say x-336, then put (5) at x-136
  3. 00:20:079 (5,7,9) - Not sure what you''ll do here give my suggestions about these break bits, but what do you think about dashes to the first two and hdash to the last to fit with the strong drum and vocal sounds?
  4. 00:41:630 (5,6,7) - This kind of antiflow is very unexpected to see after that sharp slider; even if you can catch by stacking, this definitely won't come naturally to most players of this level. Flipping 6) to face right instead would help a lot
  5. 00:45:596 (1,2) - Whoa this strong jump comes out of nowhere, please move (1) to somewhere like x-220
  6. 00:46:975 (3,4,1) - (4,1) feels really underwhelming for a buildup to a kiai, so some more spacing would be really helpful here. Try making (3) face left instead, then put (4) at x-208
  7. 00:50:941 (3,4) - Really sharp and unexpected spacing leading into antiflow, please reduce the distance here
  8. 00:57:837 (5) - Drum sound is at 00:58:527 - (and vocal ends here too) so this should end 1/2 earlier. Additionally, there is a drum sounds on 00:58:872 - which would work nicely with a dash into 00:59:044 (1)
  9. 01:21:458 (1,2,3,4,5,6) - This is even harder than the first one damn, please reduce these spacings as I suggested at 00:11:458 (3,4,5)
Rain
  1. 00:04:906 (1,2) - For the first two notes of the map, the spacing here is really unexpected, I'd bring them in a little closer to each other
  2. 00:07:665 (4,6) - Towards the centre a little please, this pattern is uncomfortably tight with held dash
  3. 00:24:389 (4,5) - Why is this not a hdash when both the previous jumps were for almost identical sounds?
  4. 00:33:354 (2) - Move this to x-416 for a more comfortable spacing consistent with 00:27:492 (1,2) in the previous stanza
  5. 00:34:561 (1,2) - This return jump is really uncomfortable coming off the previous hyper, move 00:34:906 (2,3) to x-128
  6. 00:38:354 (5,1) - Sharp dash leading into what is effectively a flow-stop feels awkward to play, consider a more normal flowing curve here instead
  7. 00:54:389 (2,3,4) - Not sure why you picked this point for a double hyper, it feels so unfitting considering you have much stronger sounds that you didn't have hypers on such as 00:51:113 (1) - 00:53:872 (1) - etc.
  8. 01:02:838 (4,5,6) - Combining two full screen hypers of vastly different strengths is really confusing to play here not to mention the sounf that is actually strong, 01:02:665 (2) has almost no spacing at all. Move 01:02:665 (2,3,4) to x-352 for a more fitting pattern
This is all from me. If you have any questions or want to discuss things further, please don't hesitate to get back to me and I'll see what I can do to help.

Good luck! (:
Topic Starter
Zak

JBHyperion wrote:

Promised a while ago, better late than never I guess |:

General Comments:

  1. Song Folder: No issues
  2. Song Setup: Look at this edgy kid with his AR8.2 Platter (^: Was originally AR8, but some people felt 8.2 fit it better.
  3. Metadata: Consider adding some tags to ease searching; Gurren Lagann (since you don't have romanised in Source field), Big Bang (album name), Shoko, OP opening theme, rock (?) Done
  4. Timing: Wasn't sure why you have the offset at 00:00:079 - instead of 00:05:596 - since the song starts there (4 measures later) but then I noticed 00:05:596 (3) has a volume buff in Cup only. It's perfectly okay to have objects before the first timing point (anacruces) and they automatically take on the volume/sampleset/etc. of whatever the first timing point sets, so if you decide you don't need that first green line you can more the red on there instead As long as it doesn't cause issues I'll keep it as is since I'm prone to break things
  5. Hitsounds: No issues
  6. AImod: No issues
Difficulty-Specific Comments:

  1. 00:15:251 (1) - 00:20:768 (9) - Why have breaks here in all diffs except Cup? Surely the lowest diff should feature the most breaks (not that any are really needed in a TV size song anyway...) I'd suggest filling these in with some long sliders to fit the vocals both to be consistent with the Cup and also to make the diffs more varied and interesting to play Done
  2. 00:45:596 (1,2,3,1,2,3,4) - Hitsound volume at the start of this needs to be higher (at least in Salad-Rain where it's mapped with notes and not a spinner), these first few beats are a real strain to hear. I'd start at 40% and go up in steps of 5% instead Done
  3. 01:10:768 - Spinner here would be nice on all diffs, not just the Cup, you've just come out of the kiai so it feels weird to suddenly stop when there is still something clear to follow Done
Tenshichan's Cup
  1. 00:05:251 (2,3) - Considering how strong this is, you could really do with a little more spacing or a direction change here to add emphasis as this feel pretty plain atm Done
  2. 00:12:320 (2,1) - Feels really weird to map the preceding sounds but skip this, I'd move the spinner back 1/2 and add repeat here Done
  3. 00:27:492 (2) - This should start 1/2 later for both the vocal and drum sound, please shorten it (tail is fine) This sounds super weird to do it like that, gonna keep it as is.
  4. 00:30:251 (2) - This one is more acceptable since there is a vocal on the white tick, but the cymbal sound 1/2 later overpowers it. I'd fix this too, if only to be consistent Since I kept the last slider as is, changed this to a slider to make it consistent.
  5. 00:33:010 (2) - ^ and you might want to add a circle at 00:33:872 - to re-include this beat ^
  6. 01:15:941 (1,1) - I know it's a 1/1 spacing but since bpm is quite high this distance after the spinner could catch new players off guard a bit, could you possibly move all of 01:18:699 (1,2,3,4,1,2,3,4,5,6) - to the right a little? (1) at x-96 or so should be enough Since the last group of bananas are on the left already I think the players will be close enough for it to be fine.
  7. 01:23:354 (5,1) - Same as 00:12:320 (2,1) but obviously a circle this time Done
Salad
  1. 00:06:458 (6) - 00:09:216 (5) - Remove these, there's no guitar or drum sound here to warrant them Keeping these because even after muting hitsounds I can very clearly hear the guitar at both places
  2. 00:12:665 (8,1) - 1/2 note to spinner spacing at this BPM is a reading challenge for novice players, suggets a similar change to Cup, shift spinner start back to 00:13:354 - and add a circle/repeat at 00:13:010 - Done
  3. 00:24:389 (5,1,1) - Two 1/2 note to spinner spacings, I think you know what the deal is here ): Add a circle at 00:24:561 -, start the spinner at 00:24:906 - and remove 00:25:768 (1) ending on the downbeat, or remove the spinner and make the new object at 00:24:561 - a long slider instead and keep 00:25:768 (1) Did the latter option
  4. 00:30:079 (4,5,6,7,8,1,2,3,4,5,6) - Kind of a boring back and forth pattern, and quite dense for a Salad diff at any rate, so maybe remove 00:30:423 (6) - and create some direction changes and/or jumps here for variety, especially at any of 00:31:113 (2,4,6) for these strong drum sounds Removed 6 and made the rest 2 reverse sliders
  5. 01:07:665 (5) - NC here please, this stack of notes gets uncomfortably big for this difficulty Done
  6. 01:08:872 (8) - I'd prefer a bit more movement on this slider given the intensity of the vocal here, try rotating it 90 degrees clockwise Done
  7. 01:23:010 (8,1) - Same suggestion as in Cup and at 00:24:389 (5,1,1) Done
Platter
  1. 00:06:458 (6,9) - Same as in Salad, these aren't really worth adding circles for imo. Removing them and making 00:06:285 (5,8) into 1/1 sliders would fit the guitar sounds nicely though Same reasoning as Salad
  2. 00:11:458 (3,4,5) - This spacing is really unexpected so early in the map, I'd move (4) to the right, say x-336, then put (5) at x-136 Done
  3. 00:20:079 (5,7,9) - Not sure what you''ll do here give my suggestions about these break bits, but what do you think about dashes to the first two and hdash to the last to fit with the strong drum and vocal sounds? Since I made the last object of these a slider, I just made it a single strong dash
  4. 00:41:630 (5,6,7) - This kind of antiflow is very unexpected to see after that sharp slider; even if you can catch by stacking, this definitely won't come naturally to most players of this level. Flipping 6) to face right instead would help a lot Done
  5. 00:45:596 (1,2) - Whoa this strong jump comes out of nowhere, please move (1) to somewhere like x-220 Moved both 1 and 2 a bit closer to keep it mostly the same but easier
  6. 00:46:975 (3,4,1) - (4,1) feels really underwhelming for a buildup to a kiai, so some more spacing would be really helpful here. Try making (3) face left instead, then put (4) at x-208 Flipped the slider but moved 4 further to the right for a bigger jump
  7. 00:50:941 (3,4) - Really sharp and unexpected spacing leading into antiflow, please reduce the distance here Done
  8. 00:57:837 (5) - Drum sound is at 00:58:527 - (and vocal ends here too) so this should end 1/2 earlier. Additionally, there is a drum sounds on 00:58:872 - which would work nicely with a dash into 00:59:044 (1) Vocal actually ended where the slider did, but shortened it, and since there was an additional drum hit at 00:58:699 - I put a note there as well
  9. 01:21:458 (1,2,3,4,5,6) - This is even harder than the first one damn, please reduce these spacings as I suggested at 00:11:458 (3,4,5) Done
Rain
  1. 00:04:906 (1,2) - For the first two notes of the map, the spacing here is really unexpected, I'd bring them in a little closer to each other Done
  2. 00:07:665 (4,6) - Towards the centre a little please, this pattern is uncomfortably tight with held dash Done
  3. 00:24:389 (4,5) - Why is this not a hdash when both the previous jumps were for almost identical sounds? Don't like forcing a hyper into a slider going in the opposite direction, this feels better
  4. 00:33:354 (2) - Move this to x-416 for a more comfortable spacing consistent with 00:27:492 (1,2) in the previous stanza done
  5. 00:34:561 (1,2) - This return jump is really uncomfortable coming off the previous hyper, move 00:34:906 (2,3) to x-128 Done
  6. 00:38:354 (5,1) - Sharp dash leading into what is effectively a flow-stop feels awkward to play, consider a more normal flowing curve here instead Done
  7. 00:54:389 (2,3,4) - Not sure why you picked this point for a double hyper, it feels so unfitting considering you have much stronger sounds that you didn't have hypers on such as 00:51:113 (1) - 00:53:872 (1) - etc. Changed it to normal dashing
  8. 01:02:838 (4,5,6) - Combining two full screen hypers of vastly different strengths is really confusing to play here not to mention the sounf that is actually strong, 01:02:665 (2) has almost no spacing at all. Move 01:02:665 (2,3,4) to x-352 for a more fitting pattern Fixed
This is all from me. If you have any questions or want to discuss things further, please don't hesitate to get back to me and I'll see what I can do to help.

Good luck! (:
Thanks a bunch for modding!
autofanboy
As requested!

█ Optional to change --- █ Suggested to change --- █ Unrankable

[ General]

  • Tags
  1. Add 'Tengen Toppa' as the romanised source is 'Tengen Toppa Gurren Lagann' as listed in the * ranked version.
  2. You may also check the ranked version to add some tags from it. I am not going to point out them so you can find them out yourself first.

    Difficulty Spread
  3. Seems like the jump between Salad and Platter is a bit big, as the AR jump is very high, from Cup's 5, to 6.5, 8.2, and to Rain's 9. I suggest reducing their gaps, perhaps you may try 5, 6.3, 7.6, 9 - OR - just simply 6, 7, 8, 9 (More recommended).
  4. CS 4 in Platter is a bit much in my opinion, it is also a big change as Salad is just with CS 3. Let's try altering the CS of Platter to 3.5, for easier difficulty gap.

    Design
  5. Uncheck 'Widescreen Support' and 'Letterbox during breaks'. The difficulties do not include storyboard and any breaks so the two options can be omitted.

    Background Image
  6. I would suggest using an image with 1366x768 resolution.

    New Combos
  7. Check the NC patterns in each difficulties, I have found quite some of the NC's not fitting well. Make sure the NC's are matching the stanza / vocal changes / rhythm.

    Hitsounds
  8. In my opinion the clapping sounds don't match the song very much, try using custom samplesets, drum samplesets are also suiting well.

[ Tenshichan's Cup]

  • Gameplay
  1. 00:12:320 (2) - I think this can be replaced with simpler notes, the one now feels like a short stream during gameplay. You may refer to this:
  2. 00:13:354 (1,1) - The spinner should be ended earlier, 1/1 timeline distance would not be enough for beginners to get ready for the upcoming notes. You may shorten the spinner to 00:14:561 - and add an inherited timing section to silent the end sound.
  3. 00:23:354 (1,2,1) - This is perfectly fine, however what about adding a 1/2 slider at 00:24:389 - , it sounds the same as 00:23:354 (1,2) - . In fact you may refer to this:
  4. 00:24:561 (1) - This should be remapped with notes if you fixed as above-mentioned and trying to keep a 2/1 timeline distance with the next note. It will be very short for a spinner which is not recommended, so best way is to remap with notes here.
  5. 00:31:113 (3,1) - Distance here is uncomfortable because it gaps too much. Please reduce the distance here.
  6. 00:34:389 (4) - It is okay but what about moving this to x:264 for maintaining an even distance between 00:33:872 (3,4) - and 00:34:389 (4,1) - ? The one now looks strange during gameplay.
  7. 01:10:423 (1,1) - Same spinner issue. Seems like you want to end the spinner at 01:12:147 - and add a circle at 01:12:837 - .
  8. 01:15:941 (1,1) - ^, end the spinner at 01:18:010 - will be fine.
  9. 01:22:665 (2,3,4,5,6) - This can be simpler, try the same timeline as I suggested in 00:12:320 (2) - .

[ Salad]

  • Gameplay
    * After testplaying, the gameplay looks messy because it seems like the circles are placed randomly across the map. The dash usages are unclear as well, like you didn't emphasize the important beats with dashes but the less-important ones.
  1. 00:05:251 (2,1) - What about adding a dash here in order to emphasize the Finish at 00:05:596 (1) - ?
  2. 00:09:561 (6,7,8,9,1,2,3) - 3 circles in linear are okay but 4 would be too hard because it feels timed without dashing (holding the same key over). What about curving (6,7,8,9) a bit to make it easier? Also the gap between 00:10:079 (9,1) - can be reduced, it feels uncomfortable to catch as well with double right-movements.
  3. 00:11:113 (1,2,3,4,5,6) - This is really strange and it is highly recommended to remap here. 3-circle patterns don't even suit well here, try using 1/2 sliders here instead. In addition the dash at (3,4) is so uncomfortable so it is also needed to be fixed.
  4. 00:12:320 (7,8,9) - ^, I know you tried to add dash at (7,8) but it also feel so hard because it is easy to miss the tail of (7) or the head of (8) when dashed. This is why I always avoid straight sliders. If you really want to add a dash at this point, try adding it at 00:12:665 (8,9) - as (9) is the strongest note here.
  5. 00:15:251 (1,2) - The distance between them is definitely too big, you may tried to add a dash here but it still be able to FC without dashing. However I don't think this is a good part to add dash with, what about shortening the distance to make it less-timed (not required to hold the keys)?
  6. 00:18:010 (7,8) - ^
  7. 00:20:596 (8,1) - I think it is necessary to add a dash here because 00:20:768 (1) - is essential and it is good to emphasize its Finish too.
  8. 00:20:768 (1,2) - Same issue.
  9. 00:22:665 (4,5) - What about reducing their distance to have 3 grid wide only?
  10. 00:24:561 (2,1) - What about changing 00:25:768 (1) - a reversed 1/2 slider + a circle? Add a dash between the two notes is also much recommended, because 00:26:285 - begins a new vocal which is strong enough to be emphasized.
  11. 00:28:699 (7,8,1) - Add a dash between (8,1)? The one now can still be FC'ed without dashing. I think the gap can be wider.
  12. 00:29:561 (2,3) - Please reduce it to 3 grid wide, it is so timed that players may hold their keys on to catch the notes here.
  13. 00:34:216 (7,8,1) - You may add a dash here too if you did the same at 00:28:699 (7,8,1) - .
  14. 00:40:941 (5,6,7) - Add dash at (5,6) instead of (6,7)? Since (6) is sounding strong with its Finish so emphasizing it is a point.
  15. 00:45:251 - It sounds weird without a 1/2 slider here, also it feels empty here. What about adding one here and add dash between this note and 00:45:596 (1) - for a better build-up?
  16. 00:48:872 (3,4,5) - This require players to hold their dash buttons because (3,4) and (4,5) are both requiring players to dash in order to catch, making it uncomfortable. Let's try removing the dash at (3,4) and ensure players will dash at (4,5). This would be much better.
  17. 00:50:596 (1,2,3,4) - Same as 00:09:561 (6,7,8,9,1,2,3) - .
  18. 00:51:630 (6,7,8) - Same as 00:48:872 (3,4,5) - , you may add dash at (7,8).
  19. 00:54:216 (4,5,6,7) - This part feels ambiguous in dash usage because (4,5) seems to allow players dash and (6,7) too, making it strange during gameplay. I suggest reducing the distance at (4,5) to 3 grid wide, and enlarge the distance of (6,7) so to ensure players will dash at (6,7).
  20. 00:57:147 (2,3,4,5) - I don't think dash at (2,3) suits the rhythm here. In fact adding a dash at (4,5) would feel much better than it was.
  21. 00:58:872 (6,1) - Add a dash here, (1) is sounding prominent in the rhythm and it begins a new vocal, so why not?
  22. 01:02:147 (4,5,6) - What about adding dash at (5,6) instead of (4,5) to emphasize the Finish at (6)?
  23. 01:04:906 (3,4,5,6,1) - Uncomfortable pattern because doing so will allow players to dash at (3,4) and (5,6) which impede the rhythm pretty much here. I suggest reworking here and add a sure dash at (6,1) too.
  24. 01:09:906 (5) - Same as 00:24:561 (2,1) - .
  25. 01:18:872 (1,2,3,4,5) - It is so strange because this cause movements at (2,3) and (3,4). In fact this movement is also strange. I suggest changing this with another patterns.
  26. 01:21:458 (1,2,3,4,5,6,7,8,9) - Same as 00:11:113 (1,2,3,4,5,6,7,8,9) - .

    Hitsounds
  27. The claps do not match the song well, especially the intro, please fix. In my opinion they should be at the drum beats instead of the beats at red ticks.

    In my opinion, the Salad might still need some refinements before moving on, it also look a bit messy because of the note placements.

[ Platter]

  • Gameplay
  1. 00:04:906 (1,2,1) - I think it is better to have dash at 00:05:251 (2,1) - instead of 00:04:906 (1,2) - (though it is still FC'able without dashing). It is done to emphasize the Finish at 00:05:596 (1) - and also it begins with a new stanza so it is good to have a dash there.
  2. 00:07:665 (1,2,3,4,5,6,7,8) - What about keeping the distances between the quadruplets to be 2 grid wide? It is to keep consistency with the distances at 00:05:596 (1,2,3,4,5,6,7,8,9,10) - .
  3. 00:10:423 (5,6,7) - Why are the distances keep enlarging? What about making it 2 grid wide?
  4. 00:20:596 (8,1) - Add HDash to emphasize the Finish at (1).
  5. 00:25:941 (8) - This stream do not suit the flow here pretty well, as the stream here is so horizontally straight, which is too wide during gameplay. In addition I think the stream can be Ctrl+H'ed and place back to the original place, and slant the stream a bit to make it narrower. You may refer to this: * screenshot
  6. 00:25:941 (8,1) - There should be a HDash here in my opinion. The jump is too far away and it is calling for HDash. If possible, try to add one here. In addition, for 00:25:941 (8,1,2,3) - please make (1,2,3) easier as this part will require players to hold their dash keys, which is not suitable as a Platter pattern. Seriously it will be much better if the part is remapped.
  7. 00:36:975 (6,7) - Move (7) a grid to the right for consistent distances, referring to the distance between 00:36:630 (5,6) - .
  8. 00:37:320 (7,1) - Same as 00:25:941 (8,1) - .
  9. 00:50:596 (1,2,3,4) - This is too hard for a Platter as it requires precise movements, considering the movement at (1,2) and (3,4). Hence please change this part to make it easier.
  10. 00:59:044 (3,4) - HDash?
  11. 01:08:872 (4) - Slant this slider a bit, it is impeding the rhythm as players have to dash at the very end of the slider, to catch the tail of the slider.
  12. 01:09:906 (5) - Ctrl+H the stream and place it back to original place. Additionally, slant it like before too.
  13. 01:19:906 (1,2,3,4,5,6,7) - Keep them at 2 grid wide / 3 grid wide. The ones now are keep being enlarged and it feels strange.

    Hitsounds
  14. The claps do not match the song well, especially the intro, please fix. In my opinion they should be at the drum beats instead of the beats at red ticks.

    The Platter needs some work in my opinion. Actually remapping some parts will improve a lot further, to be very honest.

[ kjw's Rain]

  • Gameplay
    * I guess I will just keep it short. I will make some general comments about this.
  1. Beware of uneven distances such as 00:11:027 (10,1) - , they look very strange during the gameplay. Personally it can be fixed by moving to have even distances between the stream, in this case moving (1) to x:320 works.
  2. 00:24:389 (4,5) - I guess you want to add HDash here to make 00:23:354 (2,1,2,3,4,5) - feel more intense and consistent. Hence let's see if you can change this part a bit to fit in HDash. Maybe you want to refer to: * screenshot. But stilll, reworking this part would be much improved.
  3. Look for exhausting moments, they are really hard to catch and thus they need to be fixed. For instance 00:27:320 (5,1,2,3) - , 00:28:872 (8,1,2) - , 00:29:906 (4,5,1,2) - etc.
  4. 00:46:803 (8,1,2,3,4) - Jumps here are too large and it is easy to be missed. Please fix.
  5. 00:51:630 (2,3,4,5,6,1) - Strange and difficult movement here. Please don't add such patterns in a Rain, it will be very difficult to manage the dash. Fix this part.
  6. 01:02:665 (2,3,4,5,6,1) - ^
  7. 01:13:527 (3,4,5,6) - ^

Good luck!

AFB
Topic Starter
Zak
I'll only cover everything I didn't accept


alienflybot wrote:

As requested!

█ Optional to change --- █ Suggested to change --- █ Unrankable

[ General]


  • Difficulty Spread
  1. Seems like the jump between Salad and Platter is a bit big, as the AR jump is very high, from Cup's 5, to 6.5, 8.2, and to Rain's 9. I suggest reducing their gaps, perhaps you may try 5, 6.3, 7.6, 9 - OR - just simply 6, 7, 8, 9 (More recommended). I'll change the AR of Platter back to 8 as it originally was, but I will not change the AR of any other diff.
  2. CS 4 in Platter is a bit much in my opinion, it is also a big change as Salad is just with CS 3. Let's try altering the CS of Platter to 3.5, for easier difficulty gap. I disagree with this but I'll push it to 3.8

    Background Image
  3. I would suggest using an image with 1366x768 resolution. I want to keep this background and I couldn't find a widescreen version of it.

    Hitsounds
  4. In my opinion the clapping sounds don't match the song very much, try using custom samplesets, drum samplesets are also suiting well.I know so little about hitsounding properly that I'd rather not mess with it myself, and after listening to it longer the claps actually sound like they match fine

[ Tenshichan's Cup]

  • Gameplay
  1. 00:12:320 (2) - I think this can be replaced with simpler notes, the one now feels like a short stream during gameplay. You may refer to this: Gonna keep this as even though it is mapped at 1/2 it is super simple to just stand under.
  2. 00:13:354 (1,1) - The spinner should be ended earlier, 1/1 timeline distance would not be enough for beginners to get ready for the upcoming notes. You may shorten the spinner to 00:14:561 - and add an inherited timing section to silent the end sound. Keeping the spinner as is because 1/1 is plenty of time to to react imo
  3. 00:23:354 (1,2,1) - This is perfectly fine, however what about adding a 1/2 slider at 00:24:389 - , it sounds the same as 00:23:354 (1,2) - . In fact you may refer to this: I don't like the feeling of a slider here.
  4. 00:24:561 (1) - This should be remapped with notes if you fixed as above-mentioned and trying to keep a 2/1 timeline distance with the next note. It will be very short for a spinner which is not recommended, so best way is to remap with notes here. No need to do anything here as I kept the spinner
  5. 01:10:423 (1,1) - Same spinner issue. Seems like you want to end the spinner at 01:12:147 - and add a circle at 01:12:837 - . Since I kept the first spinner I'm keeping this too
  6. 01:15:941 (1,1) - ^, end the spinner at 01:18:010 - will be fine. ^
  7. 01:22:665 (2,3,4,5,6) - This can be simpler, try the same timeline as I suggested in 00:12:320 (2) - . While it requires movement unlike the intro, it's still super simple and requires no change

[ Salad]

  • Gameplay
    * After testplaying, the gameplay looks messy because it seems like the circles are placed randomly across the map. The dash usages are unclear as well, like you didn't emphasize the important beats with dashes but the less-important ones.
  1. 00:09:561 (6,7,8,9,1,2,3) - 3 circles in linear are okay but 4 would be too hard because it feels timed without dashing (holding the same key over). What about curving (6,7,8,9) a bit to make it easier? Also the gap between 00:10:079 (9,1) - can be reduced, it feels uncomfortable to catch as well with double right-movements. I think the way it plays currently is perfectly fine and that the jump doesn't need to be reduced.
  2. 00:11:113 (1,2,3,4,5,6) - This is really strange and it is highly recommended to remap here. 3-circle patterns don't even suit well here, try using 1/2 sliders here instead. In addition the dash at (3,4) is so uncomfortable so it is also needed to be fixed. Actually it's not required to dash here and I tried doing sliders before and didn't like how it turned out, so I'll keep it as is since the dash most players will do is minimal
  3. 00:12:320 (7,8,9) - ^, I know you tried to add dash at (7,8) but it also feel so hard because it is easy to miss the tail of (7) or the head of (8) when dashed. This is why I always avoid straight sliders. If you really want to add a dash at this point, try adding it at 00:12:665 (8,9) - as (9) is the strongest note here. I thought the vertical sliders here worked really well to force players not to make too large of a movement while still being relatively simple and then moving back after the small dash keeps the last note of the combo from being too boring
  4. 00:15:251 (1,2) - The distance between them is definitely too big, you may tried to add a dash here but it still be able to FC without dashing. However I don't think this is a good part to add dash with, what about shortening the distance to make it less-timed (not required to hold the keys)? Since this part is rather calm, I believe it's fine to put small dashes here to keep it from being too boring
  5. 00:18:010 (7,8) - ^
  6. 00:22:665 (4,5) - What about reducing their distance to have 3 grid wide only? Will keep this
  7. 00:24:561 (2,1) - What about changing 00:25:768 (1) - a reversed 1/2 slider + a circle? Add a dash between the two notes is also much recommended, because 00:26:285 - begins a new vocal which is strong enough to be emphasized. Didn't change the long slider, but I added a slider on the vocals.
  8. 00:28:699 (7,8,1) - Add a dash between (8,1)? The one now can still be FC'ed without dashing. I think the gap can be wider. With what I did above, I also added a slider to the vocals here, so making it harder would be bad
  9. 00:40:941 (5,6,7) - Add dash at (5,6) instead of (6,7)? Since (6) is sounding strong with its Finish so emphasizing it is a point. I'm pretty sure newer players will be dashing for both which is what I intended
  10. 00:48:872 (3,4,5) - This require players to hold their dash buttons because (3,4) and (4,5) are both requiring players to dash in order to catch, making it uncomfortable. Let's try removing the dash at (3,4) and ensure players will dash at (4,5). This would be much better. I wanted them to require dashing on both and the distance is low enough for them to not require holding it down.
  11. 00:50:596 (1,2,3,4) - Same as 00:09:561 (6,7,8,9,1,2,3) - . Same reason as the first
  12. 00:51:630 (6,7,8) - Same as 00:48:872 (3,4,5) - , you may add dash at (7,8). Same as 00:48:872 (3,4,5) -
  13. 00:54:216 (4,5,6,7) - This part feels ambiguous in dash usage because (4,5) seems to allow players dash and (6,7) too, making it strange during gameplay. I suggest reducing the distance at (4,5) to 3 grid wide, and enlarge the distance of (6,7) so to ensure players will dash at (6,7). Decreasing 4,5 but won't increase 6,7
  14. 00:57:147 (2,3,4,5) - I don't think dash at (2,3) suits the rhythm here. In fact adding a dash at (4,5) would feel much better than it was. With the way I have the slider, dashing into it doesn't flow well.
  15. 01:02:147 (4,5,6) - What about adding dash at (5,6) instead of (4,5) to emphasize the Finish at (6)? The gap between 4 and 5 makes it a great place for a dash, and dashing 5,6 would maybe make 6,7,8 confusing to catch
  16. 01:04:906 (3,4,5,6,1) - Uncomfortable pattern because doing so will allow players to dash at (3,4) and (5,6) which impede the rhythm pretty much here. I suggest reworking here and add a sure dash at (6,1) too. This honestly doesn't feel uncomfortable to me at all nor lower end players that I had check it out.
  17. 01:09:906 (5) - Same as 00:24:561 (2,1) - . I'd rather not cut the spinner down so this stays
  18. 01:18:872 (1,2,3,4,5) - It is so strange because this cause movements at (2,3) and (3,4). In fact this movement is also strange. I suggest changing this with another patterns. I thought it was fitting to make this simple as the player is just ending a spinner
  19. 01:21:458 (1,2,3,4,5,6,7,8,9) - Same as 00:11:113 (1,2,3,4,5,6,7,8,9) - . Same reasoning

[ Platter]

  • Gameplay
  1. 00:07:665 (1,2,3,4,5,6,7,8) - What about keeping the distances between the quadruplets to be 2 grid wide? It is to keep consistency with the distances at 00:05:596 (1,2,3,4,5,6,7,8,9,10) - . I felt that it didn't require enough movement
  2. 00:20:596 (8,1) - Add HDash to emphasize the Finish at (1). No, I tried before and a hyper here is very unfriendly
  3. 00:25:941 (8) - This stream do not suit the flow here pretty well, as the stream here is so horizontally straight, which is too wide during gameplay. In addition I think the stream can be Ctrl+H'ed and place back to the original place, and slant the stream a bit to make it narrower. You may refer to this: * screenshot Best as is because I wanted it to require a little precision with a very tiny jump into it
  4. 00:25:941 (8,1) - There should be a HDash here in my opinion. The jump is too far away and it is calling for HDash. If possible, try to add one here. In addition, for 00:25:941 (8,1,2,3) - please make (1,2,3) easier as this part will require players to hold their dash keys, which is not suitable as a Platter pattern. Seriously it will be much better if the part is remapped. Reduced the distance for 1,2,3 but did not put a hyper in
  5. 00:36:975 (6,7) - Move (7) a grid to the right for consistent distances, referring to the distance between 00:36:630 (5,6) - . No need since 6 ends on the right
  6. 00:37:320 (7,1) - Same as 00:25:941 (8,1) - . With the stream right before it and the jumps right after a hyper here would possibly be rather confusing.
  7. 00:59:044 (3,4) - HDash? Would be way too uncomfortable for a horizontal slider
  8. 01:08:872 (4) - Slant this slider a bit, it is impeding the rhythm as players have to dash at the very end of the slider, to catch the tail of the slider.
  9. 01:09:906 (5) - Ctrl+H the stream and place it back to original place. Additionally, slant it like before too. Ctrl-H'd but did not slant.

[ kjw's Rain]

  • Gameplay
    * I guess I will just keep it short. I will make some general comments about this.
  1. Beware of uneven distances such as 00:11:027 (10,1) - , they look very strange during the gameplay. Personally it can be fixed by moving to have even distances between the stream, in this case moving (1) to x:320 works. It's intended to keep the jumps after at perfectly even distances
  2. 00:24:389 (4,5) - I guess you want to add HDash here to make 00:23:354 (2,1,2,3,4,5) - feel more intense and consistent. Hence let's see if you can change this part a bit to fit in HDash. Maybe you want to refer to: * screenshot. But stilll, reworking this part would be much improved. I actually made sure NOT to make the last jump here a hyper as it makes the slider extremely hard to catch accurately.

Good luck!

AFB

Thank you for modding! (Sorry for declining so much, had to keep that old style feel)
Smudge
http://puu.sh/o7Knh/66a1975a49.png hd bg for noob zak kds plz
ZiRoX
Ay

[Cup]
  1. 00:16:630 (2) - I'd make this slider curve to the right (either Ctrl+H and getting it's back on its position, or rotating 180° around selection centre). I think a flowing slider is a bit more friendly to newer players after that side-to-side walk, and since you don't use antiflow that much in this diff, it's a bit more consistent with the rest of your patterns.
  2. 00:43:182 (1) - I think this slider is really underwhelming. I get that a Cup should use simplified rhythms, but this is too extreme. It ignores a lot of sounds and breaks the build up to the Kiai. I think you can shorten it to a 2/1 repeat slider, and add a circle at 00:44:906 -. Maybe something like this:
  3. If you did the previous one, this change is gonna be easy to apply. I think you should move the section between 00:26:285 (1) - and 00:45:251 (2) - to the right as a whole (to not change any pattern in between). The reason for this is that some players can follow the bananas on the right, which leaves them too far from 00:26:285 (1) - . If you move the whole section to x:184, 00:26:285 (1) - is already within walking distance from any side of the spinner.
  4. 00:48:010 (1) - This note offers no audible feedback. I would suggest changing this timing point to 50% Normal. It's loud enough to provide some feedback, but quiet enough that it doesn't stand out that much and keeps the hitsounds emphasis on the beginning of the Kiai.
  5. 01:18:699 (1) - This might be really easy to miss depending on where the player ends the spinner. I suggest moving this note closer to the center of the screen and rework the next patterns accordingly.
[Salad]
  1. 00:05:251 (2,1,2,3,4,5,6) - Personal opinion, I always prefer to introduce players to things slowly. For these reason, I wouldn't have a dash going to an antiflow movement so early in the song. Maybe you could go for a simpler movement, something like this (5 and 6 are stacked onto 3 and 2, respectively):
  2. 00:09:044 (4,5,1) - The distance between (4,5) is somewhat awkward, especially considering an antiflow dash comes next. I'd make this distance consistent with previous one to make the overall pattern easier.
  3. 00:12:320 (1,2,3) - The sound at 00:13:010 (3) - is a bit stronger than that at 00:13:010 (3) - (also emphasized by the finish hitsound). For this reason, I'd make the (1,2) distance shorter and place the dash between (2,3).
  4. 00:15:251 (1,2) - This distance felt a bit awkward, I'd make it a bit smaller (around x:288 feels nice)
  5. 00:18:010 (7) - You could place a NC here, the combo is getting a bit long.
  6. 00:18:010 (7,8) - Same as before, the distance felt a bit awkward. I think moving (8) to x:208 feels nice.
  7. 00:21:458 (2) - I'd also move this a bit closer to the previous note, both to reduce that distance and to increase the distance to the next object a bit. x:288 felt okay.
  8. 00:22:665 (4,5) - I'd move these to the left a bit and make the distance between them shorter, as the sounds aren't that strong. It's especially weird considering stronger drum sounds with similar snapping (00:23:354 (1,2,3,4,5,6) - ) have a shorter distance.
  9. 00:25:768 (7) - Make this normal flow please. Having an easier movement on this slider will let you increase the distance at 00:26:285 (8) - , which could be emphasized a bit more as the downbeat.
  10. 00:29:044 (1,2,3,4,5) - I'd make these distances shorter, to create a more friendly pattern.
  11. 00:30:596 (6,7) - Slant them a bit? Currently they require a lot of movement, so inclining them will make them a bit more lenient to newer players.
  12. 00:39:906 (1,2,3,4) - I'd make the distance on these doublets a bit shorter to make them easier. I'd move (1) and (3) one grid space to the left.
  13. 00:40:941 (5,6,7) - The spacing on this pattern is bad. Both distances are pretty similar, but (5,6) is hardly walkable and (6,7) requires a short dashing. I'd move (6) to the left to make the required movement clearer: you don't need to dash on (5,6) and you do on (6,7).
  14. 00:48:872 (3,4,5) - Distance between (4,5) should be larger than (3,4), as (5) is the stronger sound on this part. I'd move 00:48:699 (2,3) - to x:96, and 00:49:216 (4,5) - to x:368 to do the proper emphasis.
  15. 00:58:872 (6,1,2,3,4) - Totally not. The dash back to 00:59:734 (2,3) - is hard after the dash between 00:58:872 (6,1) - and the distance between 00:59:734 (2,3) - doesn't make it any easier. I'd use the following positions: (2) at x:320, (3) at x:416, (4) at x:240. For 01:00:596 (5) -, move it to x:480 and slant it a bit more, I placed the sliderend anchor at x:272 y:288 and felt nice.
  16. 01:01:975 (3,4) - I'd reduce this distance a bit, as it can leave players in an awkward position for the next dash. x:352 already improves this.
  17. 01:05:251 (4,5) - Same here. Since this isn't a downbeat, I'd go for an even lower distance in comparison to the previous suggestion, so I'd put 01:05:251 (4) - on x:304.
  18. 01:09:906 (5) - Slant it a bit, same reasoning as another repeat slider I pointed out before.
  19. 01:19:906 (1,2,3,4) - Move this whole lot to x:96 to create an easier distance. Also, move 01:20:423 (4) - to make the pattern before the dash a little bit easier.
  20. 01:22:665 (1,2,3) - Similar to what I suggested before. Either make both dashes or emphasize (3) alone.
[Platter]
  1. 00:07:665 (1,2,3,4,1,2,3,4) - I'd make these left-right movements a bit shorter. The second one can be especially tricky after the dash. I'd move 00:07:837 (2,4) - to x:64 and 00:08:699 (2,4) - to x:448.
  2. 00:11:630 (4,5) - This distance can be a bit tricky, making players miss the HDash. I'd place (5) on x:144.
  3. 00:11:975 (6,1) - Despite this being a 1/1 distance, the movement back after the HDash can throw some players off. As Platters are meant to be HDash-introductory diffs, I'd prefer some "buffer" after them. For these reason, I'd move (6) to x:384, which makes the HDash slightly weaker and closer to the next object, making it easier to catch.
  4. 00:13:010 - I think you can map this as a circle and start the spinner 1/2 later.
  5. 00:25:941 (8) - I think you can Ctrl+G this and move it to x:160. It will leave both the beginning and ending of the slider in a better position (as in more comfortable) to both the previous and following objects.
  6. 00:35:079 (1,2,3,4) - I think you can Ctrl+H this. The large 3/2 spacing and the movement of the previous slider made me move to the right, only to find that the next objects comes to the left, so ithe current placement is a bit unintuitive. It also creates a bit more distance with the following pattern.
  7. 01:21:458 (1,2,3,4,5,6) - Same suggestion as the pattern in the beginning applies here.
  8. 01:23:354 (1) - Same about placing a note here and starting the spinner 1/2 later.
[Rain]
  1. 00:04:906 (1,2) - Such a dash is a bit harsh for a song that's just starting, imo. I'd reduce it a bit by placing (1) on x:112 and (2) on x:400.
  2. 00:28:527 (5,6) - This jump is a bit tricky comparing it to the previous ones. I'd move (6) to x:176 and (7) to x:216 to reduce it a bit and keep the 1/4 stream with consistent spacing.
  3. 00:34:475 (9,1,2) - This distances can be easily missed. I'd put (1) on x:424 to reduce the distance a bit, and 00:34:906 (2) - on x:144 to make this jump a bit more lenient while retaining the hyperdash.
  4. 00:41:027 (3) - x:392 for consistent distances please not nazi at all
  5. 00:48:010 (6,1) - Really underwhelming distance considering (1) marks the beginning of the Kiai. I'd make (1) an horizontal slider (thus allowing for more distance) and move it to the right, around x:160 feels nice.
  6. 00:50:941 (8,1) - Ayyy, it's 2 grid spaces from becoming an hyperdash. Either make it an hyperdash or reduce the distance.
  7. 00:51:630 (2,3,4,5,6) - I find this pattern rather tricky and easy to miss, considering the 1/4 triplet and the different snapping hyperdashes. I think moving (4) to x:248 makes it more comfortable to play.
  8. 00:57:492 (4,5) - Maybe you can move this to x:112 to increase the leniency of this jump a bit.
  9. 00:59:044 (7,8,9) - I think the movement of this triplet is a bit awkward after the hyperdash. Maybe you can Ctrl+G this, it will create a nice pattern where the downbeat at 00:59:389 (1) - is emphasized more.
  10. 01:03:010 (5,6) - I think you can Ctrl+H this and move it to x:96. Current flow isn't the best, as the triplet comes from an hyperdash and ends in an antiflow movement to 01:03:010 (5) -.
  11. 01:08:182 (3,4,5) - This is similar to what I mentioned in the Platter at 00:35:079 (1,2,3,4) -. I expected a movement to the left, but was surprised by a movement to the right. I think you can Ctrl+H 01:08:527 (4,5,1,2,3,4,5,6,7,8,9,10,11,1) -.
Call me back, I guess hue
Topic Starter
Zak

ZiRoX wrote:

Ay

[Salad]
  1. 00:25:768 (7) - Make this normal flow please. Having an easier movement on this slider will let you increase the distance at 00:26:285 (8) - , which could be emphasized a bit more as the downbeat. I like the slider forcing this type of movement so I want to keep it.
[Platter]
  1. 00:11:975 (6,1) - Despite this being a 1/1 distance, the movement back after the HDash can throw some players off. As Platters are meant to be HDash-introductory diffs, I'd prefer some "buffer" after them. For these reason, I'd move (6) to x:384, which makes the HDash slightly weaker and closer to the next object, making it easier to catch. Moved it but not as much as requested, did the same for the later suggestion as well.
[Rain]
  1. 00:48:010 (6,1) - Really underwhelming distance considering (1) marks the beginning of the Kiai. I'd make (1) an horizontal slider (thus allowing for more distance) and move it to the right, around x:160 feels nice. To keep this part symmetrical, I made both sliders more horizontal and moved them a bit.
Call me back, I guess hue
fixed everything else, thanks!
ZiRoX
Recheck time. Do not kd this.

[Cup]
  1. 00:48:010 (1) - You forgot to change the sampleset on this timing point, using Soft makes this barely audible, so change it to Normal. Other diffs use 100%, so you should try and see which do volume do you prefer (either 100% as in other diffs or 50% to provide that dampened effect)
  2. 00:48:699 (2) - The vertical stack feels and looks weird. I'd prefer you'd move this note to something around x:160 so the movement has a bit more flow, similar to what you did on similar patterns like 00:49:906 (4,5) - .
    00:52:665 (3,4) - Same goes for this "stack". Putting 00:52:837 (4) - on x:312 or x:320 makes the pattern look and flow better.
[Salad]
  1. 00:26:285 (8,1,2) - These distances are really ambiguous, and it's hard to decide whether to dash or not. Even more, the short dash could leave players in an uncomfortable position to go back to 00:27:492 (3) - , so my suggestion would be to reduce the distances a bit. Something like x:304 and x:416 for (1) and (2), respectively, felt fine to me.
  2. 00:28:872 (8,1) - Another ambiguous distance, and this one precedes some zigzag movement at 00:29:044 (1,2,3) - that can make the overall pattern hard to play for players of this level. Try to make this pattern a bit more friendly, either reducing the distances, or making the flow a bit more clearer. One of many possibilities could be something like this:
  3. 00:30:596 (6,7) - I'd slant them even more, and move (6) closer to (7).
  4. 00:32:320 (1,2) - This can be a bit hard to catch after the previous left-right movement. I suggest you move them to the right, a bit closer to the previous pattern.
  5. 00:48:010 (5,1,2) - Distances here are a bit ambiguous, too. (5,1) feels a bit underwhelming, and (1,2) is hard to catch by walking. This doesn't convince me, but maybe you can move 00:48:354 (1) - to x:208 or 224 to emphasize this downbeat with a dash, and making the (1,2) distance easier to catch.
  6. 00:50:941 (3,4) - Another distance that may lead some players to dash, leaving them in a bad position to move back to 00:51:458 (5) - . I'd make it consistent with the rest by putting (4) in x:368.
  7. 01:01:975 (3,4) - Similar stuff. Since this one involves some back and forth movement, I'd make the distance slightly lower: I'd put 01:02:147 (4) - on x:320.
[Platter]
  1. 00:08:527 (1,2,3,4,5) - The sound is rather constant, so the dash doesn't fit that well. Putting (5) on something around x:304 goes better with the song.
  2. 00:11:113 (1,2,3,4,5,6) - I still find this pattern is a bit hard for a Platter. Try x:208 for (3) and x:160 to make it slightly easier.
  3. 00:16:458 (3,4) - This distance is rather ambiguous, and dashing doesn't fit really well. I'd move (4) a bit closer to the previous slider, somewhere around x:80.
  4. 00:24:561 (6,7,8) - The dash to 00:25:768 (7) - feels a bit excessive, as it isn't a truly strong note. I recommend you move 00:25:768 (7,8) - to x:192 to make it walkable. You might want to move 00:26:630 (1,2,3) - to the left a bit as the distance to this will increase with the suggested change, something around x:432 should fix it.
  5. 00:26:975 (3,4,5) - Both movements are hard to get by walking, but dashing to the first note, so it's a bit awkward to play. I think you can move (4) to x:256 and (5) to x:96. It will create a clearer dash pattern, emphasizing the drum beat at 00:27:492 (5) - .
  6. 00:33:699 (7,8,9,10) - This pattern is a bit hard to walk, but the distances don't induce dashing. I'd reduce the distance between the notes. x:400 for (8) and x:176 for (10) is good enough.
  7. 00:38:354 (4,5,6,7,8,1) - Same thing happens here. The distances are really hard to walk, and the dashes aren't clear. I'd go for reducing the distances to the circles, and increasing distances to the sliders, as they are mapped to relatively strong vocals.
  8. 00:44:044 (5,8) - Slant them a bit, the high SV makes them really edgy to catch by walking. What an edgy kid
  9. 00:58:699 (1,2,3) - I see no reason for the dashes here, the sounds aren't that strong.
  10. 01:07:320 (9,1) - Distance feels a bit tight. Moving 01:07:665 (1,2) - to x:80 already adds some leniency to the pattern.
  11. 01:21:458 (1,2,3,4,5,6) - Same as in the beginning.
Ayyy bye
Topic Starter
Zak

ZiRoX wrote:

Recheck time. Do not kd this.

[Salad]
  1. 00:28:872 (8,1) - Another ambiguous distance, and this one precedes some zigzag movement at 00:29:044 (1,2,3) - that can make the overall pattern hard to play for players of this level. Try to make this pattern a bit more friendly, either reducing the distances, or making the flow a bit more clearer. One of many possibilities could be something like this: Fixed the distance from 8 to 1 to make it flow better, because I'm fond of the zigzag
  2. 00:32:320 (1,2) - This can be a bit hard to catch after the previous left-right movement. I suggest you move them to the right, a bit closer to the previous pattern. With the sliders slanted and closer, this distance becomes easier so I just nudged 2 closer to 1
  3. 00:48:010 (5,1,2) - Distances here are a bit ambiguous, too. (5,1) feels a bit underwhelming, and (1,2) is hard to catch by walking. This doesn't convince me, but maybe you can move 00:48:354 (1) - to x:208 or 224 to emphasize this downbeat with a dash, and making the (1,2) distance easier to catch. I personally feel like 5,1 should be easier and I think that most players will think to dash to assure that they catch 1,2 while allowing some leniency if they don't dash, I also feels it's appropriate to kick off the kiai time.
  4. 01:01:975 (3,4) - Similar stuff. Since this one involves some back and forth movement, I'd make the distance slightly lower: I'd put 01:02:147 (4) - on x:320.I think this one is easy enough, I'd like to keep it.
Ayyy bye

Ayyy
ZiRoX
We adjusted a few things on IRC. Old style hype?
JBHyperion
Will recheck when I get home from work. Boo! no kds

In all diffs:
  1. 00:15:251 (1) - Finish on the head would go well with the cymbal sound here. Additionally, I'd increase the volume at 00:15:941 to around 50% as these objects are quite hard to hear with Soft sampleset
Salad
  1. 00:42:665 (1,2) - Consider increasing the spacing a little here for the clap sound, (2) at x-256 works nicely
  2. 01:01:975 (3,4,5,6) - Plays better with jumps to (4) and (6) for the strong vocal sounds imo, perhaps something like this: https://osu.ppy.sh/ss/5033898 - (1,2,3) and tail of (8) kept same placement
  3. 01:08:527 (3,4) - Really needs to be a jump here I think, the vocal is so strong in this climax to the kiai. Perhaps head of (4) can be moved further right keeping the tail and (5) the same)

Platter
  1. 00:36:630 (5,6) - Length of these repeaters is a tiny bit high to stack comfortably with the short movement between them, I'd rotate each of them 20-30 degrees towards vertical
  2. 00:57:147 (2,3) - This spacing with antiflow is quite unexpected tbh, (2) slightly to the left at x-368 would be nice
  3. 00:59:044 (3,4) - Hdash and NC here to emphasize the midpoint of the kiai? It's a pretty strong note, I'd at least want it to have a little more emphasis

Rain
  1. 00:23:182 (1) - Unnecessary NC imo, the surrounding combos aren't overly long and these notes are too quiet to need such emphasis
  2. 00:24:389 (4,5) - Feels weird that this isn't a hyper when 00:23:354 (2,1,2,3) were. You might want to try moving 00:23:182 (1,2,1,2,3,4) to x-112 to add one here
  3. 00:34:475 (8,1) - Really awkward 1/4 jump considering 00:34:216 (6,7) are facing to the left. I'd reduce this a bit, say (1) to x-400
  4. 00:42:492 (6,7) - This spacing is kinda tight, and a hdash to the strong vocal sound at 00:42:837 (1) would be cool to do. Try moving (7) to x-224
  5. 00:50:941 (8,1) - Another tight jump, this could easily be a hyper for the vocal sound. x-232 or x-288 (with a slight shape change to avoid the flowstop this creates at 00:51:630 (2) -) please
  6. 01:22:837 (1,2,3) - I'd space these out a tiny bit more, since the hdash coming off 01:22:751 (8,1) is quite strong and it's easy to overshoot. I'd put (2) at x-312 and (3) at x-432

That's it, call me back.
Topic Starter
Zak

JBHyperion wrote:

Will recheck when I get home from work. Boo! no kds
Platter
  1. 00:59:044 (3,4) - Hdash and NC here to emphasize the midpoint of the kiai? It's a pretty strong note, I'd at least want it to have a little more emphasisAdded the Hdash, but no NC, doesn't feel needed.

Rain
  1. 00:34:475 (8,1) - Really awkward 1/4 jump considering 00:34:216 (6,7) are facing to the left. I'd reduce this a bit, say (1) to x-400 I actually broke this by accident somehow, it's fixed to proper timing now.

That's it, call me back.
Fixed everything else, hue
JBHyperion
Fixed a few NCs, should be good to throw oldstyle a chance

Qualified~

Fun fact - this map was uploaded before I even knew osu! existed (^:
Ascendance
was probably best to make the source japanese, but congrats :D
IamKwaN
I have to temporarily take this mapset from the qualified session because of metadata issue.
  1. Romanised Artist must be Shoko Nakagawa or Nakagawa Shoko. Former one appears much more frequently so that would be my choice.
  2. Ascendance wrote:

    was probably best to make the source japanese (aka 天元突破グレンラガン), but congrats :D
    I actually recommend this too, but the final decision is of course up to you. There are not any concrete rules regarding to this matter.
References:
http://puu.sh/ozDhN/f6fc8f46e0.jpg from http://www.sonymusic.co.jp/artist/ShokoNakagawa/
http://puu.sh/ozDiO/266da3c251.jpg from https://www.youtube.com/channel/UCLW97w ... p4eMxRf3Kg
http://media.vgm.io/albums/06/34560/345 ... 541510.jpg - Cover of 空色デイズ / 中川翔子 (SRCL-6572)
http://media.vgm.io/albums/45/34554/345 ... 533767.jpg - Cover of 空色デイズ / 中川翔子 (SRCL-6573)

Good luck!
Topic Starter
Zak
What about the recently ranked set for the same song having it as Nakagawa Shouko, as well as other songs by the same artist? I find it hard to believe that all of them went to ranked status without being noticed.
IamKwaN
Those should be fixed.

Also, one important reminder, mapsets going to the ranked status may not have correct metadata. Checking the metadata every time before nominating is probably what a BN should do.
Topic Starter
Zak
Welp, it's fixed now.

Hope nothing else is wrong ;w;
JBHyperion
Apologies Zak, should have doublechecked afb's metadata suggestion myself. I can re-icon this later today if necessary.
ZiRoX

JBHyperion wrote:

Apologies Zak, should have doublechecked afb's metadata suggestion myself. I can re-icon this later today if necessary.
Same tbh
-Sh1n1-
Go go, really nice song :3
Moeruattack
gogogogo :3
autofanboy
oop sry

Good luck with it anyways
ZiRoX
Wrong metadata has been corrected and Source was changed to the preferred japanese.
Ascendance

ZiRoX wrote:

Source was changed to the preferred japanese.
we did it reddit
JBHyperion
Change "Shoko" in tags to "Shouko" since you changed/fixed this in the Artist field already and it's redundant currently.

After that I can qualify (I hope).
Topic Starter
Zak
Soon™
JBHyperion
Sorairo Today

Requalified~
MBomb
Sorry to request a dq so late on, but I feel there's some issues in the rain which really need fixing up before this gets ranked ;w;

Not looked at any other difficulties, but will post a mod on them later, I'd just rather post this now rather than leave it in qualified for longer to make more people annoyed ;w;

00:30:768 (3,4,5) - The way these are organised feels so odd and really doesn't fit well with the song. If anything the strongest sounds are on the slider end of 3 (which really doesn't emphasise the sound well), and 5 (at least that one has a dash to it). 4's beginning is quite weak so doesn't fit a dash, and I'd even say the slider end is stronger in comparison. Plus I'd say the distances are a bit too strong for a rain anyway, as they require a precise type of timing more expected in an overdose difficulty.
00:31:630 (6,7) - After that, no dash to this also feels pretty odd, as again these notes are pretty strong in comparison to notes like 4.
00:39:216 (3) - Backforth dash from this is again, a bit too difficult for a rain considering the antiflow to and from it. A reduction like x:328 would work better.
00:40:079 (1,2) - The lack of movement here, having both of these as normal movement to them, really breaks the songs feeling here in my opinion. The notes are a lot stronger, and honestly it's such an odd distance right now that walking them is also pretty awkward to play. Curving these sliders and moving them to have bigger distances to them feels a lot nicer.
00:42:147 (4) - Decreased distance to this because the jump is quite awkward again.
00:43:527 (4) - Really not sure why there's a dash to this, this sound is not strong at all, especially if you're following the dash for vocals here, considering the stronger vocals earlier on had no dash.
00:47:665 (5) - Why is there a HDash to this? There is basically no progression of this sounds from previous sounds, and there's no specific reason for the emphasis on this, so it just ends up feeling really offputting and weird to play. As well as this, the dash to 00:48:010 (6) - is really uncomfortable due to the strength after the HDash, but the HDash shouldn't be there in the first place.
00:48:354 (1) - In comparison, this note is ridiculously strong compared to the previous ones, yet there is no HDash, and it would even work well to emphasise the start of the kiai.
00:48:872 (2) - The very strange shape of this slider after the strong dash to it makes it really weird to play because you've got to dash, then suddenly slow down, then speed up again in the same slider, and it just feels bad to play, a better flowing curve would feel a lot better.
00:51:113 (1) - Dash to this feels far too strong too considering previous antiflow movement.
00:51:630 (2,3,4,5) - Why is there normal movement to 2, and then HDash to 5? 2 is a lot stronger than 5, both vocally and instrumentally, so this kind of structure makes no sense. I don't even disagree with the HDash to 5, it's just the fact how there's no HDash to 2 makes it feel very weird.
00:59:389 (1) - Again, this is a really strong note compared to literally everything else you've had HDashes to, but you decided to use a normal dash and I can't understand why.
00:59:906 (2) - Same as earlier with this really weird slider shape playing badly.
01:07:320 (7) - Reduction on this distance, after the antiflow, this strong of a distance is a bit too hard for a rain.
01:08:872 (5,1) - Same with this jump, feels far too strong after the HDash in the opposite direction, and for a rain player would throw them off far too much, reduction would be nicer.
01:20:424 (3,4,5) - Firstly, the dashes to 4 and 5 both feel far too strong after the antiflow HDash to 3, but even so, 4 and 5 are stronger notes than 3, so why is the HDash to 3 instead? I see little point in overemphasising the weaker note, but then making the harder notes less emphasised.
01:21:458 (1,2,3,4,5,6) - Notes on this stream seem too far away from each other due to antiflow movements, making it too difficult for average rain players.

There are more points to be made, but I'm commenting on the stuff I think are the main problems that need to be fixed before this gets ranked, the other stuff is more personal opinion.

Sorry for the inconvenience, but I hope you appreciate that I'm trying to help your map be as good as it can be.

Oh also remember to not update until after group stage of CWC is finished.
Deif
Some of the addressed issues are valid and are worth opining a discussion. Good luck!
Topic Starter
Zak

- Magic Bomb - wrote:

Sorry to request a dq so late on, but I feel there's some issues in the rain which really need fixing up before this gets ranked ;w;

Not looked at any other difficulties, but will post a mod on them later, I'd just rather post this now rather than leave it in qualified for longer to make more people annoyed ;w;

00:30:768 (3,4,5) - The way these are organised feels so odd and really doesn't fit well with the song. If anything the strongest sounds are on the slider end of 3 (which really doesn't emphasise the sound well), and 5 (at least that one has a dash to it). 4's beginning is quite weak so doesn't fit a dash, and I'd even say the slider end is stronger in comparison. Plus I'd say the distances are a bit too strong for a rain anyway, as they require a precise type of timing more expected in an overdose difficulty. Took a look at this section and I think I'd rather keep it as it is, I can tell it was mostly following the vocals and I personally don't think it's that bad for a Rain.
00:31:630 (6,7) - After that, no dash to this also feels pretty odd, as again these notes are pretty strong in comparison to notes like 4. Taking note that the earlier part was folling the vocals, this actually makes sense, especially with the HDash into 1
00:39:216 (3) - Backforth dash from this is again, a bit too difficult for a rain considering the antiflow to and from it. A reduction like x:328 would work better. Moved it by less but also moved 2 and 4 to keep it symmetrical
00:40:079 (1,2) - The lack of movement here, having both of these as normal movement to them, really breaks the songs feeling here in my opinion. The notes are a lot stronger, and honestly it's such an odd distance right now that walking them is also pretty awkward to play. Curving these sliders and moving them to have bigger distances to them feels a lot nicer. The lack of movement between these is because these sliders would really trip up players if they had to do a larger jump, I like the way this plays better, as it forces the player to dash appropriately to catch the droplets but isn't something that should break many combos.
00:42:147 (4) - Decreased distance to this because the jump is quite awkward again. Fixed
00:43:527 (4) - Really not sure why there's a dash to this, this sound is not strong at all, especially if you're following the dash for vocals here, considering the stronger vocals earlier on had no dash. You don't always have to dash at only the strongest sounds, and this dash isn't even difficult, I don't think this is really a big issue.
00:47:665 (5) - Why is there a HDash to this? There is basically no progression of this sounds from previous sounds, and there's no specific reason for the emphasis on this, so it just ends up feeling really offputting and weird to play. As well as this, the dash to 00:48:010 (6) - is really uncomfortable due to the strength after the HDash, but the HDash shouldn't be there in the first place. What? The reason for the HDash should be rather obvious, this is a buildup where the distance between notes keeps increasing and to increase the distance even more without a HDash would make this way too difficult, and it gives a good finish to the buildup, and considering that the jump into the slider after is quite small, it works well.
00:48:354 (1) - In comparison, this note is ridiculously strong compared to the previous ones, yet there is no HDash, and it would even work well to emphasise the start of the kiai.I checked this with a couple others, and they thought this works quite well as it is, if you pay attention to the way sliders and circles are used throughout the kiai, it's going between vocals and the instruments to keep the gameplay interesting without being too predictable.
00:48:872 (2) - The very strange shape of this slider after the strong dash to it makes it really weird to play because you've got to dash, then suddenly slow down, then speed up again in the same slider, and it just feels bad to play, a better flowing curve would feel a lot better. It's trying to keep it symmetrical without being too difficult which it isn't, and moving the sliders closer would make the movement before it almost nothing.
00:51:113 (1) - Dash to this feels far too strong too considering previous antiflow movement. Made it a bit easier.
00:51:630 (2,3,4,5) - Why is there normal movement to 2, and then HDash to 5? 2 is a lot stronger than 5, both vocally and instrumentally, so this kind of structure makes no sense. I don't even disagree with the HDash to 5, it's just the fact how there's no HDash to 2 makes it feel very weird. The triplet reflects the instruments fine and a HDash into that would flow really badly imo
00:59:389 (1) - Again, this is a really strong note compared to literally everything else you've had HDashes to, but you decided to use a normal dash and I can't understand why. Because a HDash into a slider going in the opposite direction is no fun.
00:59:906 (2) - Same as earlier with this really weird slider shape playing badly. This plays fine, just release dash after starting the slider, which players at Rain difficulty should be able to understand.
01:07:320 (7) - Reduction on this distance, after the antiflow, this strong of a distance is a bit too hard for a rain. Alright, fixed this.
01:08:872 (5,1) - Same with this jump, feels far too strong after the HDash in the opposite direction, and for a rain player would throw them off far too much, reduction would be nicer. Fixed
01:20:424 (3,4,5) - Firstly, the dashes to 4 and 5 both feel far too strong after the antiflow HDash to 3, but even so, 4 and 5 are stronger notes than 3, so why is the HDash to 3 instead? I see little point in overemphasising the weaker note, but then making the harder notes less emphasised. This is emphasized, you don't need to use a HDash to do this, considering that long jumps are often times harder than HDashes.
01:21:458 (1,2,3,4,5,6) - Notes on this stream seem too far away from each other due to antiflow movements, making it too difficult for average rain players. This isn't even a stream, nor is it difficult, it used to be harder so I reduced distance previously but reducing it further would make this too easy.

There are more points to be made, but I'm commenting on the stuff I think are the main problems that need to be fixed before this gets ranked, the other stuff is more personal opinion.

Sorry for the inconvenience, but I hope you appreciate that I'm trying to help your map be as good as it can be.

Oh also remember to not update until after group stage of CWC is finished.
Didn't change much as this map shows pretty much what's actually good about old style mapping and not putting all dashes and HDashes on only the stronger sounds and sometimes acknowledging that you can emphasize a section better without a HDash than with one. Thank you for your concerns however, hopefully now we can push this back through.
Ascendance

Zak wrote:

hopefully now we can push this back through.
meep, there's a lot of things I want to go over before this happens. Sadly, I'm not really accepting the whole "old style mapping" excuse while using bad mapping mechanics. There's only so much you can do using that statement, and it's bringing down the quality of this map by a lot. This is 2016, not early 2014.

[
General
]

Tags
  1. Consider adding the following: shokotan srcl-6573 meg rock gainax tokyo hot blood robot fight final universe super drill
Metadata
  1. Will trust KwaN on this one.
Spread/Other
  1. Your platter is CS3.8 out of nowhere, which breaks the linear spread and really becomes quite poor for a platter. In fact, the entirety of the CS in this set could be improved. 2/3/3.8/4 sounds abysmal and isn't up to current mapping standards really. 2.5/3/3.5/4 seems better, considering you'd like to keep the CS of the Rain at 4.
  2. Quality of the mp3 sounds atrocious in my opinion, and in the opinions I've gathered from others (including nominators). I'd consider using the mp3 from this mapset in which the mp3 sounds much clearer. You'll need to change the offset when you do this.
Hitsounds

Some examples I found, just in the Cup. I'm sure the following nominators could take a deeper look into this ;)

  1. 00:20:768 (1) - you could probably add a clap (maybe a finish but a clap sounds nicer) to emphasize the crash here.
  2. 00:31:458 - Missing a clap here for consistency with the same pattern previous to it
  3. 00:33:527 - Suddenly clap is missing here also when the vocals and rhythmic pattern remain the same
  4. 00:34:216 - Same as above, the inconsistency in hitsounds is prevalent throughout this whole section
  5. 00:37:320 - Finish here? Sounds nice and amplifies the crash
  6. 00:42:837 - finish? Large white tick and could use a bit more emphasis
  7. 00:48:354 - 75% volume seems a bit loud at this section, would consider something like 60% or 65%
  8. 01:23:354 (6) - Why not add a finisher here? Blends quite nicely and feels good to hit as a final note.

[
Tenshichan's Cup
]

General



  1. 00:05:941 (1) - These sliders are quite poor due to the fact that it doesnt promote any movement at all. I would make it a completely straight slider and angle it like this. It plays much nicer into the next pattern and promotes a constant movement.
  2. 00:08:699 (1) - Same as the above.
  3. 00:27:320 (2) - What is this even starting on? And it's got a clap? ??? If you're going to attribute it to the snare sound in the back, then I'd ask you to change it anyways because now you're randomly swapping between background music and vocals. A cup player shouldn't have to worry about which sounds to follow. You're starting with vocals here, continue with vocals.
  4. 00:30:079 (2) - split this into two, with a circle at 00:30:079 - and then a slider at 00:30:251 - .
  5. 00:32:837 (2) - dude why.. at this point I don't even know what's being followed. We've got notes supported by hitsounds that are changing whether they follow vocals or music. A cup should NOT be this confusing. The rhythm should be simple and straightforward.
  6. 00:38:527 (3) - not a big fan of the stacked notes here, try moving it to x:384 for a better visual here.
  7. 00:40:079 (1,2,3,4,5) - Combo gets a bit big here, consider shortening it.
  8. 01:06:285 - Hi why is there no note here, but a vocal to support it? a circle at x:152 seems perfect to me.

[
Salad
]

General



  1. This difficulty is just... meh to me. I don't want to deal with the drama I'll cause for saying "remap" so I'm going to just list some things that caught my attention and hopefully you'll change them.
  2. 00:12:320 (1,2,3) - two horizontal jumps aren't recommended at all really, they play horribly since it promotes a tap-dash style which a salad player probably can't do at this point due to their lack of knowledge.
  3. 00:24:561 (1,2,3) - This is a lot of movement for a player of this level, and it's also cramped into a very small location which makes it dense and not very easy to read. I'd consider reworking the pattern or at least spreading it out.
  4. 00:45:251 (1,2,3,4,1,2,3) - fucks sake
  5. 01:20:423 (4,1,2,3) - This kind of antiflow shouldn't really be acceptable, it forces a left direction, then a sharp right dash, and then a sharp left direction. rework the pattern to incorporate a more curved flow perhaps?
  6. 01:22:665 (1,2,3) - why

[
Platter
]

General



  1. Probably the best diff in the set, besides the CS.
  2. 00:23:354 (1,2,3,4,5,6,7,8) - way too large of the combo, amplified by the fact that most of it are sliders that count for 2 circles
  3. 00:25:941 (8) - turning this into a curved stream would probably look a lot better imo. Making it a repeat slider could make it look like it has to be wiggled to a player who is unfamiliar with these kinds of sliders.
  4. 00:26:285 - Why the hell is this a slider end. Seriously why? Just turn 00:25:941 (8) - into a triplet and make a hyperdash into a note at 00:26:285 - and it would be 200x better than what we have now.
  5. 00:31:458 (2,3,4,1,2,3) - a pattern which provides no movement in between it has no place in any difficulty really, just move the 2nd trio to the right a bit and itll be ok
  6. 01:09:906 (5) - Same as before with the repeats, also best to NC since the fruits stack too high.
  7. 01:23:182 (4,5) - Why not hyperdash here? It's a strong last note so..

[
kjw's Rain
]

General



  1. 00:06:458 (7,8,9) - Really high distances here, easy to miss all of them if you miss one of them, consider reducing a bit.
  2. 00:10:768 (7,8,9,10) - You could probably curve this and maybe make a hyper or a decent dash to 00:11:113 (1) - for a bit of added emphasis?
  3. 00:17:665 (1,2) - there's no emphasis at all on this note. Even when I delete the note I can only BARELY hear a sound at 00:17:665 - .
  4. 00:24:389 (6,7) - Suddenly missing hyperdash even though it's the strongest note
  5. 00:48:010 (6,1) - Hyper where? Distance where? Emphasis where? :(
  6. 01:15:768 - Why not add a note here? It feels empty.
  7. 01:20:768 (4,5) - Distances are a bit far here, consider toning it down a bit.
  8. 00:58:699 (5,6,7,8,9) - really high distances here, seems like 6 is almost a pixel dash, so you should really lower this by a bit

These are just the small things I noticed but I really don't think this is ready for another trip through the qualified section without a few more mods. I'd really like to see some reworking of the hitsounds so that way they're a bit more consistent, and the hyperdash usage in the two highest diffs needs a bit of work as well as some spacing fixes.

anyways good luck.

(sry my salad comments are passive aggressive)
Topic Starter
Zak
Oh boy

Ascendance wrote:

Zak wrote:

hopefully now we can push this back through.
meep, there's a lot of things I want to go over before this happens. Sadly, I'm not really accepting the whole "old style mapping" excuse while using bad mapping mechanics. There's only so much you can do using that statement, and it's bringing down the quality of this map by a lot. This is 2016, not early 2014. I implore you to please not use the excuse of "old style" when considering this mod, as I'm sure we all know that we've moved on from 2014 mapping for a good reason. I don't see it as much of an excuse when most other modders/players are completely fine with it. Also considering that a lot of maps made in 2014 were actually really REALLY good and stood out from one another, maybe we should actually take a step back in mapping.

[
General
]

Tags
  1. Consider adding the following: shokotan srcl-6573 meg rock gainax tokyo hot blood robot fight final universe super drill I find these tags really pointless which is why I left them out but okay whatever.
Metadata
  1. Will trust KwaN on this one.
Spread/Other
  1. Your platter is CS3.8 out of nowhere, which breaks the linear spread and really becomes quite poor for a platter. In fact, the entirety of the CS in this set could be improved. 2/3/3.8/4 sounds abysmal and isn't up to current mapping standards really. 2.5/3/3.5/4 seems better, considering you'd like to keep the CS of the Rain at 4. This is simply an opinion, it has never been stated that you are forced to follow completely linear progression, and I believe that it is perfectly fine in this set.
  2. Quality of the mp3 sounds atrocious in my opinion, and in the opinions I've gathered from others (including nominators). I'd consider using the mp3 from this mapset in which the mp3 sounds much clearer. You'll need to change the offset when you do this.

Okay

Hitsounds

Some examples I found, just in the Cup. I'm sure the following nominators could take a deeper look into this ;)

  1. 00:20:768 (1) - you could probably add a clap (maybe a finish but a clap sounds nicer) to emphasize the crash here.
  2. 00:31:458 - Missing a clap here for consistency with the same pattern previous to it
  3. 00:33:527 - Suddenly clap is missing here also when the vocals and rhythmic pattern remain the same
  4. 00:34:216 - Same as above, the inconsistency in hitsounds is prevalent throughout this whole section
  5. 00:37:320 - Finish here? Sounds nice and amplifies the crash
  6. 00:42:837 - finish? Large white tick and could use a bit more emphasis
  7. 00:48:354 - 75% volume seems a bit loud at this section, would consider something like 60% or 65%
  8. 01:23:354 (6) - Why not add a finisher here? Blends quite nicely and feels good to hit as a final note.
Fixed all of the above

[
Tenshichan's Cup
]

General



  1. 00:05:941 (1) - These sliders are quite poor due to the fact that it doesnt promote any movement at all. I would make it a completely straight slider and angle it like this. It plays much nicer into the next pattern and promotes a constant movement. I instead rotated the slider by 30 degrees
  2. 00:08:699 (1) - Same as the above. Same but 45 degrees
  3. 00:27:320 (2) - What is this even starting on? And it's got a clap? ??? If you're going to attribute it to the snare sound in the back, then I'd ask you to change it anyways because now you're randomly swapping between background music and vocals. A cup player shouldn't have to worry about which sounds to follow. You're starting with vocals here, continue with vocals. Looking carefully at this I can tell that this was mainly following the instruments and the vocals just support it, if anyone thinks I should still change hitsounds then tell me because I hardly know anything about hitsounding but I'm keeping this as it is.
  4. 00:30:079 (2) - split this into two, with a circle at 00:30:079 - and then a slider at 00:30:251 - . As stated above, this is following the instruments so I don't think this needs a change.
  5. 00:32:837 (2) - dude why.. at this point I don't even know what's being followed. We've got notes supported by hitsounds that are changing whether they follow vocals or music. A cup should NOT be this confusing. The rhythm should be simple and straightforward. Feel free to help out with hitsounds but this is by no means confusing, no player at cup level will be struggling to understand what to follow here.
  6. 00:38:527 (3) - not a big fan of the stacked notes here, try moving it to x:384 for a better visual here. Done.
  7. 00:40:079 (1,2,3,4,5) - Combo gets a bit big here, consider shortening it. It's 7 fruits on the plate, completely fine.
  8. 01:06:285 - Hi why is there no note here, but a vocal to support it? a circle at x:152 seems perfect to me. Done.

[
Salad
]

General



[*] 00:12:320 (1,2,3) - two horizontal jumps aren't recommended at all really, they play horribly since it promotes a tap-dash style which a salad player probably can't do at this point due to their lack of knowledge. This was simpler but I was asked more than once to make this more challenging so I did, but at the same time this is actually doable without a single dash.
[*] 00:24:561 (1,2,3) - This is a lot of movement for a player of this level, and it's also cramped into a very small location which makes it dense and not very easy to read. I'd consider reworking the pattern or at least spreading it out. I've had inexperienced players test this and they never complained about readability and to me this looks perfectly fine in gameplay.
[*] 00:45:251 (1,2,3,4,1,2,3) - fucks sake There is nothing wrong with this either.
[*] 01:20:423 (4,1,2,3) - This kind of antiflow shouldn't really be acceptable, it forces a left direction, then a sharp right dash, and then a sharp left direction. rework the pattern to incorporate a more curved flow perhaps? I moved it a little bit to make it easier.
[*] 01:22:665 (1,2,3) - why Check above[/list]

[
Platter
]

General



  1. Probably the best diff in the set, besides the CS.
  2. 00:23:354 (1,2,3,4,5,6,7,8) - way too large of the combo, amplified by the fact that most of it are sliders that count for 2 circles I hate how this looks with a NC but alright.
  3. 00:25:941 (8) - turning this into a curved stream would probably look a lot better imo. Making it a repeat slider could make it look like it has to be wiggled to a player who is unfamiliar with these kinds of sliders. If others would prefer this as a stream as well I'll change it but I prefer it to be a reverse slider
  4. 00:26:285 - Why the hell is this a slider end. Seriously why? Just turn 00:25:941 (8) - into a triplet and make a hyperdash into a note at 00:26:285 - and it would be 200x better than what we have now. Doing this would completely ignore the 4th drum hit of this drumroll, which would just be wrong.
  5. 00:31:458 (2,3,4,1,2,3) - a pattern which provides no movement in between it has no place in any difficulty really, just move the 2nd trio to the right a bit and itll be ok Done
  6. 01:09:906 (5) - Same as before with the repeats, also best to NC since the fruits stack too high. NC'd
  7. 01:23:182 (4,5) - Why not hyperdash here? It's a strong last note so.. I keep it as close to the same as the intro as possible, so I'm not changing this.

[
kjw's Rain
]

General



  1. 00:06:458 (7,8,9) - Really high distances here, easy to miss all of them if you miss one of them, consider reducing a bit. Done
  2. 00:10:768 (7,8,9,10) - You could probably curve this and maybe make a hyper or a decent dash to 00:11:113 (1) - for a bit of added emphasis? Didn't like the way it played, keeping it as is.
  3. 00:17:665 (1,2) - there's no emphasis at all on this note. Even when I delete the note I can only BARELY hear a sound at 00:17:665 - . It's not a hyper anymore.
  4. 00:24:389 (6,7) - Suddenly missing hyperdash even though it's the strongest note This is intended, it's strong enough with just a dash and a hyper makes the start of the slider too unfriendly.
  5. 00:48:010 (6,1) - Hyper where? Distance where? Emphasis where? :( I explained the reasoning behind this to Magic Bomb, wanted to keep the emphasis on the build up, but as a compromise, I'll change this to a jump, no hyper though.
  6. 01:15:768 - Why not add a note here? It feels empty. I think this is fine as is.
  7. 01:20:768 (4,5) - Distances are a bit far here, consider toning it down a bit. Fixed
  8. 00:58:699 (5,6,7,8,9) - really high distances here, seems like 6 is almost a pixel dash, so you should really lower this by a bit Fixed

These are just the small things I noticed but I really don't think this is ready for another trip through the qualified section without a few more mods. I'd really like to see some reworking of the hitsounds so that way they're a bit more consistent, and the hyperdash usage in the two highest diffs needs a bit of work as well as some spacing fixes. Well I'm currently trying to get a QAT to take a look over this and tell me if there's anything big that certainly needs fixing, and if not then I see no reason to not try and push this through again. As for hitsounds, I'm not even remotely good at them, so I'll take suggestions on them as long as they aren't complicated, but I won't be able to improve them myself.

anyways good luck.

(sry my salad comments are passive aggressive)
Ascendance
I wanna apologize cause fuck I sounded like a bitch this entire mod and I don't even know why I did. I just released like a shitload of hate on you for no reason so.. yeah. I wanna retouch on a few things you rejected tomorrow to see if I can maybe change your mind but other than that sureee
Jonis221
.
BoberOfDarkness

Jonis221 wrote:

change audio file name to sorairo.mp3 pls.
I would KD :^
Ascendance
went over some stuff with zak in irc earlier but dont have the logs (not like im getting kd anyways). if he wants he can post them, but if mbomb has anything else to say before handed over to bn's then yeh JBH and ZiRoX

o im a bn now lo

Notable Changes:
  1. Reduced CS on platter to 3.5 from 3.8
  2. Fixed some weird hyperdash inconsistencies in the Rain
  3. changed mp3 to sorairo.mp3 :^)
JBHyperion
Recheck - no kudosu.

Cup
  1. Missing clap hitsounds - one or both of 00:40:937 (2,4) -, optionally head of 00:42:143 (5) - and 00:43:178 (1,3) - as you were using at e.g. 00:08:695 (1,2) -

Salad
  1. 00:40:592 (4,5) - Is the lack of movement intentional here? You might want to Ctrl+H 00:40:419 (3,4) and move to e.g. x-160 to give a little more movement
  2. 01:10:764 (1,1) - Could be easy for Salad players to miss here since the next note is a long way from the playfield centre, potential for spinner baits. I'd move all of 01:12:833 (1,2,3,4,5) - to the left slightly to make this a little less harsh
  3. 01:22:661 (1,2) - Missing clap hitsounds on the tails (you used them in the Cup and they emphasize the strong climax quite nicely so if you like, add them in here - applies to higher diffs too)

Platter
  1. All clear! (Besides what was mentioned in Salad)

Rain
  1. Completely optional, but you could Ctrl+H 01:21:626 (2,3,4,5,6,7,8,1,2,3,4) - or even this whole passage starting at 01:18:868 (1) - so that the last hdash is to the right, where the majority of bananas at the start of the last spinner are. Makes the spinner a a little more relevant when you aren't forced to miss a large portion of it to begin with (^:

Call me back.
Topic Starter
Zak
Applied everything!
JBHyperion
Okay, concerns brought up have either been properly addressed or satisfactorily cleared up so let's try again

Rebubbled~
Sc4v4ng3r

JBHyperion wrote:

Okay, concerns brought up have either been properly addressed or satisfactorily cleared up so let's try again

Rebubbled~
It should be bubbled but then on the first page the bubble's still popped lol
Topic Starter
Zak
Bubble got popped when I worked some things out with Magic Bomb over IRC, I can post logs tomorrow if needed, still on the road using a phone to check forums

EDIT:
SPOILER
2016-05-27 12:45 - Magic Bomb -: change mp3 name to sorairo.mp3 :^)
2016-05-27 12:46 Zak: we did that
2016-05-27 12:46 Zak: ;w;
2016-05-27 12:46 Zak: also zirox said no
2016-05-27 12:46 Zak: lol
2016-05-27 12:46 Zak: in discord
2016-05-27 12:47 - Magic Bomb -: lmao
2016-05-27 12:48 - Magic Bomb -: well anyway going through stuff anyway because why not
2016-05-27 12:48 - Magic Bomb -: ACTION is editing [https://osu.ppy.sh/b/367176 Nakagawa Shoko - Sorairo Days [Tenshichan's Cup]]
2016-05-27 12:48 Zak: if it's quick i can
2016-05-27 12:49 - Magic Bomb -: 00:12:316 (2) - i don't really like this being a repeat slider, it's easy to standstill but at the same time for a cup player it could be kinda confusing, might be best to just do what was done 01:22:661 (2,3,4,5,6) - here
2016-05-27 12:49 - Magic Bomb -: i'll just go through all i can
2016-05-27 12:49 - Magic Bomb -: it'll probably be quick anyway
2016-05-27 12:50 Zak: okay copied that over
2016-05-27 12:50 Zak: and flipped it
2016-05-27 12:50 - Magic Bomb -: yeah was gonna say to flip
2016-05-27 12:52 - Magic Bomb -: salad's fine
2016-05-27 12:52 Zak: ayy
2016-05-27 12:53 - Magic Bomb -: ACTION is editing [https://osu.ppy.sh/b/366196 Nakagawa Shoko - Sorairo Days [Platter]]
2016-05-27 12:53 - Magic Bomb -: 00:12:316 (1,2,3,4,5) - maybe reduce distance here slightly
2016-05-27 12:53 - Magic Bomb -: i don't like how close to a dash it is, considering how hard back forth dashes at this bpm can be for a platter player
2016-05-27 12:53 - Magic Bomb -: like 1 grid space reduction should be fine
2016-05-27 12:53 Zak: i wanted to get people to dash on it
2016-05-27 12:54 Zak: but any larger distance was too hard
2016-05-27 12:54 - Magic Bomb -: Hmm, maybe try a slightly different pattern then, I just think the back forths may be a bit hard
2016-05-27 12:54 - Magic Bomb -: 00:12:661 (3) - at x:448 instead?
2016-05-27 12:54 Zak: i was honestly told it was too easy lmao
2016-05-27 12:55 Zak: ehhh idk
2016-05-27 12:55 Zak: not liking that too much
2016-05-27 12:55 - Magic Bomb -: hmm alright
2016-05-27 12:56 - Magic Bomb -: should be fine anyway, more of a personal issue than an actual problem
2016-05-27 12:59 - Magic Bomb -: 00:15:937 (2) - distance to this may be a tiny bit too strong, I'd try 224 instead
2016-05-27 12:59 - Magic Bomb -: still a dash but yeah
2016-05-27 13:00 Zak: reduced
2016-05-27 13:03 - Magic Bomb -: ACTION is editing [https://osu.ppy.sh/b/366195 Nakagawa Shoko - Sorairo Days [kjw's Rain]]
2016-05-27 13:04 - Magic Bomb -: 01:18:868 (1) - maybe reduce the distance between 1 and 2 slightly by moving this to x:336
2016-05-27 13:04 - Magic Bomb -: I don't mind the borderline jumps too much but I think this one is just too far
2016-05-27 13:04 - Magic Bomb -: compared to others
2016-05-27 13:04 Zak: alright
2016-05-27 13:04 - Magic Bomb -: that's it
2016-05-27 13:04 Zak: ayy
2016-05-27 13:05 - Magic Bomb -: bit unsure about 1/1 spinner distance in cup at this bpm but if jbh and zirox are both fine with it then i am as well
2016-05-27 13:06 Zak: jbh mentioned it before when he first checked
2016-05-27 13:06 Zak: updated
ZiRoX
One last thing:
There's an uninherited timing point at 01:28:350 - in the Cup, Salad and Platter. As there's no BPM change or metronome reset, it should be replaced with an inherited timing point (in case you want to change hitsound sample and/or volume) or outright deleted if you want to keep hitsounds settings from the previous point.

Once this is solved we can move the mapset forward.
Topic Starter
Zak
kek ZiRoX
ZiRoX
That last issue was solved and MBomb and Ascendance sorted out their last concerns over IRC.

Requalified!
PatZar
gratz lol
autofanboy
nic
xd
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