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Roses Epicurean - Nightmare -Overture- [CatchTheBeat]

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DeletedUser_500696
I've never felt so much disapproval towards qualifying a perfectly rankable CtB set. Nothing for me to criticize, congratulations xd
Rockageek

FuZ wrote:

Ascendance wrote:

After 2 weeks of having nothing in CTB, we give CTB a qualified map, with more to come even on this day,
i'm seriously wondering if the BNs browse the Pending section
Between all goods ctb mapsets that could be qualified what, comes out ? cup/salad/platter.

Just wow
Vincs
ayy speedranking platters as always
BoberOfDarkness

Ascendance wrote:

bop

my first heart <3


Before awarding kudosu keep the following things in mind:
Did the post help you in any way to improve your map?
Did the modder post things that AIMod cannot pick up?
Did the post show that the modder has knowledge of modding?
Did the modder post things that generally make sense to you and seem not too terribly picky? If their post did seem picky, are you sure that the things pointed out can improve your mapset anyways?
Even if you don't follow the modder's advice, did you not follow it because of your personal choice only, and not because the modding seemed pointless to you?
Did you not already give the modder kudosu for a mod post on the same map recently, and if you did, has the map vitally changed between the two mod posts (adding a difficulty, remapping a difficulty)?
Was this a substantial mod post? Did the mod post point out more than a couple of things to improve or fix your map?

If you can answer yes to all of these questions, feel free to give the modder their well-earned kudosu!
@Mbomb, I just wonder why you gaved Ascedance a kudosu, according to his post in thread I cant find anything connected to mapset but only icon. If you guys had a IRC mod you should place that in thread.
Ascendance

BoberOfDarkness wrote:

Ascendance wrote:

bop

my first heart <3


Before awarding kudosu keep the following things in mind:
Did the post help you in any way to improve your map?
Did the modder post things that AIMod cannot pick up?
Did the post show that the modder has knowledge of modding?
Did the modder post things that generally make sense to you and seem not too terribly picky? If their post did seem picky, are you sure that the things pointed out can improve your mapset anyways?
Even if you don't follow the modder's advice, did you not follow it because of your personal choice only, and not because the modding seemed pointless to you?
Did you not already give the modder kudosu for a mod post on the same map recently, and if you did, has the map vitally changed between the two mod posts (adding a difficulty, remapping a difficulty)?
Was this a substantial mod post? Did the mod post point out more than a couple of things to improve or fix your map?

If you can answer yes to all of these questions, feel free to give the modder their well-earned kudosu!
@Mbomb, I just wonder why you gaved Ascedance a kudosu, according to his post in thread I cant find anything connected to mapset but only icon. If you guys had a IRC mod you should place that in thread.
He posted logs directly below my qualify post
:|
DeletedUser_500696

Ascendance wrote:

Keep the thread clean, please...

No need to give me, or any other nominator, or even the mapper, any threats or bad will. Literally, we've qualified a map. After 2 weeks of having nothing in CTB, we give CTB a qualified map, with more to come even on this day, and we get hate for it. Why? Just because it's under 24 hours that it's ranked? It's an ENH spread by an experienced mapper with little to nothing wrong with it. The mapset is more quality than anything you people can make so give me a rest. If you want, I'll just stop doing anything and I just joined the damn BNG. If you want more stuff ranked, do something and help ffs.
Yes, that is exactly the reason. No (perceived) logic behind the disapproval other than that the set was qualified quickly. No need to get upset though and insult people you don't even know with the subjective quality statement, it's one thing to insult a mapper and another to insult the mapset. Anyways it appears that you wanted to join the nomination team for some time now, you should know that this happens all the time just ignore it :)
-Sh1n1-

Ascendance wrote:

Keep the thread clean, please...

we give CTB a qualified map, with more to come even on this day, and we get hate for it. Why? Just because it's under 24 hours that it's ranked?

sadly, if you think that you are doing something good to the CtB community with this kind of maps, you are totally wrong. It smells like, more people will prefer convert diffs than CtB difficulties in a near future.

It's an ENH spread by an experienced mapper with little to nothing wrong with it. The mapset is more quality than anything you people can make so give me a rest.

you are so rude. alienflybot should be offended, I'm not a good mapper but this hurts too. quality? pls!!
Gratz
Bara-
Such a shame to see such negative comments here
MBomb, gratz with qualification, and keep going, no matter what people say!
Badis

FuZ wrote:

Ascendance wrote:

After 2 weeks of having nothing in CTB, we give CTB a qualified map, with more to come even on this day,
i'm seriously wondering if the BNs browse the Pending section
Amen
Riari

FuZ wrote:

Ascendance wrote:

After 2 weeks of having nothing in CTB, we give CTB a qualified map, with more to come even on this day,
i'm seriously wondering if the BNs browse the Pending section

I'm seriously wondering if this is a full time job they are paid for or if this is a voluntary position that people give their free time up to do outside of important life matters.
FuZ

Riari wrote:

I'm seriously wondering if this is a full time job they are paid for or if this is a voluntary position that people give their free time up to do outside of important life matters.
it seems like it's not a full time job nor a voluntary position, but more an opportunity to rank their own maps easily
Bara-
Can you please stop going off-topic?
It pollutes the thread, for no clear reason
If you have complaints about the BN-system, talk about it somewhere else, not in a map's thread, please
Riari

FuZ wrote:

Riari wrote:

I'm seriously wondering if this is a full time job they are paid for or if this is a voluntary position that people give their free time up to do outside of important life matters.
it seems like it's not a full time job nor a voluntary position, but more an opportunity to rank their own maps easily
Read what you just said very carefully and reply once more.
Qiyana
That fast!? nj MBombie
Bunnrei
pls no mapping drama ;w;
Spaghetti
Topic Starter
MBomb
Thanks Bara, Spaghetti, Chara, Riari, and Dyl-Byl for your support, means a lot <3

Also, can we please avoid too much drama here? I would request a lock of the thread, but as the map is qualified right now, I don't want to silence any potential issues people find, so I kindly request we stay civil, and act like mature people.
Xinely
In middle of drama i would say grats mbomb for the qualify (i do remember my yorokobi now lol)
Altho it gets qualify so fast, if the map is clean and good enough for go, why not to move it
Ascendance
please respect moe
Yumeno Himiko
Hi MB, I remembered you asked me to mod this map some time ago but I was just busy at that time and had no time to come around. However it gets ranked so fast and I haven’t got to mod this, which makes me feel really upset. So I’ll just post my mods here, wish they can help you out!

[Gereral]
For soft-hitnormal, I’d prefer use the same file as the slidertick file, as the song goes with the nice clocks, why not use the same clocktick hitsounds for hitnormal?
I believe the timing is a bit delayed, try out -5 ms for all notes, it will work better.

[Cup]
00:03:891 (3) – For this slider, I can understand the reason you put it like this, you wanna cut off the move on the x axis and it works out very well. However, it still gives players a feeling like sticky. Here’s my suggestion, drag it as a straight slider and keep the head&tail with the same axises as the original slider. I believe it’ll feel better if you try it.
00:07:543 (2,3) – As we see, the ds gets larger here but the moving of slider 3 is not extending much, which may make players feel a bit stop here. And after slider 3, we get a 1.68x ds to the next note, which is large for a cup diff. My suggestion is to drag slider 3 as a straight slider so players can move more and easily get to the next note.
00:17:456 (1) – ctrl+H for this reverse slider and place it at the same place (x=160) as the original note. I don’t think giving a move back on a continuous notes and cup diff will please the newbie players, and it’s off the flow. It’ll be nice if the pattern looks like this here 00:18:500 (3,1) –Not a good choice to keep only 1.0x ds here, since it’s the start of the kiai section. I recommend you follow the ds like 1.6x or 1.7x, which can emphasize the beginning of the kiai part much.
00:27:891 (1,2,3) –why the ds is decresing here? The song is at it’s best part but the moving is decreased? At least give the ds between 2 and 3 the same as 1 and 2.
00:41:456 (3) – I recommend this slider moving left since it’s only a cup diff and you’re using a moving backward pattern. After all, if you still wanna keep this, cut down the ds a bit.
00:47:195 (2) – what about make this slider moving left/right instead of keeping? It’s not a good pattern to be seen in this cup since you make the movings for all other patterns, I can’t see a reason for this pattern keeping here.
00:51:630 (2) – move it to x = 360, it won’t look messed up then
00:51:891 (3) – why not give it a hitsound? A simple whistle also works fine.

[Salad]
00:09:635 (2,3,4) – This pattern looks really bad and can’t give back a good flow tbh, the ds between 2 and 3 is only 0.6x while it becomes 2.8x just after that. The later ds is too large, hope you can fix this stuff. 00:43:026 (2,3,4) – check out this pattern, it has the same rhythm and this pattern feels good imo.
00:16:418 (3,4,5,6,1) – Just feeling awkward for these notes, they not give me a good feeling. I’m not going to write some reasons, just saying this. MB you’re a good mapper and I know you can make this a better pattern.
00:22:157 (2,3) – what about keeping same 1.33x as the previous ds?
00:22:679 (4,5,6) – same as what I wrote in Cup diff, it feels disgusting with a changing ds, try to keep them the same. Not only it will give players a better feeling, but also it can be a perfect flow.
00:33:635 (4,1) – I think it’s good to put a dash here, try it out and I believe you’ll love it too.

[Platter]
00:03:374 (2,3) – first pattern that makes me feel abnormal, the ds between them is too small and it can’t give players a good decision on keeping at this point or moving left, if I were you, I would make this pattern more clearer by ascending the ds a bit, like the pattern you use here 00:05:461 (2,3)
00:05:983 (4,5,6) – The ds can be larger here, with about 1.35x ds, the current pattern can make people feeling sticky and give out a bad response. Moreover, the ds leaving left for the next dash is not ready. Thus I think 1.35x ds can work out better.
00:11:200 (1,2,3) – dear, the song hasn’t reached it’s kiai part, and the 1.5x ds between 2 and 3 will make many players dash here, which is not your want in oriental. From my perspective, I would suggest 1.35x ds.
00:28:418 (2) – I’m questioning why you want to cut down the move here? Nothing wrong with the melody and your flows, but I think keep it a straight moving right horizontal slider will make this pattern better.
00:46:679 (1,2,3) – it will be good to keep the same ds here, also the later 1.6x ds still gives a player feeling like to dash here.

As Zirox said, more spacing are questioning in platter diff, so I’m not going to post all of them.
Edit: my fault


I’m sorry if this causes d DQ, but I really hope this mod can help your map a bit MB! And good luck!
ZiRoX

examination wrote:

As Zirox said, more spacing are questioning in platter diff, so I’m not going to post all of them.
I didn't say that. Don't involve me in drama, thanks.
Shiirn
(Post-rant addition: Sorry for the wall. I felt I needed to explain both sides here.)

I think I can speak for many, many people when I say that the issue people bring with speedranks is not necessarily the objective quality of the maps.

For all that the community hypes up mappers, it's actually extremely easy and not that time consuming for an experienced mapper, of any mode, to make a plain map with as little objectionable pieces as possible. That's not the problem. If the mapper wants to simply raise their number of ranked maps without doing anything particularly special from a mapping perspective, such as this map being Mbomb simply mapping something quick for stress relief, that is entirely fine and entirely on them.


It becomes a bit of an issue when maps tend to "skip to the front of the queue", so to speak, by virtue of being ranked very quickly because a mapper can use their friends to go over their total 3 minutes of sub-3* playtime stuff to check and make sure they didn't make any glaring errors. Which is fine! It's certainly one of the "perks of the job" that you can more easily convince nominators to simply do what amounts to a sub-ten-minute check, rather than queues which can take days and weeks of real time and more than an hour of direct modding time.


On the one hand, there's no particular problem with speedranking a map that contains nothing special. On the other, it's a bit disrespectful to the community et al to brazenly show that you're capable of doing so. I'm sure no offense is meant, but some is taken. You have to remember that not everyone, especially newer mappers, which, for better or worse, take up a massive majority of the percentage of the community, are not capable of simply making a boring, plain map and calling up their buddies to quickly increase your ranked map count by 1.

That's how many people see it, and no matter what you say, it's how it's going to be seen by people not privy to the knowledge that "mapping is actually super fucking easy" and "being friends with a BN can much more easily convince them to just take a 10 minute quick break to check your map because they know you don't suck".

These facts have existed for well over six years now. They won't go away any time soon. And thus, if you want to speedrank a map, you're going to have to face the fact that there will be people who find it objectionable. Whether their baying is accurate or not is another point entirely, and as such, it falls to the mapper and the BNs themselves to understand what sort of image their actions can provoke.


All that said, looking at the map I see nothing objectively wrong with it. Move on with your lives.
Kibbleru
some people find speedranking a map very stulid, but its even stupider to exaggerate issues to try to dq a map that has no inherent flaws.
Ascendance

Kibbleru wrote:

some people find ranking a map very stulid, but its even stupider to exaggerate issues to try to dq a map that has no inherent flaws.
Setz
I think alot of the salt stems from the fact that they see maps getting speed ranked, but other maps that have been pending for a while just sit there because they have no BN connections.

as much as it sucks, that is just the way things work, even in real life, its always about who you know more than what you know. shitty, but that is a reality you will have to learn to accept.
Shiirn
My entire point is that a speedrank that is objectively fine comes from a combination of BOTH "who" and "what" you know. But if you didn't read any of that wall, I don't blame you.
Setz

Setz wrote:

I think alot of the salt stems from the fact that they see maps getting speed ranked, but other maps that have been pending for a while just sit there because they have no BN connections.

as much as it sucks, that is just the way things work, even in real life, its always about who you know more than what you know. shitty, but that is a reality you will have to learn to accept.

bold part clearly implies that yes, it is both, i am not saying its not. but one clearly holds more weight than the other.

a little reading comprehension goes a long way.
_handholding
ermmm, Why does examination have a kds yet his mod doesnt have a reply?

edit:

Kibbleru wrote:

some people find ranking a map very stulid, but its even stupider to exaggerate issues to try to dq a map that has no inherent flaws.
Examination's mod hasn't received a reply yet gets condescended and basically treated like an annoying kid that no one wants to listen to.

Tsubaki got checked by several BNs and QATs and was passed off as fine but was still able to get DQ'd by random mods' most notably by this guy p/5121844 whose mod consisted most of 'wtf' and 'why?'. Examination has at least given it a respectable mod yet no one wants to acknowledge it.
Ascendance

Kisses wrote:

ermmm, Why does examination have a kds yet his mod doesnt have a reply?

edit:

Kibbleru wrote:

some people find ranking a map very stulid, but its even stupider to exaggerate issues to try to dq a map that has no inherent flaws.
Examination's mod hasn't received a reply yet gets condescended and basically treated like an annoying kid that no one wants to listen to.

Tsubaki got checked by several BNs and QATs and was passed off as fine but was still able to get DQ'd by random mods' most notably by this guy p/5121844 whose mod consisted most of 'wtf' and 'why?'. Examination has at least given it a respectable mod yet no one wants to acknowledge it.
The mapper isn't even awake yet dude, chill.
Natsu
I denied his kudo, since is the mapper decision to give kudos to modders or don't, btw if you guys want your mod to get review by the QAT then don't forget to post it at: p/5068345
Deif
Please address the issues brought up with examination's mod properly. It's true that the difficulties could've been more polished, specially some distances like 00:20:592 (5,6) - in Platter look unfitting. This one particularly felt too short while playing and should be increased if possible.

Refrain from posting stuff that won't help the mapper improve his beatmap from now on. The thread was cleaned a bit, and I'm not willed to do it again. Good luck with the requalification!
Crystal
gl requalifying
Riari

Crystal wrote:

i think CtB BNs should focus on some epic mapset and don't look down on them just because they are 5-or-more-star maps instead of being crazy about speedranking beautiful calm songs and causing dramas

gl requalifying

They don't look down on them, Don't bring this pointless rubbish up again.
Topic Starter
MBomb

examination wrote:

Hi MB, I remembered you asked me to mod this map some time ago but I was just busy at that time and had no time to come around. However it gets ranked so fast and I haven’t got to mod this, which makes me feel really upset. So I’ll just post my mods here, wish they can help you out!

[Gereral]
For soft-hitnormal, I’d prefer use the same file as the slidertick file, as the song goes with the nice clocks, why not use the same clocktick hitsounds for hitnormal? - I dislike this, because personally it just sounds like every note has a hitsound when I do that, and so it sounds bad to me.
I believe the timing is a bit delayed, try out -5 ms for all notes, it will work better. - -3 sounds better than -5 to me. However, I find it odd there was never a change in the universal offset of either of the standard maps.

[Cup]
00:03:891 (3) – For this slider, I can understand the reason you put it like this, you wanna cut off the move on the x axis and it works out very well. However, it still gives players a feeling like sticky. Here’s my suggestion, drag it as a straight slider and keep the head&tail with the same axises as the original slider. I believe it’ll feel better if you try it. This doesn't give the feeling of flow, and makes the movement feel uncomfortable for a cup player.
00:07:543 (2,3) – As we see, the ds gets larger here but the moving of slider 3 is not extending much, which may make players feel a bit stop here. And after slider 3, we get a 1.68x ds to the next note, which is large for a cup diff. My suggestion is to drag slider 3 as a straight slider so players can move more and easily get to the next note. - After testplaying this numerous times, there is plenty of reaction time between the slider 3 and the next circle, so there is no reason to lower distancing here.
00:17:456 (1) – ctrl+H for this reverse slider and place it at the same place (x=160) as the original note. I don’t think giving a move back on a continuous notes and cup diff will please the newbie players, and it’s off the flow. It’ll be nice if the pattern looks like this here - Nah, I really don't like this, it makes the play feel too boring (Cups should be easy, but not boring), and the tilt on the slider makes the flow easier, and because of the low bpm, this one is fine for a cup player. 00:18:500 (3,1) –Not a good choice to keep only 1.0x ds here, since it’s the start of the kiai section. I recommend you follow the ds like 1.6x or 1.7x, which can emphasize the beginning of the kiai part much. - Increased the distance.
00:27:891 (1,2,3) –why the ds is decresing here? The song is at it’s best part but the moving is decreased? At least give the ds between 2 and 3 the same as 1 and 2. - The ds decreases to match the decreasing pitch, having the same ds doesn't work with the music well at all because the notes are of different intensities and pitches.
00:41:456 (3) – I recommend this slider moving left since it’s only a cup diff and you’re using a moving backward pattern. After all, if you still wanna keep this, cut down the ds a bit. - The curve movement of this slider means it plays fine with the antiflow, as the player has more time to react to the change in direction.
00:47:195 (2) – what about make this slider moving left/right instead of keeping? It’s not a good pattern to be seen in this cup since you make the movings for all other patterns, I can’t see a reason for this pattern keeping here. - This makes variety within the map, making it less boring, not all patterns should be the same in a cup, that would be a sign of a bad cup. It plays fine flow-wise, so I'm sure there's nothing wrong with keeping it.
00:51:630 (2) – move it to x = 360, it won’t look messed up then - Actually moved it further, x:370.
00:51:891 (3) – why not give it a hitsound? A simple whistle also works fine. - Added a finish instead.

[Salad]
00:09:635 (2,3,4) – This pattern looks really bad and can’t give back a good flow tbh, the ds between 2 and 3 is only 0.6x while it becomes 2.8x just after that. The later ds is too large, hope you can fix this stuff. 00:43:026 (2,3,4) – check out this pattern, it has the same rhythm and this pattern feels good imo. - This gives a slight antiflow, and the following distance is easily catchable in the centre of the plate for a salad player, meaning the ds change is easy enough (In fact, the direction change means a lower ds in the first jump makes it easier).
00:16:418 (3,4,5,6,1) – Just feeling awkward for these notes, they not give me a good feeling. I’m not going to write some reasons, just saying this. MB you’re a good mapper and I know you can make this a better pattern. - This pattern flows really well, fits the changing pitch of the music nicely, and is easy enough for a salad player. I don't think I can make a better pattern than this, as this is actually my favourite pattern in the map.
00:22:157 (2,3) – what about keeping same 1.33x as the previous ds? - Decreased the ds for pitch changes, having the same distance doesn't really work with the music.
00:22:679 (4,5,6) – same as what I wrote in Cup diff, it feels disgusting with a changing ds, try to keep them the same. Not only it will give players a better feeling, but also it can be a perfect flow. - Same as above, ds changes are for pitch changes, to fit the song, and the flow feels fine here.
00:33:635 (4,1) – I think it’s good to put a dash here, try it out and I believe you’ll love it too. - This note isn't very strong compared to other notes in the kiai, and I'm a firm believer that salads shouldn't have many dashes, so adding one here seems strange.

[Platter]
00:03:374 (2,3) – first pattern that makes me feel abnormal, the ds between them is too small and it can’t give players a good decision on keeping at this point or moving left, if I were you, I would make this pattern more clearer by ascending the ds a bit, like the pattern you use here 00:05:461 (2,3) - Changed distances around a bit.
00:05:983 (4,5,6) – The ds can be larger here, with about 1.35x ds, the current pattern can make people feeling sticky and give out a bad response. Moreover, the ds leaving left for the next dash is not ready. Thus I think 1.35x ds can work out better. - Having the ds higher makes it feel like you're unnecessarily emphasising weak notes, which is something I don't want to use.
00:11:200 (1,2,3) – dear, the song hasn’t reached it’s kiai part, and the 1.5x ds between 2 and 3 will make many players dash here, which is not your want in oriental. From my perspective, I would suggest 1.35x ds. - This is easily catchable without dashing (And even catchable in the centre of the plate, too), so I doubt a platter player would dash here, and if they did, it would be through their own playing.
00:28:418 (2) – I’m questioning why you want to cut down the move here? Nothing wrong with the melody and your flows, but I think keep it a straight moving right horizontal slider will make this pattern better. - This is to keep both the antiflow to and from it comfortable for a platter player, as if this was a straight slider, it could either conserve movement (Making the slider end get missed), or make the jump to the next note too sudden (Which could result in either the slider end getting missed, or the next slider beginning getting missed.
00:46:679 (1,2,3) – it will be good to keep the same ds here, also the later 1.6x ds still gives a player feeling like to dash here. - Same as earlier, both with this being easily catchable without dashing, and with the notes being different distances for pitch changes.

As Zirox said, more spacing are questioning in platter diff, so I’m not going to post all of them.
Edit: my fault


I’m sorry if this causes d DQ, but I really hope this mod can help your map a bit MB! And good luck!
Thanks for the mod! Also added the finish hitsound to the last note of all difficulties.

Edit: Please leave drama out of this thread, there is no need for it, just leave the thread for mods and other such things.
Topic Starter
MBomb
Added ZiRoX's rain to the set, hopefully something for more players to enjoy. <3
Absolute Zero
[Cup]
00:17:459 (1) - Ctrl+H, but keep the sliderhead at x=160 (where it is now). This should make the movement smoother for a cup player to the next note.
00:18:503 (3) - I would make this a hitcircle because unlike 00:12:242 (3) , you are not hitting two notes, but one, like at 00:14:329 (3).
00:23:720 (1,2,3) - Strange inconsistency in the pattern you have in the descending musical pattern. If you want to keep these three hitcircles, possibly change 00:19:546 (1,2) and 00:21:633 (1,2).
00:26:851 (4,5,6,7) - Due to following the music consistently, two 1/2 sliders would probably fit better, starting at around x=256.
00:35:198 (3) - Same comment as 00:18:503 (3), music doesn't end nor hit on the end of the slider.
00:41:459 (3) - Simplify this slider slightly, it might be a little difficult for cup players to catch.

[Salad]
00:27:371 (5,1) - The jump here is slightly unclear (whether it is a dash or not). Emphasize this more by moving (1) further away.
00:34:676 (2) - Face this the other way. For a salad player, a movement left from (1) and right on (2), and then requiring a sudden movement/dash to the left to reach (3) might be a bit overwhelming for the player and a good place to miss.
00:51:893 (3) - Make this a NC for the ending bell effect.

[Platter]
00:16:415 (3,4) and other instances - Keep the consistency in the musical phrase by making this a single 1/2 slider instead.
00:22:154 (3,4) - Ctrl+G to reciprocate these two notes to create a similar pattern to 00:19:545 (1,2,3,4) instead.
00:25:284 (5,1) - Hyper inconsistency here. Space these two further to create a hyper that hits on the downbeat.
00:35:719 (4,1) - Was expecting a hyper here going back to the first theme in the music. Increase the distance between (4,1).
00:51:371 (2) - While you may have to increase SV for this slider, I would suggest a curve that faces left: this will make a smoother transition to (3) by taking advantage of the player's momentum already. (The image below is on 2.0x SV)

Update: Oshit there's a rain now

[CS5 HYPE Rain]
00:04:415 (5) - Whistle here that is not present in 00:08:589 (5) or other instances. Remove the whistle for consistency.
00:12:241 (4,5,1) - Distancing here is the exact same although musically there's a much larger difference between (5,1) and (4,5). Consider lowering the distance between (4,5).
00:19:545 (1) and other instances - Also expecting some hitsound here to emphasize the new phrase.
00:19:545 (1) , 00:20:589 (1) etc. - I personally agree with the usage of the vertical slider in this pattern because it requires the player to suddenly stop, and if they do not have experience, could make them lose droplets. Curving them outwards would give more of a "cushion" to stop in place.
00:20:589 (1) and other instances - Same as 00:19:545 (1) with the hitsounds.
00:35:198 (3) - Personally would add whistle, since the music cadences here.
00:44:589 (1) - (Weak) Ctrl+G for a stronger movement to (2).
00:50:327 (5,6) - Double hyper here is a little uncomfortable--rain players may consistently miss (6) or (1). Consider moving (5) slightly closer.
ZiRoX

Absolute Zero wrote:

[CS5 HYPE Rain]
00:12:241 (4,5,1) - Distancing here is the exact same although musically there's a much larger difference between (5,1) and (4,5). Consider lowering the distance between (4,5). Done
00:19:545 (1) , 00:20:589 (1) etc. - I personally agree with the usage of the vertical slider in this pattern because it requires the player to suddenly stop, and if they do not have experience, could make them lose droplets. Curving them outwards would give more of a "cushion" to stop in place. Had to increase the SV mutliplier for this sliders to have some noticeable effect.
00:50:327 (5,6) - Double hyper here is a little uncomfortable--rain players may consistently miss (6) or (1). Consider moving (5) slightly closer.Rearranged some stuff so no distances become edge dashes :^)
ZiRoX's Rain
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TitleUnicode:Nightmare -Overture-
Artist:Roses Epicurean
ArtistUnicode:Roses Epicurean
Creator:- Magic Bomb -
Version:ZiRoX's Rain
Source:
Tags:MBomb Naitomea -jokyoku- Yami no Kodomo Tachi 闇童話工房 キラ星ひかる Kiraboshi Hikaru 葉月ゆら Hatsuki Yura ZiRoX
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And also went with MB through some stuff:
ZiRoX's Rain v2
osu file format v14

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Creator:- Magic Bomb -
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Tags:MBomb Naitomea -jokyoku- Yami no Kodomo Tachi 闇童話工房 キラ星ひかる Kiraboshi Hikaru 葉月ゆら Hatsuki Yura ZiRoX
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ZiRoX
Oh my double posted kek

Absolute Zero wrote:

[CS5 HYPE Rain]
00:04:415 (5) - Whistle here that is not present in 00:08:589 (5) or other instances. Remove the whistle for consistency. Copying hitsounds from MB's diff fixed this
00:19:545 (1) and other instances - Also expecting some hitsound here to emphasize the new phrase. Same
00:20:589 (1) and other instances - Same as 00:19:545 (1) with the hitsounds.Same
00:35:198 (3) - Personally would add whistle, since the music cadences here.Same
00:44:589 (1) - (Weak) Ctrl+G for a stronger movement to (2). Did something different because Ctrl+G'ing this would take out the hyperdash to (1), which properly emphasizes the bell sound.
Rearranged some other stuff on my own.

ZiRoX's Rain v3
osu file format v14

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TitleUnicode:Nightmare -Overture-
Artist:Roses Epicurean
ArtistUnicode:Roses Epicurean
Creator:- Magic Bomb -
Version:ZiRoX's Rain
Source:
Tags:MBomb Naitomea -jokyoku- Yami no Kodomo Tachi 闇童話工房 キラ星ひかる Kiraboshi Hikaru 葉月ゆら Hatsuki Yura ZiRoX
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ursa
Random mod & Suggestion , hope it's useful
Platter
  1. 00:09:632 (2) - i think moving this beat to x=280 would make the 00:09:632 (2,3,4) - jump more fit with the piano sounds
  2. 00:16:936 (5) - i think you should move this slider to x=192 to keep the jump sync with the music
  3. 00:40:415 (1) - the headslider position kinda placed offscreen & it feels the ryuuta would touch the wall when catch it. moving by few grinds can fix this (x=488 or 480 i think)
  4. 00:43:545 (4) - same as ^ the headslider position kinda placed offscreen
ZiRoX's Rain
Note : the overall pattern is ok , but i found there's some beat that placed offscreen & I think it would be good to fix it for avoiding some problems on maps >,>
  1. 00:14:850 (4) - half of the headslider placed offcreen , moving to x=24 would fix this
  2. 00:17:197 (6) - the beat seems offscreen here , moving to x=16 would fix this
  3. 00:48:242 (4) - offscreen position move the beat to x=488
  4. 00:50:588 (6) - ^ same reason x=488 or x=480
  5. 00:31:024 (5) - ^ same x=32 here would be better
ZiRoX
@ursa: accepted everything except the last one because it creates a horrible timing jump.

ZiRoX's Rain
osu file format v14

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Creator:- Magic Bomb -
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Source:
Tags:MBomb Naitomea -jokyoku- Yami no Kodomo Tachi 闇童話工房 キラ星ひかる Kiraboshi Hikaru 葉月ゆら Hatsuki Yura ZiRoX
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32,192,6502,1,0,0:0:0:0:
152,192,6763,1,8,0:0:0:0:
336,192,7023,6,0,L|418:154,1,90,2|0,0:0|0:0,0:0:0:0:
272,136,7545,1,8,0:0:0:0:
144,136,7806,1,0,0:0:0:0:
320,136,8067,2,0,L|224:136,1,90,2|0,0:0|0:0,0:0:0:0:
32,136,8589,2,0,L|122:136,1,90,8|0,0:0|0:0,0:0:0:0:
448,208,9110,6,0,P|462:154|398:154,1,90,2|0,0:0|0:0,0:0:0:0:
264,144,9632,1,8,0:0:0:0:
400,144,9893,1,0,0:0:0:0:
32,192,10154,2,0,L|114:154,1,90,2|0,0:0|0:0,0:0:0:0:
248,144,10676,1,8,0:0:0:0:
114,154,10937,1,0,0:0:0:0:
440,152,11197,6,0,L|344:152,1,90,6|0,0:0|0:0,0:0:0:0:
232,152,11719,1,8,0:0:0:0:
80,152,11980,1,0,0:0:0:0:
392,160,12241,2,0,L|476:190,1,90,2|0,0:0|0:0,0:0:0:0:
232,184,12763,2,0,L|142:184,1,90,8|0,0:0|0:0,0:0:0:0:
480,192,13284,6,0,L|396:162,1,90,2|0,0:0|0:0,0:0:0:0:
240,192,13806,2,0,L|336:192,1,90,2|0,0:0|0:0,0:0:0:0:
144,192,14328,2,0,L|240:192,1,90,2|0,0:0|0:0,0:0:0:0:
24,192,14850,2,0,L|120:192,1,90,2|0,0:0|0:0,0:0:0:0:
480,192,15371,6,0,L|396:162,1,90,2|0,0:0|0:0,0:0:0:0:
72,192,15893,2,0,L|160:152,1,90,2|0,0:0|0:0,0:0:0:0:
328,152,16415,1,2,0:0:0:0:
16,152,16676,1,0,0:0:0:0:
216,152,16936,1,2,0:0:0:0:
16,152,17197,1,0,0:0:0:0:
360,144,17458,6,0,L|464:144,2,90,2|0|8,0:0|0:0|0:0,0:0:0:0:
450,144,18241,1,0,0:0:0:0:
112,144,18502,2,0,L|8:144,2,90,2|0|8,0:0|0:0|0:0,0:0:0:0:
22,144,19284,1,0,0:0:0:0:
432,144,19545,6,0,P|464:184|416:216,1,107.999996704102
296,232,20067,1,8,0:0:0:0:
432,234,20328,1,0,0:0:0:0:
80,144,20589,6,0,P|48:184|96:216,1,107.999996704102
216,232,21111,1,8,0:0:0:0:
80,234,21372,1,0,0:0:0:0:
392,192,21632,5,2,0:0:0:0:
504,192,21893,1,0,0:0:0:0:
352,192,22154,1,0,0:0:0:0:
200,192,22415,1,8,0:0:0:0:
512,192,22676,2,0,L|416:192,1,90,2|0,0:0|0:0,0:0:0:0:
88,192,23197,2,0,L|178:192,1,90,2|0,0:0|0:0,0:0:0:0:
496,192,23719,6,0,L|406:192,1,90,2|0,0:0|0:0,0:0:0:0:
200,192,24241,1,8,0:0:0:0:
336,192,24502,1,0,0:0:0:0:
16,192,24763,2,0,L|106:192,1,90,2|0,0:0|0:0,0:0:0:0:
312,192,25285,1,8,0:0:0:0:
176,192,25546,1,0,0:0:0:0:
488,224,25806,6,0,L|403:191,1,90,2|0,0:0|0:0,0:0:0:0:
88,184,26328,2,0,L|3:216,1,90,2|0,0:0|0:0,0:0:0:0:
416,176,26850,2,0,L|506:176,1,90
304,256,27371,2,0,L|394:256,1,90
80,144,27893,6,0,P|48:184|96:216,1,107.999996704102
216,232,28415,1,8,0:0:0:0:
80,234,28676,1,0,0:0:0:0:
432,144,28936,6,0,P|464:184|416:216,1,107.999996704102
296,232,29459,1,8,0:0:0:0:
432,234,29720,1,0,0:0:0:0:
120,192,29980,5,2,0:0:0:0:
8,192,30241,1,0,0:0:0:0:
160,192,30502,1,0,0:0:0:0:
312,192,30763,1,8,0:0:0:0:
0,192,31024,2,0,L|96:192,1,90,2|0,0:0|0:0,0:0:0:0:
424,192,31545,2,0,L|334:192,1,90,2|0,0:0|0:0,0:0:0:0:
16,192,32067,6,0,L|106:192,1,90,2|0,0:0|0:0,0:0:0:0:
312,192,32589,1,8,0:0:0:0:
176,192,32850,1,0,0:0:0:0:
496,192,33111,2,0,L|406:192,1,90,2|0,0:0|0:0,0:0:0:0:
200,192,33633,1,8,0:0:0:0:
336,192,33894,1,0,0:0:0:0:
24,224,34154,6,0,L|109:191,1,90,2|0,0:0|0:0,0:0:0:0:
424,184,34676,2,0,L|509:216,1,90,2|0,0:0|0:0,0:0:0:0:
144,184,35198,2,0,L|32:184,3,90
384,192,36241,6,0,L|496:192,1,90,2|0,0:0|0:0,0:0:0:0:
288,192,36762,2,0,L|192:192,1,90,8|0,0:0|0:0,0:0:0:0:
384,192,37284,1,2,0:0:0:0:
496,192,37545,1,0,0:0:0:0:
280,192,37806,1,2,0:0:0:0:
400,192,38067,1,0,0:0:0:0:
88,152,38328,6,0,L|8:195,1,90,2|0,0:0|0:0,0:0:0:0:
248,192,38849,1,8,0:0:0:0:
128,192,39110,1,0,0:0:0:0:
360,192,39371,2,0,L|270:192,1,90,2|0,0:0|0:0,0:0:0:0:
480,192,39893,1,0,0:0:0:0:
360,192,40154,1,8,0:0:0:0:
176,192,40414,6,0,L|94:154,1,90,2|0,0:0|0:0,0:0:0:0:
240,136,40936,1,8,0:0:0:0:
368,136,41197,1,0,0:0:0:0:
192,136,41458,2,0,L|288:136,1,90,2|0,0:0|0:0,0:0:0:0:
480,136,41980,2,0,L|390:136,1,90,8|0,0:0|0:0,0:0:0:0:
32,192,42502,6,0,L|114:154,1,90,2|0,0:0|0:0,0:0:0:0:
248,144,43023,1,8,0:0:0:0:
114,154,43284,1,0,0:0:0:0:
480,192,43545,2,0,L|398:154,1,90,2|0,0:0|0:0,0:0:0:0:
264,144,44067,1,8,0:0:0:0:
398,154,44328,1,0,0:0:0:0:
72,152,44589,6,0,L|168:152,1,90,6|0,0:0|0:0,0:0:0:0:
280,152,45111,1,8,0:0:0:0:
432,152,45372,1,0,0:0:0:0:
120,160,45633,2,0,L|36:190,1,90,2|0,0:0|0:0,0:0:0:0:
264,184,46155,2,0,L|354:184,1,90,8|0,0:0|0:0,0:0:0:0:
32,192,46676,6,0,L|116:162,1,90,2|0,0:0|0:0,0:0:0:0:
272,192,47198,2,0,L|176:192,1,90,2|0,0:0|0:0,0:0:0:0:
368,192,47720,2,0,L|272:192,1,90,2|0,0:0|0:0,0:0:0:0:
488,192,48242,2,0,L|392:192,1,90,2|0,0:0|0:0,0:0:0:0:
32,192,48762,6,0,L|120:152,1,90,2|0,0:0|0:0,0:0:0:0:
440,192,49284,2,0,L|352:152,1,90,2|0,0:0|0:0,0:0:0:0:
184,152,49806,1,2,0:0:0:0:
496,152,50067,1,0,0:0:0:0:
296,152,50327,1,2,0:0:0:0:
496,152,50588,1,0,0:0:0:0:
152,144,50849,6,0,L|48:144,2,90,2|0|8,0:0|0:0|0:0,0:0:0:0:
62,144,51632,5,0,0:0:0:0:
264,144,51893,2,0,L|274:164,1,22.5,4|0,0:0|0:0,0:0:0:0:
112,208,52023,1,0,0:0:0:0:
256,192,52415,12,0,55545,0:0:0:0:
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