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I MY ME MINE - Troublemaker [CatchTheBeat]

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Equim

-Sh1n1- wrote:



Equim's Rain


  • 00:01:623 - add NC because another section start here.
  1. 00:02:268 (4) - I know that is the beginning but such slider is too long imo, what do you think if you finish this slider at 00:02:591 -? also add a note at 00:02:752 -
  2. 00:03:881 (3,1) - you forgot the hyperdash, here isn't the same strong sound as 00:01:623 - 00:06:784 - etc, but it looks kinda weird cause you did on 00:14:526 - no, better keep it here, don't want to make it too dashy.
  3. 00:04:042 - here is normal sampleset but might sounds better at 00:03:881 -, follow the rhythm.
  4. I don't understand, are you following vocal with HS? Hs are to follow instrumental imo, for example: why normal sampleset at 00:04:203 -? 1 advice, could you listen carefully with "effect volume" at 0%, can you hear the following beats?: 00:01:945 - 00:02:591 - 00:03:236 - 00:03:881 - etc, it's like 1 white tick with normal sampleset and 1 white tick without normal sampleset. hope it helps to you and re-arrange the HS at your diff, structure and test seems ready, my doubt is about HS only.
  5. 00:22:832 - you miss a note here.
  6. 00:28:720 (1) - slider is good too but could be spin like other diffs, the map is short and will be too easy to get SS with HR+HD, at the first day of ranked one player will make SS, them? what will happen with other players? people wants the first place, where is the challenge? consider it as CtB player, not as mapper because slider is cool too. lol, you are probably right, but I think a slider here works better than a spinner. plus, I thik Habin can HRFL it.
[/notice]

That's all from me, GL~~
the rest is fixed.

Sorry for my lateness!!!!

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Topic Starter
Volta
updated~
it's ok i'm also late sometimes
SYAHME

Volta wrote:

dem why ctb can't just don and kat
CtB is special.
-Sh1n1-

SYAHME wrote:

Volta wrote:

dem why ctb can't just don and kat
CtB is special.
to be honest, CtB is the most difficult mod to map imo, I'm all mods player, so I'm a 100% certain u.u
Topic Starter
Volta
tfw you make horisontal slider, but in gameplay the fruit droplets bend because of the vertical scroll #coriolis-effect-in-action
that makes ctb so unique and make me want to map and rank this trap map! /summon modder who have ability to qualify
autofanboy
Hello!

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

[ General]

  • Hitsounds
  1. 00:26:784 - In my opinion the clap sounds weird here as it doesn't match the audio well. I would suggest removing the clap and keep it with the 'Auto' sampleset.

[ Cup]

  • Gameplay
  1. 00:00:655 (1,1) - The jump is a bit far, please reduce it. In addition you may refer to the distance of 00:10:978 (1,1) - and try to change them to the same distance, it will be more consistent.
  2. 00:22:268 (1,1) - The distance between the spinner and circle is way too close because of the 1/1 gap in timeline and the fast BPM of the song. Please try to keep at least a 2/1 gap. It is recommended to map the spinner with notes though.

    Solid Cup, keep it up!

[ tocean's Salad]

  • Gameplay
    * The Salad can be FC'ed without any dashing if the players are timed enough. Hence I would suggest increasing 1-2 jumps to ensure that only dashing can FC the difficulty. I will suggest some below.
  1. 00:01:300 (3,1) - What about increasing the gap a bit here?
  2. 00:02:591 (1,2,3,4) - I think the stream gaps can be enlarged, like 00:05:171 (1,2,3,4) - as the current one lacks movements and you are able to catch without moving.
  3. 00:08:881 (1,2,3,4) - This is hard because the stream gaps are way too large, some players may even dash in middle of the stream, which impedes the rhythm right here. Hence shorten the stream gaps, you can use the same gap as 00:05:171 (1,2,3,4) - .
  4. 00:10:171 (3,4,5) - This is fine but it is also hard to catch as the movement of (3,4) swipes players away from (5), most of the beginners may miss right the way. Hence I suggest Ctrl+G'ing 00:10:171 (3,4) - .
  5. 00:11:623 (3,1) - You may increase the gap slightly for this one if you did the same in 00:01:300 (3,1) - .
  6. 00:13:074 (1,2,3) - Shorten the stream gap with the problem similar to 00:08:881 (1,2,3,4) - , also doing so is for consistency so it won't hurt.
  7. 00:15:494 (1,2,3,4) - ^
  8. 00:18:558 (2,3,4) - Oh this is too hard too, (2,3) is going to drag people away from (4). In my opinion the dash at (3,4) can be removed because (4) is not really sounding prominent to be emphasized.
  9. 00:19:687 (2,3,4) - Stream gap.
  10. 00:22:429 (5,1) - Increase the distance between the two notes?
  11. 00:23:881 (2,3,4) - Stream gap, and this is really big here considering the movement of 00:23:558 (1,2) - as well. In addition, try to keep consistency with the distance of 00:24:849 (2,3,4) - , they sound equally strong right at this point.

[ Platter]

  • Gameplay
    * The difficulty gap between Salad and Platter is a bit large, please reduce the difficulty of Platter. I will list out the points below.
  1. 00:01:623 (2,3) - Please remove the dash, it is really difficult for players to catch consecutive double dashes (HDash + dash here) and (3) don't sound that strong so it is not necessary to add dash here. You may move 00:00:655 (1,2) - to the left if you don't know how to fix.
  2. 00:03:720 (5,1) - The jump is hard because they are far apart without any aid of HDashes. While adding a HDash do not sense well so what about reducing the distance here?
  3. 00:07:752 (2,3,4) - This is a weird movement because of the wiggling moves. Also the movement at 00:07:913 (3,4,5) - is also hard to be managed as (3,4) is dragging players away from (5). You may want to fix like this: * screenshot.
  4. 00:11:462 (4,5,1) - This is also a hard part because (4,5) also kind of requiring dash and so double dashing appears here. It is quite difficult to turn the direction suddenly after the dash at (4,5). Please fix this part, perhaps reworking here would be a possible solution.
  5. 00:17:107 (1,2,3) - Not going to say such patterns are unrankable, but it feels better with normal jumping, instead of left-right jumping like this in a Platter. It is much advisable to keep it easy to suit a Platter difficulty.
  6. 00:18:236 (5,6,7) - Same as 00:11:462 (4,5,1) - . Try not to use dash before a HDash happens.
  7. 00:19:203 (1,2,3) - ^
  8. 00:20:655 (5,1) - The distance is big and easy to be missed, obviously it needs to be lowered.

[ MBomb's Light Rain]

  • Difficulty Settings
  1. What about changing HP to 5.5?

    Gameplay
  2. 00:06:623 (5,1,2) - In my opinion the jump here is a bit hard because the HDash at (5,1) will drag players away from (2), thus they will miss. It is better to move (2) closer to make it easier, to fit the title of Light Rain.
  3. 00:16:945 (5,1,2) - ^. You may change the distance to be the same as above one for consistency.

    The Light Rain is nice as always.

[ Equim's Rain]

  • Design
  1. Uncheck 'Widescreen Support'.

    Gameplay
  2. 00:03:881 (3,1) - Why not having a HDash here? Refer to 00:14:203 (4,1) - , they are consistent.
  3. 00:05:332 (3,1) - HDash? Consistent with 00:02:913 (1,2) - and 00:07:591 (2,1) - .
  4. 00:28:720 (1) - Consider mapping this into spinner instead, as every difficulties include a spinner, so why not for this one?

    The Rain is good.

[ Kagari's Himedose]

  • Gameplay
  1. 00:12:913 (4,1) - What about adding a HDash here? Without the HDash, the movement here is forced and hard to catch (1) with such dash.
  2. 00:16:623 (1,2,3,4,5,6) - This part is consistent with 00:06:300 (1,2,3,4,5,6) - but you added HDashes here, and not for the latter one. Consider removing the HDash here though, it feels so forced at this point.
  3. 00:20:332 (3,4) - In my opinion a HDash suits well here as the vocal at (4) sounds stronger than before.

    Neat Overdose.

Salad and Platter needs a bit more work, but overall great mapset.
Good luck!

AFB
Kagari

alienflybot wrote:

[ Kagari's Himedose]

  • Gameplay
  1. 00:16:623 (1,2,3,4,5,6) - This part is consistent with 00:06:300 (1,2,3,4,5,6) - but you added HDashes here, and not for the latter one. Consider removing the HDash here though, it feels so forced at this point. - tho both of the section is consistent-wise, but the song progress is not. I deliberately added hypers on 00:16:623 (1,2,3,4,5,6) - since it's more appropriate than adding none and also to show that 00:16:623 (1,2,3,4,5,6) - emphasize more than 00:06:300 (1,2,3,4,5,6) - . No change on this

    Neat Overdose. - thanks~! :3

Salad and Platter needs a bit more work, but overall great mapset.
Good luck!

AFB
the other two's suggestion are applied accordingly.

thanks for the mod AFB~!

himedose~
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Surono

Volta wrote:

dem why ctb can't just don and kat
haha haha, hah, teletong semut xd

just don kat but you need conection of de pattern oderwis is experience :U if this like ex: "not really fit with teh music" maybe that would forcing to play :U bla

makanya ngemap map itu di suara random pasang kddkddkddkddkddkddkddkddkddkddkddkddkddk aja biar SRnya sampe 6.9 :U atau 69.0 biar gw bisa dapet pp 10ribu, break teh sistem tako osshh!1!!
Topic Starter
Volta
all suggestion in cup applied. will be working on salad and platter on weekend....
MBomb

alienflybot wrote:

Hello!

[ MBomb's Light Rain]

  • Difficulty Settings
  1. What about changing HP to 5.5? - Whilst it basically makes no difference in actual play, I've been suggested this multiple times, and I guess it looks nice with spread, so done.

    Gameplay
  2. 00:06:623 (5,1,2) - In my opinion the jump here is a bit hard because the HDash at (5,1) will drag players away from (2), thus they will miss. It is better to move (2) closer to make it easier, to fit the title of Light Rain. - Reduced distance already.
  3. 00:16:945 (5,1,2) - ^. You may change the distance to be the same as above one for consistency. - Made this distance consistent, but that meant making it stronger...? Either way, more consistent now and the jump is still easy so yeah.

    The Light Rain is nice as always.

Salad and Platter needs a bit more work, but overall great mapset.
Good luck!

AFB
Thanks for the mod!

1000th post lol

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Equim

alienflybot wrote:

Hello!

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

[ Equim's Rain]

  • Design
  1. Uncheck 'Widescreen Support'.

    Gameplay
  2. 00:03:881 (3,1) - Why not having a HDash here? Refer to 00:14:203 (4,1) - , they are consistent. fixed
  3. 00:05:332 (3,1) - HDash? Consistent with 00:02:913 (1,2) - and 00:07:591 (2,1) - . no, they are different. In 00:05:332 (3,1) - the vocal is smooth, while the latter two are pitching up.
  4. 00:28:720 (1) - Consider mapping this into spinner instead, as every difficulties include a spinner, so why not for this one? so many modders have suggested this... but I think the jump 00:28:558 - works perfectly, also a spinner also means a sort of movement here.

    The Rain is good.

Salad and Platter needs a bit more work, but overall great mapset.
Good luck!

AFB
AFB抱抱>.<

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256,80,1945,1,0,1:0:0:0:
512,208,2268,2,0,L|368:136,1,150,0|0,0:0|1:0,0:0:0:0:
307,113,2752,1,0,0:0:0:0:
408,96,2913,5,2,0:0:0:0:
176,136,3074,2,2,L|312:232,2,150,0|0|0,1:0|0:0|1:0,0:0:0:0:
104,64,3881,2,0,L|200:72,1,75
408,128,4203,6,0,L|264:208,2,150,0|0|0,1:0|0:0|1:0,0:0:0:0:
176,272,5171,1,0,0:0:0:0:
80,216,5332,2,0,L|168:192,1,75,0|0,1:0|0:0,0:0:0:0:
320,184,5655,6,0,L|152:160,2,150,0|0|0,1:0|1:0|1:0,0:0:0:0:
424,184,6462,1,0,1:0:0:0:
456,144,6623,1,0,1:0:0:0:
408,128,6703,1,0,1:0:0:0:
208,96,6784,6,0,L|58:103,2,150,4|0|0,0:0|1:0|1:0,0:0:0:0:
352,144,7591,2,0,L|293:96,1,75,0|2,0:0|0:0,0:0:0:0:
72,136,7913,6,0,L|232:224,1,150,0|0,1:0|1:0,0:0:0:0:
128,232,8397,1,0,0:0:0:0:
432,80,8558,1,0,1:0:0:0:
240,112,8881,6,0,L|165:118,2,75,2|0|0,0:0|0:0|0:0,0:0:0:0:
472,120,9365,2,0,L|344:208,1,150,0|0,1:0|0:0,0:0:0:0:
80,232,9849,2,0,L|208:144,1,150,0|0,1:0|0:0,0:0:0:0:
112,128,10332,1,0,0:0:0:0:
416,104,10494,1,0,1:0:0:0:
176,224,10978,5,0,1:0:0:0:
232,216,11058,1,0,0:0:0:0:
256,208,11139,1,0,0:0:0:0:
280,176,11220,1,0,0:0:0:0:
176,152,11300,5,0,1:0:0:0:
120,144,11380,1,0,0:0:0:0:
88,136,11461,1,0,0:0:0:0:
64,104,11542,1,0,0:0:0:0:
168,80,11623,5,0,1:0:0:0:
224,80,11703,1,0,0:0:0:0:
256,80,11784,1,0,1:0:0:0:
280,80,11865,1,0,1:0:0:0:
32,88,11945,6,0,L|168:192,2,150,0|0|0,1:0|0:0|1:0,0:0:0:0:
192,160,12752,2,0,L|125:112,1,75,0|0,0:0|1:0,0:0:0:0:
280,136,13074,6,0,L|318:141,1,37.5,0|0,1:0|0:0,0:0:0:0:
360,96,13236,2,0,L|264:96,2,75,0|0|0,1:0|0:0|0:0,0:0:0:0:
128,136,13720,2,0,L|312:144,1,150,0|0,1:0|1:0,0:0:0:0:
440,136,14203,2,0,L|344:144,1,75
136,96,14526,6,0,L|272:160,2,150,0|0|0,1:0|0:0|1:0,0:0:0:0:
280,192,15332,2,0,L|376:176,1,75
416,160,15655,5,0,1:0:0:0:
173,139,15816,2,0,L|64:168,1,112.500004291535,0|0,1:0|1:0,0:0:0:0:
328,112,16300,2,0,L|144:120,1,150,0|0,1:0|1:0,1:0:0:0:
280,120,16784,2,0,L|208:72,1,75,0|0,1:0|0:0,0:0:0:0:
488,120,17107,6,0,L|379:89,1,112.5,0|0,1:0|0:0,0:0:0:0:
304,96,17429,2,0,L|440:80,1,112.5,0|0,1:0|0:0,0:0:0:0:
488,224,17752,2,0,L|338:224,1,150,0|0,1:0|0:0,0:0:0:0:
104,216,18236,2,0,L|256:184,1,150,0|0,1:0|1:0,0:0:0:0:
144,96,18720,1,0,1:0:0:0:
384,96,18881,1,0,1:0:0:0:
464,144,19203,6,0,L|390:138,2,75,4|0|0,0:0|0:0|0:0,0:0:0:0:
112,144,19687,2,0,L|192:96,1,75,0|0,1:0|0:0,0:0:0:0:
80,96,20010,1,0,0:0:0:0:
184,80,20171,1,0,0:0:0:0:
416,80,20332,5,0,1:0:0:0:
320,80,20493,1,0,0:0:0:0:
416,80,20655,2,0,L|328:96,1,75
96,136,20978,2,0,L|21:143,1,75,0|0,1:0|0:0,1:0:0:0:
416,136,21300,2,8,L|490:143,1,75,0|0,1:0|0:0,0:0:0:0:
184,136,21623,5,0,1:0:0:0:
120,128,21703,1,0,1:0:0:0:
96,120,21784,1,8,0:0:0:0:
144,96,21865,1,0,0:0:0:0:
328,136,21945,1,0,1:0:0:0:
384,120,22026,1,0,1:0:0:0:
408,80,22107,1,8,1:0:0:0:
360,72,22187,1,0,0:0:0:0:
24,128,22268,6,0,L|96:88,1,75,0|4,1:0|0:0,0:0:0:0:
192,64,22591,1,0,0:0:0:0:
296,64,22752,1,0,0:0:0:0:
312,64,22832,1,0,0:0:0:0:
328,64,22913,1,0,0:0:0:0:
200,160,23074,1,0,0:0:0:0:
48,224,23236,2,2,B|48:96|48:96|168:96,1,225,2|0,0:0|0:0,0:0:0:0:
360,56,23558,6,0,L|512:120,1,150,0|2,1:0|0:0,0:0:0:0:
368,120,24042,1,2,0:0:0:0:
504,160,24203,1,2,0:0:0:0:
48,160,24526,1,0,1:0:0:0:
184,168,24849,2,2,L|110:174,1,75
0,160,25171,1,2,0:0:0:0:
392,128,25494,5,0,1:0:0:0:
480,128,25655,1,0,1:0:0:0:
128,128,25816,1,0,0:0:0:0:
40,128,25978,1,0,1:0:0:0:
432,192,26139,5,4,0:0:0:0:
240,120,26462,1,0,0:0:0:0:
456,104,26784,1,8,0:0:0:0:
208,96,27107,1,0,0:0:0:0:
448,120,27429,6,0,B|160:160,1,262.5,4|0,0:0|0:0,0:0:0:0:
208,152,28074,6,0,L|424:248,1,225.000008583069,2|4,0:0|0:0,0:0:0:0:
144,136,28720,6,0,B|480:272|480:272|72:120|72:120|264:120|264:120|160:120,1,1079.99996704102
Topic Starter
Volta

alienflybot wrote:

Hello!

[ tocean's Salad]

  • Gameplay
    * The Salad can be FC'ed without any dashing if the players are timed enough. Hence I would suggest increasing 1-2 jumps to ensure that only dashing can FC the difficulty. I will suggest some below.
  1. 00:01:300 (3,1) - What about increasing the gap a bit here? %increased and made a dash
  2. 00:02:591 (1,2,3,4) - I think the stream gaps can be enlarged, like 00:05:171 (1,2,3,4) - as the current one lacks movements and you are able to catch without moving. %fixed
  3. 00:08:881 (1,2,3,4) - This is hard because the stream gaps are way too large, some players may even dash in middle of the stream, which impedes the rhythm right here. Hence shorten the stream gaps, you can use the same gap as 00:05:171 (1,2,3,4) - . %fixed
  4. 00:10:171 (3,4,5) - This is fine but it is also hard to catch as the movement of (3,4) swipes players away from (5), most of the beginners may miss right the way. Hence I suggest Ctrl+G'ing 00:10:171 (3,4) - . %i think it's fine to create the rhythm and give emphasis to (5). swapping the notes would make the movement only going left and plain boring
  5. 00:11:623 (3,1) - You may increase the gap slightly for this one if you did the same in 00:01:300 (3,1) - .%fixed
  6. 00:13:074 (1,2,3) - Shorten the stream gap with the problem similar to 00:08:881 (1,2,3,4) - , also doing so is for consistency so it won't hurt.%it's already consistent?
  7. 00:15:494 (1,2,3,4) - ^ %fixed
  8. 00:18:558 (2,3,4) - Oh this is too hard too, (2,3) is going to drag people away from (4). In my opinion the dash at (3,4) can be removed because (4) is not really sounding prominent to be emphasized. %moved (4) to x:176 to have linier movement
  9. 00:19:687 (2,3,4) - Stream gap. %i think this stream is different, it's not following vocal but the drum, so i keep it as it is
  10. 00:22:429 (5,1) - Increase the distance between the two notes? %why not
  11. 00:23:881 (2,3,4) - Stream gap, and this is really big here considering the movement of 00:23:558 (1,2) - as well. In addition, try to keep consistency with the distance of 00:24:849 (2,3,4) - , they sound equally strong right at this point. %fixed

[ Platter]

  • Gameplay
    * The difficulty gap between Salad and Platter is a bit large, please reduce the difficulty of Platter. I will list out the points below.
  1. 00:01:623 (2,3) - Please remove the dash, it is really difficult for players to catch consecutive double dashes (HDash + dash here) and (3) don't sound that strong so it is not necessary to add dash here. You may move 00:00:655 (1,2) - to the left if you don't know how to fix. %someone told me tu put hdash here to emphasis the kiai, also for consistency with 00:06:462 (6,1) -
  2. 00:03:720 (5,1) - The jump is hard because they are far apart without any aid of HDashes. While adding a HDash do not sense well so what about reducing the distance here? %reduced a bit
  3. 00:07:752 (2,3,4) - This is a weird movement because of the wiggling moves. Also the movement at 00:07:913 (3,4,5) - is also hard to be managed as (3,4) is dragging players away from (5). You may want to fix like this: * screenshot. %fixed...i think. it's hard to see the screenshot. usually it's only red and blue in taiko x_x
  4. 00:11:462 (4,5,1) - This is also a hard part because (4,5) also kind of requiring dash and so double dashing appears here. It is quite difficult to turn the direction suddenly after the dash at (4,5). Please fix this part, perhaps reworking here would be a possible solution. %idk, i also want to emphasis the finish at (5) with dash, but also want to make HDash at (5,1) so it'd consistent with 00:06:462 (6,1) - . only reduced (4,5) distance for now.
  5. 00:17:107 (1,2,3) - Not going to say such patterns are unrankable, but it feels better with normal jumping, instead of left-right jumping like this in a Platter. It is much advisable to keep it easy to suit a Platter difficulty. ok, changed to normal jump
  6. 00:18:236 (5,6,7) - Same as 00:11:462 (4,5,1) - . Try not to use dash before a HDash happens. %reworked here and below
  7. 00:19:203 (1,2,3) - ^
  8. 00:20:655 (5,1) - The distance is big and easy to be missed, obviously it needs to be lowered.

Salad and Platter needs a bit more work, but overall great mapset.
Good luck!

AFB
thanksss!!!!

/ updated
JBHyperion
General Comments:

  1. Song Folder: No issues
  2. Song Setup: No issues
  3. Metadata: No issues
  4. Timing: No issues
  5. Hitsounds: 00:22:913 (2) - in Platter, Light Rain and Overdose - Is this supposed to be a default soft clap? Seems a bit weird since apart from 00:21:784 (3,7) and 00:26:784 (3)in Rain (which doesn't have a clap here), I think it's the only place you use it. Normal sampleset drums would fit the song better imo
  6. AImod: No issues
Difficulty-Specific Comments:

Cup
  1. 00:08:881 (1,2,3) - Strong antiflow patterns such as these can often catch new players out as they don't expect to have to change direction so quickly. It would be best to create a more normal flow here for easier readability, e.g. Ctrl+H 00:09:365 (3,4) - and move to x-344, then move 00:10:494 (5) to x-272
  2. 00:19:203 (4,5) - ^ Ctrl+G (3) and move to the left of (2), then Ctrl+G (4) and move to around x-168
toecan's Salad
  1. 00:00:978 (2,3,1,2) - Starting out with two dashes and a borderline jump will seriously throw off Salad players and is way too difficult to start a diff without warning. Move 00:00:655 (1,2) to x-336, then move all of 00:00:655 (1,2,3,1) - to x-400
  2. 00:10:978 (1,2,3,1,2) - Similar problem here, 00:10:978 (1,2) to x-312, 00:11:945 (1) to x-160
  3. 00:13:720 (5,6) - In isolation, this double dash is more comfortable to play and could be acceptable, though beware that the spacing 00:13:397 (4,5) could be mistaken for a normal movement rather than a dash. Might be good to increase this spacing a tiny bit to make dash more clear
  4. 00:19:203 (1,2) - If you intend to have a 1/2 dash here, consider increasing the spacing a little to make this more clear. (1) to x-312 would be fine
  5. 00:26:139 (1,2,3,4) - Spacing here is very ambiguous on the border of requiring dash. Having increased spacing to 00:26:139 (1,1) - for the cymbal sounds would give better emphasis here, so move 00:26:462 (2) - to x-292, (4) to x-272 and 00:27:429 (1,2) to x-500
Platter
  1. 00:13:074 (1,2) - Spacing could be increased here to emphasize the downbeat and strong vocal sound, e.g. (1) at x-256
  2. 00:14:042 (5,1) - If you do the above, move (1) to around x-242 for consistency
  3. 00:15:655 (2,3) - This is a little unexpected, I'd reduce the distance a little here, e.g. 00:15:494 (1,2) to x-228
  4. 00:22:268 (1,2) - This spacing is a little unexpected after the previous wiggle, which obviously had identical spacing. It feels a little too high to walk without dash and could lead to confusion, so moving it to x- 336 would be more comfortable
  5. 00:27:429 (1) - For consistency, this would be good as a 1/2 slider as in the previous diffs since you decided to map the long guitar sound on the next beat at 00:28:074 (2)
MBomb's Light Rain
  1. 00:05:978 (3) - Antiflow seems a little strong here, easy to miss the tail when returning to the next object so I'd recommend a 45 degree rotation
  2. 00:09:042 (5) - Move this left slightly? It's a pretty strong beat so more spacing would be cool, and I also think it gives a nicer curve to 0:08:881 (4,5,6)
  3. 00:16:623 (4) - Perhaps this at 45 degrees too, the repeated antiflow in this pattern is quite a difficulty spike and it would make the 1/4 hyper 00:16:945 (5,1) following more comfortable to react to
  4. 00:17:752 (3,1) - ^ Even without the previous pattern this is really tricky for a supposedly "easy" Rain
  5. 00:24:042 (2) - Shouldn't this just be a regular 1/2 slider like 00:25:010 (2) -? Repeat sounds unnecessary to me
  6. 00:28:397 - Noticeable beat here, would recommend mapping if only with another circle with minimal spacing from 00:28:074 (2)
Equim's Rain
  1. 00:13:074 (1) - Keep this to a circle, the 1/4 beat is really forced here and you already just had a 1/4 stream so sticking to a 1/2 rhythm for this section would be a nice contrast
  2. 00:16:784 (4,1) - Would reduce this spacing a little, the antiflow and SV makes this a strong hdash into strong return dash which is awkward to play. Try (1) at x-464
  3. 00:18:236 (4,5) - Confusing since the spacing appears not to need dash, but it actually does. Consider increasing this a little please, since the vocal strength supports the use of a combined dash pattern. Try x-112
  4. 00:18:881 (6,1) - Flowstop is very unexpected, especially right after a hyper. Move (1) somewhere else to create some movement here that will play much better
  5. 00:22:268 (1,2,3,4,5,6,7) - Spacings are kinda weird here, not sure if the intention is to stream with/without dash or if there should be some more defined jumps here. Personally, I'd opt for a more challenging jump pattern, focusing on 00:22:268 (1,2) and 00:23:074 (6,7) - e.g. https://osu.ppy.sh/ss/4904870
  6. 00:28:720 (1) - This diff is the only one without a spinner to end. Would be nice to provide score differentiation and consistency with other diffs
Kagari's Himedose
  1. 00:10:978 (3,4,5,6,1,2,3,4,1,2,3,4) - These would work better as curved streams to avoid an uncomfortable flowstop each time you jump. Atm it's very easy to overshoot and miss
  2. 00:16:623 (1,2,3,4,5,6,1) - This is seriously overdone, there's nothing in the music to support a hyper pattern of this intensity, and 00:16:703 (2,4) aren't enough noticeable beats. Would be much more fitting to remove these and move (3) to x-216 for a double 1/2 dash into 1/4 hyper
  3. 00:21:945 (1,2,3,4) - More curved stream would flow better here similar to 00:10:978 (3,4,5,6,1,2,3,4,1,2,3,4)
  4. 00:23:236 (6,1) - Super strong hyper into antiflow is difficult to control and subsequently really easy to miss on. Recommend weakening this significantly, Creating a less antiflowing slider, or both
  5. 00:24:203 (3,1) - 00:25:010 (2,3) - ^
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
Volta

JBHyperion wrote:

General Comments:

  1. Song Folder: No issues
  2. Song Setup: No issues
  3. Metadata: No issues
  4. Timing: No issues
  5. Hitsounds: 00:22:913 (2) - in Platter, Light Rain and Overdose - Is this supposed to be a default soft clap? Seems a bit weird since apart from 00:21:784 (3,7) and 00:26:784 (3)in Rain (which doesn't have a clap here), I think it's the only place you use it. Normal sampleset drums would fit the song better imo normal sample set sounds weird imo. changed to soft-whistle
  6. AImod: No issues
Difficulty-Specific Comments:

Cup
  1. 00:08:881 (1,2,3) - Strong antiflow patterns such as these can often catch new players out as they don't expect to have to change direction so quickly. It would be best to create a more normal flow here for easier readability, e.g. Ctrl+H 00:09:365 (3,4) - and move to x-344, then move 00:10:494 (5) to x-272 fixed
  2. 00:19:203 (4,5) - ^ Ctrl+G (3) and move to the left of (2), then Ctrl+G (4) and move to around x-168 i think it's fine here because i give 2/1 break after this movement so even if it is a bit unexpected they can prepare to read next pattern
toecan's Salad
  1. 00:00:978 (2,3,1,2) - Starting out with two dashes and a borderline jump will seriously throw off Salad players and is way too difficult to start a diff without warning. Move 00:00:655 (1,2) to x-336, then move all of 00:00:655 (1,2,3,1) - to x-400 fixed
  2. 00:10:978 (1,2,3,1,2) - Similar problem here, 00:10:978 (1,2) to x-312, 00:11:945 (1) to x-160 fxed
  3. 00:13:720 (5,6) - In isolation, this double dash is more comfortable to play and could be acceptable, though beware that the spacing 00:13:397 (4,5) could be mistaken for a normal movement rather than a dash. Might be good to increase this spacing a tiny bit to make dash more clear increased (4,5) a bit
  4. 00:19:203 (1,2) - If you intend to have a 1/2 dash here, consider increasing the spacing a little to make this more clear. (1) to x-312 would be fine fixed
  5. 00:26:139 (1,2,3,4) - Spacing here is very ambiguous on the border of requiring dash. Having increased spacing to 00:26:139 (1,1) - for the cymbal sounds would give better emphasis here, so move 00:26:462 (2) - to x-292, (4) to x-272 and 00:27:429 (1,2) to x-500 fixed
Platter
  1. 00:13:074 (1,2) - Spacing could be increased here to emphasize the downbeat and strong vocal sound, e.g. (1) at x-256 ok
  2. 00:14:042 (5,1) - If you do the above, move (1) to around x-242 for consistency eh, this is a bit different. pitch is lower, so lower distance
  3. 00:15:655 (2,3) - This is a little unexpected, I'd reduce the distance a little here, e.g. 00:15:494 (1,2) to x-228 fixed
  4. 00:22:268 (1,2) - This spacing is a little unexpected after the previous wiggle, which obviously had identical spacing. It feels a little too high to walk without dash and could lead to confusion, so moving it to x- 336 would be more comfortableok, with a bit change by my own
  5. 00:27:429 (1) - For consistency, this would be good as a 1/2 slider as in the previous diffs since you decided to map the long guitar sound on the next beat at 00:28:074 (2) changed (2) into a note instead

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 JBH!! sorry for late reply )): RIP me and GDers

/summon GDer
Kagari
my laptop HDD died last saturday orz... I have replaced my HDD but for now I'm too busy with assignments ;_;

will apply it asap
MBomb

Kagari wrote:

my laptop HDD died last saturday orz... I have replaced my HDD but for now I'm too busy with assignments ;_;

will apply it asap
my laptop's also dead, will apply when I can but if it takes too long you can apply for me
Kagari
intentional doublepost lol

JBHyperion wrote:

Kagari's Himedose
  1. 00:10:978 (3,4,5,6,1,2,3,4,1,2,3,4) - These would work better as curved streams to avoid an uncomfortable flowstop each time you jump. Atm it's very easy to overshoot and miss - aye
  2. 00:16:623 (1,2,3,4,5,6,1) - This is seriously overdone, there's nothing in the music to support a hyper pattern of this intensity, and 00:16:703 (2,4) aren't enough noticeable beats. Would be much more fitting to remove these and move (3) to x-216 for a double 1/2 dash into 1/4 hyper - bla bla bla, refer to my previous reply on afb's mod. but i did reduced the distance hyper in 00:16:623 (1,2,3,4,5,6) - as long as the hyper is still there.
  3. 00:21:945 (1,2,3,4) - More curved stream would flow better here similar to 00:10:978 (3,4,5,6,1,2,3,4,1,2,3,4) - aye
  4. 00:23:236 (6,1) - Super strong hyper into antiflow is difficult to control and subsequently really easy to miss on. Recommend weakening this significantly, Creating a less antiflowing slider, or both - I'll try to manage something
  5. 00:24:203 (3,1) - 00:25:010 (2,3) - ^ - ^
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 jbabe~
thanks for the mod jbh~! :D
himedose
osu file format v14

[General]
AudioFilename: Troublemaker.mp3
AudioLeadIn: 0
PreviewTime: 10816
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1.700002

[Metadata]
Title:Troublemaker
TitleUnicode:とらぶるめーかー
Artist:I MY ME MINE
ArtistUnicode:あいまいみーまいん
Creator:Volta
Version:Kagari's Himedose
Source:ひめゴト
Tags:SECRET PRINCESS HIMEGOTO opening traps Mutsuki Shuhei Genki Mizuno tv size Equim tocean Kagari magic bomb mbomb
BeatmapID:818062
BeatmapSetID:368989

[Difficulty]
HPDrainRate:7
CircleSize:4.2
OverallDifficulty:9.2
ApproachRate:9.2
SliderMultiplier:1.6
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Topic Starter
Volta
i can wait. i'm afraid i'll destroy your diff MB. lol
MBomb

JBHyperion wrote:

MBomb's Light Rain
  1. 00:05:978 (3) - Antiflow seems a little strong here, easy to miss the tail when returning to the next object so I'd recommend a 45 degree rotation - Yup, rotated quite a bit.
  2. 00:09:042 (5) - Move this left slightly? It's a pretty strong beat so more spacing would be cool, and I also think it gives a nicer curve to 0:08:881 (4,5,6) - Moved both 5 and 6 to the left, i feel the curve is nicer this way.
  3. 00:16:623 (4) - Perhaps this at 45 degrees too, the repeated antiflow in this pattern is quite a difficulty spike and it would make the 1/4 hyper 00:16:945 (5,1) following more comfortable to react to - Not quite 45 degrees, but rotated a bit.
  4. 00:17:752 (3,1) - ^ Even without the previous pattern this is really tricky for a supposedly "easy" Rain - Moved 4 to the left a bit instead, i feel like this fixes the issue too, in a way I prefer.
  5. 00:24:042 (2) - Shouldn't this just be a regular 1/2 slider like 00:25:010 (2) -? Repeat sounds unnecessary to me - Drumbeat on this slider end sounds strong enough to be mapped imo, whereas the one on the second slider sounds slightly weaker so I didn't map it there.
  6. 00:28:397 - Noticeable beat here, would recommend mapping if only with another circle with minimal spacing from 00:28:074 (2) - Added 2 circles instead, the first on the 1/2 tick before that, and then one where you said, and instead decided to add a dash to this drum beat, and have normal movement to the previous one to meet note strengths.
Thanks for the mod! Sorry for taking so long Volta ;w;

osu file format v14

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[Metadata]
Title:Troublemaker
TitleUnicode:とらぶるめーかー
Artist:I MY ME MINE
ArtistUnicode:あいまいみーまいん
Creator:Volta
Version:MBomb's Light Rain
Source:ひめゴト
Tags:SECRET PRINCESS HIMEGOTO opening traps Mutsuki Shuhei Genki Mizuno tv size Equim tocean Kagari magic bomb mbomb
BeatmapID:842321
BeatmapSetID:368989

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Topic Starter
Volta
updated light rain and himedose.

if equim doesn't come in few days i'll apply it myself ._.
Topic Starter
Volta
apllied changes to equim's rain! but not changed the last 3 points as i personally liked how it is and equim always insist to not used spinner in several mods.

can i get bubble now?
Kagari

Volta wrote:

can i get bubble now?
H Y P E
Surono

Kagari wrote:

Volta wrote:

man i get bubble nya~
H U H ?
BoberOfDarkness
no kd cause nazi



Kagari can you fix this 00:27:429 (1) - slider? I find it very flow-less.




something like this flows A LOT better

no kd cause nazi
Kagari
dem nazis

fixed :v (also remapped one of the jumps a bit to complement the changes made from bober's nazi)

trapdose
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TitleUnicode:とらぶるめーかー
Artist:I MY ME MINE
ArtistUnicode:あいまいみーまいん
Creator:Volta
Version:Kagari's Himedose
Source:ひめゴト
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Topic Starter
Volta
hime kun updated!
JBHyperion
Recheck by request - no kudosu

toecan's Salad
  1. 00:07:107 (2,3) - Spacing is a bit confusing, as this can just be caught without dash. Move (3) to x-416 to make the dash more clear
  2. 00:13:397 (4,5) - ^ but the opposite here, dash shouldn't be necessary for the weaker vocal note. Move (5) to x-360
Platter
  1. 00:19:526 (2,3) - Strong hyperdash into antiflow is likely to cause droplet misses. Making the slider more vertical or even rotating it 180 degrees for a natural flow would be more appropriate
MBomb's Light Rain
  1. 00:06:623 (5,1) - 1/4 hyper strength is unexpected here, might catch some players by surprise. For more comfortable movement and more reaction to the next note, I think (1) at x-220 works better
  2. 00:16:945 (5,1) - Although it's stronger, this one's not quite as bad since the next note is closer and the player will be prepared for it having seen the pattern before. Personally, I think (1) at x-304 is better, but it's up to you
Kagari's Himedose
  1. 00:24:042 (2,3,1) - Placing two hdash of such different strength back to back is very uncomfortable to play. Please reduce the strength of (2,3) slightly - example https://osu.ppy.sh/ss/5338593
  2. 00:22:591 (3,4,5) - Including a one-directional chain here is really unexpected for me as the hdash strength aren't even the same, so you can be thrown off very easily - I get you want a big finale but at least reduce and balance the strengths so it's not so absurd. Try 00:22:268 (1) at x-304, 00:22:429 (2) at x-208, (3) at x-336 and (4) at x-264
That should be all. Call me back.
Topic Starter
Volta
fixed salad and made slider more vertical in platter.
Kagari
applied all of the suggestions~

hime-kun
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8,144,20978,5,0,1:0:0:0:
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208,184,22429,1,0,0:0:0:0:
336,160,22591,2,0,L|424:160,1,80
264,184,22832,1,0,0:0:0:0:
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288,160,23236,2,0,P|312:112|296:48,1,120,2|2,3:0|0:0,0:0:0:0:
56,168,23558,6,0,P|80:96|152:64,1,160,0|0,0:0|1:0,0:0:0:0:
64,80,24042,1,2,0:0:0:0:
464,176,24203,1,0,1:0:0:0:
64,320,24526,6,0,P|56:248|128:240,1,160,2|0,0:0|1:0,0:0:0:0:
16,240,25010,1,2,0:0:0:0:
416,248,25171,2,0,P|416:192|328:160,1,160,0|0,1:0|0:0,0:0:0:0:
168,160,25655,1,2,0:0:0:0:
280,152,25816,1,0,0:0:0:0:
120,136,25978,1,0,0:0:0:0:
368,160,26139,5,4,0:0:0:0:
104,120,26462,1,0,1:0:0:0:
328,112,26784,1,0,3:0:0:0:
64,208,27107,1,0,1:0:0:0:
448,288,27429,6,0,P|480:168|376:72,1,280,4|0,0:0|0:0,0:0:0:0:
136,168,28074,6,0,B|216:168|216:168|136:168,1,160,2|4,0:0|0:0,0:0:0:0:
272,88,28558,1,0,0:0:0:0:
496,80,28720,5,0,0:0:0:0:
256,192,29042,12,0,30655,0:0:0:0:
MBomb

JBHyperion wrote:

MBomb's Light Rain
  1. 00:06:623 (5,1) - 1/4 hyper strength is unexpected here, might catch some players by surprise. For more comfortable movement and more reaction to the next note, I think (1) at x-220 works better - x:216 instead.
  2. 00:16:945 (5,1) - Although it's stronger, this one's not quite as bad since the next note is closer and the player will be prepared for it having seen the pattern before. Personally, I think (1) at x-304 is better, but it's up to you - Done.
Thanks for the mod!

osu file format v14

[General]
AudioFilename: Troublemaker.mp3
AudioLeadIn: 0
PreviewTime: 10816
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.3
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1.8

[Metadata]
Title:Troublemaker
TitleUnicode:とらぶるめーかー
Artist:I MY ME MINE
ArtistUnicode:あいまいみーまいん
Creator:Volta
Version:MBomb's Light Rain
Source:ひめゴト
Tags:SECRET PRINCESS HIMEGOTO opening traps Mutsuki Shuhei Genki Mizuno tv size Equim tocean Kagari magic bomb mbomb
BeatmapID:842321
BeatmapSetID:368989

[Difficulty]
HPDrainRate:5.5
CircleSize:3.8
OverallDifficulty:8.5
ApproachRate:8.5
SliderMultiplier:1.45
SliderTickRate:2

[Events]
//Background and Video events
0,0,"bg.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
333,322.58064516129,4,2,0,60,1,0
1623,-100,4,2,0,60,0,1
1703,-100,4,2,0,60,0,0
11945,-100,4,2,0,60,0,1
12026,-100,4,2,0,60,0,0
17429,-100,4,2,0,60,0,0
17752,-100,4,2,0,60,0,0
23558,-100,4,2,0,60,0,0
28074,-100,4,2,0,60,0,0


[Colours]
Combo1 : 255,217,217
Combo2 : 128,128,255
Combo3 : 255,255,128
Combo4 : 245,88,88

[HitObjects]
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Topic Starter
Volta
update!
JBHyperion
Okay, let's give this s shot.

Next BN: Make sure you're okay with 00:24:042 (2,3,1) - in Kagari's diff - the 1/2+1/1 cross-screen hyper can be pretty uncomfortable if your timing isn't spot on, but it's a short map so I don't see the need to retry a couple of times being much of a deterrent from nailing this pattern.

Bubbled~
Xinely


wooo grats dulu deh dah ke bub :p #phpmodeon
autofanboy
Hello!
This time as a check, so I am trying to go a bit more nitpicky.

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

[ General]
  1. Great!

[ Cup]

  • Gameplay
  1. 00:07:752 (2,3) - I think the distance between them can be smaller and have same distance as 00:19:203 (4) - , you may move (2) to x:240. There are also inconsistent distances for each 1/2 notes like the followings, I think it is not difficult to fix them and it is short so consistency is beginners' friend.
  2. 00:18:074 (2,3) - Distance can be larger here and make it same as the above-mentioned, because they are with same rhythm but this one is with less distance, I would say moving (2) to x:192 would be good.
  3. 00:25:494 (1,2) - Distance between them can be slightly reduced, basically due to a small bending of (1), beginners may not be able to catch up (2). Reducing distance a bit would help and also be friendly to beginner players. You may move 00:26:139 (2,3) - together to x:304.

    New Combos
  4. 00:08:881 (1) - Remove the NC here and add the NC at 00:09:365 (3) - because of the Finish and also an obvious stanza change by the vocal. You may also remove the NC of 00:10:978 (1) - to connect the combo together.
  5. 00:25:494 (1) - Remove the NC and add the one at 00:26:139 (2) - because there is a clear instrumental change.

    Great Cup, I have to be very picky to get some minor flaws.

[ tocean's Salad]

  • Gameplay
  1. 00:07:913 (1,2,3) - This is a difficult jump, at least for beginners, due to a sharp turn + dash movement after (1,2). You may want to switch the places here, maybe you may try something like this: *screenshot. Note that this is just one of the suggestions, you may change to another patterns you like as well, just as long as the turn jump is omitted and distance between 00:08:558 (3,1) - is small enough, it will be fine.
  2. 00:10:171 (3,4,5) - Another weird movement. It doesn't require any dashing to catch (5) yet the movement of (3,4) tends to cause players to dash suddenly here, which is not fitting the rhythm too well. What about something like this: *this? Distance of 00:09:365 (4,1) - is shorter to cater for the change of the smaller distance at 00:09:849 (2,3) - , and also reduced the jump at 00:10:171 (3,4,5) - without removing the dash at 00:10:494 (5,1) - .
  3. 00:19:203 (1,2) - Are you intended to add a dash here? If you are, then don't create such distance because they will give hesitant feelings to players as the jump basically doesn't require dashing to catch. If not then you should reduce the distance to a convenient degree. If you want to add a dash here, refer to the distance at 00:08:397 (2,3) - so consistency can be made for easier flow.

    New Combos
  4. 00:02:591 (1,2,3,4,1,2) - They should be in a combo. Break them with a NC at 00:04:526 (3) - too, like what you did at 00:01:623 (1,2,3) - .
  5. 00:07:913 (1,2,3,1,2,3,4) - In a combo.
  6. 00:19:203 (1) - Remove the NC and add one at 00:19:687 (2) - instead.

[ Platter]

  • Gameplay
  1. 00:01:623 (2,3) - This jump is really difficult to catch because the distance is very large. I think you should reduce it because players may hurry themselves after catching the HDash at 00:00:655 (1,2) - and miss the slider end of (2). To give more time for them to react, reducing distance is a good option. You may try moving 00:00:655 (1,2) - to x:60. Jump at (2,3) still require dashing but it is less forced.
  2. 00:03:720 (5,1) - Well, this is also a hard jump to manage, very easy to miss (5) if the player are feeling hasty too. You may want to move (1) closer, say x:248. And then, distance for 00:04:526 (2,3) - can be larger like what you did for 00:01:623 (2,3) - or it will be really inconsistent.
  3. 00:06:462 (6,1) - That can be a trouble here, because (1) is a straight-pointing slider so it is really easy to overshoot here and miss at (1), which is not recommended to have in a Platter. You may want to bend (1) a bit by increasing the slope.
  4. 00:14:042 (5,1) - There should be a dash like what you did for 00:03:720 (5,1) - ! Please add one for consistency.

    New Combos
  5. 00:01:623 (2) - Add NC because of the start of new vocal.
  6. 00:08:881 (1) - You may remove the NC here and add the one at 00:09:365 (4) - because (4) is the note starting a new stanza here.
  7. 00:18:074 (4) - Add NC. You can refer to the previous rhythms, which has this note NC'ed.
  8. 00:19:203 (1,2,3) - Same as 00:08:881 (1) - .
  9. 00:26:139 (3) - Add NC.

[ MBomb's Light Rain]

  • Gameplay
  1. 00:04:203 (1,2,3) - By referring to Equim's Rain, this part seems to be much harder than it does, because this requires dash-holding while Equim's Rain does not. As this is supposed to be an easier difficulty, what about shortening the distance to make it easier? It is also easy to miss after catching HDash and in a hassle. What about moving (2) to x:256?
  2. 00:07:107 (2) - ^, so move it to x:408, which will have same distance as above-mentioned.
  3. 00:14:849 (3) - ^, to x:368.
  4. 00:17:429 (3) - ^, to x:112.
  5. 00:25:332 - It sounds strange to not having a note here, because you added a note end at 00:24:365 - which is with the same rhythm, but not here. I think you may want to do this: *screenshot. There will still be a dash at 00:25:010 (2,3) - like what you did originally.

[ Equim's Rain]

  • Gameplay
  1. 00:09:849 (3,4,5) - Reduce the distance between (3,4), it is really easy to miss because of a sharp turning movement. You may refer to the distance of 00:07:913 (1,2) - so moving (4) to x:128 would be good.
  2. 00:15:816 (2) - Any reason to increase the slider velocity here? Honestly I don't think it is necessary, in fact it is quite easy to miss because of a sudden enhancement in slider velocity, some players will dash without following the rhythm here. Keeping the distance like 00:14:203 (4) - is already enough.
  3. 00:23:558 (1,2,3,4,5,6,1,2,3,4,1) - Is it really needed to push the patterns far away to the edges? Can you shorten those distances to the minimum that those HDash jumps are not too forced? Also, avoid mapping at the border edges if they are bonded to a HDash. It is because sticking to a wall makes it hard to react and turn rapidly and sharply to continue on. 00:25:494 (1,2,3,4,1) - is just too exaggerated, I don't think you need such big distances to include a HDash.
  4. 00:28:720 (1) - As the ranking criteria says:

    Catch The Beat Ranking Criteria wrote:

    Try to have at least one spinner in each difficulty to create variety in the map and fluctuation among scores. However, if a spinner just doesn't fit anywhere in the song, then there's no need to force one.
    You may consider adding a spinner here, I deem it is quite fit, increasing combo doesn't do much here because it is just an easy slider.

    New Combos
  5. 00:08:881 (1) - Remove NC here and add the NC at 00:09:365 (2) - because it is the note for starting a new stanza.
  6. 00:10:978 (1,2,3,4,1,2,3,4,1,2,3,4) - I suggest merging them into one single combo because it can be very confusing to read the stream, as the jumps are going on yet fruits are splashing out to block the players' views.
  7. 00:18:236 (4) - NC? Also remove NC at 00:19:203 (1) - and add one at 00:19:687 (2) - .
  8. 00:19:687 (2,3,4,1,2) - They should be in one combo.
  9. 00:28:074 (1) - Nah, don't break combos like that, it is not necessary to see fruit suddenly splashes out here.

[ Kagari's Himedose]

  • Gameplay
  1. 00:04:849 (3,4,5,6) - The distance of (4,5) is way too small that can confuse players. I think you need to enlarge it quite a bit because someone may overshoot here and thus miss. You may fix it while maintaining the HDash at 00:05:332 (6,1) - .
  2. 00:11:945 (1,2) - In order to keep consistency with 00:01:623 (1,2) - , which is the same part of the rhythm, please use the same note pattern in the timeline, so 1/1 timeline distances would fit. You may need to alter distances after changing to circles.
  3. 00:15:171 (3,4,5) - Woah, this is a scary jump because of (4,5). Really easy to miss (5) because it is preceded by 2 consecutive HDashes so players may not notice this coming, yet the jump requires a focused dash so reduce the jump a bit please.
  4. 00:17:107 (1,2) - Mind bending them more like *this? The current ones can be difficult because it is kind of requiring the momentum given by the HDash 00:17:026 (6,1) - and 00:17:107 (1,2) - respectively for each slider.
  5. 00:28:074 (1) - That's so troll lol

    New Combos
  6. 00:10:978 (3,4,5,6,1,2,3,4,1,2,3,4) - You may want to merge them into one single combo so players will not get blocked by the fruit splashes while catching the HDashes.
  7. 00:21:462 (4,5,6,7,1,2,3,4) - ^
  8. 00:27:429 (1,1,2) - I think they can be in same combo. Not necessary to split a combo at 00:28:074 (1) - .

That should be it. Please find me after the fix.
Good luck!

AFB

did I ninja'd xinely
Kagari

alienflybot wrote:

Hello!
This time as a check, so I am trying to go a bit more nitpicky.

█ Optional to change --- █ Suggested to change --- █ Unrankable
[ Kagari's Himedose]

  • Gameplay
  1. 00:04:849 (3,4,5,6) - The distance of (4,5) is way too small that can confuse players. I think you need to enlarge it quite a bit because someone may overshoot here and thus miss. You may fix it while maintaining the HDash at 00:05:332 (6,1) - . - 1.00x distance should be sufficient to maintain the hdash afterwards
  2. 00:11:945 (1,2) - In order to keep consistency with 00:01:623 (1,2) - , which is the same part of the rhythm, please use the same note pattern in the timeline, so 1/1 timeline distances would fit. You may need to alter distances after changing to circles. - i dont think it's acceptable, since 00:11:945 (1,2) - on the second kiai, which in my opinion, doesnt need to have such consistency (it's a short map btw and it's a overdose for trap's sake, why not?) :3
  3. 00:15:171 (3,4,5) - Woah, this is a scary jump because of (4,5). Really easy to miss (5) because it is preceded by 2 consecutive HDashes so players may not notice this coming, yet the jump requires a focused dash so reduce the jump a bit please. - 1.6x distance should be enough i think
  4. 00:17:107 (1,2) - Mind bending them more like *this? The current ones can be difficult because it is kind of requiring the momentum given by the HDash 00:17:026 (6,1) - and 00:17:107 (1,2) - respectively for each slider. - that's my main reason why they are shaped like that, but the one's that you suggested are much easier to execute so I'll go with that /o/
  5. 00:28:074 (1) - That's so troll lol - IT'S A TRAP ayyyyyy lmao changed

    New Combos
  6. 00:10:978 (3,4,5,6,1,2,3,4,1,2,3,4) - You may want to merge them into one single combo so players will not get blocked by the fruit splashes while catching the HDashes. - k
  7. 00:21:462 (4,5,6,7,1,2,3,4) - ^ - k
  8. 00:27:429 (1,1,2) - I think they can be in same combo. Not necessary to split a combo at 00:28:074 (1) - . - k

That should be it. Please find me after the fix.
Good luck!

AFB

did I ninja'd xinely
thx for the check afb~

hime-kun
osu file format v14

[General]
AudioFilename: Troublemaker.mp3
AudioLeadIn: 0
PreviewTime: 10816
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1.700002

[Metadata]
Title:Troublemaker
TitleUnicode:とらぶるめーかー
Artist:I MY ME MINE
ArtistUnicode:あいまいみーまいん
Creator:Volta
Version:Kagari's Himedose
Source:ひめゴト
Tags:SECRET PRINCESS HIMEGOTO opening traps Mutsuki Shuhei Genki Mizuno tv size Equim tocean Kagari magic bomb mbomb
BeatmapID:818062
BeatmapSetID:368989

[Difficulty]
HPDrainRate:7
CircleSize:4.2
OverallDifficulty:9.2
ApproachRate:9.2
SliderMultiplier:1.6
SliderTickRate:2

[Events]
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Topic Starter
Volta

Xinely wrote:



wooo grats dulu deh dah ke bub :p #phpmodeon
hi xinely owo


alienflybot wrote:

Hello!
This time as a check, so I am trying to go a bit more nitpicky.

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

[ General]
  1. Great!

[ Cup]

  • Gameplay
  1. 00:07:752 (2,3) - I think the distance between them can be smaller and have same distance as 00:19:203 (4) - , you may move (2) to x:240. There are also inconsistent distances for each 1/2 notes like the followings, I think it is not difficult to fix them and it is short so consistency is beginners' friend.
  2. 00:18:074 (2,3) - Distance can be larger here and make it same as the above-mentioned, because they are with same rhythm but this one is with less distance, I would say moving (2) to x:192 would be good.
  3. 00:25:494 (1,2) - Distance between them can be slightly reduced, basically due to a small bending of (1), beginners may not be able to catch up (2). Reducing distance a bit would help and also be friendly to beginner players. You may move 00:26:139 (2,3) - together to x:304.

    New Combos
  4. 00:08:881 (1) - Remove the NC here and add the NC at 00:09:365 (3) - because of the Finish and also an obvious stanza change by the vocal. You may also remove the NC of 00:10:978 (1) - to connect the combo together.
  5. 00:25:494 (1) - Remove the NC and add the one at 00:26:139 (2) - because there is a clear instrumental change.

    Great Cup, I have to be very picky to get some minor flaws. fixed all :)

[ tocean's Salad]

  • Gameplay
  1. 00:07:913 (1,2,3) - This is a difficult jump, at least for beginners, due to a sharp turn + dash movement after (1,2). You may want to switch the places here, maybe you may try something like this: *screenshot. Note that this is just one of the suggestions, you may change to another patterns you like as well, just as long as the turn jump is omitted and distance between 00:08:558 (3,1) - is small enough, it will be fine. applied
  2. 00:10:171 (3,4,5) - Another weird movement. It doesn't require any dashing to catch (5) yet the movement of (3,4) tends to cause players to dash suddenly here, which is not fitting the rhythm too well. What about something like this: *this? Distance of 00:09:365 (4,1) - is shorter to cater for the change of the smaller distance at 00:09:849 (2,3) - , and also reduced the jump at 00:10:171 (3,4,5) - without removing the dash at 00:10:494 (5,1) - . i thought so... changed to other pattern movement.
  3. 00:19:203 (1,2) - Are you intended to add a dash here? If you are, then don't create such distance because they will give hesitant feelings to players as the jump basically doesn't require dashing to catch. If not then you should reduce the distance to a convenient degree. If you want to add a dash here, refer to the distance at 00:08:397 (2,3) - so consistency can be made for easier flow. made same distance as 00:08:397 (2,3) and bend ths slider at 00:19:687 (2) - for easier catch

    New Combos
  4. 00:02:591 (1,2,3,4,1,2) - They should be in a combo. Break them with a NC at 00:04:526 (3) - too, like what you did at 00:01:623 (1,2,3) - .
  5. 00:07:913 (1,2,3,1,2,3,4) - In a combo.
  6. 00:19:203 (1) - Remove the NC and add one at 00:19:687 (2) - instead. fixed all.

[ Platter]

  • Gameplay
  1. 00:01:623 (2,3) - This jump is really difficult to catch because the distance is very large. I think you should reduce it because players may hurry themselves after catching the HDash at 00:00:655 (1,2) - and miss the slider end of (2). To give more time for them to react, reducing distance is a good option. You may try moving 00:00:655 (1,2) - to x:60. Jump at (2,3) still require dashing but it is less forced. fixed
  2. 00:03:720 (5,1) - Well, this is also a hard jump to manage, very easy to miss (5) if the player are feeling hasty too. You may want to move (1) closer, say x:248. And then, distance for 00:04:526 (2,3) - can be larger like what you did for 00:01:623 (2,3) - or it will be really inconsistent. i think current distance is more suitable to emphasis the phrase 'Happy Time'
  3. 00:06:462 (6,1) - That can be a trouble here, because (1) is a straight-pointing slider so it is really easy to overshoot here and miss at (1), which is not recommended to have in a Platter. You may want to bend (1) a bit by increasing the slope. fixed
  4. 00:14:042 (5,1) - There should be a dash like what you did for 00:03:720 (5,1) - ! Please add one for consistency. added one and also bend next slider.

    New Combos
  5. 00:01:623 (2) - Add NC because of the start of new vocal.
  6. 00:08:881 (1) - You may remove the NC here and add the one at 00:09:365 (4) - because (4) is the note starting a new stanza here.
  7. 00:18:074 (4) - Add NC. You can refer to the previous rhythms, which has this note NC'ed.
  8. 00:19:203 (1,2,3) - Same as 00:08:881 (1) - .
  9. 00:26:139 (3) - Add NC. fixed all omg i'm so noob with NC

[ Equim's Rain]

  • Gameplay
  1. 00:09:849 (3,4,5) - Reduce the distance between (3,4), it is really easy to miss because of a sharp turning movement. You may refer to the distance of 00:07:913 (1,2) - so moving (4) to x:128 would be good.
  2. 00:15:816 (2) - Any reason to increase the slider velocity here? Honestly I don't think it is necessary, in fact it is quite easy to miss because of a sudden enhancement in slider velocity, some players will dash without following the rhythm here. Keeping the distance like 00:14:203 (4) - is already enough.
  3. 00:23:558 (1,2,3,4,5,6,1,2,3,4,1) - Is it really needed to push the patterns far away to the edges? Can you shorten those distances to the minimum that those HDash jumps are not too forced? Also, avoid mapping at the border edges if they are bonded to a HDash. It is because sticking to a wall makes it hard to react and turn rapidly and sharply to continue on. 00:25:494 (1,2,3,4,1) - is just too exaggerated, I don't think you need such big distances to include a HDash. equim said to apply all except this, he said this last part needs such intensity
  4. 00:28:720 (1) - As the ranking criteria says:

    Catch The Beat Ranking Criteria wrote:

    Try to have at least one spinner in each difficulty to create variety in the map and fluctuation among scores. However, if a spinner just doesn't fit anywhere in the song, then there's no need to force one.
    You may consider adding a spinner here, I deem it is quite fit, increasing combo doesn't do much here because it is just an easy slider.

    New Combos
  5. 00:08:881 (1) - Remove NC here and add the NC at 00:09:365 (2) - because it is the note for starting a new stanza.
  6. 00:10:978 (1,2,3,4,1,2,3,4,1,2,3,4) - I suggest merging them into one single combo because it can be very confusing to read the stream, as the jumps are going on yet fruits are splashing out to block the players' views.
  7. 00:18:236 (4) - NC? Also remove NC at 00:19:203 (1) - and add one at 00:19:687 (2) - .
  8. 00:19:687 (2,3,4,1,2) - They should be in one combo.
  9. 00:28:074 (1) - Nah, don't break combos like that, it is not necessary to see fruit suddenly splashes out here.


That should be it. Please find me after the fix.
Good luck!

AFB

did I ninja'd xinely
HYPE
Kagari
something's bothering me after did some testplays on my diff this morning

Kagari wrote:

alienflybot wrote:

  1. 00:28:074 (1) - That's so troll lol - IT'S A TRAP ayyyyyy lmao changed
i thought it was okay to change the direction of the slider but apparently i was wrong... so i decided to keep the direction but make the slider a lil bit more vertical than it was previously....

hime update
osu file format v14

[General]
AudioFilename: Troublemaker.mp3
AudioLeadIn: 0
PreviewTime: 10816
Countdown: 0
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[Editor]
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[Metadata]
Title:Troublemaker
TitleUnicode:とらぶるめーかー
Artist:I MY ME MINE
ArtistUnicode:あいまいみーまいん
Creator:Volta
Version:Kagari's Himedose
Source:ひめゴト
Tags:SECRET PRINCESS HIMEGOTO opening traps Mutsuki Shuhei Genki Mizuno tv size Equim tocean Kagari magic bomb mbomb
BeatmapID:818062
BeatmapSetID:368989

[Difficulty]
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CircleSize:4.2
OverallDifficulty:9.2
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SliderMultiplier:1.6
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[Events]
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Xinely
Afb lol im still in exams so not going to mod for while

So early grats for qualify volta :p
Underforest
You won me the race lol
gl with your map
MBomb

alienflybot wrote:

[ MBomb's Light Rain]

  • Gameplay
  1. 00:04:203 (1,2,3) - By referring to Equim's Rain, this part seems to be much harder than it does, because this requires dash-holding while Equim's Rain does not. As this is supposed to be an easier difficulty, what about shortening the distance to make it easier? It is also easy to miss after catching HDash and in a hassle. What about moving (2) to x:256? - Reduced distance slightly, but I like the dashes here for the strong vocals so I didn't weaken it much.
  2. 00:07:107 (2) - ^, so move it to x:408, which will have same distance as above-mentioned. - ^
  3. 00:14:849 (3) - ^, to x:368. - ^
  4. 00:17:429 (3) - ^, to x:112. - ^
  5. 00:25:332 - It sounds strange to not having a note here, because you added a note end at 00:24:365 - which is with the same rhythm, but not here. I think you may want to do this: *screenshot. There will still be a dash at 00:25:010 (2,3) - like what you did originally. - Put a repeat instead, there wasn't intended to be a dash here.

did I ninja'd xinely
Thanks for the mod!

osu file format v14

[General]
AudioFilename: Troublemaker.mp3
AudioLeadIn: 0
PreviewTime: 10816
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.3
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1.8

[Metadata]
Title:Troublemaker
TitleUnicode:とらぶるめーかー
Artist:I MY ME MINE
ArtistUnicode:あいまいみーまいん
Creator:Volta
Version:MBomb's Light Rain
Source:ひめゴト
Tags:SECRET PRINCESS HIMEGOTO opening traps Mutsuki Shuhei Genki Mizuno tv size Equim tocean Kagari magic bomb mbomb
BeatmapID:842321
BeatmapSetID:368989

[Difficulty]
HPDrainRate:5.5
CircleSize:3.8
OverallDifficulty:8.5
ApproachRate:8.5
SliderMultiplier:1.45
SliderTickRate:2

[Events]
//Background and Video events
0,0,"bg.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
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Topic Starter
Volta
updated!
autofanboy
Recheck because I am free now! \:D/

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

[ Cup]

  • Hitsounds
  1. 00:21:300 (3) - The clap at the head sounds not fitting in my opinion, I would suggest changing it to Finish - OR - Whistle, they sound much better and match that part.
  2. 00:23:558 (1) - Would you consider adding a Finish here? I think it can indicate the stanza change which is quite nice, don't forget to change the sample set at that part if you decided to do so.
  3. 00:26:139 (1) - The head of the slider can include a Finish in my opinion, with a smaller volume. In my opinion this is quite fit.

[ MBomb's Light Rain]

  • Inherited Sections
  1. Remove them, they are redundant and have no contributions in your map, or you change something to keep them: 00:17:429 - , 00:17:752 - , 00:23:558 - , 00:28:074 - .

[ Equim's Rain]

  • Hitsounds
  1. 00:21:623 (1,2,3,4,5,6,7,8) - Both (3) and (7) sounds strange with the claps, I suggest removing them. If you intended to add hitsounds at this point, use drum hitsounds for (1) and (5) so the hitsounds will match the particular period of the song.

That should be it!
Find me after the fix!

Good luck!

AFB
Topic Starter
Volta

alienflybot wrote:

Recheck because I am free now! \:D/

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

[ Cup]

  • Hitsounds
  1. 00:21:300 (3) - The clap at the head sounds not fitting in my opinion, I would suggest changing it to Finish - OR - Whistle, they sound much better and match that part. cahnged to whistle
  2. 00:23:558 (1) - Would you consider adding a Finish here? I think it can indicate the stanza change which is quite nice, don't forget to change the sample set at that part if you decided to do so. added
  3. 00:26:139 (1) - The head of the slider can include a Finish in my opinion, with a smaller volume. In my opinion this is quite fit.added finisher

[ MBomb's Light Rain]

  • Inherited Sections
  1. Remove them, they are redundant and have no contributions in your map, or you change something to keep them: 00:17:429 - , 00:17:752 - , 00:23:558 - , 00:28:074 - . oh lol. i removed the unneccesary green line for you mbomb

[ Equim's Rain]

  • Hitsounds
  1. 00:21:623 (1,2,3,4,5,6,7,8) - Both (3) and (7) sounds strange with the claps, I suggest removing them. If you intended to add hitsounds at this point, use drum hitsounds for (1) and (5) so the hitsounds will match the particular period of the song. ok, fixed

That should be it!
Find me after the fix!

Good luck!

AFB
ayy
autofanboy
Your daily dosage of moe

: https://osu.ppy.sh/forum/p/5211258/

Qualified!
Kagari
Finally~ \o/
Topic Starter
Volta
yayy thanks for all GDer and modder that helped me xD
probably first qualified ctb set with 5 different mapper
Surono
grats..

btw

PatZar wrote:

Kyouren
Gratzz! :3
-rage
hey i remember modding this, congrats!
Kagari
finally ranked nyess~! /o/
Topic Starter
Volta
XD
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