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9mm Parabellum Bullet - Inferno [CatchTheBeat]

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Topic Starter
MBomb
This beatmap was submitted using in-game submission on 04 March 2017 at 04:29:58

Artist: 9mm Parabellum Bullet
Title: Inferno
Source: ベルセルク
Tags: MBomb BERSERK guts casca griffith 2016 tv size opening
BPM: 195
Filesize: 23891kb
Play Time: 01:28
Difficulties Available:
  1. Conflagration (7.89 stars, 542 notes)
  2. Cup (1.51 stars, 147 notes)
  3. Overdose (6.24 stars, 497 notes)
  4. Platter (3.14 stars, 263 notes)
  5. Rain (4.34 stars, 365 notes)
  6. Salad (1.94 stars, 194 notes)
Download: 9mm Parabellum Bullet - Inferno
Download: 9mm Parabellum Bullet - Inferno (no video)
Information: Scores/Beatmap Listing
---------------
"The raging inferno burned down all that surrounded it, leaving nothing left but a scar on the land, and the ruins of civilisation that once lived there."

Thanks to JBHyperion for getting the video for me! Redl after 27/12/2016 for video.

Standard Set

#4 in Community Choice 2017


Cup mapped and (not) hitsounded by - Magic Bomb -
Salad mapped and (not) hitsounded by - Magic Bomb -
Platter mapped and (not) hitsounded by - Magic Bomb -
Rain mapped and (not) hitsounded by - Magic Bomb -
Overdose mapped and (not) hitsounded by - Magic Bomb -
Conflagration mapped and (not) hitsounded by - Magic Bomb -
Hitsounds by Monstrata
PlasticMemor
this was a meme confirmed
Absolute Zero
hey look it's the x-axis but covered in streams :^)
DeletedUser_6709840
I'll map you a platter if you want
Sorceress
Cool beatmap, played "Incandescent" a little more and it's good fun but I noticed a quick couple of things.

There's the SV in the slow parts I mentioned to you earlier. Any full horizontal sliders outpace the catcher a bit making for some awkward dashing to keep up with them. So sliders such as 00:08:997 (2,3) - could do with being tilted a tad to reduce the overall distance on them. It's only really the slow parts with the long sliders that this is a problem but they shouldn't need reducing by much.

00:20:997 (1,2,3) - This pattern here aaand 00:21:613 (7,1) - this here are a bit of a difficulty spike. I'm bad at explaining this so I made a picture.
So both 00:20:997 (1) - and 00:21:613 (7) - require you to make a very fast right then left movement which is kind of tricky to do at this speed, moreso when the patterns around them are pretty consistently left right 1/4 sliders. It's not a bad pattern but it's pretty tricky and it only crops up these two times so could be an idea to nerf it.

Pester me on whatever you want if I didn't make sense here (:

x-axis mapping makes me wanna die
Topic Starter
MBomb

Sorcerer wrote:

Cool beatmap, played "Incandescent" a little more and it's good fun but I noticed a quick couple of things.

There's the SV in the slow parts I mentioned to you earlier. Any full horizontal sliders outpace the catcher a bit making for some awkward dashing to keep up with them. So sliders such as 00:08:997 (2,3) - could do with being tilted a tad to reduce the overall distance on them. It's only really the slow parts with the long sliders that this is a problem but they shouldn't need reducing by much. - Done for most, although some horizontal sliders were intended to be dashed, or fit well with flow (For example, going out from a dash of the previous note), so I left those ones.

00:20:997 (1,2,3) - This pattern here aaand 00:21:613 (7,1) - this here are a bit of a difficulty spike. I'm bad at explaining this so I made a picture.
So both 00:20:997 (1) - and 00:21:613 (7) - require you to make a very fast right then left movement which is kind of tricky to do at this speed, moreso when the patterns around them are pretty consistently left right 1/4 sliders. It's not a bad pattern but it's pretty tricky and it only crops up these two times so could be an idea to nerf it. - Talked to you in PM about this, I did this intentionally for a higher variety of patterns, and to add a bit more difficulty to the map, however the spike it causes may be a bit too much, so I'll see if others comment on this.

Pester me on whatever you want if I didn't make sense here (:

x-axis mapping makes me wanna die
Thanks for the mod!
DeletedUser_6709840
I'm not gonna wait for the M4M queue, so I'll give you a mod early with just nit picky stuff.


General

Looks fine.

Cup

00:37:613 (1,2) – From what I hear, (1) has more emphasis because it's deeper in tone but yet you put more spacing in-between these two notes than the previous pattern. Perhaps reduce a bit between these two so there's some more balance?
01:06:228 (4,1) – Are you sure about having this anti-flow here in a Cup? It could be a bit disorienting for a newer player unless perhaps it's nerfed distance wise or perhaps rotated.
01:27:459 (1,2,3,4,5,6,1) – I'd personally use 1.30x (or specifically 1.28x with the current grid snap) so this stream isn't as intimidating for a newer player and they don't have to be as precise with the fruit catcher to catch all notes.

Salad

00:26:536 (1,2) – If you're gonna do a dash into anti-flow, making it a 1.80x dash is a bit harsh for a Salad. Perhaps reduce to 1.60x or 1.70x spacing so it's not as large of a distance that is might be hard to read.
00:26:536 (1,2) – Comment: This anti-flow just really triggers me the more I look at it.
01:24:690 – A new combo here seems plausible to keep the catcher from getting cluttered.
01:27:459 (1,2,3,4,5,6) – What even is this spacing??? This is almost dashy because of the heavy spacing snap. I'd suggest moving 01:27:613 (2,4,6) to X=72 to make it 1.20x spacing and also more readable for the player.

Platter

- I felt like I had to flail my fingers to catch most of these jumps, what the heck.
00:01:920 (4,5,1) – I feel as if the jump here is a bit over spaced to and from (5). It would be more natural if the spacing was reduced a bit to something between 1.90x and 1.80x to me personally.
00:03:766 (4,5) – I feel as if this spacing is a bit large and it makes it hard to catch the hyper and would recommend reducing a small bit so it's not as large for the player.
00:05:613 (4,5) - ^ Same, I feel as is the spacing is a bit larger than intended.
00:14:536 (1,2) – This pattern is feels awkward to me. Either because of the anti-flow or it feels you have to dash a little too heavily to (1) and then it causes under-dashing and missing slider (1) of the next pattern. Move (2) to X=32 or lessen the curve of the slider so you can have more room to work with on the play field.
00:21:920 (4) – Personally, I'd feel this would play better if it flowed to the music more by the use of Ctrl+G on this slider because the anti-flow just doesn't sound like it should be natural here and then adjust distances to the next note.
00:31:151 (1,2) – I felt like this was over spaced again but since I pointed it out multiple times now you should get what I'm talking about since it keeps getting repeated.
00:36:997 (7) – There's an odd pause it feels like between (6) and (7). I feel like the spacing should be increased a bit so this pause isn't as noticeable.
00:49:613 (3,4,5) – The jumps to and from (4) seem a bit over spaced. It would really help to put (4) on X=112 so the player doesn't feel like they have to flail to catch everything.
01:26:536 (3,4,5) – Rhythmically and flow-wise, it would feel better to have these with more equal spacing because of the tone sounds more even to me here and more suitable for a plate walk/dash. (4) would work better on X=272 to match the song tone.

Rain

I couldn't find anything that as wrong with Rain flow or pattern wise. Seems fine.

I wish you the best of luck!
Topic Starter
MBomb
Set's finished, time to reply to this mod.

RoseusJaeger wrote:

I'm not gonna wait for the M4M queue, so I'll give you a mod early with just nit picky stuff.


General

Looks fine.

Cup

00:37:613 (1,2) – From what I hear, (1) has more emphasis because it's deeper in tone but yet you put more spacing in-between these two notes than the previous pattern. Perhaps reduce a bit between these two so there's some more balance? - Done.
01:06:228 (4,1) – Are you sure about having this anti-flow here in a Cup? It could be a bit disorienting for a newer player unless perhaps it's nerfed distance wise or perhaps rotated. - This cup is harder than a lot of others due to the song, so I feel this kind of pattern is fine, as there is reaction time given to compensate for the slightly harder pattern.
01:27:459 (1,2,3,4,5,6,1) – I'd personally use 1.30x (or specifically 1.28x with the current grid snap) so this stream isn't as intimidating for a newer player and they don't have to be as precise with the fruit catcher to catch all notes. - I feel as though 1.28x makes this stream a lot harder for a newer player, as with 1.44x they can just hold the right arrow key and hit it all, whereas a 1.28x makes it so that if you do this you miss.

Salad

00:26:536 (1,2) – If you're gonna do a dash into anti-flow, making it a 1.80x dash is a bit harsh for a Salad. Perhaps reduce to 1.60x or 1.70x spacing so it's not as large of a distance that is might be hard to read. - Done 1.7x, I think this is enough reaction time.
00:26:536 (1,2) – Comment: This anti-flow just really triggers me the more I look at it. - I think it's fine, not too difficult for a salad because of the reaction time given.
01:24:690 – A new combo here seems plausible to keep the catcher from getting cluttered. - Leaving it how it is for the consistency of NCs is fine in my eyes, and according to the guideline this is alright.
01:27:459 (1,2,3,4,5,6) – What even is this spacing??? This is almost dashy because of the heavy spacing snap. I'd suggest moving 01:27:613 (2,4,6) to X=72 to make it 1.20x spacing and also more readable for the player. - This isn't really heavy spacing right now, and decreasing it anymore would just lead to newer players trying to stand in the middle, which isn't what I want here.

Platter

- I felt like I had to flail my fingers to catch most of these jumps, what the heck.
00:01:920 (4,5,1) – I feel as if the jump here is a bit over spaced to and from (5). It would be more natural if the spacing was reduced a bit to something between 1.90x and 1.80x to me personally. - Reduced slightly considering this is the first 2 seconds of the song.
00:03:766 (4,5) – I feel as if this spacing is a bit large and it makes it hard to catch the hyper and would recommend reducing a small bit so it's not as large for the player. - Yeah reduced slightly.
00:05:613 (4,5) - ^ Same, I feel as is the spacing is a bit larger than intended. - I think this one is fine to be a bit stronger given the strength in pitch of this note.
00:14:536 (1,2) – This pattern is feels awkward to me. Either because of the anti-flow or it feels you have to dash a little too heavily to (1) and then it causes under-dashing and missing slider (1) of the next pattern. Move (2) to X=32 or lessen the curve of the slider so you can have more room to work with on the play field. - Lessened curve of slider.
00:21:920 (4) – Personally, I'd feel this would play better if it flowed to the music more by the use of Ctrl+G on this slider because the anti-flow just doesn't sound like it should be natural here and then adjust distances to the next note. - The antiflow on this sounds fine to me, and plays easy enough for a platter, so I'd rather keep it as it is.
00:31:151 (1,2) – I felt like this was over spaced again but since I pointed it out multiple times now you should get what I'm talking about since it keeps getting repeated. - I think these ones are fine, because they give you more reaction time.
00:36:997 (7) – There's an odd pause it feels like between (6) and (7). I feel like the spacing should be increased a bit so this pause isn't as noticeable. - I agree, fixed.
00:49:613 (3,4,5) – The jumps to and from (4) seem a bit over spaced. It would really help to put (4) on X=112 so the player doesn't feel like they have to flail to catch everything. - Looks good.
01:26:536 (3,4,5) – Rhythmically and flow-wise, it would feel better to have these with more equal spacing because of the tone sounds more even to me here and more suitable for a plate walk/dash. (4) would work better on X=272 to match the song tone. - Instead I decided to ctrl+H all notes after 01:27:151 (5) - , as I feel this creates a nicer backforth flow.

Rain

I couldn't find anything that as wrong with Rain flow or pattern wise. Seems fine.

I wish you the best of luck!
Thanks for the mod!
BoberOfDarkness
Small mod

Incandescent

  1. Lets start with reducing fruits stacking on platter I guess, put NC on:
    00:00:996 (5) -
    00:01:305 (8) -
    00:01:920 (5) -
    00:02:228 (9) -
    00:02:843 (3) -
    00:03:151 (6) -
    00:03:766 (5) -
    00:04:074 (9) -
    00:04:689 (4) -
    00:04:997 (7) -
    00:05:613 (5) -
    00:05:920 (9) -
    00:06:535 (4) -
    00:06:843 (8) -
    00:07:459 (5) -
    00:07:766 (9) -
  2. 00:05:305 (1,2,3,4) - please don't use so evil anti-flow stream
  3. 00:08:997 (2,3,4) - I would place NC on each one, every slider is placed on new stanza and contains a lot of droplets so its fine to reduce fruits on the platter :^
  4. 00:12:690 (4) - add NC

    00:14:536 (7) - NC for reducing those tons of fruits (17 fruits in one combo!)
  5. 00:31:613 (4,5) - thats look bad :v
  6. Again lets reduce stacking, add NC:
    00:45:459 (6) -
    00:46:228 (5,9) -
    00:47:305 (5) -
    00:48:074 (5,9) -
    00:48:997 (3,5) -
    00:49:920 (3,5) -
    00:50:843 (5,9) -
    00:51:842 (5,9) -

    and also here 00:53:305 (3) -
    and 00:55:151 (5) -

    and on those 00:56:997 (3,4) -

    and... this 01:02:536 (7) -

    also 01:04:382 (4) -

    you can add NC here too 01:06:228 (4) -

    same with this one 01:08:074 (4) -

    don't mind adding NC here too 01:09:920 (7) -

    also you can add some NC here 01:11:766 (4) - and 01:13:613 (4) -

    here 01:15:459 (3) - is nice spot for NC
  7. 00:46:536 (9,10,11,12) - that should flow better if you curve it
  8. 00:48:074 (5,6,7,8) - please no nazi anti flow
General stuff
There is huge gap between rain and overdose - I am suggesting making rain harder and overdose a bit easier
Maybe try using CS3.7 on overdose for some CS spread?
New combos should be applied to other diffs as well you use too long combos
Rain Overdose and Incandescent use same HP stats maybe try this spread - 5.5 > 6 > 6.5 ?


very nice mapset
Topic Starter
MBomb

BoberOfDarkness wrote:

Small mod

Incandescent

  1. Lets start with reducing fruits stacking on platter I guess, put NC on:
    00:00:996 (5) -
    00:01:305 (8) -
    00:01:920 (5) -
    00:02:228 (9) -
    00:02:843 (3) -
    00:03:151 (6) -
    00:03:766 (5) -
    00:04:074 (9) -
    00:04:689 (4) -
    00:04:997 (7) -
    00:05:613 (5) -
    00:05:920 (9) -
    00:06:535 (4) -
    00:06:843 (8) -
    00:07:459 (5) -
    00:07:766 (9) -

    Denied all, 12 fruits on the plate is fine in an overdose.
  2. 00:05:305 (1,2,3,4) - please don't use so evil anti-flow stream - It's a pretty easy wiggle pattern, and adds some variety in the streams.
  3. 00:08:997 (2,3,4) - I would place NC on each one, every slider is placed on new stanza and contains a lot of droplets so its fine to reduce fruits on the platter :^ - Don't like the idea of adding NCs onto these, it looks strange to me.
  4. 00:12:690 (4) - add NC - Following consistent NC pattern with previous.

    00:14:536 (7) - NC for reducing those tons of fruits (17 fruits in one combo!) - It's only 16, and I feel this is fine on an overdose, it doesn't clutter too much.
  5. 00:31:613 (4,5) - thats look bad :v - 4 is vertical so that the catcher follows a pattern as if this was a 1/8 triple, and then goes back to HDash to 5, I think it plays nicely.
  6. Again lets reduce stacking, add NC:
    00:45:459 (6) -
    00:46:228 (5,9) -
    00:47:305 (5) -
    00:48:074 (5,9) -
    00:48:997 (3,5) -
    00:49:920 (3,5) -
    00:50:843 (5,9) -
    00:51:842 (5,9) -

    Same as earlier.

    and also here 00:53:305 (3) -
    and 00:55:151 (5) - - Again with these, 12 fruit on plate is fine.

    and on those 00:56:997 (3,4) - - There's barely even any fruit on plate here though...

    and... this 01:02:536 (7) - - Again, I also feel up to 16 is fine on an overdose.

    also 01:04:382 (4) - - Same as earlier.

    you can add NC here too 01:06:228 (4) - -

    same with this one 01:08:074 (4) -

    don't mind adding NC here too 01:09:920 (7) - - And with all of these.

    also you can add some NC here 01:11:766 (4) - and 01:13:613 (4) - - Up to 16 still seems fine to me, doesn't feel cluttered.

    here 01:15:459 (3) - is nice spot for NC - Not cluttered at all here, barely any fruit on plate.
  7. 00:46:536 (9,10,11,12) - that should flow better if you curve it - Curved.
  8. 00:48:074 (5,6,7,8) - please no nazi anti flow - Simple wiggle pattern is fine at this high difficulty.

General stuff
There is huge gap between rain and overdose - I am suggesting making rain harder and overdose a bit easier - This gap is only in star rating, in terms of difficulty, the gap is not that big.
Maybe try using CS3.7 on overdose for some CS spread? - Would rather increase CS of Incandescent if I was going to try and improve CS spread, but I think it's fine as it is, because the difficulty itself is more of an increase than the CS would make it.
New combos should be applied to other diffs as well you use too long combos - I stuck to the guidelines of the ranking criteria in all difficulties, so combo lengths are fine.
Rain Overdose and Incandescent use same HP stats maybe try this spread - 5.5 > 6 > 6.5 ? - I don't like going above HP6 in most situations, and I think the increasing nature of streams getting harder makes the HP seem to go up anyway, even though it technically never does.


very nice mapset
Thanks for the mod!
Yuii-
Hoooly

Good luck!
Bunnrei
oke

[through the fire and flames]
00:23:151 (2,3,4,5) - make this a stream going to the right at a low spacing
00:25:766 (2,3) - i think it's better to have the first slider more horizontal than the second, since the pitch of the drum (whatever you call that specifically lol) gets lower and lower in pitch
00:28:997 (6,7,8,9) - ctrl+g (6,7) and (8,9) separately for more variety (and better flow into the next pattern)
00:29:305 (1,2,3,4,5,6) - there's the pitch thing here again, so a bit of variety in spacing might be good (maybe a curve)
00:40:843 (4,5) - (5) is a stronger beat so move it a bit farther (maybe 1.5x-2x DS)

[ovrdose]
i didnt see too many problems, tho i think the diff as a whole is in need of a bit of a nerf >.> especially those 1/2 consecutive left-rights and those slider/stream antiflows

rank
Topic Starter
MBomb

Chara wrote:

oke

[through the fire and flames]
00:23:151 (2,3,4,5) - make this a stream going to the right at a low spacing - Nice idea, done in a way where it plays differently to other patterns still, whilst feeling good to play.
00:25:766 (2,3) - i think it's better to have the first slider more horizontal than the second, since the pitch of the drum (whatever you call that specifically lol) gets lower and lower in pitch - Done.
00:28:997 (6,7,8,9) - ctrl+g (6,7) and (8,9) separately for more variety (and better flow into the next pattern) - Really like how this plays.
00:29:305 (1,2,3,4,5,6) - there's the pitch thing here again, so a bit of variety in spacing might be good (maybe a curve) - Made the pattern a curve, but not with the pitches, as the actual strength of the drum feels really similar throughout, so similar distances are still fine.
00:40:843 (4,5) - (5) is a stronger beat so move it a bit farther (maybe 1.5x-2x DS) - Yeah, increased.

[ovrdose]
i didnt see too many problems, tho i think the diff as a whole is in need of a bit of a nerf >.> especially those 1/2 consecutive left-rights and those slider/stream antiflows - I think the consecutive left-rights are fine because they're a lot easier than the patterns in incandescent, and I think it forms a good bridge between that and the rain. I tried to keep those patterns simple whilst still making them difficult, which is why they are pretty simple movement, rather than the more complicated ones used, for example, at the end of Incandescent.

rank
Thanks for the mod!
Crowley
pp

[platr]

01:18:228 (1) - to 01:23:459 (3) - wouldnt it be better if u made it like on the first part?

[rain]

00:08:997 (2) - ctrl g then make it a bit more farther than (1)
00:18:228 (5) - idk this feels empty there are alot of beats not being mapped
00:24:382 (3,1) - i think (3) should have no Hfruit and (1) should have one
00:28:382 (3) - better if this has hfruit or farther distance
00:35:766 (1) - better if the sliderend has a hfruit
00:38:536 (2) - flip this?
00:48:690 (1,2) - bit more distance between this and 00:49:151 (3,4) -
01:05:613 (2) - remove this then make 01:05:305 (1) - with reverse slider and add another note at 01:05:766 (2) -
01:15:459 (2) - ctrl g pls then increase ds
01:20:997 (5) - feels empty
01:27:459 (1,2,3,4,5,6) - i think this is better if they are alternating

also pls make more streams than the curved sliders

dats all sorry for sht mod xddd
BoberOfDarkness
I would discus if 12 fruits on plate are fine even if thats is extra level of difficulty (but I am not even on discord so where we can discus :^)
JBHyperion

BoberOfDarkness wrote:

I would discus if 12 fruits on plate are fine even if thats is extra level of difficulty (but I am not even on discord so where we can discus :^)
Ranking Criteria



discuss
Topic Starter
MBomb

Crowley wrote:

pp

[platr]

01:18:228 (1) - to 01:23:459 (3) - wouldnt it be better if u made it like on the first part? - The dash patterns are basically the same as the first part, the only difference is I didn't map the long slider for the held note, which I decided not to do because the second kiai actually has a constant 1/2 drumbeat which is pretty strong rhythm.

[rain]

00:08:997 (2) - ctrl g then make it a bit more farther than (1) - I like the way the antiflow plays here, and I think it neatly compliments the intensity of the vocals on these.
00:18:228 (5) - idk this feels empty there are alot of beats not being mapped - I think following the guitar is best for the first section like this.
00:24:382 (3,1) - i think (3) should have no Hfruit and (1) should have one - My mapping style (As well as most other mappers) is to have HDashes to strong notes, to emphasise how that is the strong one. I think 1 is a lot stronger note than 2, as this is where the actual change in intensity happens. Having a HDash to 2 could be nice as well, but I feel it would be too hard for this difficulty, so I decided to only have one to 1.
00:28:382 (3) - better if this has hfruit or farther distance - Increased distance slightly, I think a HDash would be too much.
00:35:766 (1) - better if the sliderend has a hfruit - I think this would be a bit hard for this type of difficulty.
00:38:536 (2) - flip this? - The antiflow is to put more emphasis on the vocals here, however I did reduce the distance slightly to make it easier.
00:48:690 (1,2) - bit more distance between this and 00:49:151 (3,4) - - Done.
01:05:613 (2) - remove this then make 01:05:305 (1) - with reverse slider and add another note at 01:05:766 (2) - - Focus here in timeline is on drums, not vocals.
01:15:459 (2) - ctrl g pls then increase ds - Antiflow feels better for these vocals to me.
01:20:997 (5) - feels empty - Fixed for reason stated in platter.
01:27:459 (1,2,3,4,5,6) - i think this is better if they are alternating - I'm not entirely sure what this means, but either way, I like the dashes how they are because all of the notes in this section are strong, it's just I felt this type of pattern would've been too hard in the platter.

also pls make more streams than the curved sliders

dats all sorry for sht mod xddd
Thanks for the mod! Just some advice to improve your modding, you should probably try mentioning reasons for what you say in your mods. I could understand your reasoning for the most part, but some less experienced mappers would maybe not understand why you were asking them to do certain things, and so not accept the suggestions, even if they would if they actually knew the reasoning. It was helpful though, so thanks! :D
snexe
Nice hardest difficulty name, but Conflagration could be more okay than Incandescent.

map shelter
Bunnrei

BoberOfDarkness wrote:

I would discus if 12 fruits on plate are fine even if thats is extra level of difficulty (but I am not even on discord so where we can discus :^)
tbh i did not notice the 12 notes thing, and it doesnt bother me too much since lots of streams

if anything, having too many NCs on the streams would make it look like a bunch of notes bouncing off the platter really often so that would be more confusing ;/

and regarding diffname: its better to use the noun form (Incandescence) than the adjective form (Incandescent)
Topic Starter
MBomb

Chara wrote:

BoberOfDarkness wrote:

I would discus if 12 fruits on plate are fine even if thats is extra level of difficulty (but I am not even on discord so where we can discus :^)
tbh i did not notice the 12 notes thing, and it doesnt bother me too much since lots of streams

if anything, having too many NCs on the streams would make it look like a bunch of notes bouncing off the platter really often so that would be more confusing ;/

and regarding diffname: its better to use the noun form (Incandescence) than the adjective form (Incandescent)
I prefer Incandescent, because, whilst CtB difficulty names don't reflect this well, most of the time difficulty names are used to describe, and so an adjective makes more sense to me.
Crowley

- Magic Bomb - wrote:

Crowley wrote:

pp

[platr]

01:18:228 (1) - to 01:23:459 (3) - wouldnt it be better if u made it like on the first part? - The dash patterns are basically the same as the first part, the only difference is I didn't map the long slider for the held note, which I decided not to do because the second kiai actually has a constant 1/2 drumbeat which is pretty strong rhythm.

[rain]

00:08:997 (2) - ctrl g then make it a bit more farther than (1) - I like the way the antiflow plays here, and I think it neatly compliments the intensity of the vocals on these.
00:18:228 (5) - idk this feels empty there are alot of beats not being mapped - I think following the guitar is best for the first section like this.
00:24:382 (3,1) - i think (3) should have no Hfruit and (1) should have one - My mapping style (As well as most other mappers) is to have HDashes to strong notes, to emphasise how that is the strong one. I think 1 is a lot stronger note than 2, as this is where the actual change in intensity happens. Having a HDash to 2 could be nice as well, but I feel it would be too hard for this difficulty, so I decided to only have one to 1.
00:28:382 (3) - better if this has hfruit or farther distance - Increased distance slightly, I think a HDash would be too much.
00:35:766 (1) - better if the sliderend has a hfruit - I think this would be a bit hard for this type of difficulty.
00:38:536 (2) - flip this? - The antiflow is to put more emphasis on the vocals here, however I did reduce the distance slightly to make it easier.
00:48:690 (1,2) - bit more distance between this and 00:49:151 (3,4) - - Done.
01:05:613 (2) - remove this then make 01:05:305 (1) - with reverse slider and add another note at 01:05:766 (2) - - Focus here in timeline is on drums, not vocals.
01:15:459 (2) - ctrl g pls then increase ds - Antiflow feels better for these vocals to me.
01:20:997 (5) - feels empty - Fixed for reason stated in platter.
01:27:459 (1,2,3,4,5,6) - i think this is better if they are alternating - I'm not entirely sure what this means, but either way, I like the dashes how they are because all of the notes in this section are strong, it's just I felt this type of pattern would've been too hard in the platter.

also pls make more streams than the curved sliders

dats all sorry for sht mod xddd
Thanks for the mod! Just some advice to improve your modding, you should probably try mentioning reasons for what you say in your mods. I could understand your reasoning for the most part, but some less experienced mappers would maybe not understand why you were asking them to do certain things, and so not accept the suggestions, even if they would if they actually knew the reasoning. It was helpful though, so thanks! :D
thanks for the tip~ :3
Bunnrei
something that i overlooked in [incandescent]

01:04:074 (3) - this slider seems out of place in that part for me since most of the sliders are horizontal or slightly inclined, while this is almost vertical. the shape also kinda makes me stop at that point while just continuously moving in the other parts, so consider making this slider a bit more horizontal

such a long post for a single object gg char

no kds
Topic Starter
MBomb

Chara wrote:

something that i overlooked in [incandescent]

01:04:074 (3) - this slider seems out of place in that part for me since most of the sliders are horizontal or slightly inclined, while this is almost vertical. the shape also kinda makes me stop at that point while just continuously moving in the other parts, so consider making this slider a bit more horizontal

such a long post for a single object gg char

no kds
I did this intentionally so that there's a bit more variety in movements here, but thanks anyway!
WildOne94
Yooo there mb o/
It was either a m4m for Soleil or OKAY (I Forgot).

General
Nothing So far

Cup
Pretty solid cup I must say from a full playthrough. This will mainly be very little suggestions.

00:18:228 (2) - There are some of these sliders that go along with the guitar slide. I just thought it would work better if the sliders on these would be curved to fit with the guitar more.

00:49:613 (3,4,1) - here it's more spaced out than usual. I don't know if that was intentional but it may be hard for beginners to walk this as for me the last fruit was literally on the edge of the plate when walking. Perhaps reduce ?

00:55:766 (5) - I think moving this to the exact centre at x:256 will show more emphasis for the next note and show more what you are doing here. I presume it's for emphasis at least ? Only suggested this to make it more clear for the players.

01:05:305 (1,2,3) - Felt here like it was getting cramped up on the spacing as shown with the change of distance. Perhaps move some notes around to make it equal spacing so it's not so little awkward movements ? Maybe something like this ? (3 is behind 1)

Salad
00:17:305 (1,2,3) - The 3rd note is different distance in this triplet just slightly. Best to readjust so it matches it all together.

00:18:228 (5) - Like I suggested in cup but more bigger suggestion here. I thought this needed a curve to fit the guitar better instead of a straight slider. Like you did with 00:21:920 (5) - perhaps ?

00:59:459 (5,1) - Maybe reduce distance a tiny bit here ? The opposite direction reverse slider could prove troublesome for people starting to play salads.

Imo for a little bit the jumps start to die down a little for about 10seconds and thought here could be more jumps. Try these as jumps maybe ?
01:01:613 (1,2) - 01:05:920 (3,4) - 01:07:151 (1,2) -

01:27:459 (1,2,3,4,5,6,1) - Imo I thought these were a little unexpected. Can keep but just thought maybe reduce distances a bit so player can stack them.

Good Salad too!

Sorry about the break between. Let's get back to finishing this

Platter
00:07:151 (3,4,5) - I thought these were very weirdly spaced as I could only barely walk the distance here. I would suggest reducing a little here.

00:14:536 (1,2) - Spacing here was really high and hard imo. I would move (1) to x:152 and (2) to x:32 so you can keep the hyper but with easier spacing.

00:21:613 (3,4) - That anti-flow is really troublesome imo and is not smooth. Imo to fix this would be to Ctrl + G (4) and then try make 00:20:997 (1,2,3) - more of the right side of the screen to make it so it can jump to it better then.

00:23:766 (6,7,8) - Imo I thought it went too slow here. Try move (6) to x:208 (7) to x:320 and (8) to x:48.

00:33:459 (3,4) - The spacing again was a little awkward between the 2 notes. I would just remove (4) and have (3) as a reverse to fix the problem.
Edit : Just realised about the hyper. If you want to keep it then perhaps another way would be to just move (4) a little more left because it feels a little flow stoppy atm.

00:44:997 (1,2) - This is only a little suggestion but perhaps make a little bit of spacing here like you did a little just after here ? Don't know if you did it for gradually intensing the notes though with the music but it feels too close together atm.

00:46:843 (1,2) - ^

00:50:536 (1,2) - Thought the anti-flow jump here was just a tad too intense for players. Also quite un-expecting. Reduce a little ?

00:53:305 (3,4) - For a quiet part this was quite a big jump too.

01:04:074 (3,1) - Maybe just slightly ^

01:04:997 (3,1) - ^

01:19:459 (2,3) - ^

Rain
Quite a hard diff so might not be the best at modding here but here goes.

00:02:536 (1,2) - Tbf I didn't expect the dashes to keep up here. It felt like it need a little break too. I suggest moving (2) to x:368

00:06:228 (1,2) - Same case here infact. Only by a little though. (2) on x:240 ?

00:15:459 (1,2,3,4,1,2,3,4) - I feel as something here made the constant dashing not even work. I kept missing here when holding down the dash button and still missed. Perhaps the reducing parts could be these 00:15:459 (1,2) - 00:16:382 (1,2) - even just a small amount.

00:29:305 (1,2) - These this time are too close to eachother. You could nudge 00:29:920 (2) - a little left to say the DS which is x:384 and still keep the hyper.

00:35:766 (1,2) - Thought a hyper here would be quite good. perhaps move 00:36:074 (2,3,4,5,6,7,8,9,1) - to x:432

00:36:612 (9,1) - Distance feels too big here again imo. Imo it does not need such an intense hyper here. Was quite unexpecing too.

00:40:997 (7) - Perhaps just move the tiniest bit left to it doesn't look so weird and flows nicer. Don't need to dash as hard then for this quiet part. Try x:408 ?

00:50:536 (1,2) - maybe could reduce here a bit too ? Felt like it should of been walkable. Maybe try more like this distance 00:50:997 (3,4) -

01:02:536 (1,2,3,4,5,6,7,8,9) - Hmmm I thought here it was a little cramped in the left side. Perhaps space out to the right a bit more ? It made 01:03:151 (9) - a bit difficult to try get too as this slant and curve of a slider was different from the rest and not expected.

01:17:305 (1,2,3) - 2 things here. I thought that (2) could have been moved right more to make the notes a bit nicer to catch. And the 2nd was maybe move all notes to x:416 ? It makes a nicer space and jump then imo.

The rest I can't really mod as they are too hard for me :(
But I hope this helped <3
GL !

100TH KD INCOMING! WOOOOO PARTY!
Topic Starter
MBomb

WildOne94 wrote:

Yooo there mb o/
It was either a m4m for Soleil or OKAY (I Forgot).

General
Nothing So far

Cup
Pretty solid cup I must say from a full playthrough. This will mainly be very little suggestions.

00:18:228 (2) - There are some of these sliders that go along with the guitar slide. I just thought it would work better if the sliders on these would be curved to fit with the guitar more. - I changed one or two, but I honestly feel the slide feels fine as a straight line in the same way they feel good as curves, so it adds a tiny bit of variety which I like.

00:49:613 (3,4,1) - here it's more spaced out than usual. I don't know if that was intentional but it may be hard for beginners to walk this as for me the last fruit was literally on the edge of the plate when walking. Perhaps reduce ? - Done.

00:55:766 (5) - I think moving this to the exact centre at x:256 will show more emphasis for the next note and show more what you are doing here. I presume it's for emphasis at least ? Only suggested this to make it more clear for the players. - I actually prefer a bigger distance here, so I increased it slightly instead.

01:05:305 (1,2,3) - Felt here like it was getting cramped up on the spacing as shown with the change of distance. Perhaps move some notes around to make it equal spacing so it's not so little awkward movements ? Maybe something like this ? (3 is behind 1) - Made it equal distancing but with the same movement, instead of changing it in your suggested way, but I think it clears what you're talking about.

Salad
00:17:305 (1,2,3) - The 3rd note is different distance in this triplet just slightly. Best to readjust so it matches it all together. - Distance decreases for pitch lowering, and I also think the curve is pretty nice here.

00:18:228 (5) - Like I suggested in cup but more bigger suggestion here. I thought this needed a curve to fit the guitar better instead of a straight slider. Like you did with 00:21:920 (5) - perhaps ? - As mentioned there, I think it's fine to emphasise it just as well.

00:59:459 (5,1) - Maybe reduce distance a tiny bit here ? The opposite direction reverse slider could prove troublesome for people starting to play salads. - Done.

Imo for a little bit the jumps start to die down a little for about 10seconds and thought here could be more jumps. Try these as jumps maybe ?
01:01:613 (1,2) - 01:05:920 (3,4) - 01:07:151 (1,2) - - Done first two, but I think the third one is fine as a normal movement for consistency with the previous part.

01:27:459 (1,2,3,4,5,6,1) - Imo I thought these were a little unexpected. Can keep but just thought maybe reduce distances a bit so player can stack them. - The point is for them to not be able to be stacked, that ruins the intensity of this last section in my eyes. I feel it's difficult for a salad, but fitting with the intensity of the song, and just about borderline on fine for this difficulty.

Good Salad too!

Sorry about the break between. Let's get back to finishing this

Platter
00:07:151 (3,4,5) - I thought these were very weirdly spaced as I could only barely walk the distance here. I would suggest reducing a little here. - Done.

00:14:536 (1,2) - Spacing here was really high and hard imo. I would move (1) to x:152 and (2) to x:32 so you can keep the hyper but with easier spacing. - This is already just about walkable, and a dash is intended here, but I'm not increasing due to that making that HDash too hard, so I think current spacing is fine.

00:21:613 (3,4) - That anti-flow is really troublesome imo and is not smooth. Imo to fix this would be to Ctrl + G (4) and then try make 00:20:997 (1,2,3) - more of the right side of the screen to make it so it can jump to it better then. - Honestly this movement already feels pretty comfortable to me, I think it's comfortable as it is.

00:23:766 (6,7,8) - Imo I thought it went too slow here. Try move (6) to x:208 (7) to x:320 and (8) to x:48. - Increased distances a bit, but not changed the pattern in the way you said.

00:33:459 (3,4) - The spacing again was a little awkward between the 2 notes. I would just remove (4) and have (3) as a reverse to fix the problem.
Edit : Just realised about the hyper. If you want to keep it then perhaps another way would be to just move (4) a little more left because it feels a little flow stoppy atm. - Moved 4 to left.

00:44:997 (1,2) - This is only a little suggestion but perhaps make a little bit of spacing here like you did a little just after here ? Don't know if you did it for gradually intensing the notes though with the music but it feels too close together atm. - I did it for the increase, and I feel as though the current distancing at these parts feels fine.

00:46:843 (1,2) - ^ - Same here yeah.

00:50:536 (1,2) - Thought the anti-flow jump here was just a tad too intense for players. Also quite un-expecting. Reduce a little ? - I think it's fine because of the intensity of the music, combined with this being kiai time, and the SV not being very high.

00:53:305 (3,4) - For a quiet part this was quite a big jump too. - This jump is possible to be overdashed (or would be if the wall wasn't in the way), so this nowhere near too big for a platter in my opinion.

01:04:074 (3,1) - Maybe just slightly ^ - I used bigger distances earlier, and you didn't comment on those, and these are very similar movements, so I see no problem with these.

01:04:997 (3,1) - ^ - Same there.

01:19:459 (2,3) - ^ - Reduced this one slightly.

Rain
Quite a hard diff so might not be the best at modding here but here goes.

00:02:536 (1,2) - Tbf I didn't expect the dashes to keep up here. It felt like it need a little break too. I suggest moving (2) to x:368 - Dash is for the drum here.

00:06:228 (1,2) - Same case here infact. Only by a little though. (2) on x:240 ? - ^.

00:15:459 (1,2,3,4,1,2,3,4) - I feel as something here made the constant dashing not even work. I kept missing here when holding down the dash button and still missed. Perhaps the reducing parts could be these 00:15:459 (1,2) - 00:16:382 (1,2) - even just a small amount. - I'm quite confused as to what you mean here. Holding dash is the intention for jumps, but if you held dash for sliders, you might end up overmoving and yes, that would make it difficult to catch the next note. However, I feel this level of difficulty makes sense in a rain, as the distances are not that strong, and it's possible to catch even if you do mess up like that.

00:29:305 (1,2) - These this time are too close to eachother. You could nudge 00:29:920 (2) - a little left to say the DS which is x:384 and still keep the hyper. - Increased it a bit.

00:35:766 (1,2) - Thought a hyper here would be quite good. perhaps move 00:36:074 (2,3,4,5,6,7,8,9,1) - to x:432 - Sure.

00:36:612 (9,1) - Distance feels too big here again imo. Imo it does not need such an intense hyper here. Was quite unexpecing too. - Yeah, decreased slightly.

00:40:997 (7) - Perhaps just move the tiniest bit left to it doesn't look so weird and flows nicer. Don't need to dash as hard then for this quiet part. Try x:408 ? - This isn't even a dash right now, I'm confused what you mean by this.

00:50:536 (1,2) - maybe could reduce here a bit too ? Felt like it should of been walkable. Maybe try more like this distance 00:50:997 (3,4) - - This dash was to emphasise the strong guitar on 2.

01:02:536 (1,2,3,4,5,6,7,8,9) - Hmmm I thought here it was a little cramped in the left side. Perhaps space out to the right a bit more ? It made 01:03:151 (9) - a bit difficult to try get too as this slant and curve of a slider was different from the rest and not expected. - I feel the opposite, as if the slant to the right made the next movement easier, because it flowed right into the next pattern. Either way, whilst the cramping isn't intentional, I don't think it's damaging to the flow, and feels fine to play.

01:17:305 (1,2,3) - 2 things here. I thought that (2) could have been moved right more to make the notes a bit nicer to catch. And the 2nd was maybe move all notes to x:416 ? It makes a nicer space and jump then imo. - Moved 2 to the right a bit to make it nicer, however I feel as though moving all to x:416 increases the hyper strength unnecessarily, and so I'd prefer to leave it as it is.

The rest I can't really mod as they are too hard for me :(
But I hope this helped <3
GL !

100TH KD INCOMING! WOOOOO PARTY!
Thanks for the mod!
xi-False
MOD

Finished!

Rain
-This section plays out fine but, i noticed that the last two notes for each color combo are hyper notes 00:16:074 (3,4) - 00:16:997 (3,4) - 00:17:920 (3,4) - 00:19:766 (3,4) - 00:20:690 (3,4) - that follow a specific part of the music. This slider falls underneath that group of notes 00:21:613 (3) - i would delete that slider and make it into hyper notes.

You can do that by deleting that slider and adding a note here 00:21:613 - at x:272 and adding a note here 00:21:766 - at x:32
This also complements that long slider 00:21:920 (5) - following the guitar for making the jump a lot bigger than the previous jump.

Overdose
-This start of this pattern feels weird 00:00:690 (1,2,3,4,5) - move this note 00:00:690 (1) - to x:224 to make it similar to this pattern 00:01:151 (6,7,8,9,10) -

-I shitmiss here a lot 01:16:997 (7,8) - and i find these two sliders easier to land if you move 01:17:151 (8) - to x:392 and angle the end slider anchor point to x:360

-I also shitmiss here 01:18:690 (6,7) - every now and then, not too big of a problem but just going to point it out.

Incandescent
-I noticed the start of the beat map intensifies little by little until it reaches his vocals 00:08:074 (1) -
But in my opinion, This jump 00:06:228 (1,2) - should be just as hard as this jump 00:04:382 (1,2) - I would select this note 00:06:228 (1) - Ctrl+G and move it to x:336 so it has the same hyper jump distance as this pattern 00:04:382 (1,2) -

- This note looks out of places but plays fine, for the sake of hyper jump combos make this slider 00:21:613 (7) - vertically straight and move it to x:272
it makes this whole pattern 00:21:613 (7,1,2) - seem cleaner

-small suggestion but, move this note 00:32:074 (1) - to x:336 and this note 00:32:536 (3) - to the same spot x:336

-This part is amazing 00:48:690 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9,10,11,1,2,3,4,5,6,7,8,9) -

-Holy crap beautiful 00:54:228 (1,2,3,4,5,6) - 10/10 :)

-This pattern feels a little bit inconsistency 01:23:920 (2,3,4,5,6,7) - and when counting how many small grid squares they are apart they are not the same. after a lot of trial and error you can Smooth it out by changing the gird to Small Ctrl+G+2 and moving these 3 notes 01:23:920 (2,4,6) - to x:272
and also 01:23:997 (3,7) - these ones to x:112 and 01:24:151 (5) - to x:434 you can also move the end of this slider 01:23:766 (1) - on top of note 01:24:151 (5) - for a finishing touch.

Really good map set - Magic bomb - :)
Topic Starter
MBomb

xi-False wrote:

M4M


Place holder so when i mod tomorrow at school
hope i dont get kicked out of the library!!

:)
Before you mod, I'm kinda confused. You never messaged me requesting M4M (If I remember correctly, anyway), you just asked me if you could mod it. I only agree with M4Ms if I know the map and stuff, and since you didn't mention any of that, I assumed you were just doing an NM, so sorry for any misunderstanding.
Topic Starter
MBomb

xi-False wrote:

MOD

Finished!

Rain
-This section plays out fine but, i noticed that the last two notes for each color combo are hyper notes 00:16:074 (3,4) - 00:16:997 (3,4) - 00:17:920 (3,4) - 00:19:766 (3,4) - 00:20:690 (3,4) - that follow a specific part of the music. This slider falls underneath that group of notes 00:21:613 (3) - i would delete that slider and make it into hyper notes. - These hypers are specifically following the guitar in this difficulty, and so having a slider for the guitar makes sense here.

You can do that by deleting that slider and adding a note here 00:21:613 - at x:272 and adding a note here 00:21:766 - at x:32
This also complements that long slider 00:21:920 (5) - following the guitar for making the jump a lot bigger than the previous jump.

Overdose
-This start of this pattern feels weird 00:00:690 (1,2,3,4,5) - move this note 00:00:690 (1) - to x:224 to make it similar to this pattern 00:01:151 (6,7,8,9,10) - - Decreased starting distance a bit but not that much.

-I shitmiss here a lot 01:16:997 (7,8) - and i find these two sliders easier to land if you move 01:17:151 (8) - to x:392 and angle the end slider anchor point to x:360 - Done similar.

-I also shitmiss here 01:18:690 (6,7) - every now and then, not too big of a problem but just going to point it out. - Tilted slightly, this was mentioned by Sorcerer before.

Incandescent
-I noticed the start of the beat map intensifies little by little until it reaches his vocals 00:08:074 (1) -
But in my opinion, This jump 00:06:228 (1,2) - should be just as hard as this jump 00:04:382 (1,2) - I would select this note 00:06:228 (1) - Ctrl+G and move it to x:336 so it has the same hyper jump distance as this pattern 00:04:382 (1,2) - - Increased distances here generally instead.

- This note looks out of places but plays fine, for the sake of hyper jump combos make this slider 00:21:613 (7) - vertically straight and move it to x:272
it makes this whole pattern 00:21:613 (7,1,2) - seem cleaner - This feels a bit weird to me and ruins the initial idea of the wiggle on this pattern, so I'd rather leave it as it is.

-small suggestion but, move this note 00:32:074 (1) - to x:336 and this note 00:32:536 (3) - to the same spot x:336 - Oh, nice, I like how that plays.

-This part is amazing 00:48:690 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9,10,11,1,2,3,4,5,6,7,8,9) - - Thanks <3

-Holy crap beautiful 00:54:228 (1,2,3,4,5,6) - 10/10 :) - Thanks again <3

-This pattern feels a little bit inconsistency 01:23:920 (2,3,4,5,6,7) - and when counting how many small grid squares they are apart they are not the same. after a lot of trial and error you can Smooth it out by changing the gird to Small Ctrl+G+2 and moving these 3 notes 01:23:920 (2,4,6) - to x:272
and also 01:23:997 (3,7) - these ones to x:112 and 01:24:151 (5) - to x:434 you can also move the end of this slider 01:23:766 (1) - on top of note 01:24:151 (5) - for a finishing touch. - Changed around stuff a tiny bit differently, instead of using consistency in the distances, I used the intensity of the note to decide how much strength the HDash should have.

Really good map set - Magic bomb - :)
Thanks for the mod!
rew0825
M4M <3

[ Platter]
  1. 00:12:535 (6,1) - distance of it is more than 00:13:459 (6,1) -, How about 00:12:690 (1,2,3,4,5,6) - Move this whole to x:312?
[ Rain]
  1. 00:16:843 (2) - How about move to x:408?
  2. 01:18:690 (2) - How about move to x:120?
  3. 01:20:536 (2) - How about move to x:368?
[ Overdose]
  1. 01:20:843 (8) - How about move to right abit
  2. 01:22:690 (8) - Change this to Oblique?
  3. 01:22:843 (1) - How about move to x:272
  4. 01:22:997 (2,3,4,5) - Change it to same shape on 01:18:382 (2,3,4,5) -

It's all from me, hope it can helpful Good luck <3
Topic Starter
MBomb

rew0825 wrote:

M4M <3

[ Platter]
  1. 00:12:535 (6,1) - distance of it is more than 00:13:459 (6,1) -, How about 00:12:690 (1,2,3,4,5,6) - Move this whole to x:312? - The pitch on the first is a lot stronger, hence this change.
[ Rain]
  1. 00:16:843 (2) - How about move to x:408? - I feel as though the antiflow gives a nice movement here, and the dash fits nicely for the strength of the guitar.
  2. 01:18:690 (2) - How about move to x:120? - Same as above.
  3. 01:20:536 (2) - How about move to x:368? - Did this one differently intentionally for more variety to avoid movements getting boring.
[ Overdose]
  1. 01:20:843 (8) - How about move to right abit - Distancing is increasing because the pitch of the notes here increases.
  2. 01:22:690 (8) - Change this to Oblique? - Done slightly.
  3. 01:22:843 (1) - How about move to x:272 - Done to make the HDash flow more constant here.
  4. 01:22:997 (2,3,4,5) - Change it to same shape on 01:18:382 (2,3,4,5) - - I think the variety in the shapes here can be nice.

It's all from me, hope it can helpful Good luck <3
Thanks for the mod!
BoberOfDarkness
I wish I could M4M for that

but actually here is more like spacing check.



Incandescent
  1. 00:04:536 (2,3,4,5) - linear stream + sharp direction change is very uncomfortable and way to hard for me. I sugest you using similiar stream to 00:04:997 (7,8,9,10) -
  2. 00:05:305 (1,2,3,4) - anti-flow is too hard here. I would dive stream into duplets and spaced them like: http://osu.ppy.sh/ss/6536236. Placing (1) x:96, (2) x:32, (3) x:168, (4) x:224. With that placing hypers triggers corectly.
    00:10:843 (4,5) - less important but maybe you could try timeline and slider shape I did here? I feel the 5/4 slider folows vocal better and flows well in gameplay. Thats how I did it - https://osu.ppy.sh/ss/6536275
  3. 00:17:612 (4,5) - for aesthetics sake move it to x:482. Ik nazi
  4. 00:17:766 (6,7,8) - the spacing to previous object and next is too big, move them all to x:232 so that will descrease distance but will keep pattern hard
  5. 00:19:073 (9) - stacing with (8) looks bad, one grid left please.
  6. 00:21:613 (7) - that slider is just troll, if you want to make pattern very insane you might want try this pattern - https://osu.ppy.sh/ss/6536346. Less anti-flow but harder and plays better.
  7. 00:25:613 (1,2) - the distance isn't high between notes but fact that the (2) is on the right side of (1) what is a single note make this a difficulty spike to me. Try moving 00:25:613 (1) - to x:138 and 00:25:766 (2) - on x:38 the pattern flows much better and its nicer to play.
  8. 00:31:613 (4,5) - the idea of placing 1/4 slider into 1/4 hyper is nice but stacking sliders head and tail doesn't work well to me, place the slider horizontally.
  9. 00:48:074 (5,6,7,8) - that is flow-brekaer again and I would re:work this stream. Divining them into 2 douplets is fine I guess like I point at begging.
  10. 01:02:536 (7) - nazi, but I think that works better if you move a bit the tail of slider to left.
  11. 01:22:843 (1) - its small flow breaker as stacked.

Good luck
Monstrata
Incandescent doesn't have that epic connotation attached to it. When you think of Incandescence you think of like, something burning bright as a result of heat. Like candles, lightbulbs, lamps etc... Doesn't really relate well to the song imo.

Maybe try: Conflagration? Blaze? Wildfire? Combustion? Searing? Scorching?

Just some ideas. Good luck!
Topic Starter
MBomb

BoberOfDarkness wrote:

I wish I could M4M for that

but actually here is more like spacing check.



Incandescent
  1. 00:04:536 (2,3,4,5) - linear stream + sharp direction change is very uncomfortable and way to hard for me. I sugest you using similiar stream to 00:04:997 (7,8,9,10) - - Harshness here is intentional, it signifies the strong pitches here.
  2. 00:05:305 (1,2,3,4) - anti-flow is too hard here. I would dive stream into duplets and spaced them like: http://osu.ppy.sh/ss/6536236. Placing (1) x:96, (2) x:32, (3) x:168, (4) x:224. With that placing hypers triggers corectly. - Pretty easy movement, and the change in direction helps to make this pattern feel different to the others.
    00:10:843 (4,5) - less important but maybe you could try timeline and slider shape I did here? I feel the 5/4 slider folows vocal better and flows well in gameplay. Thats how I did it - https://osu.ppy.sh/ss/6536275 - Not liking the idea of a 5/4 slider here because there is a sound on the 1/1, which is what this slider end is trying to hit.
  3. 00:17:612 (4,5) - for aesthetics sake move it to x:482. Ik nazi - I feel this would make the curve movement here too uncomfortable, as that would result in a motion where you stop and then quickly go again.
  4. 00:17:766 (6,7,8) - the spacing to previous object and next is too big, move them all to x:232 so that will descrease distance but will keep pattern hard - These distances increase because of the fact that these are the strongest notes of the sections, and they flow fine with the current distances, so I see no reason to change these to make them closer to how the other jumps are, these are different for the emphasis.
  5. 00:19:073 (9) - stacing with (8) looks bad, one grid left please. - Stack was to influence a curve movement here, and whilst your suggestion does the same, yours does it in a different, way, acting like the direction change is after the pattern, whereas mine has the direction change in the middle, which I feel is nice for flow.
  6. 00:21:613 (7) - that slider is just troll, if you want to make pattern very insane you might want try this pattern - https://osu.ppy.sh/ss/6536346. Less anti-flow but harder and plays better. - That goes agains the idea of this pattern, and I like how this slider plays as a quick wiggle movement, whereas yours plays as a stop-start movement, which I don't like as much.
  7. 00:25:613 (1,2) - the distance isn't high between notes but fact that the (2) is on the right side of (1) what is a single note make this a difficulty spike to me. Try moving 00:25:613 (1) - to x:138 and 00:25:766 (2) - on x:38 the pattern flows much better and its nicer to play. - Direction change is intentional to emphasise these drums without use of a strong dash or HDash, as I feel this sounds are good to emphasise, but not strong enough for these kinds of strong movements, so this is my way of emphasising instead.
  8. 00:31:613 (4,5) - the idea of placing 1/4 slider into 1/4 hyper is nice but stacking sliders head and tail doesn't work well to me, place the slider horizontally. - Again, this is the same idea as the curve pattern earlier, of giving the effect of a curve but without actually having a curve, it's an interesting gimmick which I have used in lots of maps before.
  9. 00:48:074 (5,6,7,8) - that is flow-brekaer again and I would re:work this stream. Divining them into 2 douplets is fine I guess like I point at begging. - Same as earlier, it's just a simple wiggle to emphasise the changes in guitar feel here.
  10. 01:02:536 (7) - nazi, but I think that works better if you move a bit the tail of slider to left. - The curve feeling gimmick, same as earlier, but also I feel if this was tilted to the left it would feel forced against the wall.
  11. 01:22:843 (1) - its small flow breaker as stacked. - And again, this is a gimmick I use commonly in my maps of the curve not existing, but the feeling of a curve existing. (Just in case you don't understand, imagine if this was a 1/8 triple, and that's basically what I do, I give the illusion of that type of pattern, but without doing the middle note because that doesn't exist in the song).

Good luck
Thanks for the mod!
Ascendance

Monstrata wrote:

Incandescent doesn't have that epic connotation attached to it. When you think of Incandescence you think of like, something burning bright as a result of heat. Like candles, lightbulbs, lamps etc... Doesn't really relate well to the song imo.

Maybe try: Conflagration? Blaze? Wildfire? Combustion? Searing? Scorching?

Just some ideas. Good luck!
background has aids quality too so you might wanna fix that
Deif
mbomb sucks...

[General]
  1. Hitsounds: "drum-sliderslide" isn't even necessary to add, as slidersliders are totally inaudible in CtB.
[Incandescent or whichever name you pick]
  1. 00:02:467 (12) - Unsnapped object! Be careful when you use the "transform slider into stream" tool, since this is quite common. In fact, there are some other objects that are unsnapped by a few ms by AiMod doesn't detect those. You'll need to resnap them manually.
  2. 00:05:305 (1,2,3,4) - The antiflow on those notes makes me cringe. If you want to keep that shape, at least try to make the distance (1,2) lower to have a bit more reaction time for the next notes.
  3. 00:21:613 (7) - This slider is oddly positioned. If you want to keep the current shape, at least try moving it to x:272 to reduce the strenght of the previous hdash.
  4. 00:29:226 (9) - Unsnapped object! As said, there are more in this difficulty that aren't detected by AiMod.
  5. 00:51:459 (1,2,3,4) - Is this succession of hdashes that necessary in this part? The one between (2,3) can be avoided at least.
  6. 01:08:997 (1,2,3,4,5,6,7,8,9,10,11) - I'm not sure that 11 consecutive 1/2 hdashes are the most appropriate technique to apply in this section. It looks a bit overdone taking into account this is not one of the most intense parts of the music at all.
  7. 01:17:920 (5,6,7,8,1) - After the hard pattern you had at 01:17:305 (1,2,3,4) - you place another hdash to face the next row of hdashes? Be a bir more lenient and place (5) at x:320 to have a softer transition.
  8. 01:26:536 (1,2,3) - Another double hdash that could've been avoided. Not expected at all.
[Overdose]
  1. 00:06:690 (6) - The end of the slider isn't snapped properly. Take the same advice as I mentioned in the highest difficulty though.
  2. 01:14:073 (4) - This slider is also detected as not snapped.
  3. 01:27:459 (1,2,3,4,5,6,1) - Try to do something else apart of 7 consecutive hdashes at almost the same distance. Moving (2) and (5) more to the centre to create a slight anti-flow pattern would be an option, for example at x:240 and x:272.
[Platter]
  1. 00:21:920 (4) - Try to make the first curve a bit softer to avoid missing unnecessarily droplets with this anti-flow jump.
  2. 01:02:536 (1,2,1) - This whole transition is rather tricky for a Platter, having a dash and them a direction change with a hdash. An option would be shortening the slider to be 1/1 instead. That'd also match better to the battery sounds.
  3. 01:26:843 (4) - Consider moving this note more to the left. The current distance with the previous note after the hdash isn't that suitable for this difficulty.
[Salad]
  1. 00:24:690 (1) - I kinda expected this note to be placed at the left side of the screen instead, taking into account the shape of the previous pattern. Maybe you can rotate the 00:23:151 (2,3,4,5,6) - notes to increase the distance with the mentioned notes. Something like this could work: https://osu.ppy.sh/ss/6542457 .
  2. 00:26:536 (1,2) - I'm not that happy with the position you chose for those sliders, even if there's enough distance between them the required movement would be considered as tricky for this difficulty.
  3. 01:17:305 (4,5,6) - Those notes are definitely too far from the previous slider, taking into account its current shape I'd recommend moving them altogether to x:352 or similar to reduce that dash and also increase a bit the distance with the next note (7).
  4. 01:26:074 (2) - This is quite mean for this difficulty. Try to make that slider at least vertical like the previous one to avoid making that players do unnecessary direction changes.
  5. 01:27:459 (1,2,3,4,5,6,1) - Ugh... UUUGHHH please no. CtB isn't a rhythm game :^) and players at this level could easily miss a long zigzag like this one.
[Cup]
  1. 01:17:305 (4,5) - The 1/2 slider doesn't match that well with the rest of the difficulty, which is mostly done on 1/1 beats. What about changing that part into something like this: https://osu.ppy.sh/ss/6542554 ?
[]
... for real :^)
Topic Starter
MBomb

Ascendance wrote:

Monstrata wrote:

Incandescent doesn't have that epic connotation attached to it. When you think of Incandescence you think of like, something burning bright as a result of heat. Like candles, lightbulbs, lamps etc... Doesn't really relate well to the song imo.

Maybe try: Conflagration? Blaze? Wildfire? Combustion? Searing? Scorching?

Just some ideas. Good luck!
background has aids quality too so you might wanna fix that
i don't see any problem with bg quality what the

(changed diff name to Conflagration)

Deif wrote:

mbomb sucks... - I see why you say this, hopefully changed in a better way.

[General]
  1. Hitsounds: "drum-sliderslide" isn't even necessary to add, as slidersliders are totally inaudible in CtB. - What's a hitsound?
[Incandescent or whichever name you pick]
  1. 00:02:467 (12) - Unsnapped object! Be careful when you use the "transform slider into stream" tool, since this is quite common. In fact, there are some other objects that are unsnapped by a few ms by AiMod doesn't detect those. You'll need to resnap them manually. - Went through every note in the map and resnapped. Literally. Every. Note.
  2. 00:05:305 (1,2,3,4) - The antiflow on those notes makes me cringe. If you want to keep that shape, at least try to make the distance (1,2) lower to have a bit more reaction time for the next notes. - Alright, I still think it's fine but this has been pointed at a lot, so reducing it still keeps the general idea whilst making it more comfortable, I guess.
  3. 00:21:613 (7) - This slider is oddly positioned. If you want to keep the current shape, at least try moving it to x:272 to reduce the strenght of the previous hdash. - Done, but with a few changes afterwards, as this made the flow afterwards a bit uncomfortable, but my other changes made a difference to keep it flowing nice.
  4. 00:29:226 (9) - Unsnapped object! As said, there are more in this difficulty that aren't detected by AiMod. - Got it already boss.
  5. 00:51:459 (1,2,3,4) - Is this succession of hdashes that necessary in this part? The one between (2,3) can be avoided at least. - I feel this helps seperate it from the sections beforehand, as here, the high pitched guitar is also on 3 in a way that I feel is worth emphasising more than the other similar sections, and these consecutive HDashes felt like the best way for emphasis, as well as the drum here also being played 1/4, different to the other parts.
  6. 01:08:997 (1,2,3,4,5,6,7,8,9,10,11) - I'm not sure that 11 consecutive 1/2 hdashes are the most appropriate technique to apply in this section. It looks a bit overdone taking into account this is not one of the most intense parts of the music at all. - Good point. Kept the last few HDashes for the emphasis of the strong guitar here (It's consistent with the previous section anyway) but made the first ones similar to the previous sections, except instead of sliders, they are dash notes now.
  7. 01:17:920 (5,6,7,8,1) - After the hard pattern you had at 01:17:305 (1,2,3,4) - you place another hdash to face the next row of hdashes? Be a bir more lenient and place (5) at x:320 to have a softer transition. - I think that because of the difference in snapping here, having the HDash to face the row of HDashes is fine, however I made the HDash a tiny bit weaker, to hopefully make it a bit more fair.
  8. 01:26:536 (1,2,3) - Another double hdash that could've been avoided. Not expected at all. - For the drums this time, I feel it's fine with the music.
[Overdose]
  1. 00:06:690 (6) - The end of the slider isn't snapped properly. Take the same advice as I mentioned in the highest difficulty though. - This is making me want to shoot myself.
  2. 01:14:073 (4) - This slider is also detected as not snapped. - Got it.
  3. 01:27:459 (1,2,3,4,5,6,1) - Try to do something else apart of 7 consecutive hdashes at almost the same distance. Moving (2) and (5) more to the centre to create a slight anti-flow pattern would be an option, for example at x:240 and x:272. - You're not mean enough to people Deif :^) Done, but with higher distances with the antiflow, because I'm evil.
Quick note: There were some of those 1ms unsnaps on rain, so I fixed those too.

[Platter]
  1. 00:21:920 (4) - Try to make the first curve a bit softer to avoid missing unnecessarily droplets with this anti-flow jump. - Made it a bit weaker, yeah.
  2. 01:02:536 (1,2,1) - This whole transition is rather tricky for a Platter, having a dash and them a direction change with a hdash. An option would be shortening the slider to be 1/1 instead. That'd also match better to the battery sounds. - Sounds good.
  3. 01:26:843 (4) - Consider moving this note more to the left. The current distance with the previous note after the hdash isn't that suitable for this difficulty. - Yeah, decreased the jump slightly.
Fixed a few 1ms snaps here too.

[Salad]
  1. 00:24:690 (1) - I kinda expected this note to be placed at the left side of the screen instead, taking into account the shape of the previous pattern. Maybe you can rotate the 00:23:151 (2,3,4,5,6) - notes to increase the distance with the mentioned notes. Something like this could work: https://osu.ppy.sh/ss/6542457 . - Good point, done.
  2. 00:26:536 (1,2) - I'm not that happy with the position you chose for those sliders, even if there's enough distance between them the required movement would be considered as tricky for this difficulty. - I think this is plenty of reaction time to see that you need to dash, even for a salad player.
  3. 01:17:305 (4,5,6) - Those notes are definitely too far from the previous slider, taking into account its current shape I'd recommend moving them altogether to x:352 or similar to reduce that dash and also increase a bit the distance with the next note (7). - How didn't I already notice this? Fixed.
  4. 01:26:074 (2) - This is quite mean for this difficulty. Try to make that slider at least vertical like the previous one to avoid making that players do unnecessary direction changes. - I think for the end of a kiai, this is fine for a salad difficulty.
  5. 01:27:459 (1,2,3,4,5,6,1) - Ugh... UUUGHHH please no. CtB isn't a rhythm game :^) and players at this level could easily miss a long zigzag like this one. - A lot of people have complained about this, so changed the pattern slightly.
[Cup]
  1. 01:17:305 (4,5) - The 1/2 slider doesn't match that well with the rest of the difficulty, which is mostly done on 1/1 beats. What about changing that part into something like this: https://osu.ppy.sh/ss/6542554 ? - I think the guitar is strong enough to add the 1/2 repeat slider here, especially considering it's a standstill anyway.
[]

... for real :^)
Thanks for the mod! Also added tags to all difficulties, finally.
Ascendance
For the hitsound you could have changed it to drum-slidertick and it would be fine (that's what I do when I copy hitsounds from standard maps). If you wanna readd it I think it could be nice to do :D
Deif

Ascendance wrote:

For the hitsound you could have changed it to drum-slidertick and it would be fine (that's what I do when I copy hitsounds from standard maps). If you wanna readd it I think it could be nice to do :D
There's no need to add extra sounds to the ticks. That'd even make the map even more confusing to play imo.

Also MBomb learn to map away from the x-axis. Your maps are a pain to mod without testing them D:

Bubbled!
JBHyperion
Idk if I can check the last diff but here's a mod or something I guess ¯\_(ツ)_/¯

Difficulty-Specific Comments:

Cup
  1. 00:54:228 (1,2) - Even though the spacing isn't especially strict here, the sudden appearance of 1/2 doubles might unsettle the player. I'd prefer if 00:54:228 (1,3) - were moved right a touch to make this especially lenient, x-200 perhaps?
  2. 01:05:305 (1,2,3) - Given that there is only a held vocal sound here, I feel this should be a 2/1 slider similar to 01:02:536 (2) - 01:08:074 (2,2) -
  3. 01:19:151 (3,4,1) - Quite a sharp spacing on both sides, I'd move (4) right slightly
  4. 01:24:690 (2,1,2) - Same as before, though perhaps more important considering these are hotizontal. Suggest making this as lenient as possible by reducing distance slightly
  5. 01:27:459 (1,2,3,4,5,6,1) - This is more comfortable to walk in one motion than tapped (which is what new players are more likely to do imo), so I'd prefer if these distances were reduced a little

Salad
  1. 00:01:151 (2,3) - Antiflow transition is unnecessary to begin the map, to ease new players in a more natural flow would be better to start with
  2. 00:04:074 (4,1) - Similarly, I'd prefer if the first dash wasn't one into an antiflow motion, this kind of compound motion makes it hard for players to adjust to the bpm and spacing. Better make the first few more natural to help players read the patterns more comfortably
  3. 00:05:305 (3,4) - Quite close to dash, coinsider reducing to avoid potential double dash scenario with 00:05:920 (4,1) -
  4. 00:10:843 (4) - No real need for this to be so close to the screen border, the large timeline gap could make it difficult to react to this. Try moving this right (or (3) left))
  5. 00:19:151 (1) - I don't see a need for this to be an antiflow movement considering other similar sounds were mapped naturally. You already have a number of dash+antiflow patterns surrounding this, so simplifying this one would balance the difficulty out
  6. 00:22:843 (1,2) - Would reduce this slightly so it's more lenient, compare to 00:24:690 (1,2) - which is 1.2x
  7. 00:26:536 (1,2) - Simplify this by removing the antiflow elements, or removing the awkward 2/1 dash
  8. 00:31:459 (5,6) - 00:33:305 (5,6) - These 1/2 dashes come as a surprise to me. Given that none of 00:33:920 (1,2,3,4,5,6,1,2,3,4,5,6) - contains dashes whilst being of comparable or greater intensity, I'd make these walkable
  9. 00:45:920 (3,4) - 00:49:613 (3,4) - Quite high for walkable spacings leading into dash. I'd lower these a little to make the dash easier to read
  10. 00:59:459 (5,1) - Not sure why this is a dash with antiflow when 01:01:305 (3,1) - is a regular spacing with natural flow considering they're mapping the same sounds
  11. 01:12:997 (2,3,4) - Dash fits better to (3) for the strong vocal, though you didn't use any dashes in previous iterations of this pattern so maybe removing it entirely would be best
  12. 01:26:074 (2,3) - Dash into antiflow wiggle is really unexpected at this difficulty, would play much better if you flipped (3) to the left hand side
  13. 01:28:228 (6,1) - Ambiguous 1/2 spacing that can be caught by walking, but dashing may cause problems due to the direction change. Normal spacing might be safer here

Platter
  1. 00:12:690 (1,2,3,4,5,6) - This could be spaced a little higher to improve flow, since currently it requires a pause if you attempt to walk it
  2. 00:14:536 (1,2) - I find this 1/2 antiflow quite awkward to play, especially leading into a hyperdash. Perhaps you could curve (1) more to the right, put (2) on the right, and then hyper back to the left?
  3. 00:20:997 (1,2,3,4) - The pitch is decreasing here, so I feel the spacing should be lowered instead of raised. You could also angle the sliders slightly for more variety
  4. 00:21:613 (3,4) - Hyper into a complex slider with antiflow is inviting annoying droplet misses, please remove the antiflow elements here or simplify the slider
  5. 00:54:690 (2,3,4) - These transitions are somewhat sharp, (3) could be moved right to reduce for a more lenient movement that still retains the desired emphasis
  6. 01:27:459 (1,2,3) - Even though you reached the climax of the song, a tiny bit less spacing on these would be beneficial, nobody likes to miss right at the end of the map

Rain
  1. 00:05:920 (3,1,2,3,4) - This antiflow stood out as unexpectedly tricky, I feel a slight reduction between (1,2) and (3,4) would make this play better
  2. 00:16:074 (3,4,1) - Whilst it's not unrankable, I'd strongly advise against double hypers at this BPM, especially so early in the map and especially especially considering 00:16:382 (1) - is an antiflowing slider. It presents a major unexpected difficulty spike that I feel a lot of players will struggle with. Whilst I don't really agree with the double hypers as a concept, 00:16:997 (3,4,1) - 00:17:920 (3,4,5) - etc. at least play much better to me
  3. 00:36:997 (2) - Would like to see this moved right a little, it can be quite tricky after the 1/4 hyper 00:36:613 (9,1) -
  4. 00:54:382 (2,3,4,5) - ^ Similar scenario, reduction on the non-hyper distances would be nicer imo
  5. 01:19:766 (3,4,1) - Same as 00:16:074 (3,4,1) -
  6. 01:20:843 (4,5,6,7) - Hyper into reverse stair pattern feels much too difficult for a Rain diff, I would have tried some opposite sliders instead, but if you really want to keep the stairs, consider reducing the spacing a little

Overdose
  1. 00:15:766 (5,6,7,8,1) - At least for the first pattern involving these 1/2 hyperchains, I'd prefer to see a normal flow so the player can become accustomed to the timing required with the added leniency of not having to immediately change direction. Perhaps you could swap 00:16:382 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - combos around?
  2. 00:35:151 (5,6) - I never expect (6) to be a continuation in the same direction considering the previous pattern at 00:34:228 (5,6) - so either make another natural flowing transition here, or reduce the spacing to ease readability
  3. 00:54:382 (2,3,4,5,6) - Sane comment as in Rain, these cross screen non-hyper transitions after strong hypers can be a little annoying to hit if your timing isn't spot-on
  4. 01:17:920 (4,5) - Considering these are drum-only, I feel non-hypers would provide a better contrast with the previous patterns
  5. 01:21:920 (1,2,3,4,5) - 01:22:843 (1,2,3,4,5) - Not a fan of these 1/4 hyper chains into slight stream patterns as they require a delicate movement right after a harsh one. Reducing the hyper strength (if possible) or creating more of a C-shaped slider with more leniency would play better for me

Through the Fire and the Antiflow
  1. 00:05:305 (1,2,3,4) - Why is this such a slight antiflowing curve after a strong hyper? It's really uncomfortable to hit comparing with your previous more flowing stream patterns, and I don't see the justification for doing so. Ctrl+H and back into it's original placement seems the most sensible thing to do
  2. 00:21:459 (6,7,1) - I know the song doesn't exactly stress comfort and pleasantry, but a 195BPM 1/4 reverse stair is really surprising to see arbitrarily thrown in like this. It's difficult to read and even harder to play, and considering the pitch and intensity are decreasing here, I strongly implore you to reconsider this
  3. I can get 90% acc on a good run, those chains are too killer for me ):
Hope this helps, good luck!
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