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9mm Parabellum Bullet - Inferno [CatchTheBeat]

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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!
Topic Starter
MBomb

JBHyperion wrote:

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? - Done.
  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) - - I feel like the sound on these vocals is different in a way which it'd be confusing for the player to see a 2/1 slider here.
  3. 01:19:151 (3,4,1) - Quite a sharp spacing on both sides, I'd move (4) right slightly - Done 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 - Done.
  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 - This is intended to be walked in motion, in fact if this was to be tapped it'd be far too hard for a cup in my opinion.

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 - Considering the reaction time given, this antiflow will really cause no problem.
  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 - Considering the low SV, and the movement afterwards, I would say this movement is comfortable for an average salad player already.
  3. 00:05:305 (3,4) - Quite close to dash, coinsider reducing to avoid potential double dash scenario with 00:05:920 (4,1) - - Done.
  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)) - Considering the strength of this note, the strength seems good to me, and considering previous movements, the reaction for most players would be to go in this direction anyway.
  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 - This movement is pretty easy for a salad player, so I think it's fine to leave it as is, considering there's no dash to it or anything.
  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 - Done.
  7. 00:26:536 (1,2) - Simplify this by removing the antiflow elements, or removing the awkward 2/1 dash - As I mentioned in response to Deif's mod, the high reaction time here makes these movements fine.
  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 - I use stronger movements for high differences in sound here, so because this section is generally calmer, the strong sections stick out a lot more, in my eyes. (Also there is a dash in that next section).
  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 - Higher movement is to match pitch changes, and I think having these at such a high distance makes the dash afterwards easier, as you can just increase in speed, rather than having to stop for the note before starting to dash again.
  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 - Similar to earlier, this part is for the change in music, rather than the actual intensity. The music changes, and so the sound feels more emphasised. (Also this one is actually a higher pitch too).
  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 - Vocal on 4 is stronger to me because of the pitch on it.
  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 - I think this is fine for the end of a kiai on a salad, as a lot of reaction time is given already here due to the timeline difference and leniency of the dash.
  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 - A dash should be fine. Increased.

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 - Done.
  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? - I think this wouldn't have the same effect of intensity into the guitar section as this has, which I feel is fitting.
  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 - Whilst the pitch is lowering, the actual intensity of the sound seems higher to me.
  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 - The movement on this slider is pretty simple, especially with the now weaker movement of the beginning of the slider due to the slant.
  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 - Reduced slightly.
  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 - Done.

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 - Reduce slightly.
  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 - I want to keep the antiflow for variety, however I reduced the HDash strength and slanted the slider a bit, to make the antiflow more comfortable to play.
  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) - - Done.
  4. 00:54:382 (2,3,4,5) - ^ Similar scenario, reduction on the non-hyper distances would be nicer imo - Reduced it slightly.
  5. 01:19:766 (3,4,1) - Same as 00:16:074 (3,4,1) - - Same as then.
  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 - Reduced spacing yeah.

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? - Honestly, I think this kinds of movements are actually easier with a direction change after, because it's another left-right, rather than having to suddenly break out of that pattern, so I think the leniency here is actually greater with a direction change.
  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 - Reduced spacing a bit.
  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 - I disagree with you on this one, I think this one is easy enough to hit already without spot on timing.
  4. 01:17:920 (4,5) - Considering these are drum-only, I feel non-hypers would provide a better contrast with the previous patterns - Changed to normal dashes.
  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 - Strength of these streams is strong enough that if you follow flow, you won't overdash, and whilst the chance is still there, it'd be by not following the curve, more than the HDash strength being too high.

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 - The antiflow movement is weak and simple to play, and the pitch here is pretty strong, so this type of movement emphasises the pitch whilst not being too over the top, in my mind.
  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 - This pattern looks difficult but honestly the wiggle here is not that hard, it just looks menacing before you actually play it, as the wiggle pattern is very weak and so doesn't require much movement at all to hit it, and then the next notes follow up with a similar situation through the curve, to keep the consistency of the movements you have to do. I also think it plays interesting, so I'd prefer to keep it.
  3. I can get 90% acc on a good run, those chains are too killer for me ): - Unlucky ):
Hope this helps, good luck!
Thanks for the mod!
Ascendance
Jbh is the only other person I'd trust to qualify this tbh lol
Topic Starter
MBomb
:thinking:
Kimitakari
Theres something you just missed...
Cup mapped and hitsounded by - Magic Bomb -
Salad mapped and hitsounded by - Magic Bomb -
Platter mapped and hitsounded by - Magic Bomb -
Rain mapped and hitsounded by - Magic Bomb -
Overdose mapped and hitsounded by - Magic Bomb -
Conflagration mapped and hitsounded by - Magic Bomb -
Code if you like to
[centre][img]https://i.ppy.sh/c0e538e82d0e015b063491ecb18d1658d12d12a8/687474703a2f2f6f73752e7070792e73682f696d616765732f656173792d662e706e67[/img] [size=150][color=#00FF00]Cup mapped and hitsounded[/color] by [profile]- Magic Bomb -[/profile][/size]
[img]https://i.ppy.sh/0c54b89592245ee76c1403a9105b8f4cc34cd2b6/687474703a2f2f6f73752e7070792e73682f696d616765732f6e6f726d616c2d662e706e67[/img] [size=150][color=#0000FF]Salad mapped and hitsounded[/color] by [profile]- Magic Bomb -[/profile][/size]
[img]https://i.ppy.sh/74a0bbb36ef3135aba9c6f8ecb914e518af4b357/687474703a2f2f6f73752e7070792e73682f696d616765732f686172642d662e706e67[/img] [size=150][color=#FF8000]Platter mapped and hitsounded[/color] by [profile]- Magic Bomb -[/profile][/size]
[img]https://i.ppy.sh/79dd0dfaeb0ec69b4e025d010df162c707589ac1/687474703a2f2f6f73752e7070792e73682f696d616765732f696e73616e652d662e706e67[/img] [size=150][color=#FF0000]Rain mapped and hitsounded[/color] by [profile]- Magic Bomb -[/profile][/size]
[img]http://w.ppy.sh/e/ee/Expert-f.png[/img] [size=150][color=#8000BF]Overdose mapped and hitsounded[/color] by [profile]- Magic Bomb -[/profile][/size]
[img]http://w.ppy.sh/e/ee/Expert-f.png[/img] [size=150][color=#8000BF]Conflagration mapped and hitsounded[/color] by [profile]- Magic Bomb -[/profile][/size][/centre]
Topic Starter
MBomb

Nelly wrote:

Theres something you just missed...
Cup mapped and hitsounded by - Magic Bomb -
Salad mapped and hitsounded by - Magic Bomb -
Platter mapped and hitsounded by - Magic Bomb -
Rain mapped and hitsounded by - Magic Bomb -
Overdose mapped and hitsounded by - Magic Bomb -
Conflagration mapped and hitsounded by - Magic Bomb -
Code if you like to
[centre][img]https://i.ppy.sh/c0e538e82d0e015b063491ecb18d1658d12d12a8/687474703a2f2f6f73752e7070792e73682f696d616765732f656173792d662e706e67[/img] [size=150][color=#00FF00]Cup mapped and hitsounded[/color] by [profile]- Magic Bomb -[/profile][/size]
[img]https://i.ppy.sh/0c54b89592245ee76c1403a9105b8f4cc34cd2b6/687474703a2f2f6f73752e7070792e73682f696d616765732f6e6f726d616c2d662e706e67[/img] [size=150][color=#0000FF]Salad mapped and hitsounded[/color] by [profile]- Magic Bomb -[/profile][/size]
[img]https://i.ppy.sh/74a0bbb36ef3135aba9c6f8ecb914e518af4b357/687474703a2f2f6f73752e7070792e73682f696d616765732f686172642d662e706e67[/img] [size=150][color=#FF8000]Platter mapped and hitsounded[/color] by [profile]- Magic Bomb -[/profile][/size]
[img]https://i.ppy.sh/79dd0dfaeb0ec69b4e025d010df162c707589ac1/687474703a2f2f6f73752e7070792e73682f696d616765732f696e73616e652d662e706e67[/img] [size=150][color=#FF0000]Rain mapped and hitsounded[/color] by [profile]- Magic Bomb -[/profile][/size]
[img]http://w.ppy.sh/e/ee/Expert-f.png[/img] [size=150][color=#8000BF]Overdose mapped and hitsounded[/color] by [profile]- Magic Bomb -[/profile][/size]
[img]http://w.ppy.sh/e/ee/Expert-f.png[/img] [size=150][color=#8000BF]Conflagration mapped and hitsounded[/color] by [profile]- Magic Bomb -[/profile][/size][/centre]
memepartner in crime nelly
Kimitakari
:^)
SYAHME
It will be cool if - Magic Bomb - can put the music video.
Topic Starter
MBomb

SYAHME wrote:

It will be cool if - Magic Bomb - can put the music video.
Unfortunately, I don't think I'm allowed to add the video due to parts of it being inappropriate for some audiences, sorry ;w;
SYAHME
Not an anime op video, the real music video
Colin

SYAHME wrote:

Not an anime op video, the real music video
he actually could do that
https://www.youtube.com/watch?v=8DizBlRFMD4
BoberOfDarkness
adding video in 2k16 LUL
Topic Starter
MBomb
Oh right, yeah actually, I was considering that but I never did it because I forgot.

I'll try and get it but i'm shit at that kind of thing xd

Edit: Added video, JBH is a god.
Deif

- Magic Bomb - wrote:

JBHyperion wrote:

Platter
  1. 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 - The movement on this slider is pretty simple, especially with the now weaker movement of the beginning of the slider due to the slant.
I'd like to see this spot fixed anyway before I can rebubble the beatmap. You can try to make the beginning of the long slider completely vertical to avoid that antiflow element of that hdash. The chances of getting all those droplets are rather low at the moment if you don't make the right movement.

Also you should rename the video file to something else that doesn't contain unicode characters. For some reason my PC renamed the file into "9mm Parabellum Bullet - âCâôâtâFâïâm.avi" so it's not being shown in any difficulty at all.
Topic Starter
MBomb
Made the slider almost vertical and changed video name to "video.avi" to fix issue. That should be fine now.
Deif
It's back!
Monstrata
Qualified! Good luck~
Shiguri
Qualified! Good luck~
Topic Starter
MBomb
Why do you people meme me ;w;

Thanks for the rebubble deif <3
-Sh1n1-


Cup

  1. 00:49:613 (3,4,1) - why 00:49:613 (3,4) - have more distance than 00:50:228 (4,1) - when the strong sound is on 00:50:536 -, keep consistency with 00:47:766 (3,4,1) - 00:45:920 (3,1) -, I suggest you to move 00:50:228 (4) - to x:255 and 00:50:536 (1) - to x:407
  2. 00:55:766 (5,1) - move to x:200, the current distance between 00:55:459 (4,5) - is too short and looks unsightly, the high drum pitch at 00:55:766 - doesn't deserve less distance imo.
  3. 01:20:997 (2,1,2,3,4) - what are u following here? guitar, right? but guitar pitch at 01:21:920 - isn't stronger than 01:22:536 -? I think that 1.49x of ds should be at 01:21:920 - 01:22:843 - and 01:23:766 -, in the other hand sounds like 01:22:536 - and 01:23:459 - deserve 1.28x


Salad

  1. 00:19:151 (1,2,3) - I don't believe that 00:19:151 (1,2) - have more distance than 00:19:766 (2,3) - while guitar is very strong at 00:20:074 -, what do you think about move 00:20:074 (3,4) - to x:392, consistency with 00:15:459 (1,2,3) -
  2. 00:20:690 (4,1) - distance here could be increased too, move 00:20:997 (1,2,3) - to x:400
  3. 00:25:613 (6,1) - the current jump is a bit hard cause the jump is suddenly to the other side, also there is an antiflow in the transition between 00:25:613 (6,1) -, I recommend you to reduce the distance, something as you did at 00:23:766 (6,1) -, not equal just something similar cause the sounds at 00:26:536 - is a stronger than 00:24:690 -, so 00:26:536 (1) - at x:80 might looks nicer.
  4. 00:34:228 (3,4) - 1.50x of distance between such notes is enough imo, also 00:35:766 - have a similar pitch as 00:33:920 - and 00:34:843 -, why the current distance between 00:35:151 (6,1) - is 1.17x? you should re arrange the position of 00:34:843 (4,5,6) - to fix it imo.
  5. 00:45:459 (2,3) - don't you want to add a little bit of more distance? same as 00:47:305 (2,3) - pls.
  6. 00:48:690 (1,2,3) - why you decreassed distance here? keep consistency with your previous patterns please.
  7. 01:13:613 (3,4) - the current jump is too long, also the pattern in general is too much for a salad diff imo, 01:13:613 (3,4,1) - double jump could be complicated for newcomers, at least reduce the distance between 01:13:613 (3,4) -, to fix it I suggest you to move 01:13:920 (4,1,2) - to x:392
  8. 01:25:613 (1,2,3) - why distances are too different while sounds are similar? I recommend you to move 01:26:074 (2) - to x:304 and 01:26:536 (3,1,2,3,4,5,6,1) - to x:488

Platter

  1. 00:13:459 (6,1) - don't you want to add more distance here, something like, at least increase a bit, obviously will be better if you keep consistency with 00:12:536 (6,1) - but I'll leave it to you.
  2. 00:39:459 (3,4) - why not continue the pattern with slider?
  3. 00:40:382 (5) - don't you want to change into note? the you could add a slider from 00:40:690 - to 00:40:843 -, the second step is optional, you could add reverse or note to enphasize 00:40:997 -, tbh note follow better the sound here cause 00:40:997 - is a bit stronger compared with the previous sounds.
  4. 00:52:382 (1,2) - try to add more distance here, the current difference between 00:53:305 (3,4) - and 00:52:382 (1,2) - is too high imo when they are very similar, I don't know what do you think about move 00:52:997 (2,3) - to x:224
  5. 00:50:228 (5,1) - antiflow here is kinda hard for platter imo, if you can change it will be awesome, but if u wanna keep is still acceptable, the problem here is the next object 00:50:997 (2) -, if the previous movement was a bit hard, plus the transition between 00:50:536 (1,2) -, this pattern reminds me to Rain diffs tbh, I suggest you to reduce the distance between 00:50:536 (1,2) -, also for consistency try to reduce the distance between 00:48:690 (1,2) - a little bit too.
  6. Why if 00:56:997 - 00:57:920 - 00:58:843 - have the same sound, 00:56:074 (1,2) - have less distance? it's very noticeable at testing cause intruments are more prominent than vocal.
  7. 01:08:382 (2,3) - I don't understand why you added more distance here while you were following these kind of sounds with distance around 1.30x and 1.50x, e.g: 01:03:766 (2,3) - 01:04:690 (2,3) - 01:05:613 (2,3) - 01:06:536 (2,3) - etc... the current movement is unsightly and is breaking your consistency imo.
  8. 01:09:305 (2,3) - same as above, especially when u have 01:09:920 (1,2,3,1) - following the distances mentioned above.
  9. 01:13:613 (4) - why not follow drums? they are very noticeable also I feel that you added a hyperdash for that reason, I suggest you to change 01:13:613 (4,5) - into something like 00:13:920 (3,4,5,6) -
  10. 01:27:459 (1,2,3,1) - having all the ones horizontally makes the pattern hard for a platter diff imo, is like pressing the dash button all the time to catch everything, I recommend you to change 01:27:459 (1,2,3) - into vertical.

Ok, finishing...
SYAHME
Yeay, added video
Topic Starter
MBomb
I have a dream.
Xinnoh
sh1n1 pls
Ascendance
Ascendance to the rescue as usual

[
General
]

  1. Difficulty Spread : Both Overdoses being cs4 is kinda lame. I'd up the 2nd overdose up to CS4.2 (or make the lower overdose CS3.8?), and also lower the AR to 9.6 for a cleaner AR spread? Also why is every diff HP6 holy moly please give the top diff some challenge and make it HP7
  2. Background Size : Maybe you can find a 1920x1080 one but my god i fucking lvoe anime
  3. Unsnapped objects : None
  4. Audio bitrate over 192 kbps : Good
  5. Metadata Issues : Fine
  6. Timeline Issues : The hyperchains in the top diff could really be refined. As of right now, some of them create more harm than good
  7. Combo Colors : Combo Colors 2 and 4 look too similar, I'd suggest a type of brown for one of them.
  8. Unused Hitsounds : None
  9. Hitsounds Issues : Monstrata
  10. Unused Files / Other : My main issue in the lower diffs is some of the antiflow used that makes the difficulties inappropriate. Like, the antiflow itself isn't bad, but sometimes it's so sharp or harsh that it can be really difficult for a new player to deal with. My goal is hopefully to point out a few instances of where it can be made a bit more loose without ruining your intended antiflow.

[
Cup
]

General



  1. 00:08:074 (1) - x:192 here? Really strong downbeat and vocal emphasis, the note could definitely use some more space.
  2. 00:18:228 (2) - Are you sure about an antiflow slider that's this sharp? I'd suggest a curve instead, but if you want to keep it, I'd suggest adjusting the angle to make it a bit more lenient.
  3. 00:28:690 (2) - ctrl+h and move to x:360? I think just a normal movement would be nice here rather than a 4-point back and forth.
  4. 00:33:612 (6,1) - A bit sharp for the distance you have it at. I'd reduce the distance between the two here to maybe 1.40 or at least create a bit more tilt on 00:33:920 (1) - .
  5. 00:36:074 (2) - Same as the previous point I made about this pattern
  6. 00:40:074 (4) - I know why you put this note, but I'd suggest deleting it. Since you have a similar pattern at 00:40:997 (6) - which emphasizes the drum hit, it's kind of odd to have a sudden switch to vocal emphasis instead of the downbeats.
  7. 00:54:228 (1,2) - Some slight tilt here would be nice for enhancing directional flow, maybe something like this?
  8. 01:08:074 (2) - Another pretty strong antiflow, maybe tilt it a bit?
  9. 01:17:305 (4) - Fully horizontal? You know how I feel about vertical repeat sliders ;c Less intuitive to play!
  10. 01:20:997 (2) - Strong guitar, x:160?
  11. 01:27:151 (5,1) - The entry point of this "stream" is honestly pretty harsh. The distance is high and the angle of approach has little leniency for a new player who would probably react quite late. Although it looks weird, I feel something like this not only gives an appropriate amount of leniency for a new player, but also creates more spacing emphasis on the last 3, most important notes.

[
Salad
]

General



  1. 00:04:074 (4,1) - Pretty hard dash antiflow this early into the difficulty, whereas in the cup it has no more significant emphasis than the other notes. I'd just make the directions of 00:04:074 (4,1,2) - reversed (ctrl+g them individually), and then adjust 00:05:305 (3) - 's position afterwards.
  2. 00:05:920 (4,1) - Aaaa I'd lower the distance here by bringing 00:05:920 (4,1) - to x:184. This keeps the dash but makes the distance not as intense.
  3. 00:18:228 (5) - How does something like this look? Removes the sharp movement into the antiflow and instead creates a bit of a safety net for catcher repositioning. You can probably do that for similar cases of this.
  4. 00:19:151 (1) - plz ctrl+g, there's no real reason for this to be antiflow :(
  5. 00:21:920 (5) - can you make the droplet formation less aids here? A simpler curve would be nice so the big droplet doesn't stick out.
  6. 00:26:536 (1,2) - I'll say it again, I really don't think these small, high distance wiggles, as easy as they are, are suitable for a diff of this level. If you want to keep it, at the very least lower the distance to give ample movement time for it.
  7. 00:31:459 (5,6) - ??? what is this lol.. Even though the guitar starts on the 2nd note, I'd really suggest making it 2 notes -> dash to 1 instead of 1 -> dash to 2. The current pattern is really awkward and even threw me off guard for a second as to why it was there. Not only that, but the current distance is really high as well, and can easily be misleading coming out of a slow 1/1 pattern chain. I'd highly suggest making this change. This goes for the rest of the map with this pattern as well.
  8. 00:44:997 (1) - 2 grids to the right and then a leftwards tilt would be really nice here for leniency and a directional safety net. Players usually don't have the catcher control to stop for a full vertical slider at this level.
  9. 00:54:228 (1) - why me
  10. 01:17:920 (7) - It's walkable (which is good), but I'd suggest making it a bit less of an edge case for a walk. How about x:384?
  11. 01:25:613 (1) - a
  12. 01:26:074 (2) - x:296 and a bit more upwards tilt? that way the catcher isn't forced to move too far left.
  13. 01:28:382 (1) - It might take a rework of your last pattern there, but I'd recommend a dash to this note in the direction of the stream. For example, something like this.

[
Platter
]

General



  1. 00:04:843 (2,3) - Wouldn't recommend a 2x back-forth here, it can be kind of tricky (even for me cuz im noob). I'd move 00:05:305 (3) - to x:304. This would probably cause you to have to ctrl+h your map, or you could do something like this.
  2. 00:06:690 (2,3) - Same goes for here, I really don't recommend this.
  3. 00:12:690 (1,2,3) - Maybe instead of such a sharp entrance point to the next stream, you could try this?
  4. 00:14:536 (1,2) - I really don't like this pattern, mainly due to the curve and the sharp nature of the dash backwards into hdash, but I couldn't find a way to fix it in a way that you might like. I think you could probably find something better though.
  5. 00:20:997 (1,2,3) - Distance is a bit too high here, I find myself moving off of notes too early and missing the tails. Maybe 00:21:305 (2) - to x:176?
  6. 00:40:382 (5,1) - Antiflow hyperdash in a platter is unrankable unfortunately, I'd suggest just making it a simple C-slider
  7. 00:44:074 (4,1) - Even worse case of the same rulebreak :( It also breaks a guideline of hyperdashes near the wall, so this should definitely be fixed.
  8. 00:55:459 (4) - x:456? Moves the edge away from the wall and gives a fair bit of leniency to the harsh jump. You'll need to adjust the slider in order to keep the hdash though.
  9. 01:03:151 (2) - x:104 makes it a more full "reverse slider" pattern here
  10. 01:04:074 (3,1) - Really high distance, try x:264 instead.
  11. I really dislike the amount of back and forths in this platter and I felt like the amount of, or at the very least, the intensity of, the antiflow could be toned down a bit. However, it is your style so I can't say much.

[
Rain
]

General



  1. 00:16:074 (3,4) - Why are you using hyperchains in a rain? Even though they're technically allowed, it's really really really not recommended. It's made even worse by the fact you have the hyperchain going into a steep antiflow pattern that can be easily missed in 00:16:382 (1) - . Please rethink it :(
  2. 01:19:766 (3,4,1) - sad, really harsh pattern, same as above. If you want to keep the hyperchains, they should at least be lenient enough to be incorporated into a rain's setting. This is an introduction to advanced patterns, we shouldn't be trying to kill people with hyperchain antiflows. Just ctrl+g the reverse slider and move it around.
  3. Really awesome diff, I just feel like the two antiflow hypers should be fixed/adjusted to properly fit a rain's difficulty.

[
Overdose
]

General



  1. 00:15:766 (5,6,7,8) - I'd start these jumps as smaller than the other ones to emphasize the build in intensity. Still keep them hyperdashes, but try to lower their distance to make it noticeable that the song is building up.
  2. 00:22:228 (2) - Pretty far for a normal jump, maybe x:376 here is better?
  3. 00:39:459 (3,4) - I really don't see a need for an hdash here. There's no noticeable shift in intensity or even a different sound that could be classified as unique. Just make it a normal jump?
  4. 00:42:228 (2,3) - 3 is really easy to overshoot as it is now. I'd move 00:42:228 (2) - to x:128 and 00:42:997 (3) - to x:272 (if it's not already there, I forgot where I was moving things).
  5. 01:17:920 (4,5) - Maybe over to 216? It's hard to catch this if you don't hold dash immediately out of the previous pattern.
  6. Also pretty good difficulty

[
Conflagration
]

General



  1. 00:05:305 (1,2,3,4) - The single most cancer pattern in this whole mapset and what originally enticed me to mod this. First of all, what the hell is the point of it? It's only aim is to be fucking gay. Not only is it completely different than every other pattern you used here, but it has such a terrible shape that you get fucked regardless of how you approach it. Please for the love of god change this. Something very similar but much much cleaner to play would be something like this. Please do it or I'm gonna put my turtle in the microwave and I don't even own a turtle. I will go out and buy a turtle and execute it if you do not change this pattern.
  2. 00:10:843 (4) - A perfect curve here looks a bit better with your pattern I think. Just drag the anchor to the middle and make it so the head and tail are on the same X-axis coordinate and it should be much better. The way the shape works now is kind of odd since the tail is so close it forces a flowstop.
  3. 00:18:997 (7,8,9) - I don't hear 1/8 here? Unsnap or overmap? Either way, I'd suggest just a 1/4 pattern. A hyperchain could work well as well.
  4. 00:21:459 (6,7) - Original contender for the most cancer pattern but after a tough decision I gave it to 00:05:305 (1,2,3,4) -. Anyways, this slider doesn't really do much except exist, and nothing in the song really calls for something this homosexual. I'd suggest changing the pattern to a reverse-stair style to better fit the guitar shift maybe? Something like this plays really nicely here in my opinion.
  5. 00:27:920 (4) - x:376 would even out the distance between the previous and following note. Just a small aesthetic thing, plus it makes it harder to overshoot here.
  6. 00:48:074 (5,6,7,8) - Would you consider changing this to a double slider L-shape instead? I think the stronger right-facing movement would be really nice here with the motion you're intending, rather than the shallow curve.
  7. 00:50:459 (8,1,2) - Not sure why this is a hyperchain. I'm pretty sure 00:50:536 (1) - should be with 00:50:613 (2,3,4,5,6) - , as they're all part of the same vocal line.
  8. 00:55:459 (6,7) - Make this a hyper or lower the distance please, it's really high and very very easy to miss.
  9. 00:58:536 (2) - x:152 to remove overshoot potential?
  10. 01:02:536 (7) - Over 3 grids and leftward tilt? The fully vertical slider makes it kind of odd since you have to wait to move the catcher a split second longer rather than constantly move it in a fast paces section.

Okay done~ Good luck!
Xinnoh
placeholder
Topic Starter
MBomb

-Sh1n1- wrote:



Cup

  1. 00:49:613 (3,4,1) - why 00:49:613 (3,4) - have more distance than 00:50:228 (4,1) - when the strong sound is on 00:50:536 -, keep consistency with 00:47:766 (3,4,1) - 00:45:920 (3,1) -, I suggest you to move 00:50:228 (4) - to x:255 and 00:50:536 (1) - to x:407 - Pitch is stronger of 4 than previous patterns, I also did the exact same thing in the intro with a higher distance to 4 because the pitch calls for it.
  2. 00:55:766 (5,1) - move to x:200, the current distance between 00:55:459 (4,5) - is too short and looks unsightly, the high drum pitch at 00:55:766 - doesn't deserve less distance imo. - It's not that the drum deserves a lower distance, it's the lack of other instruments which makes a lower distance make more sense here, which is why I'd prefer to leave it as it is.
  3. 01:20:997 (2,1,2,3,4) - what are u following here? guitar, right? but guitar pitch at 01:21:920 - isn't stronger than 01:22:536 -? I think that 1.49x of ds should be at 01:21:920 - 01:22:843 - and 01:23:766 -, in the other hand sounds like 01:22:536 - and 01:23:459 - deserve 1.28x - Pitch definitely sounds high enough to indicate the same distance on 2 to me.


Salad

  1. 00:19:151 (1,2,3) - I don't believe that 00:19:151 (1,2) - have more distance than 00:19:766 (2,3) - while guitar is very strong at 00:20:074 -, what do you think about move 00:20:074 (3,4) - to x:392, consistency with 00:15:459 (1,2,3) - - They have the same distance currently, and not only do I think that's fine considering the pitch on 2, but that's also the exact same as the pattern you told me to keep consistency with in the first place.
  2. 00:20:690 (4,1) - distance here could be increased too, move 00:20:997 (1,2,3) - to x:400 - Did x:392 instead, but increased.
  3. 00:25:613 (6,1) - the current jump is a bit hard cause the jump is suddenly to the other side, also there is an antiflow in the transition between 00:25:613 (6,1) -, I recommend you to reduce the distance, something as you did at 00:23:766 (6,1) -, not equal just something similar cause the sounds at 00:26:536 - is a stronger than 00:24:690 -, so 00:26:536 (1) - at x:80 might looks nicer. - The amount of reaction time given is more than enough, considering the strength of this sound indicating a dash anyway, and the higher distance doesn't really make much of a difference because of the distance on the tiemline being so big.
  4. 00:34:228 (3,4) - 1.50x of distance between such notes is enough imo, also 00:35:766 - have a similar pitch as 00:33:920 - and 00:34:843 -, why the current distance between 00:35:151 (6,1) - is 1.17x? you should re arrange the position of 00:34:843 (4,5,6) - to fix it imo. - Firstly, this distance is the exact same as the distance used earlier on for similar sounds, so it's more consistent how it is now, and secondly, 1 is not only weaker than 4, but comes after a harder pattern, so the smaller distance to that makes more sense to me.
  5. 00:45:459 (2,3) - don't you want to add a little bit of more distance? same as 00:47:305 (2,3) - pls. - As pitch in the guitars increases, the distancing does too.
  6. 00:48:690 (1,2,3) - why you decreassed distance here? keep consistency with your previous patterns please. - Increased this one.
  7. 01:13:613 (3,4) - the current jump is too long, also the pattern in general is too much for a salad diff imo, 01:13:613 (3,4,1) - double jump could be complicated for newcomers, at least reduce the distance between 01:13:613 (3,4) -, to fix it I suggest you to move 01:13:920 (4,1,2) - to x:392 - I think the pattern is fine, there's definitely a lot harder ones for new players in the map, however I did decrease distances slightly.
  8. 01:25:613 (1,2,3) - why distances are too different while sounds are similar? I recommend you to move 01:26:074 (2) - to x:304 and 01:26:536 (3,1,2,3,4,5,6,1) - to x:488 - Changed it around a bit.

Platter

  1. 00:13:459 (6,1) - don't you want to add more distance here, something like, at least increase a bit, obviously will be better if you keep consistency with 00:12:536 (6,1) - but I'll leave it to you. - Guitar is weaker there and so is vocal, so I'd prefer to leave it as a non-dash.
  2. 00:39:459 (3,4) - why not continue the pattern with slider? - Sliders previously indicated the held notes, and the slider end wasn't on the sound of a new note, here, if a slider was used, it would break that pattern and be confusing from a musical point of view, but doing 3 as a 1/1 slider doesn't sound good to me either.
  3. 00:40:382 (5) - don't you want to change into note? the you could add a slider from 00:40:690 - to 00:40:843 -, the second step is optional, you could add reverse or note to enphasize 00:40:997 -, tbh note follow better the sound here cause 00:40:997 - is a bit stronger compared with the previous sounds. - Focus is on guitar in this section, switching to the drums doesn't seem right to me.
  4. 00:52:382 (1,2) - try to add more distance here, the current difference between 00:53:305 (3,4) - and 00:52:382 (1,2) - is too high imo when they are very similar, I don't know what do you think about move 00:52:997 (2,3) - to x:224 - Moved 2 a tiny bit to the right but the sound on 4 definitely deserves quite a bit more emphasis due to te pitch there.
  5. 00:50:228 (5,1) - antiflow here is kinda hard for platter imo, if you can change it will be awesome, but if u wanna keep is still acceptable, the problem here is the next object 00:50:997 (2) -, if the previous movement was a bit hard, plus the transition between 00:50:536 (1,2) -, this pattern reminds me to Rain diffs tbh, I suggest you to reduce the distance between 00:50:536 (1,2) -, also for consistency try to reduce the distance between 00:48:690 (1,2) - a little bit too. - Tilt on 1 makes the pattern fine to me, however I reduced the 1,2 distance.
  6. Why if 00:56:997 - 00:57:920 - 00:58:843 - have the same sound, 00:56:074 (1,2) - have less distance? it's very noticeable at testing cause intruments are more prominent than vocal. - Yes, the instruments are more prominent, and the pitch changes of those instruments are also prominent which is why these distances are done differently.
  7. 01:08:382 (2,3) - I don't understand why you added more distance here while you were following these kind of sounds with distance around 1.30x and 1.50x, e.g: 01:03:766 (2,3) - 01:04:690 (2,3) - 01:05:613 (2,3) - 01:06:536 (2,3) - etc... the current movement is unsightly and is breaking your consistency imo. - Pitch on vocal here calls for a bigger distance to me.
  8. 01:09:305 (2,3) - same as above, especially when u have 01:09:920 (1,2,3,1) - following the distances mentioned above. - Even more so on this one with the vocal pitch being notably higher, and so a higher distance being nicer.
  9. 01:13:613 (4) - why not follow drums? they are very noticeable also I feel that you added a hyperdash for that reason, I suggest you to change 01:13:613 (4,5) - into something like 00:13:920 (3,4,5,6) - - Was following vocals here, and the HDash was for the pitch change in the vocal.
  10. 01:27:459 (1,2,3,1) - having all the ones horizontally makes the pattern hard for a platter diff imo, is like pressing the dash button all the time to catch everything, I recommend you to change 01:27:459 (1,2,3) - into vertical. - Made them slanted, but not completely vertical.

Ok, finishing...
Thanks for the mod! I'll give kudosu once you finish your mod.

Ascendance wrote:

Ascendance to the rescue as usual

[
General
]

  1. Difficulty Spread : Both Overdoses being cs4 is kinda lame. I'd up the 2nd overdose up to CS4.2 (or make the lower overdose CS3.8?), and also lower the AR to 9.6 for a cleaner AR spread? Also why is every diff HP6 holy moly please give the top diff some challenge and make it HP7 - The mapping style used in the highest difficulty feels nicer with CS4 to me, I don't know why but any higher just ended up feeling off to me. As for AR, the way those 1/4 streams were mapped in the highest difficulty, especially the last kiai, feel really weird on a lower AR to me. For HP, even on this high of a difficulty, I don't want it to be "miss a HDash in a stream and you die", but with the speed of the streams, that's how it would end up being at HP7
  2. Background Size : Maybe you can find a 1920x1080 one but my god i fucking lvoe anime - If someone gives me one I will, but it's not really necessary imo and the current size is fine (As you know, just stating to avoid getting flamed for this xd).
  3. Unsnapped objects : None
  4. Audio bitrate over 192 kbps : Good
  5. Metadata Issues : Fine
  6. Timeline Issues : The hyperchains in the top diff could really be refined. As of right now, some of them create more harm than good - I assume you give examples and reasoning in your mod, the flow on them seems fine to me, but I will look at them and answer to them accordingly in your mod.
  7. Combo Colors : Combo Colors 2 and 4 look too similar, I'd suggest a type of brown for one of them. - I think they're fine difference and also the fact that they never show up in a row makes it seem fine to me even if they are a tiny bit similar.
  8. Unused Hitsounds : None
  9. Hitsounds Issues : Monstrata
  10. Unused Files / Other : My main issue in the lower diffs is some of the antiflow used that makes the difficulties inappropriate. Like, the antiflow itself isn't bad, but sometimes it's so sharp or harsh that it can be really difficult for a new player to deal with. My goal is hopefully to point out a few instances of where it can be made a bit more loose without ruining your intended antiflow. - As with the hyperchains, I'll look at your examples given, but with antiflow, it tends to just be how I map lower difficulties. I'll see what you say and accept if I think it works better that way though.

[
Cup
]

General



  1. 00:08:074 (1) - x:192 here? Really strong downbeat and vocal emphasis, the note could definitely use some more space. - Increased a bit but not that much.
  2. 00:18:228 (2) - Are you sure about an antiflow slider that's this sharp? I'd suggest a curve instead, but if you want to keep it, I'd suggest adjusting the angle to make it a bit more lenient. - Considering the low SV, I think this one plays fine.
  3. 00:28:690 (2) - ctrl+h and move to x:360? I think just a normal movement would be nice here rather than a 4-point back and forth. - Considering the guitar here being quite strong for this section, the antiflow makes sense to me.
  4. 00:33:612 (6,1) - A bit sharp for the distance you have it at. I'd reduce the distance between the two here to maybe 1.40 or at least create a bit more tilt on 00:33:920 (1) - . - Yeah, reduced it slightly.
  5. 00:36:074 (2) - Same as the previous point I made about this pattern - Same as previously.
  6. 00:40:074 (4) - I know why you put this note, but I'd suggest deleting it. Since you have a similar pattern at 00:40:997 (6) - which emphasizes the drum hit, it's kind of odd to have a sudden switch to vocal emphasis instead of the downbeats. - It wasn't for the vocal emphasis though, it was for the guitar, but I think it'd sound weird to leave it unmapped because of that.
  7. 00:54:228 (1,2) - Some slight tilt here would be nice for enhancing directional flow, maybe something like this? - Done.
  8. 01:08:074 (2) - Another pretty strong antiflow, maybe tilt it a bit? - Again, I think it's fine because of the low SV.
  9. 01:17:305 (4) - Fully horizontal? You know how I feel about vertical repeat sliders ;c Less intuitive to play! - I think the sound staying the same like this in this type of difficulty can be nice to leave stacked.
  10. 01:20:997 (2) - Strong guitar, x:160? - Sure, done.
  11. 01:27:151 (5,1) - The entry point of this "stream" is honestly pretty harsh. The distance is high and the angle of approach has little leniency for a new player who would probably react quite late. Although it looks weird, I feel something like this not only gives an appropriate amount of leniency for a new player, but also creates more spacing emphasis on the last 3, most important notes. - Did something similar.

[
Salad
]

General



  1. 00:04:074 (4,1) - Pretty hard dash antiflow this early into the difficulty, whereas in the cup it has no more significant emphasis than the other notes. I'd just make the directions of 00:04:074 (4,1,2) - reversed (ctrl+g them individually), and then adjust 00:05:305 (3) - 's position afterwards. - I think the reaction time makes this fine, and the pitch of the guitar here indicated a different movement to me.
  2. 00:05:920 (4,1) - Aaaa I'd lower the distance here by bringing 00:05:920 (4,1) - to x:184. This keeps the dash but makes the distance not as intense. - Done something similar with the same idea.
  3. 00:18:228 (5) - How does something like this look? Removes the sharp movement into the antiflow and instead creates a bit of a safety net for catcher repositioning. You can probably do that for similar cases of this. - I think the direction changes like this are fine, considering the reaction time given and the usage of similar patterns (spreadwise) in the cup.
  4. 00:19:151 (1) - plz ctrl+g, there's no real reason for this to be antiflow :( - Feels more fun to play as it is for me, and doesn't really feel any more difficult to play to a salad player.
  5. 00:21:920 (5) - can you make the droplet formation less aids here? A simpler curve would be nice so the big droplet doesn't stick out. - The droplets here feel nice to me for flow, and the big droplet sticking out was intentional to keep this curve movement stuck to.
  6. 00:26:536 (1,2) - I'll say it again, I really don't think these small, high distance wiggles, as easy as they are, are suitable for a diff of this level. If you want to keep it, at the very least lower the distance to give ample movement time for it. - Look at my explanation to Sh1n1, same concept as his mod was used in this for the distancing, as for the pattern, as you said, it's not really hard, and compared to other patterns in the map, they're pretty easy to play given the reaction time, so it feels suitable to me.
  7. 00:31:459 (5,6) - ??? what is this lol.. Even though the guitar starts on the 2nd note, I'd really suggest making it 2 notes -> dash to 1 instead of 1 -> dash to 2. The current pattern is really awkward and even threw me off guard for a second as to why it was there. Not only that, but the current distance is really high as well, and can easily be misleading coming out of a slow 1/1 pattern chain. I'd highly suggest making this change. This goes for the rest of the map with this pattern as well. - I'm sorry, but I'd rather not change this, the dash is to the start of the strong guitar sound, doing otherwise here sounds strange to me. As for the distance being high, it's actually technically possible without dashing, however having it any higher would make it too hard for a salad player in my eyes, so this type of distance seems fine to me, considering it's meant to be a dash. Also, I know it can be a surprising pattern at first but at the same time, if you listen to the song, it has a similar effect, if you were listening to it for the first time, you might not expect the sudden increase in guitar intensity.
  8. 00:44:997 (1) - 2 grids to the right and then a leftwards tilt would be really nice here for leniency and a directional safety net. Players usually don't have the catcher control to stop for a full vertical slider at this level. - Usually I'd agree with you here, but given the reaction time here, I think the type of pattern works fine here.
  9. 00:54:228 (1) - why me - Same here.
  10. 01:17:920 (7) - It's walkable (which is good), but I'd suggest making it a bit less of an edge case for a walk. How about x:384? - This isn't really an edge case at all though, in fact higher distances have been used for non-dashes in the map which you didn't even comment on.
  11. 01:25:613 (1) - a - Same as before.
  12. 01:26:074 (2) - x:296 and a bit more upwards tilt? that way the catcher isn't forced to move too far left. - I think the changes made by Sh1n1's mod stop this from being an issue.
  13. 01:28:382 (1) - It might take a rework of your last pattern there, but I'd recommend a dash to this note in the direction of the stream. For example, something like this. - I think given the rest of the map, as well as the strength of this last note, an antiflow dash makes sense. A lot of the map uses antiflow styled dashes, and so I feel the climax of the map should have a similar effect.

[
Platter
]

General



  1. 00:04:843 (2,3) - Wouldn't recommend a 2x back-forth here, it can be kind of tricky (even for me cuz im noob). I'd move 00:05:305 (3) - to x:304. This would probably cause you to have to ctrl+h your map, or you could do something like this. - It's not really difficult how it is now, just a simple 1/2 wiggle which in this difficulty is fine. It also fits the increased pitch to have a slightly harder movement.
  2. 00:06:690 (2,3) - Same goes for here, I really don't recommend this. - Same as above, but this one's even easier to play because it doesn't have an antiflow entrance.
  3. 00:12:690 (1,2,3) - Maybe instead of such a sharp entrance point to the next stream, you could try this? - Just decreased distances slightly instead, feels a lot nicer to me now.
  4. 00:14:536 (1,2) - I really don't like this pattern, mainly due to the curve and the sharp nature of the dash backwards into hdash, but I couldn't find a way to fix it in a way that you might like. I think you could probably find something better though. - Decreased distance between curve and note slightly.
  5. 00:20:997 (1,2,3) - Distance is a bit too high here, I find myself moving off of notes too early and missing the tails. Maybe 00:21:305 (2) - to x:176? - Changed in a different way.
  6. 00:40:382 (5,1) - Antiflow hyperdash in a platter is unrankable unfortunately, I'd suggest just making it a simple C-slider - This isn't strong enough to be counted as an antiflow HDash, especially considering the start of the slider is essnetially vertical, so this pattern doesn't break the ranking criteria.
  7. 00:44:074 (4,1) - Even worse case of the same rulebreak :( It also breaks a guideline of hyperdashes near the wall, so this should definitely be fixed. - I explained why this one is fine in response to Sh1n1, but the slant on the slider is enough to make it fine to play and not strong enough to be considered antiflow, and it's 16 pixels away from the wall, which is what the guideline states.
  8. 00:55:459 (4) - x:456? Moves the edge away from the wall and gives a fair bit of leniency to the harsh jump. You'll need to adjust the slider in order to keep the hdash though. - Moved a bit closer but not that close.
  9. 01:03:151 (2) - x:104 makes it a more full "reverse slider" pattern here - Done.
  10. 01:04:074 (3,1) - Really high distance, try x:264 instead. - This is the same distancing as the other dashes.
  11. I really dislike the amount of back and forths in this platter and I felt like the amount of, or at the very least, the intensity of, the antiflow could be toned down a bit. However, it is your style so I can't say much. - Yeah, sorry, but this is just how I like to map platters, I find it more fun to play and I don't think I really did it in too difficult of a way to play for this level of player. However, I made a few more minor adjustments to some distancing just to be sure.

[
Rain
]

General



  1. 00:16:074 (3,4) - Why are you using hyperchains in a rain? Even though they're technically allowed, it's really really really not recommended. It's made even worse by the fact you have the hyperchain going into a steep antiflow pattern that can be easily missed in 00:16:382 (1) - . Please rethink it :( - The HDash chain fits well in my opinion, however I did change the slider to keep a linear flow, I guess it could be too hard to get out of a chain like that for a rain player.
  2. 01:19:766 (3,4,1) - sad, really harsh pattern, same as above. If you want to keep the hyperchains, they should at least be lenient enough to be incorporated into a rain's setting. This is an introduction to advanced patterns, we shouldn't be trying to kill people with hyperchain antiflows. Just ctrl+g the reverse slider and move it around. - Yeah, done.
  3. Really awesome diff, I just feel like the two antiflow hypers should be fixed/adjusted to properly fit a rain's difficulty.

[
Overdose
]

General



  1. 00:15:766 (5,6,7,8) - I'd start these jumps as smaller than the other ones to emphasize the build in intensity. Still keep them hyperdashes, but try to lower their distance to make it noticeable that the song is building up. - Whilst the song in general builds up quite a bit here, these particular notes actually stay at around the same intensity throughout the repeating section, at least to me.
  2. 00:22:228 (2) - Pretty far for a normal jump, maybe x:376 here is better? - This one is very easy to hit though, not really anywhere near a HDash.
  3. 00:39:459 (3,4) - I really don't see a need for an hdash here. There's no noticeable shift in intensity or even a different sound that could be classified as unique. Just make it a normal jump? - The vocal here and the change in pitch to the 4th one makes it stand out enough for a HDash to make sense to me.
  4. 00:42:228 (2,3) - 3 is really easy to overshoot as it is now. I'd move 00:42:228 (2) - to x:128 and 00:42:997 (3) - to x:272 (if it's not already there, I forgot where I was moving things). - Would agree if that note was intended to be dashed to, but the gap of 2,3 was intended to be a walk, and right now it feels more comfortable to walk then your change.
  5. 01:17:920 (4,5) - Maybe over to 216? It's hard to catch this if you don't hold dash immediately out of the previous pattern. - It doesn't seem that hard to catch, even with a bit of delay on pressing dash, to me.
  6. Also pretty good difficulty

[
Conflagration
]

General



  1. 00:05:305 (1,2,3,4) - The single most cancer pattern in this whole mapset and what originally enticed me to mod this. First of all, what the hell is the point of it? It's only aim is to be fucking gay. Not only is it completely different than every other pattern you used here, but it has such a terrible shape that you get fucked regardless of how you approach it. Please for the love of god change this. Something very similar but much much cleaner to play would be something like this. Please do it or I'm gonna put my turtle in the microwave and I don't even own a turtle. I will go out and buy a turtle and execute it if you do not change this pattern. - Wasn't really sure about how to change this pattern because I didn't think your suggestion really improved it too much either, however I think that the change I did end up with in the end leaves a much more comfortable to play pattern which you'll be fine with.
  2. 00:10:843 (4) - A perfect curve here looks a bit better with your pattern I think. Just drag the anchor to the middle and make it so the head and tail are on the same X-axis coordinate and it should be much better. The way the shape works now is kind of odd since the tail is so close it forces a flowstop. - Didn't do an exact curve but made it a bit closer to that.
  3. 00:18:997 (7,8,9) - I don't hear 1/8 here? Unsnap or overmap? Either way, I'd suggest just a 1/4 pattern. A hyperchain could work well as well. - I can hear 1/8 in the drums here.
  4. 00:21:459 (6,7) - Original contender for the most cancer pattern but after a tough decision I gave it to 00:05:305 (1,2,3,4) -. Anyways, this slider doesn't really do much except exist, and nothing in the song really calls for something this homosexual. I'd suggest changing the pattern to a reverse-stair style to better fit the guitar shift maybe? Something like this plays really nicely here in my opinion. - Not really in agreement about this one I'm afraid. I've adjusted this pattern a lot to the point where now I think it plays just fine, and fits the climactic end of the section here.
  5. 00:27:920 (4) - x:376 would even out the distance between the previous and following note. Just a small aesthetic thing, plus it makes it harder to overshoot here. - I like how the distances feel here, and it's consistent with the previous line.
  6. 00:48:074 (5,6,7,8) - Would you consider changing this to a double slider L-shape instead? I think the stronger right-facing movement would be really nice here with the motion you're intending, rather than the shallow curve. - I think the shallow curve helps to really make this feel nicer to play whilst still keeping the idea intended, I think your method would end up feeling a bit too hard, or end up not really fitting what the aim was.
  7. 00:50:459 (8,1,2) - Not sure why this is a hyperchain. I'm pretty sure 00:50:536 (1) - should be with 00:50:613 (2,3,4,5,6) - , as they're all part of the same vocal line. - Was a hyperchain for the strong drum on 2.
  8. 00:55:459 (6,7) - Make this a hyper or lower the distance please, it's really high and very very easy to miss. - Decreased slightly.
  9. 00:58:536 (2) - x:152 to remove overshoot potential? - Moved it slightly to the left, but that much puts unnecessary emphasis onto the note in my eyes.
  10. 01:02:536 (7) - Over 3 grids and leftward tilt? The fully vertical slider makes it kind of odd since you have to wait to move the catcher a split second longer rather than constantly move it in a fast paces section. - I view this as a kind of 1/8 curve but without the middle note, and I think it flows fine with that kind of movement.

Okay done~ Good luck!
Thanks for the mod! Updated.
BoberOfDarkness
00:05:305 (1,2,3,4) - I pointed this twice :^

you can try something like



or

Topic Starter
MBomb

BoberOfDarkness wrote:

00:05:305 (1,2,3,4) - I pointed this twice :^

you can try something like



or

Both of these ideas completely destroy the antiflow concept that this movement is supposed to represent, and so don't really fit my idea. I think my change fixed the issues anyway.
Ascendance
Yeah, I like 00:05:305 (1,2,3,4) - a lot better now. I still think it's a bit shallow though. Would you mind moving 00:05:382 (2,3,4) - over to the right a bit? I think something like this is a bit better since it gives some more movement to contribute to the antiflow, rather than a standstill.
Topic Starter
MBomb
Alright done.
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