O.O
2017-01-17 17:26 examination: hey
2017-01-17 17:26 Shurelia: yo
2017-01-17 17:26 examination: testplay my new map <3
2017-01-17 17:26 Shurelia: sure !
2017-01-17 17:26 Shurelia: np
2017-01-17 17:26 examination: ACTION is listening to [https://osu.ppy.sh/b/1183358 Itou Kanako - Uncontrollable]
2017-01-17 17:27 Shurelia: d;ing
2017-01-17 17:32 Shurelia: hoooo
2017-01-17 17:33 Shurelia: nice map
2017-01-17 17:33 examination: lol
2017-01-17 17:33 Shurelia: new op?
2017-01-17 17:33 examination: ok finally i have a nice overdose
2017-01-17 17:33 examination: opening of chaos;child tv
2017-01-17 17:33 Shurelia: even though there are some sliders movement that too slow despite of the overall map's movement.
2017-01-17 17:34 Shurelia: probably that jump.
2017-01-17 17:34 Shurelia: need to be nerfed.
2017-01-17 17:34 examination: that jump is intended :o
2017-01-17 17:34 Shurelia: too much emphasis
2017-01-17 17:34 Shurelia: i know.
2017-01-17 17:35 examination: ahh ok
2017-01-17 17:36 Shurelia: 00:05:266 (4) - can you maake it straight instead?
2017-01-17 17:36 Shurelia: currently I need to brake a bit to catch the entire droplets.
2017-01-17 17:37 Shurelia: which is awkward.
2017-01-17 17:37 examination: ok
2017-01-17 17:39 Shurelia: 00:14:552 (6) -
2017-01-17 17:39 Shurelia: moce this to 196
2017-01-17 17:39 Shurelia: would play much better imo
2017-01-17 17:39 examination: I had it fixed now :D
2017-01-17 17:39 Shurelia: 00:05:266 (4,1) - oooo
2017-01-17 17:40 Shurelia: that explain why the random miss.
2017-01-17 17:40 Shurelia: can you extend 4 to end it at blue instead?
2017-01-17 17:40 Shurelia: quite inconsistent rhythm with
2017-01-17 17:40 Shurelia: 00:04:409 (1,2,3) -
2017-01-17 17:40 examination: I remapped that pattern
2017-01-17 17:40 Shurelia: alright then
2017-01-17 17:40 Shurelia: just make sure to not leave 4 and 1 a 1/4 gap. :D
2017-01-17 17:42 examination: ok I updated these two patterns
2017-01-17 17:42 examination: :D
2017-01-17 17:43 Shurelia: 00:16:552 (4,5,6,7) - a pixel
2017-01-17 17:43 Shurelia: *some pixels
2017-01-17 17:44 Shurelia: either reduce the distances or just make a different pattern.
2017-01-17 17:44 examination: good, I gonna reduce the ds a bit
2017-01-17 17:49 Shurelia: 00:36:266 (7,8,9,10) - kinda not fit
2017-01-17 17:49 Shurelia: with the previous hyper
2017-01-17 17:49 examination: hmm
2017-01-17 17:49 Shurelia: just roate it a bit
2017-01-17 17:49 examination: let me try this with a more vertical pattern
2017-01-17 17:49 Shurelia: about 30 or so.
2017-01-17 17:49 Shurelia: since the current stream is too slow
2017-01-17 17:51 examination: I made it easier to catch now
2017-01-17 17:51 Shurelia: alright.
2017-01-17 17:52 Shurelia: don't worry, the 90's jump is fine now
2017-01-17 17:52 Shurelia: I'm just too noob.
2017-01-17 17:53 Shurelia: why my laptop suddenly give me random lags.
2017-01-17 17:53 Shurelia: uuuuu
2017-01-17 17:53 examination: lol
2017-01-17 17:53 examination: mine too
2017-01-17 17:56 Shurelia: 00:57:838 (2) -
2017-01-17 17:56 Shurelia: should start
2017-01-17 17:56 Shurelia: 00:57:909 -
2017-01-17 17:56 Shurelia: at here
2017-01-17 17:56 examination: ok
2017-01-17 17:57 Shurelia: also make the slider ends at 00:58:195 - for better emphasis to kiai
2017-01-17 17:57 Shurelia: basically you can just move the slider to 00:57:909 - and you're done
2017-01-17 17:57 examination: lol
2017-01-17 17:57 examination: I already changed it
2017-01-17 17:59 Shurelia: 01:06:266 (1,2,3,4) - hmmmmm
2017-01-17 17:59 Shurelia: idk but probably 1,2,3,4 all of them need more emphasis
2017-01-17 17:59 examination: hmmmmmm
2017-01-17 17:59 examination: will all of them HDashes be too hard?
2017-01-17 18:00 Shurelia: naah, it won't/
2017-01-17 18:00 Shurelia: the drum will support it well
2017-01-17 18:01 Shurelia: something like this ? https://shurelia.s-ul.eu/Pk22tMW7
2017-01-17 18:03 examination: ok I tried four red fruits and I can catch them all
2017-01-17 18:03 examination: ;w;
2017-01-17 18:03 Shurelia: yep, tested it and it play well.
2017-01-17 18:07 Shurelia: also
2017-01-17 18:07 Shurelia: 01:06:981 (6) -
2017-01-17 18:07 Shurelia: i mean
2017-01-17 18:07 Shurelia: 01:06:838 (5,6,7,8) -
2017-01-17 18:07 Shurelia: make it just like this ?
2017-01-17 18:07 Shurelia: https://shurelia.s-ul.eu/QgUXmj6e ?
2017-01-17 18:08 Shurelia: if you really added the 4 HDs.
2017-01-17 18:15 examination: ahh
2017-01-17 18:15 examination: no
2017-01-17 18:15 examination: I used them too often in other maps
2017-01-19 19:03 Shurelia: ooh you're here
2017-01-19 19:03 Shurelia: wanna irc now?
2017-01-19 19:04 examination: k
2017-01-19 19:04 Shurelia: maa, lemme start with slad first
2017-01-19 19:04 examination: sure
2017-01-19 19:07 Shurelia: 00:19:123 (1) - can you rotate it 45 degree
2017-01-19 19:07 Shurelia: kinda too hard to be read tbh
2017-01-19 19:08 examination: ok
2017-01-19 19:09 Shurelia: 00:36:266 (1,2) - a bit too dangerous
2017-01-19 19:09 Shurelia: might just stack these on 00:37:409 (1) -
2017-01-19 19:10 examination: hmm I'll move them to x:176
2017-01-19 19:10 examination: cut down a bit
2017-01-19 19:10 Shurelia: that's ok
2017-01-19 19:12 Shurelia: 00:57:123 (2) - idk but this one gonna be easy to miss
2017-01-19 19:12 Shurelia: nerf it a bit?
2017-01-19 19:12 Shurelia: also 00:57:695 (3) - might want to try on x:384 ?
2017-01-19 19:12 Shurelia: same reason.
2017-01-19 19:12 Shurelia: looks kinda confusing to me.
2017-01-19 19:13 Shurelia: actually
2017-01-19 19:13 Shurelia: 00:57:695 (3) - is already ok
2017-01-19 19:13 Shurelia: 01:20:838 (1,2,1,2) - buff these.
2017-01-19 19:13 examination: I wish a dash here so I made that 2.6x ds
2017-01-19 19:14 Shurelia: I can catch these without any dash.
2017-01-19 19:14 examination: well I nerf it a bit
2017-01-19 19:14 examination: ok
2017-01-19 19:15 Shurelia: that's all for salad i guess/
2017-01-19 19:15 examination: kkkk
2017-01-19 19:16 Shurelia: ACTION is playing [https://osu.ppy.sh/b/1183877 Itou Kanako - Uncontrollable [Platter]] <CatchTheBeat> +DoubleTime
2017-01-19 19:17 Shurelia: somehow I only able to check a platter whether it's good or not.
2017-01-19 19:17 Shurelia: by playing it with DT lol
2017-01-19 19:17 examination: :o
2017-01-19 19:20 Shurelia: 00:06:838 (2) - can you try to place it at 384 instead
2017-01-19 19:20 Shurelia: kinda awkward for broking my zig-zag movements at here.
2017-01-19 19:21 examination: ok
2017-01-19 19:21 Shurelia: if you do
2017-01-19 19:22 Shurelia: make another zig-zag with placing 00:07:123 (3) - ontop of 00:06:552 (1) - or somewhere else
2017-01-19 19:22 Shurelia: continued with 4
2017-01-19 19:22 Shurelia: but that
2017-01-19 19:22 Shurelia: gonna make 00:07:695 (1) - lost its emphasis
2017-01-19 19:22 Shurelia: 00:05:409 (1,2,3,4,1,2,3,4) - probably you need to re-map this one
2017-01-19 19:24 Shurelia: 00:27:552 (2) - gonna hard for acc xd, but sure
2017-01-19 19:25 examination: ok I remapped that parts
2017-01-19 19:25 examination: lol that's a tricky anti-flow
2017-01-19 19:25 examination: but easy to catch
2017-01-19 19:25 Shurelia: yep lol
2017-01-19 19:27 Shurelia: 01:23:980 (3) -
2017-01-19 19:28 Shurelia: just make it asme like the previous one
2017-01-19 19:28 Shurelia: 01:23:552 (2) -
2017-01-19 19:29 Shurelia: hol
2017-01-19 19:29 Shurelia: y
2017-01-19 19:30 Shurelia: a
2017-01-19 19:30 Shurelia: i just realized
2017-01-19 19:30 Shurelia: that you put HP on all diffs is very low.
2017-01-19 19:30 Shurelia: probably add +1 - 1,2 to all diff.
2017-01-19 19:30 examination: o
2017-01-19 19:30 examination: ok
2017-01-19 19:30 examination: lol
2017-01-19 19:30 Shurelia: ACTION is playing [https://osu.ppy.sh/b/1183490 Itou Kanako - Uncontrollable [Rain]] <CatchTheBeat> +Hidden
2017-01-19 19:30 Shurelia: platter should be all
2017-01-19 19:36 examination: ok
2017-01-19 19:37 Shurelia: 00:03:980 (4,1) -
2017-01-19 19:37 Shurelia: damn
2017-01-19 19:37 Shurelia: this is why i keep missing on this part.
2017-01-19 19:37 Shurelia: can make 00:03:980 (4,1) - to start at 00:04:266 - instead?
2017-01-19 19:37 examination: hmm
2017-01-19 19:37 Shurelia: i mean
2017-01-19 19:37 examination: I was following vocal
2017-01-19 19:37 examination: but it feels a bit awkward lol
2017-01-19 19:38 Shurelia: i know but this is really weird.
2017-01-19 19:38 Shurelia: honestly.
2017-01-19 19:39 examination: fixed
2017-01-19 19:39 examination: also gonna fix this in overdose
2017-01-19 19:39 Shurelia: 00:03:980 (4,1,2,3,4,5) - yeah Hidden player gonna hate this one.
2017-01-19 19:40 Shurelia: 00:05:409 (1) - and you did it correctly at 00:05:409 (1) - here
2017-01-19 19:40 examination: fixed now :D
2017-01-19 19:41 Shurelia: 00:16:980 (1,2,1,2,1,2,1,2) - for some reason the first 1-2 didn't have HD
2017-01-19 19:41 Shurelia: i mean
2017-01-19 19:41 Shurelia: first 2
2017-01-19 19:42 examination: that's intended
2017-01-19 19:42 Shurelia: hoo
2017-01-19 19:44 Shurelia: should be all for now , i guess
2017-01-19 19:44 examination: :D ok
2017-01-19 19:46 examination: time to get your kd
2017-01-19 19:46 Shurelia: aight.
thx for your checksxy62146214 wrote:
本不该嘴欠摸图,但是看到你正在上传就下了一下。
OK[ Chaos]
恩是的,难度如其名,开起来的确有点Chaos
00:10:266 (1,2,3) - 感觉莫名其妙的摆法,一个Dash出去然后回到原来的x,(我认为)向来不是一个好选择 这个pattern不难接 我特地削了距离
00:27:838 (3) - 从"("改成“”“)”? 故意造逆flow很难受
00:36:266 (7,8,9,10,1,2) - 同1 同
并不太回摸Overdose,觉得不错。
骗星...3
thx a lot! remapped some parts of the Salad diff.Sinnoh wrote:
boop
get an anime bg, current one isn't that good tbh.Lazy to search one.In fact it's hard to find a moe girl bg.
Salad
General: Make more clear distinctions between dashes and walks
There's way too many dashing left/right repetitive patterns in kiai, plate is just going back and forth with the occasional slowdown for a slider. Use smaller spacing in general to have less dash spamming
Would probably look better aesthetically if slider tick was 2 kk I'll fix this soon.
00:01:695 (3,1) - This dash seems larger than the other dashes in the opening. Would suggest to increase the others to this size so it's clearer that they are dashes I cut down ds a bit here
00:04:266 (1,2,1) - Second dash should be larger cause the beat starts playing on it fine
00:06:266 (4,1) - Just make most of the dashes that look like they could be walked bigger so it's clear it's either a dash or a walk fixed
00:07:695 (1,2,3,1) - Spacings should be reversed a little, first ones small, second ones larger. Matches pitch because second is higher nerfed a bit
00:21:409 (1,2) - Have a consistent spacing between 1,2 in places like 00:22:266 (3,1) - ok
00:25:409 (2,3,1) - Little difference between the walk and dash here fixed
00:38:838 (1) - In this general section for the next 10-15 seconds there's a lot of tap dashing. Dashes should more just be used for emphasises with most of it walkable on salad ok I'll remap these
00:59:409 (2,3,4,1) - Dashing back and forth is overused as I mentioned in the top fixed
Platter
00:44:409 (2) - Move 2 above 1 to simplify this, harder than others atm ok I also nerfed the ds a bit
00:55:409 (6) - Move left a little for better aesthetic a grid left
01:04:266 (4,5,6,7) - Back and forth might be a bit much moved 01:04:552 (6) and it should be fine now
01:11:695 (1,2) - Seems a bit farther compared to other walks moved a bit
01:15:980 (2) - Make this go left to simplify I think this pattern is fine
Rain
00:24:695 (4) - NC somewhere done
00:37:409 (1) - Htsound ok
00:52:838 (3,4,5,1) - Flow is a bit hard to follow here, could nerf around 3,4,5 hmm I think it's easy to follow here, so I keep it no change
01:15:409 (2,3) - Underspaced significantly Intended, since the later pattern contains large dashes
01:23:123 (1,2) - Could reduce a little, since that last 1/1 threw me off
Chaos
00:03:123 (1,2) - Seems a bit too small to flow well nerfed a bit
00:18:695 (3) - Should be closer since the last pattern implies it's stacked closer now
00:36:409 (2,1) - imo 1/1 gaps on the same side are cancer :/ really against the meta seem fine from my point of view
00:56:123 (4) - rotate clockwise a little for leniancy ok
01:10:409 (1,2,5,6) - These patterns are really hard to follow, change a little not that hard to catch XD
01:14:980 (1) - Up SV a little, easy to miss droplet fixed
01:23:266 (2,1) - cancer still, this is not a really hard pattern imo
Quality goes up with the difficulty. gj on the top diffs, may want to improve stuff on salad though
LiousPL wrote:
NM Request Mod. (when I end my new map project, and upload it I messege you for mod, ok?) sure, just pm me your map XD
Itou Kanako - UncontrollableGeneral
- Change combo color 5 to a lighter one (It little mixed up with a black background).
- I think change wallpaper to anime it's good idea too. sure gonna find a moe girl bg owo
Chaos- 00:01:980 (1,2) - Little closer. ok
- 00:05:695 (2) - To x:256 I don't think reduce ds here is a nice choice, as I want to emphasize the jump
- 00:09:695 (3,1) - This 1 is hard to pick after this hdash. Reduce the distance. 00:09:980 (1,2) - actually the ds here is reduced to make sure that players can easily catch the previous pattern.
- 00:13:409 (1) - Change this slider like this https://osu.ppy.sh/ss/7112923 becouse this is easier to caught after the 1/4 hdash On the contrary, I think it'll be harder to catch since the moving speed suddenly decreases here.
- 00:35:123 (1,2) - Move 2 closer to 1 ok
- 00:35:552 (4,5) - Move 5 closer to 1 ^
- 00:35:980 (7) - New combo here is good idea. nice idea
- 00:48:838 (1,2,3,4) - Hard to pick this all. ds reduced a bit, should be fine now
- 00:53:838 (4,5,6,7) - ^ fixed too
- 01:12:980 (2) - Move to x:380 for better flow I just reduced the ds here to make a better flow
- 01:13:123 (3) - Move to x:244 ^
- 01:15:695 (1,2,3,4) - Take this all little closer to each other This pattern works fine to me since I can hardly miss here, but I'll also wait for other modders' opinions.
Rain- 00:15:980 (2) - Ctrl + H tho, I can hardly understand the reason for an anti-flow but the current flow feels nice imo
- 00:16:266 (3) - To x:80 ^ since that isn't changed
- 01:00:980 (4) - To x:352 becouse there are better flow. x:320 instead
- 01:06:695 (4,5) - Ctrl + H for better beat drop here. I can understand your reason but I just want to make several challenging small jumps here to emphasize the strong beats.
Platter- 00:09:266 (2) - To x:304 for small break no, the finish deserves a dash here
- 00:16:980 (1,2,3,4) - Take them all closer to each one, for better start slower part here. ok, reduced the ds a bit
- 00:57:123 (1) - To x:240 for a small break again same reason, this deserves a dash
Salad- 00:16:980 (1,2,1,2,1,2,1,2) - - Maybe this first 2 to x:176, second 2 to x:384, third 1 to x:144, fourth 1 to x:416 (and little close them) like https://osu.ppy.sh/ss/7113156 seems better now
- 00:39:695 (1,2,3) - Some more movement here. I reduced most dashes in these patterns so I don't think I'll change ds here.
- 00:58:552 (2) - Ctrl + H for better flow. made it curved instead
- 01:29:409 (1) - Maybe curve this slider a little? Like Ctrl + >? ayy I don't think this is necessary, just keep it a vertical slider.
Hunter Howl wrote:
appearing out of nowhere to give you mod lol
m4m to this https://osu.ppy.sh/s/547283Salad- 00:14:552 (1) - a little far than now? ok
- 00:16:980 (1,2,1,2,1,2,1,2) - the music itself demand from large distance to small so i guess a little re-arranging is gonna gud xd I know, but it's the easiest diff in my set, so I place small dashes.
- 00:21:409 (1) - shouldn't this have a little more movement? 1 grid to left I think it's fine but 1 grid left can make the flow more artistic
- 00:22:266 (3) - ^ (1 grid to right) ^ done
- 00:36:409 (2) - i think making this one as a clue for the next note is kinda needed (imo) so a few grids to right Just a similar pattern to 00:16:980 (1,2,1,2,1,2,1,2), so keep no change atm
- 00:36:838 (1) - ^ ^
rest seems goodPlatter- 00:16:980 (1,2,3,4) - same ones from salad I can understand, but I've adjusted the ds a bit and think it's nice for platter now
- 00:28:695 (3) - the movement from this note is kinda awkward i'd say. maybe move it to right a little? ok
- 00:33:695 (5,6) - it's better to replace those as slider and having dash at (5) the slider tail of 5 is following the vocal ;w;
- 00:34:552 (4) - it's kinda far nerfed a bit
- 00:34:980 (5) - if this wasn't for HDash then i'm telling you for moving this between lol ayy I didn't mean to place HDash here, nice catchRain- 00:02:408 (4,5) - this is way too early for 4 1/2 HDash, shouldn't you reduce them to make Dash instead? You're right here, changed to dash
- 00:16:980 (1,2,1,2,1,2,1,2) - these goes well from salad & Platter lol no change!
just 1 stuff i'm concerned
- 01:21:980 (1,2,3,4) - i didn't see this one from platter in which kinda break the gap between I make these jumps with same ds, so wherever it moves, it keeps the same size jumps.Chaoswhy cs5 and hp7? cuz I mapped this diff with cs5, changed HP to 6.5
- 00:02:266 (2) - if you want to keep this, try to reduce the volume. it's kinda of "not fitting" volume reduced a bit here
- 00:13:409 (1,2,3) - i'd like to see if you can flip this. the movement is kinda annoying lol No lol, I tried my best to make this antiflow easy to catch
- 00:14:552 (1) - flip? ^ same reason
- 00:16:980 (1,2,1,2,1,2,1,2) - you should've know by this lol still same reason
- 00:18:838 (4) - Synth (can i reffer it like this?) is continiuos so i guess you can extend the slider to 3/4 fine
- 00:21:409 (1) - it'll be good if you turn this into note with Dash for the next one (by that i mean the tail) nice suggestion
- since next patterns are the sameones i'm gonna say so i guess i'll end it like this
allright. that's all. good luck
thx a lot Hunter Howl and CLSW!CLSW wrote:
[Platter]
00:55:838 (2) - this part isn't good for its inertia, can you make a bit more distance between 00:55:695 (1,2) - ? nerfed this pattern a bit
cannot find any of special issues, good work!
[Rain]
00:00:838 (1,2,3) - you actually follow the rest of patterns as instrumental, but this one follows vocal. how about to try with instrumental rhythm instead? just the beginning part, Platter and Overdose are also following vocal, I think it'fine.
00:16:980 (1,2,1,2,1,2,1,2) - HDash usage order looks like completely opposite, try to HDash on 00:16:980 (1,2,1,2) - and make semi edgedash for 00:17:838 (1,2,1,2) - ? ok, it feels better now
00:32:980 (2) - antiflow here seems inconsistent with its movement, how about to try straight flow? (ctrl + g and replace on x 512) ok
[Chaos]
00:59:123 (1) - I expected some more jumpy flow, not repetitive slider. how about to make a jump on 00:59:409 - at least? remapped a bit
good map
Please change the CS to 4 :p, tbh your map set is already good.examination wrote:
The Chaos diff is made with cs5, so I won't change the cs
谢谢黄书~Atrue wrote:
My first CTB modding post ever wheeeeeee..
I'll use Chinese tho lol
Unused hitsounds:
soft-slidertick10.wav 好 删了
没看metadata,见谅
其实我在想不用加个cup吗? Salad有点难 233 人懒 不想做了_(:3」∠)_
[Salad]
总算能打了,但是说不出点所以然。 有点感觉跳的间距比较难把握。
01:06:552 (3) - 我自己打的时候觉得有点难,连着的跳有点撑不住 宝贵的意见,改了改了~
[Platter]
不挑太多了,有些地方可能是我感觉有问题,比如不是很确定consistency在这里是不是也通用
00:26:552 - 觉得漏了音,可以顺便加一下啊,顺着flow来应该不会太难吧? 考虑到感觉的话弄成了个HD,不知道这样能不能行
我倒是觉得这里不用加,Platter我本身塞的已经相对较满了 能空拍的地方我尽量空出来
[Rain]
00:18:695 (3) - 我在考虑如果把这个note就放在2的位置呢? like this: 这个可以有,改了以后flow更顺了
00:36:552 - 这里应该可以顺便带一下,加个note cover一下音?加音确实可以加,不过我现在的梗加了这个note会比较别扭,感
觉这个音也不是必要的[Chaos]
感觉有点吵诶,不过可能本身击打感需要音效强调,这点跟std不太一样。
00:35:409 (3,4) - 感觉跳大了,因为音乐好像没有那么强烈变化, 其他地方的强调反而没有做到这个地步。可以试试这种pattern
嗯不错,我把两边的稍微倾斜了一下00:42:838 (4) - 考虑换成大跳吗? 这里感觉滑条带过没有强调到位。 确实应该是大跳更好,但我这一段的这个地方都是用的滑
条,另一部分是大跳,可以相对减小一点难度
00:57:195 - 这种情况下一般加不加转盘?rc写的 The spacing between the end of a spinner and the next object must be
at least 1/2 a bar regardless of BPM. 这种情况再加转盘的话太短了,不太容易接受
求考试大神详解,祝好运
别客气Atrue wrote:
多谢考试大神!
是新人 ;w;Xinely wrote:
黄书大神 :O
Thx a lot <3Sc4v4ng3r wrote:
That reminds me, I need to finish my mod ;-;
M4M as requested.
[General][Salad]
Get an anime bgI mean, I have one which might fit the song's mood nicely, maybe you can check out I completed the game and find this BG fits the song too >v< (Also it's hard to find nice BG for cc so leave this one for std mappers lel)this (dimension's 1920x1080)[Platter]
- Most of the problematic distances are better but some of them still needs further fixing - they still look like dashes when they are intended to be walkable. I'll point out the excessive ones but those borderline ones you gotta spot them out.
- There's quite a lot of back and forth basically throughout the whole map, and variation isn't used too much. This could get really tiring for beginners who somehow are starting off with salads, and due to the high BPM the stress on the arm is built up. Kinda relates back to the first point but try to reduce the overall distance(once again) to avoid this.sure, I'll try my best
- 00:05:980 (3) - This distance might feel uncomfortable for newbies as nothing special lands on this note. I would reduce the distance to be like 00:07:123 (3) - .nerfed a bit
- 00:07:695 (1,2,3) - The whole movement feels quite ambiguous on whether to dash or not - and beginners who plays this difficulty will have trouble. I would suggest you to reduce down this to remove the ambiguity.agree, also fixed the later pattern
- 00:18:695 (1,1,2) - Personally I find this flow quite intimidating as the BPM is quite high and double anti-flow like this could be quite hard to execute in such a short amount of window they have. I would place (2) on the right side of 00:19:409 (2) - to make a smoother flow.ok
- 00:30:552 (1) - This distance especially feels quite far due to the flow-stop on 00:29:980 (3) - and a distance slightly above the other similar notes like 00:32:838 (1) - . Reduce the distance.nerfed a bit
- 00:41:123 (4,1) - Swap NC so that it stays consistent with 00:38:838 (1,2) - . done
- 00:41:980 (1) - I would reduce the distance here a tiny bit because of how 1/2 full horizontal slider looks in high BPM - it could look quite intimidating, especially with it creating an anti-flow.also nerfed a bit
- 00:43:409 (1) - By doing this you are skipping over that beat at 00:43:695 - , which you have emphasized before at 00:38:838 (1,2) - . I would like to see consistency here, so try to separate this into another circle+1/1 slider.following vocal, I use an additional green line to follow the beat <3
- 00:50:552 (2) - This note's strength(or pitch) is comparatively lower than 00:51:123 (1) - so I don't see a reason why this has an equal distance like that. Reduce it, it is also ambiguous at the same time.nice catch, reduced
- 00:53:409 (1,2,1,2) - Due to how much momentum is created by the horizontal sliders ALL of this distance could be seen as dashes, which could be quite challenging for newbies as consecutive dashing could induce a miss, especially due to the high BPM. I highly recommend you to reduce down all of these distances.oh I thought it was a nice pattern QAQ
- 01:04:838 (1,2,3) - Like the second point, I would reduce the overall distance here for the same reason.fixed too
- 01:10:552 (1,2) - Not only the pattern is used so many times already, but the distance is yet again ambiguous here. Would reduce the distance, and maybe make alteration to the pattern cause it's so often used loluhh yeah ;w;
- 01:14:266 (2) - Nothing really special lands here so I suggest you to reduce the distance here as well.ok
- 01:21:409 (2,1,2,1,2,3) - Again, another pattern which requires constant dashing due to the distance. While this is at the end of the song and accentuating it is fine, but having so much consecutive dashes(even though if they aren't intended) can still tire out the beginners. Seeing that there's no Cup, consecutive dashes can be even more challenging. I again highly suggest you to reduce down the overall distance on this pattern.reduced
[Rain]
- 00:00:838 (1,2,3) - Ambiguous distances from the start could be confusing, especially due to these 3 notes being the first 3 notes. I would reduce the overall distance here.reduced a bit
- 00:08:552 (2) - Another ambiguous distance that is quite hard to be caught by solely walking. Reduce the distance.tbh I don't think this is ambiguous if you press dash correctly at finishes.
- 00:09:980 - 00:16:695 - This whole section feels awkward to play. Some of the downbeats are dashes while others can still be caught by walking - combine this with high BPM and this whole section will be very troublesome to play for Platter players. While the patterns themselves are fine, I do believe that you can lay out your dashes better - you could try to have dashes on big white ticks instead of all downbeats for simplicity, and others could be just distance increment(don't make it an ambiguous distance tho). [#FF0000]I already placed all dashes every 2 beats except for 00:13:980 (5,6) since I need to emphasize the downbeat, I don't think press a dash every 2 beats is a challenge for Platter players. (dash every 1 beat in Rain)[/color]
- 00:18:695 (1) - I suggest you to make this a little bit more vertical as the previous rhythm had a lot of dashes, so transitioning into this slider, then into a hyper could be hard.ok
- 00:22:695 (1,2,3) - Without a dash in middle of (2) you can't catch all the objects for these 3 notes. I highly suggest you to reduce down the overall distance and possibly make (2) a little bit more vertical to avoid this, because this pattern is only used from Rains, and even then very rarely.
- 00:27:552 (2,3) - Because of how far the droplet of (2) is sticking out to the right, players are forced to move to the right then to the left, and then a hyper to the right, which can get erratic for a Platter. Remember that Platter is just an introduction for hypers, so complex movements including hypers can get quite out of hand. I suggest you to make (2) a simpler slider shape.
- 00:30:552 (1) - There's no special instrument here, and all the other downbeats weren't having hypers like this until the next part transition so I would remove this hyper as it is overemphasizing this tick.hyper removed
- 00:37:409 - to 00:46:552 - I feel that you are placing your dashes in the wrong places. Why is 00:38:838 (1) - this a dash without any strong instruments while 00:37:980 (3) - this with at least an electric guitar and a snare doesn't have any? Heck even the doubles like 00:38:266 (4,5) - could get occasional dashes, but going with the weakest one out of the bunch musically doesn't make sense at all. And also the dashes get inconsistent - 00:40:266 (3) - this gets a dash after a measure for a reason that I don't know. I highly suggest you do re-pattern this whole section so that the dashes are both consistent and are landing on the strong beats, rather than the weak ones.nerfed a bit at 00:38:838 (1)
- 00:51:123 (1,2,3,4,1,2,3,4) - I know the instrument's more intense here, but due to how horizontal the notes are placed you will require a dash or two in middle of them(like dashing between (1) and (2) then (2) to (3) to give an example), which generally is somewhat of a difficulty spike. Especially when the BPM is high like this, dash heavy patterns like this can be quite erratic and could make the players miss as well. I would reduce the overall distance at least(or even make the sliders more vertical) so that the dashing and walking distance is clearer.reduced all
- 00:55:980 (3,4,5) - Being just introduced to hyper, a hyper then a dash towards the other direction could well result in a miss. I suggest you to reduce down the distance between (4) and (5). reduced
- 00:57:980 - until the end - The kiai has a total of 23 hypers(in span of 18 seconds), while the previous parts in total only had 17 hypers in span of 58 seconds. That, to me, sounds like a very significant difficulty spike. And even then the hyper counter starts racking up right before the kiai, and yea, it does make sense. However, placing so many hypers just because it is the chorus of the song like this can get out of hand - and especially when platter players are just introduced to hypers the amount of hypers can overwhelm them. I highly suggest you to reduce down the number of hypers.(for instance you can remove hyper on 00:59:123 (1) - and 01:00:266 (1) - as nothing too special lands there. Instead, you can make normal dashes to emphasize on the downbeat.) I don't think it's a really meaningful counting here, 1stly, the other parts have a lot of quiet parts that doesn't fits hypers, thus, I choose to make strong streams at 00:09:980~00:16:838, so there're also few hypers appear there. Removed these parts, you may find the hyper frequences reasonable. I'm mapping with the song, not the number.
- 01:01:123 (6) - No clap :c fixed
- 01:03:695 (1,2,3,4,5,6) - This movement can be quite hard if you didn't maintain a perfect timing for all notes previously, as the momentum created here again requires the players to dash in the middle if you didn't. I already explained why this can be erratic, so reduce the overall distance here.ok
- 01:06:552 (3,4) - I know you like placing hypers like this on build-ups but the hyper distance between these 2 are almost unrankable - they are quite far for players who just got introduced to hypers as well. I highly suggest you to reduce down the distance here.reduced
- At least more variation of movement was used here, so other than this the difficulty is okay. Just try to work on those distances.
Can't mod the overdose as it's far above my skill level. I literally die in the first 10 seconds lol ;-;
- Movement gets better by each difficulty lol
- 00:29:980 (4,5) - Snare on (5) is having the only hyper for its type of hyper, and it doesn't feel right. I would remove it as nothing special is justifying the hyper. Same goes 00:34:552 (4,5) - .nerfed a bit
- 00:36:195 (4,1) - For players who first see 1/4 hypers in high BPMs like this, the far distance here can get quite challanging to play around. The trigger distance for 1/4 hyper is 3.3x and this is way above it. This isn't even the kiai, so I highly suggest you to reduce down the distance here.reduced a bit
- 00:38:838 (5) - I'm still against dashing towards this even in Rain. It really doesn't have anything special on it, so I really think that you should reduce down the distance here. Same goes for all notes alike, like 00:41:123 (5) - and 00:43:409 (5) - etc..fixed some
- 00:46:980 (3) - Again, this note doesn't have anything really special on it, but it requires a dashing to catch this. This can take players by surprise so I suggest you to reduce down the distance. It's not a surprise as the players are holding the dash and they can easily catch this one.
- 00:57:623 (2,1) - Another 1/4 hyper that is ridiculously far for this level of play. Sure, its close to the edge and the playfield border can act as a 'safety net', and its also right before the kiai, but you can certainly give a more comfortable but the same effect with a low distance. I suggest you to lower the distance to 6.2x or something. ok, but I really don't think it matters a lot :c
- 01:13:838 (8) - This sticks out quite to the left, when the starting notes were quite vertical to begin with((1), (2) and (3)), which could be surprising as this pattern could be viewed as absolutely symmetrical. It's not a hard flow and I think it fits the song well
- 01:14:838 (5,1) - Quite a strong hyper into an anti-flow dash can be quite challanging to execute, and it is real uncomfortable due to the high BPM. I suggest reducing down the distance for the hyper. Same goes for 01:16:123 (6,1) - .^ same
GL! Sorry for modding lesser than you did ;-;
Thx for your mod-Nicotine wrote:
From my queue \o
Reduce the volume on the last 2 notes on all diff. the crash sound doesn't need to reduce the volume imo.
Chaos:
IS 4.5 CS NOT EVEN A THING :< (keep ur cs5 it fits really well)
Comment: Nice diff ;w;
00:05:409 (1,2,3) – I know what you’re trying to do here, but it doesn’t really fit to me It just feels lacking. 00:06:266 (4,1,2,3,4,5,6) – I would just map this section using only 1/1 circle if you want to keep it, or else redo this part. I hope to make the note density increase gradually so it may feel a bit lacking, I may change this if I find a better pattern.
00:16:980 (1,2,1,2,1,2,1,2) – I know what you’re to do in this section (I love it), but these 00:17:409 (1,1,1) – circles needed alittle bit of movement just to catch them. I would move them closer, but not to the point that notes would lie on the same axis (example is 00:17:123 (2,1) – where 1 is at x:384, this should be avoided, atleast go like x:404). (I hope I’m making sense here ;w;) I tested a few times here, the current one fits well so I'm not gonna change this
01:29:552 (1) –remove the nc ok my fault ;w;
00:18:695 (3,4) – move them closer a bit. In fact the ds has already been reduced
Sorry, stopping my mod here in ur highest diff. It has cool flow that I don’t want to change ;w;
Rain:
Comments: If it’s intentional then just ignore this, but I find some distances awkward. Like 00:48:123 (3,4,5) for example. 3 has a big distance on 4 and 5 suddenly reduce distance. Another example is 01:11:695 (1,2,3) - I don’t wanna post them all, because there is a lot ;w;
00:37:409 (1) to 00:46:552 (1) – has a lot of dashing, reduce them pls ;w; intended
00:37:409 (1) – move it to the left (grid level 2) to the left It's fine now for me
00:39:123 (6,7,1) – I would move 5 distances (grid level 2) to the left, ok
The reason I would move is because of consistency reasons. 00:41:409 (6,7), 00:41:980 (1,2), 00:44:266 (1,2), etc are 1 distance apart
Platter:
Comments: Looks good. :d
00:07:695 (1) – remove this and just make this like a 2 sliders from all of your diff. nice suggestion, it also helps improve the flow
00:27:552 (2,3) – feels uncomfortable too play tried my best to improve this flow
00:37:409 (1,2), 00:38:266 (4,5), 00:39:695 (1,2), 00:40:552 (4,5), etc feels kinda boring. Increase the distance, also to be consistent with rain and overdose. hmm I just keep it same for now, since I did no change to sv3's mod
I’m sorry that this mod is small and shitty
Thx for your mod too rew0825~rew0825 wrote:
Hello from M4M <3Chaos
- 00:12:552 (2,3) - I think this is have a lot of distance when compare with other 1/2 notes. Can you change it to near? nerfed a bit
- 00:14:838 (2,3) - same as top. ^
- 00:33:123 (2) - Can move it to left more? (suggest on x:392) fine
- 00:59:695 (5) - How about move it to x:476? looks like a nice change
- 01:18:552 (1) - Can change this slider to curve a bit? This one is intended
Rain
- 00:02:408 (4,5) - I think distance of it is very big. Can move 00:01:980 (1,2,3,4) - to left 1-2 grid? 2 grids
- 00:09:266 (2,3) - I think it so far. Can move 00:09:266 (2) - to x:416 and 00:09:695 (3) - to x:96? fine
Platter
- 01:00:266 (1,2,3,4) - It's look hard because it antiflow. Can you move 01:00:409 (2) - to x:32, 01:00:552 (3) - to x:80 and 01:00:695 (4) - to x:160? remapped already
- 01:01:123 (6) - forget add clap? kek
- 01:03:695 (1) - this end slider too. lol ^
- 01:09:409 (1,2,3,4) - Can you reduce about this distance? 01:09:552 (2) - x:352 and 01:09:695 (3) - x:320 ok
Salad
- I think it's pecfect <3
Good luck for rank <3
thx a lot JBH!JBHyperion wrote:
Thanks based doublepost now I can't get an easy 2 kudosu >:C rip 2kd
M4M from a while agoSalad
- 00:08:838 (1,2) - Ambiguous spacing, 1/2 dash would be a bit unexpected here at the start even though the note is strong, so consider reducing this right, reduced
- 00:14:123 (4,1) - ^ As above, except you can probably justify a dash here since the player will be used to the BPM and spacing by now. Either increase or reduce this depending on what you want to do here increased by 1 grid
- 00:18:695 (1,1) - Reduce please, this is too large for a walk I was making a dash here, but it's right to reduce here since it's the lowest diff
- 00:21:552 (2,3) - Walkable, but difficult, increase if you intended a dash here increased a bit
- 00:23:409 (3,1) - This definitely warrants a clearer jump ok
- 00:25:695 (3,1) - ^ fixed too
- 00:27:123 (1,2,1) - 00:28:266 (1) - is more deserving of a jump to start the new measure than 00:27:980 (2) - imo It's right to place a jump at the later one, but I don't want this pattern get too hard since I have several dashes before, so I reduced to a walk here.
- 00:43:409 (1) - You hitsounded this slidertick for a strong drum sound, so surely it would make more sense as a repeat slider? The vocal and instrument both change here, so idk why you'd want a 2/1 slider instead repeat slider sounds nice
- 01:05:980 (1,2,3,4,1) - Quite a difficult series of walks, and spamming 1/2 dash here would be way too difficult. Reduce distances on these please reduced some
- 01:12:552 (4,1,2) - Tough walk, but too weak for dash. Move (1) right slightly fore more comfortable movement ok
- 01:16:266 (1,2,1,2,1,2,1,2) - Slider shapes get pretty repetitive, You could vary up the directions and shapes here for more varietyhmm this pattern looks fine to me, tho it's a bit repetitive, it's pretty symmetric.
Platter
- 00:01:980 (1,2,3) - Would look better as a linear pattern imo for better contrast with 00:02:552 (4,5,6,7) -, might just be me though ok
- 00:03:980 (3,4,1) - Sharp antiflow into a 1/2 dash is a little unexpected for the calm part of the song. I'd try a more natural flow here, with (1) on the left side The finishes start here means it's already not the calm part, but I'm not using hyper here, an anti-flow with a normal dash works out well
- 00:06:266 (4,1) - Increase to highlight the dash please, this is possible to walk ok
- 00:08:123 (2) - Unexpected antiflow, doesn't really fit with the sharp vocal sound. Making (2) similar to 00:07:695 (1) - on the left side would play better fixed
- 00:18:695 (1,1) - Too weak to justify a hyper imo, regular dash or even a walk would be fine make it a regular dash
- 00:24:123 (2,3,4) - This looks walkable, but the spacing to (4) means you have to dash halfway which is awkward. (3) closer to (2) works better ok
- 00:27:123 (1,2,3) - Excessive hyper density comes as a real shock, having hypers to only 00:27:123 (1) - and 00:28:266 (1) - would be more fitting and avoid an unexpected difficulty spike fixed this one
- 00:45:980 (4,5) - Hyper is unnecessary here, comparing strength to 00:46:123 (5,1) - which is much stronger. Regular dash would be more fitting reduced to a regular one
- 00:49:980 (1) - Unnecessary NC for just this one object ok
- 00:53:123 (4,1,2,3,1,2,3,1,2,3,4,5,6,7,1) - Yeah, way too many hypers here, you're not even at the kiai yet so lay off some of these please. 00:53:409 (1) - and 00:55:695 (1) - can stay, the rest are unneeded sure reduced
- 00:53:980 (1) - Unnecessary NC again k
- 00:57:695 (2,1) - All those previous hypers, but this doesn't have one? It's one of the strongest parts of the song, please don't undersell it becuz I think 1/1 hyper is much harder than 1/2 hypers, anyway I make it a 1/2 slider now
- 00:58:838 (5,1) - Unnecessary hyper, there's no strong drum or vocal sound here ok
- 01:06:409 (2,3) - Hyper here would be complementary to 01:05:838 (4,1) - I tend to keep the current pattern since it works out well
- 01:07:409 (2,3,4) - Very unexpected antiflow, at least make these distances consistent and walkable ok
- 01:07:980 (5,1) - Same as 00:58:838 (5,1) fixed
- 01:18:266 (2,3,1) - Antiflow could be reduced here for better flow, (2) to the right slightly would play better ok
- 01:19:123 (2,3,1) - Would look better with (3) moved slightly to the right, gap is a little excessive atm sure
- 01:23:552 (2) - This plays better as a vertical slider for the sharp drum sounds and consistency with 01:23:123 (1,3) - tbh, if it's a vertical slider, it'll lack movement and feel a bit wierd
RainNice diff.
- 00:10:266 (2,3,4) - Bit much for a walkable spacing, moving (3) right slightly would improve flow ok
- 00:13:409 (1,2,3,4) - Moving these closer together would create a better contrast with the more intense 00:14:123 (5,6,7) - looking nice
- 00:42:552 (3,4) - Quite a strong spacing after the hyper, I'd reduce this a little so it's not so much of a shock reduced a bit
- 00:45:838 (3,4,5) - Variance in hyper strengths makes this unnecessarily tricky, moving (5) to the left balances the strengths and plays much more smoothly reduced a bit
- 00:51:123 (1,2) - Unexpected antiflow dash after hyper, try reducing this distance a little reduced a bit
- 01:07:123 (1,2) - ^ As above, thought this time the stronger hyper is more the problem. Move (1) right a little to reduce strength and spacing ok
- 01:21:980 (1,2,3) - Reverse stair pattern is really unexpected given 01:20:838 (1,2,3,4) - was quite simple. Either simplify this pattern or reduce the spacingI think the stair pattern is fine and the ds is perfectly same with other sliders
Hope this helps - good luck! (:ChaosGigalomaniacsCS5 so this map is basically perfect already lol
- 00:04:123 (5,1) - Unexpected antiflow makes this double hyper easy to miss. A naturally flowing slider would make more sense here looking nice
- 00:05:409 (1,2) - Quite an extreme spacing after that previous hyper, consider reducing distance or weakening hyper a little reduced a bit
- 00:16:695 (7,1) - ^ As above ^
- 00:16:980 (1,2,1,2,1,2,1,2) - In the Rain, you used a decreasing spacing here to fit with the drop in pitch, so it feels weird here to see you increased the spacing instead. Consider reversing these to go from larger > smaller as you did before sure
- 00:23:123 (3,1) - Slightly larger spacing here would flow better, this is bordering a flowstop if you continue the previous movements I think the current one just fits well
- 00:27:052 (7,1) - Strong 1/4 hyper into antiflow seems unfitting here, the vocal isn't strong so you're just riding on the instrument I think it's not wrong to follow the strong instruments here
- 00:30:980 (2) - Slightly more vertical angle on this would make for a more comfortable walk, it's easy to miss the tail atm ok
- 00:42:552 (3,4) - Excessive spacing after hyper makes this uncomfortable to catch, try reducing this slightly right here, reduced
- 00:53:695 (3,4) - Weird jump parity here, the strong drum sound is on (5), and the vocal on (3), but you decided to make a jump to the fairly unimportant (4), and then the same thing at 00:54:409 (8) -. 00:53:409 (1,2,3,4,5,6,7,8) - Would be better divided as two groups of 4 with hypers between to fit the 4/4 metronome I understand your thoughts but if you look through the patterns before and after it, you'll find many 1/2 jump sliders, if I map this pattern like them, these patterns will get rather boring. hmm I hope someone can find a better one for me XD
- 01:10:409 (1,2,3,4,5,6,7,8,9) - Cool pattern, but it's really a bit excessive and totally comes out of nowhere lol. 01:10:980 (5,6) - is especially hard to hit because of the direction change. Reducing the hyper strengths just a little here would play so much better reduced the strength a bit
- 01:15:695 (1,2,3,4) - Since pitch is increasing here, how about a funnel pattern instead of a linear one? Would provide a bit of intensity to end the kiai section I tried that pettern, but it'll miss easily, so I keep the current one XD
没事干的话别在别人的thread里面double post 另外没找你m4m你也不用那么热心 你的图我会看的sxy62146214 wrote:
再不给摸我都不好意思了...
M4M on this map. ←请用最严厉的语言打击我这个萌新吧
OK大神的General怎么可能会有问题...。我只是感觉原来的BG更好。
不摸Overdase了摸不动(╯‵□′)╯︵┻━┻
[ Salad]
00:03:123 (1) - 直滑条?稍微曲一点? 影响不大啊
00:12:266 (1) - 滑条看起来最后直了,把它做成一个“C” 或者滑条后半部分做得更弯一点。(比如滑条最后一个灰点X:208啥的) 有意往左走的 这样就行
00:14:552 (1) - ^ ^
00:41:980 (1) - Ctrl+G? 没必要
00:45:123 (3,1) - 这地方看的好不自然惹...滑条往右移一点点?(X:384?) 挪了一下
[ Platter]
00:09:266 (2) - 玩一次miss一次,是不是我太渣了? 要用dash去接
00:13:123 (6,7) - 同X.(7)往右移一点点? ?
00:25:695 (4) - 从这里就开始飚红果了?好像早了点... 嗯,这里确实不应该用hyper
00:28:838 (4) - 滑条前半部分开起来直了。本该如此
00:48:552 (4,5) - 同X. ?
01:17:409 (1) - 滑条后半部分开起来直了。没影响
[ Rain]
00:02:837 (7,8) - 我其实做图挺恨同X的...感觉不是很美观。哈……恕我直言我看不懂你在说什么
00:26:409 (2,3,4) - 喔 O.O ?
00:39:838 (2) - 前半部分直得很突兀。 哪儿突兀了
00:59:695 (1,2,3,4) - 看着好奇怪...摆成一个标准的“C”,或者(2,3)重新考虑一下。 nope 这边是要中间让player按dash的
01:01:838 (3) - 前半部分直得很突兀。说突兀劳烦讲清楚为啥
GL!
考试大大您在玩什么游戏呢?给我看看OwO
huh?Ascendance wrote:
If this mapset doesn't have a Cup on it by the time it's ranked we're gonna have some issues
It's lazy not to add a cup :/Kurokami wrote:
huh?Ascendance wrote:
If this mapset doesn't have a Cup on it by the time it's ranked we're gonna have some issues
where is my GD btw dad, what do you think about the source? you mapped a similar map with ChäoSKurokami wrote:
And I can map it in 5.