forum

Nekomata Master+ - Proof of the existence [Osu|Taiko]

posted
Total Posts
89
show more
Topic Starter
Alheak
mhh, this doesn't seem to matter too much but changed, thank you!
Topic Starter
Alheak
I'll end up believing this set is cursed :o
MrDorian
Hi
I've found some minor thing after playing this
Expert
00:25:181 - why is no circle here? You mapped this sound before
00:29:505 (6) - could you change it to 1/4 kick slider? It breaks flow a bit. I can hear 1/4 sounds in the background, so it should be okay
01:10:446 (6,7) - is a stack, but in the rest of the part for these sounds are jumps ???:DDD???
Part from 01:44:681 - to 01:50:240 - disappointed me a bit. You had so many sounds in the background which could be mapped, but you just made boring stream
01:54:563 (1) - move the red tick/dot/whatever in the slider to x=56 y=332, a e s t h e t i c s
Another
00:11:505 (1,2,3) - here you used 1/2 sliders, but in the rest of this part you mapped it other way, why? ?:D?
01:10:093 (2) - shouldn't the end of this slider be clickable because of the intensive clap? https://puu.sh/vdnx2/5007b16d3d.png this should be okay i think
01:15:740 (2) - same thing as ^
01:39:034 (1,2,3,4,5,6,7,8) - why is here that stream? No special sounds etc, it would fit 01:40:446 (1,2,3,4,5,6,7,8) - here, it would fit to the harp sound which stands out
01:42:122 - 01:42:475 - you could add notes here, could create nice pattern
Hyper
you could buff it a bit, Another uses a lot of 1/4 and stuff, hyper ocasionally
gl
Topic Starter
Alheak

MrDorian wrote:

Hi
I've found some minor thing after playing this
Expert
00:25:181 - why is no circle here? You mapped this sound before fixed
00:29:505 (6) - could you change it to 1/4 kick slider? It breaks flow a bit. I can hear 1/4 sounds in the background, so it should be okay yea
01:10:446 (6,7) - is a stack, but in the rest of the part for these sounds are jumps ???:DDD??? good catch
Part from 01:44:681 - to 01:50:240 - disappointed me a bit. You had so many sounds in the background which could be mapped, but you just made boring stream yeah, this part always felt a bit empty to me so i changed most of it
01:54:563 (1) - move the red tick/dot/whatever in the slider to x=56 y=332, a e s t h e t i c s nah its fine
Another
00:11:505 (1,2,3) - here you used 1/2 sliders, but in the rest of this part you mapped it other way, why? ?:D? changed
01:10:093 (2) - shouldn't the end of this slider be clickable because of the intensive clap? https://puu.sh/vdnx2/5007b16d3d.png this should be okay i think i think the slider end is enough, and i don't want to confuse the player with too much different rhythms, this part is complex enough
01:15:740 (2) - same thing as ^
01:39:034 (1,2,3,4,5,6,7,8) - why is here that stream? No special sounds etc, it would fit 01:40:446 (1,2,3,4,5,6,7,8) - here, it would fit to the harp sound which stands out it fits the synth progressively
01:42:122 - 01:42:475 - you could add notes here, could create nice pattern guess it fits the theme yes
Hyper
you could buff it a bit, Another uses a lot of 1/4 and stuff, hyper ocasionally i believe it's hard enough, i try to make it as much as a transition from normal as i can for the spread
gl
thanks a lot!
Bonsai
jow, here's some Std-stuff to get out of the way

General
  1. The soft-hitclap is really quiet compared to the hitwhistle and not very audible to me, would suggest trying to make it a bit louder to balance those two out and make it more noticable
  2. Assuming you colorhaxed the same way in all diffs, using timestamps from Normal: Many of the transitions between sections get kinda washy bc the colours that are following each other appear very similar, I see that you are consistently using the same order of bright-dark but I feel like it would have a nicer effect this way:
    1. 00:34:005 - Here it would be more clearly differentiated if you started with using the darker colour in the second section
    2. 00:56:593 - basically the same but not directly, 00:56:681 (1) - being the bright colour doesn't differ from 00:54:740 (3) - as much as it would if it were the darker colour
    etc, just my opinion ofc
Normal
  1. 00:08:681 (1,1) - The spinner is pretty fast/short which imo doesn't fit for the intro that much, basically I think it requires an amount of spinning-effort that feels 'overdone' to me - Have you considered expanding it to 00:10:446 -? Since there isn't any indication of the song's rhythm until the following hitobjects this doesn't feel less fitting than ending it on the theoretical downbeat at all to me, actually even better for some reason, and it's still enough recovery time~
  2. 00:41:858 (3,1) - This is much more difficult/uncomfortable to play than other combos in this section, players of that level don't really abuse slider-leniency in a way that would make this flow well (not even I did when playing it the first time), so I'd suggest making this a bit more comfortable to fit to the rest
  3. 00:44:858 (2) - 00:56:152 (2) - would suggest to highlight these sounds with a cool slidershape or a cool NC-colour or smth
  4. 00:56:681 (1,2) - Spacing here is small enough for only one followpoint to appear, but all following spacings in this section make a tiny bit of the second followpoint appear which is not looking that good imo, it's technically just a difference of just x0.01 but makes a bigger difference aesthetically imo
  5. 01:44:681 (1,2) - 01:51:740 (1,2) - These are the only other instances where you used such a harsh flow, and it's in the most spaced section too which makes it rather imbalanced imo, is there a specific reason for that? I mean the second one represents kinda special sounds so I somewhat see that justified (but maybe there'd be other ways to represent those too?), but the first one is just some beats that appeared everywhere else, like in the first Kiai, too, but have never been mapped that harshly
Hyper
  1. 00:22:799 - Playing this whole section without any spacing- or SV-increases happening feels rather boring, not only the pitch of that glitchy sound but also the general intensity increase notably imo so just playing the same rhythm over and over again but then all of a sudden having that huge increase at 00:32:681 (1,2,3) - seems imbalanced and like a missed opportunity to me :|
  2. 00:33:563 (1) - not a big fan of doing this at this level tbh, overmapping it as 1/4 instead of 1/2 just feels very unnatural and I don't think it's necessary to emphasize this sound, it's already really emphasized with the SV and NC, and it kinda looks weird with the slidertick too; If you shortened it to 1/2 it also kinda lands around the spot where the sound's pitch starts to descend too (and you could also do this owo), all in all I just dislike it for many reasons lol, please reconsider
  3. 00:38:328 (1,2,3,4,5) - Have you considered this? Would follow the 'melody' better and also emphasize 00:39:122 - more.. This section kinda suffers from very monotonous onbeat-rhythm, so bringing in a bit of variety with that reverse would be pretty neat imo
    would also apply to 00:49:622 (1,2,3,4,5) - ofc
  4. 00:56:681 - Maybe use a different hitnormal here bc the current one just sounds exactly like the rhythm-layer in the song that you are not mapping lol
    applies to higher diffs too probably
  5. 01:07:975 - I heavily dislike the choice of doing short 1/3-sliders here, the song using all its regular-rhythm-stuff again which completely overshadows the 1/3s imo, and it also simply doesn't play well and is rather confusing bc your spacing is just all over the place too, I mean there are some bigger inconsistencies like 01:09:387 (1,2) being much bigger than any other 1/2, but generally the disctinction between 1/3 and 1/2 is not very noticable and just unintuitive to play imo
    - After looking at the Another and realizing that what makes it so weird for me in this diff are the big gaps at 01:08:328 (2,3) - etc, lemme try to suggest a rather simple way to 'fix' it: Adding reverses to 01:08:328 (2,4) and making 01:10:446 (6) - 1/2, bc after 01:09:387 (1,2,3,4,5) - ignoring the 1/3s it just seems random to get thrown back into that rhythm at that spot
    And repeating that for everything after that ofc. Imo that would make it more clear and feel less awkward to stay in that 1/3-rhythm, but wouldn't be too dense for the diff or anything like that. Watcha think?
  6. 01:11:858 (4,3,4,5) - did you want to stack those? bc autostacking n stuff
  7. 01:24:916 (1,1) - I don't really see the reason to leave such a tiny gap here, gameplay-wise it doesn't make any difference at all bc Hyper-players won't start spinning in an instant, but visually the spinner appears really early rn, if the gap was 1/2 it would pretty closely be fully faded in at the downbeat which would fit much better imo
  8. 01:29:622 (1) - Maybe remove NC to differentiate the next slider better, with SV-change n all that going on?
  9. 01:31:975 (1,2) - 01:43:269 (1,2) - Introducing tail-stacks at this point for only using them twice is kinda evil lol, also takes away the specialness of 01:41:505 (6,7) -
Another
  1. 00:15:563 (3,4,1) - to imitate autostack more closely you'd have to use 1x1 pixels less each, is currently spaced x0.28 when autostack is just x0.23, or at least use one vertical pixel less to it's diagonal I guess lol
  2. 01:07:975 - In this diff the rhythm feels better bc there aren't any awkward gaps like in Hyper, still I'd recommend to highlight what you're following more obviously with some additional hitsounds on those 1/3s if that's possible in some way :/
  3. 01:10:093 (2,3,4) - 01:15:740 (2,3,4) - Those completely broke this section for me though, I got into the rhythm of the section real quick but then completely thrown out of it by those x_x I don't really see much reason to do that tbh, if you're doing it bc of 01:10:181 then lemme tell you that leaving those out wouldn't be noticable at all to me
  4. 01:29:152 (1,1,1,1,2,1) - imo that just looks weird with that non-NC at the end, would suggest to just stay in one combo until that last slider :/
  5. 01:30:563 (1,2,3) - Why aren't there any 1/4s here? Looking at everything that comes after this it seems like the whole section is pmuch 1/4-galore except for the very beginning, why? Seemed really random to be faced with a long kickslider&stream-chain after such a beginning
Extra
  1. 00:36:210 (5,6,7,8) - 00:39:210 (6,7,8,9) - etc - spacing the circles away from the sliders seems really counterintuitive to me, I can't get my head to not think that that's not just a regular triplet ;_; Probably just preference but I wanted to put it out there anways, I feel like connecting it to the slidertails would play much nicer (and differentiate to 00:56:681 (1,2,3,4) but that's beside the point lol)
  2. 01:07:975 - welp, I do now know why I sucked so much when testplaying it a few days ago LOL
    man idk, this seems so weird to me.. Honestly I can't read it at all bc at this level the spacing might be whatever and visually it all looks like it's the 1/4-version of this bc the object-/rhythm-placement would be the same.. idk, I feel like it could be much improved if the hitsound were actually audible or the beat-placement a bit more dense so it's clearer that 1/4 can't be what this is, and 01:10:093 (3,4,5,6) - etc is again pmuch breaking it (except I never get into the rhythm in the first place lol)
    idk ;_;
  3. 01:30:563 (1,2,3) - Again literally the whole Kiais are 100% 1/4-spam except the very beginning, why though lol
  4. 01:35:769 (12,13) - considering how hard it gets later on, I feel like this could use bigger spacing too, using it at 01:35:416 (8,9) - but not here seems illogical to me, the stream-edge doesn't nearly have the same effect as that jump to me
  5. 01:43:269 (1,2,3,4,5,6) - Why did you separate this into two groups too, musically (4) doesn't have that note that would be emphasized at all other white ticks, it's like 01:31:975 (1,2,3,4,5,6,7,8) - 01:34:799 (1,2,3,4,5,6,7,8) - 01:46:093 (1,2,3,4,5,6,7,8) - y'know?
    Basically this is the opposite of the previous point, this is randomly emphasizing one note too much, while the previous point is ignoring one note too much
  6. 01:50:328 (1,2,3,1,2,3,4,1,2,3,4,1,1,1,1) - Uh did the colorhaxing get messed up here or is this how you want it to be? bc it seems pretty unorganized to me lol
Topic Starter
Alheak

Bonsai wrote:

jow, here's some Std-stuff to get out of the way

General
  1. The soft-hitclap is really quiet compared to the hitwhistle and not very audible to me, would suggest trying to make it a bit louder to balance those two out and make it more noticable guess so yes, changed
  2. Assuming you colorhaxed the same way in all diffs, using timestamps from Normal: Many of the transitions between sections get kinda washy bc the colours that are following each other appear very similar, I see that you are consistently using the same order of bright-dark but I feel like it would have a nicer effect this way:
    1. 00:34:005 - Here it would be more clearly differentiated if you started with using the darker colour in the second section
    2. 00:56:593 - basically the same but not directly, 00:56:681 (1) - being the bright colour doesn't differ from 00:54:740 (3) - as much as it would if it were the darker colour
    etc, just my opinion ofc
    won't change the hax but i made the colours slightly brighter/more differenciable
Normal
  1. 00:08:681 (1,1) - The spinner is pretty fast/short which imo doesn't fit for the intro that much, basically I think it requires an amount of spinning-effort that feels 'overdone' to me - Have you considered expanding it to 00:10:446 -? Since there isn't any indication of the song's rhythm until the following hitobjects this doesn't feel less fitting than ending it on the theoretical downbeat at all to me, actually even better for some reason, and it's still enough recovery time~ alright
  2. 00:41:858 (3,1) - This is much more difficult/uncomfortable to play than other combos in this section, players of that level don't really abuse slider-leniency in a way that would make this flow well (not even I did when playing it the first time), so I'd suggest making this a bit more comfortable to fit to the rest fair enough
  3. 00:44:858 (2) - 00:56:152 (2) - would suggest to highlight these sounds with a cool slidershape or a cool NC-colour or smth good idea, changed the shape
  4. 00:56:681 (1,2) - Spacing here is small enough for only one followpoint to appear, but all following spacings in this section make a tiny bit of the second followpoint appear which is not looking that good imo, it's technically just a difference of just x0.01 but makes a bigger difference aesthetically imo that's some next level aesthetic mod
  5. 01:44:681 (1,2) - 01:51:740 (1,2) - These are the only other instances where you used such a harsh flow, and it's in the most spaced section too which makes it rather imbalanced imo, is there a specific reason for that? I mean the second one represents kinda special sounds so I somewhat see that justified (but maybe there'd be other ways to represent those too?), but the first one is just some beats that appeared everywhere else, like in the first Kiai, too, but have never been mapped that harshly mhh, i don't really think it's that harsh but i guess it makes sense to not change the flow here
Hyper
  1. 00:22:799 - Playing this whole section without any spacing- or SV-increases happening feels rather boring, not only the pitch of that glitchy sound but also the general intensity increase notably imo so just playing the same rhythm over and over again but then all of a sudden having that huge increase at 00:32:681 (1,2,3) - seems imbalanced and like a missed opportunity to me :| added smol streams on beeps, should be more interesting without being too hard
    for the increase i believe is appropriate since most of the build up happens there, and calling it "huge" is probably a bit far fetched since it's just a 1.40 to 1.60 jump
  2. 00:33:563 (1) - not a big fan of doing this at this level tbh, overmapping it as 1/4 instead of 1/2 just feels very unnatural and I don't think it's necessary to emphasize this sound, it's already really emphasized with the SV and NC, and it kinda looks weird with the slidertick too; If you shortened it to 1/2 it also kinda lands around the spot where the sound's pitch starts to descend too (and you could also do this owo), all in all I just dislike it for many reasons lol, please reconsider changed
  3. 00:38:328 (1,2,3,4,5) - Have you considered this? Would follow the 'melody' better and also emphasize 00:39:122 - more.. This section kinda suffers from very monotonous onbeat-rhythm, so bringing in a bit of variety with that reverse would be pretty neat imo
    would also apply to 00:49:622 (1,2,3,4,5) - ofc mhh good idea
  4. 00:56:681 - Maybe use a different hitnormal here bc the current one just sounds exactly like the rhythm-layer in the song that you are not mapping lol
    applies to higher diffs too probably unless i'm retarded and there's a better idea, i'd have to either remove the hitsound which could affect other parts or create another custom set just for this part which is like 6s long and would make the set needlessly heavier
  5. 01:07:975 - I heavily dislike the choice of doing short 1/3-sliders here, the song using all its regular-rhythm-stuff again which completely overshadows the 1/3s imo, and it also simply doesn't play well and is rather confusing bc your spacing is just all over the place too, I mean there are some bigger inconsistencies like 01:09:387 (1,2) being much bigger than any other 1/2, but generally the disctinction between 1/3 and 1/2 is not very noticable and just unintuitive to play imo
    - After looking at the Another and realizing that what makes it so weird for me in this diff are the big gaps at 01:08:328 (2,3) - etc, lemme try to suggest a rather simple way to 'fix' it: Adding reverses to 01:08:328 (2,4) and making 01:10:446 (6) - 1/2, bc after 01:09:387 (1,2,3,4,5) - ignoring the 1/3s it just seems random to get thrown back into that rhythm at that spot
    And repeating that for everything after that ofc. Imo that would make it more clear and feel less awkward to stay in that 1/3-rhythm, but wouldn't be too dense for the diff or anything like that. Watcha think? sounds like a good compromise, i'm a bit concerned with the new spacing tho but i dont think it's too big for hyper, tho it makes the spread a bit uneven maybe
  6. 01:11:858 (4,3,4,5) - did you want to stack those? bc autostacking n stuff fixed
  7. 01:24:916 (1,1) - I don't really see the reason to leave such a tiny gap here, gameplay-wise it doesn't make any difference at all bc Hyper-players won't start spinning in an instant, but visually the spinner appears really early rn, if the gap was 1/2 it would pretty closely be fully faded in at the downbeat which would fit much better imo alright
  8. 01:29:622 (1) - Maybe remove NC to differentiate the next slider better, with SV-change n all that going on? im not sure it'd help that much, and i'd prefer to keep the NCing so it's consistent with the other diffs
  9. 01:31:975 (1,2) - 01:43:269 (1,2) - Introducing tail-stacks at this point for only using them twice is kinda evil lol, also takes away the specialness of 01:41:505 (6,7) - makes sense yes
Another
  1. 00:15:563 (3,4,1) - to imitate autostack more closely you'd have to use 1x1 pixels less each, is currently spaced x0.28 when autostack is just x0.23, or at least use one vertical pixel less to it's diagonal I guess lol fixed
  2. 01:07:975 - In this diff the rhythm feels better bc there aren't any awkward gaps like in Hyper, still I'd recommend to highlight what you're following more obviously with some additional hitsounds on those 1/3s if that's possible in some way :/ i like the hitsounding idea, hope it helps
  3. 01:10:093 (2,3,4) - 01:15:740 (2,3,4) - Those completely broke this section for me though, I got into the rhythm of the section real quick but then completely thrown out of it by those x_x I don't really see much reason to do that tbh, if you're doing it bc of 01:10:181 then lemme tell you that leaving those out wouldn't be noticable at all to me added a circle that should help a lot with playing this, still wanna keep the following pattern for some diversity and because i'm technically following the drums before the melody
  4. 01:29:152 (1,1,1,1,2,1) - imo that just looks weird with that non-NC at the end, would suggest to just stay in one combo until that last slider :/ added a NC instead, i really like the NCing here so i wanna keep it
  5. 01:30:563 (1,2,3) - Why aren't there any 1/4s here? Looking at everything that comes after this it seems like the whole section is pmuch 1/4-galore except for the very beginning, why? Seemed really random to be faced with a long kickslider&stream-chain after such a beginning i found the 1/4s too quiet to be mapped, and i think it helps introducing the kiai without putting too much pressure on the player right of the bat
Extra
  1. 00:36:210 (5,6,7,8) - 00:39:210 (6,7,8,9) - etc - spacing the circles away from the sliders seems really counterintuitive to me, I can't get my head to not think that that's not just a regular triplet ;_; Probably just preference but I wanted to put it out there anways, I feel like connecting it to the slidertails would play much nicer (and differentiate to 00:56:681 (1,2,3,4) but that's beside the point lol) mostly for aesthetic actually,
    and because the theme of the map is spaced drop-off streams, so it wouldn't make sense to have connected streams here suddenly i guess
  2. 01:07:975 - welp, I do now know why I sucked so much when testplaying it a few days ago LOL
    man idk, this seems so weird to me.. Honestly I can't read it at all bc at this level the spacing might be whatever and visually it all looks like it's the 1/4-version of this bc the object-/rhythm-placement would be the same.. idk, I feel like it could be much improved if the hitsound were actually audible or the beat-placement a bit more dense so it's clearer that 1/4 can't be what this is, and 01:10:093 (3,4,5,6) - etc is again pmuch breaking it (except I never get into the rhythm in the first place lol)
    idk ;_; added the hitsounds like in Another, i'm a big alt fan so a lot of those patterns play better with an alt playstyle i guess
  3. 01:30:563 (1,2,3) - Again literally the whole Kiais are 100% 1/4-spam except the very beginning, why though lol like another
  4. 01:35:769 (12,13) - considering how hard it gets later on, I feel like this could use bigger spacing too, using it at 01:35:416 (8,9) - but not here seems illogical to me, the stream-edge doesn't nearly have the same effect as that jump to me
  5. 01:43:269 (1,2,3,4,5,6) - Why did you separate this into two groups too, musically (4) doesn't have that note that would be emphasized at all other white ticks, it's like 01:31:975 (1,2,3,4,5,6,7,8) - 01:34:799 (1,2,3,4,5,6,7,8) - 01:46:093 (1,2,3,4,5,6,7,8) - y'know? changed
    Basically this is the opposite of the previous point, this is randomly emphasizing one note too much, while the previous point is ignoring one note too much
  6. 01:50:328 (1,2,3,1,2,3,4,1,2,3,4,1,1,1,1) - Uh did the colorhaxing get messed up here or is this how you want it to be? bc it seems pretty unorganized to me lol uh, the hax is fine, the colours were not tho
thanks again, really appreciate your help
Bonsai
Ok, added "猫叉Master+" to tags and some bigger / many smaller changes happened so ahoy rebubble, Taiko-diffs are technically fine and I've got previous Taiko-BNs to confirm that they are fine quality-wise too so yeah!
Proof of the quality
MrDorian
You can do this! OWO
Doyak
Alright, let's see how it has been changed from last time. (Actually, I have been changed more than this map)

Any reason you added 猫叉Master+ on tags when it's already in artist field?

[Hyper]
* 00:16:446 (2,1) - I don't see why this would be too closer than 00:13:622 (2,1) - 00:19:269 (2,1) - when 00:17:152 - actually has a big sound. Make them similar I think.
* 00:40:446 (3,4) - This transition very sticks out because for the entire part you almost fixed the distance, and there's nothing special to make that one different. Just Ctrl+G'ing 00:40:446 (3) - seems working, but you could try other things too.
* 01:08:328 (2,3) - 01:09:034 (4,1) - 01:11:858 (4,1) - 01:13:975 (2,3) - 01:14:681 (4,1) - 01:16:799 (2,3) - 01:17:505 (4,1) - I don't like how you put next objects on the opposite way of the reverse arrow. 1/3s in this speed is pretty much of distinguishable beats and this actually creates some flow on that direction. So what this basically means that they're all quite sudden jumps that goes against the flow. Even the flow of the next object is really harsh. For example in case of 01:11:858 (4,1) - requires https://doyak.s-ul.eu/IuP7pCya within a single 1/3 beat and I think this is really not appropriate for this level of difficulty. Especially that one and 01:13:975 (2,3) - bothers me a lot. Hope you would make them more natural and easier.
* 01:39:034 (1,2,3,4,5,6,7,8) - imo this is too much of a difficulty spike. Even though the tension is quite high, there are not really that many actual emphasizeable sounds going on. Rather, highlighting 01:40:446 (1,2,3,4,5,6,7) - would be a better choice by nerfing the previous notes.
* 01:43:975 (3,4) - Can't get why this one specifically has a wide spacing. Not consistent with 01:32:681 (3,4) - as well.

[Another]
* 00:17:152 (1,2) - All the other 1/1s are in 1.30x before, but why suddenly shrinked?
* 00:38:328 (1,2,3,4,5,6,7,8,9) - This seems a lot tricky to be used here. Even though they are quite special sounds, it doesn't deserve one of the hardest pattern of the whole map imo. Even Expert didn't use a full stream for them (tho not necessarily easier, they're just different type of difficulty). Maybe you could try using https://doyak.s-ul.eu/rtaBLnWB
* 01:12:740 (2,3) - Also this rhythm is much harder than Expert. At least make them easier than that.
* 01:39:034 (1,2,3,4,5,6,7,8,9,10,11,12) - Same as Hyper. I don't think this needs that much of emphasis overall. Like you did on Expert, highlighting 01:40:446 (1,2,3,4,5,6,7,8,9,10,11,12,13,14) - is better. Also rather than a plain 1/4 chains, doing something like 01:39:387 (5,6,7) - 01:40:093 (12,13,14) - in Expert diff to emphasize certain sounds would be a good idea.

[Expert]
* 00:33:563 (1,1) - This is way too much abuse of slider leniency (hi t2 BN test). Not only the spacing but also the flow.
* 01:16:093 (6,7) - I think it's better to have more spacing than 01:15:916 (5,6) - like you did on 01:10:269 (5,6,7) - so that you can give a hint that it's on a different snap.
* I would like you to consider about changing your NC on the kiai a bit. You have changed many stream patterns inside a combo to represent different sounds, but your comboing doesn't represent that efficiently. For example, 01:35:505 (9,10,11,12,13,14,15,16) - are in pattern-wise very different from 01:34:799 (1,2,3,4,5,6,7,8) - so it'll be good if there's something that represents that. 01:37:622 (1,2,3,4,5,6,7,8) - are curved and 01:38:328 (9,10,11,12,13,14,15,16) - is straight so that'll make some difference too, etc.
* 01:39:563 (7,8) - 01:40:269 (14,1) - Considering that they're mostly just continued streams, that much of spacing isn't needed. It's almost same as 01:41:505 (13,14,1) - . So reduce them a bit, I suggest.
* 01:51:740 - 01:52:446 - I think these are pretty important sounds, so maybe add whistles. Other diffs too
* 01:37:975 (5,8) - ehhhhh swap the claps lol
* 01:43:622 - and missing a clap
* 01:58:799 - and a whistle? for other diffs too
* 01:18:563 - and whistle? other diffs as well
* 01:21:387 - and a clap for all diffs

I took a look on Taiko diffs too and I don't see any real issues. Call me back.
Topic Starter
Alheak

Doyak wrote:

Alright, let's see how it has been changed from last time. (Actually, I have been changed more than this map)

Any reason you added 猫叉Master+ on tags when it's already in artist field? uh, just a mistake, removed

[Hyper]
* 00:16:446 (2,1) - I don't see why this would be too closer than 00:13:622 (2,1) - 00:19:269 (2,1) - when 00:17:152 - actually has a big sound. Make them similar I think. changed
* 00:40:446 (3,4) - This transition very sticks out because for the entire part you almost fixed the distance, and there's nothing special to make that one different. Just Ctrl+G'ing 00:40:446 (3) - seems working, but you could try other things too. fixed
* 01:08:328 (2,3) - 01:09:034 (4,1) - 01:11:858 (4,1) - 01:13:975 (2,3) - 01:14:681 (4,1) - 01:16:799 (2,3) - 01:17:505 (4,1) - I don't like how you put next objects on the opposite way of the reverse arrow. 1/3s in this speed is pretty much of distinguishable beats and this actually creates some flow on that direction. So what this basically means that they're all quite sudden jumps that goes against the flow. Even the flow of the next object is really harsh. For example in case of 01:11:858 (4,1) - requires https://doyak.s-ul.eu/IuP7pCya within a single 1/3 beat and I think this is really not appropriate for this level of difficulty. Especially that one and 01:13:975 (2,3) - bothers me a lot. Hope you would make them more natural and easier. fixed the whole part
* 01:39:034 (1,2,3,4,5,6,7,8) - imo this is too much of a difficulty spike. Even though the tension is quite high, there are not really that many actual emphasizeable sounds going on. Rather, highlighting 01:40:446 (1,2,3,4,5,6,7) - would be a better choice by nerfing the previous notes. changed
* 01:43:975 (3,4) - Can't get why this one specifically has a wide spacing. Not consistent with 01:32:681 (3,4) - as well. fixed

[Another]
* 00:17:152 (1,2) - All the other 1/1s are in 1.30x before, but why suddenly shrinked? fixed
* 00:38:328 (1,2,3,4,5,6,7,8,9) - This seems a lot tricky to be used here. Even though they are quite special sounds, it doesn't deserve one of the hardest pattern of the whole map imo. Even Expert didn't use a full stream for them (tho not necessarily easier, they're just different type of difficulty). Maybe you could try using https://doyak.s-ul.eu/rtaBLnWB changed
* 01:12:740 (2,3) - Also this rhythm is much harder than Expert. At least make them easier than that. i changed the spacing a lot for easier reading, but i believe it's otherwise fine as it is only playing on red or white ticks
* 01:39:034 (1,2,3,4,5,6,7,8,9,10,11,12) - Same as Hyper. I don't think this needs that much of emphasis overall. Like you did on Expert, highlighting 01:40:446 (1,2,3,4,5,6,7,8,9,10,11,12,13,14) - is better. Also rather than a plain 1/4 chains, doing something like 01:39:387 (5,6,7) - 01:40:093 (12,13,14) - in Expert diff to emphasize certain sounds would be a good idea. changed

[Expert]
* 00:33:563 (1,1) - This is way too much abuse of slider leniency (hi t2 BN test). Not only the spacing but also the flow. not sure exactly what i should do here, ctrl+g 00:34:093 (1) - seems like a good fix but i don't know what is too much slider leniency or what's the problem with the flow
* 01:16:093 (6,7) - I think it's better to have more spacing than 01:15:916 (5,6) - like you did on 01:10:269 (5,6,7) - so that you can give a hint that it's on a different snap. changed
* I would like you to consider about changing your NC on the kiai a bit. You have changed many stream patterns inside a combo to represent different sounds, but your comboing doesn't represent that efficiently. For example, 01:35:505 (9,10,11,12,13,14,15,16) - are in pattern-wise very different from 01:34:799 (1,2,3,4,5,6,7,8) - so it'll be good if there's something that represents that. 01:37:622 (1,2,3,4,5,6,7,8) - are curved and 01:38:328 (9,10,11,12,13,14,15,16) - is straight so that'll make some difference too, etc. added some NCs, i hope it'll be fine
* 01:39:563 (7,8) - 01:40:269 (14,1) - Considering that they're mostly just continued streams, that much of spacing isn't needed. It's almost same as 01:41:505 (13,14,1) - . So reduce them a bit, I suggest. reduced a bit, but i wanna emphasize that "raising tone" sound in the song
* 01:51:740 - 01:52:446 - I think these are pretty important sounds, so maybe add whistles. Other diffs too added
* 01:37:975 (5,8) - ehhhhh swap the claps lol woops
* 01:43:622 - and missing a clap added
* 01:58:799 - and a whistle? for other diffs too added
* 01:18:563 - and whistle? other diffs as well added
* 01:21:387 - and a clap for all diffs and added

I took a look on Taiko diffs too and I don't see any real issues. Call me back.
fwew, thank you for modding again!
Bonsai
It's not easy responding green but Doyak managed to induce it lol, kudosu
Doyak
Expert
01:16:210 - you forgot to add drum whistle

Hyper
01:18:210 (2) - snap to 1/2
01:29:622 (1,1) - Actually now that I think of it, this can be a bit confusing because the gap between those look same as 01:29:152 (1,1) - while they're totally not. So I think making some significant difference between them would be good.

Normal
00:36:563 - missing clap

01:55:269 - clap for all diffs
01:53:505 - If you care, only this slider tick is on drum sampleset so the tick sound is different from the others, not very important tho
Topic Starter
Alheak
fixed and rechecked everything
Doyak
Not sure if this is posted somewhere, but for further reference,



https://p.eagate.573.jp/game/2dx/20/p/n ... tence.html
Bonsai
Qualification of the map
Topic Starter
Alheak
Took a long time to finally get qualified but it was worth it, thanks again to everyone!
Myxo
Great mapset, congratz! :3
LowAccuracySS
Grats!
VINXIS
THOSE 1/4CIRCLE TO 1/4 SLIDER PATTERNS PLAYER SUPER WEIRD ;///////////////////


gratz tho
Topic Starter
Alheak
thank you all

and vxnisi not a gree
Shiirn
map was better when you didn't have the pants-on-head retarded streamhops



somehow the entire map is worse than it was when i last saw it like 4 months ago. =///////// it's way more inconsistent and generally speaking completely messed up

you still haven't actually smoothed out the emphasis or decided what melody you actually want to have most of a focus, instead skipping around everywhere inconsistently and generally making it a sight read map which is really fucking bad for a technical nekomata track, it just makes it annoying to play rather than challenging
Please sign in to reply.

New reply