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Hanatan - Yuragi [CatchTheBeat]

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Topic Starter
JBHyperion
This beatmap was submitted using in-game submission on 06 July 2017 at 17:59:14

Artist: Hanatan
Title: Yuragi
Tags: Tremor YURiCa melancholy j-rock lily niki
BPM: 180
Filesize: 5816kb
Play Time: 03:18
Difficulties Available:
  1. Cup (1.49 stars, 322 notes)
  2. Platter (3.26 stars, 531 notes)
  3. Rain (4.1 stars, 577 notes)
  4. Salad (1.98 stars, 388 notes)
Download: Hanatan - Yuragi
Information: Scores/Beatmap Listing
---------------
#11 ranked

- Absolute Zero
- Sc4v4ng3r

[WHAT'S THIS?]
J-Rock - 花たん / Hanatan
Original version by niki (2010)

The osu!standard mapset of this song by happy30 was one of the first beatmaps I ever played in osu! and my first introduction to the artist Hanatan. Ever since I started mapping, I have wanted to try my hand at this breathtakingly powerful yet beautiful song, and now, over two years later, I finally felt as though I could do it justice. The mapset here is the result of that effort - I hope you all enjoy playing it as much as I did mapping it!

[CURRENT STATUS]
Cup by me - 100%
Salad by me - 100%
Platter by me - 100%
Rain by me - 100%

[CHANGELOG]
20/04/17 - Submitted mapset with Cup, Salad, Platter and Rain difficulties 100% complete including hitsounds

02/05/17 - Applied mod from RoseusJaeger
04/05/17 - Applied mod from celerih
18/05/17 - Applied mod from Absolute Zero
26/05/17 - Applied mod from Nokashi
09/06/17 - Applied recheck from Absolute Zero +
06/07/17 - Applied check from Sc4v4ng3r +

Nokashi
DeletedUser_6709840
M4M, for Dried Up Youthful Fame when Ascendance finishes his diffs. (Ur killing me with the 3 minute drain)

General

Looks mostly good, I keep getting this notification about the soft-hitwhistle from Modding Assist though.

Cup

The length of some of your combos is triggering me because it breaks guidelines. I'd put NCs on the following spots:

00:08:305 (4) – Split this combo in half so it doesn't exceed 8 objetcts.
00:10:971 (5) - ^
03:01:638 (3) - ^
03:04:305 (3) - ^

Pattern stuff:

00:19:471 (4,5,1) – This plays weird with odd distances because you feel like you have to pause to catch (5). Move (5) to X=236 to make it play smoother.

00:24:805 (3,1) – Put some distance on this to put emphasis since the sound is so strong on (1). Move (1) to X=280.

00:29:138 (2,3,4) – Maybe make these distance constitent because having to slow down to catch (4) is kinda gross feeling to play. Perhaps increase the distance to catch (4) to 1.00x instead of 0.80x.

02:27:805 (5,6,1) – Rhythm is questionable here. It sounds like 1/3 to me here and it kinda throws me off.

02:39:971 (3,4,5) – Make the distances consistent by moving (4) to X=300.

02:47:971 (3,4,5) – I'd be better to make distances consistent here as well. Move (4) to X=188.


Salad

Long combos again that I'm not a fan of:

00:02:971 (7) – NC here
00:05:638 (5) - ^
00:08:305 (4) - ^Apply this one if you applied the previous in order to keep consistency
00:10:971 (5) - ^consistentcy
01:09:638 (5) - ^
01:12:305 (5) - ^
01:25:471 (5) - ^ 12 objects in this combo. Get ur sheet together, JBH.
01:30:971 (4) - ^
01:46:638 (4) - ^
02:11:138 (4) - ^
02:21:138 (3) - ^
02:29:138 (3) - ^ for consistency (these combos are slowly killing me)
03:01:638 (7) - ^
03:04:305 (7) - ^
03:06:971 (7) - ^

Pattern stuff:

00:35:471 (3,4,1) – I know this isn't unrankble, but I don't advise it. Double-dashing in Salads is off-putting to those just learning how to dash so I'd remove the dash from (3,4)

01:38:471 (2,3,4) - ^Same here.

03:10:638 (3,1) – The dash is early, it should be where the second reverse on (3) is because of the strong cymbal sound.


Platter

I'm not gonna bother pointing out the combo limits but there are spots where it's over 12 objects (like the very first combo) but it makes me wanna scream.

00:24:805 (5,6,1) – Please don't combine dashes with hypers. More specifically, the dash is already antiflow from the previous slider, so this is very difficult for beginners to hyperdashes to play. I'd at least remove the dash so it's easier to play.

01:28:805 (5,6,1) - ^Similar to above but the flow is better. I'm not fond of dashes with hypers in Platters since it feels more Rain-ish.

02:15:305 (2,3) – I know this is following the vocal but the density or hypers here is a bit much for a Platter. Reduce this hyper to a dash to even out hyper density.

03:10:805 – There's a drum beat you could map here and put emphasis on the cymbal.


Rain

00:14:138 (6,7,8,9,10) - I think there's a little too much emphasis on (9,10) so it makes it a bit awkward to catch without dashing through the pattern. Move (9) to X=340

00:22:805 (1,2,3) – Why aren't there hypers between these as there are at 00:25:471 (1,2,3) - ?

00:39:471 (3,4,5) – These dashes don't read very well for me. I'd just make it a plate walk because the vocal doesnt pick up until the next pattern. Move (4) to X=180.

00:43:471 (6,7,8) - ^Same here, these dashes aren't spaced well. (7) to X=248

00:54:138 (6,7,8) - ^ This is.... better, but still feels weird. (7) to X=216

01:04:805 (6,7,8) - ^ :p I straight up don't like this pattern. (7) on X=248

01:31:805 (8) – I don't like how you have to dash to catch this after a 1 /4 hyper. Make it more vertical to keep hyper to next pattern and move to X=108

01:37:138 (7) - ^Same here, move to X=448

01:42:138 (5,6,7,8) – It's a bit hard to catch (8) because of the sharpness of the previous 1 /4 hyper. I'd move (8) to X=360 to fix.

01:43:471 (3,4,5) – Similar to previous fix. Move (4) to X=324

01:47:471 (6,7,8) - ^ Move (7) to X=248

01:58:138 (6,7,8) - ^ Not as bad but move (7) to X=128

02:08:805 (6,7,8) - ^ Move (7) to X=408

02:35:471 (5,6,7) - ^ (6) to X=368

02:46:138 (6,7,8) - ^ (7) to X=296

02:56:805 (6,7,8) - ^ (7) to X=348 ( kill me, pls. Doing this after the previous antiflow patterns? You're cruel)

03:01:638 through 03:05:471 – This section made me wanna cry from the brutal anti-flow stair-stepping or whatever it's called. Idk if it's more Overdose level, but my fingers hate me after this pattern.


Good luck, if you got more maps you want to look at for M4M I'll look at them.
Topic Starter
JBHyperion

RoseusJaeger wrote:

M4M, for Dried Up Youthful Fame when Ascendance finishes his diffs. (Ur killing me with the 3 minute drain)

General

Looks mostly good, I keep getting this notification about the soft-hitwhistle from Modding Assist though.
I think this is a bug in MA caused by it not knowing how to process single channel waveforms. I did report it a while back but since the project isn't being updated anymore I don't think it ever got resolved. It's not a problem afaik, but for some reason MA isn't able to detect length/delay issues on these files, so just remember to check them manually if possible.


Cup

The length of some of your combos is triggering me because it breaks guidelines. I'd put NCs on the following spots:

00:08:305 (4) – Split this combo in half so it doesn't exceed 8 objetcts.
00:10:971 (5) - ^
03:01:638 (3) - ^
03:04:305 (3) - ^Fixed all long combos except 02:06:805 (1,2,3,4,5,6) - in the 2nd kiai, purely because it's the only place in the kiai that goes over 8 and I don't want it to stand out for no reason

Pattern stuff:

00:19:471 (4,5,1) – This plays weird with odd distances because you feel like you have to pause to catch (5). Move (5) to X=236 to make it play smoother. Done

00:24:805 (3,1) – Put some distance on this to put emphasis since the sound is so strong on (1). Move (1) to X=280. Whoops

00:29:138 (2,3,4) – Maybe make these distance constitent because having to slow down to catch (4) is kinda gross feeling to play. Perhaps increase the distance to catch (4) to 1.00x instead of 0.80x. I disagree, these are totally different sounds so giving them equal spacing feels boring. I don't find the appearance particularly ugly, it's a nice shallow curve

02:27:805 (5,6,1) – Rhythm is questionable here. It sounds like 1/3 to me here and it kinda throws me off. It's 1/4, but since that would be too dense for a Cup I opted for 1/2 instead

02:39:971 (3,4,5) – Make the distances consistent by moving (4) to X=300. Again, these are very different strengths so a linear pattern seems strange to me. I don't see a problem with this

02:47:971 (3,4,5) – I'd be better to make distances consistent here as well. Move (4) to X=188. Same as before


Salad

Long combos again that I'm not a fan of:

00:02:971 (7) – NC here
00:05:638 (5) - ^
00:08:305 (4) - ^Apply this one if you applied the previous in order to keep consistency
00:10:971 (5) - ^consistentcy
01:09:638 (5) - ^
01:12:305 (5) - ^
01:25:471 (5) - ^ 12 objects in this combo. Get ur sheet together, JBH.
01:30:971 (4) - ^
01:46:638 (4) - ^
02:11:138 (4) - ^
02:21:138 (3) - ^
02:29:138 (3) - ^ for consistency (these combos are slowly killing me)
03:01:638 (7) - ^
03:04:305 (7) - ^
03:06:971 (7) - ^You could just say "fix long combos" and I would have got the message without you sacrificing your sanity xd

Pattern stuff:

00:35:471 (3,4,1) – I know this isn't unrankble, but I don't advise it. Double-dashing in Salads is off-putting to those just learning how to dash so I'd remove the dash from (3,4) Harumph fine, I somehow knew this wouldn't pass inspection but at least I tried

01:38:471 (2,3,4) - ^Same here. Sigh

03:10:638 (3,1) – The dash is early, it should be where the second reverse on (3) is because of the strong cymbal sound. Fixed


Platter

I'm not gonna bother pointing out the combo limits but there are spots where it's over 12 objects (like the very first combo) but it makes me wanna scream. Yes.

00:24:805 (5,6,1) – Please don't combine dashes with hypers. More specifically, the dash is already antiflow from the previous slider, so this is very difficult for beginners to hyperdashes to play. I'd at least remove the dash so it's easier to play. The distance you highlighted is walkable, so this isn't an issue imo

01:28:805 (5,6,1) - ^Similar to above but the flow is better. I'm not fond of dashes with hypers in Platters since it feels more Rain-ish. As you said, flow makes this less complicated than it appears. I don't see a problem here

02:15:305 (2,3) – I know this is following the vocal but the density or hypers here is a bit much for a Platter. Reduce this hyper to a dash to even out hyper density. Alright alright made is less dangerous and stuff

03:10:805 – There's a drum beat you could map here and put emphasis on the cymbal. Made it more consistent with the other diffs


Rain

00:14:138 (6,7,8,9,10) - I think there's a little too much emphasis on (9,10) so it makes it a bit awkward to catch without dashing through the pattern. Move (9) to X=340 Alright

00:22:805 (1,2,3) – Why aren't there hypers between these as there are at 00:25:471 (1,2,3) - ? Second set is more intense, normal dash on these allows me to create a buildup effect following the music

00:39:471 (3,4,5) – These dashes don't read very well for me. I'd just make it a plate walk because the vocal doesnt pick up until the next pattern. Move (4) to X=180. Vocal intensity increases on all of these sounds, and dashes between them serves to emphasise the buildup to the kiai. Incidentially,
I don't think you meant a platewalk here, since that refers to a moving wiggle pattern that can be caught by tapping (see: Emerald Sword, neu, etc.)


00:43:471 (6,7,8) - ^Same here, these dashes aren't spaced well. (7) to X=248 As above

00:54:138 (6,7,8) - ^ This is.... better, but still feels weird. (7) to X=216 This is exactly the same spacing though wtf xD

01:04:805 (6,7,8) - ^ :p I straight up don't like this pattern. (7) on X=248 Sorry, I love it (:

01:31:805 (8) – I don't like how you have to dash to catch this after a 1 /4 hyper. Make it more vertical to keep hyper to next pattern and move to X=108 Made it a bit more lenient since the sound on (8) isn't that strong I guess

01:37:138 (7) - ^Same here, move to X=448 Disagree on this one though, the vocal is strong and deserves a dash, 1/1 isn't that strict on timing leniency

01:42:138 (5,6,7,8) – It's a bit hard to catch (8) because of the sharpness of the previous 1 /4 hyper. I'd move (8) to X=360 to fix. Fair enough

01:43:471 (3,4,5) – Similar to previous fix. Move (4) to X=324 As before, I feel this is fine

01:47:471 (6,7,8) - ^ Move (7) to X=248 ^

01:58:138 (6,7,8) - ^ Not as bad but move (7) to X=128 Also exactly the same so idk how it is magically better lmao

02:08:805 (6,7,8) - ^ Move (7) to X=408 And again

02:35:471 (5,6,7) - ^ (6) to X=368 And again again

02:46:138 (6,7,8) - ^ (7) to X=296 All the agains

02:56:805 (6,7,8) - ^ (7) to X=348 ( kill me, pls. Doing this after the previous antiflow patterns? You're cruel) I don't feel this presents a significant difficulty spike, and considering this is an Insane diff I'm not sure what were you expecting...

03:01:638 through 03:05:471 – This section made me wanna cry from the brutal anti-flow stair-stepping or whatever it's called. Idk if it's more Overdose level, but my fingers hate me after this pattern. Hard, yes, but certainly not Overdose level and fitting with the intensity of this final climactic section imo

Good luck, if you got more maps you want to look at for M4M I'll look at them.
Thanks for the mod!
celerih
Add "lily niki" to the tags as they are the artists behind the original song

[
Cup
]

  1. 01:04:805 (5,1) - Reduce distance here
  2. 02:23:305 (2,1) - Same here, because the 2 slider is pointing the other way the distance should be a bit lower

[
Salad
]

  1. 00:09:638 (2) - Since you're following the guitar I thnk this should be a 1/2 reverse like you did on 00:07:471 (2) -
  2. 00:40:805 (2) - I don't think having a slider here is the best idea. There is nothing on 00:41:305 - and for ctb even if the slider end is silenced the lack of a sound there still feels weird. A circle on 00:40:805 - actually works better for the buildup imo j
  3. 00:57:471 (1) - This slider should be extended to 00:57:971 -
  4. 01:44:805 (2) - I don't think it's such a good idea to have the part extending to the right. It makes it so you often overshoot it and then miss the dash that comes afterwards
  5. 03:05:471 (1,2,3,4,5) - Kinda boring to have so many circles in a straight line. You could add a direction change on 03:06:138 (3) -

[
Platter
]

  1. 00:39:305 (2,3,4,5) - Having a lot of dashes here doesn,t really work with the buildup to the chorus, since there isn't much of a buildup in intensity with the dashes. Try making 00:39:471 (3,5) - more easily walkable
  2. 00:40:805 (3) - I have the same issue here than in the salad
  3. 01:43:305 (2,3,4,5) - Same buildup thing
  4. Apart from that there isn't much to say about this diff, the anti-flow dashes were really well made, good job

[
Rain
]

  1. 00:23:805 (3) - You should have an hdash to this note since you did it on 00:26:471 (3) - and pretty much everywhere after that
  2. 00:59:805 (7,1) - I don't think the anti-flow here works very well
  3. 01:55:471 (1,2,3,4,5,6,7,8) - This was done correctly in the last kiai imo. The note on 01:55:805 (5) - isn't strong enough for an hdash, so I think it should be a dash here instead
  4. 02:22:805 (1,2) - You could put a dash here to conserve the momentum of the hdash
  5. 02:43:471 (1,2,3,4,5,6,7,8) - Same thing with the hdash in the middle of the stream
Uploading now so I don't lose my progress on the mod, I need to go pass my driver's license exam
Edit: Passed my exam yayy
Don't forget about our collab ; )
Topic Starter
JBHyperion

celerih wrote:

Add "lily niki" to the tags as they are the artists behind the original song done

[
Cup
]

  1. 01:04:805 (5,1) - Reduce distance here Made 01:04:805 (5) - less horizontal
  2. 02:23:305 (2,1) - Same here, because the 2 slider is pointing the other way the distance should be a bit lower Alright

[
Salad
]

  1. 00:09:638 (2) - Since you're following the guitar I thnk this should be a 1/2 reverse like you did on 00:07:471 (2) - I expanded the density a bit more here to highlight the end of the section. It still follows the guitar, just with more active objects
  2. 00:40:805 (2) - I don't think having a slider here is the best idea. There is nothing on 00:41:305 - and for ctb even if the slider end is silenced the lack of a sound there still feels weird. A circle on 00:40:805 - actually works better for the buildup imo j I wanted to do this originally, but making a 3/2 jump to 00:41:471 (1) - was really difficult to do. I've dampened the slider end for now, it's the best option imo
  3. 00:57:471 (1) - This slider should be extended to 00:57:971 - This is the same logic you just countered above but ok, done xd
  4. 01:44:805 (2) - I don't think it's such a good idea to have the part extending to the right. It makes it so you often overshoot it and then miss the dash that comes afterwards Same logic as previous iteration, the slider path here is walkable so I find the risk of overshooting minimal
  5. 03:05:471 (1,2,3,4,5) - Kinda boring to have so many circles in a straight line. You could add a direction change on 03:06:138 (3) - Tried some more complex shapes but (a) they didn't look that nice, and (b) I want a rest period after the kiai, so a linear pattern is the better option

[
Platter
]

  1. 00:39:305 (2,3,4,5) - Having a lot of dashes here doesn,t really work with the buildup to the chorus, since there isn't much of a buildup in intensity with the dashes. Try making 00:39:471 (3,5) - more easily walkable Done
  2. 00:40:805 (3) - I have the same issue here than in the salad Same response
  3. 01:43:305 (2,3,4,5) - Same buildup thing Yup
  4. Apart from that there isn't much to say about this diff, the anti-flow dashes were really well made, good job

[
Rain
]

  1. 00:23:805 (3) - You should have an hdash to this note since you did it on 00:26:471 (3) - and pretty much everywhere after that Explained in prev mod, I want a normal dash here so there is a buildup in intensity accompanying the rise in vocal strength
  2. 00:59:805 (7,1) - I don't think the anti-flow here works very well Hmk, made regular flow here
  3. 01:55:471 (1,2,3,4,5,6,7,8) - This was done correctly in the last kiai imo. The note on 01:55:805 (5) - isn't strong enough for an hdash, so I think it should be a dash here instead alright, made em consistent
  4. 02:22:805 (1,2) - You could put a dash here to conserve the momentum of the hdash Nice idea, buffed this a little for better flow
  5. 02:43:471 (1,2,3,4,5,6,7,8) - Same thing with the hdash in the middle of the stream I prefer to add a little extra emphasis for the last kiai,
    so I'll keep it here
Uploading now so I don't lose my progress on the mod, I need to go pass my driver's license exam
Edit: Passed my exam yayy grats
Don't forget about our collab ; ) one hitsounding coming up my friend
Thanks for the mod!
Absolute Zero
Nice set! Some more general and quick points.

[Cup]
00:40:805 (2,1) - I think this would work better if (1) was on the left of (2), since a cup player may be inclined to keep going left after 00:40:138 (1,2), a large climax in the voice, perhaps to x=149 or so.
01:50:138 (4,5,6) - I would move (5) a little closer to (6) to be a little more forgiving in terms of the curve that it creates—right now it’s simply at a sharp angle that might daunt players.
03:06:471 (2) - I would tilt this slider more to the right to make a smoother transition to 03:07:138 (1).
03:10:805 (1) - This is treated quite differently than 03:11:471 (2,3,1) in terms of rhythm. I would make them the same pattern, either mimicking 03:11:471 (2,3,1) or 03:10:805 (1).

[Salad]
00:22:805 (1,2,3) - This pattern may be a little challenging for a salad player. While it’s not the worst thing in the world, it might be worth changing it so that the catch doesn’t have to move both directions for every slider.
00:32:805 (4,5,1) - An awfully difficult jump here compared to before, don’t you think? I would lower distance due to the fact that it is antiflow.
00:38:638 (5,1) - Larger distancing here to show the increase in energy and voice pitch.
00:40:805 (2,1) - This movement is deceptively long. Increase distance and make it a more clear dash.
01:52:805 (5,1) - Antiflow dash here is a bit uncomfortable to play. I would Ctrl+G and move (5) to x=440. You will have to rearrange 01:53:471 (1,2,3,4) to keep that dash.
02:12:638 (2,3) - Lower distancing between these two hit circles to at least imply a directional change for the catcher (to (4)).
02:15:471 (2,1) - Larger distancing here to accent the increase in pitch and energy.
02:43:805 (4,1) - Would make this dash more apparent as (3,4) is a walk and players may continue to walk the 1/8.

[Platter]
00:01:971 (2) - Distancing here is a little ambiguous for the beginning—I would make the dash more apparent.
00:06:305 (3,4,5) - Not really that much of a problem, but I think the antiflow here is a little weird to play—I would simply make the dash flow by turning (4) around its tail 180 degrees.
00:26:471 (3,1,2) - The pattern here is a bit uncomfortable because (3,1) is relatively the same movement and distance as (1,2), and in a platter that plays a little strangely.
00:54:471 (4,1) - I was expecting a hyper here since the voice changes.
01:03:971 (1,2) - Weird lack of movement here in context—I think you could increase this spacing.
02:04:805 (2) - Strange that this is the only hyper in this kind of mid-screen antiflow pattern you have. I would lower distancing here.
02:57:971 (2,3,4) - Due to the fact that it’s 1/2 then 1/1 with similar distancing, the pattern plays a little strangely for a platter. Consider increasing the distancing of the 1/1 gap 02:58:138 (3,4).

[Rain]
00:11:138 (2,3) - I would increase distancing here to make it more clear this is a dash.
00:14:138 (2) - Hitsounding here sounds a little strange. Did you mean to put the timing point at 00:14:138 instead?
00:22:638 (5,1) - This jump feels unnatural from 00:22:138 (4,5), which is the same distance. I would either make this a hyper or make it the same length as 00:22:805 (1,2).
00:34:805 - Are you sure you want to cover this pitch shift in the voice here?
00:51:721 (4,5) - Make this a hyper to keep symmetry with 00:52:055 (8,1), but also to keep the player used to a tap dash (with the hyper).
01:03:471 (3,4,5) - I would rethink this pattern since it kind of crams the player to the left side and prevents further movement.
01:41:805 (4,5,6,7,8) -
01:55:721 (4,5) - Same as 00:51:721 (4,5).
02:53:138 (3) - I would make this slider more forgiving in terms of droplets by curving it a bit less.
Topic Starter
JBHyperion

Absolute Zero wrote:

Nice set! Some more general and quick points.

[Cup]
00:40:805 (2,1) - I think this would work better if (1) was on the left of (2), since a cup player may be inclined to keep going left after 00:40:138 (1,2), a large climax in the voice, perhaps to x=149 or so. I decided the direction change was more important here than on (2), so I flipped 00:40:138 (1,2) - instead
01:50:138 (4,5,6) - I would move (5) a little closer to (6) to be a little more forgiving in terms of the curve that it creates—right now it’s simply at a sharp angle that might daunt players. I doubt it, this is only 1.0x, a rather small spacing. I don't really like the aesthetic of a 3 fruit curve so I prefer the linear pattern here
03:06:471 (2) - I would tilt this slider more to the right to make a smoother transition to 03:07:138 (1). Done
03:10:805 (1) - This is treated quite differently than 03:11:471 (2,3,1) in terms of rhythm. I would make them the same pattern, either mimicking 03:11:471 (2,3,1) or 03:10:805 (1). This isn't possible as it would skip the cymbal sound there, the repeat slider is the best I could do to account for the variation without being totally out of sync with the other patterns

[Salad]
00:22:805 (1,2,3) - This pattern may be a little challenging for a salad player. While it’s not the worst thing in the world, it might be worth changing it so that the catch doesn’t have to move both directions for every slider. I think it's reasonable enough, since the spacing is all walkable. I'll try keeping it for now and see if others suggest the same
00:32:805 (4,5,1) - An awfully difficult jump here compared to before, don’t you think? I would lower distance due to the fact that it is antiflow It's a walkable pattern into a dash, both are lenient so I don't see a problem here
00:38:638 (5,1) - Larger distancing here to show the increase in energy and voice pitch. Done
00:40:805 (2,1) - This movement is deceptively long. Increase distance and make it a more clear dash. Surely if it's deceptively long I should be reducing it?
01:52:805 (5,1) - Antiflow dash here is a bit uncomfortable to play. I would Ctrl+G and move (5) to x=440. You will have to rearrange 01:53:471 (1,2,3,4) to keep that dash. This is made lenient enough by 01:52:805 (5) - being a comfortable walk and 01:53:471 (1) - having large slider leniency by being initially vertical
02:12:638 (2,3) - Lower distancing between these two hit circles to at least imply a directional change for the catcher (to (4)). Same explanation as before, linear patterns >>>> curves for triplets imo and there's enough leniency here to avoid the player feeling strained
02:15:471 (2,1) - Larger distancing here to accent the increase in pitch and energy. Alright
02:43:805 (4,1) - Would make this dash more apparent as (3,4) is a walk and players may continue to walk the 1/8. (4,1) is over twice the size of (3,4) and recognisable from previous 1/2 dashes, I doubt anyone's going to be walking it

[Platter]
00:01:971 (2) - Distancing here is a little ambiguous for the beginning—I would make the dash more apparent. Done
00:06:305 (3,4,5) - Not really that much of a problem, but I think the antiflow here is a little weird to play—I would simply make the dash flow by turning (4) around its tail 180 degrees. Antiflow is used to emphasise the stronger cymbal on 00:06:805 (1) -
00:26:471 (3,1,2) - The pattern here is a bit uncomfortable because (3,1) is relatively the same movement and distance as (1,2), and in a platter that plays a little strangely. How is similar sounding vocals having similar spacing strange?
00:54:471 (4,1) - I was expecting a hyper here since the voice changes. Good point, fixed here and at 00:43:805 (4,1) -
01:03:971 (1,2) - Weird lack of movement here in context—I think you could increase this spacing. Made a bit more wiggle-ness here
02:04:805 (2) - Strange that this is the only hyper in this kind of mid-screen antiflow pattern you have. I would lower distancing here. Removed hyper here and 02:52:805 (2,3) -
02:57:971 (2,3,4) - Due to the fact that it’s 1/2 then 1/1 with similar distancing, the pattern plays a little strangely for a platter. Consider increasing the distancing of the 1/1 gap 02:58:138 (3,4). Sure thing

[Rain]
00:11:138 (2,3) - I would increase distancing here to make it more clear this is a dash. Done
00:14:138 (2) - Hitsounding here sounds a little strange. Did you mean to put the timing point at 00:14:138 instead? Nope, I switch on the second note to the hihat sound but keep the snare on the first
00:22:638 (5,1) - This jump feels unnatural from 00:22:138 (4,5), which is the same distance. I would either make this a hyper or make it the same length as 00:22:805 (1,2). It's already a hyper
00:34:805 - Are you sure you want to cover this pitch shift in the voice here? 00:34:471 (3) - is mapping a single vocal, I reflected the slight change in pitch by making the S-shape
00:51:721 (4,5) - Make this a hyper to keep symmetry with 00:52:055 (8,1), but also to keep the player used to a tap dash (with the hyper). Had this as a hyper originally, but given the low intensity compared to 00:52:138 (1) - and people's feedback, I opted for a regular dash instead for better emphasis balance
01:03:471 (3,4,5) - I would rethink this pattern since it kind of crams the player to the left side and prevents further movement. It's only a short period before going back to the right, doesn't feel forced to me
01:41:805 (4,5,6,7,8) - Was too diff-spiky, discussed in Discord, nerfed the wiggle a bit
01:55:721 (4,5) - Same as 00:51:721 (4,5). Same response
02:53:138 (3) - I would make this slider more forgiving in terms of droplets by curving it a bit less. The hyper is already quite weak here, I feel the current momentum provided is fine for this intended movement
Thanks for the mod!
Nokashi
Hello There

Im here to finally open the gates after the long wait

Cup
  1. 00:02:971 - 00:05:638 - Not really sure why you left these unmapped when 00:08:305 (1,1) - these are mapped. Feels inconsistent
  2. 00:12:805 (2,1) - Guitar strings rather similar here but the contrast on the rotations really shows. Having one almost horizontal and one almost fully vertical doesnt reflect the song well imo
  3. 00:17:471 (1,2) - To be honest mapping this as a slider would express the mellowness of the voice here better, and it isnt that much different than 00:14:805 (1) - musically
  4. 00:43:471 (4,1) - Pretty underspaced in a regard that there is a strong cymbal here but only 1.20x DS is utilized
  5. 00:46:138 (4,5) - You could take advantage of a zig-zag pattern kinda like here 00:48:805 (4,5) - . I Feel like the sharper movement expresses the wonderful 'yu-ra' better and its also the consistent choice. For placement i tried 00:46:138 (4) - X:116 and 00:46:471 (5) - x:268 but you can tweak them to your liking
  6. 00:51:471 (3) - Ehh not that sure about this but you could rotate it -10 degrees so its more lenient to move through. Plus the DS with the -10 rotation favours the jump with the strong cymbal, offering a bit of diffentiation in spacing
  7. 00:56:805 (4,5) - Comparatively this incorporates less movement than all similar patterns, making seem rather inconsistent
  8. 01:52:805 (4,5) - Here again, a zig-zaggy movement seems to be the optimal choice in terms of patterning
  9. 02:06:138 (3) - You could have offered movement here by making this more horizontal. Would play better than just a standstill of movement waiting for the next object
  10. 02:15:471 (2,1) - I find this pretty underspaced on the basis that the vocal is so unique here and so high pitched ( and so beautiful ) that offering 1.20x DS feels offputting. I would at least go for 1.40x DS. You could also play with the previous Cymbal on the downbeat for the added spacing
  11. 02:32:138 (2) - Could become more horizontal, to emphasize the vocal hold with a subtle movement, kinda like what you did with this 02:32:805 (1) - but not as horizontal since this is actually a stronger vocal note
  12. 03:06:971 - I Feel like this should have been mapped, im suprised it isnt, makes the following rhythm inconsistent
  13. 03:12:138 (1) - you could opt for another reverse like 03:10:805 (1) - nowhere else in the song was this sounds present so expressing in a unique way seems more interesting to me

Salad
  1. 00:01:971 (2,3,4,5,6) - While it offers the movemnt retention needed to express the drums, the fact that you need gradually less movement to catch this pattern due to its drop in spacing feels rather offputting, since the song doesnt die down at all. You could try something similar to 00:04:138 (1,2,3,4) - in terms of movement
  2. 00:05:638 (1,2) - Their visual distance makes them feel a bit cluttered mainly because of the rotation used. For example 00:10:971 (1,2) - this uses 1.30x DS as well but it doesnt really show because the rotation of the slider. Maybe you could try switching things up in the former pattern as well, since the latter has improved visual distancing?
  3. 00:28:138 (1,2,3) - Having almost horizontal sliders for this part offers some pretty underwhelming movement, basically no movement until the switch between the sliders is reached, and thats minimal. Some more verticality with this pattern should work nicely
  4. 00:46:471 (5) - I'd say this is ambiguous, cause even i was tempted to dash it. While it should have been fine by me in any other circumstance there is dash followup here. Should the player dash to this circle they need to react quick to get the actual intended dash. As salad player dash reactions arent that top notch, this dash might get overdashed or underdashed.
  5. 00:49:471 (1,2) - another normal dash here would fit well to account for the cymbal. Alternatively at least buff it to 1.50x DS for the added consistency with 01:00:138 (1,2) - . Side Note: After going through all 3 of the kiai i noticed that on the third kiai this added cymbal is an added dash to the structure while this is not the case in the other kiais. I might pm you about this as im unsure about whether it is indended or not
  6. 01:44:805 (2,1) - Woah almost an edge dash here and inconsistent with the 2.79x Spacing used in the same rhythm before the first kiai. Surely investigate this issue
  7. 02:17:138 (4,1) - This dashing sequence feels a bit sudden due to the sudden change of rhythm as well. Maybe use something consistent with 02:27:805 (3,4,1) -
  8. 03:00:638 (2,3,4,5,6) - 03:03:305 (2,3,4,5,6) - To be fair these could have offered some more movement in the regard that the other following ones offered so much more more movement. It would be the most consistent choice

    Nothing much to say here. It's clean, its beautiful, its ready.

Platter
  1. 00:09:471 (1,2) - To be honest having the rhythm like that here seems rather inconsistent and also removes emphasis from the strong cymbal on 00:09:471 (1) - . 3/2 slider feels like the optimal choice
  2. 00:14:305 - I think something unintetional happened here with the samplesets. The sound on 00:14:305 - doesnt fit at all with the other sounds, offering some awkward feedback
  3. 00:33:138 (3,1) - This should have been a HDash, or this 00:33:971 (2,1) - ( although i would recommend the first one ) to account for the cymbal here and to be consistent with your HDash structure
  4. 00:38:805 (1,2,3,4,5,1,2) - Even though this section is way more intense than the previous stanza, its devoid of HDashes making really underwhelming. Should you agree, possible places for an HDash would be 00:38:638 (5,1) - and/or 00:39:971 (5,1) - . Similar point here 01:42:805 (1,2,3,4,5,1,2,3) -
  5. 00:48:805 (4) - While i get the stop here the vocal is pretty continuous so following that reflects the music better imo. Similar point here 01:52:805 (4) -
  6. 01:00:805 (2,3) - HDash here would make it consistent with 00:59:805 (5,1) - . The cymbals are of equal strength so i would expect both to be noticable HDashes
  7. 01:12:805 (3,4) - Some more movement here would have been nice. Antiflow into a simple walk feels underwhelming
  8. 01:24:638 (2,3) - Since you place emphasis according to vocal intensity, you should lower the spacing here as the vocal is kinda softening up
  9. 01:40:638 (2,1) - Really harsh dash here and the angles of the sliderend and sliderhead of each slider respectively dont help either.
  10. 02:04:805 (2,3) - Also HDash here to account for the cymbal would work well
  11. 02:14:638 (4,1) - Also cymbal really strong here but the jump feels really underwhelming
  12. 02:17:471 - In this non-kiai section i would opt for some more HDashes on cymbals at places like 02:20:805 (3,1) - 02:23:471 (3,1) - and many other places that the cymbals are really strong yet there are no HDashes to support them
  13. 02:38:138 (3) - Vocal hold present here yet this is less horizontal and offering slightly less movement. You should make it more horizontal
  14. 02:46:805 (1,2,3,4,1) - Feels a bit awkward to position. Snappy rhythm like that is better expressed with this pattern 02:36:638 (2,3,4,1) - better imo

Rain
  1. 00:14:138 (2,3,4) - Similar to platter, you should investigate a possible unintentional issue with the samplesets here
  2. 00:30:805 (1,2) - You could add a HDash here for the vocal intesity, since 00:31:305 (2,3) - this has a HDash and the vocal intensity is somewhat softer
  3. 00:48:805 (6,7) - HDash between this distance could work well to emphasize the vocals here
  4. 00:51:471 (1,2,3,4,5,6,7,8) - The similar pattern in the platter even though it was undermapped to fit the platter diff rules, it had a dash transition whereas here 00:51:721 (4,5) - there is a subtle walk transition. Having this as a normal dash would compliment the music better i believe. 01:55:471 (1,2,3,4,5,6,7,8) - similar point here
  5. 01:47:138 (5,6) - You could add a HDash to this strong snare here, consistency with 01:49:805 (5,6) -
  6. 02:00:471 (5,6) - I Feel like this HDash moves the player too much on the edge of the playfield
  7. 02:52:805 (2,3) - Super unexpected antiflow at least to me, you could for the more consistent choice of expressing this pattern like all the similar ones in the 2 other kiai

    Holy molly this map is good

+12 SP with my mod, The Gates are now officially open!
Topic Starter
JBHyperion

Nokashi wrote:

Hello There

Im here to finally open the gates after the long wait

Cup
  1. 00:02:971 - 00:05:638 - Not really sure why you left these unmapped when 00:08:305 (1,1) - these are mapped. Feels inconsistent Intended to have a lower density initially to ease the player into the difficulty and provide a little buildup since this section is quite intense compared to the following ones
  2. 00:12:805 (2,1) - Guitar strings rather similar here but the contrast on the rotations really shows. Having one almost horizontal and one almost fully vertical doesnt reflect the song well imo Vertical is a snap movement for the sharp snare sound, horizontal is a flowing movement for the softer kick sound
  3. 00:17:471 (1,2) - To be honest mapping this as a slider would express the mellowness of the voice here better, and it isnt that much different than 00:14:805 (1) - musically Done
  4. 00:43:471 (4,1) - Pretty underspaced in a regard that there is a strong cymbal here but only 1.20x DS is utilized Moved 00:43:471 (4) - right slightly for more distance
  5. 00:46:138 (4,5) - You could take advantage of a zig-zag pattern kinda like here 00:48:805 (4,5) - . I Feel like the sharper movement expresses the wonderful 'yu-ra' better and its also the consistent choice. For placement i tried 00:46:138 (4) - X:116 and 00:46:471 (5) - x:268 but you can tweak them to your liking Done something similar
  6. 00:51:471 (3) - Ehh not that sure about this but you could rotate it -10 degrees so its more lenient to move through. Plus the DS with the -10 rotation favours the jump with the strong cymbal, offering a bit of diffentiation in spacing I feel this is fine, I don't want it to be so underemphasized as the end of the stanza
  7. 00:56:805 (4,5) - Comparatively this incorporates less movement than all similar patterns, making seem rather inconsistent Moved 00:57:138 (5) - right a bit
  8. 01:52:805 (4,5) - Here again, a zig-zaggy movement seems to be the optimal choice in terms of patterning zig-zag'd it
  9. 02:06:138 (3) - You could have offered movement here by making this more horizontal. Would play better than just a standstill of movement waiting for the next object Intentional for contrast with 02:06:805 (1) - since the vocal is much calmer here, emphasises the end of the stanza better imo
  10. 02:15:471 (2,1) - I find this pretty underspaced on the basis that the vocal is so unique here and so high pitched ( and so beautiful ) that offering 1.20x DS feels offputting. I would at least go for 1.40x DS. You could also play with the previous Cymbal on the downbeat for the added spacing Made a more spaced back-forth instead
  11. 02:32:138 (2) - Could become more horizontal, to emphasize the vocal hold with a subtle movement, kinda like what you did with this 02:32:805 (1) - but not as horizontal since this is actually a stronger vocal note I feel this is fine, the curve matches the guitar fade
  12. 03:06:971 - I Feel like this should have been mapped, im suprised it isnt, makes the following rhythm inconsistent Mapped
  13. 03:12:138 (1) - you could opt for another reverse like 03:10:805 (1) - nowhere else in the song was this sounds present so expressing in a unique way seems more interesting to me Ok

Salad
  1. 00:01:971 (2,3,4,5,6) - While it offers the movemnt retention needed to express the drums, the fact that you need gradually less movement to catch this pattern due to its drop in spacing feels rather offputting, since the song doesnt die down at all. You could try something similar to 00:04:138 (1,2,3,4) - in terms of movement A less spaced pattern is appreciated at the start to introduce the rhythm, I don't find it off-putting
  2. 00:05:638 (1,2) - Their visual distance makes them feel a bit cluttered mainly because of the rotation used. For example 00:10:971 (1,2) - this uses 1.30x DS as well but it doesnt really show because the rotation of the slider. Maybe you could try switching things up in the former pattern as well, since the latter has improved visual distancing? ^ As above, I decided to increase 00:05:638 (1,2) - slightly instead
  3. 00:28:138 (1,2,3) - Having almost horizontal sliders for this part offers some pretty underwhelming movement, basically no movement until the switch between the sliders is reached, and thats minimal. Some more verticality with this pattern should work nicely You mixed up your vertical and horizontal, but the intention here was for slight movement on the calm vocals, offering a buildup effect from 00:30:805 (1,2,3) -. I find this builds tension rather than feeling underwhelming
  4. 00:46:471 (5) - I'd say this is ambiguous, cause even i was tempted to dash it. While it should have been fine by me in any other circumstance there is dash followup here. Should the player dash to this circle they need to react quick to get the actual intended dash. As salad player dash reactions arent that top notch, this dash might get overdashed or underdashed. Alright, made this more easily walkable
  5. 00:49:471 (1,2) - another normal dash here would fit well to account for the cymbal. Alternatively at least buff it to 1.50x DS for the added consistency with 01:00:138 (1,2) - . Side Note: After going through all 3 of the kiai i noticed that on the third kiai this added cymbal is an added dash to the structure while this is not the case in the other kiais. I might pm you about this as im unsure about whether it is indended or not Buffed it to 1.55x DS, and yes, it's intentional for more emphasis on the song's climax where the player is already familiar with the patterns, rhythms and spacing concepts from earlier in the map
  6. 01:44:805 (2,1) - Woah almost an edge dash here and inconsistent with the 2.79x Spacing used in the same rhythm before the first kiai. Surely investigate this issue Oops, fixed
  7. 02:17:138 (4,1) - This dashing sequence feels a bit sudden due to the sudden change of rhythm as well. Maybe use something consistent with 02:27:805 (3,4,1) - Reduced this dash strength and made 02:17:471 (1,2) - a smaller walk
  8. 03:00:638 (2,3,4,5,6) - 03:03:305 (2,3,4,5,6) - To be fair these could have offered some more movement in the regard that the other following ones offered so much more more movement. It would be the most consistent choice Gave 'em 1.2x instead

    Nothing much to say here. It's clean, its beautiful, its ready.

Platter
  1. 00:09:471 (1,2) - To be honest having the rhythm like that here seems rather inconsistent and also removes emphasis from the strong cymbal on 00:09:471 (1) - . 3/2 slider feels like the optimal choice (1) is still emphasised by the dash on 00:08:971 (3,1) - the rhythm switch is used to emphasise the end of the stanza and match the lower guitar pitch
  2. 00:14:305 - I think something unintetional happened here with the samplesets. The sound on 00:14:305 - doesnt fit at all with the other sounds, offering some awkward feedback I used it to emphasise a triplet in the Rain diff but doesn't work so well with the 1/2 here, so switched it back to a regular SC:1 kick drum
  3. 00:33:138 (3,1) - This should have been a HDash, or this 00:33:971 (2,1) - ( although i would recommend the first one ) to account for the cymbal here and to be consistent with your HDash structure Added to 1st
  4. 00:38:805 (1,2,3,4,5,1,2) - Even though this section is way more intense than the previous stanza, its devoid of HDashes making really underwhelming. Should you agree, possible places for an HDash would be 00:38:638 (5,1) - and/or 00:39:971 (5,1) - . Similar point here 01:42:805 (1,2,3,4,5,1,2,3) - I prefer to emphasise the vocals and strong cymbal sounds with hdash, so I used regular dashes and direction changes to emphasise this drumming part instead
  5. 00:48:805 (4) - While i get the stop here the vocal is pretty continuous so following that reflects the music better imo. Similar point here 01:52:805 (4) - (4) follows the shatp snare sound, which is why I left a space here
  6. 01:00:805 (2,3) - HDash here would make it consistent with 00:59:805 (5,1) - . The cymbals are of equal strength so i would expect both to be noticable HDashes Agreed, though I hope this isn't too hdash dense now...
  7. 01:12:805 (3,4) - Some more movement here would have been nice. Antiflow into a simple walk feels underwhelming Buffed it a little,
    although (4) isn't a particularly strong sound so it's still kept as a walk
  8. 01:24:638 (2,3) - Since you place emphasis according to vocal intensity, you should lower the spacing here as the vocal is kinda softening up Lowered it a little
  9. 01:40:638 (2,1) - Really harsh dash here and the angles of the sliderend and sliderhead of each slider respectively dont help either. Reduced this spacing and made 01:40:138 (1,2) - a little larger so there's less difference
  10. 02:04:805 (2,3) - Also HDash here to account for the cymbal would work well Done
  11. 02:14:638 (4,1) - Also cymbal really strong here but the jump feels really underwhelming Gave it some more oomph to end the kiai
  12. 02:17:471 - In this non-kiai section i would opt for some more HDashes on cymbals at places like 02:20:805 (3,1) - 02:23:471 (3,1) - and many other places that the cymbals are really strong yet there are no HDashes to support them Intentional to provide contrast and afford the player a bit of rest between the two intense kiai sections
  13. 02:38:138 (3) - Vocal hold present here yet this is less horizontal and offering slightly less movement. You should make it more horizontal Kicks vs. snares argument I mentioned before, sharp snare sounds better with a less-flowing movement imo
  14. 02:46:805 (1,2,3,4,1) - Feels a bit awkward to position. Snappy rhythm like that is better expressed with this pattern 02:36:638 (2,3,4,1) - better imo I don't see a problem here, this plays fine and affords some nice directional variety

Rain
  1. 00:14:138 (2,3,4) - Similar to platter, you should investigate a possible unintentional issue with the samplesets here Here is intentional,
    as mentioned in Platter. I think the hihat double sounds nice
  2. 00:30:805 (1,2) - You could add a HDash here for the vocal intesity, since 00:31:305 (2,3) - this has a HDash and the vocal intensity is somewhat softer Done
  3. 00:48:805 (6,7) - HDash between this distance could work well to emphasize the vocals here Cool
  4. 00:51:471 (1,2,3,4,5,6,7,8) - The similar pattern in the platter even though it was undermapped to fit the platter diff rules, it had a dash transition whereas here 00:51:721 (4,5) - there is a subtle walk transition. Having this as a normal dash would compliment the music better i believe. 01:55:471 (1,2,3,4,5,6,7,8) - similar point here I don't really see this as walkable, but fair enough, increased it a little
  5. 01:47:138 (5,6) - You could add a HDash to this strong snare here, consistency with 01:49:805 (5,6) - Done
  6. 02:00:471 (5,6) - I Feel like this HDash moves the player too much on the edge of the playfield Brought it further away
  7. 02:52:805 (2,3) - Super unexpected antiflow at least to me, you could for the more consistent choice of expressing this pattern like all the similar ones in the 2 other kiai Given the added dash strength and antiflow in the final kiai relative to those previously, I believe this isn't that unexpected

    Holy molly this map is good

+12 SP with my mod, The Gates are now officially open!
Thanks for the mod!
Absolute Zero
Yuragi

[Cup]
00:27:138 (2,3) - Just a small thing—to follow the music better, I would make (2) a 1/2 slider and (3) a hitcircle (reverse the order).
00:49:138 (5,1) - Perhaps you want to slightly lower distance to accent that 00:48:805 (4,5) is a large pitch change while this is not.
01:21:471 (1,2,3) - Curious about the inconsistency in rhythm here—I mean, it’s fine, but it’s a little strange how it’s different from 01:18:805 (1,2). I would just make this a 3/2 slider repeat like before.
01:44:138 (3,4) - I would make this antiflow since it’s a huge climax in the voice. It would be nice to keep a similar spacing, as well.
02:15:471 (2,3) - I think this works better if you Ctrl+H (3) and move it to around x=88. The movement feels a little awkward to play right now, and it’s still going to be a contrast.
02:22:805 (1) - I would suggest tilting this slider slightly more to allow the player to simply conserve momentum, and give the player more time to move back in the opposite direction.
02:32:805 (1,2,3) - I think (2,3) would work better if you moved them together to x=432.

[Salad]
00:28:138 (1,2,3) - These vertical sliders are a little strange to play—I would make this pattern more like 00:30:805 (1,2,3) instead.
00:40:805 (2,1) - I would Ctrl+G (1), tilt it 45 degrees, and move it slightly closer. The dash is a little underwhelming and prevent antiflow.
01:38:471 (2) - This slider might follow the music better if you make this a 1/1 repeat slider.
01:43:805 (4) - Are you sure sure you don’t want to tilt this to the left a little bit more? It is catchable by making a smooth movement, but players may panic when they see the verticality.
02:25:471 (1,2) - No movement in the salad here. I would actually make some distancing.
02:27:971 (4,1) - The dash here is a little unexpected between the 1/1 sliders.
03:12:805 (3,4) - Tilt these sliders in their respective directions slightly more. This will make it easier on the player.

[Platter]
01:09:638 (1,2,3) - Antiflow is a difficulty spike—I can see the argument that it’s not that significant, but it would be nicer to rethink this pattern so it’s more simple.
01:12:805 (3,4) - Distancing here is surprisingly low compared to the context. Increase distance by moving (4) more to the left.
01:18:805 (1,2) - For consistency, consider flipping (2) around its head to kind of match the flow in 01:24:138 (1,2,3).
01:28:805 (2,3,1) - A bit weird to play because of the spacing to hyper (3). Lower distance between (2,3) but keep (3,1) a hyper.
01:36:471 (1,2) - Spacing is a little strange here because it’s equal to 01:36:638 (2,3), but this is a 1/1 and the second is a 2/1 time spacing. Make the physical spacing proportional to the time between notes.
02:15:305 (2,3) - I was expecting a larger spacing here to follow the vocal’s huge leap.
03:07:638 (3,4) - The spacing here is unexpected compared to 03:06:971 (1,2,3). Make this walkable instead.

[Rain]
00:14:138 (2,3,4) - I still feel that (3) is a weird beat to hit, since you’ve never hit it before.
01:42:138 (5,6,7,8) - This pattern feels like a strange difficulty spike. The sharp “>” shape of the hyper makes the snap surprising. I would curve the pattern slightly.
Rain looking pretty sharp!
Topic Starter
JBHyperion

Absolute Zero wrote:

Yuragi

[Cup]
00:27:138 (2,3) - Just a small thing—to follow the music better, I would make (2) a 1/2 slider and (3) a hitcircle (reverse the order). Circle first allows me to emphasise the snare sound on (3) better with a new object, it's stronger then the vocal on the tail so I prefer this arrangement
00:49:138 (5,1) - Perhaps you want to slightly lower distance to accent that 00:48:805 (4,5) is a large pitch change while this is not. But (1) is a strong cymbal sound and strong vocal, it certainly demands greater spacing imo
01:21:471 (1,2,3) - Curious about the inconsistency in rhythm here—I mean, it’s fine, but it’s a little strange how it’s different from 01:18:805 (1,2). I would just make this a 3/2 slider repeat like before. Alright, the vocal isn't that strong there to warrant splitting it up I guess
01:44:138 (3,4) - I would make this antiflow since it’s a huge climax in the voice. It would be nice to keep a similar spacing, as well.
02:15:471 (2,3) - I think this works better if you Ctrl+H (3) and move it to around x=88. The movement feels a little awkward to play right now, and it’s still going to be a contrast. Good idea, done
02:22:805 (1) - I would suggest tilting this slider slightly more to allow the player to simply conserve momentum, and give the player more time to move back in the opposite direction. 02:22:138 (4,5,1) - is an easy 1/2 walk, there's no real momentum being carried in here and there's already plenty of time to reach 02:23:305 (2) - afterwards
02:32:805 (1,2,3) - I think (2,3) would work better if you moved them together to x=432. The music is calmer here, less movement gives 02:34:471 (1,2) - more emphasis as it deserves

[Salad]
00:28:138 (1,2,3) - These vertical sliders are a little strange to play—I would make this pattern more like 00:30:805 (1,2,3) instead. i find the vertical pattern reflects the lower intensity here nicely, since 00:31:305 (2) - is much stronger vocal by comparison so it builds up appropriately
00:40:805 (2,1) - I would Ctrl+G (1), tilt it 45 degrees, and move it slightly closer. The dash is a little underwhelming and prevent antiflow. Dashing into 1/2 antiflow plays very poorly here given the high-ish BPM, a normal flow plays much more cleanly. Additionally I find this distance to be more than appropriate for the kiai start
01:38:471 (2) - This slider might follow the music better if you make this a 1/1 repeat slider. The vocal is continuously held, I don't feel it changes significantly on the downbeat to make a repeat here so I made a wave instead
01:43:805 (4) - Are you sure sure you don’t want to tilt this to the left a little bit more? It is catchable by making a smooth movement, but players may panic when they see the verticality. I am (sure)^3, the pattern is easily walkable, and the slight pause emphasises the strong rhythm change (drum to vocal)
02:25:471 (1,2) - No movement in the salad here. I would actually make some distancing. Ok done
02:27:971 (4,1) - The dash here is a little unexpected between the 1/1 sliders. Done, consistency with 02:22:471 (4,1) -
03:12:805 (3,4) - Tilt these sliders in their respective directions slightly more. This will make it easier on the player. Hmm ok

[Platter]
01:09:638 (1,2,3) - Antiflow is a difficulty spike—I can see the argument that it’s not that significant, but it would be nicer to rethink this pattern so it’s more simple. (2) is slanted to avoid the most extreme antiflow aspect, I feel this is justified to emphasise the kiai end
01:12:805 (3,4) - Distancing here is surprisingly low compared to the context. Increase distance by moving (4) more to the left. Increased a tiny bit, but 01:12:805 (3,4) - is intended to be walkable for the lower drum pitch
01:18:805 (1,2) - For consistency, consider flipping (2) around its head to kind of match the flow in 01:24:138 (1,2,3). The intensity is much lower here, so I used a stair walk to highlight the calmer, more similar vocal lines
01:28:805 (2,3,1) - A bit weird to play because of the spacing to hyper (3). Lower distance between (2,3) but keep (3,1) a hyper. Moved (2)
right a little

01:36:471 (1,2) - Spacing is a little strange here because it’s equal to 01:36:638 (2,3), but this is a 1/1 and the second is a 2/1 time spacing. Make the physical spacing proportional to the time between notes. Distance snap has no place here, I'm mapping to intensity. (2) is a sharp drum triplet so I gave it a dash, whilst (3) is a softer vocal, so I made the spacing lower. Admittedly it was too low, so I redesigned this pattern in a different way
02:15:305 (2,3) - I was expecting a larger spacing here to follow the vocal’s huge leap. The dash is the most I can do, two hypers here would be a huge difficulty spike
03:07:638 (3,4) - The spacing here is unexpected compared to 03:06:971 (1,2,3). Make this walkable instead. 03:07:805 (4) - has a dash because the vocal is stronger and deserves jump emphasis

[Rain]
00:14:138 (2,3,4) - I still feel that (3) is a weird beat to hit, since you’ve never hit it before. Because it hasn't appeared in the song before,
obviously. There's a clear guitar pull off here

01:42:138 (5,6,7,8) - This pattern feels like a strange difficulty spike. The sharp “>” shape of the hyper makes the snap surprising. I would curve the pattern slightly. Moved 01:42:471 (7) - more to the left for a less snappy hyper
Rain looking pretty sharp!
Thanks for the recheck!
Absolute Zero
Yuragi
01:07:805 (7) - Remove the hit sound here, it sounds out of place.

Nothing else—we discussed a bit in vc.
Absolute Zero
if you see this you must mod my map


Bubbled!




Hanatatatatatatatatan song bois
Stjpa
<3
Sc4v4ng3r
Sorry for being late, been busy for the past few weeks.

[Cup]
  1. 00:24:805 (3,1) - Distance can be increased to 1.4x as there's a cymbal here not like 00:22:638 (4,1) - , so a contrast between them would be good.
  2. 01:09:805 (4,1) - Distance also looks a lil bit low here considering the cymbal, would increase like above.
  3. 01:42:471 (5,1) - Vocal's getting quite strong at (1) - I believe it's stronger than the vocal at 01:31:805 (5,1) - where they used higher distances, so I would use a further distance than that(maybe 1.8x) to give the emphasis it deserves. It can be also a nice addition to give emphasis before the kiai.
[Salad]
  1. 00:40:805 (2) - I don't know about you but that sharp curve at the end looks very intimidating for salad players. I mean, sure the dash momentum can be somewhat conserved here, but that means turning towards the other direction can be quite hard for them as they aren't used to this. Would try to bring the red node towards the right more so that it looks more lenient.
  2. 02:11:805 (6,1) - Seems like a nice place to add a dash into for the part transition(the section from here is distinguishable from the other chorus sections), feels super awkward as you did it for other part transitions.
[Platter]
  1. Wew never expected the difficulty to be so dash heavy lmao
  2. 00:14:138 (4,5) - I feel like these are better off as walks, and were they even meant to be dashes in the first place? Since vocals isn't the 'main focus' until the next section which begins half a tick after, so I wouldn't put that much emphasis on (5). It might not play out like a dash, but the dash to (4) kinda makes (5) needing a dash to catch as well.
  3. 00:49:471 (1,2,3) - The fact that (2) is completely horizontal kinda make this movement a little bit too hard, because players would need to essentially wiggle whilst dashing, which still can be a challenge in Platter level. I would try to make (2) more vertical.
  4. 01:12:471 (2,3) - Similar like above but it doesn't feel as severe as above - I would instead make (3) look exactly like (2) so the movement's more linear.
  5. 01:37:471 (1,2) - Vocal's pitch do kinda suggest the tight movement here but it still feels like (2)'s droplet can easily be missed due to how horizontal it is. not really but still Would try to make a L shape on (2) instead so the droplets would be arranged in a more linear fashion.
  6. 02:34:471 (1,2) - (2) doesn't have anything strikingly strong, nor any special instruments which supports the hyper. Hell even the snares don't even land there for a dash. Would make them a walk instead. Yea sure it's for the emphasis, but if you really want it, it should instead be on 02:33:471 (1,1) - for it having both snare and cymbal to back it up.
  7. 02:39:471 (2,3,1) - Is it just me or did I think this required dash for all notes lmfao
    Anyhow those look quite close to a dash because of their distances being only like .3x away from being one. Would try to reduce the distance for all these notes.
  8. 03:06:638 (4,1) - These are having quite an unusual low distance compared to similar others, maybe you want to space them out more.
[Rain]
  1. I thought I was going to spend more time here considering how much I said for Platter but nvm xd
That should pretty much be it, call me back once these are applied.
Topic Starter
JBHyperion

Sc4v4ng3r wrote:

Sorry for being late, been busy for the past few weeks.

[Cup]
  1. 00:24:805 (3,1) - Distance can be increased to 1.4x as there's a cymbal here not like 00:22:638 (4,1) - , so a contrast between them would be good. Sure
  2. 01:09:805 (4,1) - Distance also looks a lil bit low here considering the cymbal, would increase like above. Moved all of 01:10:805 (1,2,3,4,1) - right a little
  3. 01:42:471 (5,1) - Vocal's getting quite strong at (1) - I believe it's stronger than the vocal at 01:31:805 (5,1) - where they used higher distances, so I would use a further distance than that(maybe 1.8x) to give the emphasis it deserves. It can be also a nice addition to give emphasis before the kiai. I went for 1.6x, since there's quite a bit of direction changing here and I don't want it to be too hard
[Salad]
  1. 00:40:805 (2) - I don't know about you but that sharp curve at the end looks very intimidating for salad players. I mean, sure the dash momentum can be somewhat conserved here, but that means turning towards the other direction can be quite hard for them as they aren't used to this. Would try to bring the red node towards the right more so that it looks more lenient. Fair enough, made the curve here and on 01:44:805 (2) - a bit more lenient
  2. 02:11:805 (6,1) - Seems like a nice place to add a dash into for the part transition(the section from here is distinguishable from the other chorus sections), feels super awkward as you did it for other part transitions. I prefer to leave this as a regular spacing and focus more on emphasising the powerful guitar at 02:12:805 (3,1) - and vocals at 02:14:805 (1,2) - as more dashes here would present a difficulty spike for me
[Platter]
  1. Wew never expected the difficulty to be so dash heavy lmao
  2. 00:14:138 (4,5) - I feel like these are better off as walks, and were they even meant to be dashes in the first place? Since vocals isn't the 'main focus' until the next section which begins half a tick after, so I wouldn't put that much emphasis on (5). It might not play out like a dash, but the dash to (4) kinda makes (5) needing a dash to catch as well. Okay, made 00:14:138 (4) - more vertical so that spacing is easier to walk
  3. 00:49:471 (1,2,3) - The fact that (2) is completely horizontal kinda make this movement a little bit too hard, because players would need to essentially wiggle whilst dashing, which still can be a challenge in Platter level. I would try to make (2) more vertical. The "wiggle" is actually a fairly simple walk unless you totally overdash, but fair enough, I made it a little smaller. I also removed the antiflow on 01:09:305 (4,1,2) - since it didn't seem as fitting for me
  4. 01:12:471 (2,3) - Similar like above but it doesn't feel as severe as above - I would instead make (3) look exactly like (2) so the movement's more linear. Done
  5. 01:37:471 (1,2) - Vocal's pitch do kinda suggest the tight movement here but it still feels like (2)'s droplet can easily be missed due to how horizontal it is. not really but still Would try to make a L shape on (2) instead so the droplets would be arranged in a more linear fashion. Made an L as you suggested
  6. 02:34:471 (1,2) - (2) doesn't have anything strikingly strong, nor any special instruments which supports the hyper. Hell even the snares don't even land there for a dash. Would make them a walk instead. Yea sure it's for the emphasis, but if you really want it, it should instead be on 02:33:471 (1,1) - for it having both snare and cymbal to back it up. Lol do you realise how shockingly impossible it is to make a 3/1 hyper between 02:33:471 (1,1) - Since that option wasn't available, I decided to emphasise by dashing away from the strong sound, like a kind of "blast off" effect where the music goes from very quiet to very loud instantly. I agree it's not something normally seen, but I believe it's used fittingly here and I'd like to keep it, having no emphasis here at the kiai start feels very weird
  7. 02:39:471 (2,3,1) - Is it just me or did I think this required dash for all notes lmfao. Anyhow those look quite close to a dash because of their distances being only like .3x away from being one. Would try to reduce the distance for all these notes. Whoops, made these both walks
  8. 03:06:638 (4,1) - These are having quite an unusual low distance compared to similar others, maybe you want to space them out more. Done
[Rain]
  1. I thought I was going to spend more time here considering how much I said for Platter but nvm xd
That should pretty much be it, call me back once these are applied.
Thanks for the check!
Sc4v4ng3r
Two more things before I qualify this :

[Cup]
  1. 03:00:138 (1) - Finish on tail seems unnecessary as in the song, I don't hear any cymbals landing on that tick. Moreover you didn't do it for other difficulties so this seems useless lul
[Salad]
  1. 01:43:471 (3,4,1) - I can see what (4) is trying to do, but flow-wise this can come off as more of an awkward pattern. As players still new to the game, (4) will appear as if they need to stop for a while before catching (1)'s head, which could result in a little bit of an uncomfortable movement. Pair that up with high movement from the previous patterns and this can come out as a hard movement as well. Would try to make (4) horizontal instead so the movement can be more fluent.
It's just me nitpicking with a lot of words xd
Topic Starter
JBHyperion
@Sc4 - fixed both, second one slightly differently so the two sliders are inverted and the same angle, should flow better

Thanks again!
Sc4v4ng3r
This song never gets old

Qualified~
Kimitakari
CtB needs more Hanatan
Asrasz
gz
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