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Imperial Circus Dead Decadence - Uta [CatchTheBeat]

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Topic Starter
Kyuare

_Asriel wrote:

Kyuare wrote:

I want my map to be funnie
haha this mod may be ROUGH
be careful!!


[Madness]
00:35:459 (3) - Ctrl G
00:37:507 (2,3) - Move to the right until Hdash is placed between (1) and (2)
00:41:898 (9,10) - make difference with former stream and make smooth the flow between 00:42:044 (1)
00:59:166 (7,8) - How about remapping here
00:59:166 (7,8) - make more distance in x axis not y
01:03:995 (8,1,2,3) - make distance
01:15:849 (1) - Ctrl G plz
01:17:312 (5,6,7,8) - curve to upside
01:32:532 (2,3,4) - is it rankable? Yes, but its so hard. I made them linear, its easier now
01:34:873 (2,3,4) - ^ ^
02:25:142 (2,3,4) - ayyyyy too confuseeeeeee If you wanna keep this direction, reduce the width of 02:25:142 (2)
02:28:654 (2) - move to the right a little little little
02:28:947 (4) - move to the left a little little little
02:33:410 (5,6,7,8) - what a nice line... 02:33:483 (6,7,8) - move to the right a little and it will be comfortable to catch them (If hdash is disapeared move also 02:33:702 (1) to the right)
02:53:166 (2,4) - widen 2 blocks in grid level 3?
~~~~~~
ohhhhhhhhh too good parts
~~~~~~
06:40:755 (3,4) - why there's no hdash ;w;
06:59:780 (1) - move to the right (about x368?)

Check AiMod, There're 5 of unsnapped Objects
Thank you ! My map is funnier now
Rocma

_Asriel wrote:

00:59:166 (7,8) - How about remapping here
I wrote wrong timeline ;w;

00:53:605 (1,2,3) - How about remapping here. Making distance can make fuunnn
Topic Starter
Kyuare

_Asriel wrote:

_Asriel wrote:

00:59:166 (7,8) - How about remapping here
I wrote wrong timeline ;w;

00:53:605 (1,2,3) - How about remapping here. Making distance can make fuunnn
Done
Equim
From M4M
[Guide]
When I was asked to testplay this map I suggested you to use tick rate 2, but now I found there are more wrong initial settings that makes the mapping more tough for you.
First of all, you should really use Grid Size: Small or even Tiny. You are currently using grid size medium, and that's exactly why your streams look so odd. And it's not only about streams, larger grid size makes it harder for you to design jumps. Usually, larger grid size is used for symmetrical design.
Try to use grid size small and redesign most streams, including 4*1/4s like ) and ( instead of ] and [
SV 1.92 is also too high. 1.75~1.85 fits 205BPM better. BUT now it's just too late to fix that.
If you have any questions about stream mapping or SV setting, just poke me in-game.

[Madness]
  1. 00:13:641 (4,5,6,7) - Wrong snap. Listen to it carefully, it should be on 1/4 ticks, i.e. 00:13:641 - 00:13:748 - 00:13:855 - .
  2. 00:55:946 (1,2,3) - Why not spread them to make HDash from each other? (also to 00:56:824 - . At least 00:56:532 - should have one.)
  3. 01:48:629 - I feel a strong vocal here. maybe split this slider into a slider with a note that contains HDash?
  4. 01:58:434 (2,3,4,5) - This is weird. The music is not weak at here, but there's no movement between (3) and (4). suggestion: http://osu.ppy.sh/ss/5522485
  5. 02:07:068 (3) - ctrl+G will be cool.
  6. 02:07:873 - This is too wide. 02:07:946 (3,4) - x336.
  7. 02:09:702 (1,2,3) - I suggest to use a reverse slider here instead. It works the same but it looks better. http://osu.ppy.sh/ss/5522937
  8. 02:10:873 (1,2,3) - ^. (plus. such technique can be used in many parts too)
  9. 02:13:507 (3) - This is weird. I suggest to make it horizontal (to the right).
  10. 02:21:556 (2,3,4,5,6,7,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2) - Try to optimise it with grid size small.
  11. 02:28:654 (2,4) - These movements look forced. 02:28:654 (2) - x144 and 02:28:947 (4) - x176 will be fine.
  12. 02:29:312 - ~ 02:30:702 - I can't get what you are following here. You seemed to follow the vocal before, but then instrument?
  13. 03:29:898 (1,2,3,4,5,6,7,8,9,10,11) - the rhythem is confusing. There should be a triplet in 03:30:629 (8,9) - .
  14. 03:32:239 (1,2,3,4,5,6,7,8,9,10,11,12) - same... better ask someone else to check here.
  15. 06:43:243 (4) - x48?
  16. 06:44:413 (4) - x464?
  17. 06:45:438 (3,4) - in case you are confusing. imo this pattern fits well here, but not the above ones.
  18. 06:55:097 (1) - this is a strange movement. an anti-flow here fits more. try to put it as x80.
Topic Starter
Kyuare

Equim wrote:

From M4M
[Guide]
When I was asked to testplay this map I suggested you to use tick rate 2, but now I found there are more wrong initial settings that makes the mapping more tough for you.
First of all, you should really use Grid Size: Small or even Tiny. You are currently using grid size medium, and that's exactly why your streams look so odd. And it's not only about streams, larger grid size makes it harder for you to design jumps. Usually, larger grid size is used for symmetrical design.
Try to use grid size small and redesign most streams, including 4*1/4s like ) and ( instead of ] and [ Discussed IRC: will try to fix some of them but will keep more than 80%, because this is more a matter of taste
SV 1.92 is also too high. 1.75~1.85 fits 205BPM better. BUT now it's just too late to fix that.
If you have any questions about stream mapping or SV setting, just poke me in-game. Since I map in grid size 2, I need to choose between 1.60 or 1.92

[Madness]
  1. 00:13:641 (4,5,6,7) - Wrong snap. Listen to it carefully, it should be on 1/4 ticks, i.e. 00:13:641 - 00:13:748 - 00:13:855 - .
  2. 00:55:946 (1,2,3) - Why not spread them to make HDash from each other? (also to 00:56:824 - . At least 00:56:532 - should have one.)
  3. 01:48:629 - I feel a strong vocal here. maybe split this slider into a slider with a note that contains HDash?
  4. 01:58:434 (2,3,4,5) - This is weird. The music is not weak at here, but there's no movement between (3) and (4). suggestion: http://osu.ppy.sh/ss/5522485 No change here
  5. 02:07:068 (3) - ctrl+G will be cool.
  6. 02:07:873 - This is too wide. 02:07:946 (3,4) - x336. x:352 instead
  7. 02:09:702 (1,2,3) - I suggest to use a reverse slider here instead. It works the same but it looks better. http://osu.ppy.sh/ss/5522937
  8. 02:10:873 (1,2,3) - ^. (plus. such technique can be used in many parts too)
  9. 02:13:507 (3) - This is weird. I suggest to make it horizontal (to the right).
  10. 02:21:556 (2,3,4,5,6,7,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2) - Try to optimise it with grid size small.
  11. 02:28:654 (2,4) - These movements look forced. 02:28:654 (2) - x144 and 02:28:947 (4) - x176 will be fine.
  12. 02:29:312 - ~ 02:30:702 - I can't get what you are following here. You seemed to follow the vocal before, but then instrument? I follow both
  13. 03:29:898 (1,2,3,4,5,6,7,8,9,10,11) - the rhythem is confusing. There should be a triplet in 03:30:629 (8,9) - . No, there is no beat between thel
  14. 03:32:239 (1,2,3,4,5,6,7,8,9,10,11,12) - same... better ask someone else to check here. The rhythem in not confusing imo, I just follow the song (triplets)
  15. 06:43:243 (4) - x48?
  16. 06:44:413 (4) - x464?
  17. 06:45:438 (3,4) - in case you are confusing. imo this pattern fits well here, but not the above ones.
  18. 06:55:097 (1) - this is a strange movement. an anti-flow here fits more. try to put it as x80.
Thank you !
Aryssiel
holy, this is the best map I've ever played.
Colin

Quit user wrote:

holy, this is the best map I've ever played.
ikr
-Sh1n1-
Slider Tick Rate 2 for your sliders at the long calm intro, also for your burai sliders through the whole map ( 00:03:355 (3) - 01:47:459 (1) - 03:38:678 (1) - etc... )

Good luck! kds pls <3
Razor Sharp
you asked for a mod. so here it goes.
(got a 2 miss btw, fuuu ;w;)

  • Madness
  1. 03:11:704 (6) - Obejct isn't snapped!
  2. BG file is not in the right dimensions. Please resize it to fit the RC.
  3. Can not hear hitsounds at all. You will need hitsounds to be able to rank this!

  4. 00:33:703 (1) - Why not make this into a single note? Leading to a note on x128 to empathize the start? (aka, place a note where (1) originaly is, then another note at x128)
  5. 00:42:556 (2,3,4,5,6,7) - sure about empathizing this so much with hypers? Does not fit at all imo.
  6. 01:08:971 (1,1) - This is not rankable i think. Put a note at 01:11:166 - and move the last spinner too 01:11:312 - or delete the last spinner, and extend the first one.
  7. 01:18:190 (1,2,3,4) - 01:20:532 (1,2,3,4) - im not sure if streams like these are ok for this bpm. Whilst i have no problem handling the left right motion, alot of players might.
  8. 01:36:629 (1) - Are you completely sure about this? I can understand why you added a wiggle slider, due to the sound. But eh, idk about it. The seed is pretty hard to catch here without "panic moving" as i call it.
  9. 01:44:385 (7,8) - Tap streams like these, i would not recommend to have in so fast songs. Consider changing it.
  10. 02:32:532 (7,8) - ^
  11. 02:36:629 (7,8) - ^
  12. 02:47:605 (7,8) - ^
  13. 03:23:020 (2,3) - Maybe add a note between these?
  14. 03:46:435 (2,3,4) - Try to move these to x176 to add some variety in distance.
  15. 04:13:946 (3,4,3,4) - Tap streams like these, i would not recommend to have in so fast songs. Consider changing it.
  16. 05:02:971 (1,2,3,4) - The sudden direction changes in these patterns are quite incomfortable to play. The song doesent really suggest such movement here. I would recommend to take a look at this, and consider changing it to not have such sharp movement here.
  17. 05:05:312 (1,2,3,4,5,6,7) - ^
  18. 05:17:459 (7,8) - This one isnt too bad tbh. But i would recommend to make this lie down instead of being a stop motion note. Just a suggestion from my side.
  19. 06:23:780 (1,2,3,4,5,6,7) - Make these into sliders that has the same pattern maybe? To get some accuracy challenge into this at the same time?
  20. 06:28:170 (1) - 06:49:243 (4) - VERY GOOD JOB! I love how this part is! You did i exeptional good job on mapping this!
  21. 08:27:730 (2,3) - The distance here is way to big. Highly suggested to reduce!

    very good map!

Good luck!
Topic Starter
Kyuare

Razor Sharp wrote:

you asked for a mod. so here it goes.
(got a 2 miss btw, fuuu ;w;)

  • Madness
  1. 03:11:704 (6) - Obejct isn't snapped!
  2. BG file is not in the right dimensions. Please resize it to fit the RC.
  3. Can not hear hitsounds at all. You will need hitsounds to be able to rank this! WIP

  4. 00:33:703 (1) - Why not make this into a single note? Leading to a note on x128 to empathize the start? (aka, place a note where (1) originaly is, then another note at x128)
  5. 00:42:556 (2,3,4,5,6,7) - sure about empathizing this so much with hypers? Does not fit at all imo. reduced the distance
  6. 01:08:971 (1,1) - This is not rankable i think. Put a note at 01:11:166 - and move the last spinner too 01:11:312 - or delete the last spinner, and extend the first one.
  7. 01:18:190 (1,2,3,4) - 01:20:532 (1,2,3,4) - im not sure if streams like these are ok for this bpm. Whilst i have no problem handling the left right motion, alot of players might. No need to left-right them, you can just platter-walk
  8. 01:36:629 (1) - Are you completely sure about this? I can understand why you added a wiggle slider, due to the sound. But eh, idk about it. The seed is pretty hard to catch here without "panic moving" as i call it.
  9. 01:44:385 (7,8) - Tap streams like these, i would not recommend to have in so fast songs. Consider changing it. Will change 80% but keep some, because I really like them
  10. 02:32:532 (7,8) - ^
  11. 02:36:629 (7,8) - ^
  12. 02:47:605 (7,8) - ^
  13. 03:23:020 (2,3) - Maybe add a note between these?
  14. 03:46:435 (2,3,4) - Try to move these to x176 to add some variety in distance.
  15. 04:13:946 (3,4,3,4) - Tap streams like these, i would not recommend to have in so fast songs. Consider changing it.
  16. 05:02:971 (1,2,3,4) - The sudden direction changes in these patterns are quite incomfortable to play. The song doesent really suggest such movement here. I would recommend to take a look at this, and consider changing it to not have such sharp movement here. The sudden direction change is here to empathise the new combo and the crescendo effect, I really like this pattern so I will keep it as it is
  17. 05:05:312 (1,2,3,4,5,6,7) - ^ same, sorry
  18. 05:17:459 (7,8) - This one isnt too bad tbh. But i would recommend to make this lie down instead of being a stop motion note. Just a suggestion from my side.
  19. 06:23:780 (1,2,3,4,5,6,7) - Make these into sliders that has the same pattern maybe? To get some accuracy challenge into this at the same time?
  20. 06:28:170 (1) - 06:49:243 (4) - VERY GOOD JOB! I love how this part is! You did i exeptional good job on mapping this!
  21. 08:27:730 (2,3) - The distance here is way to big. Highly suggested to reduce!

    very good map!

Good luck!
Thank you !
Deif
Finally I can get to this!

[General]
  1. Combo colours: The current grey-ish one is quite dark. Try to make it lighter to make a better contrast with the background picture. Optionally, you can do it as well with the purple you chose.
[Madness]
  1. 00:33:703 - It's not necessary to have that break time ended earlier than it should. Try to move (1) some beats back and forth to remove it. It can be done for the next breaks 05:50:268 - and 07:28:463 - .
  2. 00:46:580 (1,2,3,4,5,6,7) - It'd break your symmetry with the previous pattern, but it'd be recommendable to introduce a HDash between (6,7) to represent the high-pitched sound. Moving the beginning of the slider (7) a bit to the left should make it work.
  3. 01:08:824 (9) - Having a new combo in this note would empty the plate just before facing the spinner.
  4. 01:08:971 (1) - I'd make this spinner end at 01:10:873 - instead, where you can hear a stronger beat than the one you placed the end of the spinner at.
  5. 01:18:190 (1,2,3) - I don't have much problem with this kind of transition, but I bet many other people would complain about the fast movement they have to make here. I'd recommend nevertheless moving (2) a bit to the left in order to reduce the leniency of this pattern and the required movement after the HDash. You can do something similar to the twin pattern later on at 01:20:532 (1,2,3) - .
  6. 01:22:873 (1) - 01:23:459 (1) - It's quite tricky to have totally horizontal kicksliders after a HDash, especially with high SV and BPM like these ones. I'd recommend to incline those sliders to reduce the margin of error on this one. With the current sliders, players would either follow the zigzag movement completely or hope that they can catch everything by placing the catcher in the middle of it.
  7. 01:44:385 (7,8) - It's sorta frustrating to have a flowbreaker pattern in the middle of a long stream. You can move (7) to x:224 and (8) to x:272 to make the movement in the pattern more continuous.
  8. 03:01:800 (1,2,3,4) - Don't be so mean with that movement. Try at least moving (2) a bit to the left to soften the transition. Same with the pattern afterwards at 03:02:971 (1,2,3,4) - .
  9. 03:10:581 (1) - This slider should get extended to the next 1/6 beat 03:11:215 - to match with the important beat.
  10. 03:11:411 (3,4) - These notes aren't properly snapped by a few miliseconds. Please resnap them properly.
  11. 03:13:434 - Optional to add, but an additional circle at this position would also be suitable.
  12. 03:13:800 (8,9,1) - Hearing the music carefully, these objects aren't matching the main instrument but just the background melody. Another option is to map those notes in 1/3 beats like in the example here: http://puu.sh/rYmak/8afcc2a072.jpg . Anyway, it's your call in this case.
  13. 03:14:824 (1,2,3,4,5) - More recommendable in this case is to map until 03:15:263 - as a fully 1/4 stream to match with the guitar.
  14. 03:16:142 (8,9,10,11,12,13,1,2,3,4,5,6,7,8,9) - Okay, this is quite tricky and I'm not sure which instrument are you following while mapping this part. I've made another version of this timeline with Kurokami's help just by following the guitar, so check this out. http://puu.sh/rYnzs/8c9119e1b6.jpg . I'll give you the timestamps of every note, since some of the snaps are odd:
    SPOILER
    1. 03:16:068 (8) - 03:16:142 (9) - 03:16:215 (10) - 03:16:288 (11) - 03:16:361 (12) - 03:16:434 (13) - 03:16:532 (14) - 03:16:629 (15) - 03:16:678 (16) - 03:16:727 (1) - 03:16:873 (2) - 03:16:971 (3) - 03:17:068 (4) - 03:17:142 (5) - 03:17:215 (6) - 03:17:263 (7) - 03:17:312 (8) - 03:17:385 (9) - 03:17:459 (10) - 03:17:532 (11) -
  15. 03:34:361 (6,7,1) - I wonder if it's possible to get rid of that double HDash, since it's the only of its kind in this section (1/4 + 1/2) and looks a bit out of place.
  16. 03:39:849 (4,5,6,7) - You'll probably need to map 1/4s instead of 1/3s to follow the guitar, and additionally add a note at 03:40:215 - and 03:40:507 - .
  17. 03:41:898 (1,2,3,4) - I can only hear three beats instead of four this time. Definitely 1/3 notes in this case instead of 1/4s.
  18. 03:42:776 (7,8) - This part doesn't look that well regarding the timeline. I'd recommend you to have a simple slider instead of a slider with repetition and end it in a 1/3 beat instead, plus adding additional 1/3s to match the guitar drift. Here's my proposal: http://puu.sh/rZBzD/1b62fcc49d.jpg
  19. 03:52:727 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,1,2,3,4,5,6,7,8) - Another tricky stream to map properly due to the rather inconsistent guitar. I'd simplify it to just 1/4 beats instead because most of the 1/3s sound off and it seems there are at least 4 notes for every beat, but I wanna hear what other people think about them.
  20. 05:59:868 - Use a Finish instead of a Clap to match the cymbal.
  21. 07:47:681 (7) - This note doesn't need to be so noisy. Removing the Clap would give more importance to the next one, that marks the change of stanza.
[]
The concerns regarding the timeline will incline my thoughts to look for some additional mods before trying to get this map bubbled. I'd recommend you to look for a second opinion about the timeline at 03:16:142 - and 03:52:727 - if it's possible to get it simplified, or just to confirm it's precise enough. Anyway, I'll be waiting for your call when you've cleared everything up because I probably missed some stuff. Good luck!
Topic Starter
Kyuare

Deif wrote:

Finally I can get to this!

[General]
  1. Combo colours: The current grey-ish one is quite dark. Try to make it lighter to make a better contrast with the background picture. Optionally, you can do it as well with the purple you chose.
[Madness]
  1. 00:33:703 - It's not necessary to have that break time ended earlier than it should. Try to move (1) some beats back and forth to remove it. It can be done for the next breaks 05:50:268 - and 07:28:463 - .
  2. 00:46:580 (1,2,3,4,5,6,7) - It'd break your symmetry with the previous pattern, but it'd be recommendable to introduce a HDash between (6,7) to represent the high-pitched sound. Moving the beginning of the slider (7) a bit to the left should make it work.
  3. 01:08:824 (9) - Having a new combo in this note would empty the plate just before facing the spinner.
  4. 01:08:971 (1) - I'd make this spinner end at 01:10:873 - instead, where you can hear a stronger beat than the one you placed the end of the spinner at.
  5. 01:18:190 (1,2,3) - I don't have much problem with this kind of transition, but I bet many other people would complain about the fast movement they have to make here. I'd recommend nevertheless moving (2) a bit to the left in order to reduce the leniency of this pattern and the required movement after the HDash. You can do something similar to the twin pattern later on at 01:20:532 (1,2,3) - . Moving (2) a bit to the left will make the pattern more lenient, I think you wanted to said "to the right"
  6. 01:22:873 (1) - 01:23:459 (1) - It's quite tricky to have totally horizontal kicksliders after a HDash, especially with high SV and BPM like these ones. I'd recommend to incline those sliders to reduce the margin of error on this one. With the current sliders, players would either follow the zigzag movement completely or hope that they can catch everything by placing the catcher in the middle of it.
  7. 01:44:385 (7,8) - It's sorta frustrating to have a flowbreaker pattern in the middle of a long stream. You can move (7) to x:224 and (8) to x:272 to make the movement in the pattern more continuous. I don't think it's frustrating, I inclined 01:44:385 (7,8) - to make it easier to catch but i want to keep the flowbreaker effect because it fits really well with the music, sorry
  8. 03:01:800 (1,2,3,4) - Don't be so mean with that movement. Try at least moving (2) a bit to the left to soften the transition. Same with the pattern afterwards at 03:02:971 (1,2,3,4) - .
  9. 03:10:581 (1) - This slider should get extended to the next 1/6 beat 03:11:215 - to match with the important beat. Also fixed 03:11:312 (2,3,4) - for the consistency
  10. 03:11:411 (3,4) - These notes aren't properly snapped by a few miliseconds. Please resnap them properly.
  11. 03:13:434 - Optional to add, but an additional circle at this position would also be suitable.
  12. 03:13:800 (8,9,1) - Hearing the music carefully, these objects aren't matching the main instrument but just the background melody. Another option is to map those notes in 1/3 beats like in the example here: http://puu.sh/rYmak/8afcc2a072.jpg . Anyway, it's your call in this case. I'll use your option, it's much better
  13. 03:14:824 (1,2,3,4,5) - More recommendable in this case is to map until 03:15:263 - as a fully 1/4 stream to match with the guitar.
  14. 03:16:142 (8,9,10,11,12,13,1,2,3,4,5,6,7,8,9) - Okay, this is quite tricky and I'm not sure which instrument are you following while mapping this part. I've made another version of this timeline with Kurokami's help just by following the guitar, so check this out. http://puu.sh/rYnzs/8c9119e1b6.jpg . I'll give you the timestamps of every note, since some of the snaps are odd:
    SPOILER
    1. 03:16:068 (8) - 03:16:142 (9) - 03:16:215 (10) - 03:16:288 (11) - 03:16:361 (12) - 03:16:434 (13) - 03:16:532 (14) - 03:16:629 (15) - 03:16:678 (16) - 03:16:727 (1) - 03:16:873 (2) - 03:16:971 (3) - 03:17:068 (4) - 03:17:142 (5) - 03:17:215 (6) - 03:17:263 (7) - 03:17:312 (8) - 03:17:385 (9) - 03:17:459 (10) - 03:17:532 (11) -
    Okay, but I don't think there is something at 03:17:068 - so moved to 03:17:020 -
  15. 03:34:361 (6,7,1) - I wonder if it's possible to get rid of that double HDash, since it's the only of its kind in this section (1/4 + 1/2) and looks a bit out of place. moved 03:34:581 (1) - to x:112, it's easier to catch now
  16. 03:39:849 (4,5,6,7) - You'll probably need to map 1/4s instead of 1/3s to follow the guitar, and additionally add a note at 03:40:215 - and 03:40:507 - .
  17. 03:41:898 (1,2,3,4) - I can only hear three beats instead of four this time. Definitely 1/3 notes in this case instead of 1/4s.
  18. 03:42:776 (7,8) - This part doesn't look that well regarding the timeline. I'd recommend you to have a simple slider instead of a slider with repetition and end it in a 1/3 beat instead, plus adding additional 1/3s to match the guitar drift. Here's my proposal: http://puu.sh/rZBzD/1b62fcc49d.jpg
  19. 03:52:727 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,1,2,3,4,5,6,7,8) - Another tricky stream to map properly due to the rather inconsistent guitar. I'd simplify it to just 1/4 beats instead because most of the 1/3s sound off and it seems there are at least 4 notes for every beat, but I wanna hear what other people think about them. I will ask some friend about it
  20. 05:59:868 - Use a Finish instead of a Clap to match the cymbal.
  21. 07:47:681 (7) - This note doesn't need to be so noisy. Removing the Clap would give more importance to the next one, that marks the change of stanza.
[]
The concerns regarding the timeline will incline my thoughts to look for some additional mods before trying to get this map bubbled. I'd recommend you to look for a second opinion about the timeline at 03:16:142 - and 03:52:727 - if it's possible to get it simplified, or just to confirm it's precise enough. Anyway, I'll be waiting for your call when you've cleared everything up because I probably missed some stuff. Good luck!
Thank you very much !
o x
Woop woop fun map!

[Madness]
00:13:855 (6) - This note should be at 00:13:819
02:21:483 - I think there should be a note here. I hear the stream starting at 02:21:410 not 02:21:556 Also you put a whistle at the start of every stream so it would make sense to extend the stream.

There should be whistles on these notes. I think it sounds better like this.
  • 02:36:044 (9)
    02:36:337 (3)
    02:36:629 (7)
    02:36:922 (3)
    02:39:556 (1)
    02:39:849 (5)
    02:40:142 (1)
    02:40:434 (5)
    02:41:312 (1)
    02:41:605 (5)
    02:41:898 (1)
    02:42:190 (5)
    02:50:532 (3)
    05:18:630 (7)
    05:19:800 (7)
    08:13:974 (7)
07:10:316 - My favourite part of the song :)
03:17:142 (9) - I think it would be best to keep this in line with (14) try moving it to x:80 Sorry for nitpicking ;w;

That's all I can suggest, I love how this map play! Good job on this map!!! Good luck on rank!
INO
from game chat o/

Madness

・00:35:459 (3) - Ctrl + G
・01:43:946 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - Please think about a pattern that is more inclined
(Because note is almost Linearly down, So it's difficult to catch)
・02:01:215 (3) - x=48
・03:13:800 (9,10,11) - I don't think this part is 1/3
・05:31:069 (1) - Ctrl + H(I want to jump to the right last note)
・06:40:902 (4) - a little left(X=256?)

I'm sorry with few mod ;w;
gl <3
Topic Starter
Kyuare

Cawub wrote:

Woop woop fun map!

[Madness]
00:13:855 (6) - This note should be at 00:13:819 No, the timeline is correct here
02:21:483 - I think there should be a note here. I hear the stream starting at 02:21:410 not 02:21:556 Also you put a whistle at the start of every stream so it would make sense to extend the stream. No I'm pretty sure there is no beat at 02:21:483 -

There should be whistles on these notes. I think it sounds better like this.
  • 02:36:044 (9)
    02:36:337 (3)
    02:36:629 (7)
    02:36:922 (3)
    02:39:556 (1)
    02:39:849 (5)
    02:40:142 (1)
    02:40:434 (5)
    02:41:312 (1)
    02:41:605 (5)
    02:41:898 (1)
    02:42:190 (5)
    02:50:532 (3)
    05:18:630 (7)
    05:19:800 (7)
    08:13:974 (7)
Sorry I tried and it sounds "too much" for me ;w;
07:10:316 - My favourite part of the song :) (:
03:17:142 (9) - I think it would be best to keep this in line with (14) try moving it to x:80 Sorry for nitpicking ;w; Done

That's all I can suggest, I love how this map play! Good job on this map!!! Good luck on rank!
Thanks !

INO wrote:

from game chat o/

Madness

・00:35:459 (3) - Ctrl + G
・01:43:946 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - Please think about a pattern that is more inclined
(Because note is almost Linearly down, So it's difficult to catch)
・02:01:215 (3) - x=48
・03:13:800 (9,10,11) - I don't think this part is 1/3
・05:31:069 (1) - Ctrl + H(I want to jump to the right last note)
・06:40:902 (4) - a little left(X=256?)

I'm sorry with few mod ;w;
gl <3
All done thanks !
DUKI MODODIABLO
Epic map
Spectator
god tier map

please rank both diffs!
Kimitakari

Kyuare wrote:

Edit: nvm i'll try to rank both lol
Impossible challenge
Sanyi

Kyuare wrote:

Edit: nvm i'll try to rank both lol
GOD

btw if you need mods feel free to poke me, I'll try my best to help out then!
Jemzuu
nothing's impossible !

hello bns pls rank !!
koliron

Spectator wrote:

god tier map

please rank both diffs!
[490]Yukarin

Spectator wrote:

god tier map

please rank both diffs!
koliron
M4M

General
  1. O:

Overdose

  • 🍎 00:41:898 (1,2) - these sliders sounds a little weird imo, since you mapped the rest in 1/4 and it's te same thing, i think you should map it in 1/4 too owo, btw maybe you could reduce 00:42:483 (1,2,3,4,5,6,7,8) - these distances by a little, this pattern is a little weird to play
    🍎 00:43:654 - shouldn't there be a whistle here too? since there's another in 00:45:995 (5) - and it's the same sound
    🍎01:27:263 (8,1) - i think this hyperdash deseves alot more distance! even some hypers around here are stronger, like this one 01:26:824 (6,7) - but 01:27:263 (8,1) - should have an actual difference in my opinion (for example wiht something like this
    🍎01:36:629 (1) - i can see what you tried here but, the bpm is not enough to make that curve possible to see D: in play it's a vertical slider and i think that note deserves something better! what about something like this?
    🍎01:45:849 (3) - consider to remove this clap, so it would be consistent with the previous and next hitsounds owo
    🍎02:13:068 (1,2,3) - Just for aesthetic, what about move (2) a little to the right? it plays exactly the same but looks better!
    🍎from 02:29:020 - to 02:36:703 - it feels so repetitive to me (to be honest i think this is the only thing of the map that actually needs a look), consider to make some patterns that makes the player move to the left and right, it even feels a little boring to be in the middle for that much time >.<! for example, you did it so nice here 08:06:510 - it's around the same amount of hypers but it's perfectly mapped
    🍎02:42:849 (6,7) - what about an hyper here too? the vocal deserves to be emphasized here imo
    🍎02:46:288 (5,6,7) - same as above, it sould see alot better if the hyper is to 7 instead of 6
    🍎02:57:702 (1,2,3) - i'd move 3 a little more to the right since the voice is increasing, increase the distance would be nice too owo
    🍎03:37:361 (4,1) - same as above about the vertical slider owo but here it could be fixed with an hyper too
    🍎04:12:629 (2,3,4,5,6,7,8,9) - im noob but maybe these are a little hard to catch, what about reduce the distance between them by a little?
    🍎04:37:068 (8,1) -04:39:410 (8,1) - 04:41:751 (8,1) - hyperdash in these would be nice too owo
    🍎06:07:100 (1) - omg please curve this slider a little more, that droplet is just too evil D:
    🍎07:07:170 (2,3) - why drum samplest in these two? it sounds a little random imo, the soft one it's alot better for both

    the last kiai it's just perfectly mapped lol teach me how to map like that

Ophestra

  • omg those inherited points
    🍎 02:23:166 (1,2,3,4,5,6,7,8) - i really don't think this deserves thhe same distance as 02:23:678 (8,1) - , consider to make this one stronger!
    🍎 02:36:629 (1,2,3,4) - 02:37:215 (1,2,3,4) - i really like this pattern (i do always spam it in my maps) but i don't think that make a different distance to (3) makes it better, i'd suggest to keep the same distance between all of them, not only for aesthetic but also for playability
    🍎 03:08:824 (1,2,3,4,1,2,3,4) - i'd add hypers in both 3 to keep consistency with the previous patterns (03:06:483 (1,2,3,4,5,6,7,8) - 03:07:654 (1,2,3,4,5,6,7,8) - )
    🍎 05:09:995 (1,2,3) - i really like this pattern but feels a little random since it's the only time you used it, consider to add it at least one more time in this section so it wouldn't feel that weird, for example here 05:11:166 (1,2,3,4) - 05:11:751 (1,2,3,4) -
    🍎 06:28:170 - this suggestion is also for the overdose, i know the vocal is pretty interesting here, but it is not intense at all, not even the instruments, and the patterns here are actually calm and easy, i don't really think this should be kiai time, consider to change these inherited points to normal time aaa sounds a little evil since there's like 500 inherited points here ;w;
    🍎 08:46:900 (2,3,4,5) - I can see that you emphasized this with the hitsounds, so why not with distance too :^) ? i'd make alot more space between these!

    To be honest there's not that much to suggest here, feels like the overdose but improved (a lot), all the kiais are so well mapped, specially the last one



welp, excelent map! i know you want to rank both diffs but tbh they play SO similar, if i were you i'd combine them keeping the best things from both!
Topic Starter
Kyuare

koliron wrote:

M4M

General
  1. O:

Overdose

  • 🍎 00:41:898 (1,2) - these sliders sounds a little weird imo, since you mapped the rest in 1/4 and it's te same thing, i think you should map it in 1/4 too owo, btw maybe you could reduce 00:42:483 (1,2,3,4,5,6,7,8) - these distances by a little, this pattern is a little weird to play
    🍎 00:43:654 - shouldn't there be a whistle here too? since there's another in 00:45:995 (5) - and it's the same sound
    🍎01:27:263 (8,1) - i think this hyperdash deseves alot more distance! even some hypers around here are stronger, like this one 01:26:824 (6,7) - but 01:27:263 (8,1) - should have an actual difference in my opinion (for example wiht something like this
    🍎01:36:629 (1) - i can see what you tried here but, the bpm is not enough to make that curve possible to see D: in play it's a vertical slider and i think that note deserves something better! what about something like this? I prefer the actual one,
    I don't really want to use sharp antiflow here because it will cause potential shitmiss

    🍎01:45:849 (3) - consider to remove this clap, so it would be consistent with the previous and next hitsounds owo
    🍎02:13:068 (1,2,3) - Just for aesthetic, what about move (2) a little to the right? it plays exactly the same but looks better!
    🍎from 02:29:020 - to 02:36:703 - it feels so repetitive to me (to be honest i think this is the only thing of the map that actually needs a look), consider to make some patterns that makes the player move to the left and right, it even feels a little boring to be in the middle for that much time >.<! for example, you did it so nice here 08:06:510 - it's around the same amount of hypers but it's perfectly mapped
    🍎02:42:849 (6,7) - what about an hyper here too? the vocal deserves to be emphasized here imo
    🍎02:46:288 (5,6,7) - same as above, it sould see alot better if the hyper is to 7 instead of 6
    🍎02:57:702 (1,2,3) - i'd move 3 a little more to the right since the voice is increasing, increase the distance would be nice too owo
    🍎03:37:361 (4,1) - same as above about the vertical slider owo but here it could be fixed with an hyper too
    🍎04:12:629 (2,3,4,5,6,7,8,9) - im noob but maybe these are a little hard to catch, what about reduce the distance between them by a little?
    🍎04:37:068 (8,1) -04:39:410 (8,1) - 04:41:751 (8,1) - hyperdash in these would be nice too owo i don't think so, it's a really calm section
    🍎06:07:100 (1) - omg please curve this slider a little more, that droplet is just too evil D: well I don't think it's evil o.o the curve is simple and easy to read
    🍎07:07:170 (2,3) - why drum samplest in these two? it sounds a little random imo, the soft one it's alot better for both
    not answered = fixed
    the last kiai it's just perfectly mapped lol teach me how to map like that

Ophestra

  • omg those inherited points
    🍎 02:23:166 (1,2,3,4,5,6,7,8) - i really don't think this deserves thhe same distance as 02:23:678 (8,1) - , consider to make this one stronger! okay
    🍎 02:36:629 (1,2,3,4) - 02:37:215 (1,2,3,4) - i really like this pattern (i do always spam it in my maps) but i don't think that make a different distance to (3) makes it better, i'd suggest to keep the same distance between all of them, not only for aesthetic but also for playability indeed
    🍎 03:08:824 (1,2,3,4,1,2,3,4) - i'd add hypers in both 3 to keep consistency with the previous patterns (03:06:483 (1,2,3,4,5,6,7,8) - 03:07:654 (1,2,3,4,5,6,7,8) - ) done
    🍎 05:09:995 (1,2,3) - i really like this pattern but feels a little random since it's the only time you used it, consider to add it at least one more time in this section so it wouldn't feel that weird, for example here 05:11:166 (1,2,3,4) - 05:11:751 (1,2,3,4) - sorry but it's wanted, this whole section is also unique in the music so I wanted to do the same for this one too
    🍎 06:28:170 - this suggestion is also for the overdose, i know the vocal is pretty interesting here, but it is not intense at all, not even the instruments, and the patterns here are actually calm and easy, i don't really think this should be kiai time, consider to change these inherited points to normal time aaa sounds a little evil since there's like 500 inherited points here ;w; patterns here are indeed easy to catch compared to other sections but i don't think it's calm, we can clearly hear strong instrumental here
    🍎 08:46:900 (2,3,4,5) - I can see that you emphasized this with the hitsounds, so why not with distance too :^) ? i'd make alot more space between these! done

    To be honest there's not that much to suggest here, feels like the overdose but improved (a lot), all the kiais are so well mapped, specially the last one



welp, excelent map! i know you want to rank both diffs but tbh they play SO similar, if i were you i'd combine them keeping the best things from both!
You're not the only one who told me that, and I agree. I wanted to rank both because some people prefer the old version, and some prefer the new one so I could satisfy everyone. I will remove the Overdose and link it, then try to combine best things from both.
It will also be easier for modders.
Thank you so much
Bunnrei
nice forest timeline

[requiem]
00:01:641 (1,1) - better to make the last repeat a separate circle for emphasis
00:15:355 (1) - same
01:03:849 (4,5,6) - move these farther from previous pattern caus its easily overshootable
01:25:215 (1,2,3,4,5,6,1,2,3,4,5,6) - i think making this increase gradually in spacing fits to match the guitar increasing in pitch gradually
02:26:312 (2) - move to x:200 so it matches the previous slider shapes (like in 02:25:507 (1) - )
02:38:239 (7,1,2) - make (1,2) the hyper instead of (7,1) cause the stronger beat's at (2) and this is currently an emphasis error
02:46:361 (6,7) - hyper for the vocal
02:49:141 (4,5) - also vocal emphasis, though a distance increase would do
03:19:946 (1,2,3,4,1,2,3,4,5,6,1) - odd how u didnt map the triples here but decided to do so in the next parts
08:21:291 (4,5) - increase spacing to reflect overall spacing of the section
08:46:900 (1,2,3,4) - sumthin like this can fit better:
Topic Starter
Kyuare

Chara wrote:

nice forest timeline

[requiem]
00:01:641 (1,1) - better to make the last repeat a separate circle for emphasis
00:15:355 (1) - same
01:03:849 (4,5,6) - move these farther from previous pattern caus its easily overshootable
01:25:215 (1,2,3,4,5,6,1,2,3,4,5,6) - i think making this increase gradually in spacing fits to match the guitar increasing in pitch gradually
02:26:312 (2) - move to x:200 so it matches the previous slider shapes (like in 02:25:507 (1) - )
02:38:239 (7,1,2) - make (1,2) the hyper instead of (7,1) cause the stronger beat's at (2) and this is currently an emphasis error
02:46:361 (6,7) - hyper for the vocal
02:49:141 (4,5) - also vocal emphasis, though a distance increase would do I prefer to keep this design since the vocal isn't strong at all
03:19:946 (1,2,3,4,1,2,3,4,5,6,1) - odd how u didnt map the triples here but decided to do so in the next parts
08:21:291 (4,5) - increase spacing to reflect overall spacing of the section it's reflecting the overall spacing, look at 08:20:852 (2) -
08:46:900 (1,2,3,4) - sumthin like this can fit better:
no answer = fixed
thank you :D
Ascendance
requiem
Del
This is my first real mod I guess, so I'm sorry if it isn't that helpful.

[Orphestra]
00:38:385 (1) - I think this plays fine, but I don't think the sound really calls for a hyper at the end of that slider
01:29:752 (8,9,1) - The timing for this jump is a little tight, maybe move (8,9) to x248. And then after move 01:30:190 (3,4) - to x 452 if you want to keep that hyper spacing consistent.
01:38:093 (1,2) - This sounds weird because the jump seems like it should land on 01:38:385 (2) - where the slider ends
01:39:556 (3) - same as above
04:48:922 (1,2,3,4,1,2,3,4,1,2,3,4) - These sliders are fine but there are sounds between some of them that suggest triples.
06:08:853 (8,9) - I think the spacing here is a little jarring after that hyper, so I suggest moving (9) to x:336 or even x:328.
Topic Starter
Kyuare

Del wrote:

This is my first real mod I guess, so I'm sorry if it isn't that helpful.

[Orphestra]
00:38:385 (1) - I think this plays fine, but I don't think the sound really calls for a hyper at the end of that slider we can hear a strong voice in foreground so I think it's fine
01:29:752 (8,9,1) - The timing for this jump is a little tight, maybe move (8,9) to x248. And then after move 01:30:190 (3,4) - to x 452 if you want to keep that hyper spacing consistent.
01:38:093 (1,2) - This sounds weird because the jump seems like it should land on 01:38:385 (2) - where the slider ends I wanted to follow the voice rather than the instrument, it won't sound weird if you pay attention do the voice
01:39:556 (3) - same as above same thing
04:48:922 (1,2,3,4,1,2,3,4,1,2,3,4) - These sliders are fine but there are sounds between some of them that suggest triples.
06:08:853 (8,9) - I think the spacing here is a little jarring after that hyper, so I suggest moving (9) to x:336 or even x:328.
no answer = fixed
It's a really helpful mod, you should do this more often :D
Thank you
Alostis
01:01:654 (7,8) - Quel que soit la façon dont je le vois, ce doublet est cool MAIS est source de shitmiss, surtout pour les joueurs qui restent appuyé, la première fois ils vont être surpris et shitmiss pour rien car tu peux pas l'fc en restant appuyé. Peut être le fix en le déplaçant le 8 vers la droite ou en changeant un peu le pattern pour que cette gêne ne se remarque pas.

01:07:654 (1,2,3,4,1,2,3,4) - En vrai ce pattern n'a aucun problème, c'est juste une suggestion : j'aurai accentué un peu plus le 2 et le 4 vers l'intérieur et faire de même avec les deuxièmes 2 et 4 pour encore plus marqué la progression de la musique et augmenter la jouabilité (c'est plus stylé en plus :d).

01:14:385 (2) - Pourquoi x1.33 puis x1.42 ? C'est rien d'alarmant, presque on s'en blc mais en HR non LUL :').

01:43:507 (6,7) - Faudrait nerf la distance entre les deux, y'a quand même un hyper x3.80 assez puissant avant et revenir sur du x1.30 juste après peut mener à un shitmiss des plus frustrant (comme dans les converts), mais le nerf pas trop, c'est pas nécessaire, un seul carré devrait suffire même.

02:57:410 (5) - Pourquoi lui a un previous de x0.89 alors que eux : 02:53:166 (2) - et 02:55:507 (2) - ont x1.00 ? Je trouve que le x0.89 passe mieux dans tous les cas donc je changerai les deux premier comme le dernier, ça rend plus clean et moins visible lorsqu'on les joue.

02:58:727 (5) - Il est beaucoup trop loin par rapport au previous, à chaque fois que je l'ai joué en editeur (environ 20 fois lul) je l'ai toujours eu, oui, mais c'était tout le temps très close, fait le test, tu verras que la plupart du temps tu le récupères avec le bord gauche de ton plateau.

03:09:117 (1,2,3,4) - Je ne comprend pas ce changement de pattern tout à coup alors que tu avais gardé tout le long celui là : 03:06:483 (1,2,3,4,5,6,7,8) - ce qui détruit un peu la balance selon moi.

03:36:190 (4,1) - et 03:37:361 (3,4) - comment je peux ne pas te sucer la teub après avoir vu jusqu'où va les détails de ton mapping xDDD. Rien à redire, ça se voit pas ingame mais c'est cool quand tu le remarques que tout est calculé 8-) .

04:14:824 (7,8) - Celui là est tricky, déplacer le 8 un peu plus vers la droite rendrait le pattern beaucoup facile et moins shitmissable, c'est rien mais ça change tout.

05:54:800 (1,2,3,4,5) - Deux fois d'affilé dans le même sens, puis après ça continue jusqu'à 4 fois d'affilé que le 4-5 se situe dans le même sens, faudrait varier, ça rendrait beaucoup mieux selon moi (même si ça te donnerai beaucoup de boulot en plus xD).

07:02:707 (2,3,4,5) - Franchement ceux d'avant j'peux comprendre pourquoi c'était comme ça mais là ça part dans les aigu et ça CRIE "AU GAUCHE DROITE" bref, tu m'as compris, t'aurais pu faire un gauche droite rapidos du type sans dash ni rien mais ça rendrait moins... plat.

07:39:989 (2,3,4,5,6) - La première fois que je l'ai joué, j'ai pas compris, la deuxième fois j'ai fait AH OUI, la troisième fois j'me suis dit que c'était boff. Conclusion, le sex... le pattern est pas ouf ouf, ça pourrait être beaucoup mieux, après j'ai pas trop d'idée sur le coup.

07:49:974 (1,2,1,2,3,4,1) - C'est jouable mais c'est pas ouf non plus, j'aurai fait le slider incurvé (WOW LA COURBE, OLALA, PARFAITE) :?: Pour amortir le dash 2-1 au début puis ça te permet par le suite de faire un pattern 2-3-4 un peu plus propre par la suite.

07:56:705 (4) - x1.50 :? (pense à l'HR, pense à l'HR ;w;) en plus j'ai une raison valable pour dire que c'est too much car lui 08:02:559 (4) - est x1.40 HAHAHA, j'ai trouvé la faille :'). Le saint graal mdr.

08:05:778 (3,1) - écoute en speed 25%, ça colle vraiment pas et ingame ça s'entend si tu mets le son ULTRA fort, c'est pas en rythme et ça déstabilise un peu (tout ça à cause de ce chanteur de merde qui sait pas suivre le tempo tain). Je sais pas si c'est utile de changer quelque chose pour le ranking mais si c'est important au moins je l'aurai précisé.

Voilà, ce sera tout pour moi, c'pas très sérieux tout ça mais bon, 4 the rank (by the way, t'as bien géré sur les changements au niveau des HS, merci c:).
Topic Starter
Kyuare

Aqliva wrote:

01:01:654 (7,8) - Quel que soit la façon dont je le vois, ce doublet est cool MAIS est source de shitmiss, surtout pour les joueurs qui restent appuyé, la première fois ils vont être surpris et shitmiss pour rien car tu peux pas l'fc en restant appuyé. Peut être le fix en le déplaçant le 8 vers la droite ou en changeant un peu le pattern pour que cette gêne ne se remarque pas.

01:07:654 (1,2,3,4,1,2,3,4) - En vrai ce pattern n'a aucun problème, c'est juste une suggestion : j'aurai accentué un peu plus le 2 et le 4 vers l'intérieur et faire de même avec les deuxièmes 2 et 4 pour encore plus marqué la progression de la musique et augmenter la jouabilité (c'est plus stylé en plus :d). j'aurais bien voulu mais je peux pas les accentuer plus vers l'intérieur sinon ça retirerait l'hyper

01:14:385 (2) - Pourquoi x1.33 puis x1.42 ? C'est rien d'alarmant, presque on s'en blc mais en HR non LUL :'). pour souligner le gros beat qu'il y a, mais je peux toujours nerf de 0.05

01:43:507 (6,7) - Faudrait nerf la distance entre les deux, y'a quand même un hyper x3.80 assez puissant avant et revenir sur du x1.30 juste après peut mener à un shitmiss des plus frustrant (comme dans les converts), mais le nerf pas trop, c'est pas nécessaire, un seul carré devrait suffire même.

02:57:410 (5) - Pourquoi lui a un previous de x0.89 alors que eux : 02:53:166 (2) - et 02:55:507 (2) - ont x1.00 ? Je trouve que le x0.89 passe mieux dans tous les cas donc je changerai les deux premier comme le dernier, ça rend plus clean et moins visible lorsqu'on les joue.

02:58:727 (5) - Il est beaucoup trop loin par rapport au previous, à chaque fois que je l'ai joué en editeur (environ 20 fois lul) je l'ai toujours eu, oui, mais c'était tout le temps très close, fait le test, tu verras que la plupart du temps tu le récupères avec le bord gauche de ton plateau.

03:09:117 (1,2,3,4) - Je ne comprend pas ce changement de pattern tout à coup alors que tu avais gardé tout le long celui là : 03:06:483 (1,2,3,4,5,6,7,8) - ce qui détruit un peu la balance selon moi. c'est justement l'effet voulu, cette section est différente des précédentes et introduit vers une nouvelle mélodie

03:36:190 (4,1) - et 03:37:361 (3,4) - comment je peux ne pas te sucer la teub après avoir vu jusqu'où va les détails de ton mapping xDDD. Rien à redire, ça se voit pas ingame mais c'est cool quand tu le remarques que tout est calculé 8-) .

04:14:824 (7,8) - Celui là est tricky, déplacer le 8 un peu plus vers la droite rendrait le pattern beaucoup facile et moins shitmissable, c'est rien mais ça change tout.

05:54:800 (1,2,3,4,5) - Deux fois d'affilé dans le même sens, puis après ça continue jusqu'à 4 fois d'affilé que le 4-5 se situe dans le même sens, faudrait varier, ça rendrait beaucoup mieux selon moi (même si ça te donnerai beaucoup de boulot en plus xD).

07:02:707 (2,3,4,5) - Franchement ceux d'avant j'peux comprendre pourquoi c'était comme ça mais là ça part dans les aigu et ça CRIE "AU GAUCHE DROITE" bref, tu m'as compris, t'aurais pu faire un gauche droite rapidos du type sans dash ni rien mais ça rendrait moins... plat. j'ai pensé à un pattern différent pour plus de diversité

07:39:989 (2,3,4,5,6) - La première fois que je l'ai joué, j'ai pas compris, la deuxième fois j'ai fait AH OUI, la troisième fois j'me suis dit que c'était boff. Conclusion, le sex... le pattern est pas ouf ouf, ça pourrait être beaucoup mieux, après j'ai pas trop d'idée sur le coup.

07:49:974 (1,2,1,2,3,4,1) - C'est jouable mais c'est pas ouf non plus, j'aurai fait le slider incurvé (WOW LA COURBE, OLALA, PARFAITE) :?: Pour amortir le dash 2-1 au début puis ça te permet par le suite de faire un pattern 2-3-4 un peu plus propre par la suite.

07:56:705 (4) - x1.50 :? (pense à l'HR, pense à l'HR ;w;) en plus j'ai une raison valable pour dire que c'est too much car lui 08:02:559 (4) - est x1.40 HAHAHA, j'ai trouvé la faille :'). Le saint graal mdr. bien trouvé :)

08:05:778 (3,1) - écoute en speed 25%, ça colle vraiment pas et ingame ça s'entend si tu mets le son ULTRA fort, c'est pas en rythme et ça déstabilise un peu (tout ça à cause de ce chanteur de merde qui sait pas suivre le tempo tain). Je sais pas si c'est utile de changer quelque chose pour le ranking mais si c'est important au moins je l'aurai précisé. en effet c'est du 1/6 en fait

Voilà, ce sera tout pour moi, c'pas très sérieux tout ça mais bon, 4 the rank (by the way, t'as bien géré sur les changements au niveau des HS, merci c:).
Merci beaucoup, tu devrais mod plus souvent :>
J'ai fix toutes tes suggestions non répondues
autofanboy
Happy New Year!

█ Optional to change --- █ Suggested to change --- █ Unrankable

[ General]

  • Beatmap Files
  1. Remove "in_the_end____by_nanomortis-d9vszec" background image as it is not used. (Used in the old difficulty)
  2. Since you included the background maker in the tag (NanoMortis) and I don't know the original source of the new background, maybe you can find it out and add the creator of that background? If he/she is not NanoMortis, make sure you removed the old tag as well.

[ Ophestra]

  • Repeated Inherited Sections
  1. 00:43:068 -
  2. 01:08:678 -
  3. 01:08:751 -
  4. 01:11:166 -
  5. 01:11:312 -
  6. 03:12:044 -
  7. 05:12:410 -

    Gameplay
  8. 00:14:498 (5) - Sounds better if you add Whistle to the head of the slider.
  9. 00:51:923 (7,8,9) - I find it fit if you put a hyperdash at (7,8). Maybe this pattern helps: *Screenshot. If you want to make it easier, you can also incline (7,8) to the vertical a little for easier jumping.
  10. 00:52:874 (4,5) - Add a hyperdash, as it starts to become intense after 00:52:434 - . Also it will be consistent with 00:55:214 (4,5) - , which is mapped with a hyperdash at same rhythm.
  11. 01:01:654 (7,8) - Flow will be improved slightly if you incline this more to the horizontal, because the part 01:01:507 (5,6,7,8,1) - causes players to stop at (7,8) while dashing, also as a finisher it is always good to be a bit more intense, so dash-holding seems suitable.
  12. 01:56:532 (5,1) - Don't really like this kind of transition, as players have to wait at (5) to catch the hyperdash well. Maybe slant (5) a bit more to the left? If space is not enough, you can move 01:55:654 (1,2,3,4,5) - altogether to the right to fit that in.
  13. 02:24:702 (7) - Flip this horizontally and place at original spot?
  14. 02:25:507 (1,2,3,4) - Not a fan of such pattern, especially the pattern doesn't favor the jump at (3,4). I think changing to this may seem better: *Screenshot. Moreover it adds up some variations so the patterns are not too similar with all these kinda-vertical and horizontal doublets/quadruplets.
  15. 02:31:068 (5) - How about curving them outwards?
  16. 02:31:653 (3) - ^
  17. 03:11:898 (8,1) - Reduce the distance for a bit here? A bit far in my opinion.
  18. 03:48:629 (3,4) - Maybe add a hyperdash here? Like this: *Screenshot
  19. 03:50:824 (2,3) - Same here, hyperdash seems great here. You can change 03:50:971 (3,4) - to a horizontal slider and start from the left, pointing to the right.
  20. 04:14:239 (7,8) - Slant it more to the horizontal? I think moving (8) to x:256 would be enough.
  21. 04:14:824 (7,8) - ^, in the opposite.
  22. 05:03:776 (2) - Flip horizontally and place at original spot?
  23. 05:21:263 (3,4) - Change this to a doublet like 05:20:385 (7,8) - because hearing the part at 05:21:117 (1,2,3,4,5,6,7,8) - , I think the important beats are (1), (5) and (7), so maybe dashes are made to emphasize those 3 beats and ignore the one at (3) by changing to the recommended solution.
  24. 06:28:170 (1,2) - Add a hyperdash here to stay consistent with the later-on patterns at 06:30:511 (1,2) - , 06:32:853 (1,2) - and etc. which are all with similar rhythm.
  25. 06:34:024 (4) - NC?
  26. 06:37:536 (1,2) - Same thing as 06:28:170 (1,2) - but you can add hyperdash at 06:37:975 (2,3) - as well, so it is consistent with 06:39:877 (1,2,3) - which has similar hyperdash patterning.
  27. 08:08:047 (6) - Remove the Whistle hitsound and add the one at 08:08:120 (7) - instead.
  28. 08:09:291 (1) - Remove NC, then add NC at 08:09:437 (3) - . Also remove NC at 08:09:583 (1) - .
  29. 08:15:365 (2,3) - How about changing this to a dash only? In 08:15:291 (1,2,3,4,5,6,7,8) - , important beats are denoted by the vocal, which are (1), (5) and (7). Since this part is intense, the beats will be emphasized by hyperdashes, so in this case hyperdash at (2,3) can be changed to a dash for better emphasis.

Masterpiece!
Call me after the fix for a recheck!
Topic Starter
Kyuare

alienflybot wrote:

Happy New Year!

█ Optional to change --- █ Suggested to change --- █ Unrankable

[ General]

  • Beatmap Files
  1. Remove "in_the_end____by_nanomortis-d9vszec" background image as it is not used. (Used in the old difficulty)
  2. Since you included the background maker in the tag (NanoMortis) and I don't know the original source of the new background, maybe you can find it out and add the creator of that background? If he/she is not NanoMortis, make sure you removed the old tag as well.

[ Ophestra]

  • Repeated Inherited Sections
  1. 00:43:068 -
  2. 01:08:678 -
  3. 01:08:751 -
  4. 01:11:166 -
  5. 01:11:312 -
  6. 03:12:044 -
  7. 05:12:410 -

    Gameplay
  8. 00:14:498 (5) - Sounds better if you add Whistle to the head of the slider.
  9. 00:51:923 (7,8,9) - I find it fit if you put a hyperdash at (7,8). Maybe this pattern helps: *Screenshot. If you want to make it easier, you can also incline (7,8) to the vertical a little for easier jumping.
  10. 00:52:874 (4,5) - Add a hyperdash, as it starts to become intense after 00:52:434 - . Also it will be consistent with 00:55:214 (4,5) - , which is mapped with a hyperdash at same rhythm.
  11. 01:01:654 (7,8) - Flow will be improved slightly if you incline this more to the horizontal, because the part 01:01:507 (5,6,7,8,1) - causes players to stop at (7,8) while dashing, also as a finisher it is always good to be a bit more intense, so dash-holding seems suitable.
  12. 01:56:532 (5,1) - Don't really like this kind of transition, as players have to wait at (5) to catch the hyperdash well. Maybe slant (5) a bit more to the left? If space is not enough, you can move 01:55:654 (1,2,3,4,5) - altogether to the right to fit that in. well i really like this transition, i can curve the slider to improve the flow but i want to keep the head and the tail as it is
  13. 02:24:702 (7) - Flip this horizontally and place at original spot? I prefer to follow the flow normally, small antiflow can cause potential shitmiss
  14. 02:25:507 (1,2,3,4) - Not a fan of such pattern, especially the pattern doesn't favor the jump at (3,4). I think changing to this may seem better: *Screenshot. Moreover it adds up some variations so the patterns are not too similar with all these kinda-vertical and horizontal doublets/quadruplets. i like it
  15. 02:31:068 (5) - How about curving them outwards?
  16. 02:31:653 (3) - ^
  17. 03:11:898 (8,1) - Reduce the distance for a bit here? A bit far in my opinion.
  18. 03:48:629 (3,4) - Maybe add a hyperdash here? Like this: *Screenshot
  19. 03:50:824 (2,3) - Same here, hyperdash seems great here. You can change 03:50:971 (3,4) - to a horizontal slider and start from the left, pointing to the right.
  20. 04:14:239 (7,8) - Slant it more to the horizontal? I think moving (8) to x:256 would be enough.
  21. 04:14:824 (7,8) - ^, in the opposite.
  22. 05:03:776 (2) - Flip horizontally and place at original spot? same thing than 02:24:702 (7) -, antiflow would be shitmissable
  23. 05:21:263 (3,4) - Change this to a doublet like 05:20:385 (7,8) - because hearing the part at 05:21:117 (1,2,3,4,5,6,7,8) - , I think the important beats are (1), (5) and (7), so maybe dashes are made to emphasize those 3 beats and ignore the one at (3) by changing to the recommended solution. fixed in my way
  24. 06:28:170 (1,2) - Add a hyperdash here to stay consistent with the later-on patterns at 06:30:511 (1,2) - , 06:32:853 (1,2) - and etc. which are all with similar rhythm.
  25. 06:34:024 (4) - NC?
  26. 06:37:536 (1,2) - Same thing as 06:28:170 (1,2) - but you can add hyperdash at 06:37:975 (2,3) - as well, so it is consistent with 06:39:877 (1,2,3) - which has similar hyperdash patterning.
  27. 08:08:047 (6) - Remove the Whistle hitsound and add the one at 08:08:120 (7) - instead.
  28. 08:09:291 (1) - Remove NC, then add NC at 08:09:437 (3) - . Also remove NC at 08:09:583 (1) - .
  29. 08:15:365 (2,3) - How about changing this to a dash only? In 08:15:291 (1,2,3,4,5,6,7,8) - , important beats are denoted by the vocal, which are (1), (5) and (7). Since this part is intense, the beats will be emphasized by hyperdashes, so in this case hyperdash at (2,3) can be changed to a dash for better emphasis.

Masterpiece!
Call me after the fix for a recheck!
No answer = fixed as you said.
Really helpful, thank you very much.
autofanboy
Recheck!

█ Optional to change --- █ Suggested to change --- █ Unrankable

[ General]

  • Tags
  1. Consider adding tag: ICDD (abbreviation of the artist band)

[ Ophestra]

  • Gameplay
  1. 00:25:777 (1,2,3) - Pattern here doesn't emphasize the song here desirably. How about using timeline like this: *Screenshot
  2. 02:21:995 (1,2,3,4,5,6,7,8) - Feels strange in gameplay, maybe add hyperdashes to emphasize Whistles instead of using the current setting? To represent it in brief words: 4-2-2 (hyphens as the positions of potential hyperdashes) would fit at this part.
  3. 07:49:535 - , 07:49:754 - I understand why you put Kiai flashes at these moments but I think the effect is not going so well as the splashes at these time are hindered by the flash at 07:49:535 - . I recommend removing the two mentioned Kiai flashes which can actually emphasize the upcoming one at 07:50:120 - .

That's it! Poke me right after the update!
Topic Starter
Kyuare

alienflybot wrote:

Recheck!

█ Optional to change --- █ Suggested to change --- █ Unrankable

[ General]

  • Tags
  1. Consider adding tag: ICDD (abbreviation of the artist band)

[ Ophestra]

  • Gameplay
  1. 00:25:777 (1,2,3) - Pattern here doesn't emphasize the song here desirably. How about using timeline like this: *Screenshot
  2. 02:21:995 (1,2,3,4,5,6,7,8) - Feels strange in gameplay, maybe add hyperdashes to emphasize Whistles instead of using the current setting? To represent it in brief words: 4-2-2 (hyphens as the positions of potential hyperdashes) would fit at this part.
  3. 07:49:535 - , 07:49:754 - I understand why you put Kiai flashes at these moments but I think the effect is not going so well as the splashes at these time are hindered by the flash at 07:49:535 - . I recommend removing the two mentioned Kiai flashes which can actually emphasize the upcoming one at 07:50:120 - .

That's it! Poke me right after the update!
All fixed !
autofanboy
Hard-earned and well-deserved.

Bubbled!

Note that the bug regarding to update prompt can be neglected, as it does not take effect when the map achieved its ranked status.
Spectator
yes
Topic Starter
Kyuare

Spectator wrote:

yes
yes
Dea ex machina

Kyuare wrote:

Spectator wrote:

yes
yes
yes
Hareimu

-wwwww wrote:

Kyuare wrote:

yes
yes
yes

popping this thing since I found some unrankable stuff.

[General]
  1. The map's BG has a pretty weird resolution (1200x850). Perhaps you could consider using this one? https://katabami.s-ul.eu/ffHNe3GE
[Timing]
  1. 05:31:068 - There are both a red timing point with a S:C1 set number and a green line with a S:C2 set number on the same place here, which is unrankable due to it causing unwanted issues. Please remove the green line (since it doesn't change volume/SV, just a sampleset) and choose either S:C1 or S:C2 for the red timing point.
  2. List of useless green lines I found on the map
    00:43:068 -
    00:52:434 -
    01:08:678 -
    01:08:751 -
    01:11:166 -
    01:11:312 -
    03:12:044 -
    05:12:385 -
    05:31:143 - Whether you decide to use S:C1 or S:C2 for the red line before this green line, then delete this one since it's useless (There is a red line at 05:50:300 - that changes the sampleset to C1 anyway).
[Ophestra]

  1. 00:09:355 (2) - The head of this slider shouldn't have a whistle. Same with 00:12:783 (3) - and 00:19:641 (3) - .
  2. 00:26:527 (2) - This slider should finish 00:26:777 - here, since that's where the piano-music box note is in the bg, not 00:27:027 - here.
  3. 00:51:923 (7,8) - These two notes should be snapped to 1/3 ticks, since the drum sounds in the background are clearly distanced by 1/3 of a beat apart from each other. Same for the sliderend of 00:52:142 (9) -
  4. 01:25:215 (1,2,3,4,5,6,1,2,3,4,5,6) - If anything, the distances between the first and second notes of all these 3plets should go from 1,0x ascending by ,2x so that they're 1,0x, 1,2x, 1,4x until 1,6x. It works better IMO, and moving 01:25:215 (1,2,3) - to x:130 solves the problem of not triggering a hdash into 01:25:654 (4) - .
  5. 01:56:824 (1,2) - I believe these should be a single 1/1 slider, not a 3/4 one and a note, since there is nothing to emphasize with a hyper on the place (2) is placed at.
    02:14:385 (1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,6,7,1,2,3) - Why do you spend so much time on the right side of the screen with these patterns? I can't really seem to find a reason for which you did this, so unless you explain the reasoning behind this a bit further I think you'd be better off spreading these patterns to the middle/left side as well.
  6. 02:27:995 (3,4,5,6,7,8) - This pattern is quite uncomfortable and unfitting to play, since with the antiflow movement you're emphasizing 02:28:069 (4,5,6,7) - these notes, which don't have anything special enough as to make them stand out this much from the rest of the streams. If anything, I would've emphasized 02:27:995 (3) - this specific note, since it's over the highest pitched guitar riff of the whole pattern. Either way, the whole pattern could be just a left-left pattern using vertical sliders (kinda like 02:47:166 (1,2,3,4,5,6) - this but with hypers in between and with better flow)
  7. 03:13:580 (7,8,1) - You'd be better off consistently emphasizing the guitar solo in the background for these jumps instead IMO (a.k.a. remove hyper into (8) and keep the one from 8 to 1? emphasizes the important guitar riffs over the drums better)
  8. 04:26:678 (1,2) - Same as before, these should be a single slider instead.
  9. 04:53:020 (6,7,8,9,10,11) - These should be snapped to 1/3, not 1/4 ticks.
  10. 05:22:142 (3) - Why are you now mapping this with a 1/4 slider? You didn't do so in the first kiai 02:52:361 - here. Same with 05:24:484 (3) - this slider.
  11. 05:58:500 (3,4) - These notes should be snapped to 1/3. 06:08:560 (6,7) - This should be three 1/3 notes instead (06:08:560 - here, 06:08:658 - here and 06:08:755 - here), since the drum sounds clearly are laid out in a 1/3 pattern in the background. Also 06:08:150 (3) - this note should be placed 06:08:075 - here to follow the organ sounds correctly. You're also ignoring a drum sound 06:09:146 - here. This whole point is made up of wrong snaps and rhythm following because starting from 05:57:950 - here and ending 05:59:000 - here and starting from 06:07:550 - here and ending 06:09:438 - here the rhytmical structures are really, really weird, and I believe that following these points will help following it a little bit better.
  12. 06:19:024 (2,5,5) - These three notes should either be placed 1/4 tick before from where they actually are (so that they are over red ticks instead) or should be deleted altogether, since having them on those blue ticks is really weird and doesn't follow any instruments at all (not even drums).
  13. 07:09:731 (1,2,3) - I think that placing these over at x:395 and moving 07:10:316 (7) - to x:457 works a lot better than the actual pattern, but that might just be me. Try it out and tell me what do you think!
  14. 08:15:291 (1,2,3,4) - This pattern is cheap and overkill IMO, since the whole kiai until now has been really fast movement hypers and just sticking in a 1/4 dash in between all of them completely kills the mood and can cause a lot of insta-deaths due to the next 08:15:583 (5,6,7,8,1) - objects. To solve this, try moving 08:15:144 (7,8) - to x:161, and both 08:15:291 (1,2) - and 08:15:437 (3,4) - to x:256. This plays way better and is even more satisfying to catch.
  15. 08:29:925 (1,2,3,4) - This pattern is okay on its own since it perfectly emphasizes the singer's loud highpitched scream, but to have 08:32:852 (6,7,8,9) - this just a couple measures next to it makes it feel a lot less special than it should be. I've been testing around with some patterns and came to the conclusion that you should probably try moving 08:32:998 (7) - to x:72, 08:33:144 (8) - to x:360 and 08:33:291 (9) - to x:440. It makes a lot more sense like this tbh, but that's just my POV, so you might disagree.
  16. 08:39:876 (1,2,3,4,5,6) - I can't really see the reasoning behind this patterning, (especially for 08:40:316 (5,6,1) - these three). Why is (2) emphasized with a hdash? Following rhythmical logic, (3) and (5) should be the only ones emphasized instead.

aaaaand that's about everything I could find. You should probably call afb back to rebubble when you fix the unrankable things, and if Deif is still dead for the time that happens, I can do the final check in his place instead. Good luck!
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