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Tomatsu Haruka, Hikasa Yoko, Amamiya Sora - Eye...

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Topic Starter
Kagari
This beatmap was submitted using in-game submission on Thursday, November 24, 2022 at 1:43:52 AM

Artist: Tomatsu Haruka, Hikasa Yoko, Amamiya Sora
Title: Eyecatch! Too much! (TV Size)
Source: WWW.WORKING!!
Tags: opening anime Japanese WWW.WAGNARIA!! 宮越華 村主さゆり 鎌倉志保 Hana Miyakoshi Sayuri Muranushi Shiho Kamakura 田形美喜子 大隅知宇 Mikiko Tagata Tomotaka Osumi
BPM: 240
Filesize: 14011kb
Play Time: 01:28
Difficulties Available:
  1. Cup!! (1.67 stars, 181 notes)
  2. Overdose!! (5.61 stars, 553 notes)
  3. Platter!! (3.03 stars, 391 notes)
  4. Rain!! (4.19 stars, 488 notes)
  5. Salad!! (2.35 stars, 283 notes)
Download: Tomatsu Haruka, Hikasa Yoko, Amamiya Sora - Eyecatch! Too much! (TV Size)
Download: Tomatsu Haruka, Hikasa Yoko, Amamiya Sora - Eyecatch! Too much! (TV Size) (no video)
Information: Scores/Beatmap Listing
---------------
Kagari's Ranked Mapset #4
Eyecatch! Too much!

<-- Prev |My Mapsets| Next -->

sayuri ftw~!
Background images by NurAlifSidoel
New BG edited by yours truly
redownload for new audio source, provided by defreeyay
zeeeq_old

Kagari wrote:

sayuri ftw~!
SAYURI FTW~!

Metadata:
  1. Tags: 陽子日笠, 遥戸松, 天雨宮, WW*W.WAGNARIA!! (remove "tv_size" i guess...)(disclude the "*")
Topic Starter
Kagari

zeeeq wrote:

Kagari wrote:

sayuri ftw~!
SAYURI FTW~!

Metadata:
  1. Tags: 陽子日笠, 遥戸松, 天雨宮, WW*W.WAGNARIA!! (remove "tv_size" i guess...)(disclude the "*")
    陽子日笠, 遥戸松, 天雨宮 are already in the artist metadata (why are the name position is backward tho i dont understand) and tv_size is just simply tv size version so it should be included in the tags
Sc4v4ng3r
I like how the source is a webpage
Topic Starter
Kagari

Sc4v4ng3r wrote:

I like how the source is a webpage
IKR xD

Gonna ask a metadata guy to help me out :v

summons kwan
-Nya-
Source has to be the anime.

Will mod this later
Topic Starter
Kagari

-Nya- wrote:

Source has to be the anime.

Will mod this later
the title name of the anime series is "WWW.WORKING!!"... but for some reason the format mistook it as a webpage thus it make the http link as the source instead lol
-Nya-

Kagari wrote:

-Nya- wrote:

Source has to be the anime.

Will mod this later
the title name of the anime series is "WWW.WORKING!!"... but for some reason the format mistook it as a webpage thus it make the http link as the source instead lol
Yeah, I noticed that this happens in the other maps as well, lol.

My mod

NM from my queue.

General:
  1. Try using the kanji of the anime as the source. Not sure if it is already in your tags, but I couldn’t really find it. In the end you probably still have to doublecheck metadata with an expert.
  2. Your soft-hitfinish has a delay of 5ms which is unrankable. You can try editing it in audacity or another program to cut the delay or find a different file to replace that one.
  3. The current BG doesn’t really capture the feel of the music imo. Also, the dimensions aren’t correct. I think you want to go with 1024X768 or 1366X768. Perhaps use this one: http://puu.sh/sQqNt/83b24c59cc.png
  4. Why is the slider velocity the same in all the diffs? I’m reffering to this:
    I realize that you did manually make it slower in the setup but it still looks unbalanced if you look at the pic above and all the diffs’ slider velocities remain constant. Consider changing the slider velocity in each diff and make them from the highest to the lowest then you don’t have to manually edit them.
  5. You mentioned in the description that you want advice regarding the combo colours. Since I don’t know which BG you’re going to use, I can’t really mention specific colours but usually go with colours that compliment the BG, meaning colours that are visible in the BG and I usually use soft/light colours since they just look better imo.

Overdose!!:
  1. I can’t really point out spacings since almost every object has a hyperdash or some kind of dash. I know this is an Overdose diff but it felt like you went a bit too overboard. I played a few ranked overdose diffs and none of them has this many hyperdashes... Don’t only use dashes and hyperdashes imo. And the hyperdashes should also be less than the dashes for comfortable play. I suggest only adding hyperdashes where you feel it’s absolutely necessary (strong beats) I can point out a few places: 00:06:469 (1) - 00:07:469 (1) - 00:08:469 (1) - 00:09:469 (1) - 00:12:719 (2) - 00:13:219 (4) - 00:14:469 (1) - 00:16:469 (1) - 00:18:719 (2) - 00:19:719 (2) - 00:20:719 (2) - 00:22:469 (1) – etc. It’s still a lot of places.
  2. Another thing that really bothered me was the fact that you used a lot of consecutive circles in this diff. Example: 00:13:469 (1,2,3,4,5,6,1,2,3,4,5,6,7,8,1,2,3,4,5,6,1,2,3,4,5,6,7,8,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6) – etc. (It got too long, lol) This lacks variety and makes the diff very difficult and also uncomfortable to play. I highly suggest mixing some sliders in between there as well.

I’m still not sure if I can judge overdose correctly, but these are my personal opinions. Perhaps wait for others (experts) to check this out before making big changes.

Rain!!:
  1. Lift your HP a bit. Right now it’s a bit too low for a Rain diff. Either 6 or 7 will work.
  2. 00:01:469 (1,2) –Hyperdash doesn’t really fit here imo. Vocal isn’t strong enough. Try to keep the spacing similar to 00:00:469 (1,2,3,4) – since the vocals are the same.
  3. 00:03:969 (3,4) -^, even though the pitch is a bit higher than here: 00:03:469 (1,2,3) – I still feel a hyperdash is too much. A dash is fine, so rather keep the spacing similar to: 00:03:469 (1,2,3) –
  4. 00:04:219 (4,1) –The song isn’t that intense here but still the spacing looks quite big. Consider nerfing it a bit to support the music better.
  5. 00:06:969 (5,6,7,8) –Consider making the spacings here similar to 00:06:469 (1,2,3,4) – for consistency since the vocals’ intensity remains the same at this part.
  6. 00:07:844 (4,5) –A normal dash would fit in better here and not a hyperdash. The beat/vocal isn’t strong enough imo.
  7. 00:09:219 (7) –Be consistent with 00:08:719 (3) – and also add a dash there/use similar spacing since they follow the same beat.
  8. 00:09:844 (4,5) –Same as 00:07:844 (4,5) – etc. I’m not gonna point out all similar cases.
  9. 00:18:719 (2) –At strong beats like this I would actually expect a hyperdash.
  10. 00:29:344 (5,1) –I suggest adding a bit of distance here because of the strong beat on (1)
  11. 00:36:969 (3,4) –Too large spacing and the vocals aren’t that intense, so consider nerfing it a bit.
  12. 00:38:594 – and 00:38:844 – Since there are beats here, I would map them out by changing 00:38:469 (1) – and 00:38:719 (2) – into 1/2 sliders:
  13. 00:16:594 -^
  14. 00:10:594 -^
  15. 00:16:594 -^, etc. Not gonna point out all of them.
  16. 00:39:344 (1,2) –A hyperdash here would be nice to support that strong beat on (2)
  17. 00:50:344 (4,1) –Consider adding a hyperdash here for the strong beat on (1)
  18. 00:52:469 (1,2) –Why is the distance so small between these two? It looks inconsistent with the rest of the similar patterns. Consider making the spacing a bit bigger, the same as other similar beats.
  19. 00:54:094 –You can map this beat out as well by changing 00:53:969 (4) – into a ½ slider.
  20. Some of the dashes/spacings look inconsistent and consistency is very important imo otherwise the diff can look messy and random.

Like in the overdose diff, you used a lot of consecutive circles which take away variety and make a diff uncomfortable to play. Add in more sliders.

Platter!!:
  1. HP is a bit too low. Consider raising it to 5 or 6.
  2. 00:06:594 –Just like in the Rain diff, a note can be added here so you can change 00:06:469 (1) – into a ½ slider. I’m not gonna point out the others, but you should be able to find them. Rather not leave out places where you can clearly hear vocals/a beat otherwise the diff can play a bit weird.
  3. 00:12:469 (1,2,3,4) –Why not make the spacings similar here? They do follow the same beat afterall.
  4. 00:12:469 (1,2) – and 00:12:969 (3,4) – Also, I feel the spacings are too low here since there’s a loud beat on 00:12:719 (2) – and 00:13:219 (4) – and they should be emphasized more. You emphasized it more here: 00:13:469 (1,2) – so be a bit consistent.
  5. 00:39:344 (1) –A bit more spacing won’t hurt here.
  6. 01:04:719 (2,4) –It feels as if larger spacings will fit in better with these circles than with these circles: 01:04:469 (1,3) – since the beats on (2) and (4) are quite loud and strong. Also they are inconsistent with 01:05:719 (2) – which has a larger spacing.

Same thing about the use of too many consecutive circles.

Salad!!:
  1. HP should rather be 4 or 5.
  2. 00:05:469 (1) –Rather remove this new combo. It’s unnecessary.
  3. 00:11:219 (4) –Consider placing this note somewhere here: X:248 to be consistent with 00:10:469 (1,2) – and also since the beat on (4) is strong.
  4. 00:12:219 (4) -^, add a bit more emphasis. I’m not gonna point out all of them.
  5. Beats like these: 00:12:719 (2,4) – can also be increased in spacing a bit imo.
  6. 00:36:469 (1,2,3,4,5,6,7,8,9,10,11,12) –This combo is a bit too long for a salad. The recommended length is 10.
  7. 00:39:344 (1) –A bit more spacing can be added at this slider since the beat is strong on the head.
  8. 00:39:719 (2,3,4) –Rather make the spacing here similar. There’s no reason for them to be differently spaced imo.
  9. 00:51:969 (3,4,5,2,3,4) –Rather make the spacings here similar since they do follow the same beat.
  10. 00:56:219 (4) –This can be spaced out a bit. No need to place it at the same place as 00:55:844 (2,3) – A little bit of emphasis would be nice.
  11. 01:15:469 (1) –Unnecessary NC
  12. 01:28:219 (4) –More spacing here would be nice for emphasis.
  13. A lot of the spacings feel inconsistent and it would be better for the spacings to remain consistent since this is the Salad diff, so it would be nice to use the distance spacing option a bit more. Also don’t shy away from spacing notes out a bit more. This doesn’t mean using more dashes but rather forcing the player to move the plate a bit more to the left or right without having to use dash.

Same issue as other diffs about using too many consecutive circles.

Cup!!:
  1. Your NC pattern is a bit too short. Don’t make it too short otherwise the fruit will jump off the plate too early which isn’t always a good thing. Rather add NC every third measure. I’ll point out a few: Remove NC at these places: 00:01:469 (1) - 00:03:469 (1) -00:07:469 (1) - 00:09:469 (1) - 00:11:469 (1) – etc.
  2. 00:05:469 (1) –Unnecessary NC
  3. 00:28:469 (1) - ^, not gonna point out all of them.
  4. 00:07:719 (2,3) – and 00:09:719 (2,3) – Use similar spacing here since they follow the same beat.
  5. 00:12:719 (2,4) –You can add a bit more spacing at these so they are emphasized more. A zigzag pattern where the players has to move the place to the left and right a bit more.
  6. 00:13:969 (3) –Add a bit more spacing at this three since the beat on it is loud and can be emphasized more.
  7. 00:15:719 (2,3) – and 00:17:719 (2,3) – Again, use similar spacing here since they have the same beat.
  8. I’m not gonna point out every single place where you can add a bit more spacing, so listen for the strong beats and add a bit more spacing accordingly. Also, try to keep the distances similar for objects that follow similar rhythms. For aesthetic reasons and also because it’s very noticeable in-game for a Cup diff.

I also think there can be a bit more sliders in this diff for more variety.

If you have any questions regarding my mod, feel free to poke me in-game.
Good Luck~ :D
Topic Starter
Kagari
it's 4 am and i'm trying to reply to this... rip me xP
will continue to fix the mods when i have the time to do so


-Nya- wrote:

My mod

NM from my queue.

General:
  1. Try using the kanji of the anime as the source. Not sure if it is already in your tags, but I couldn’t really find it. In the end you probably still have to doublecheck metadata with an expert. - there are no kanji or hiragana/katakana word as far as I know. tried to do my searching as well in the official website of the anime series but couldnt find any that can replace the current source.
  2. Your soft-hitfinish has a delay of 5ms which is unrankable. You can try editing it in audacity or another program to cut the delay or find a different file to replace that one. - edited
  3. The current BG doesn’t really capture the feel of the music imo. Also, the dimensions aren’t correct. I think you want to go with 1024X768 or 1366X768. 1280x720 resolution is still proportionally correct (with 16:9 scale which is similar to 1366x768) but maybe gonna search for better bg to replace this one in the future (I'm still searching for it until this day lol)
    Perhaps use this one: http://puu.sh/sQqNt/83b24c59cc.png - err i'm pretty sure that this particular bg isn't from the same series iirc. the one that you suggested is most likely from the older WORKING!! series which had completely different casts compared to "WWW.WORKING!!"
  4. Why is the slider velocity the same in all the diffs? I’m reffering to this:
    I realize that you did manually make it slower in the setup but it still looks unbalanced if you look at the pic above and all the diffs’ slider velocities remain constant. Consider changing the slider velocity in each diff and make them from the highest to the lowest then you don’t have to manually edit them.
    i have my own reason(s) as to why I'm having the same slider velocity for every single diffs in this map. firstly, i used the slider velocity as as distance guideline for me to determine the distance of each circle/slider notes. I initially calculate the value of the slider velocity using a certain calculation based on the bpm of the song
    1.00x is the optimal distance for platter walk. anything goes beyond 1.00x distance will required a certain amount of dash to reach to another note
    2.00x is the maximum distance for a normal dash between notes. anything goes beyond 2.00x distance will create edge dash which is unrankable in the RC (given that the distance didnt triggered a hyperdash)
    2.50x is the minimum distance required to trigger hyperdash. anything goes below 2.5x will create edge dash

    this is based on 1/2 note distance of a 120 bpm song using 2.5 slider velocity

    if you think you have trouble understanding some terms, you can refer to the ranking criteria here: https://osu.ppy.sh/wiki/Catch_the_Beat_Ranking_Criteria
  5. You mentioned in the description that you want advice regarding the combo colours. Since I don’t know which BG you’re going to use, I can’t really mention specific colours but usually go with colours that compliment the BG, meaning colours that are visible in the BG and I usually use soft/light colours since they just look better imo. - i guess i have to find another bg then xP

Overdose!!:
  1. I can’t really point out spacings since almost every object has a hyperdash or some kind of dash. I know this is an Overdose diff but it felt like you went a bit too overboard. I played a few ranked overdose diffs and none of them has this many hyperdashes... Don’t only use dashes and hyperdashes imo. And the hyperdashes should also be less than the dashes for comfortable play. I suggest only adding hyperdashes where you feel it’s absolutely necessary (strong beats) I can point out a few places: 00:06:469 (1) - 00:07:469 (1) - 00:08:469 (1) - 00:09:469 (1) - 00:12:719 (2) - 00:13:219 (4) - 00:14:469 (1) - 00:16:469 (1) - 00:18:719 (2) - 00:19:719 (2) - 00:20:719 (2) - 00:22:469 (1) – etc. It’s still a lot of places. - there are a number of different types of overdoses in the ranked section and mine would probably be very different compared to others that you have probably played... I'm trying to experiment different type of overdose mapping and this is the result... still, I'm constantly trying to get more inputs from other top players for this particular diff in the meantime...
  2. Another thing that really bothered me was the fact that you used a lot of consecutive circles in this diff. Example: 00:13:469 (1,2,3,4,5,6,1,2,3,4,5,6,7,8,1,2,3,4,5,6,1,2,3,4,5,6,7,8,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6) – etc. (It got too long, lol) This lacks variety and makes the diff very difficult and also uncomfortable to play. I highly suggest mixing some sliders in between there as well. - maybe no, maybe yes... i might going to revise on them if it's too consecutive (but i think it's fine imo for this diff)

I’m still not sure if I can judge overdose correctly, but these are my personal opinions. Perhaps wait for others (experts) to check this out before making big changes.

Rain!!:
  1. Lift your HP a bit. Right now it’s a bit too low for a Rain diff. Either 6 or 7 will work. - i would rise it to 6 if overdose's is 7 HP. no change
  2. 00:01:469 (1,2) –Hyperdash doesn’t really fit here imo. Vocal isn’t strong enough. Try to keep the spacing similar to 00:00:469 (1,2,3,4) – since the vocals are the same. - ok
  3. 00:03:969 (3,4) -^, even though the pitch is a bit higher than here: 00:03:469 (1,2,3) – I still feel a hyperdash is too much. A dash is fine, so rather keep the spacing similar to: 00:03:469 (1,2,3) – - i'm pretty sure that this isn't a hyperdash in the first place lmao... but i keep the distance since the pitch is higher
  4. 00:04:219 (4,1) –The song isn’t that intense here but still the spacing looks quite big. Consider nerfing it a bit to support the music better. - i still prefer having hdash to (1)...
  5. 00:06:969 (5,6,7,8) –Consider making the spacings here similar to 00:06:469 (1,2,3,4) – for consistency since the vocals’ intensity remains the same at this part. - k
  6. 00:07:844 (4,5) –A normal dash would fit in better here and not a hyperdash. The beat/vocal isn’t strong enough imo. - alright
  7. 00:09:219 (7) –Be consistent with 00:08:719 (3) – and also add a dash there/use similar spacing since they follow the same beat. - err no... I'll keep it the same as 00:07:219 (7) - actually... no change
  8. 00:09:844 (4,5) –Same as 00:07:844 (4,5) – etc. I’m not gonna point out all similar cases. - kk i get it.. sheeesh
  9. 00:18:719 (2) –At strong beats like this I would actually expect a hyperdash. - i think a normal dash would be sufficient enough... i only added some more distance inbetween the notes
  10. 00:29:344 (5,1) –I suggest adding a bit of distance here because of the strong beat on (1) - aye
  11. 00:36:969 (3,4) –Too large spacing and the vocals aren’t that intense, so consider nerfing it a bit. - reduced
  12. 00:38:594 – and 00:38:844 – Since there are beats here, I would map them out by changing 00:38:469 (1) – and 00:38:719 (2) – into 1/2 sliders:
    - okay then
  13. 00:16:594 -^ - but this one is a nope for me
  14. 00:10:594 -^ - ^
  15. 00:16:594 -^, etc. Not gonna point out all of them. - ^, etc. not gonna apply all of them
  16. 00:39:344 (1,2) –A hyperdash here would be nice to support that strong beat on (2) - not sure if it's good, but let's try adding hyperdash first~
  17. 00:50:344 (4,1) –Consider adding a hyperdash here for the strong beat on (1) - lol why i forgot about this one xP
  18. 00:52:469 (1,2) –Why is the distance so small between these two? It looks inconsistent with the rest of the similar patterns. Consider making the spacing a bit bigger, the same as other similar beats. - fixed
  19. 00:54:094 –You can map this beat out as well by changing 00:53:969 (4) – into a ½ slider. - i prefer not to add as many 1/2 notes to avoid overmapping... i only added one or two but that's enough for this diff in particular
  20. Some of the dashes/spacings look inconsistent and consistency is very important imo otherwise the diff can look messy and random.

Like in the overdose diff, you used a lot of consecutive circles which take away variety and make a diff uncomfortable to play. Add in more sliders. - adding some

Platter!!:
  1. HP is a bit too low. Consider raising it to 5 or 6. - as i've mentioned above
  2. 00:06:594 –Just like in the Rain diff, a note can be added here so you can change 00:06:469 (1) – into a ½ slider. I’m not gonna point out the others, but you should be able to find them. Rather not leave out places where you can clearly hear vocals/a beat otherwise the diff can play a bit weird. - iot's true but i'm trying to not make the diff overmapped so it's hard to either put or not... if it suited the rhythm, i'll add it
  3. 00:12:469 (1,2,3,4) –Why not make the spacings similar here? They do follow the same beat afterall. - hmmmm
  4. 00:12:469 (1,2) – and 00:12:969 (3,4) – Also, I feel the spacings are too low here since there’s a loud beat on 00:12:719 (2) – and 00:13:219 (4) – and they should be emphasized more. You emphasized it more here: 00:13:469 (1,2) – so be a bit consistent. - i could do that, but I prefer to ephasize the vocals more (maybe adding a extra bit of spacing but that's there to them for now
  5. 00:39:344 (1) –A bit more spacing won’t hurt here. - remapped a bit on that part
  6. 01:04:719 (2,4) –It feels as if larger spacings will fit in better with these circles than with these circles: 01:04:469 (1,3) – since the beats on (2) and (4) are quite loud and strong. Also they are inconsistent with 01:05:719 (2) – which has a larger spacing. - same as what i've mentioned above since it's the same part

Same thing about the use of too many consecutive circles. - i'm not completely follow on adding sliders since adding 1/2 slider wont actually create droplets so i stick with circles... but still i'll look for some parts that can be changed into slider (especially the 1/1 distance) if it deemed so

Salad!!:
  1. HP should rather be 4 or 5. - as mentioned above
  2. 00:05:469 (1) –Rather remove this new combo. It’s unnecessary. - fuck
  3. 00:11:219 (4) –Consider placing this note somewhere here: X:248 to be consistent with 00:10:469 (1,2) – and also since the beat on (4) is strong. - same as what i've been saying above as well
  4. 00:12:219 (4) -^, add a bit more emphasis. I’m not gonna point out all of them. - ^
  5. Beats like these: 00:12:719 (2,4) – can also be increased in spacing a bit imo. - okay~
  6. 00:36:469 (1,2,3,4,5,6,7,8,9,10,11,12) –This combo is a bit too long for a salad. The recommended length is 10. - fuck another one
  7. 00:39:344 (1) –A bit more spacing can be added at this slider since the beat is strong on the head. - a bit
  8. 00:39:719 (2,3,4) –Rather make the spacing here similar. There’s no reason for them to be differently spaced imo. - okay
  9. 00:51:969 (3,4,5,2,3,4) –Rather make the spacings here similar since they do follow the same beat. - okay~
  10. 00:56:219 (4) –This can be spaced out a bit. No need to place it at the same place as 00:55:844 (2,3) – A little bit of emphasis would be nice. - allright
  11. 01:15:469 (1) –Unnecessary NC - again, fuck
  12. 01:28:219 (4) –More spacing here would be nice for emphasis.
  13. A lot of the spacings feel inconsistent and it would be better for the spacings to remain consistent since this is the Salad diff, so it would be nice to use the distance spacing option a bit more. Also don’t shy away from spacing notes out a bit more. This doesn’t mean using more dashes but rather forcing the player to move the plate a bit more to the left or right without having to use dash. - i like players to familiarize the hard dashes in this diff without having difficulty of making large movement along the way.

Same issue as other diffs about using too many consecutive circles.

Cup!!:
  1. Your NC pattern is a bit too short. Don’t make it too short otherwise the fruit will jump off the plate too early which isn’t always a good thing. Rather add NC every third measure. I’ll point out a few: Remove NC at these places: 00:01:469 (1) - 00:03:469 (1) -00:07:469 (1) - 00:09:469 (1) - 00:11:469 (1) – etc.
  2. 00:05:469 (1) –Unnecessary NC
  3. 00:28:469 (1) - ^, not gonna point out all of them.
    i forgot to adjust the NC while i was mapping this lmao... fixed
  4. 00:07:719 (2,3) – and 00:09:719 (2,3) – Use similar spacing here since they follow the same beat. - okay
  5. 00:12:719 (2,4) –You can add a bit more spacing at these so they are emphasized more. A zigzag pattern where the players has to move the place to the left and right a bit more. - let's see if it's good
  6. 00:13:969 (3) –Add a bit more spacing at this three since the beat on it is loud and can be emphasized more. - a little more would be fine, but more than that would be too hard for this diff
  7. 00:15:719 (2,3) – and 00:17:719 (2,3) – Again, use similar spacing here since they have the same beat. - okay
  8. I’m not gonna point out every single place where you can add a bit more spacing, so listen for the strong beats and add a bit more spacing accordingly. Also, try to keep the distances similar for objects that follow similar rhythms. For aesthetic reasons and also because it’s very noticeable in-game for a Cup diff. - not sure of what you want to say but adding more spacing would make the diff harder than it supposed to so i'm trying to avoid that... still, thanks for pointing out

I also think there can be a bit more sliders in this diff for more variety. - it should be enough i think

If you have any questions regarding my mod, feel free to poke me in-game.
Good Luck~ :D
thanks for the mod~!
SYAHME
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Topic Starter
Kagari
metadata conformation~ thanks kwan for the check! :D




*update (26/12/2016)*
some short discussion with clsw
2016-12-26 22:18 CLSW: 01:10:469 (1,2) - pixeldash w
2016-12-26 22:18 Kagari: w.w
2016-12-26 22:18 Kagari: hdash then
2016-12-26 22:19 CLSW: 00:20:094 (4,5,6) - seems too long jump here
2016-12-26 22:19 CLSW: especially 00:20:094 (4,5) - can be considered as semi edge dash cuz the hyperdash flow on 00:19:969 (3) -
2016-12-26 22:19 Kagari: i see
2016-12-26 22:20 CLSW: okay i won't touch anything for detail
2016-12-26 22:20 CLSW: overall it's fine fun map w
2016-12-26 22:21 Kagari: yey /o/
2016-12-26 22:21 CLSW: just try to be careful on 1/2 jump distances
2016-12-26 22:21 CLSW: that's all i can say~
2016-12-26 22:21 Kagari: kk thanks for the input~
Moeruattack
#modreqs

Color fruit is all default color c:

Overdose
00:20:219 (5) - I bet mostly have less reaction to catch this one after timing jump. Lessen the distance just a bit.
00:31:344 (5) - Looks way better movements if move this one to x:216, retaining H-Dash.
00:30:094 (9) - Kinda excessive distance adding here, lessen just a bit to x:304.
00:44:969 (3,4) - Flow kinda short on previous (2), move both to x:232 seems fine. And also, New Combo.
00:51:219 (6,7,1,2,3,4,5,1,2,3,4,5) - Dangerous questionable timing jump for overdose and its bpm=240. I still can catch it but some other may have different opinion about it. 00:52:719 (2,3,4) - one seems harder than other parts, prefer if move 00:52:969 (4) a bit left to x:384 as it plays the same.
01:22:094 (4,1) - lol not sure i can catch this with this distance.

Hard Overdose, but really good one :o
Only questionable distance, which I`m sure other modders might have different opinions.

Rain
01:12:719 (3,4) - I was really expecting to see h-dash on next one but isn`t.
01:14:219 (6) - Move this one to x:88, seems looks a bit better.
01:22:469 (1) - Move a bit right, just reducing some *ezmiss* stuff :p

Good rain :3

Platter
00:25:469 (1,2) - Anti-flow for platter. Curve slider might do, but if wanna keep the way it looks, then its fine :p
00:33:344 (5,1) - Looks ugly if played for a while. Like 00:33:469 (1) was unnecessary extra note, same goes as 00:35:469 (1).
00:39:219 (5) - Same extra notes.
00:37:719 (3,4,5) - Anti-flow, prefer if Ctrl+H then move to x:200, since it was same too.
00:44:719 (2) - Seems fit if add more distance since have stronger beats like (1).
00:47:844 (2) - Better if move this one a bit right to x:344, looks a bit clean.

Hard to point out, but might need a bit more modder for this one. And probably there`s some extra notes that you can removed but not sure where, I guess other opinion for modder then.

Salad
00:33:344 (4) - A bit left to x:264, a bit better flow if plays on Default skin.
00:35:344 (4) - Move to x:184, ^.
00:31:344 (3) - Better move this one to x:240.
00:39:719 (2,3,4) - Ugly flow, better use 1.00x distance but (4) just 1.3 or 1.5x distance.
01:24:719 (2,3,4) - Salad cannot use anti-flow on this one. Ctrl+H and put on same place.
01:28:469 (5) - You could make this one a jumpy pattern for the end.

Salad is ok i guess.

Cup
00:32:469 (1,1) - Lack of distance for a strong beat.
00:40:469 (1,1) - ^
00:46:094 (5) - ^
01:20:469 (1,2,3,4,5,6) - Better use repeated slider instead, still same, but adds variety.
01:10:469 (1,2,3,4,5,6) - ^
00:50:469 (1,2,3,4,5,6,1,2,3) - ^
00:53:469 (4,5,6,7) - Use slider instead of notes.
01:28:469 (5) - I expect movements on this one lol.

I think you need to use more sliders than notes for Cup difficulty, even it is same pattern.

#Rankmorehardermaps2017
Good luck for ranking :3
Topic Starter
Kagari

murutattack wrote:

#modreqs

Color fruit is all default color c: - nanti add c:

Overdose
00:31:344 (5) - Looks way better movements if move this one to x:216, retaining H-Dash. - sure! (btw remapped that part a bit)
00:51:219 (6,7,1,2,3,4,5,1,2,3,4,5) - Dangerous questionable timing jump for overdose and its bpm=240. I still can catch it but some other may have different opinion about it. - we'll see about that~ 00:52:719 (2,3,4) - one seems harder than other parts, prefer if move 00:52:969 (4) a bit left to x:384 as it plays the same. - okay~
01:22:094 (4,1) - lol not sure i can catch this with this distance. - it's passable enough xP (did some modifications tho)

Hard Overdose, but really good one :o
Only questionable distance, which I`m sure other modders might have different opinions.

Rain
01:12:719 (3,4) - I was really expecting to see h-dash on next one but isn`t. - xP added
01:14:219 (6) - Move this one to x:88, seems looks a bit better. - readjust the pattern of that part
Good rain :3 - hew :3

Platter
00:25:469 (1,2) - Anti-flow for platter. Curve slider might do, but if wanna keep the way it looks, then its fine :p - i guess it's fine as it is for now
00:33:344 (5,1) - Looks ugly if played for a while. Like 00:33:469 (1) was unnecessary extra note, same goes as 00:35:469 (1). - fair enuf.. removed
00:39:219 (5) - Same extra notes. - ^

Hard to point out, but might need a bit more modder for this one. And probably there`s some extra notes that you can removed but not sure where, I guess other opinion for modder then. - we'll see about that too

Salad
00:39:719 (2,3,4) - Ugly flow, better use 1.00x distance but (4) just 1.3 or 1.5x distance. - readjust the pattern a bit
01:28:469 (5) - You could make this one a jumpy pattern for the end. - :thinking:

Salad is ok i guess. - yey

Cup
00:53:469 (4,5,6,7) - Use slider instead of notes. - i prefer the previous one instead
01:28:469 (5) - I expect movements on this one lol. - kek

I think you need to use more sliders than notes for Cup difficulty, even it is same pattern. - :thinking:

#Rankmorehardermaps2017
Good luck for ranking :3 - thanks~! :3
the rest of them have been applied accordingly
thanks for the mod murut~! :3
Xinnoh
I mapped this song when www.working!! first aired but gave up because i thought the new season was shit :/ triggering my ptsd a little

General
You're probably going to have to put CV stuff like character names in artist
Not really sure if soft-hitwhistle matches the song, it doesn't compliment it much and just stands out in comparison. Variations of the default soft-whistle would probably be a better choice to use.
00:28:469 (1) - For salad maybe platter, just simplify the rhythm for this section into just 1/1 sliders. Feels kind of overmapped on the low diffs, + you don't always have to follow the vocals.
Note density should match song intensity, for the lower diffs you often use lots of 1/2 patterns on some of the weaker parts and stick to 1/1 in kiai areas. Lower note density on the easy parts.
You sometimes go on large sections without using any sliders, they are vital to maintaining flow because droplets aid in guiding the player on where to go during passive parts. I would highly suggest raising the usage of sliders that you have.

On cup I just don’t agree with the note density usage. The opening is fairly high, but long sliders are used to map the chorus. Doesn’t really match the tone of the song. There’s other issues here but I’m not good with low diff stuff,

Salad
  1. 00:00:469 (1,2,3,4) - Odd spacing because 1,2 is a dash but 3,4 have a larger difference between pitch of vocals. Would suggest more constant spacing on lower diffs. That said, 00:01:969 (3) - needs a bit more emphasis because it's much higher compared to anything else in this section
  2. 00:04:469 (1) - Make larger so it's clear it's a dash
  3. 00:10:969 (3,1) - ^ or reduce spacing for consistency
    eh would be better if I did general stuff rather than specifics
It seems like overmapping this song prevents actually emphasizing the important parts. If you use fewer circles, it would match up with more important sounds, and
Use more sliders to help control flow on parts where there aren’t any for 5+ seconds
Salads should generally have very few dashes, only done to emphasise important parts. They’re equivalent of a hyperdash on platter,

Platter
Kind of questioning whether or not 1/2 hyperdashes should be allowed at this bpm. They function literally identically to 1/4 hyperdashes of 120bpm, which are unrankable
00:18:469 (1,2,3,4,1,2,3) - just going back and forth like this doesn’t really represent anything in the music, change aroudn so that there’s less distancing on vocals which have less importance
You’re using 1/2 large dashes too often imo. These kind of dashes really break flow and have the player focus on that specific dash. If it was a one off important part of the music it could work (eg. 00:00:469 (1,2) - the start maybe), but it’s just over used in general for the rest. Reduce distances on those so they’re walkable, it will improve flow
I don’t have to reference a specific area, but a pattern you use too often is dash to the side, triple, dash back, change side, repeat. If you change patterns to give more variety in flow, it would create more interesting patterns, rather than just repeating them.

Rain
00:02:719 (2,3,4,5,6,1) - why is an easy opening lyrics like this technical, just keep the first part simple because it has much less importance compared to the rest of the song
My unwritten rule on mapping a good rain is that hyperdash speed should reflect importance of the sound. eg. 00:11:344 (6,1) - Is a massive hyperdash for a small sound, whereas 00:12:344 (6,1) - has a more important sound, but has a smaller hdash. big sound = big dash
If you’re mapping streams, they look significantly better if you make them look like shapes. Eg. use slider to stream to form curves, create squares with the grid, or just use straight lines. By doing this you can create patterns that are easier for the player to recognise. This point will probably apply to overdose too.

Can kind of tell that you just copy pasted a diff and then changed patterns to make it easier or harder :/ Try and changing patterns around or at bare minimum ctrl-h large sections so that diffs are different from each other

Overdose
Most of the rain stuff applies here
Hard antiflow triplets and edge dashy stuff should only be used when the music has a significant change to justify it. If you use them a lot it’s just tedious to play
In general it feels like the spacing on non-hyperdash objects is far too large. If you take a look at one of Assdance’s more recent sets, you’ll see that he actually uses really small spacing, they’re all pretty much the same distance apart too. The only things that have inconsistent spacings are hyperdashes, but that’s more so that the diff can be overweighted. By having consistent normal dash spacing, it creates a clear pattern for the player to follow, and they don’t have to keep guessing how far each fruit will be.
Topic Starter
Kagari
wip

Sinnoh wrote:

I mapped this song when www.working!! first aired but gave up because i thought the new season was shit :/ triggering my ptsd a little - it's not that great compare to previous series, but still I like it a lot (mainly because of muranushi asjdhakjshdlaksjdh)

General
You're probably going to have to put CV stuff like character names in artist - did that, stuck at submission page coz bss wont let me use longer name for the artist... so i followed kwan's metadata suggestion for much safer solution (for now)
Not really sure if soft-hitwhistle matches the song, it doesn't compliment it much and just stands out in comparison. Variations of the default soft-whistle would probably be a better choice to use. - aaaa i'm not good enough with hitsounds so i probably gonna ned help if this became an issue
00:28:469 (1) - For salad maybe platter, just simplify the rhythm for this section into just 1/1 sliders. Feels kind of overmapped on the low diffs, + you don't always have to follow the vocals. - reduced a bit, tho i prefer mapping with vocals at this point
Note density should match song intensity, for the lower diffs you often use lots of 1/2 patterns on some of the weaker parts and stick to 1/1 in kiai areas. Lower note density on the easy parts. - urgh, i'll try to change some of them
You sometimes go on large sections without using any sliders, they are vital to maintaining flow because droplets aid in guiding the player on where to go during passive parts. I would highly suggest raising the usage of sliders that you have. - hmm... i'll try to add some if possible

On cup I just don’t agree with the note density usage. The opening is fairly high, but long sliders are used to map the chorus. Doesn’t really match the tone of the song. There’s other issues here but I’m not good with low diff stuff, - managed to reduce some notes, but i dont think that's the main issue imo lol :P

Salad
  1. 00:00:469 (1,2,3,4) - Odd spacing because 1,2 is a dash but 3,4 have a larger difference between pitch of vocals. Would suggest more constant spacing on lower diffs. That said, 00:01:969 (3) - needs a bit more emphasis because it's much higher compared to anything else in this section - remapped this section a bit
  2. 00:04:469 (1) - Make larger so it's clear it's a dash - if you talk about dash towards (1), yeah i increased the dash a bit... but if you talk about dash from (1), then no is the answer
  3. 00:10:969 (3,1) - ^ or reduce spacing for consistency - made it larger
    eh would be better if I did general stuff rather than specifics - i prefer specifics unless the general stuff is not too vague for me to comprehend
It seems like overmapping this song prevents actually emphasizing the important parts. If you use fewer circles, it would match up with more important sounds, and
Use more sliders to help control flow on parts where there aren’t any for 5+ seconds
Salads should generally have very few dashes, only done to emphasise important parts. They’re equivalent of a hyperdash on platter,
this kind of explanations are too vague for me, so i can't blame you or myself if i didn't cover most of the parts... ._.

Platter
Kind of questioning whether or not 1/2 hyperdashes should be allowed at this bpm. They function literally identically to 1/4 hyperdashes of 120bpm, which are unrankable - i think it's fine, tho i must say that it doesnt have to be that much of that kind of hyperdashes in the first place xP
00:18:469 (1,2,3,4,1,2,3) - just going back and forth like this doesn’t really represent anything in the music, change aroudn so that there’s less distancing on vocals which have less importance - remapped some a bit
You’re using 1/2 large dashes too often imo. These kind of dashes really break flow and have the player focus on that specific dash. If it was a one off important part of the music it could work (eg. 00:00:469 (1,2) - the start maybe), but it’s just over used in general for the rest. Reduce distances on those so they’re walkable, it will improve flow - errr
I don’t have to reference a specific area, but a pattern you use too often is dash to the side, triple, dash back, change side, repeat. If you change patterns to give more variety in flow, it would create more interesting patterns, rather than just repeating them. - errr
i can't give any comments on the last two, I'll change them if there's a lot of modders giving some advice on that particular parts


Rain
00:02:719 (2,3,4,5,6,1) - why is an easy opening lyrics like this technical, just keep the first part simple because it has much less importance compared to the rest of the song - welp i'll try to make it less intense than before
My unwritten rule on mapping a good rain is that hyperdash speed should reflect importance of the sound. eg. 00:11:344 (6,1) - Is a massive hyperdash for a small sound, whereas 00:12:344 (6,1) - has a more important sound, but has a smaller hdash. big sound = big dash
oh shit i completely unaware of that ( I've mapped this previously so that i can trigger hdash on some parts but ended up like this rip) fixed some patterns a bit to make sure the distance is kinda acceptable for this matter... big thanks for pointing this out!
If you’re mapping streams, they look significantly better if you make them look like shapes. Eg. use slider to stream to form curves, create squares with the grid, or just use straight lines. By doing this you can create patterns that are easier for the player to recognise. This point will probably apply to overdose too. - nah i still prefer my way of making stream patterns... i only use slider stream option if the previous pattern is too bad xP

Can kind of tell that you just copy pasted a diff and then changed patterns to make it easier or harder :/ Try and changing patterns around or at bare minimum ctrl-h large sections so that diffs are different from each other - yeah i did copy pasted some parts from higher diffs but that doesnt really mean that I'm a lazyass... this mapset is more to a 'difficulty spread' kind of sets... if i were to make multiple variation of the mapset, i could create at least another set of difficulties to cater with the variation spread that you've mentioned, or just find one or two GDers to make some GDs on this set... but doing that would defeat the purpose of having this kind of mapset in the first place.

Overdose
Most of the rain stuff applies here - aye aye
Hard antiflow triplets and edge dashy stuff should only be used when the music has a significant change to justify it. If you use them a lot it’s just tedious to play - it's called overdose for a reason duhh
In general it feels like the spacing on non-hyperdash objects is far too large. If you take a look at one of Assdance’s more recent sets, you’ll see that he actually uses really small spacing, they’re all pretty much the same distance apart too. The only things that have inconsistent spacings are hyperdashes, but that’s more so that the diff can be overweighted. By having consistent normal dash spacing, it creates a clear pattern for the player to follow, and they don’t have to keep guessing how far each fruit will be. - you don't have to compare that person's mapset to mine... we clearly have different kind of mapping style(s) and I'm nowhere near his level in a sense of mapping methodology... but still, i do understand by what you meant about spacing distances for normal dash and i tried to fix this... however, this part is too vague for me and i cant figure out which part needs to be done so I just had to go on my instinct for this one... probably gonna missed out some part but i dont think it will cause much of an issue in terms of gameplay.
thanks for the mod sinnoh~ o/
CLSW
[Platter]
00:20:969 (2,3,4,5) - Antiflow movement here seems too hard for platter difficulty, try to make them as curved with straight flow or something easier like full vertical?
00:22:344 (5) - bpm 240 1/2 HDash is pretty a borderline since the ranking criteria says, but as I did for Sey's tekken map before when I was QAT this can be passable with some discussions imo. Try to contact with QATs about this. In my opinion this can be considered because its flow is straight without antiflow and enough spaces exist after HDash.
00:25:344 (5,1) - but this one is nope :( if you really wanna use this as HDash you may try to make 00:25:469 (1,2) - fully horizontal.
00:26:844 (3,4) - Another antiflow complex here, this can make players confused. Try to use horizontal one
00:29:969 (8,9,10) - ^
00:39:844 (7) - to make this smoothly, try to move 00:39:844 (7) - to x:304
00:48:469 (1,2) - Antiflow jump after HDash is not recommendable usage for Platter difficulty. This is gonna kill players with reactions.
00:49:844 (2,3,4) - This one needs more movements to not be flowbreaker. try this. 00:53:719 (2,3,4) - antiflow complex
01:24:469 (1,2,3,4,5,6) - Huge antiflow madness, this is almost like overdose level usage. I highly recommend you to change like this one.
I didn't mentioned the other 1/2 HDash usages, so just you need some more discussions.

[Rain]
00:17:594 (2) - Easy to overshoot so probably it needs more spacings. try x:32
00:37:344 (5,1,2,3,4,5) - Not really satisfying flow imo. I'd recommend to add jump between 00:37:344 (5,1) - , 00:37:594 (2,3) - and 00:37:844 (4,5) - .
00:48:719 (2,3) - Flow isn't finest one. How about to ctrl+h all objects of 00:48:969 (3,4,5,6) - ?
01:09:594 (2) - Similar reason as 00:17:594 (2) - , try to replace this on corner.

[Overdose]
00:09:594 (2,3,4) - Needs more movements here for better flow, how about to try this? 00:27:219 (5,6) - Felt a bit harsh distance. Reduce a bit?

:idea:
Topic Starter
Kagari

CLSW wrote:

[Platter]
00:20:969 (2,3,4,5) - Antiflow movement here seems too hard for platter difficulty, try to make them as curved with straight flow or something easier like full vertical? - did a curved like stream for better flow
00:22:344 (5) - bpm 240 1/2 HDash is pretty a borderline since the ranking criteria says, but as I did for Sey's tekken map before when I was QAT this can be passable with some discussions imo. Try to contact with QATs about this. In my opinion this can be considered because its flow is straight without antiflow and enough spaces exist after HDash. - i think i's fine to me for now... seems okay for that kind of 1/2 Hdash (tho i did deleted some of the more unrankable 1/2 hdashes like the ones that you have mentioned
00:25:344 (5,1) - but this one is nope :( if you really wanna use this as HDash you may try to make 00:25:469 (1,2) - fully horizontal. - made it normal dash instead of hdash w
00:26:844 (3,4) - Another antiflow complex here, this can make players confused. Try to use horizontal one - okay~
00:29:969 (8,9,10) - ^ - ^
00:39:844 (7) - to make this smoothly, try to move 00:39:844 (7) - to x:304 - okay~
00:48:469 (1,2) - Antiflow jump after HDash is not recommendable usage for Platter difficulty. This is gonna kill players with reactions. - reduced the dash inbetween the two notes
00:49:844 (2,3,4) - This one needs more movements to not be flowbreaker. try this. - might have readjusted a bit coz i destroyed the 1/2 hdash at that part00:53:719 (2,3,4) - antiflow complex - okay~
01:24:469 (1,2,3,4,5,6) - Huge antiflow madness, this is almost like overdose level usage. I highly recommend you to change like this one. - fuck me oh my god xP (remapped this based on my opinion, not gonna used your suggestion, sorry
I didn't mentioned the other 1/2 HDash usages, so just you need some more discussions. - deleted most of the 1/2 hdashes except some part at the end, i managed to make the hdashes less complicated and more towards flow (in a sense)

[Rain]
00:17:594 (2) - Easy to overshoot so probably it needs more spacings. try x:32 - not necessary tho, but i'll try doing that for now
00:37:344 (5,1,2,3,4,5) - Not really satisfying flow imo. I'd recommend to add jump between 00:37:344 (5,1) - , 00:37:594 (2,3) - and 00:37:844 (4,5) - . - not making jump for 00:37:344 (5,1) - but applied the rest
00:48:719 (2,3) - Flow isn't finest one. How about to ctrl+h all objects of 00:48:969 (3,4,5,6) - ? - fixed... seems much better compared to previous :D
01:09:594 (2) - Similar reason as 00:17:594 (2) - , try to replace this on corner. - not necessary tho, but i'll try doing that for now

[Overdose]
00:09:594 (2,3,4) - Needs more movements here for better flow, how about to try this? - not really follow your suggestion, but i get the idea of the movement w 00:27:219 (5,6) - Felt a bit harsh distance. Reduce a bit? - okay

:idea:
:!: :!:

thanks for the mod clsw~! :D

all are updated~ o/
Yumeno Himiko
NM as requested

[General]
Reconsider HP in all diffs, seems a bit low, my suggestion is HP+1 on all diffs

[Cup!!]
00:04:469 (1) - Feels a bit strange here, make this slider end at 00:05:219, or add a note at 00:05:344.
00:06:469 - 00:23:469 The density of notes is a bit too high for a Cup diff, you may consider remove some notes for several short breaks, such as 00:08:219 (5), 00:10:219 (5) and so on.
2nd kiai part same, reduce the density of notes a bit

[Salad!!]
00:04:469 (1) - Dash seems a bit larger than other dashes, reduce a bit?
00:05:344 (5) - ^
00:15:969 (2) - a bit far from the previous note, move to x:264
00:17:969 (2) - copy&paste
00:41:469 (1) - hmm actually I think removing this note will make the rhythm better
00:43:469 (1) - same on this, if you agree, I guess you can combine patterns like 00:33:344 (4,1) into 1 slider.
01:09:969 (4,5,1) - 2 dashes appear here, and I strongly suggest you cut down one of them into a walk.
01:14:969 (3,4) - I can understand your idea but the ds gets ambiguous here and hard to say it's a walk or a dash, my suggestion is to move 01:15:219 (4) to the same position as 01:14:719 (2).

[Platter!!]
00:03:969 (3,4) - Nearly edge dash here, considering the next jump is hyper jump, I'll say you should reduce ds a bit.
00:05:969 (3,4) - same here
00:38:969 (3,4) - very easy to miss here, a sudden jump, you may just make them closer and easier to catch. Something like 00:36:969 (3,4).
00:43:969 (4,5) - same reason as the 1st suggestion
00:57:344 (5,6,7,1) - Imo the hypers look a bit weird for a platter diff, you may cut the ds down or consider another pattern.
01:11:719 (2,3) - can be catched without pressing dash, add some ds

[Rain!!]
00:25:344 (5) - x:160 to improve the flow
00:26:344 (5) - x:352
01:04:469 (1,2,3,4,1,2,3,4,5) - ds get larger gradually?

[Overdose!!]
00:07:719 (3) - x:48 to curve the stream
00:09:719 (3) - x:472
00:11:094 (4) - x:176 curve in another direction
00:12:219 (5) - x:312
00:15:719 (3) - x:48 again
00:17:719 (3) - ^ seems that there're still some similar flows in the later kiai parts, not going to mention them all.
00:22:469 (1,2,3,4,5,6,7,8,1) - tbh I think this is a little hard, especially 00:23:344 (8,1) since it just ends long continuous jumps. At least 00:23:344 (8,1) needs to be reduced.

That's all from me, good luck~
Topic Starter
Kagari

Yumeno Himiko wrote:

NM as requested

[General]
Reconsider HP in all diffs, seems a bit low, my suggestion is HP+1 on all diffs - not sure about this tho... seems higher HP on overdose make it too hard for players i think... i'll be keeping tabs on this if more modders are questioning about the HP

[Cup!!]
00:04:469 (1) - Feels a bit strange here, make this slider end at 00:05:219, or add a note at 00:05:344. - added a note
00:06:469 - 00:23:469 The density of notes is a bit too high for a Cup diff, you may consider remove some notes for several short breaks, such as 00:08:219 (5), 00:10:219 (5) and so on. - tried to reduce some
2nd kiai part same, reduce the density of notes a bit - ^

[Salad!!]
00:41:469 (1) - hmm actually I think removing this note will make the rhythm better - okay
00:43:469 (1) - same on this, if you agree, I guess you can combine patterns like 00:33:344 (4,1) into 1 slider. - oh yeah... slider seems much appropriate for this part... added a slider for above suggestion too
01:09:969 (4,5,1) - 2 dashes appear here, and I strongly suggest you cut down one of them into a walk. - reduced the distance of (4) and (5)

[Platter!!]
00:57:344 (5,6,7,1) - Imo the hypers look a bit weird for a platter diff, you may cut the ds down or consider another pattern. - cutting down some ds to eliminate the hdash for 00:57:344 (5,6) -

[Overdose!!]
00:17:719 (3) - ^ seems that there're still some similar flows in the later kiai parts, not going to mention them all. - got it
00:22:469 (1,2,3,4,5,6,7,8,1) - tbh I think this is a little hard, especially 00:23:344 (8,1) since it just ends long continuous jumps. At least 00:23:344 (8,1) needs to be reduced. - reduced ds a bit but keeping the hdash

That's all from me, good luck~
rest of them are applied accordingly... thanks for the mod exam... err i mean himiko~! :3
Hareimu
:lol: m4m, remember to mod painful history after this <3

[Cup]
  1. 00:13:719 (2,1) - Distance between these is a bit rough? 1,34x should be ok.
  2. 00:07:469 (2,3,4,2,3,4,2,3,4,2,3,4,2,3,4,2,3,4,3,4,5,3,4,5) - I wonder if all these are just copypasted or for some reason you couldn't think of alternative pattern choices at the moment of mapping. Whatever, er, I suggest you vary the patterns of all these a bit just for more diversity and so, since playing the same triangle patterns two pairs of four consecutive times in a row is kinda boring IMO.
Personal Thoughts: Pretty fun cup, although I noticed you were going for a quite symmetrical style if I must say so. One thing is symmetry and another one is repeating the same patterns too many times as I mentioned on the last point though, so you might wanna check out deeper on to possibly make significant changes to vary the layout of notes a tad. I believe it can be even more fun this way~

[Salad]
  1. 00:00:469 (1,2,1,2) - These two could be symmetrical between them just to have a nice touch to the beginning.
  2. 00:23:469 (1,2,3,4) - Standing still to catch most of these ain't fun, you could spread them to progressively move to the right side or at least to the center, since there is a 1/1 distance between all these objects.
  3. 00:24:594 (2,3,4) - Some more distance between these could work nicely since the drums are pretty strong. Same with 00:25:594 (2,3,4) - these.
  4. 00:24:469 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6,7,8) - Too much time over the left side IMO, 3 seconds playing over this side leaves the opposite one really empty. Try ctrl+h-ing 00:25:469 (1,2,3,4,5) - these.
  5. 00:51:469 (1,2,3,4) - I was expecting these patterns to reappear 00:53:469 (1,2,3,4) - here too, for consistency between the same pitched sounds, but I think this is mostly personal prefference.
  6. 00:54:469 (1,2,3,4,5,1,2,3,4,1,2,3,4,5) - Again, too much time over the left side. Give some love to the right side too :<
  7. 00:54:969 (3,4) - Try moving these a bit further apart from 00:54:719 (2) - to make the movement between these more pronounced and evident, since the strength (2) has could be emphasized a bit more.
Personal Thoughts: Pretty easy salad, although even if it's a salad and it should be made for new players, most if not all of the dashes could be spaced some more to both increase a bit the difficulty of the map and to make the diff have more movement overall, since the song provides a lively, happy jumpy melody and the dashes don't really reflect this.

[Platter]
  1. 00:20:469 (1) - For some reason the way this slider is curved (even if it's almost completely horizontal) makes the droplet that is in between appear on a really uncomfortable place of the slider coming from the previous jump, so I'd suggest either making the slider more vertical-shaped or completely horizontal.
  2. 00:36:219 (4,1) - Why isn't there a HDash between these? There's a cymbal sound on (1), try moving 00:35:969 (3) - to x:400 or so and 00:36:219 (4) - to x:472 or something like that, it should work.
  3. 01:28:219 (4,5) - Same as before, it would grant a nice touch to the ending if there was an HDash between these two to finish off the map.
Personal Thoughts: Nicely made platter, but if I have to say something I'm not completely sure if having 1/2 240 HDashes at this point of the spread is a good idea, you should ask a BN or so to make sure.

[Rain]
  1. 00:29:219 - There is an audible sound here, yet there isn't a note here. Considering you're trying to follow both vocal line and instrumentals for as far as I've seen into the diff, I suggest you don't leave this empty.
  2. 00:52:719 (2,3,4) - The movement between these is just too much, I suggest you keep on using the same distancing you used 00:51:969 (3,4,5) - in places like these until now too, as there is also no reason to suddenly increase distancing since I can't notice any sense on emphasizing something that doesn't really sound so differently as to suggest a different distancing.
Personal Thoughts: Solid rain, even if it's kinda harsh due to the movements the player has to pull of in order to catch certain antiflowing patterns and so. It's a nice challenge, I think.

For the overdose, only thing I have to say is that dashing distance between patterns like 01:02:969 (3,4) - this one for example is really demanding to the player as to making precise movements and the like. If said distances were slightly reduced, the overdose would be A-OK to me so far.

Finished finally :D
Aerene
Sorry for the delay, My school is giving me questionable stress and I have too little time for osu (also Im mapping)

General: Lacks Sliders
00:59:969 (5) - , 01:01:969 (5) - 01:09:969 (5) - 01:07:969 (5) - 00:07:969 (5) - ,etc should start on red tick


Overdose:
Comment: Solid overdose, I like it. I actually agree that some fruits need precise movements, but I think it's okay for me because it isn't a pixel jump and its an overdose.


00:16:469 (1) - Replace this with circles for consistencies.
00:17:469 (1,2,3,4,5) - How did this pattern be on the left? I would prefer this pattern in the right. I would rearrange some thing in this 00:16:844 (3,4,5,6,7,1,2,3,4,5) - pattern.
00:31:219 (4,5) - I would make this the same as 00:29:344 (5,6) - . Since the vocal is pretty similar.
00:42:344 (8) - I would remove this note and make 00:41:969 (5,6,7) - a similar pattern like 00:39:969 (4,5,6) -

Rain:
Comment: Clean.
00:02:719 (2) - I would increase the ds here. I find it weird that 00:02:469 (1,2,3) - and 00:02:969 (4,5,6) - don't look the same.
00:04:469 (1,2) - I would apply 1 atleast a normal dash. Weird also that 00:05:344 (5,1) - 5 is a hyper dash.
I wanted to move around at 00:07:844 (4) - , 00:09:844 (4) - , etc. I would just simply increase their ds.
00:33:594 (2) - Increase ds again
00:41:844 (4,5,6) - I would move this further away to 7 so that dashing is evident.
01:03:469 (1) - Make this a slider and remove 01:04:344 (6) - . I would make the pattern similar to 01:02:469 (1,2,3,4,5) - afterwards.

Platter:

Comment: Clean and smooth diff.
00:13:969 (3,4) - move it a few pixels to the right, I find this left out and not part of the song.
00:25:469 (1,2) - full vertical this one
00:27:469 (6,7,8) - same reasoning as 00:13:969 (3,4). I'd move 00:27:219 (5) - at x:448 and at x:136
00:54:969 (3,4) - ^
00:57:969 (6,7) - increase their ds, since the kiai is starting
01:28:219 (4,5) - 5 is really bothers me, its on the left too much. I'd move 4 and 5 a few pixels to the right

gudluck \o
Topic Starter
Kagari

Hareimu wrote:

:lol: m4m, remember to mod painful history after this <3

[Cup]
  1. 00:13:719 (2,1) - Distance between these is a bit rough? 1,34x should be ok. - okay
  2. 00:07:469 (2,3,4,2,3,4,2,3,4,2,3,4,2,3,4,2,3,4,3,4,5,3,4,5) - I wonder if all these are just copypasted or for some reason you couldn't think of alternative pattern choices at the moment of mapping. Whatever, er, I suggest you vary the patterns of all these a bit just for more diversity and so, since playing the same triangle patterns two pairs of four consecutive times in a row is kinda boring IMO. - tried to make the patterns a bit varied from one another... i'm pretty sure the latest one shouldn't be have enough similarities compare to previous
Personal Thoughts: Pretty fun cup, although I noticed you were going for a quite symmetrical style if I must say so. One thing is symmetry and another one is repeating the same patterns too many times as I mentioned on the last point though, so you might wanna check out deeper on to possibly make significant changes to vary the layout of notes a tad. I believe it can be even more fun this way~ - yeah tried to make some changes for second kiai too and added some pattern for the last kiai... will keep on looking some more changes for the cup if i can find one

[Salad]
  1. 00:00:469 (1,2,1,2) - These two could be symmetrical between them just to have a nice touch to the beginning. - cool
  2. 00:23:469 (1,2,3,4) - Standing still to catch most of these ain't fun, you could spread them to progressively move to the right side or at least to the center, since there is a 1/1 distance between all these objects. - okay
  3. 00:24:594 (2,3,4) - Some more distance between these could work nicely since the drums are pretty strong. Same with 00:25:594 (2,3,4) - these. - increased the distances a bit
  4. 00:24:469 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6,7,8) - Too much time over the left side IMO, 3 seconds playing over this side leaves the opposite one really empty. Try ctrl+h-ing 00:25:469 (1,2,3,4,5) - these. - okay
  5. 00:51:469 (1,2,3,4) - I was expecting these patterns to reappear 00:53:469 (1,2,3,4) - here too, for consistency between the same pitched sounds, but I think this is mostly personal prefference. - yeah i kinda let that one a lil bit different compared to previous similar part since the vocal doesnt really similar with the other mentioned part
  6. 00:54:469 (1,2,3,4,5,1,2,3,4,1,2,3,4,5) - Again, too much time over the left side. Give some love to the right side too :< - ayy
  7. 00:54:969 (3,4) - Try moving these a bit further apart from 00:54:719 (2) - to make the movement between these more pronounced and evident, since the strength (2) has could be emphasized a bit more. - added a bit of distance
Personal Thoughts: Pretty easy salad, although even if it's a salad and it should be made for new players, most if not all of the dashes could be spaced some more to both increase a bit the difficulty of the map and to make the diff have more movement overall, since the song provides a lively, happy jumpy melody and the dashes don't really reflect this. - yeah it's kinda hard to map lower difficulties with these kind of lively melody where i can express more of the lively melody in Rain and Overdose but have to limit the expression in lower difficulties... still, i'm trying my best to map a decent lower difficulty maps for players to enjoy

[Platter]
  1. 00:20:469 (1) - For some reason the way this slider is curved (even if it's almost completely horizontal) makes the droplet that is in between appear on a really uncomfortable place of the slider coming from the previous jump, so I'd suggest either making the slider more vertical-shaped or completely horizontal. - making it even more vertical than previous because having it horizontal will cause some serious antiflow especially for this diff which can affect the gameplay
  2. 00:36:219 (4,1) - Why isn't there a HDash between these? There's a cymbal sound on (1), try moving 00:35:969 (3) - to x:400 or so and 00:36:219 (4) - to x:472 or something like that, it should work. - kinda hard to make it hyper without affecting other dashes, so i had to destroy the hdash here 00:34:219 (6,1) - to create the hdash
  3. 01:28:219 (4,5) - Same as before, it would grant a nice touch to the ending if there was an HDash between these two to finish off the map. - did that before, idk why i'm not doing this lol xd
Personal Thoughts: Nicely made platter, but if I have to say something I'm not completely sure if having 1/2 240 HDashes at this point of the spread is a good idea, you should ask a BN or so to make sure. - clsw already mentioned about the usage of 1/2 hyperdash here, so I have reduce the amount of 1/2 hdashes, keeping the rest of the 1/2 hdashes that are at least doesnt impose too much an issue towards difficulty spikes... i'll definitely keep in mind about this, but at the same time, hoping that QATs will accept my reasoning.

[Rain]
  1. 00:29:219 - There is an audible sound here, yet there isn't a note here. Considering you're trying to follow both vocal line and instrumentals for as far as I've seen into the diff, I suggest you don't leave this empty. - added
  2. 00:52:719 (2,3,4) - The movement between these is just too much, I suggest you keep on using the same distancing you used 00:51:969 (3,4,5) - in places like these until now too, as there is also no reason to suddenly increase distancing since I can't notice any sense on emphasizing something that doesn't really sound so differently as to suggest a different distancing. - okay
Personal Thoughts: Solid rain, even if it's kinda harsh due to the movements the player has to pull of in order to catch certain antiflowing patterns and so. It's a nice challenge, I think. - thanks~! :3

For the overdose, only thing I have to say is that dashing distance between patterns like 01:02:969 (3,4) - this one for example is really demanding to the player as to making precise movements and the like. If said distances were slightly reduced, the overdose would be A-OK to me so far. - i decided to keep this distance as it is as to what the players would experience while playing this map... but even still, i would like to hear some more opinions on usage of this jump pattern from other players as well as other modders too

Finished finally :D - yey~! /o/
thanks for the mod Hareimu~! I'll be taking a look on hanako when i got the time to do that <3


-Nicotine wrote:

Sorry for the delay, My school is giving me questionable stress and I have too little time for osu (also Im mapping)

General: Lacks Sliders
00:59:969 (5) - , 01:01:969 (5) - 01:09:969 (5) - 01:07:969 (5) - 00:07:969 (5) - ,etc should start on red tick - hmm... i should try this on overdose


Overdose:
Comment: Solid overdose, I like it. I actually agree that some fruits need precise movements, but I think it's okay for me because it isn't a pixel jump and its an overdose. - /o/


00:16:469 (1) - Replace this with circles for consistencies.
00:17:469 (1,2,3,4,5) - How did this pattern be on the left? I would prefer this pattern in the right. I would rearrange some thing in this 00:16:844 (3,4,5,6,7,1,2,3,4,5) - pattern. - nah, i think having the pattern to the left is much better, to avoid having the same movement as the previous part during the first half of the 1st kiai
00:31:219 (4,5) - I would make this the same as 00:29:344 (5,6) - . Since the vocal is pretty similar. - remapped the timeline a bit, trying to be consistent with 00:39:219 (7,1) -
00:42:344 (8) - I would remove this note and make 00:41:969 (5,6,7) - a similar pattern like 00:39:969 (4,5,6) - - okay

Rain:
Comment: Clean. - \o\
00:02:719 (2) - I would increase the ds here. I find it weird that 00:02:469 (1,2,3) - and 00:02:969 (4,5,6) - don't look the same. - hmmm. okay
00:04:469 (1,2) - I would apply 1 atleast a normal dash. Weird also that 00:05:344 (5,1) - 5 is a hyper dash. - it would be better if i keep it vertical since there's a long hdash jump to this so i think this part would be appropriate for the execution to happen... also, it wasn't that weird to have hyper on that even tho it's almost the same as the one that you're mentioning xd
I wanted to move around at 00:07:844 (4) - , 00:09:844 (4) - , etc. I would just simply increase their ds. - cool
00:33:594 (2) - Increase ds again - aye
00:41:844 (4,5,6) - I would move this further away to 7 so that dashing is evident. - aye
01:03:469 (1) - Make this a slider and remove 01:04:344 (6) - . I would make the pattern similar to 01:02:469 (1,2,3,4,5) - afterwards. - adding the slider but decided to keep the note (6) as it is right now

Platter:

Comment: Clean and smooth diff. - \o/
00:13:969 (3,4) - move it a few pixels to the right, I find this left out and not part of the song. - k
00:25:469 (1,2) - full vertical this one - k
00:27:469 (6,7,8) - same reasoning as 00:13:969 (3,4). I'd move 00:27:219 (5) - at x:448 and at x:136 - did some remapping on that part
00:54:969 (3,4) - ^ - k
00:57:969 (6,7) - increase their ds, since the kiai is starting - the ds between the notes? okay
01:28:219 (4,5) - 5 is really bothers me, its on the left too much. I'd move 4 and 5 a few pixels to the right - ok

gudluck \o - thanks~! \o/
thanks for the mod nicotine~! :3
Unlucky_w
Hi
from mod queue

Overdose
00:01:469 (1) - Move to x:240, same sound as this part 00:00:469 (1,2) - so remove the HDash.
00:07:219 (7) - Move closer to (8), it's kinda far to reach this.
00:09:219 (7) - ^
00:17:219 (7) - Move to x:272, can be miss easily
00:26:094 (4) - This is a bit far
00:37:844 (4) - Move to x:296, feels like an edge jump
00:42:094 (6) - Move to x:200, same reason as above, so create a HDash here
00:43:719 (3) - Move to x:312, pattern looks like a converted diff.
00:59:219 (7) - Move closer to (8)
01:01:219 (7) - ^
01:08:969 (5,6) - x:200, to put (5) closer to (4) and create a Hdash between (6) and (7)
01:12:719 (3,4) - move to x:312

I feel like I'm giving too little details soorry ><'

Rain
00:00:844 (3,4) - Ctrl+G
00:04:594 (2) - x:448 or 464, for this, don't put the same position as (1)
00:20:969 (3,4,5,6) - Make a curve pattern instead, similar as 00:21:969 (4,5,6,7) -
01:12:219 (5) - Move to x:376

Platter
00:23:469 (1) - x:352, a bit far
00:31:344 (1) - Less curve.
01:08:344 - Would make a HDash here, following the pitch of the voice

Salad
00:13:469 (1) - Move to x:48, should not have a dash here
01:12:719 (3) - move this to the same position as (1)
01:28:469 (5) - x:112, create a "real dash"

Salad has a lot of dashes.. -w-

feel free to reject everything.. yep.
Good luck~ and have a nice day :33
rew0825
Hello from my modding queue <3

Overdose!!
  1. 00:11:094 (4,5) - Move this whole to left 2-4 grid. (distance is too wide)
  2. 00:12:094 (4,5) - Move this whole to right 2-4 grid. (distance is too wide)
  3. 00:16:844 (4,5,6) - Move this whole to x:352 for better play.
  4. 00:20:094 (4,5,6) - I think this antiflow is look hard to play. 00:20:219 (5) - move to x:104?
  5. 00:42:094 (6) - Move to left 2 grid? distance look wide.
  6. 00:49:219 (5) - Move to x:208? distance look wide.
  7. 01:12:094 (4,5,6) - I think this antiflow is look hard to play. 01:12:219 (5) - move to x:440?

Rain!!
  1. 00:13:219 (4,1) - Move this whole to x:320? for a bit dash on 00:12:969 (3,4) -
  2. 00:13:719 (2) - move to x:264, if you change at top^ for 1/1 distanc

That's all from me, Good luck and take my star <3
Topic Starter
Kagari

FastYoshi wrote:

Hi
from mod queue

Overdose
00:01:469 (1) - Move to x:240, same sound as this part 00:00:469 (1,2) - so remove the HDash. - i'm trying to emphasis this part more, so no change
00:26:094 (4) - This is a bit far - reduced a bit
00:37:844 (4) - Move to x:296, feels like an edge jump - made a llil bit of adjustment, since i want to keep the hdash between 00:37:844 (4,5) -
00:42:094 (6) - Move to x:200, same reason as above, so create a HDash here - having HDash he is kinda overdone, but i kkinda like rew's suggestion more so i used his/her suggestion instead
00:43:719 (3) - Move to x:312, pattern looks like a converted diff. - :thinking:
01:08:969 (5,6) - x:200, to put (5) closer to (4) and create a Hdash between (6) and (7) - readjusted a lil bit
01:12:719 (3,4) - move to x:312 - i still prefer mime... no change

I feel like I'm giving too little details soorry ><' - it's okay~

Rain
00:04:594 (2) - x:448 or 464, for this, don't put the same position as (1) - 448
00:20:969 (3,4,5,6) - Make a curve pattern instead, similar as 00:21:969 (4,5,6,7) - - nah, i think it's not that good for this part, but i've made some changes on my own based on your suggestion

Platter
00:23:469 (1) - x:352, a bit far - made it even further (hdash)
01:08:344 - Would make a HDash here, following the pitch of the voice - okay~

Salad
00:13:469 (1) - Move to x:48, should not have a dash here - ok
01:28:469 (5) - x:112, create a "real dash" - okay

Salad has a lot of dashes.. -w- - yep

feel free to reject everything.. yep. - accepted most of the suggestion owo
Good luck~ and have a nice day :33
other unreplied suggestions are applied accordingly
thanks for the mod yoshi~! /o/

rew0825 wrote:

Hello from my modding queue <3

Overdose!!
  1. 00:11:094 (4,5) - Move this whole to left 2-4 grid. (distance is too wide) - 2 grids
  2. 00:12:094 (4,5) - Move this whole to right 2-4 grid. (distance is too wide) - ^

That's all from me, Good luck and take my star <3 - yey~! /o/
other unreplied suggestions are applied accordingly
thanks for the mod an a star rew0825~! :3
Nokashi
Hello there!

[ Cup!!]
  1. 00:04:469 (1) - Extend to 00:05:156 - . In Its Current position its not landing on the beat it wants to express
  2. 00:09:969 (4,1) - Inconsistent Jump with 00:07:969 (4,1) - . You should fix, since the second jump feels really underwhelming in its movement
  3. 00:11:469 (3) - Move to somewhere like x:261 so the transition as a bit more forgiving while still emphasizing the downbeat. Consider doing the same for 00:12:469 (1) -
  4. 00:12:469 (1,2,1,2) - Even though this certain beat gives emphasis on different parts of the song, its mapped the same way as the previous beats. Rhythm choice is kinda shaky and i would recommend doing something different, something that emphasizes more prominent beats in this beat like this one 00:13:219 -
  5. 00:18:219 - Since you are mapping based on vocals, Its questionable that you didnt map this strong vocal tick.Consider it
  6. 00:19:719 (4,1) - 00:20:719 (2,3) - They have really inconsistent spacing. Either make them both 1.40x DS or 0.90x DS, but they have to be the same DS since they express the same sound
  7. 00:26:469 (1,2,3) - Rhythm seems questionable here since you tried to map both the vocals and the background music at the same time, resulting in a noticable feedback inconsistency. You could try this or something similar Ticker starts on 00:26:469 - . They placements and eventually the rhythm you want to choose are up to you, however make sure you emphasize the movement to get to here 00:27:469 (2) -
  8. 00:31:469 (2) - Im not sure what this circle is snapped too, its rhythm basis is a bit shady
  9. 00:33:719 (4) - Make this into a circle -> 1/1 slider to better reflect the music?
  10. 00:35:719 (4,5,6,7) - These in my head deserve equalized emphasis as they are drums of equal intensity. 00:35:969 (5,6) - These feel really underwhelming at the moment
  11. 00:39:344 (3,4,1,2,3) - The transition on these patterns is really uncomfortable in terms of the feedback it provides. 00:39:969 (4) - is on a prolonged string so you could make it a 1/1 slider to connect the 2 patterns together
  12. 00:44:469 (1,2) - Should be emphasized more than the previous beats based on the fact that they are way stronger
  13. 00:51:469 (2,3) - You should have kept the 1.20x DS here like the first jump, definitely deserves more spacing here
  14. 00:53:719 (5,6,1) - I Wouldnt keep this pattern under all circumstances, the movement is too strainful for a cup, everything in this pattern shows that it doesnt belong in a cup difficulty. Change this pattern to something simpler, something that doesnt have that nasty 1/1 slider walk antiflow :D
  15. 00:59:969 (4,1) - 01:01:969 (4,1) - You could buff these spacings to something like 0.90x DS
  16. 01:03:469 (3,4) - Increase spacing so its consistent with 01:04:469 (1,2) -
  17. 01:25:219 (4,5) - Emphasize the walk to the 5, so give this jump a tad bit more spacing
  18. 01:27:969 (3,4) - Differentiate this from the other patterns since you are mapping another rhythm, (3) -> (4) should have movement

[ Salad!!]
  1. 00:01:594 (2,1) - The DS Inconsistency with the previous jumps creates ambiguous spacing, keep the spacing at 0.80x DS so its more consistent
  2. 00:07:719 (2) - Move to x:266 so the jump to the next slider is less ambiguous
  3. 00:09:719 (2,3) - Similar to above here
  4. 00:13:719 (2,3) - The gradual spacing increase you built up in the previous suddenly dies with this particular jump, i would expect this to be a normal dash actually, or at least something that resembles the rest of the patterns that were in the buildup
  5. 00:21:469 (1,2) - I Would expect at least more momentum in this transition, its the only pattern in this buildup of patterns that doesnt directly require a movement
  6. 00:25:344 (5,1,2) - Not sure if this is a normal dash or a walk as this rhythm was never introduced before, you can try something else to better indicate it, but its pretty subjective
  7. 00:38:219 (5,1) - You could go for a Normal dash here
  8. The following 20 seconds are really clean
  9. 01:01:719 (2) - x:225 so no ambiguity is created with movement
  10. 01:22:719 (3,4,1) - Ambiguous spacing here, not really sure what a fix would be but this is easily overdashable by a newer player

[ Platter!!]
  1. 00:07:969 (4,1) - Should be consistent with 00:06:219 (4,1) - as those are the first hypers in the map and they should work in a way that introduces the HDash to the player, as such they should have more consistent in spacing
  2. 00:11:219 (5,1) - / 00:12:219 (5,1) - these are so contrasted distance wise im no sure what you want to emphasize here. 00:12:469 (1,2,3,4,1,2) - also makes this feel really underwhelming because it has not hyperdashes, even though its more prominent than the previous patterns
  3. 00:19:969 (2,3,4,1) - This jump might might be antiflow so look into that. Even so, you could try something more forgiving as this is easily overdashable
  4. 00:21:844 (3) - x:128 for that visual touch, also makes the pattern look clearer as to how it is supposed
  5. 00:22:844 (4,5) - I Would expect this to be a HDash to be honest
  6. 00:29:719 (7) - Lower spacing with previous object so its an obvious walk, which will make the next jump a notable dash
  7. 00:33:219 (4,1) - Also i would say this is pretty edgy for a walk, tone the spacing down a beat. ( if this was meant to be a normal dash, increase spacing)
  8. 00:34:219 (6,1) - I expected this to be a hyper, so its more consistent with the general pattern usage
  9. 00:35:219 (4,1) - Similar point to the one above about reducing the spacing for the walk
  10. 00:42:219 (7,1) - Also expected this to be a Hdash
  11. 00:44:969 (3,4,5) - This does look intentional but as a pattern its really disconnected from the rest of the map so i wouldnt introduce it at all, especially when the following measure dont even utilize it again
  12. 01:03:219 (5,1) - HDash here is the better choice i think
  13. 01:06:469 (1,2,3,4,5,6,7,8,1,2,3) - Why did the rhythm suddenly become more dense than the previous verse, even though there isnt much change in the song itself. Feels really inconsistent. Thats actually my biggest objection with this diff. Same applies with 01:08:969 (4,5,6,7,1,2,3) - or 01:11:969 (3) - the big stream starting from here

[ Rain!!]
  1. 00:00:844 (3,4) - To be consistent with the first pattern, either make it an HDash or 00:01:594 (2,3) - a normal dash. The HDash feels out of place
  2. 00:02:719 (2,3) - 00:03:219 (5,6) - these feel a bit too movement intensive for the beginning, Maybe try a 1/2 slider here instead ?
  3. 00:07:344 (8,1) - Should have been a HDash to be consistent with 00:09:344 (8,1) -
  4. 00:10:969 (3,4,5,6,1,2,3,4,5,6,1) - The antiflow patterns dont feel like they reflect the music well because they are so sudden after a really flowey pattern.
  5. 00:14:844 (4,5) - Should have been HDash here i think
  6. 00:35:219 (4,5,1,2,3,4,5) - should have the same rhythm density as 00:33:219 (4,5,1,2,3,4,5,6,7) -
  7. 00:38:719 (2,3) - Should be an HDash
  8. 00:41:969 (5,6,7,8) - Really sudden antiflow, doesnt really reflect the music well
  9. 00:43:469 (1,2) - there isnt a reason for a spacing increase here
  10. 00:46:469 (1,2) - Reduce spacing here
  11. 00:48:969 (3,4,5,6) - Having such a movement intesive pattern after a chain of hypedashes might add a lot of strain in the diff
  12. 00:53:844 (3,4) - Shouldnt this have been a HDash
  13. 01:06:719 (3,4,5,6) - again pretty sudden antiflow, find a way around this to be honest
  14. 01:15:094 (6,7) - Could be a hyper for the added intensity
  15. 01:26:969 (4,5) - Again, a HDash here would be nice

[ Overdose!!]
  1. 00:01:469 (1,2) - Should be a normal dash to be consistent with previous 4 note pattern
  2. 00:06:719 (3,4,7,8) - Why is the spacing so inconsistent with the notes here, having these more spaced doesnt really offer movement than 00:06:469 (1,2) - , but instead just makes it really unforgiving . At least make 00:07:219 (7,8) - have the same spacing as 00:06:719 (3,4) -
  3. 00:10:469 (1,2) - The sudden flowbreak here breaks the pattern you introduced in the beginning with the large amount of 1/2. I Would rather make these 1/2 too
  4. 00:16:469 (1,2,3,4,5,6,7,8,1,2,3,4,5) - Also goes against what you introduced with your 1/2 placements, make it more forgiving, these dashes on 240 bpm are quite a handful
  5. 00:22:969 (5,6) - This could be on the other side like 00:23:219 (7,8) -
  6. 00:29:969 (8,9,10) - I Feel like this doesnt really compliment this section, since it has less intensity, yet the movement to catch this pattern implies otherwise
  7. 00:37:844 (4,5,6,1) - Why the sudden HDash density spike, also these flow breaks dont really help this slow part either. I feel like it should have been more forgiving, theres basically movement reminiscent of the kiai in a section that isnt as prominent
  8. 00:54:469 (1,2) - Reduce spacing here, really easy to miss since its after such a dash heavy section
  9. 01:08:969 (5,6,7,8) - Also pretty sudden antiflow
  10. 01:12:844 (4,5) - Really sharp HDash with inconsistent spacing when you think about other similar HDash patterns
  11. 01:19:469 (1,2,3,4) - Only normal dash antiflow pattern, i dont think this was intended
  12. 01:21:719 (2,3,4,5) - You chose the worst possible place to put such an intense HDash in my opinion. In this beat alone there is a prominent 1/6 beat that stands out more. Naturally the player will try to tap according to that rhythm, which is more noticable and thats to be expected but....you mapped 1/4 here. And really intense 1/4 on top of it. I suggest trying something else here, maybe mapping the 1/6 sound?
  13. Main issue i have with this difficulty is the uneven rhythm distribution in some parts. I mean, in places where the rhythm is similar, sometimes the rhythm is barebones qith 1/1 jumps and sometimes its really intense with 1/2 streams

Good Luck~
Topic Starter
Kagari

Nokashi wrote:

Hello there!

[ Cup!!]
  1. 00:11:469 (3) - Move to somewhere like x:261 so the transition as a bit more forgiving while still emphasizing the downbeat. Consider doing the same for 00:12:469 (1) - - fixed but with my own placement
  2. 00:12:469 (1,2,1,2) - Even though this certain beat gives emphasis on different parts of the song, its mapped the same way as the previous beats. Rhythm choice is kinda shaky and i would recommend doing something different, something that emphasizes more prominent beats in this beat like this one 00:13:219 - - lemme try change it a bit
  3. 00:18:219 - Since you are mapping based on vocals, Its questionable that you didnt map this strong vocal tick.Consider it - okay then
  4. 00:19:719 (4,1) - 00:20:719 (2,3) - They have really inconsistent spacing. Either make them both 1.40x DS or 0.90x DS, but they have to be the same DS since they express the same sound - 1.4x DS
  5. 00:26:469 (1,2,3) - Rhythm seems questionable here since you tried to map both the vocals and the background music at the same time, resulting in a noticable feedback inconsistency. You could try this or something similar Ticker starts on 00:26:469 - . They placements and eventually the rhythm you want to choose are up to you, however make sure you emphasize the movement to get to here 00:27:469 (2) - - did as suggested, but i'm adding some additional stuff for this particular section
  6. 00:31:469 (2) - Im not sure what this circle is snapped too, its rhythm basis is a bit shady - resnapped
  7. 00:33:719 (4) - Make this into a circle -> 1/1 slider to better reflect the music? - your suggestion seems way better, let's see how well is the pattern...
  8. 00:39:344 (3,4,1,2,3) - The transition on these patterns is really uncomfortable in terms of the feedback it provides. 00:39:969 (4) - is on a prolonged string so you could make it a 1/1 slider to connect the 2 patterns together - let's try this
  9. 00:44:469 (1,2) - Should be emphasized more than the previous beats based on the fact that they are way stronger - ^
  10. 00:53:719 (5,6,1) - I Wouldnt keep this pattern under all circumstances, the movement is too strainful for a cup, everything in this pattern shows that it doesnt belong in a cup difficulty. Change this pattern to something simpler, something that doesnt have that nasty 1/1 slider walk antiflow :D - i tried to simplify the pattern here, hope it's good enough (i think)
  11. 00:59:969 (4,1) - 01:01:969 (4,1) - You could buff these spacings to something like 0.90x DS - k

[ Salad!!]
  1. 00:13:719 (2,3) - The gradual spacing increase you built up in the previous suddenly dies with this particular jump, i would expect this to be a normal dash actually, or at least something that resembles the rest of the patterns that were in the buildup - added a dash there
  2. 00:21:469 (1,2) - I Would expect at least more momentum in this transition, its the only pattern in this buildup of patterns that doesnt directly require a movement - moar dash then
  3. 00:25:344 (5,1,2) - Not sure if this is a normal dash or a walk as this rhythm was never introduced before, you can try something else to better indicate it, but its pretty subjective - i'm not really sure if it's walkable but the idea is to make the player dashes it a lil bit to make it to the next fruit.
    You can actually manage to walk it out given that you have such skills for a salad player, but in this case i think it should be fine i guess...
  4. 00:38:219 (5,1) - You could go for a Normal dash here
  5. The following 20 seconds are really clean - w
  6. 01:22:719 (3,4,1) - Ambiguous spacing here, not really sure what a fix would be but this is easily overdashable by a newer player - changed the pattern for that section a bit

[ Platter!!]
  1. 00:11:219 (5,1) - / 00:12:219 (5,1) - these are so contrasted distance wise im no sure what you want to emphasize here. 00:12:469 (1,2,3,4,1,2) - also makes this feel really underwhelming because it has not hyperdashes, even though its more prominent than the previous patterns - adding some hdash here n there
  2. 00:19:969 (2,3,4,1) - This jump might might be antiflow so look into that. Even so, you could try something more forgiving as this is easily overdashable - maybe making it a lil bit more vetical to decrease the antiflow?
  3. 00:21:844 (3) - x:128 for that visual touch, also makes the pattern look clearer as to how it is supposed - did some of my own modding here and the pattern before (due to previous suggestion above)
  4. 00:33:219 (4,1) - Also i would say this is pretty edgy for a walk, tone the spacing down a beat. ( if this was meant to be a normal dash, increase spacing) - it was meant to be dash (why it was walk in the first place lmao) but adding more distance will make the dash more towards edge dash so i'm kinda want avoiding that from happen
  5. 00:35:219 (4,1) - Similar point to the one above about reducing the spacing for the walk - same as what i said above
  6. 00:44:969 (3,4,5) - This does look intentional but as a pattern its really disconnected from the rest of the map so i wouldnt introduce it at all, especially when the following measure dont even utilize it again - repattern it
  7. 01:06:469 (1,2,3,4,5,6,7,8,1,2,3) - Why did the rhythm suddenly become more dense than the previous verse, even though there isnt much change in the song itself. Feels really inconsistent. Thats actually my biggest objection with this diff. Same applies with 01:08:969 (4,5,6,7,1,2,3) - or 01:11:969 (3) - the big stream starting from here - reducing the density but i'm keeping the big stream starting from 01:11:969 (3) -

[ Rain!!]
  1. 00:00:844 (3,4) - To be consistent with the first pattern, either make it an HDash or 00:01:594 (2,3) - a normal dash. The HDash feels out of place - normal dash it is
  2. 00:02:719 (2,3) - 00:03:219 (5,6) - these feel a bit too movement intensive for the beginning, Maybe try a 1/2 slider here instead ? - adding 1/2 slider here doesnt generate the smalll droplets tho.. well, it should be okay to put a slider lel
  3. 00:07:344 (8,1) - Should have been a HDash to be consistent with 00:09:344 (8,1) - - it's already an HDash can't you see it?? o.o either way i'll just add a lil bit more distances to reeally make it Hdash lul
  4. 00:10:969 (3,4,5,6,1,2,3,4,5,6,1) - The antiflow patterns dont feel like they reflect the music well because they are so sudden after a really flowey pattern. - hmm you're right, buut i'm not gonna destroy those antiflows tho, just gonna revised it a bit
  5. 00:14:844 (4,5) - Should have been HDash here i think - i think it should be fine with a normal dash, am i right? :)
  6. 00:35:219 (4,5,1,2,3,4,5) - should have the same rhythm density as 00:33:219 (4,5,1,2,3,4,5,6,7) - - i mapped this one following the instrumental beat while the other one with vocal sounds... i think it should justify the density
  7. 00:38:719 (2,3) - Should be an HDash - again, i think it should be fine with a normal dash, am i right? :)
  8. 00:41:969 (5,6,7,8) - Really sudden antiflow, doesnt really reflect the music well - it should be fine here since i mapped this vocally and i tried to emphasize the vocal sounds here
  9. 00:43:469 (1,2) - there isnt a reason for a spacing increase here - oops fixed that one
  10. 00:46:469 (1,2) - Reduce spacing here - no reason to decrease the spacing here imo... tried to be consistent with the same pattern on other part of the timeline.
  11. 00:48:969 (3,4,5,6) - Having such a movement intesive pattern after a chain of hypedashes might add a lot of strain in the diff - revised this part a bit
  12. 00:53:844 (3,4) - Shouldnt this have been a HDash - okay
  13. 01:06:719 (3,4,5,6) - again pretty sudden antiflow, find a way around this to be honest - trying to revise this one too

[ Overdose!!]
  1. 00:01:469 (1,2) - Should be a normal dash to be consistent with previous 4 note pattern - i'm intended to make that, for variety
  2. 00:06:719 (3,4,7,8) - Why is the spacing so inconsistent with the notes here, having these more spaced doesnt really offer movement than 00:06:469 (1,2) - , but instead just makes it really unforgiving . At least make 00:07:219 (7,8) - have the same spacing as 00:06:719 (3,4) - - i tried to make some variety around the pattern tho i might agree on some parts that are unforgiven so imma reduced them a bit, but not to a point of making it consistent (due to insufficient space lol)
  3. 00:10:469 (1,2) - The sudden flowbreak here breaks the pattern you introduced in the beginning with the large amount of 1/2. I Would rather make these 1/2 too - i think it should be stayed as 1/1 instead of 1/2 ( i know it's not consistent with 01:02:469 (1,2) - but that's on the 2nd kiai so you might understand what i'm trying to do here.
  4. 00:16:469 (1,2,3,4,5,6,7,8,1,2,3,4,5) - Also goes against what you introduced with your 1/2 placements, make it more forgiving, these dashes on 240 bpm are quite a handful - keeping the hdashes but reducing some part of the distances
  5. 00:22:969 (5,6) - This could be on the other side like 00:23:219 (7,8) - - nah i prefered this than the ones you're suggesting... no change
  6. 00:29:969 (8,9,10) - I Feel like this doesnt really compliment this section, since it has less intensity, yet the movement to catch this pattern implies otherwise - reduced a bit
  7. 00:37:844 (4,5,6,1) - Why the sudden HDash density spike, also these flow breaks dont really help this slow part either. I feel like it should have been more forgiving, theres basically movement reminiscent of the kiai in a section that isnt as prominent - removed the hdashes
  8. 00:54:469 (1,2) - Reduce spacing here, really easy to miss since its after such a dash heavy section - repatterned it to 1/2 instead of 1/1
  9. 01:08:969 (5,6,7,8) - Also pretty sudden antiflow - reduced
  10. 01:12:844 (4,5) - Really sharp HDash with inconsistent spacing when you think about other similar HDash patterns - i've repatterned this part a bit
  11. 01:19:469 (1,2,3,4) - Only normal dash antiflow pattern, i dont think this was intended - :thinking:
  12. 01:21:719 (2,3,4,5) - You chose the worst possible place to put such an intense HDash in my opinion. In this beat alone there is a prominent 1/6 beat that stands out more. Naturally the player will try to tap according to that rhythm, which is more noticable and thats to be expected but....you mapped 1/4 here. And really intense 1/4 on top of it. I suggest trying something else here, maybe mapping the 1/6 sound? - dem again with my inability to detect 1/3 beat rip pls kill me. i've mapped 1/3 instead of 1/6 just because it's simpler with 1/3 lul
  13. Main issue i have with this difficulty is the uneven rhythm distribution in some parts. I mean, in places where the rhythm is similar, sometimes the rhythm is barebones qith 1/1 jumps and sometimes its really intense with 1/2 streams - maybe if you can specify which parts and which parts is uneven i can check it out. as far as i'm concern, there's nothing wrong with the rhythm distribution IMO. i might be wrong tho, so i tried my best to detect and change some of it

Good Luck~
thanks for the mod Nokashi~! :3

fuhh finally done replying xP
Ascendance


looks oddly familiar
Topic Starter
Kagari

Ascendance wrote:



looks oddly familiar
yep... I stole the idea from you and razor sharp sorry xd

*boop* not letting this getting graveyarded
DragonSlayer96
hey, here for the mod that i asked you to give to me. again, still getting back so i might miss things or say things that i remember was meta a couple of years back. just let me know if i am wrong.

Cup
  1. 00:10:469 (1,2,3,4) - these notes are confusing me. doesn't follow the vocals and not the underbeat. what are you following?
  2. 00:11:469 (3) - nc here to help follow the song
  3. 00:25:469 (3) - ^
  4. 00:27:969 (4,5) - I feel like this is too far of a move just to have a two second break afterwords.
  5. 00:41:969 (4) - nc here to help follow the song
  6. 00:43:969 (8,9,1,2) - a lot of movement in such a small time frame might be too much for new people.
  7. 00:48:094 (5,1,2) - ^
  8. 00:51:469 (2) - ctrl+g to flip it. makes it flow better
  9. 00:52:469 (3) - nc to make the platter not too full and easier for new players to see if they are catching the fruit
  10. 00:55:594 (4) - ^
  11. 00:55:969 (5,6,1,2) - a lot of movement in a small time frame. please nerf a bit.
  12. 01:23:469 (4) - nc to follow the pattern of the song better

Salad
  1. 00:03:473 (1,2,3,4) - the spacing here is weird. the "yay" keeps on going up but you don't have it mapped like that. if its to the beat, then the jump makes no sense because the beat is the same for all four.
  2. 00:25:348 (5,1) - i feel like a slightly bigger jump here would play nice.
  3. 00:30:473 (1) - I would lay this slider down more because of the middle vocal is really strong
  4. 00:37:348 (2,3,4,5,1,2,3) - more movement here please. though you are going back and forth, it does not fit well with how you have mapped the rest of the map
  5. 00:45:473 (1,2) - with how people normally map, you can add a jump here
  6. 00:55:973 (3,4,1) - everytime i have tesplayed this map, this spot plays awkward for me. I dont know if its from me or what, but just pointing it out
  7. 01:26:473 (1,2,3,4,5,6,1,2) - this makes the end play weird. you can do a little bit of spacing throughout the double notes to make it play easier

Platter I wanna mod, but i know meta has changed. If I mod it, it will probably lose 0.2* just to get it to the meta I am use to. If you want me to mod the platter still, poke me and it will be a free mod
Summerleopard

Kagari wrote:

Ascendance wrote:



looks oddly familiar
yep... I stole the idea from you and razor sharp sorry xd

*boop* not letting this getting graveyarded
Uhh,it is time to have a look at this...
Platter
Talking about it ;
00:46:098 (3) - Would you like this to Ctrl+G instead so it move fluently. Might not much changes?

Rain
00:00:473 (1,2) - You may make it as edgy on left and 00:00:848 (3,4) - edgy to the right
Much better than shock the new Rain players
00:06:473 (1,2,3,4,5,6,7,8) - You can curve this a bit? So,it won't be too edgy
Like this..
https://osu.ppy.sh/ss/8686277


WELL the rest I not managed to look yet but I will look wherever I possibly does it :? Seems many things going on so I will take time to look overall. Platter was ok. Cup n Salad was pleasant. Not much to say :)

Edited : I didn't realized the typo until I stalking. lol
YukaRei
Hello c: here for fun, the song is really cute.

[Cup]
- Put this 00:13:473 (1) - a little near to 00:12:723 (2) - , the pattern is good but in my opinion, for newbie players, that combination maybe will we difficult.
- The same, this 00:15:473 (2) - a little near to 00:14:473 (1) -
- Well, here will be maybe a big change, try these 00:17:473 (2,3,4,5) - a little near to 00:16:473 (1) - and this 00:18:473 (1) - near to this00:18:223 (5) - , all the distances are equable so moving all the pattern seems like a good idea.
- Try to move this 00:22:473 (1) - near to 00:21:723 (4) -
- Ctrl+H 00:26:473 (1) - ? Not the best suggerence XD, try reducing the distance to 00:26:098 (4) - , seems good too.
- Move this 00:36:223 (5) - a bit to the left.
- 00:43:723 (7,8,9,1,2) - this is really good, try 00:43:973 (8) - and 00:44:723 (2) - near to the prev notes
- To this slider 00:50:473 (1) - my suggerences are two, a little near to 00:50:223 (6) - or make it a little more vertical
- Try these two 00:53:973 (6,1) - more to the left, putting them near to 00:53:723 (5) - and a bit far of 00:54:973 (2) -
- 00:56:473 (1) - near to 00:56:223 (6) -
- Make this 01:03:473 (3) - a little near to 01:02:723 (2) -
- 01:07:473 (3,4,5) - a little near to 01:06:723 (2) -
- 01:09:473 (3,4,5) - near to 01:08:723 (2) -
- 01:19:473 (2) - a little near to 01:18:473 (1) -

[Salad]
- How about make this 00:21:973 (2) - the same as this 00:21:473 (1) - ? I think it gives more fluenty.
- 00:24:223 (4) - move this to the right, near to 00:23:973 (3) -
- This too 00:25:348 (5) - , near to 00:25:473 (1) - , only my opinion, but the use of dash seems a little hard.
- And this too 00:26:473 (1) - , a little near to 00:26:348 (5) -
- 00:57:973 (6) - a little near to 00:57:348 (5) -
- 01:26:473 (1,2,3,4,5,6,1,2,3,4,5) - This looks pretty similar to Cup pattern, if you want I'll leave you an idea: 01:26:473 (1,2,3,4) - these rotated at 45°, 01:27:223 (5,6,1,2) - these like they are and 01:27:973 (3,4,5) - ctrl+H. Image.

[Platter]
Seems good in my opinion.

[Rain]
- 01:19:973 (5,6) - try to move these a little to the left, making them a little far of 01:19:723 (3,4) - , or move them near, increase the distance for the Hdash or decrease it to make them a little more easy to catch.

Amazing Rain

[Overdose]
2 hard 4 me XD
- Try this 00:17:223 (7) - more to the right, a little more.
- 00:23:473 (1) - this too, a little more to the right.
- 01:21:973 (3,4,5) - try scaling these at 0,97

That's all, pretty good mapset, I hope you have success ranking it c:
If you think something look strange or you don't get it, feel free to ask me XD
Spectator
General

  1. The hitsound "soft-hitwhistle" does not fit well with the song imo. You should really try some drum hitsounds like this or this, which would fit more with the song
Cup!!
  1. 00:13:473 (1,2,3,4) - missing hitsounds here
  2. 00:19:723 (4) - To follow the vocal, slider-end should be at 00:19:973 -
  3. 00:27:473 (3) - Add clap on the tail
  4. 01:28:473 (5) - It's actually a small suggestion, but moving this to around x:440 would be cool imo
Salad!!
  1. 00:25:348 (5,1,2) - I wouldn't put 1/2 jump like this in salad lol
  2. 00:26:348 (5,1) - same here
  3. 00:27:223 (5) - How about moving this to x:272? It'll make the flow better actually
  4. 00:55:848 (2,3) - Same issue as I've mentioned, Please move 2 closer to 3

Platter!!
  1. 00:13:973 (3) - I'd tilt this slider to the right a bit. Current Jump can be large for the players playing platter.
  2. 00:25:348 (5,1,2) - Having jumps like this in Platter diff should be no, please move 1 to x:288
  3. 00:26:348 (5,1) - ^
  4. 00:33:223 (4,1) - This can be also harsh as it's a jump based on anti-flow. Removing a jump here actually is recommended
  5. 00:35:223 (4,1) - Same as above
Rain!!
  1. 00:15:473 (1,2,3,4) - It would be good if this is more curved. Try moving 3 to x:64
  2. 00:28:973 (3,4,5,6,1) - The distances here can be rough as it's relatively in relaxing part. Please move 3 and 1 to the left slightly
  3. 00:30:973 (3,4,1,2,3) - Unnecessary HDashes imo as there's nothing to emphasize here. Consider removing them
  4. 00:36:973 (3,4) - Please reduce the jump
  5. 00:46:098 (3,1,2) - Isn't this a bit harsh for the Rain diff? Reducing distances would be very helpful
Overdose!!
  1. 00:00:473 (1,2) - Missing HDash here
  2. 00:13:973 (3,4,5,6) - I'd put 1/3 here rather than 1/4 to follow the music more appropriately
  3. 00:29:348 (5,6) - Current pattern seems to be too vertical imo, How about moving 6 to a bit right?
  4. 01:05:973 (3,4,5,6) - Also there should be some 1/3 here instead of 1/2s
  5. 01:22:473 (1,2,3) - The jump for 1 and 2 is edgy, moving 2 to a bit left would be better

good luck!
Topic Starter
Kagari
time to reply liek a boss

DragonSlayer96 wrote:

hey, here for the mod that i asked you to give to me. again, still getting back so i might miss things or say things that i remember was meta a couple of years back. just let me know if i am wrong.

Cup
  1. 00:10:469 (1,2,3,4) - these notes are confusing me. doesn't follow the vocals and not the underbeat. what are you following? - clearly i'm following the vocals here, with sliders connecting the claps... doesnt look confusing to me imo. it's also doesnt feel weird too...
  2. 00:27:969 (4,5) - I feel like this is too far of a move just to have a two second break afterwords. - reduced the distance
  3. 00:43:969 (8,9,1,2) - a lot of movement in such a small time frame might be too much for new people. - reduced some distances
  4. 00:48:094 (5,1,2) - ^ - ^
  5. 00:55:969 (5,6,1,2) - a lot of movement in a small time frame. please nerf a bit. - trying my best to nerf a bit

Salad
  1. 00:03:473 (1,2,3,4) - the spacing here is weird. the "yay" keeps on going up but you don't have it mapped like that. if its to the beat, then the jump makes no sense because the beat is the same for all four. - maybe i try balancing the spacing for this one
  2. 00:25:348 (5,1) - i feel like a slightly bigger jump here would play nice. - nope. decided to reduce it based on the other mods afterwards
  3. 00:30:473 (1) - I would lay this slider down more because of the middle vocal is really strong - make it more horizontal then
  4. 00:37:348 (2,3,4,5,1,2,3) - more movement here please. though you are going back and forth, it does not fit well with how you have mapped the rest of the map - okey, tried to do something here
  5. 00:45:473 (1,2) - with how people normally map, you can add a jump here - it should be fine as it is for now.
  6. 00:55:973 (3,4,1) - everytime i have tesplayed this map, this spot plays awkward for me. I dont know if its from me or what, but just pointing it out - kek
  7. 01:26:473 (1,2,3,4,5,6,1,2) - this makes the end play weird. you can do a little bit of spacing throughout the double notes to make it play easier - tried something based on breathless's mod

Platter I wanna mod, but i know meta has changed. If I mod it, it will probably lose 0.2* just to get it to the meta I am use to. If you want me to mod the platter still, poke me and it will be a free mod - if you want to mod it be my guest :D
thanks for the mod dragonslayer96~! :D

SangKrazF1nal3 wrote:

Uhh,it is time to have a look at this...
Platter
Talking about it ;
00:46:098 (3) - Would you like this to Ctrl+G instead so it move fluently. Might not much changes? - ok sure

Rain
00:00:473 (1,2) - You may make it as edgy on left and 00:00:848 (3,4) - edgy to the right
Much better than shock the new Rain players - not sure what u meant by "edgy"... if you're saying that it need some increase in distance,
nope.

00:06:473 (1,2,3,4,5,6,7,8) - You can curve this a bit? So,it won't be too edgy
Like this..
https://osu.ppy.sh/ss/8686277
- the current one fits more into the music imo.. no change


WELL the rest I not managed to look yet but I will look wherever I possibly does it :? Seems many things going on so I will take time to look overall. Platter was ok. Cup n Salad was pleasant. Not much to say :) - /o/

Edited : I didn't realized the typo until I stalking. lol
thanks for the mod sangkraz~ :D

breathless wrote:

Hello c: here for fun, the song is really cute.

[Cup]
- Put this 00:13:473 (1) - a little near to 00:12:723 (2) - , the pattern is good but in my opinion, for newbie players, that combination maybe will we difficult. - ok sure
- The same, this 00:15:473 (2) - a little near to 00:14:473 (1) - - ^
- Well, here will be maybe a big change, try these 00:17:473 (2,3,4,5) - a little near to 00:16:473 (1) - and this 00:18:473 (1) - near to this00:18:223 (5) - , all the distances are equable so moving all the pattern seems like a good idea. - ^
- Try to move this 00:22:473 (1) - near to 00:21:723 (4) - - ^
- Ctrl+H 00:26:473 (1) - ? Not the best suggerence XD, try reducing the distance to 00:26:098 (4) - , seems good too. - ^
- Move this 00:36:223 (5) - a bit to the left. - ^
- 00:43:723 (7,8,9,1,2) - this is really good, try 00:43:973 (8) - and 00:44:723 (2) - near to the prev notes - used ds96's suggestion instead
- To this slider 00:50:473 (1) - my suggerences are two, a little near to 00:50:223 (6) - or make it a little more vertical - made it lil bit verticall and moved it slightly to the left
- Try these two 00:53:973 (6,1) - more to the left, putting them near to 00:53:723 (5) - and a bit far of 00:54:973 (2) - - sure
- 00:56:473 (1) - near to 00:56:223 (6) - - ^
- Make this 01:03:473 (3) - a little near to 01:02:723 (2) - - ^
- 01:07:473 (3,4,5) - a little near to 01:06:723 (2) -
- 01:09:473 (3,4,5) - near to 01:08:723 (2) -
- 01:19:473 (2) - a little near to 01:18:473 (1) -

[Salad]
- How about make this 00:21:973 (2) - the same as this 00:21:473 (1) - ? I think it gives more fluenty. - okay~
- This too 00:25:348 (5) - , near to 00:25:473 (1) - , only my opinion, but the use of dash seems a little hard. - reduced, according to spec's mod
- And this too 00:26:473 (1) - , a little near to 00:26:348 (5) - - ok
- 00:57:973 (6) - a little near to 00:57:348 (5) - - remapped this part
- 01:26:473 (1,2,3,4,5,6,1,2,3,4,5) - This looks pretty similar to Cup pattern, if you want I'll leave you an idea: 01:26:473 (1,2,3,4) - these rotated at 45°, 01:27:223 (5,6,1,2) - these like they are and 01:27:973 (3,4,5) - ctrl+H. Image
- nice... did some of my own modification as well.

[Platter]
Seems good in my opinion.

[Rain]
- 01:19:973 (5,6) - try to move these a little to the left, making them a little far of 01:19:723 (3,4) - , or move them near, increase the distance for the Hdash or decrease it to make them a little more easy to catch. - reduced the distance

Amazing Rain - owo

[Overdose]
2 hard 4 me XD - xd
- 01:21:973 (3,4,5) - try scaling these at 0,97 - 1.33x instead

That's all, pretty good mapset, I hope you have success ranking it c:
If you think something look strange or you don't get it, feel free to ask me XD
thanks for the mod breathless~ :D

Spectator wrote:

General

  1. The hitsound "soft-hitwhistle" does not fit well with the song imo. You should really try some drum hitsounds like this or this, which would fit more with the song - replaced the old hitwhisle with two different hitwhisles of my own that really fits the song~
Cup!!
  1. 00:13:473 (1,2,3,4) - missing hitsounds here - oops my bad
  2. 00:19:723 (4) - To follow the vocal, slider-end should be at 00:19:973 - okay
  3. 01:28:473 (5) - It's actually a small suggestion, but moving this to around x:440 would be cool imo - let's try this
Salad!!
  1. 00:25:348 (5,1,2) - I wouldn't put 1/2 jump like this in salad lol - lol removed the jump
  2. 00:26:348 (5,1) - same here - ^
  3. 00:27:223 (5) - How about moving this to x:272? It'll make the flow better actually - wheeeee ok
  4. 00:55:848 (2,3) - Same issue as I've mentioned, Please move 2 closer to 3 - oke

Platter!!
  1. 00:13:973 (3) - I'd tilt this slider to the right a bit. Current Jump can be large for the players playing platter. - tilted it a bit but keeping the hyper
Rain!!
  1. 00:46:098 (3,1,2) - Isn't this a bit harsh for the Rain diff? Reducing distances would be very helpful - not really sure if it's too harsh,
    but I manage to reduce some distances of the dashes
good luck! - /o/
thanks for the mod spec! :D

any mods/suggestion that hasnt been replied in this post have allready been applied accordingly~

be sure to redownload the set since I've added new hitsounds :3

once again, thanks to all the modders~! :D
Absolute Zero
A I R P L A N E M O D

00:04:848 to 00:05:473 - Hitcircles within this range sound off. In the cup/salad, it's passable that you approximate, but i'd suggest moving the three notes 1/6 tick forward to follow the music better in later diffs.
00:26:848 - A note here for higher diffs should be placed 1/6 later to approximate a swung beat there.

[Cup!!]
00:05:348 (2) - Move this note to the 1/6 tick on 00:05:389 (2). I know you're trying to avoid having these weird rhythms, but it doesn't make much of a difference and sounds kind of weird.
00:20:473 (1,2,3,4,1,2) - This is awfully crammed in a single space. It's a buildup, so I would give the catcher more movement freedom at least.
00:27:973 (4,5) - Unexpected low distance here. Increase it? You might also put a NC on (5).
00:42:723 (5) - NC here, it gets quite long.
00:48:723 (2,3,4) - Spacing here is weird. If you look at the timeline, the spacing is very low for a 2/1 gap, but then (3,4) is even LARGER than (2,3). Would reconsider the spacing.
00:51:473 (2,1) - Tone down distance here. It's a bit far for a walk as it feels like it requires an immediate turn in the opposite direcction.
00:57:723 - I understand it's a cup, but still, this is just an awkward break to me. You've put mapping into active drumbeats, so why not this?
01:27:973 (3,4,5) - Do a back-forth motion here instead. It fits the music better.

[Salad!!]
00:09:973 (3,1) - Deceptive dash (looks walkable but is actually isn't).
00:13:473 (1,2,3) - You can keep this pattern if you want, but I'm not too fond of the double dash--it just seems challenging for salad players (not in a good way).
00:28:473 (1) - Make this a 1/1 repeat slider instead.
00:31:223 - Add a hitcircle here. It "grounds" the player rhythmically, making it less weird to play.
00:54:473 (1,2) - These hitcircles are spaced the same as 00:54:973 (3,4), but (1,2) is 1/1 apart and (3,4) is 1/2 apart. I would rather you make note distance proportional to time.
01:09:598 (2) - Remove this note, it sounds rhythmically strange.
01:13:973 (3) - Move (3) to x=216 and 01:14:223 (4) to around x=120 to reflect better spacing. I would play with 01:14:473 (1,2,3) so that the jump isn't huge if you choose to follow this comment.

[Platter!!]
Main thing I would say is to be careful with your uses of HDashes on this diff. It’s quite tempting to put them in like a normal platter, but remember that 240bpm implies that a hyper will seem like a 120bpm 1/4 hyper.
00:18:723 (2,3) - Make this a 1/1 repeat slider instead to follow the music more closely.
00:37:973 (8,9) - The standstill here is a little strange, as you’ve had a lot of movement in the rest of the map beforehand. Consider moving (9).
00:41:598 (2,3,4,5,6,7) - Difficulty spike in patterning here—I would adjust (5) to be placed closer to (3,4) to make it so the main beats are still emphasized with a dash. If you choose to do that, (6) should be moved rightwards—I have a possible solution in the image below ((3,4) are in the same spot as reference).

00:57:348 (5) - I don’t like how the slider ends on the vocal. I would make the slider a 1/1 slider and put a hitcircle on 00:57:723 instead at around x=152.
01:09:973 (4,5,1) - Oof! I get this is the kiai, but that movement to the hyperdash is amazingly strong. I would definitely lower distancing for the hyper and maybe even (4,5).
01:16:473 (1) to 01:20:223 (7) - I would be mindful of density here. It is, by far, the most dense part of your map, and you don’t really have a good context for it. There are many beats you start following that you haven’t before. Try adding some 1/1 sliders in as well, instead of just all 1/2 hitcircles.
01:20:973 (3,1) - This is an awfully strong hyperdash for a section with no vocals. I would lower distancing between the two patterns.
01:25:473 (1,2,3,4) - I would again make this a back-forth-back-forth dash pattern.

[Rain!!]
Fun rain to play. I like the spacings in some of the streams. Careful that you don’t overmap sections.
00:08:473 (1,2,3,4,5) - I would tone it down on the antiflow pattern here in distance—it’s a bit difficult compared to the others.
00:29:098 (4) - Remove this hitcircle—I think it’s unnecessary because it doesn’t exactly follow anything particularly significant in the music.
00:38:473 (1) - Make this a hitcircle instead for variety, and following the music as well.
00:52:473 (1,2,3,4.5) - It would be nice to flip this pattern instead—I think it goes to the right for a little long.
00:55:848 (2,3) - I don’t think the voice here warrants a hyper. I would make this a walk instead, kind of like 00:54:973 (3,4).
01:02:473 (1,2) - I was expecting a lower distance or a hyper here instead. The distance could catch a player by surprise.
01:02:973 (3,4,5) - This pattern’s antiflow dash to 01:03:473 (1) feels a little awkward. Could you flip the
positions of the three instead?

[Overdose!!]
Wew skill bump. Don't want to mess with this too much until I'm more confident again, but here are a few things.
00:16:723 (3,4,5,6,7) - This back-forth pattern is nice, but it’s kind of unexpected. I would add another back-forth pattern elsewhere.
00:52:723 (2,3) - It’s weird because 00:51:973 (4,5) doesn’t have a hyper, but you’ve placed a hyper here. Consider removing the hyper at (2,3) by lowering the distance.
01:21:973 (3,4,5,6) - This pattern is quite difficult to play. I would remap it.
01:26:473 (1,2,3,4,5,6) - Why not have these hyper patterns going opposite directions instead ((3,4) hypers to the left, not the right)?
Topic Starter
Kagari
wip

Absolute Zero wrote:

A I R P L A N E M O D

00:04:848 to 00:05:473 - Hitcircles within this range sound off. In the cup/salad, it's passable that you approximate, but i'd suggest moving the three notes 1/6 tick forward to follow the music better in later diffs.
00:26:848 - A note here for higher diffs should be placed 1/6 later to approximate a swung beat there.

[Cup!!]
00:05:348 (2) - Move this note to the 1/6 tick on 00:05:389 (2). I know you're trying to avoid having these weird rhythms, but it doesn't make much of a difference and sounds kind of weird. - ok
00:20:473 (1,2,3,4,1,2) - This is awfully crammed in a single space. It's a buildup, so I would give the catcher more movement freedom at least. - alright
00:27:973 (4,5) - Unexpected low distance here. Increase it? You might also put a NC on (5). - increased
00:42:723 (5) - NC here, it gets quite long. - okay
00:48:723 (2,3,4) - Spacing here is weird. If you look at the timeline, the spacing is very low for a 2/1 gap, but then (3,4) is even LARGER than (2,3). Would reconsider the spacing. - alright
00:51:473 (2,1) - Tone down distance here. It's a bit far for a walk as it feels like it requires an immediate turn in the opposite direcction. - k
00:57:723 - I understand it's a cup, but still, this is just an awkward break to me. You've put mapping into active drumbeats, so why not this? - okay
01:27:973 (3,4,5) - Do a back-forth motion here instead. It fits the music better. - done

[Salad!!]
00:09:973 (3,1) - Deceptive dash (looks walkable but is actually isn't). - increased the distance a bit
00:13:473 (1,2,3) - You can keep this pattern if you want, but I'm not too fond of the double dash--it just seems challenging for salad players (not in a good way). - reduced the distance between the notes
00:28:473 (1) - Make this a 1/1 repeat slider instead. - ok
00:31:223 - Add a hitcircle here. It "grounds" the player rhythmically, making it less weird to play. - oke
00:54:473 (1,2) - These hitcircles are spaced the same as 00:54:973 (3,4), but (1,2) is 1/1 apart and (3,4) is 1/2 apart. I would rather you make note distance proportional to time. - ok
01:09:598 (2) - Remove this note, it sounds rhythmically strange. - deleted
01:13:973 (3) - Move (3) to x=216 and 01:14:223 (4) to around x=120 to reflect better spacing. I would play with 01:14:473 (1,2,3) so that the jump isn't huge if you choose to follow this comment. - alrighty then

[Platter!!]
Main thing I would say is to be careful with your uses of HDashes on this diff. It’s quite tempting to put them in like a normal platter, but remember that 240bpm implies that a hyper will seem like a 120bpm 1/4 hyper.
00:18:723 (2,3) - Make this a 1/1 repeat slider instead to follow the music more closely. - ok
00:37:973 (8,9) - The standstill here is a little strange, as you’ve had a lot of movement in the rest of the map beforehand. Consider moving (9). - ok
00:41:598 (2,3,4,5,6,7) - Difficulty spike in patterning here—I would adjust (5) to be placed closer to (3,4) to make it so the main beats are still emphasized with a dash. If you choose to do that, (6) should be moved rightwards—I have a possible solution in the image below ((3,4) are in the same spot as reference). - okay

00:57:348 (5) - I don’t like how the slider ends on the vocal. I would make the slider a 1/1 slider and put a hitcircle on 00:57:723 instead at around x=152. - agreeing with your reasoning, but instead i replaced the slider with two circles.
01:09:973 (4,5,1) - Oof! I get this is the kiai, but that movement to the hyperdash is amazingly strong. I would definitely lower distancing for the hyper and maybe even (4,5). - did both
01:16:473 (1) to 01:20:223 (7) - I would be mindful of density here. It is, by far, the most dense part of your map, and you don’t really have a good context for it. There are many beats you start following that you haven’t before. Try adding some 1/1 sliders in as well, instead of just all 1/2 hitcircles. - I'm aware of the high density here, intended to make it a bit streamy on that particular section, similar to the higher diffs.
01:20:973 (3,1) - This is an awfully strong hyperdash for a section with no vocals. I would lower distancing between the two patterns.
01:25:473 (1,2,3,4) - I would again make this a back-forth-back-forth dash pattern. - okay

[Rain!!]
Fun rain to play. I like the spacings in some of the streams. Careful that you don’t overmap sections. - o
00:08:473 (1,2,3,4,5) - I would tone it down on the antiflow pattern here in distance—it’s a bit difficult compared to the others. - okay
00:29:098 (4) - Remove this hitcircle—I think it’s unnecessary because it doesn’t exactly follow anything particularly significant in the music. - eh? i'm pretty sure i'm following the vocals here... right?
00:38:473 (1) - Make this a hitcircle instead for variety, and following the music as well. - oke
00:52:473 (1,2,3,4,5) - It would be nice to flip this pattern instead—I think it goes to the right for a little long. - flipping this would make the movement around that part a lil bit awkward imo. no change
00:55:848 (2,3) - I don’t think the voice here warrants a hyper. I would make this a walk instead, kind of like 00:54:973 (3,4). - walk is not an option tho, trying to emphasize this part, but i do agree on removing the hyper, so i shall do that
01:02:473 (1,2) - I was expecting a lower distance or a hyper here instead. The distance could catch a player by surprise. - reducing the distance
01:02:973 (3,4,5) - This pattern’s antiflow dash to 01:03:473 (1) feels a little awkward. Could you flip the positions of the three instead? - oke

[Overdose!!]
Wew skill bump. Don't want to mess with this too much until I'm more confident again, but here are a few things.
00:16:723 (3,4,5,6,7) - This back-forth pattern is nice, but it’s kind of unexpected. I would add another back-forth pattern elsewhere. - okay... i try adding something on the second kiai to compensate with this pattern
00:52:723 (2,3) - It’s weird because 00:51:973 (4,5) doesn’t have a hyper, but you’ve placed a hyper here. Consider removing the hyper at (2,3) by lowering the distance. - not really, the distance for these particular notes 00:50:473 (1,2,6,7,4,5,2,3) - are increasing, thus why (4,5) doesnt have hyper, but (2,3) is
01:21:973 (3,4,5,6) - This pattern is quite difficult to play. I would remap it. - hmm i try do some modification a bit
01:26:473 (1,2,3,4,5,6) - Why not have these hyper patterns going opposite directions instead ((3,4) hypers to the left, not the right)? - did some minor patterning there to comply with your suggestion
other unreply suggestions have been applied accordingy

thanks for the mod az~
Nokashi

Hello There!





Been called here for a recheck on the overdose!

Overdose!!!
  1. 00:00:473 (1,2,3,4) - This is a way more strainful iteration of the same rhythm as this 00:01:473 (1,2,3) -. To be honest, the second pattern here 00:01:473 (1,2,3) - expresses the song way better than the former on the ground that the movement is natural and the held vocal is emphasized. I would suggest using the same rhythm here 00:00:473 (1,2,3,4) -
  2. 00:03:723 (2,3) - I would expect more movement here considering the vocal intensity is increased yet this gets minimal spacing compared to the rest of the patterning
  3. 00:05:473 (1,2,3,4) - This to me, this feels super awkward because it uses the same movement as the one used to express the synth here 00:04:473 (1,2,3,4,5,1,2,3,4) - . A switch on sound layers isnt really shown here imo
  4. 00:07:223 (7,8) - i dont undestand the sudden spacing increase from here, compared to here 00:06:723 (3,4) -. Sounds are basically the same
  5. More of a general pointer but I would feel like it would be more interesting if 00:07:973 (5,6) - these rhythms and all similar ones were expressed as 1/1 sliders instead to offer a resting area while still expessing the vocal hold
  6. 00:13:473 (1,2) - Seems odd that these sounds arent expressed as 1/2 sliders. Kinda breaks the flow created by previous 1/2 sliders.
  7. 00:16:473 (1,2,3,4,5,6,7,8) - Really barebones movement accentuation here, if you take into account how you expressed the previous stanza here 00:14:473 (1,2,3,4,5,6,7,8,1,2,3,4,5) - .I think it really shows. I'd suggest going for the same movement here as well, with more movement emphasis
  8. 00:18:973 (3,4,5,6,1) - I'd say this is overmapped. And since you tend to use 1/1 rhythms on choppy vocals, im suprised you didnt execute that idea here
  9. 00:21:223 (5,6) - The strong beat is on (5), so offering a dash to (6) as well is a bit awkward to play. Same point here 00:22:223 (6,7) -
  10. 00:26:473 (1,2) - & 00:26:973 (4,5) - These would play so much better rhythmically and also offer a more natural movement if they were 1/2 sliders to connect the vocal holds. This would require a full remap of this pattern but eh /shrug
  11. 00:28:973 (3,4) - HDash is uneeded here imo. Music is rather calm and the vocals are also really mild. HDash is more like an uneeded strain
  12. 00:31:223 (4,1) - Also here there isnt anything interesting that should be accentuated imo so a normal dash would make movement less overwhelming
  13. 00:33:223 (4,5,6,7,8,9,10) - Regarding this rhythm; something like this this would have worked better
  14. 00:42:348 - Circle here would continue the vocal emphasis nicely, feels left out as a tick
  15. 00:43:973 (5,6,7,8,9,10) - This feels unsnapped to me for some reason even though it might not be, just leaving the note here so its investigated by someone
  16. 00:51:973 (4,5) - Overwhelming spacing, if you compare with 00:51:223 (6,7) -. 00:51:973 (4,5) - this should be reduced a tad bit as well
  17. 00:52:723 (2,3) - There isnt any need for this extra accentuation here the vocal is the same as previous iterations so i dont really understand the extra emphasis here, which is really strainful as well
  18. 00:53:473 (1,2) - Would have worked nicer as a 1/1 slider to better express the vocal hold. 1/1 break places it in the same ground as previous places where a break should be put
  19. 00:57:348 (8) - NC here to clear the platter before the 4 following objects.
  20. 01:05:473 (1,2) - 1/2 sliders would have offered a more natural flow here
  21. 01:12:348 (6,1) - This is a really strainful followup to an even more strainful pattern. I would opt for normal flow here instead of antiflow to ease out the entrance between this and the next pattern
  22. 01:25:473 (1,2) - smol spacing nerf here so the dash is a bit more lenient
  23. 01:26:598 (2,3,4) - I would make this a left right as well if you plan to keep the following left-rights since the sounds is the same so having a more lenient pattern to begin with is a bit awkward. Also please try to rework the left right distancing on the following left rights so its a bit more DS equalized

Good Luck!
Topic Starter
Kagari

Nokashi wrote:

Hello There!





Been called here for a recheck on the overdose!

Overdose!!!
  1. 00:00:473 (1,2,3,4) - This is a way more strainful iteration of the same rhythm as this 00:01:473 (1,2,3) -. To be honest, the second pattern here 00:01:473 (1,2,3) - expresses the song way better than the former on the ground that the movement is natural and the held vocal is emphasized. I would suggest using the same rhythm here 00:00:473 (1,2,3,4) - - okay
  2. 00:03:723 (2,3) - I would expect more movement here considering the vocal intensity is increased yet this gets minimal spacing compared to the rest of the patterning - readjusted the distance a bit to comprehend your reasoning
  3. 00:05:473 (1,2,3,4) - This to me, this feels super awkward because it uses the same movement as the one used to express the synth here 00:04:473 (1,2,3,4,5,1,2,3,4) - . A switch on sound layers isnt really shown here imo - can't really understand with your reasoning here... seems fine to me i think? maybe if i make 00:05:473 (1,2) - as a slider instead
  4. 00:07:223 (7,8) - i dont undestand the sudden spacing increase from here, compared to here 00:06:723 (3,4) -. Sounds are basically the same - readjusted the distance
  5. More of a general pointer but I would feel like it would be more interesting if 00:07:973 (5,6) - these rhythms and all similar ones were expressed as 1/1 sliders instead to offer a resting area while still expessing the vocal hold - no i dont think so... it would be far better as two single notes instead of a slider imo
  6. 00:13:473 (1,2) - Seems odd that these sounds arent expressed as 1/2 sliders. Kinda breaks the flow created by previous 1/2 sliders. - added 1/2 sliders
  7. 00:16:473 (1,2,3,4,5,6,7,8) - Really barebones movement accentuation here, if you take into account how you expressed the previous stanza here 00:14:473 (1,2,3,4,5,6,7,8,1,2,3,4,5) - .I think it really shows. I'd suggest going for the same movement here as well, with more movement emphasis - trying not to go overboard here, thus why the less emphasis in the first place. tho i do feel there's not much vocal emphasize here compared to previous stanza (it's very small, but i can feel the lesser emphasize) thus the reason for having not much emphasize on this stanza
  8. 00:18:973 (3,4,5,6,1) - I'd say this is overmapped. And since you tend to use 1/1 rhythms on choppy vocals, im suprised you didnt execute that idea here - removed the note at 00:19:098 -
  9. 00:21:223 (5,6) - The strong beat is on (5), so offering a dash to (6) as well is a bit awkward to play. Same point here 00:22:223 (6,7) - - aye
  10. 00:26:473 (1,2) - & 00:26:973 (4,5) - These would play so much better rhythmically and also offer a more natural movement if they were 1/2 sliders to connect the vocal holds. This would require a full remap of this pattern but eh /shrug - just make it a slider instead and done i guess....
    no need to remap this one imo
  11. 00:28:973 (3,4) - HDash is uneeded here imo. Music is rather calm and the vocals are also really mild. HDash is more like an uneeded strain - oke
  12. 00:31:223 (4,1) - Also here there isnt anything interesting that should be accentuated imo so a normal dash would make movement less overwhelming - ^
  13. 00:33:223 (4,5,6,7,8,9,10) - Regarding this rhythm; something like this this would have worked better - nah i prefer it like the way it is (I kinda understand why u want this so i moved 00:33:598 (3) - to (1)
  14. 00:42:348 - Circle here would continue the vocal emphasis nicely, feels left out as a tick - oke
  15. 00:43:973 (5,6,7,8,9,10) - This feels unsnapped to me for some reason even though it might not be, just leaving the note here so its investigated by someone - i'm pretty sure it's snapped to 1/3 properly... i think (remembering back the no poi incident)
  16. 00:51:973 (4,5) - Overwhelming spacing, if you compare with 00:51:223 (6,7) -. 00:51:973 (4,5) - this should be reduced a tad bit as well - i'm intended to make the spacing for these particular double notes 00:50:473 (1,2,6,7,4,5,2,3) - to be increasing (resulting in 00:52:723 (2,3) - being h-dashed) just as what i've mentioned before in az's mod reply
  17. 00:52:723 (2,3) - There isnt any need for this extra accentuation here the vocal is the same as previous iterations so i dont really understand the extra emphasis here, which is really strainful as well - the same that i've mentioned above, and yeah i do notice the similar vocal iteration, but having the same emphasis before the kiai is not what i'm going for in the first place
  18. 00:53:473 (1,2) - Would have worked nicer as a 1/1 slider to better express the vocal hold. 1/1 break places it in the same ground as previous places where a break should be put - okay
  19. 00:57:348 (8) - NC here to clear the platter before the 4 following objects. - rip forgotten about that
  20. 01:05:473 (1,2) - 1/2 sliders would have offered a more natural flow here - yea
  21. 01:12:348 (6,1) - This is a really strainful followup to an even more strainful pattern. I would opt for normal flow here instead of antiflow to ease out the entrance between this and the next pattern - deleted the antiflow
  22. 01:25:473 (1,2) - smol spacing nerf here so the dash is a bit more lenient - ay
  23. 01:26:598 (2,3,4) - I would make this a left right as well if you plan to keep the following left-rights since the sounds is the same so having a more lenient pattern to begin with is a bit awkward. Also please try to rework the left right distancing on the following left rights so its a bit more DS equalized - maybe if i just reused the next pattern, it wouldnt be that awkward imo.

Good Luck!
thanks for taking your time looking at the overdose again nokashi! really appreciated

updated!
Sanyi


From my modding queue

Kudosu only when helpful!

Overdose
  1. 00:12:473 (1,2,3,4,1,2) - quite repetitive pattern here that is a bit boring. Maybe you can change it up a bit? I would suggest to try to emphasize the vocal more since it is pretty remarkable here (you could achieve that by removing the hyperdashes from 01:04:473 (1,2) - and 01:04:973 (3,4) - ). Same goes for 01:04:473 (1,2,3,4,1,2) - .
  2. 01:20:473 (1) - and 01:21:473 (1) - are underemphasized imo. I would make 01:20:348 (8,1) - and 01:21:348 (5,1) - a hyperdash into antiflow or something else that is more remarkable because these two hypers are missing emphasizement atm.
Sorry that the mod is super short. I think you should call the bns since I think Overdose is ready.

Good Luck with ranking!
Topic Starter
Kagari

Sanyi wrote:



From my modding queue

Kudosu only when helpful!

Overdose
  1. 00:12:473 (1,2,3,4,1,2) - quite repetitive pattern here that is a bit boring. Maybe you can change it up a bit? I would suggest to try to emphasize the vocal more since it is pretty remarkable here (you could achieve that by removing the hyperdashes from 01:04:473 (1,2) - and 01:04:973 (3,4) - ). Same goes for 01:04:473 (1,2,3,4,1,2) - . - ok i try deleting the hyperdashes and keep the one that have more vocal emphasis like you've mentioned
  2. 01:20:473 (1) - and 01:21:473 (1) - are underemphasized imo. I would make 01:20:348 (8,1) - and 01:21:348 (5,1) - a hyperdash into antiflow or something else that is more remarkable because these two hypers are missing emphasizement atm. - changed both sliders' direction at (1)
    to create antiflow
Sorry that the mod is super short. I think you should call the bns since I think Overdose is ready. - it's okay~ glad that you can take your time looking at this. thanks so much!

Good Luck with ranking!
thanks for the mod sanyi~!

updated!
Absolute Zero
Took a look at it again. I'm fine with the other diffs so I won't play with them too much.

I'll be a little tougher on this diff this time.

[Overdose]
00:04:889 (3,4,5,1) - I kind of wish that you would make (5,1) a different distance somehow. It's really confusing to play at times.
00:14:389 (8,1) - I would lower 00:14:139 (5,6) to a lesser Hdash, since I don't hear a prominent sound here, and it's kind of weird that it has a similar distancing to (8,1).
00:16:973 (5,6,7,8) - This just feels like a cramped pattern compared to how much motion you force on the player in the 1/4 streams around it.
00:23:348 (8,1,2) - Coming from the reverse stairs, this pattern is really awkward to play. I would move (2) closer to the center of the playfield to nerf it a bit.
00:27:348 (2,3,4) - This is awkward to read because of the bpm. Please simplify this back-forth hyper pattern.
00:31:848 (2,3,4,5) - I don't think this pattern deserves antiflow. The music is not strong, and the vocals aren't that strong, either.
00:52:223 (6,7) - I think the distancing here should reflect that of 00:51:973 (4,5). If you're not going to decrease (4,5), you should increase this to a hyper.
00:57:098 (6) - I disagree with making this vertical--it makes it really awkward to play after you have something that's tap dash in streams.
01:05:723 (2) - Personally, I think this might work more nicely if you flip it across its head--that way, it kind of mirrors 01:04:473 (1,2,3,4) with antiflow. I disagree with the hyper/strong dash to (3), as well.
01:14:473 (1,2,3,4,5,6,7,8) - Eeeeeee these reverse stairs with the SV are really, really hard to hit. Consider changing the pattern.
01:26:473 (1,2,3,4,5,6,7,8,9) - I really don't hear anything on (3), (6), or (9). I think they create a sort of awkward antiflow. I would restructure the pattern and delete those specific hitcircles.

Still think this overdose needs work.
Topic Starter
Kagari

Absolute Zero wrote:

Took a look at it again. I'm fine with the other diffs so I won't play with them too much.

I'll be a little tougher on this diff this time.

[Overdose]
00:04:889 (3,4,5,1) - I kind of wish that you would make (5,1) a different distance somehow. It's really confusing to play at times. - tried reducing some distances
00:14:389 (8,1) - I would lower 00:14:139 (5,6) to a lesser Hdash, since I don't hear a prominent sound here, and it's kind of weird that it has a similar distancing to (8,1). - oke
00:16:973 (5,6,7,8) - This just feels like a cramped pattern compared to how much motion you force on the player in the 1/4 streams around it. - re-patterned it
00:23:348 (8,1,2) - Coming from the reverse stairs, this pattern is really awkward to play. I would move (2) closer to the center of the playfield to nerf it a bit. - i did some change(s) to reduce the awkwardness
00:27:348 (2,3,4) - This is awkward to read because of the bpm. Please simplify this back-forth hyper pattern. - okay
00:31:848 (2,3,4,5) - I don't think this pattern deserves antiflow. The music is not strong, and the vocals aren't that strong, either. - to me it is
00:52:223 (6,7) - I think the distancing here should reflect that of 00:51:973 (4,5). If you're not going to decrease (4,5), you should increase this to a hyper. - uhh, i still prefer the current one (i've mentioned this a few times already in other mod's replies)
00:57:098 (6) - I disagree with making this vertical--it makes it really awkward to play after you have something that's tap dash in streams. - changed
01:05:723 (2) - Personally, I think this might work more nicely if you flip it across its head--that way, it kind of mirrors 01:04:473 (1,2,3,4) with antiflow. I disagree with the hyper/strong dash to (3), as well. - the only thing i'm disagreeing is the hyperdash... others are fixed
01:14:473 (1,2,3,4,5,6,7,8) - Eeeeeee these reverse stairs with the SV are really, really hard to hit. Consider changing the pattern. eeeeeh but this section is good :<
01:26:473 (1,2,3,4,5,6,7,8,9) - I really don't hear anything on (3), (6), or (9). I think they create a sort of awkward antiflow. I would restructure the pattern and delete those specific hitcircles. - restructured the pattern but i decided to keep the said hitcircles instead of deleting them

Still think this overdose needs work.
thanks for the mod az!

revived from the dead and updated!
ZiRoX
Old mod from my queue, AZ said it's fine for me to chime in.

[Cup]
  1. 00:00:473 (1,2) - Personally I think these are too curve to be the first sliders in a Cup diff. Make them less curved so the horizontal movement is less strong.
  2. 00:04:473 (1) - This one also has a bit too much of curvature IMO, so I'd make it less curved.
  3. 00:10:723 (2,1,2) - The distance feels a bit large considering the two direction changes in a row. I'd move (1) a bit to the right so it's closer to the other objects.
  4. 00:12:723 (2) - To me the stronger sound is skipped here, which is the white tick in the middle of the slider. I'd replace the slider with a circle in that white tick.
  5. 00:24:473 (1,2,1,2,1) - This has a lot of antiflow IMO. I'd make it easier by reducing the antiflow movements in this, like the image below. Additionally, I'd move 00:26:473 (1) - to the right (maybe x:96).
  6. 00:31:973 (4,1) - To catch this, players need to start moving as soon as they catch (4), which is a timing you can't fully expect from a newer player. Moving 00:32:473 (1,2,3) - a bit to the right should do it.
  7. 00:32:723 (2) - I'd curve this type of sliders a bit more, so it follows the direction of the previous movement at least a bit, instead of inmediately changing direction. I also noted it to make the more aesthetically pleasant in gameplay just with a little curvature change like this:
  8. 00:49:473 (4,5,6) - I'm not sure this rhythm is really appropiate for a Cup at this BPM. Maybe you can simplify this as a 3/2 repeat slider.
  9. 00:51:473 (2) - Move this a bit to the right to add leniency to the movement, given the large spacing on the timeline.
  10. It's kinda weird that you mapped the two 1/2 vocals at 00:54:973 (2,3) -, but didn't on 00:55:973 (2) - and the 1/2 right before it. If the reason is you don't want to make the pattern too dense, then you could replace 00:55:098 (3) - by a circle on the tail instead.
  11. Suggestions for 00:10:723 (2,1,2) - and 00:12:723 (2) - also apply on the second Kiai.
  12. 01:07:973 (5,1) - I'd reduce the distance between these to add some leniency. Similar stuff for 01:17:473 (2,1) - .
  13. 01:26:473 (1,2,3,4,5,6,1,2,3,4,5) - I'd move this whole lot a bit to the left, similar reason as above.
[Salad]
  1. 00:04:223 (4,1) - I'd remove the dash here, considering it's preceeded by a lot of continuous direction changes.
  2. 00:07:223 (3,1) - shouldn't be this large, for consistency with 00:09:223 (3,1) -. 00:07:973 (3,1) - should have the dash instead.
  3. 00:12:473 (1,2,3,4,1,2,3) - I'd reduce the distance between "doublets" a bit, to make them more easily walkable considering the direction changes.
  4. 00:15:223 (3,1) - and 00:15:973 (2,1) - ^same thing as above.
  5. 00:18:473 (1,2,3) - On this type of patterns, I'd move (2) closer to the other objects to add some leniency after the dashes.
  6. 00:27:223 (5,6) - Doing this with a simple walk requires accurate timing starting on 00:26:973 (4) -, but the distance is not large enough to hint a dash to the players. I'd reduce it to make it more easily walkable.
  7. 00:30:223 (5,1) - This is a kinda ambiguous distance, so either make it larger or smaller depending on your intended movement.
  8. 00:32:473 (1,2,3) - This could also have more leniency by reducing the distance after the dash, considering we're not on the Kiai anymore. Similar stuff applies for 00:40:473 (1,2,3) - and future appearances.
  9. 00:38:223 (5,1) - Although this one is a bit clearer than the one in 00:30:223 (5,1) -, I'd still add a couple gridpsaces if you want it to be a dash (or reduce it if you intended it to be a walk).
  10. 00:54:723 (2,3) - Kinda ambiguous/tight spacing considering the previous dash. I'd move (3) to the right so it's closer to the previous object
  11. 01:02:473 (1,2,3) - Add leniency to this type of patterns by moving (2) closer to the surrounding objects.
  12. 01:04:723 (2,3) - Ambiguous distance here; make your intention clearer by increasing or decreasing the distance a bit.
  13. 01:11:723 (2,3) - ^Same stuff
  14. 01:15:473 (5,1) - Players need to start moving nearly as soon as (1) is visible. Reduce the distance to add more leniency should players react more slowly.
  15. 01:16:973 (3,1) - I don't think this should have a dash, the sound is not as strong and not adding the finisher reflects that.
[Platter]
  1. 00:03:473 (1,2,3,4) - Ambiguous distances IMO; if you want them do be clear dashes you could increase them a bit more.
  2. 00:04:848 (3) - I'd move this closer to the surrounding objects to add some leniency after the HDash.
  3. 00:10:473 (1,2,3) - Similar comment as in Salad, move (2) closer to the other objects to add some leniency after the HDashes. Also applies for similar patterns.
  4. 00:12:223 (5,1,2) - Two issues here. (5,1) is an HDash ending in antiflow, so given the current RC it will be striked as unrankable. Also, the (1,2) dash is reaaally tight. So make (1) vertical, and move (2) around so the dash is smaller than the current one.
  5. 00:13:473 (1,2) - Add leniency to this, please.
  6. 00:23:723 (2,3,4) - Reduce the distance to make this more easily walkable.
  7. 00:28:973 (3,4,5,6) - Make the distance between these doublets smaller, the song isn't really calling for the dash IMO.
  8. 00:33:848 (3) - Maybe you can remove this note to have a 1/1 spacing instead of a 1/2 one? Same for 00:39:848 (7) - .
  9. 00:41:223 (4,5,1,2,3,4,5,6,7) - I'd use a similar timeline to the previous point.
  10. 00:54:473 (1,2,3,4) - For this type of patters, I'd put (2) closer to the other objects to add some leniency after the HDash.
  11. On 01:16:848 (4,8,4) - and 01:18:848 (4,8,4) - I think those notes could be deleted, so the density doesn't increase that much from the Salad.
  12. 01:22:848 (4,4) - Maybe you could delete this notes for the chance of a more impactful 1/1 dash rather than a "shy" 1/2 dash.
[Rain]
  1. 00:02:473 (1,2,3,4,1) - This are a bit too tight, considering the antiflow involved and stuff. I'd move 00:02:723 (2,3) - as a whole to the right a bit, and maybe even put (3) closer to (2).
  2. 00:07:723 (3,4,5) - On this (and similar patterns), the dash makes more sense between (4,5) than (3,4), as (4) is a downbeat with a strong vocal.
  3. 00:12:723 (2,4) - The sounds on the head of this sliders aren't that strong, so the antiflow to them feels a bit forced. Maybe you can Ctrl+H 00:12:723 (2,3) - and place them like this:
  4. 00:20:973 (3,4) - This dash isn't really called for by the song, so maybe you can move (4,5) to the left so they are all within walkable distance.
  5. 00:28:973 (3,4,5,6) - I think the increased distance doesn't really fit here, and it's not that easy to catch by walking.
  6. 00:30:973 (3,4,1) - The dash should be between (4,1) rather than (3,4) to give the proper emphasis.
  7. 00:33:473 (1,2,3) - Similarly as stated before, the increased distance doesn't really play well, because it doesn't emphasize anything if everything has such a large distance. Also applies for future appearances.
  8. 00:38:473 (1,2) - I'd move (2) next to (1), because this pattern can easily throw players off. While I get it's because of the guitar sound, it's probably the only appearance, so it's inconsistent with what you've done and therefore unexpected.
  9. 00:41:973 (5,6,7) - This antiflow pattern is inconsistent with what you've done previously, and also you didn't map 00:42:348 (8) - in a previous iteration of these sounds, so I'd remove it.
  10. 00:50:473 (1,2,3,4,5,6,1,2,3,4,5,1,2,3,4,5,1) - Personally I think this is too much antiflow combined with HDashes and dashes. Maybe you could Ctrl+H a couple patterns to add alternate antiflow with normal flow
  11. 01:03:223 (5,1) - This distance is really tight, and might be missed if players are caught offguard. Try to reduce it in some way.
  12. 01:08:473 (1,2,3) - This quick antiflow should not be acceptable for this diff, IMO, especially considering the BPM. I'd go for a pattern more similar to those you've used before.
  13. 01:15:473 (1,2) - Again, this dash is really tight, so reduce the distance between this.
  14. 01:19:473 (1,2,3,4) - This pattern is inconsistent with what you've done previously, so I'd make it a simple 4 circle stream.
[Overdose]
  1. 00:05:473 (1) - I'd curve this slider more so the first part follows the direction of the hyperdash. The BPM + 1/3 HDash combination makes this a bit harsh right now.
  2. 00:07:723 (3,4,5) - Similar HDash emphasis as in the Rain is suggested. Also applies for all the other similar parts in this and the last Kiai.
  3. 00:10:473 (1,2,3) - The continuous HDashing, while allowed by the RC, feels a bit too much in this case. Take out on of them.
  4. 00:10:973 (3,4) - The increased distance here is a bit harsh to play after those HDashes, reduce it to make it more easily walkable.
  5. Last two issues also apply on 00:11:473 (1,2,3,4) -
  6. 00:14:473 (1,2,3,4,5,6,7,8) - Why is this way harder than the previous iteration? I'd go for a similar intensity than 00:06:473 (1,2,3,4,5,6,7,8) - .
  7. 00:20:098 (4,5,6) - I think the quick antiflow is too harsh after the HDash, maybe place (5) to the left of the other objects instead?
  8. 00:20:473 (1,2,3,4,5,6) - This pattern is way too harsh, considering the tight dashes an the antiflow. Maybe reducing the distances makes it a little bit more comfortable to play.
  9. 00:21:473 (1,2,3) - This is also way too harsh after the HDash. Again, maybe reducing the distances can improve it a bit.
  10. 00:29:973 (8,9,10) - I think the sounds aren't that strong to require antiflow movements. I'd make this pattern go left instead.
  11. 00:33:473 (2,3,4) - To me the HDash should be between (2,3) rather than (3,4). (3) has the same sound that's emphasized by the 00:33:223 (4,1) - HDash, coupled with a strong vocal.
  12. 00:39:973 (4,5,6) - 00:41:973 (5,6,7) - For some reason you made these antiflow patterns larger than previous counterparts, so they are really unexpected and hard to play.
  13. 00:50:473 (1,2) - 00:51:223 (6,7) - 00:51:973 (4,5) - 00:52:723 (2,3) - Why are you slowly increasing the distance? The song doesn't suggest that, and the last hypedash is not fitting, because the vocal at (3) is not that strong.
  14. 00:53:389 (8,1) - I'd try to curve the slider more so it follows the movement of the HDash, considering it's a 1/4 one at 240 BPM.
  15. 00:54:848 (4,5,6) - The double HDash here (and in other similar parts) is really unexpected and plays really odd, considering 00:54:973 (5,6) - are a single vocal. I think 00:54:973 (5,6,7) - should be a single triplet without HDashes between them.
  16. 01:02:973 (3,4,5) - Reduce the distance for this (and other similar patterns) because it's way too harsh. Moving (4) to the right a bit should help.
  17. 01:06:473 (1,2,3,4,5,6,7,8) - As in the first Kiai, this is way harder than patterns mapped to similar sounds, so I'd reduce the intensity on this one.
  18. 01:11:973 (3,4) - This HDash doesn't fit here, since the vocal at (4) is rather weak. It would make more sense to have an HDash between (4,5).
  19. On 01:13:723 (2,3) - and 01:14:098 (5,6,7) - the distances are a bit too large, which makes the patterns harsh to play. Reduce the distance a bit.
  20. 01:19:473 (1,2,3,4) - This pattern is inconsistent with what you've done previously, so I'd make it a simple 4 circle stream.
  21. 01:21:223 (4,5) - The larger distance compared to that of the sliders make this one really easy to miss, so I'd reduce the distance.
  22. 01:23:473 (1,2) - The dash here is inconsistent with the previous similar pattern.
  23. 01:26:723 (3,6,3) - I think these are overmapped; I'd remove them.
Good luck with the mapset!
Topic Starter
Kagari

i love my parent's home internet

ZiRoX wrote:

Old mod from my queue, AZ said it's fine for me to chime in.

[Cup]
  1. 00:24:473 (1,2,1,2,1) - This has a lot of antiflow IMO. I'd make it easier by reducing the antiflow movements in this, like the image below. Additionally, I'd move 00:26:473 (1) - to the right (maybe x:96). - i'll keep 00:26:473 (1) as it is for now. the rest are fixed
  2. 00:31:973 (4,1) - To catch this, players need to start moving as soon as they catch (4), which is a timing you can't fully expect from a newer player. Moving 00:32:473 (1,2,3) - a bit to the right should do it. - i tried different approach, while making the said distance a bit closer
  3. 00:32:723 (2) - I'd curve this type of sliders a bit more, so it follows the direction of the previous movement at least a bit, instead of inmediately changing direction. I also noted it to make the more aesthetically pleasant in gameplay just with a little curvature change like this:
    - cool. additionally i make the same change for 00:34:723 (1) - as well
  4. It's kinda weird that you mapped the two 1/2 vocals at 00:54:973 (2,3) -, but didn't on 00:55:973 (2) - and the 1/2 right before it. If the reason is you don't want to make the pattern too dense, then you could replace 00:55:098 (3) - by a circle on the tail instead. - no that's not the main point here. imo 00:55:973 (2) - is a bit weaker vocals compared to 00:54:973 (2,3) - and 00:56:973 (3,4) -
[Salad]
  1. 00:12:473 (1,2,3,4,1,2,3) - I'd reduce the distance between "doublets" a bit, to make them more easily walkable considering the direction changes. - i'll be keeping 00:13:473 (1,2) - as it is. the rest are fixed
  2. 00:27:223 (5,6) - Doing this with a simple walk requires accurate timing starting on 00:26:973 (4) -, but the distance is not large enough to hint a dash to the players. I'd reduce it to make it more easily walkable. - sure. did some small tweaking around the said part as well
  3. 00:30:223 (5,1) - This is a kinda ambiguous distance, so either make it larger or smaller depending on your intended movement. - smaller it is
  4. 00:38:223 (5,1) - Although this one is a bit clearer than the one in 00:30:223 (5,1) -, I'd still add a couple gridpsaces if you want it to be a dash (or reduce it if you intended it to be a walk). - for this one i'll increase it
  5. 01:04:723 (2,3) - Ambiguous distance here; make your intention clearer by increasing or decreasing the distance a bit. - kinda make it similar with the first kiai
  6. 01:11:723 (2,3) - ^Same stuff - completely remapped that part
[Platter]
  1. 00:33:848 (3) - Maybe you can remove this note to have a 1/1 spacing instead of a 1/2 one? Same for 00:39:848 (7) - . - nah i dont think so. it would make the pattern look weird imo
  2. 00:41:223 (4,5,1,2,3,4,5,6,7) - I'd use a similar timeline to the previous point. - same as above, but yeah i'll use the similar timeline as the previous one
[Rain]
  1. 00:07:723 (3,4,5) - On this (and similar patterns), the dash makes more sense between (4,5) than (3,4), as (4) is a downbeat with a strong vocal. - some players said the previous one makes sense while some players also said this one makes sense too. i'm following this one instead of the previous one.
  2. 00:12:723 (2,4) - The sounds on the head of this sliders aren't that strong, so the antiflow to them feels a bit forced. - i do feel the antiflow is still okay, maybe i reduced the distance while keeping the antiflow
  3. 00:30:973 (3,4,1) - The dash should be between (4,1) rather than (3,4) to give the proper emphasis. - i'm 100% sure that 00:31:348 (4) - has stronger sound than (1) so emphasis towards (4) is likely to happen
  4. 00:41:973 (5,6,7) - This antiflow pattern is inconsistent with what you've done previously, and also you didn't map 00:42:348 (8) - in a previous iteration of these sounds, so I'd remove it. - this part has a slightly strong vocal sounds compared to the previous one so i intended to make small variants for this part to emphasis it
  5. 00:50:473 (1,2,3,4,5,6,1,2,3,4,5,1,2,3,4,5,1) - Personally I think this is too much antiflow combined with HDashes and dashes. Maybe you could Ctrl+H a couple patterns to add alternate antiflow with normal flow - personally i do think that the antiflow combined with HDashes and dashes are appropriate in this section okay i reduced some of the hdashes to a normal dash so i think it's good
  6. 01:03:223 (5,1) - This distance is really tight, and might be missed if players are caught offguard. Try to reduce it in some way. - somehow i managed to reduce the distance "in a way"
  7. 01:08:473 (1,2,3) - This quick antiflow should not be acceptable for this diff, IMO, especially considering the BPM. I'd go for a pattern more similar to those you've used before. - to be fair this antiflow isn't that harsh to begin with and it complies with the vocal sound IMO
  8. 01:19:473 (1,2,3,4) - This pattern is inconsistent with what you've done previously, so I'd make it a simple 4 circle stream. - there's a slight melody change in this part so i think it's kinda appropriate to slightly change the pattern imo
[Overdose]
  1. 00:07:723 (3,4,5) - Similar HDash emphasis as in the Rain is suggested. Also applies for all the other similar parts in this and the last Kiai. - same as what i said in Rain diff
  2. 00:10:473 (1,2,3) - The continuous HDashing, while allowed by the RC, feels a bit too much in this case. Take out on of them. - i take out both, making it a normal dash instead
  3. 00:10:973 (3,4) - The increased distance here is a bit harsh to play after those HDashes, reduce it to make it more easily walkable.- since i removed the hdash above, it should be okay without reducing the distance for this one
  4. Last two issues also apply on 00:11:473 (1,2,3,4) - - ^
  5. 00:14:473 (1,2,3,4,5,6,7,8) - Why is this way harder than the previous iteration? I'd go for a similar intensity than 00:06:473 (1,2,3,4,5,6,7,8) - . - i wanted to make this part harder than the previous iteration. having the same pattern might make it bored, so i intended to make this
  6. 00:20:098 (4,5,6) - I think the quick antiflow is too harsh after the HDash, maybe place (5) to the left of the other objects instead? - i think i preferred to have an antiflow here
  7. 00:29:973 (8,9,10) - I think the sounds aren't that strong to require antiflow movements. I'd make this pattern go left instead. - uhh i think antiflow would be a better option here
  8. 00:33:473 (2,3,4) - To me the HDash should be between (2,3) rather than (3,4). (3) has the same sound that's emphasized by the 00:33:223 (4,1) - HDash, coupled with a strong vocal. - to me (3,4) would be better since (4) has a loud clap hs. i've tried making (2,3) previously but other suggested (3,4) due to the same reason i said
  9. 00:39:973 (4,5,6) - 00:41:973 (5,6,7) - For some reason you made these antiflow patterns larger than previous counterparts, so they are really unexpected and hard to play. - oh kek didn't noticed this... reduced the antiflow distances
  10. 00:50:473 (1,2) - 00:51:223 (6,7) - 00:51:973 (4,5) - 00:52:723 (2,3) - Why are you slowly increasing the distance? The song doesn't suggest that, and the last hypedash is not fitting, because the vocal at (3) is not that strong. - but i wanted to make this as a gimmick so that people would notice this and praised me as top tier mapper asdjaoiejfkajlfkj okay i've make all the said distances linear and change the said hdas to a normal dash instead
  11. 00:54:848 (4,5,6) - The double HDash here (and in other similar parts) is really unexpected and plays really odd, considering 00:54:973 (5,6) - are a single vocal. I think 00:54:973 (5,6,7) - should be a single triplet without HDashes between them. - it would make sense if this is either rain or platter, but i really want to emphasize this part with a double hdash in this diff
  12. 01:06:473 (1,2,3,4,5,6,7,8) - As in the first Kiai, this is way harder than patterns mapped to similar sounds, so I'd reduce the intensity on this one. - same as what i've mentioned before
  13. 01:11:973 (3,4) - This HDash doesn't fit here, since the vocal at (4) is rather weak. It would make more sense to have an HDash between (4,5). - i tried to make this one as similar as this part here 00:19:973 (3,4,5,6) -
  14. 01:19:473 (1,2,3,4) - This pattern is inconsistent with what you've done previously, so I'd make it a simple 4 circle stream. - the same thing i explained in rain diff
  15. 01:26:723 (3,6,3) - I think these are overmapped; I'd remove them. - personally i want to keep it. it make the ending looks snappy with the direction changes of that particular section. if it's removed, it would be quite hard to try recreate the similar pattern.
Good luck with the mapset!
the ones that i didnt replied have been applied accordingly

thanks for the mod ZiRoX! :)

updated and ready to be ranked! (hopefully)
Topic Starter
Kagari
A W A K E N
Rin-nya
+3 Stars ;)

GL Kagari!
Topic Starter
Kagari

Rin-nya wrote:

+3 Stars ;)

GL Kagari!
thank you~! :) :) :) :)
Summerleopard
General question to Kagari senpai,ranked when lol. Do you need mods for now or just likely hold on?
I can considered full mods this time from Cup till Rain possibly... :o

Potentially many things going it seems after I not doing mods for 2nd time but if you like? Summon me thank you ;)
Topic Starter
Kagari

SangKrazF1nal3 wrote:

General question to Kagari senpai,ranked when lol. Do you need mods for now or just likely hold on?
1. when any of the kind BN wants to nominate this unpopular non-ascendance map.
2. any kind of mods would be more than helpful to push this mapset (that means yes i need mods)
BanchoBot
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