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Akiyama Uni - Kaoru Juyouka [CatchTheBeat]

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YukaRei
I see you still not update, so, I'll leave here a new one.

I hope this works... D:

UPDATE

SPOILER
osu file format v14

[General]
AudioFilename: kaoru.mp3
AudioLeadIn: 0
PreviewTime: 789
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 0.8
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2.899999

[Metadata]
Title:Kaoru Jiyoka
TitleUnicode:香る樹葉花
Artist:Akiyama Uni
ArtistUnicode:あきやま うに
Creator:murutattack
Version:Evanent's Rain
Source:東方Project
Tags:Touhou th10.5 fxt Twilight Frontier Tasofro 黄昏フロンティア zun Scarlet Weather Rhapsody jun Fragrant Plants チルノ Cirno murumuru breathless
BeatmapID:1119599
BeatmapSetID:508690

[Difficulty]
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CircleSize:3.8
OverallDifficulty:9
ApproachRate:9
SliderMultiplier:2.1
SliderTickRate:2

[Events]
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//Break Periods
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//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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Topic Starter
Moeruattack

ZiRoX wrote:

Really old mod requested in my queue. Took a look at it after asking JBH and AZ.

[General]
  1. Your soft-hitfinish hitsound is a bit too loud in comparison with the rest of your hitsounds, so when you increase the volume in the Kiai it gets a bit annoying to hear. Here's a quieter version: https://puu.sh/yfB4S/7c8bfa9c47.wav
Sure

[Cup]
  1. 00:13:180 (1) - I think these one is omitting too much sounds, even for a Cup. Also, I think that on 00:15:790 (3,1) - the distance is really, really short for a 1/1 beat. So here's a couple things you can do: shorten 00:13:180 (1) - to a 1/1 and add a circle on 00:14:050 - and place them like the screenshot below, and then move 00:14:920 (1,2,3) - to x:368 (which will keep the distance to the previous pattern the same, but increasing the distance I mentioned as lacking)
    sure
  2. The following sliders could also be shortened to cover a few more sounds: 00:20:138 (1) -, 00:27:094 (1) -, 00:34:051 (1) - sure
  3. 00:56:659 (1) - I think you could shorten this slider so it follows the trumpet a bit better and add a circle where the current tail is. The following timeline works nicely (which also applies for 01:10:572 (1) -):
    done
  4. A similar suggestion also applies for 01:00:137 (1) -, 01:03:615 (1) -, 01:14:050 (1) - and 01:17:528 (1) -, although in this case you should make them 1/2 longer so they end on the red tick. Sounds cool :3
[Salad]
  1. 00:01:876 (3,1) - This distance could be shortened in order to make it clear that it's supposed to be walked. Moving 00:02:746 (1,2,3) - as a whole to the right fixes this and the following distance.
  2. 00:11:441 (1,2) - I'd make this distance smaller. Currently it feels a bit awkward to walk, and the sound (2)'s head is mapped to is not the strongest sound out there, so the dash feels out of place. Same thing applies for 00:18:398 (1,2) -.
  3. 00:23:398 (4) - The usage of 1/4 here is rather inconsistent, as it's the only time you've used it for this part. I'd just replace this with a circle instead. Also, the large distance at 00:22:746 (3,4) - has the some problem as mentioned above: it's a bit large for a walk and there are stronger sounds around it, so it doesn't call for a dash. The same thing happens at 00:30:354 (4,1) -
  4. 00:25:354 (1,2) - This distance is larger than the rest, which makes it rather inconsistent. Furthermore, the strongest sound is at 00:26:224 - , so it's kinda lost in the slider tail. Maybe you can move (3) in the timeline, before the slider. The same thing applies for 00:32:311 (1,2,3) -
  5. 00:27:963 (3) - I'd put this note closer to the other objects, as it won't be that easy to walk by Salad players.
  6. 00:28:398 (4,1) - Maybe you can make this distance a bit larger, so the dash is stronger and clearer. You can easily do this by making (4) a bit more horizontal (moving the tail to x:392 works nicely)

    At this section, I decided to remapped a bit with diffferent pattern while applying the mod up here, and also removing 00:25:137 (4) time due to the fact that I don`t like current now xd (repetitive flow stuff) From 00:21:876 (1) to 00:34:920 (3). I changed the 00:34:920 (3) to more like 00:21:007 (3) section.

  7. 00:49:702 (1,2,1) - Due to the 1/1 spacings between, these distances don't seem thaaaat different, so it plays a bit awkward since walks/dashes are not so clear. Maybe you can move (2) to the left a bit (around x:480) and also slant it a bit more by moving the tail to x:336, in order to keep the dash to 00:51:441 (1) - with the same distance. Done
  8. 00:53:181 (1,2,1) - This times the distances are nearly the same, but 00:54:920 (1) - is way stronger than 00:54:050 (2) -. So my suggestion is to move 00:54:050 (2) - right, within walkable distance of 00:53:181 (1) - , and make it more horizontal so you keep the dash to 00:54:920 (1) - at about the same distance, if possible. Same distance kinda impossible but did horizontal a bit, also the (2,3) of the next 00:54:920 (1) has been remapped a bit, to make (1) flow a bit better through (2) and (3).
  9. 00:58:398 (1,2,3) - To me (3)'s head is stronger than (2), so the distances are a bit weird here. I'd make (1,2) completely walkable and I'd try adding a dash between (2,3).
  10. 01:00:137 (1,2,1) - This is way too much for a Salad. You have a 1/2 dash into an antiflow movement, which is then followed by another dash into antiflow. Ctrl+G'ing 01:01:006 (2) - should work.
  11. 01:02:528 (2,3,4) - Considering these are antiflow movements, I'd reduce the distance between them to make it more easily walkable. Moving 01:02:746 (3) - to x:252 helps a bit on this one. Better
  12. Basically the same issues I mentioned for the first Kiai also apply for the Kiai starting at 01:10:572 - .

    Maybe this is the reason why I delayed for a month finding idea to remapping, so decided to finish other before salad mod xd
    All accepted!
    .


[Platter]
  1. 00:02:528 (5,1) - This has one of the shortest distances of this section despite (1) being a downbeat. I'd try to add a dash between these objects. Also applies for 00:06:007 (6,1) - and 00:17:964 (4,1) -. Originally, I wanted a dash in this pattern, but since other said, tapping dash is not allowed :/ Dash looks ok but, I guess this current seems fine.
  2. 00:04:267 - It's weird that you omitted this note when you did map it previously. It will also help in addinga dash to the next object, as suggested above. Same thing applies for 00:16:441 -. ^
  3. 00:06:876 (3,4,5,6) - I think you can make this a bit clearer by making a larger distinction between walks and dashes. I think moving 00:07:311 (4) - to x:312, 00:07:528 (5) - to x:192 and 00:07:746 (6) - to x:380 works nicely. Cool
  4. 00:11:007 (4,1) - This totally deserves a larger distance, as (1) is a relatively strong downbeat. At least a dash should be added here. I think making dash between (4) and (1) is kinda awkward once it played for a while. As if the flow wasn`t intended to put dash. But did some change in pattern a bit like adding dash from (3) to (4) and (1) instead so it plays naturally.
  5. 00:12:963 (7) - I think you can move this to x:160 in order to make the (6,7) distance more easily walkable, and also making the (7,1) dash a bit less tight. Similar stuff applies on 00:19:920 (7) - . Sure
  6. 00:14:050 (5,6) - Rather ambiguous distance here, and I don't think the dash fits, so I'd reduce the distance. I think moving 00:14:050 (5) - to x:272 and 00:14:702 (6) - to x:132 makes this more easily walkable while keeping the HDash to (1). Better
  7. 00:23:398 (1) - I'd move this a bit to the left, maybe x:348, to make the dash a little bit easier, considering the antiflow movement at 00:22:963 (4,5) - . Same stuff applies on 00:30:138 (5,1) -. Sure
  8. 00:26:441 (1,2,3) - Similar stuff to 00:06:876 (3,4,5,6) - applies. And it also applies for 00:33:398 (1,2,3) -.
  9. 00:28:833 (1,2,3) - Looks a bit too tight for a walk, I'd reduce the distances by moving (2) to the right. For 00:21:876 (1,2,3) - you used a smaller distance, so this also makes it more consistant.
  10. 00:35:354 (3,1,2) - Distances are not thaat different here, despite (1) being a lot stronger. You can move (1) to the left (around x:300) to make the distances more different and also to make the (3,1) dash clearer.
  11. 00:36:659 (4,5) - This is kind of an ambiguous distance, and I don't think it deserves the dash. I think you can make this distance more walkable by moving (5)'s head to the left. x:300 felt like a good position.
  12. 00:41:007 (3,4) - This distance is a bit uncomfortable to play after the dash. Additionally, the 00:41:224 (4,1) - dash is inconsistent with your previous dashes in this section, so I'd take it out. I think a way to tackle both issues is by making 00:41:224 (4) - more vertical and also moving it to the right, around x:188 should work nicely.
  13. 00:42:093 (5,1) - This HDash is also inconsistent with your previous patterning. I'd make this a simple walkable distance and have the HDash between 00:42:311 (1,2) - instead. Also, the NC should be swapped to 00:42:746 (2) - .
  14. 00:45:137 (2,3) - This distance is inconsistent with your previous dashes, as you started adding dashes for these guitar sounds. Increase the distance between these objects.
  15. 00:48:398 (3,1) - The same issue as 00:41:007 (3,4) -. I suggest you move 00:48:615 (1,2,3,4,5) - to x:188, to also make the 00:48:615 (1,2,3,4,5) - dash a bit less tight. I'd additionally move 00:48:615 (1,2) - further right, kinda making a C-shaped stream, in order to put (1) within walking distance of 00:48:398 (3) - .
  16. 00:57:528 (2,3) - This distance feels a bit uncomfortable for a walk. I'd move 00:56:659 (1,2) - to the left a bit (maybe x:40) in order to reduce this distance.
  17. 01:00:137 (1,2,3) - Distances here are weird, as (3) is stronger than (2). I'd simply go for a 3/2 slider at first, like you did at 00:56:659 (1) - , and then go for a dash to 01:01:007 (3) - .
  18. 01:01:007 (3,4) - This dash feels a bit tight, sitting at 2,33x right now, and the following HDash might be easy to miss because of this. Try reducing this distance, in case it's still this large after applying the previous suggestion.
  19. 01:03:615 (1,2,3) - These distances are far too similar, despite (2,3) being of different intensity. Maybe you can make 01:03:615 (1) - more curved, so it ends a bit more to the left, and also move 01:04:267 (2) - to the left, kinda like this:
  20. You could add dashes between 01:06:876 (7,1) - and 01:07:528 (2,1) - , given the strong trumpet sounds.
  21. 01:07:746 (1,2) - This distance shouldn't be that large, considering it's really similar to 01:07:093 (1,2) -, which had a much smaller distance. Go for a similar distance.
  22. Basically, the issues I mentioned for the previous Kiai also apply for the Kiai starting at 01:07:746 (1,2,3) - .

    So yeah the unwrote one done applied cuz lazy writing xd


[Rain]
  1. 00:05:137 (6,1) - This small jump is inconsistent with your previous patterns. I'd just make it a walkable distance. OK
  2. 00:05:572 (3) - I'd delete this note. It's on a weak sound and it's inconsistent with your previous patterns. color=#0000FF]OK[/color]
  3. 00:10:354 (3,4) - This dash gets to the distance where it's a bit uncomfortable to play. I'd either reduce it a bit or increase it until you trigger the HDash, which fits with the small build-up you've mapped. Same thing applies on 00:17:311 (2,3) -. color=#0000FF]OK[/color]
  4. 00:18:181 (4,1,2) - I have two issues with this pattern. First, the distance between (4,1) is two gridspaces from triggering the HDash, so it's an edge dash. Also, while 00:18:398 (1,2) - aren't overmapped, as there are sounds on the 1/4 ticks, it's inconsistent with your previous patterning. So I'd replace (1,2) with a single 1/2 slider, and have the head at a different position so the dash is smaller or the HDash is triggered. Remapped i guess.
  5. On 00:21:876 (1,2) - and 00:28:833 (1,2) - I'd go for a 1/2 slider instead, same reason as stated above. Oh yea, and also I add note on 00:21:767 (3) since there`s 1/4 beat here, so i added h-dash on next 1/2 slider.
  6. 00:28:398 (8) - This slider has a bit too much horizontal movement, which makes it feel like you're going to miss the HDash. I think you could make it less horizontal, move it to the right until you get the HDash back, and also move 00:27:963 (7) - to the right. looks the same but ok
  7. 00:37:528 (1,2,3) - I'd make the distance between these a bit smaller, to make it a bit easier to walk, kinda like you did on 00:41:007 (1,2,3) - Ok
  8. 00:38:507 (4) - I think this note could be deleted; this way the trumpet will have a lot more emphasis. Since the jump at 00:38:833 (6,7) - is a bit tight, you could move 00:38:615 (4,5,6) - to x:356 in order to reduce this distance and also prevent the stack between (3) and (4). Ok
  9. For similar reasons, 00:42:202 (6) - and 00:49:159 (6) - could also be deleted. Ok
  10. 00:42:311 (7,8) - This distance is quite tight, so I'd try reducing it a bit. For some reason, I can`t make it less without removing H-Dash :( but I did redistance the 00:42:311 (6) - based on mod up here, so it flows consistantly towards (7).
  11. 00:42:746 (1,2) - Similarly to what was stated above, I think this is rather inconsistent. I'd go for two 1/2 sliders like you did on 00:35:789 (1,2) - . OK
  12. 00:59:267 (1,2,3,4) - I don't think the tap dash fits here, since these are mapping a piano. I'd go for a stream without a dash like 00:57:528 (1,2) - or 00:58:398 (1,2,3,4) - . OK
  13. 01:05:789 (3) - This could be replaced with two 1/4 sliders, as it will follow the trumpet more closely. OK
  14. Same issues mentioned for the first Kiai apply for the second one. OK
  15. 01:03:615 (1,1) - I think these two play better as 1/2 sliders instead OK.
[Evanent's Rain]
  1. 00:03:615 (1,2) - I would have preferred that you kept the repeat sliders you used on 00:01:876 (1,2) -, since the piano has the same intensity throughout the whole section, it doesn't make sense to stop the stream here.
  2. 00:12:746 (3) - I can't hear anything on the blue tick of this note. I'd replace this with a circle. The same applies for 00:26:659 (3) -
  3. 00:17:311 (2,3,1) - While I can understand you might want to add some variety, this is a bit too spaced and unexpected. Put the notes closer, as you did on 00:24:267 (2,3,1) - . The same applies for 00:31:224 (2,3,1) -
  4. 00:37:528 (1) - If you're going to follow the trumpet with the slider it should have ended on the red tick, and maybe you should have mapped the 1/6 sounds like you did on 00:34:050 (2,3,4) - .
  5. 00:39:267 (1,2,3,4,1,2,3,4,5,1,2,3,4,5,1,2,3) - This is such a density increase from the previous patterns. However, the intensity of the music remains the same, so I don't see any particular reason for this density increase. It also seriously destroys your consistency. I'd just go with the timeline that you used on 00:35:789 (1,2,1,2,1,2) - .
  6. 00:46:224 (1,2,3,4,1,2) - ^Similar stuff.
  7. 00:47:963 (1) - As mentioned previously, if you're following the trumpet with the slider it should end on the red tick, and then you can add a circle on the blue tick.
  8. 00:51:876 (5,6,7,8) - This completely breaks the emphasis you've done to the drums. Maybe you can Ctrl+H 00:52:093 (7,8) - and move it to x:332 and also Ctrl+H 00:52:311 (1) - and move it to the left.
  9. 01:01:441 (5,6) - This is kinda a consistency and flow breaker. It'd be better IMO if you moved (6) to the right of (5). Also, it is really underwhelming that 01:01:876 (1,2,3,4,5,6,7,8) - is a simple stream, while softer trumpet sounds like 00:58:398 (1,2,3,4) - had way more HDashes.
  10. 01:04:485 (1,2) - This antiflow pattern can be really hard to play considering the 1/4 HDash that preceedes it. I'd prefer if you made this normal flow instead like 01:01:006 (1,2,3,4) - .
  11. 01:05:354 (1,2,3,1) - Again, it's really underwhelming that softer trumpet sounds had HDashes while these don't.
  12. 01:06:224 (2,3) - I don't think the antiflow is really fitting in this part given that it's mostly piano sounds, which are kind of "gentle"
  13. The mentiones issues in the Kiai also repeat for the second one.
Done updated based on breathless post

[Blooming Flowers]
  1. 00:01:876 (1,2,3) - I'd reduce the distance between these objects a little bit because the spacing feels a bit large after the "brake" upon landing the HDash. I'd say about 1.3x works nicely. Similar stuff applies for 00:03:181 (5,6,7) - and 00:05:354 (1,2,3) - . Sure, looks better now.
  2. 00:12:963 (6,1) - This deserves a HDash IMO. The guitar sound at (1) is relatively strong. Lol cool XD
  3. 00:15:681 (4,5) -, 00:16:441 (6,7) - and 00:17:311 (8,9) - could have HDashes for consistency with the previous part. Sure
  4. 00:25:354 (1,2,1) - This timeline is pretty weird, and rather inconsistent with what you did on a previous part, such as 00:11:441 (1,2,3,4) -. I'd recommend you use that timeline instead. Similar issue 00:32:311 (4,5,1) - . Sure
  5. I don't get why certain streams include direction changes like 00:36:441 (6,7,8) - , 00:38:399 (3,4,5) -, 00:40:354 (4,5,6) -, and so. Maybe it would make for a cleaner section if you made the streams linear instead, although you may have a convincing reason for this. *Based on JBHyperion mention, too repetitive to play, so I decided to make a weird flow pattern :p (Although It was fine previous one, but seems this one ok)*
  6. 00:54:920 (1,2,3,4) - These deserve a lot more emphasis, either through stronger dashes or even HDashes. Their finish-like hitsound suggests this even further. Yea, I think i use the End part cause it fits perfectly well.
  7. 00:57:528 (1,2) - If you placed a HDash here, where the sound at (2) is rather weak, you should place HDashes between 00:58:506 (2,3) -, because of the strong trumpet sounds. Same thing applies for 01:01:984 (2,3) - . Sure
  8. 00:59:267 (1,2,3,4) - Similar issue as was mentioned in the beginning; put these notes closer. Closer....hmm... since it look too same, but with the intensity of the beats, I make sharp < > pattern.
  9. Basically the same things are repeated through the second Kiai. Fixed
Agggg how come i forgot this mod, applying 1 by 1 q-q

OK all done, even though it took me a month to apply, sorry everyone :(
Topic Starter
Moeruattack
Some self-modding due to some ZiRoX modding mentioning that I could changed it before its too late :x

Blooming Flowerss Diff changes:

00:36:006 (2) till 00:49:485 (2) - Maybe cause its too sudden movements, so I turn into something that is not sudden but more like gameplay-wise but more of the "dancing" feeling (idk what im talking about :3)

Some hitsounding fix on beginning song, following how Breathless HS was.

01:02:528 (6) - I buffed a bit to make like Rhythm/beat wise. Now seems way better. Similar pattern after that changed too.

Rain

00:28:833 (1,2) - Lol I forgot to change this back then, fixed.

And tags +YukaRei added just in case :x
and... moved to Pending.
YukaRei

murutattack wrote:

Some self-modding due to some ZiRoX modding mentioning that I could changed it before its too late :x

Blooming Flowerss Diff changes:

00:36:006 (2) till 00:49:485 (2) - Maybe cause its too sudden movements, so I turn into something that is not sudden but more like gameplay-wise but more of the "dancing" feeling (idk what im talking about :3)

Some hitsounding fix on beginning song, following how Breathless HS was.

01:02:528 (6) - I buffed a bit to make like Rhythm/beat wise. Now seems way better. Similar pattern after that changed too.

Rain

00:28:833 (1,2) - Lol I forgot to change this back then, fixed.

And tags +YukaRei added just in case :x I was going to ask you for that XD
and... moved to Pending.
Let's do it!!!
Summerleopard
What a nice progress Murut-san,good luck for rank.
No kudosu since I not modding anymore but consider to ask me on HS. If you want,pm me in-game likely.
Absolute Zero
Unused hitsounds in folder:
normal-hitnormal.wav , normal-hitwhistle.wav

[Cup]
Lookin' sharp my dude.

[Salad]
HP 4 cuz decimal HP makes me sad.
00:33:616 (3,1,2) - Small thing--not sure if these hitsounds are consistent with 00:27:094 (1,2,3,4).
01:23:615 (4,5) - Could use some antiflow here just to make things a little more interesting at the end--consider flipping (5) around its head and placing (1) to the RIGHT of (5).

[Platter]
00:54:920 (1,2,3,4) - (3,4) followed by the hyper seems kind of difficult for a platter to me. Consider making (1,2,3,4) all equal distances.

[Rain]
00:13:470 and 00:13:543 - I think there's a sound here--you hit it at 00:20:354 (2), but ignore it here. Consider hitting these two sounds.
00:37:818 and 00:37:891 - Same as before--you hit 00:44:702 (7).
00:44:702 (7) - Speaking of such--make this a repeat 1/6 slider twice because this is snapped incorrectly.
00:51:767 (4,5) - I don't see a justification for this hyper. Lower distancing. Sorry if I suggested the opposite earlier.
01:22:528 (4,1) - This distance feels a little low for the highest trumpet note. Increase spacing slightly.

[Evanent's Rain]
01:07:093 (1,2,3,4,1,2,3,4) - Feels kinda weird that you treat these two differently in patterning. I would do the first combo like the second one, but facing the opposite way (I agree with ZiRoX's suggestion).
01:12:093 (4,1) - This is larger than 01:15:572 (6,1) in terms of spacing, even though it's not emphasized in the music as much! Consider respacing both of them in context.

[Blooming Flowers]
01:09:702 (1,2,3,4,5,6,7,8) - Repattern this so that (5,6) is grouped with (7,8) because the trumpet starts at (5).
YukaRei

Halfsmashed wrote:

[Evanent's Rain]
01:07:093 (1,2,3,4,1,2,3,4) - Feels kinda weird that you treat these two differently in patterning. I would do the first combo like the second one, but facing the opposite way (I agree with ZiRoX's suggestion). - Well, I think they need to be different because of the "finish sound" in 01:07:963 (3) for example, I want to keep them as they are now because it looks better in my opinion. Also I mirroed these 01:07:093 (1,2,3) -
01:12:093 (4,1) - This is larger than 01:15:572 (6,1) in terms of spacing, even though it's not emphasized in the music as much! Consider respacing both of them in context. - This was quite hard but I fixed the distances and to make them more in context I remapped some of the patterns.
Thank you very much (^ o ^)

UPDATE
SPOILER
osu file format v14

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AudioLeadIn: 0
PreviewTime: 789
Countdown: 0
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BeatDivisor: 4
GridSize: 4
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[Metadata]
Title:Kaoru Jiyoka
TitleUnicode:香る樹葉花
Artist:Akiyama Uni
ArtistUnicode:あきやま うに
Creator:murutattack
Version:Evanent's Rain
Source:東方Project
Tags:Touhou th10.5 fxt Twilight Frontier Tasofro 黄昏フロンティア zun Scarlet Weather Rhapsody jun Fragrant Plants チルノ Cirno murumuru breathless YukaRei
BeatmapID:1119599
BeatmapSetID:508690

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OverallDifficulty:9
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144,240,73941,1,0,0:0:0:0:
316,184,74050,5,4,0:0:0:0:
296,128,74159,1,0,0:0:0:0:
244,100,74267,1,0,0:0:0:0:
184,96,74376,1,2,0:0:0:0:
70,43,74485,2,0,L|134:43,1,62.9999980773926,8|0,0:0|0:0,0:0:0:0:
250,43,74702,2,0,L|294:87,1,62.9999980773926
122,220,74920,5,4,0:0:0:0:
58,220,75028,1,0,0:0:0:0:
134,195,75137,1,0,0:0:0:0:
219,195,75246,1,0,0:0:0:0:
388,264,75354,2,0,L|452:264,1,62.9999980773926,8|0,0:0|0:0,0:0:0:0:
349,166,75572,2,0,L|285:166,1,62.9999980773926,2|0,0:0|0:0,0:0:0:0:
63,306,75789,6,0,L|-2:306,1,62.9999980773926,4|0,0:0|0:0,0:0:0:0:
171,231,76006,2,0,L|236:231,1,62.9999980773926,0|2,0:0|0:0,0:0:0:0:
65,126,76224,2,0,L|120:90,1,62.9999980773926,8|0,0:0|0:0,0:0:0:0:
286,132,76441,2,0,L|232:96,1,62.9999980773926,0|2,0:0|0:0,0:0:0:0:
125,165,76659,5,2,0:0:0:0:
139,246,76767,1,8,0:0:0:0:
202,297,76876,1,2,0:0:0:0:
284,291,76985,1,0,0:0:0:0:
97,343,77093,5,4,0:0:0:0:
106,268,77202,1,0,0:0:0:0:
151,208,77311,1,2,0:0:0:0:
220,179,77420,1,0,0:0:0:0:
409,278,77528,5,4,0:0:0:0:
393,218,77637,1,0,0:0:0:0:
349,174,77746,1,0,0:0:0:0:
289,158,77854,5,2,0:0:0:0:
194,121,77963,2,0,L|265:121,1,62.9999980773926,8|0,0:0|0:0,0:0:0:0:
361,92,78180,2,0,L|310:55,1,62.9999980773926,0|2,0:0|0:0,0:0:0:0:
132,332,78398,5,4,0:0:0:0:
72,317,78506,1,8,0:0:0:0:
39,265,78615,1,2,0:0:0:0:
52,205,78724,1,0,0:0:0:0:
160,228,78833,2,0,L|182:169,1,62.9999980773926,8|0,0:0|0:0,0:0:0:0:
68,149,79050,2,0,L|58:85,1,62.9999980773926,2|0,0:0|0:0,0:0:0:0:
319,45,79267,6,0,L|383:45,1,62.9999980773926,4|0,0:0|0:0,0:0:0:0:
426,105,79485,2,0,L|406:165,1,62.9999980773926,0|2,0:0|0:0,0:0:0:0:
220,142,79702,2,0,L|158:142,1,62.9999980773926,8|0,0:0|0:0,0:0:0:0:
361,235,79920,6,0,L|423:235,1,62.9999980773926,0|2,0:0|0:0,0:0:0:0:
174,309,80137,1,2,0:0:0:0:
187,248,80246,1,8,0:0:0:0:
230,203,80354,1,0,0:0:0:0:
291,188,80463,1,2,0:0:0:0:
40,340,80572,5,4,0:0:0:0:
28,284,80680,1,0,0:0:0:0:
52,228,80789,1,2,0:0:0:0:
104,200,80898,1,0,0:0:0:0:
276,131,81006,5,4,0:0:0:0:
344,131,81115,1,0,0:0:0:0:
276,131,81224,1,0,0:0:0:0:
106,116,81441,1,8,0:0:0:0:
245,195,81659,5,2,0:0:0:0:
177,195,81767,1,0,0:0:0:0:
348,100,81876,1,4,0:0:0:0:
165,177,82093,1,2,0:0:0:0:
290,272,82311,6,0,L|354:272,1,62.9999980773926,8|0,0:0|0:0,0:0:0:0:
448,199,82528,2,0,L|384:199,1,62.9999980773926,8|0,0:0|0:0,0:0:0:0:
148,146,82746,6,0,L|167:86,1,62.9999980773926,4|0,0:0|0:0,0:0:0:0:
262,61,82963,1,0,0:0:0:0:
357,65,83072,1,2,0:0:0:0:
281,125,83180,1,8,0:0:0:0:
181,129,83289,1,0,0:0:0:0:
80,232,83398,6,0,L|133:200,1,62.9999980773926
33,143,83615,2,0,L|94:132,1,62.9999980773926,2|8,0:0|0:0,0:0:0:0:
200,180,83833,2,0,L|136:180,1,62.9999980773926,0|2,0:0|0:0,0:0:0:0:
245,213,84050,6,0,L|289:257,1,62.9999980773926,8|0,0:0|0:0,0:0:0:0:
198,294,84267,1,2,0:0:0:0:
287,307,84376,1,2,0:0:0:0:
482,264,84485,1,4,0:0:0:0:
Topic Starter
Moeruattack

Halfsmashed wrote:

Unused hitsounds in folder:
normal-hitnormal.wav , normal-hitwhistle.wav deleted lol

[Cup]
Lookin' sharp my dude.

[Salad],
HP 4 cuz decimal HP makes me sad. sed :c But OK (3 > 4 > 5 > 6 > 6 (maybe i ask YukaRei change to 6) > 6 )
00:33:616 (3,1,2) - Small thing--not sure if these hitsounds are consistent with 00:27:094 (1,2,3,4). Fixed
01:23:615 (4,5) - Could use some antiflow here just to make things a little more interesting at the end--consider flipping (5) around its head and placing (1) to the RIGHT of (5). I hope this distance ain`t OP xp

[Platter]
00:54:920 (1,2,3,4) - (3,4) followed by the hyper seems kind of difficult for a platter to me. Consider making (1,2,3,4) all equal distances. Okay

[Rain]
00:13:470 and 00:13:543 - I think there's a sound here--you hit it at 00:20:354 (2), but ignore it here. Consider hitting these two sounds. OK fixed
00:37:818 and 00:37:891 - Same as before--you hit 00:44:702 (7). Originally it was Overdose mapset with similar beat sounding, but OK, changed
00:44:702 (7) - Speaking of such--make this a repeat 1/6 slider twice because this is snapped incorrectly. ^
00:51:767 (4,5) - I don't see a justification for this hyper. Lower distancing. Sorry if I suggested the opposite earlier. Its ok :3 Fixed, copy-pasta from 1,2,3,4 to 5,6,7,8.
01:22:528 (4,1) - This distance feels a little low for the highest trumpet note. Increase spacing slightly. Kinda added PP lol, seems better :3

[Evanent's Rain]
01:07:093 (1,2,3,4,1,2,3,4) - Feels kinda weird that you treat these two differently in patterning. I would do the first combo like the second one, but facing the opposite way (I agree with ZiRoX's suggestion).
01:12:093 (4,1) - This is larger than 01:15:572 (6,1) in terms of spacing, even though it's not emphasized in the music as much! Consider respacing both of them in context.

[Blooming Flowers]
01:09:702 (1,2,3,4,5,6,7,8) - Repattern this so that (5,6) is grouped with (7,8) because the trumpet starts at (5). Looks better now :3
Done, I already PM about HP on breathless rain btw just in case :p
Absolute Zero
⑨ ⑨ ⑨ ⑨ ⑨ ⑨ ⑨ ⑨ ⑨ ⑨ ⑨ ⑨ ⑨ ⑨ ⑨
SYAHME
Nice, murut
Topic Starter
Moeruattack
⑨ :q
-Hex-
owo. Hype
JBHyperion
rank sennen

metadata: http://www.tasofro.net/touhou105/cd.html (Original Disc track 6)
Ascendance
I don't think this map is ready to be qualified at all. The top diff has emphasis issues that are all over the place and it feels like an eternal struggle to even play the map.

General

Difficulty settings spread issue
  1. The current difficulty settings are very odd to me. Why are there .5s on all the lower diffs? We normally reserve stuff below or above the standard ARs (6/7/8/9) for songs with low or high BPM respectively, and this is a pretty energetic and fast paced song. A bump up on all of those to standard values is welcomed.
  2. Why is Evanent's Rain CS3.8? It breaks spread pretty heavily here considering the top diff is CS5. Moving this to CS4.5 would fit the gap so much more nicely and create a much better spread. (I don't really agree that the top diff should even be CS5, it doesn't play very well with it.)

Blooming Flowers

Emphasis and structure
  1. The beginning of this map is really really bad. You start HDashing to what everyone expects between 00:01:333 (4,5) - . Suddenly, there's no HDash between the next instance of this, at 00:02:202 (4,5) - , but what's even worse is that there's an HDash between 00:02:419 (6,7) - . Why? There's nothing there that's more powerful than what is already established to the player on the first HDash.
  2. 00:03:615 (1,2,3,4,5) - These HDashes are just random really. At first, I was like "oh, these are mapped to the drums, it's fine I guess". Then I realized that the drums are just hitsounds. There's literally nothing there to HDash to. This artificial emphasis is very hard on a player who doesn't play with these hitsounds. This also breaks the standard structure you've been using.
  3. Even if there were sounds there, in the VERY NEXT SEGMENT, you break consistency again and there's no HDashes on any of the previous sounds you were HDashing to 00:05:354 (1,2,3,4,5,6) - .
  4. 00:35:789 - This section here follows a barely hearable background instead of the main melody of the map. This (in my opinion) is fundamentally flawed and should be 100% changed. I shouldn't be straining to hear a background melody to play along to the map.
  5. The kiai is pretty nice, but it has some really huge places where jumps are REALLY overemphasized in comparison to jumps of the same sound. Distances of jumps could 100% be made to be more consistent.
Hitsounding
  1. 00:49:702 - Hitsounding in this section is BARELY hearable, a different hitsound is recommended here to be able to more clearly hear the music.
Additional Modding (bigger issues only)
  1. 00:01:441 (5,6,7,8,1,2,3,4,5,6) - The spacing in these streams is really awkward. Some places in the stream force the player to dash and that can be uncomfortable when there isn't a consistent basis for those dashes. I'd suggest making these streams more structured.
  2. 00:14:050 (1,2) - These are pretty uncomfortable to play due to the angle of 2 and the awkward shape of 00:14:485 (3) - . Curving 3 more and tilting 2 more to the left would be really nice here.
  3. 00:17:528 (9,1) - No clue why this is an HDash
  4. 00:26:224 (5,6) - Pretty dumb edge dash, try to reduce here.
  5. 00:33:072 (4,5) - No HDash here breaks consistency

I'm willing to provide additional modding on all difficulties should this be DQ'd. I think the issues are quite major and are detrimental to the map's quality.
Xinnoh
00:16:659 (7) - this combo is 20 objects long on the top diff
Sanyi
In the description it still says "breathless", maybe it is better to update it to "YukaRei" since that is his current name?
Topic Starter
Moeruattack

Ascendance wrote:

I don't think this map is ready to be qualified at all. The top diff has emphasis issues that are all over the place and it feels like an eternal struggle to even play the map.

General

Difficulty settings spread issue
  1. The current difficulty settings are very odd to me. Why are there .5s on all the lower diffs? We normally reserve stuff below or above the standard ARs (6/7/8/9) for songs with low or high BPM respectively, and this is a pretty energetic and fast paced song. A bump up on all of those to standard values is welcomed. (I might stick with current AR since BPM is kinda low, but If it gets DQ'ed 6 > 9.4 seems fine)
  2. Why is Evanent's Rain CS3.8? It breaks spread pretty heavily here considering the top diff is CS5. Moving this to CS4.5 would fit the gap so much more nicely and create a much better spread. (I don't really agree that the top diff should even be CS5, it doesn't play very well with it.) (Originally planned for CS5, since CS 4 or 4.5 is too common. 4.5 will do, but still need major remake with H-Dash issues. But still... I stay with CS5 as it was Original Idea since beginning.)

Blooming Flowers

Emphasis and structure
  1. The beginning of this map is really really bad. You start HDashing to what everyone expects between 00:01:333 (4,5) - . Suddenly, there's no HDash between the next instance of this, at 00:02:202 (4,5) - , but what's even worse is that there's an HDash between 00:02:419 (6,7) - . Why? There's nothing there that's more powerful than what is already established to the player on the first HDash. Maybe because back then I never did H-Dash on Stream, so Dashing instead, fixed later on.
  2. 00:03:615 (1,2,3,4,5) - These HDashes are just random really. At first, I was like "oh, these are mapped to the drums, it's fine I guess". Then I realized that the drums are just hitsounds. There's literally nothing there to HDash to. This artificial emphasis is very hard on a player who doesn't play with these hitsounds. This also breaks the standard structure you've been using. Hmm... Maybe I take Rain Pattern instead as referrence.
  3. Even if there were sounds there, in the VERY NEXT SEGMENT, you break consistency again and there's no HDashes on any of the previous sounds you were HDashing to 00:05:354 (1,2,3,4,5,6) - . (Hmm, I editted this back, I still remain Stream Pattern but Consistent Version for now.)
  4. 00:35:789 - This section here follows a barely hearable background instead of the main melody of the map. This (in my opinion) is fundamentally flawed and should be 100% changed. I shouldn't be straining to hear a background melody to play along to the map. (Oh yea HS issues here, fix later)
  5. The kiai is pretty nice, but it has some really huge places where jumps are REALLY overemphasized in comparison to jumps of the same sound. Distances of jumps could 100% be made to be more consistent. (Maybe Ctrl+C Ctrl+V later, just in-case of inconsistency but after 01:21:007 (1,2,1,2,1,2,1,2,3,4,1,2,3,4,1,2,3,4,5,1) - I added more distance as for the last climax so no change on this section. Also, nerfed a bit on 01:02:528 (6) and related..)
Hitsounding
  1. 00:49:702 - Hitsounding in this section is BARELY hearable, a different hitsound is recommended here to be able to more clearly hear the music. Lol fixed
Additional Modding (bigger issues only)
  1. 00:01:441 (5,6,7,8,1,2,3,4,5,6) - The spacing in these streams is really awkward. Some places in the stream force the player to dash and that can be uncomfortable when there isn't a consistent basis for those dashes. I'd suggest making these streams more structured. (Originally I map Stream (No H-Dash) but a little bit distance on a stronger beat while keeping distance flow, btw done remap from 00:01:007 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,1,2,3,4,5,6,7,8,1,2,3,4,5,6,1,2,3,4,1,2,3,4,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4) and also did completely follow the sound on 00:06:767 (6) as it seems fit for this diff. .
  2. 00:14:050 (1,2) - These are pretty uncomfortable to play due to the angle of 2 and the awkward shape of 00:14:485 (3) - . Curving 3 more and tilting 2 more to the left would be really nice here. (Fixed)

    Some self-mod : 00:20:354 (2,3,4,5) using stream instead.
  3. 00:17:528 (9,1) - No clue why this is an HDash ([color=#0000F F]Gameplay wise, removed H-Dash only use Dash.[/color])
  4. 00:26:224 (5,6) - Pretty dumb edge dash, try to reduce here. (Fixed alongside similar pattern)
  5. 00:33:072 (4,5) - No HDash here breaks consistency (Fixed ^)

I'm willing to provide additional modding on all difficulties should this be DQ'd. I think the issues are quite major and are detrimental to the map's quality.
Seems like I might need a lot of time (maybe 1-2 days) considering ranking this kind of Controversial Map, but back then modder kinda less,
But I took all the suggestion up here, can DQ later on :3

Sinnoh wrote:

00:16:659 (7) - this combo is 20 objects long on the top diff
eh nani!?

Sanyi wrote:

In the description it still says "breathless", maybe it is better to update it to "YukaRei" since that is his current name?
Sure
SYAHME
eh nani!? haha, just want to increase my posts
Raiden
it seems you wish to apply some mods, go ahead
YukaRei

Ascendance wrote:

I don't think this map is ready to be qualified at all. The top diff has emphasis issues that are all over the place and it feels like an eternal struggle to even play the map.

  1. Why is Evanent's Rain CS3.8? It breaks spread pretty heavily here considering the top diff is CS5. Moving this to CS4.5 would fit the gap so much more nicely and create a much better spread. (I don't really agree that the top diff should even be CS5, it doesn't play very well with it.) - Well, the original idea was to have a CS2 Overdose in the set, then I made this CS3.8 Rain, I want to keep it like this because I like it.
CS5 maps are fun.

Let's go murumuru!! ♥
Ascendance
As I said @murut the map is pretty good apart from the really glaring issues in the mod. Poke me when you’ve finished fixing the notable sections and I can go through with a full mod to get this back to qualified ASAP :)
Topic Starter
Moeruattack

Ascendance wrote:

As I said @murut the map is pretty good apart from the really glaring issues in the mod. Poke me when you’ve finished fixing the notable sections and I can go through with a full mod to get this back to qualified ASAP :)
All done, some edits on previous mod note I left, since it seems like I wanted to stay CS5 as Intended to (idk I felt like something wrong if it was 4 and 4.5), the beginning map already remapped,
I think its done :)
YukaRei
I like the diff with CS5, I like all the mapset, It feels really frustrating that because someone doesn't like it makes murumuru to remap the highest diff or makes changes that could be made long time ago, the diff was modded in base of that CS, remapping now is what doesn't make any sense. Ctb mapping is really getting standardized, this is dissapointing.

It seems like someone is only coming to mapsets to get them disqualified...


S U B J E C T I V E
SYAHME
I think this maps can re-qualified
Topic Starter
Moeruattack

YukaRei wrote:

I like the diff with CS5, I like all the mapset, It feels really frustrating that because someone doesn't like it makes murumuru to remap the highest diff or makes changes that could be made long time ago, the diff was modded in base of that CS, remapping now is what doesn't make any sense. Ctb mapping is really getting standardized, this is dissapointing.

It seems like someone is only coming to mapsets to get them disqualified...


S U B J E C T I V E
Different mapper have different opinion I guess, but yes, remapping could be frustrating if others have no problem with it.
As if CS5 not fit to the map, but it was already in my intention to map CS5 since beginning.

Mappers strive to find new ideas so they have their own identity, but some are half-baked or might just improvise old idea and make it different or just make something copy-paste and done, which they became a barrier to old/new mapper nowdays. I did map just for fun, but I did a lot of test-play, finding ways to find appropriate pattern, and as the result, this is what it came to my mind. I know its half-baked and repetitive stuff, but thats how mod works.

I accept modders opinion and players opinion, but sometimes I tend to accept something that makes it breaks original purpose, but that also give something for future mapping I could do some...years.

For now, lets just see how it goes ;)

SYAHME wrote:

I think this maps can re-qualified
It can already, but since I already poke Ascendance, i wait for this week :p
Ascendance

YukaRei wrote:

I like the diff with CS5, I like all the mapset, It feels really frustrating that because someone doesn't like it makes murumuru to remap the highest diff or makes changes that could be made long time ago, the diff was modded in base of that CS, remapping now is what doesn't make any sense. Ctb mapping is really getting standardized, this is dissapointing.

It seems like someone is only coming to mapsets to get them disqualified...


S U B J E C T I V E
I'd appreciate if you didn't make such accusatory statements towards me. If I wanted to only DQ this map, I wouldn't have offered to come back and help it be pushed back into qualified. Also, I definitely was not the only one who had issue with the set, in fact, someone else who had an issue with the set was the one who approached me about it. All of your points really make me upset because it makes me think you really don't understand anything about the modding or mapping process. Just relax and stop throwing out needless stuff, we're working hard to move this back to qualified.

Top diff looks nicer now, here's some distance stuff i noticed while playing:

  1. 00:18:181 (1) - Useless NC, remove it
  2. 00:17:528 (9,1) - pretty hard jump, increase it to an hdash!
  3. 00:19:267 (5,6) - this would feel much nicer with an hdash for such a strong sound.
  4. 00:20:137 (1,2) - pretty far also, reduce or make into an hdash
  5. 00:21:224 (2) - tilt more towards 3 for a more natural movement?
  6. 00:33:181 (5,6) - decrease distance or make it into an hdash
  7. 00:34:050 (1,2) - depending on what you do with the earlier mod of this pattern, change it to be consistent
  8. 00:58:833 (5) - x:199 makes the pattern a bit more smooth here
  9. 01:05:354 (1,2) - really squished pattern here, try 01:05:572 (2) - x:394!
  10. 01:10:572 - I'm pretty upset that you copypasted the previous kiai :/ it makes the map not as fun as it could be. I hate when mappers do this so I can't really help if you don't want to change this. Just try to apply suggestions from the previous kiai if you decide to keep that.
After he applies these, I'm okay with the mapset going forward again @BNs. Good luck from here on out :)
Topic Starter
Moeruattack

Ascendance wrote:

YukaRei wrote:

I like the diff with CS5, I like all the mapset, It feels really frustrating that because someone doesn't like it makes murumuru to remap the highest diff or makes changes that could be made long time ago, the diff was modded in base of that CS, remapping now is what doesn't make any sense. Ctb mapping is really getting standardized, this is dissapointing.

It seems like someone is only coming to mapsets to get them disqualified...


S U B J E C T I V E
I'd appreciate if you didn't make such accusatory statements towards me. If I wanted to only DQ this map, I wouldn't have offered to come back and help it be pushed back into qualified. Also, I definitely was not the only one who had issue with the set, in fact, someone else who had an issue with the set was the one who approached me about it. All of your points really make me upset because it makes me think you really don't understand anything about the modding or mapping process. Just relax and stop throwing out needless stuff, we're working hard to move this back to qualified.

Top diff looks nicer now, here's some distance stuff i noticed while playing:

  1. 00:18:181 (1) - Useless NC, remove it Sure
  2. 00:17:528 (9,1) - pretty hard jump, increase it to an hdash! Told ya, thats why I keep H-Dash. Revert but more easy one lol.
  3. 00:19:267 (5,6) - this would feel much nicer with an hdash for such a strong sound. Cool
  4. 00:20:137 (1,2) - pretty far also, reduce or make into an hdash H-Dash
  5. 00:21:224 (2) - tilt more towards 3 for a more natural movement? Done
  6. 00:33:181 (5,6) - decrease distance or make it into an hdash H-Dash seems ok since its on second beat.
  7. 00:34:050 (1,2) - depending on what you do with the earlier mod of this pattern, change it to be consistent Consistent... seems like it adds PP but hope it works fine, pretty nice flow though.
  8. 00:58:833 (5) - x:199 makes the pattern a bit more smooth here Sure
  9. 01:05:354 (1,2) - really squished pattern here, try 01:05:572 (2) - x:394! Sure
  10. 01:10:572 - I'm pretty upset that you copypasted the previous kiai :/ it makes the map not as fun as it could be. I hate when mappers do this so I can't really help if you don't want to change this. Just try to apply suggestions from the previous kiai if you decide to keep that. I think I keep it, maybe I already mind about making something a little bit different with different hitsoundings but that might remapping whole mapset (and *uhuk* i don`t like make bn/qat do more stuff *uhuk*), since it fits the song and pattern, so repeating pattern is fine. But next time on future will be no more lazy mapping :3
After he applies these, I'm okay with the mapset going forward again @BNs. Good luck from here on out :)
OK Done, now mapset ready. Now relax XD
YukaRei
Sorry for all the troubles I caused to you murumuru uwu

It seems like now is ready :)
JBHyperion
Why doesn't 00:49:920 (1) - start on the downbeat at 00:49:702 - for the strong wind instrument sound like 00:53:180 (1) - does?

Otherwise fine, call me back
Topic Starter
Moeruattack

JBHyperion wrote:

Why doesn't 00:49:920 (1) - start on the downbeat at 00:49:702 - for the strong wind instrument sound like 00:53:180 (1) - does?

Otherwise fine, call me back
Hmm somewhat ok with current but seems like I done change like how 00:53:180 (1) was
Maybe i had no idea xd

*editted* Its cup diff, no wonder xd

fixed
JBHyperion
Whoops, I thought I wrote that it was in Cup but guess I forgot. Fixed now anyway so let's give this another go.

Rebubbled~
YukaRei
Owo
Topic Starter
Moeruattack
umu
celerih
[
Cup
]

  1. 00:47:094 (2) - has higher pitch so can you make it so this one is more horizontal than 00:46:224 (1) -
  2. 00:48:833 (4,1) - and distance here is particularly small, can you increase it?

[
Salad
]

  1. 00:21:007 (3,1) - dash here is way weaker than all the other ones of the start of the map see 00:14:050 (3,1) - 00:07:094 (3,1) - I'd recommend making it a dash that's close in distance to the other ones, since this is all on the same sound
  2. 00:34:920 (3) - on this drum hit sound 00:35:354 - you always had dashes, would be cool to have one here too for consistency. Would rather nicely tie up the entire start of the map imo

Other diffs look good to me, call me once you've replied to these couple of points ^^
Topic Starter
Moeruattack

celerih wrote:

[
Cup
]

  1. 00:47:094 (2) - has higher pitch so can you make it so this one is more horizontal than 00:46:224 (1) - Look kinda fractional changes but sure
  2. 00:48:833 (4,1) - and distance here is particularly small, can you increase it? Hmm, since it changes that, I might added a bit distance on all of the 00:49:702 (1,2,3,4,1). The second (1) i turned to 2x instead since it has high pitch.

[
Salad
]

  1. 00:21:007 (3,1) - dash here is way weaker than all the other ones of the start of the map see 00:14:050 (3,1) - 00:07:094 (3,1) - I'd recommend making it a dash that's close in distance to the other ones, since this is all on the same sound I think I used a bit anti-flow to make something a little different, so lesser distance on 00:21:007 seems a bit fair, 00:07:963 (1) and 00:14:050 (3,1) have different stronger distance since its not really anti-flow.
  2. 00:34:920 (3) - on this drum hit sound 00:35:354 - you always had dashes, would be cool to have one here too for consistency. Would rather nicely tie up the entire start of the map imo Ok removed repeated and making different movements

Other diffs look good to me, call me once you've replied to these couple of points ^^
Done updated :p
celerih
(:

Rebubbling due to change in metadata. Removed the space in the artist field and changed source to "東方緋想天 ~ Scarlet Weather Rhapsody"
Before I get screamed at because of the dot, I was able to find no official sources that use the dot in the game's name, so that's what we're going with for now

Sources:
https://www.tasofro.net/touhou105/cd.html
https://kourindou.exblog.jp/5695435/
Topic Starter
Moeruattack
hope i dont mess up small stuff lul, 2 many bub and pop
JBHyperion
channelling my inner cirno



re-'d
-rage
gratss on qualify! love this song
Topic Starter
Moeruattack

lulu lemon wrote:

gratss on qualify! love this song
thanks, glad you like it :3
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