I'm very dumb
fixed
fixed
Alexsander wrote:
This beatmap was submitted using in-game submission on sábado, 17 de março de 2018 at 08:34:52
Artist: ClariS
Title: border -TV MIX-
Source: 憑物語
Tags: ending Tsukimonogatari ononoki yotsugi victorfernando AlexTroIIPsy
BPM: 178
Filesize: 20585kb
Play Time: 01:28
Difficulties Available:Download: ClariS - border -TV MIX-
- ATP's Extra (5,48 stars, 377 notes)
- Collab Insane (4,41 stars, 305 notes)
- Easy (1,49 stars, 96 notes)
- Expert (5,06 stars, 348 notes)
- Hard (3,54 stars, 249 notes)
- Normal (2,04 stars, 150 notes)
- Yotsugi (5,57 stars, 400 notes)
Download: ClariS - border -TV MIX- (no video)
Information: Scores/Beatmap Listing
---------------
Collab Insane : victorFernando and I
ATP's Expert : AlexTroIIPsy
Metadata ~ http://www.monogatari-series.com/tsukimonogatari/music/
Unknowklone wrote:
Here is my mod Easy► 00:27:401 (1) - 00:43:581 (2) - 00:55:041 (4) - These blankets could be better the blankets are good for me
► 01:00:769 (3,1) - You could try a blanket there, it looks a bit weird not everything needs to be blanket :/
Battle wrote:
[Extra]
It doesn't have the video lol (:c)
00:13:918 (1,2,3) - If you're basing a lot of your stuff on symmetry and copy paste (at least it looks like it from the first few seconds of the map, I suggest doing something similar to below, since it helps keep up visual spacing and neatness (Ok , i'll just copy the print lol)
00:15:940 (3) - ctrl + g would be nice to keep up with visuals here as well(00:15:603 (2,3,4) - those 3 are following a lower pitch while this one 00:15:266 (1) - is following a higher , ctrl g on the (3) would break this logic :C)
00:28:075 (1,2,1,2,1,2) - it'd be cool to have some sort of build up for the spacing here since rn it kinda just has equal spacing for each pair of 1,2 jumps (I dont feel like changing anything here tbh :/)
00:30:772 (1,2,1,2,1,2,1,2,1,2,1,2) - similar to above, but a bit different, the intensity in the music here drops quite a bit, having a gradual increase in spacing would reflect the music better here. Also, I kinda feel like the way it is currently uses large spacing pretty suddenly despite the music dying, so it doesn't rly reflect the music well(i lowered the spacing b4 the build up here 00:31:783 (1) - Hope its better now)
00:41:895 (4,1) - honestly I really like the idea of a pause for places in the music like this, but the effect of it is pretty jaded since you tend to stack circles a lot during the kiai, so I would suggest either having movement for things like 00:41:558 (2,3) - instead of stacking or to find a different way to have the pauses visually(i agree with u , i like the pauses but i dont like the stacks that much tbh and i couldnt find a better way to do it so i decided to stack it
I'll leave the stacks there but i'll try to avoid that on future maps)
00:46:277 (1,2) - speaking of which, pauses during the kiai are somewhat used inconsistently, for the second half of this kiai you choose to use the pauses a lot more often than you did in the first half. Consider the way you use the pauses and keep them different from how you normally map things in order to really distinguish them and make them feel special
(That happened cuz the beggining of the kiai has more sounds 00:34:142 (1) - / 00:37:513 (3) - and when there arent many sounds , the vocals appears more times but in parts like this one 00:40:884 (1,2,3,4,1) - there arent many things that i can do and i didnt want to overmap)
Ty for the mod :3
thanks for modBattle wrote:
[General]
I don't really get why you don't map the intro for Easy - Hard, I guess it's more understandable for easy and normal, but there's not really a reason why you wouldn't map it for the hard imo I did the introduction for hard
Not really liking the spinner at the start of the top diffs but w/e I decided to keep the spinner in the highest diffs
[Normal]
00:47:457 (6,1) - tbh i would expect 6,1 to be stacked given the intensity of the chorus has died down a bit (like how 00:42:738 (2,3) - is stacked because the intensity has dropped in the chorus) ok
01:01:771 (2,3,4) - instance where I'd expect there to be movement here, especially since the the vocals are somewhat prepping to going back to being fairly intense, you'll have to move around some things to actually accommodate for movement here tho I improved movement, fixed
01:06:490 (1,4) - tbh it's not visible for long but this overlap really triggers me, consider readjusting some things so that this doesn't happen lol ok, fixed
01:09:187 (1,2,3) - the sliders angle and shape kinda make it look kinda ugly and out of place given that everything around it is either straight slider or curves, i would suggest just adjusting the slider shape of 1 to not be as widely angled for better visuals here Fixed
01:17:276 (1,2,3) - lowkey bummed that this isn't symmetrical lol fixed
[Hard]
00:38:693 (2) - tbh i'm not really liking this repeat slider since ur kinda just going over the drums that you had clickable in the previous combo (the ones like 00:37:513 (3,4) - ), I'd either suggest having a circle on the red tick followed by the repeat slider, or just a circle and a 1/2 slider if u wanna keep 00:39:199 (3,4) - clickable I added circle + slider, fixed
[Insane]
00:11:727 (3) - 00:13:412 (5) - not really liking the repeat sliders here mainly because you're going over some vocals, which, I assume you're following from the start. It wouldn't be as bad but given that you're kinda giving more priority rhythm-wise to some bg drum beat like 00:12:232 (4) - makes things more awk ok, fixed
00:30:603 (2,3,4,5) - it would have been cool if you built more off this concept during the build up section (00:11:221 - ) before the music increases (00:22:008 - ) so that way you revisit this kind of spacing which would be pretty cool structure-wise but yeah each session was mapped differently i think this is subjective
00:37:850 (4,1,2,3) - rhythm like below would make more sense, you don't have to keep every drum beat clickable, especially when it's just a repeating drum sound Ok
00:43:243 (4,1) - the 1/1 slider doesn't really make sense at it's current place, assuming you're doing it to follow the vocals, it'd be better to use the rhythm below, doing so also allows you to have the cool bass sounding parts in the bg clickable the strong vocal is at 00:43:581 - you realize if you turn down the volume
00:45:940 (4,1,2) - yeah it's kinda like, you're half doing vocals, half doing the drums, which kinda ends up being a bit awkward since you're missing out on key held vocals (such as the 1/1 that should be on the downbeat for the vocals and guitar) and replacing it with some repeat sliders which, in this case, doesn't work too well with the drums Fixed
other stuff just repeats for the kiais so i'll just keep it at this Ok
[Expert]
00:37:513 (3) - yeah, it kinda doesn't really make sense to just do purely sliders given that the drums that I'm assuming you're following given all the circles are present at both the red and white tick, having it a slider like the rest wouldn't make much sense Fixed
00:39:536 (1) - so like, you kinda start follow the vocals now after you've been following the drums, which is kinda awkward in terms of rhythm consistency, it's good to alternate from vocal rhythms to bg rhythms when it comes to held vocals, but kinda establishing it the other way around doesn't really work
00:44:592 (4) - it'd be cool if this was two circles instead, that way you can really emphasize 00:43:581 (1,2,3) - being with the bass sounding thing while making the vocals very differentiated from those sounds I thought it best to use a 1/4 slider
Overall I'm not really getting why sequences like 00:35:491 (1,2,3,4,5,6,7,8) - kinda go on when you end up switching to follow the vocals as the kiais progress, in addition it doesn't make a whole lot of sense since the same sounds that you map with just circles are basically the same as the sounds that you map with just sliders so yea
I changed some things to differentiate the vocal from the instrument
[Extra]
It doesn't have the video lol Fixed
[Top]
00:15:772 (4,5,6) - repetition of 00:15:266 (1,2,3) - doesn't really make sense with the music, especially with the hitsounds really supporting groups of two (or sliders if you want to put 1/2 sliders on the white ticks instead) I don't think it needs to be different because it's the same sound so i wanted to repeat the pattern
00:43:581 (1,2,3,4,5,6) - kinda feels like it's just, well, there lol. Currently, there isn't really like any sort of pattern that it's kinda going along with from the previous combo, and the transition of this to the next combo feels a bit sharp but not really the effect I think you're trying to pull. Consider making the first two white ticks into sliders, and arranging it so that 00:44:423 (6,1) - feels more like a jump to have that sudden transition from the 1/4 slider into the slow slider to really capitalize on the slowness of the vocal, make sure you don't stack 00:44:255 (5,6) - since you're killing a lot of the movement you could be trying to build up to make the movement for 6,1 sharper Ok,
Popping for the video being missing plus some concerns addressed about rhythm consistency in the Extra and Expert diffs
Battle wrote:
01:13:231 (1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8,9) - still don't really understand the block of single taps here on the ATP diff, however all the rest looks better i changed it and now there are few more sliders in this part , Hope its better now 'v'
Ataraxia wrote:
a
atp extra
00:37:513 (1) - wrong nc usageMy bad , didnt notice
01:21:321 (1,2) - pq aqui tem sv alteration e 00:54:367 (1,2) - nao tem ? Ja expliquei isso e geral aceito :C
few things
I applied all the hitsoundsHailie wrote:
i'm such a slacker ~ forgot about this when ya pm x.x
working on the mod currently in the meantime....
placeholder
EDIT:
Late night modding ~
drum-hitwhistle2.wav
isn't being used so suggest removing it or find a way to use it Removed
Yotsugi
Note: anything refering to hitsounds applies to all difficulties fyi
01:00:435 - mostly me but I think this NC is a bit unnecessary here to add and it wouldn't be no harm of simply removing it Ok
00:22:682 - add a clap here instead of the whistle (or could do both but just clap is prefer) - it sounds more fitting to note in the music like at 00:23:524 -
^ 00:25:378 - same
^ 00:28:075 - kind of the same but not so much
00:24:030 - missing hitsound here (even if intentional it sounds pretty empty for no clap)
00:30:097 - having a finish here would be fitting especially since there is 1 in the actually song
00:31:277 (9,10,1) - I think this would be better to give emphasis towards this if it was consistent to the other triples (00:30:603 (3,4,5) - ) and not have them all stack like it currently is ok, i removed the stack
00:40:378 (4,1) - would look a bit cleaner if you completely have these overlap I made a stack, fixed
01:24:524 (3,4,5,6,7,8) - sounds pretty empty to not have more hitsounds in these areas especially the way you are emphasizing these notes - like add a whistle here 01:24:523 - add a clap at 01:24:692 - and here 01:24:861 (6) - then add a whistle at 01:25:198 -
^ this also has the same deal regarding hitsounds for 01:25:872 (4,5,6,7,8) -
01:25:872 - whistle for this
01:26:209 (6) - 01:26:546 (8) - claps for these
01:24:861 (6) - would be cool to add a clap like ya did at 01:25:029 (7) - since they both are the same sound to emphasis too
01:26:547 (8) - can ya bring this note down some? think it is a bit the aim is a bit awkard currently going to (1) and it would play a bit better if ya do that Ok
ATP's Extra
- 00:44:592 (8) - missing hitsound here that was used in all the other difficulties
^ 01:03:456 (5) - same
^ 01:06:153 (5) - same
^ 01:22:332 (1) -
k that will all for now ~ do advised going back over some hitsounding in the mean time (i'll finish the rest of the mod later on when i'm more awake)
all fixedHailie wrote:
Expert - slightly picky but the ar can be just 9 - 9.1 kind of don't make no difference Ok