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posted
updated~
posted
As requested by AngelHoney, I'm coming for a Taiko mod ~
Let's go :3

Blue~ Critical issues. You must fix this
Purple~ It's better to fix this
Pink~ Suggestions only. Change only if you want to
Grey~ Explanations of my suggestions

-----------------------

[General]

00:15:054 - (For E, N, H, Ex ) The green line should be at 00:15:056 instead so that they're properly snapped ?

00:17:077 - (For Lan) Same as above, 00:17:075 is the properly snapped point ?

Well, it seems that for some reasons, the editor causes many unsnaps these days :/

-----------------------

[Ono's Taiko Oni]

No issues found. Some minor suggestions are in the box below ~

Here are the minor suggestions of patterns / hitsounds. It's your own choice whether to follow these suggestions.

01:39:287 (2,3,1,1) - oooo ? ( Since I notice you used dddk at 01:37:441, in which the 4-plet ends with k, I think it's better to keep the section 01:36:518~01:43:902 consistent with k-ending 4-plets )
01:46:671 (2,3,1,1) - ^

01:42:056 (1) - Red note ? ( Because that's how the previous parts look like, eg 01:27:287, 01:34:671 )

01:58:210 (1,1) - Remove finishes ? ( I can accept these finishes, just imo the music doesn't include any heavier beats to support them ? )


The whole diff is really nice. The custom hitsounds are really amazing, and so I can only suggest a few minor things

-----------------------

[Ono's Taiko Muzukashii]

Also no issues. Suggested patterns below ~

Here are the minor suggestions of patterns / hitsounds. It's your own choice whether to follow these suggestions.

01:05:133 (1,2,3,1,1) - Maybe try this ? ( It depends whether you want to keep the kkk d pattern. imo this fits because this corresponds to 01:01:902 (1,2,3,1) )

01:10:671 (2~12) - Instead of using 1/2.5, maybe consider this ? ( This fits the increasing intensity of the background music. Also the ddddd K in the screenshot also corresponds to the later ddddd K. )


Same as oni, the diff has a really distinct structure and the hitsounds are very fitting. Ono pro mapper w

-----------------------

I'm sure the taiko diffs are ready to go :)

Find me after checking the above suggestions, then I'll taiko icon this ~

Star and good luck ~ ;)
posted
Awesome mapset/song, good job.
posted

aabc271 wrote:

As requested by AngelHoney, I'm coming for a Taiko mod ~
Let's go :3

[Ono's Taiko Oni]

No issues found. Some minor suggestions are in the box below ~

Here are the minor suggestions of patterns / hitsounds. It's your own choice whether to follow these suggestions.

01:39:287 (2,3,1,1) - oooo ? ( Since I notice you used dddk at 01:37:441, in which the 4-plet ends with k, I think it's better to keep the section 01:36:518~01:43:902 consistent with k-ending 4-plets )
01:46:671 (2,3,1,1) - ^ I had to think about this, since the suggestion is good. But I will rather keep it since I wanted to minimate the usage of notes on don.

01:42:056 (1) - Red note ? ( Because that's how the previous parts look like, eg 01:27:287, 01:34:671 ) Didn't use a don since I rised the kat usage at this time. Also, I like the alternate way.

01:58:210 (1,1) - Remove finishes ? ( I can accept these finishes, just imo the music doesn't include any heavier beats to support them ? )Yes, I agree. Changed.


The whole diff is really nice. The custom hitsounds are really amazing, and so I can only suggest a few minor things

-----------------------

[Ono's Taiko Muzukashii]

Also no issues. Suggested patterns below ~

Here are the minor suggestions of patterns / hitsounds. It's your own choice whether to follow these suggestions.

01:05:133 (1,2,3,1,1) - Maybe try this ? ( It depends whether you want to keep the kkk d pattern. imo this fits because this corresponds to 01:01:902 (1,2,3,1) ) okay~

01:10:671 (2~12) - Instead of using 1/2.5, maybe consider this ? ( This fits the increasing intensity of the background music. Also the ddddd K in the screenshot also corresponds to the later ddddd K. ) I think it doesn't fit so well, since the 3/4 beat is strong.


Same as oni, the diff has a really distinct structure and the hitsounds are very fitting. Ono pro mapper w

-----------------------

I'm sure the taiko diffs are ready to go :)

Find me after checking the above suggestions, then I'll taiko icon this ~

Star and good luck ~ ;)
Wow, thank you for the prais aabc! Glad to hear that.
Also thank's for mod!

Download: http://puu.sh/5m0aO.zip
posted

aabc271 wrote:

As requested by AngelHoney, I'm coming for a Taiko mod ~
Let's go :3

Blue~ Critical issues. You must fix this
Purple~ It's better to fix this
Pink~ Suggestions only. Change only if you want to
Grey~ Explanations of my suggestions

-----------------------

[General]

00:15:054 - (For E, N, H, Ex ) The green line should be at 00:15:056 instead so that they're properly snapped ?

00:17:077 - (For Lan) Same as above, 00:17:075 is the properly snapped point ?估计是因为之前换MP3有点偏差吧..不过还好我有note前下绿线的习惯,已经检查过插在note上面的绿线全部都有snap,至于没插在note上的绿线就无所谓了..不会有什么影响.

Well, it seems that for some reasons, the editor causes many unsnaps these days :/


Star and good luck ~ ;)
posted
osu file format v12

[General]
AudioFilename: m2u.mp3
AudioLeadIn: 0
PreviewTime: 81748
Countdown: 0
SampleSet: Normal
StackLeniency: 0.4
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1
BeatDivisor: 8
GridSize: 8

[Metadata]
Title:Hades in the Heaven
TitleUnicode:Hades in the Heaven
Artist:Gentle Stick X M2U
ArtistUnicode:Gentle Stick X M2U
Creator:AngelHoney
Version:K i A i
Source:O2jam U
Tags:solena djpop onosakihito k i a i kiai lan wings
BeatmapID:0
BeatmapSetID:-1

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:6
ApproachRate:9
SliderMultiplier:1.9
SliderTickRate:1

[Events]
//Background and Video events
0,0,"BG.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples
//Background Colour Transformations
3,100,0,0,0

[TimingPoints]
518,461.538461538462,4,2,1,75,1,0
15287,-100,4,1,1,50,0,0
29825,-100,4,1,1,100,0,0
30056,-100,4,1,1,65,0,0
44364,-50,4,1,1,65,0,0
44825,-100,4,1,1,35,0,0
59594,-100,4,1,1,80,0,0
74364,-100,4,1,1,100,0,0
74479,-100,4,1,1,80,0,0
76210,-100,4,1,1,100,0,0
76325,-100,4,1,1,80,0,0
78056,-100,4,1,1,100,0,0
78171,-100,4,1,1,80,0,0
78979,-100,4,1,1,100,0,0
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79960,-66.6666666666667,4,1,1,80,0,0
81287,-50,4,1,1,100,0,0
81748,-66.6666666666667,4,1,1,100,0,1
81921,-66.6666666666667,4,1,1,80,0,1
83594,-50,4,1,1,80,0,1
85441,-66.6666666666667,4,1,1,80,0,1
87287,-50,4,1,1,80,0,1
89018,-66.6666666666667,4,1,1,80,0,1
90979,-50,4,1,1,80,0,1
92825,-66.6666666666667,4,1,1,80,0,1
94556,-50,4,1,1,80,0,1
96402,-66.6666666666667,4,1,1,80,0,0
96518,-66.6666666666667,4,1,1,100,0,1
96691,-66.6666666666667,4,1,1,100,0,1
98364,-50,4,1,1,100,0,1
100210,-66.6666666666667,4,1,1,100,0,1
102056,-50,4,1,1,100,0,1
103902,-66.6666666666667,4,1,1,100,0,1
105748,-50,4,1,1,100,0,1
107594,-66.6666666666667,4,1,1,100,0,1
109441,-50,4,1,1,100,0,1
111287,-100,4,1,1,80,0,0
125594,-66.6666666666667,4,1,1,80,0,0


[Colours]
Combo1 : 245,193,135
Combo2 : 130,251,179
Combo3 : 137,204,254
Combo4 : 244,253,145
Combo5 : 239,69,69

[HitObjects]
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320,248,77364,1,0,0:0:0:0:
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112,120,87633,1,0,2:0:0:0:
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480,112,92594,1,2,0:2:0:0:
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256,40,94671,22,0,P|160:40|88:96,1,190,2|2,0:2|0:2,0:0:0:0:
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480,32,96287,1,2,0:2:0:0:
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248,360,109787,1,2,0:2:0:0:
152,352,109902,1,0,0:0:0:0:
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256,368,111056,1,2,0:2:0:0:
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16,256,121325,1,0,0:0:0:0:
40,216,121441,5,2,0:2:0:0:
136,240,121671,1,0,0:0:0:0:
136,240,121787,1,2,0:2:0:0:
160,144,122018,1,0,0:0:0:0:
160,144,122133,1,2,0:2:0:0:
64,120,122364,5,2,0:2:0:0:
56,216,122594,1,0,0:0:0:0:
152,224,122825,1,2,0:2:0:0:
160,128,123056,1,0,0:0:0:0:
160,128,123171,1,2,0:2:0:0:
240,184,123402,1,2,0:2:0:0:
296,104,123633,1,0,0:0:0:0:
296,104,123748,1,2,0:2:0:0:
216,48,123979,1,0,0:0:0:0:
216,48,124094,1,2,0:2:0:0:
216,48,124210,5,0,0:0:0:0:
248,16,124325,1,0,0:0:0:0:
296,8,124441,1,0,0:0:0:0:
344,16,124556,1,2,0:2:0:0:
384,48,124671,1,0,0:0:0:0:
400,96,124787,1,0,0:0:0:0:
400,144,124902,1,2,0:2:0:0:
376,184,125018,1,0,0:0:0:0:
336,208,125133,1,2,0:2:0:0:
288,208,125248,1,0,0:0:0:0:
240,224,125364,1,0,0:0:0:0:
208,264,125479,1,0,0:0:0:0:
200,312,125594,6,0,L|208:376,1,47.5000018119813
280,316,125748,2,0,L|288:380,1,47.5000018119813
360,320,125902,2,0,L|368:384,1,47.5000018119813
376,384,126056,1,4,0:0:0:0:
posted
updated ;p
posted
太神奇了。
posted
The taiko diffs are really nice and I'm sure they're ready to go :3
So take this taiko icon ~
Good luck on ranking this :)
posted
thank you :3
posted
mania checked.
posted
Thank you really much guys!
posted
added ctb diffs~ (and some hitsounds 3
posted
From the ctb modding academy here is my ctb mod. '-'

I really appreciate when people add ctb diffs even if their mapset are near for the rank so take my star.



[Salad]

General
  1. Perceived difficulty :
    Generally an easy salad. Any need for a dash before the kiai (maybe add a few ?). I can count something like 7-8dashs during the map.
  2. Interesting Point : 01:47:364 (5,1) - To put hdash in a salad is something that I encourage but this one is probably to hard. The movement before and after the hdash must be more easy. Furthermore, if you really want to put hdash in your map don't put only one but something like 3-4.
  3. Some rythm could be complicated specially during the first part.
  4. Not sure if long sliders (more than 3beats) fits the song. (apart from the calm part)

  5. :!:00:59:133 - Did you really need three green lines here ?
  6. :!:01:14:133 (3,1) - For a salad the spinner is too much closer ,keep at least a 1/1 break before and after a spinner
  7. :!:01:21:748 - Your kiai time should begin here
  8. :!:01:45:055 (4) - Object end isn't snapped.
  9. :!:01:49:441 (1) - Same issue with the spinner


    Timeline
  10. 00:17:133 (3) - This one don't really fit the rythm. Try this http://puu.sh/5wjhx.jpg
  11. 00:20:825 (3) - Same here but this time this one should be better http://puu.sh/5wjmF.jpg
  12. 00:26:364 (1) - Again I can't hear what you follow, try again the previous one ?


    Nc
  13. 00:24:518 (3) - Nc here, whitout this your combo is something like 11fruits (really too much in a salad)
  14. 00:28:210 (2) - If you have change the previous rythm you need a nc here.
  15. 01:13:441 (1) - No need for a nc here


    Mapping and pattern
  16. 00:28:210 (2,3,4) - Just a serie of sliders like this isn't really interesting. You can try to teach some movement to the players like this http://puu.sh/5wkza.jpg There is no need for an excessive difficulty but just to show some basic movements. Keep the idea of the transition between (4) and (5).
  17. 00:30:518 (2,3,4) - Try to diversify your triplet mapping during this part (this one is just an exemple). You can try for exemple pattern like this http://puu.sh/5wkMJ.jpg or this http://puu.sh/5wkNz.jpg (4 & 2 stacked)
  18. 00:42:056 (2,3,4) - Add a little movement here ? (e.g http://puu.sh/5wkW5.jpg)
  19. 01:11:018 (1,2,3,4,1,2,3,1,2,3) - Placement here seems to be really random. Here is some suggestions (1,2,3,4) http://puu.sh/5wl8x.jpg (1,2,3,1,2,3) http://puu.sh/5wl82.jpg
  20. 01:23:594 (1,2,3) - Increase your spacing, not necessarily a dash but some movement would be ok.
  21. 01:30:056 (3) - This slider really bothers me. It would be better if this one was in the left side of the screen but there isn't really the place to do this ...
  22. 01:34:441 (1,2,3,4) - You probably know now that I'm not a fan of stacked notes. So try something like this http://puu.sh/5wmar.jpg ? More movement, less stack
  23. 01:36:979 (3,4) - Your jump here is really sudden. It's like slow movement during the slider , sudden jump, slow movement. Try to move the end of (4) by 3grid to the right. The movement after the dash should be more natural.
  24. 01:42:979 (3,4) - Try to swap (3) and (4) (like this http://puu.sh/5wmzT.jpg)
  25. 01:43:902 (1) - From this point until the end of your kiai the ryuuta only need 3position to catch all the fruits. You can look auto it's really clear.So try to rework your pattern and add some movement ?
  26. 01:49:441 (1) - I'm not sure if a spinner is really needed here. There is some others rythms who deserves to be mapped.
  27. 01:59:594 (5,6,7) - Increase the spacing (1,48* should be ok)



Just quickly for the overdose (otherwise i'll forget) od=ar so set od to 9.
Huhu it's already 4pm here ... I need to sleep. I'll mod the "overdose" tomorrow (if I don't do this please slap me or kill me).
posted
Buenas tardes, Aho~ 窝是乃的脑残粉 /w\
Random mod for standard & ctb salad
Newbie modding, so mostly personal ideas, taking some moderate consideration would be just fine.
And please indicate your opinions about my suggestions, so I can do better next time.


General for standard


01:21:748-01:51:287 short sliders here may seem better with red points, consider some changes.
Also here's some skin elements I'm using, you may find 'em interesting.


Hard


01:06:056 (7,8,9) - Two things here:
A. NC;
B. You may wanna change a pattern, like a triangle or something. Stack here would be kinda hard to catch the rhythm.
01:10:671 (1,2,3,4,5,6,7,8,9,10,11) - Hmm... the pattern here seems like a strange combination of two different ones, maybe nc somewhere or make 'em something else?
01:49:441 (1,2,3,4) - Well... I'll suggest using a different pattern to suggest change on rhythm here, or...
01:50:825 (5,6,1) - ...change it here.
01:50:825 (5) - NC due to change of rhythm.


Lan


柑橘这个diff最鬼畜一定是窝的错觉没错的 ;w;
Consider adding slider velocity by 10% to 15% at following, sliders should be a bit faster in kiai time.
81748,-125,4,1,2,80,0,1
83018,-100,4,1,2,80,0,1
83364,-125,4,1,2,80,0,1
83998,-125,4,2,2,80,0,1
84287,-125,4,1,2,80,0,1


Salad


Considering about the dashes and a hyperdash, you should use at least ar7. In fact:

Catch the Beat Ranking Criteria wrote:

The recommended Approach Rate for a Catch the Beat specific difficulty of “normal” difficulty (in accordance with Taiko, this is more to the “insane”-ish level of play rather than an actual “normal”) is AR8.
So take a consideration here.
Even so, the hyper dash would be kinda too hard for salad, so you may wanna either increase the diff to platter or get rid of it.

NCs

I don't really understand the way you set new combos, some of 'em don't seem like making sense at all... So please give me some detailed reasons for not changing. Also you may wanna check here to identify NCs and more in the future.
00:33:287 (1) - This one belongs to the previous combo. NC for next one.
01:03:287 (5) - ^
01:05:133 (3) - NC here.
01:10:671 (9) - ^
01:12:056 (5) - ^
01:27:056 (1) - Belongs to previous combo. NC for next one.
01:30:748 (1) - ^
01:34:441 (1) - ^
01:58:671 (4) - NC here.
02:00:518 (1,2,3,4) - Belong to previous combo, no nc for these four.

If you're not sure 'bout where to set NCs, you can always look at the other diffs and see how NCs in these diffs are set.

Pattern

Generally ctb diff doesn't need to worry too much about the density of hitting objects, so you can add some more fruits without really adding the difficulty if they're placed in nice rows, and it could be a lot more fun. This is a ctb-exclusive advantage, so be sure that you're making good use of it!

Grid snap of that large won't be useful to make your map easier, on the contrary, it makes fine adjustment impossible. Use smaller grid, or get rid of it, and use distance snap instead.

01:14:364 (1) - A spinner like this is way too long... dividing 'em into at least two would be better.



Well, I guess that's everything for now. I have no star now so I can't shoot one, sry for that...
Edit: Shooted back~
Love this one. Good job and good luck.
posted

Krah wrote:

From the ctb modding academy here is my ctb mod. '-'

I really appreciate when people add ctb diffs even if their mapset are near for the rank so take my star.



[Salad]

General
  1. Perceived difficulty :
    Generally an easy salad. Any need for a dash before the kiai (maybe add a few ?). I can count something like 7-8dashs during the map.
  2. Interesting Point : 01:47:364 (5,1) - To put hdash in a salad is something that I encourage but this one is probably to hard. The movement before and after the hdash must be more easy. Furthermore, if you really want to put hdash in your map don't put only one but something like 3-4.sorry to accept hdash in salad difficult I'll try more movement to peek it
  3. Some rythm could be complicated specially during the first part. ano... tell my more plz
  4. Not sure if long sliders (more than 3beats) fits the song. (apart from the calm part)

  5. :!:00:59:133 - Did you really need three green lines here ?increase sound more but I don't sure in CTB Mode which not use it?
  6. :!:01:14:133 (3,1) - For a salad the spinner is too much closer ,keep at least a 1/1 break before and after a spinnerfixed
  7. :!:01:21:748 - Your kiai time should begin here
  8. :!:01:45:055 (4) - Object end isn't snapped.
  9. :!:01:49:441 (1) - Same issue with the spinnerfixed all


    Timeline
  10. 00:17:133 (3) - This one don't really fit the rythm. Try this http://puu.sh/5wjhx.jpg
  11. 00:20:825 (3) - Same here but this time this one should be better http://puu.sh/5wjmF.jpg
  12. 00:26:364 (1) - Again I can't hear what you follow, try again the previous one ?
    fixed all

    Nc
  13. 00:24:518 (3) - Nc here, whitout this your combo is something like 11fruits (really too much in a salad)
  14. 00:28:210 (2) - If you have change the previous rythm you need a nc here.
  15. 01:13:441 (1) - No need for a nc here
    fixed all

    Mapping and pattern
  16. 00:28:210 (2,3,4) - Just a serie of sliders like this isn't really interesting. You can try to teach some movement to the players like this http://puu.sh/5wkza.jpg There is no need for an excessive difficulty but just to show some basic movements. Keep the idea of the transition between (4) and (5).
  17. 00:30:518 (2,3,4) - Try to diversify your triplet mapping during this part (this one is just an exemple). You can try for exemple pattern like this http://puu.sh/5wkMJ.jpg or this http://puu.sh/5wkNz.jpg (4 & 2 stacked)
  18. 00:42:056 (2,3,4) - Add a little movement here ? (e.g http://puu.sh/5wkW5.jpg)
  19. 01:11:018 (1,2,3,4,1,2,3,1,2,3) - Placement here seems to be really random. Here is some suggestions (1,2,3,4) http://puu.sh/5wl8x.jpg (1,2,3,1,2,3) http://puu.sh/5wl82.jpg
  20. 01:23:594 (1,2,3) - Increase your spacing, not necessarily a dash but some movement would be ok.
  21. 01:30:056 (3) - This slider really bothers me. It would be better if this one was in the left side of the screen but there isn't really the place to do this ...
  22. 01:34:441 (1,2,3,4) - You probably know now that I'm not a fan of stacked notes. So try something like this http://puu.sh/5wmar.jpg ? More movement, less stack
  23. 01:36:979 (3,4) - Your jump here is really sudden. It's like slow movement during the slider , sudden jump, slow movement. Try to move the end of (4) by 3grid to the right. The movement after the dash should be more natural.
  24. 01:42:979 (3,4) - Try to swap (3) and (4) (like this http://puu.sh/5wmzT.jpg)
  25. 01:43:902 (1) - From this point until the end of your kiai the ryuuta only need 3position to catch all the fruits. You can look auto it's really clear.So try to rework your pattern and add some movement ?
  26. 01:49:441 (1) - I'm not sure if a spinner is really needed here. There is some others rythms who deserves to be mapped.
  27. 01:59:594 (5,6,7) - Increase the spacing (1,48* should be ok)

re-pattern before kiai time and fixed in some suggestion

Just quickly for the overdose (otherwise i'll forget) od=ar so set od to 9.oh I forgot, change now
Huhu it's already 4pm here ... I need to sleep. I'll mod the "overdose" tomorrow (if I don't do this please slap me or kill me).


and

B-52 wrote:

Salad


Considering about the dashes and a hyperdash, you should use at least ar7. In fact:

Catch the Beat Ranking Criteria wrote:

The recommended Approach Rate for a Catch the Beat specific difficulty of “normal” difficulty (in accordance with Taiko, this is more to the “insane”-ish level of play rather than an actual “normal”) is AR8.
So take a consideration here.
Even so, the hyper dash would be kinda too hard for salad, so you may wanna either increase the diff to platter or get rid of it.

NCs

I don't really understand the way you set new combos, some of 'em don't seem like making sense at all... So please give me some detailed reasons for not changing. Also you may wanna check here to identify NCs and more in the future.
00:33:287 (1) - This one belongs to the previous combo. NC for next one.
01:03:287 (5) - ^
01:05:133 (3) - NC here.
01:10:671 (9) - ^
01:12:056 (5) - ^
01:27:056 (1) - Belongs to previous combo. NC for next one.
01:30:748 (1) - ^
01:34:441 (1) - ^
01:58:671 (4) - NC here.
02:00:518 (1,2,3,4) - Belong to previous combo, no nc for these four.

If you're not sure 'bout where to set NCs, you can always look at the other diffs and see how NCs in these diffs are set.

Pattern

Generally ctb diff doesn't need to worry too much about the density of hitting objects, so you can add some more fruits without really adding the difficulty if they're placed in nice rows, and it could be a lot more fun. This is a ctb-exclusive advantage, so be sure that you're making good use of it!

Grid snap of that large won't be useful to make your map easier, on the contrary, it makes fine adjustment impossible. Use smaller grid, or get rid of it, and use distance snap instead.

01:14:364 (1) - A spinner like this is way too long... dividing 'em into at least two would be better.

thank you for your advise I try to change some and sure fix some NC by your suggestions and sorry I don't change spinner, that's ok for me


Well, I guess that's everything for now. I have no star now so I can't shoot one, sry for that...
Edit: Shooted back~
Love this one. Good job and good luck.

That's many wrongs in my GD *cry*
:o:o:o
ok update~
posted
Continuation of the previous mod. (no kd here)


B-52 wrote:

Catch the Beat Ranking Criteria wrote:

The recommended Approach Rate for a Catch the Beat specific difficulty of “normal” difficulty (in accordance with Taiko, this is more to the “insane”-ish level of play rather than an actual “normal”) is AR8.
So take a consideration here.
The wiki is totally outdated...
Check this post for a more recent version http://osu.ppy.sh/forum/p/2539427



[Overdose]

General
  1. Perceived difficulty :
    Not an overdose, I want to be clear. The level of this diff is more a rain than an overdose. A lot of pattern could be more complicated.
    Don't take your previous rain as exemple (http://osu.ppy.sh/s/120500) since the two songs can't be compared.
    I'll mod this as an overdose so some parts will be complicated.
  2. 00:45:114 - There is break in overdose but not in salad ? Even if it's a calm part map this please.
  3. You map the intro in overdose ? Why not. Not an issue for me but some people could be surprise (don't delete this part)
  4. All your streams seems really straight. Maybe add some curves and more movement ?
  5. Recheck your green lines, some of them (specially during the intro) are useless (same volume and sample)


Nc
  1. 00:24:518 (7) - Nc
  2. 01:05:133 (8,9) - Nc one of this
  3. 01:18:979 (3) - Nc ?
  4. 01:19:902 (1,2,3) - Basically if you just follow the rule of 8-10fruits / combo you should add nc on (2) and (3) but it's not really a problem here so do as you want.


Mapping
  1. 00:00:979 (2,3) - Ctrl+g, more interesting than just your actual pattern
  2. 00:06:056 (1) - You can change this rythm to something like that http://puu.sh/5wErr.jpg , you have a sort of "whistle" here 00:06:979 -. If you take this rythm you can try something like this http://puu.sh/5wEz8.jpg
  3. 00:07:902 (1,2,3,4) - Here try something more original ? than your actual pattern (e.g. http://puu.sh/5wEK8.jpg) spacing should be adjusted
  4. 00:11:594 (1,2,3,4,5,6) - A scale pattern should fit here. http://puu.sh/5wEV1.jpg (big jump = 1,30* , little jump = 1,00*). :!: If you use exactly the same placement the jump between 00:13:902 (6,1) - should be really hard and the next pattern will be really hard to fc.
  5. 00:17:133 (1,2,3,4) - More movement ? http://puu.sh/5wFkH.jpg
  6. 00:23:479 (4,5) - This little jump just after a hdash is really hard to catch (if you decide to change this map to a rain swap the position of (4) and (5) )
  7. 00:25:094 (12,13,14,15) - Increase your spacing here (1grid for 12, 2grids for 13 ...)
  8. 00:31:441 (5,6,1,2,3,4) - Too easy for an overdose. Keep the same idea but untack (6), move (1) to x=416 and (3) to x=264
  9. 00:35:594 (1,2,3,4,5,6) - Increase your spacing here, 1,07* between the notes should be more interesting
  10. 00:39:287 (1,2,3,4,5,6,7,8,9) - Good point for this pattern, the movement between (2,3) and (6,7,8) could be increased to add more challenge.
  11. 00:58:671 (1,2,3,4,5,6,7,8) - So straight ... But with this density I'm not sure if you can do some curves or others things like this...
  12. From 01:14:364 (1) - to 01:17:941 (8) - It's just seems to be a converted stream ... Not really interesting. I know that you're capable of better
  13. 01:21:748 (1) - Increase your spacing, it's the begining of your kiai, this should be epic
  14. 01:24:633 (4) - Ctrl+g ? The movement will be more interesting. You can also harmonize the shape of (4) and (5)
  15. 01:32:018 (5) - ^
  16. 01:46:902 (5) - Ctrl+g again
  17. 01:36:518 (1,2,3,4,5) - Good point for the use of little jumps here.
  18. 02:04:671 (1) - Increase the spacing between the note ? I really love this kind of stream but this one could have more movements



And that's all for me '-'
Good luck =)
posted

Krah wrote:

[Overdose]

General
  1. Perceived difficulty :
    Not an overdose, I want to be clear. The level of this diff is more a rain than an overdose. A lot of pattern could be more complicated.
    Don't take your previous rain as exemple (http://osu.ppy.sh/s/120500) since the two songs can't be compared.
    I'll mod this as an overdose so some parts will be complicated.
  2. 00:45:114 - There is break in overdose but not in salad ? Even if it's a calm part map this please.
  3. You map the intro in overdose ? Why not. Not an issue for me but some people could be surprise (don't delete this part)
  4. All your streams seems really straight. Maybe add some curves and more movement ?
  5. Recheck your green lines, some of them (specially during the intro) are useless (same volume and sample)


ok I'll change it to be 'Rain' Difficult and I hope it to be complete in my objective's guestdiff which can be a Rain diff but in a little I want to be a overdose in this song :( butI need to more modders and BAT to consider that should be to, before change to 'Rain'
break in overdose I don't want to make it coz for calm there and no idea now lol, maybe do it when I have more reason from many modders.
stream? I mean from this? 01:14:364 (1)
checked green line.


Nc
  1. 00:24:518 (7) - Nc
  2. 01:05:133 (8,9) - Nc one of this
  3. 01:18:979 (3) - Nc ?
  4. 01:19:902 (1,2,3) - Basically if you just follow the rule of 8-10fruits / combo you should add nc on (2) and (3) but it's not really a problem here so do as you want.

ok fixed all

Mapping
  1. 00:00:979 (2,3) - Ctrl+g, more interesting than just your actual pattern
  2. 00:06:056 (1) - You can change this rythm to something like that http://puu.sh/5wErr.jpg , you have a sort of "whistle" here 00:06:979 -. If you take this rythm you can try something like this http://puu.sh/5wEz8.jpg
  3. 00:07:902 (1,2,3,4) - Here try something more original ? than your actual pattern (e.g. http://puu.sh/5wEK8.jpg) spacing should be adjusted
  4. 00:11:594 (1,2,3,4,5,6) - A scale pattern should fit here. http://puu.sh/5wEV1.jpg (big jump = 1,30* , little jump = 1,00*). :!: If you use exactly the same placement the jump between 00:13:902 (6,1) - should be really hard and the next pattern will be really hard to fc.
  5. 00:17:133 (1,2,3,4) - More movement ? http://puu.sh/5wFkH.jpg
  6. 00:23:479 (4,5) - This little jump just after a hdash is really hard to catch (if you decide to change this map to a rain swap the position of (4) and (5) )
  7. 00:25:094 (12,13,14,15) - Increase your spacing here (1grid for 12, 2grids for 13 ...)
  8. 00:31:441 (5,6,1,2,3,4) - Too easy for an overdose. Keep the same idea but untack (6), move (1) to x=416 and (3) to x=264
  9. 00:35:594 (1,2,3,4,5,6) - Increase your spacing here, 1,07* between the notes should be more interesting
  10. 00:39:287 (1,2,3,4,5,6,7,8,9) - Good point for this pattern, the movement between (2,3) and (6,7,8) could be increased to add more challenge.
  11. 00:58:671 (1,2,3,4,5,6,7,8) - So straight ... But with this density I'm not sure if you can do some curves or others things like this...
  12. From 01:14:364 (1) - to 01:17:941 (8) - It's just seems to be a converted stream ... Not really interesting. I know that you're capable of better
  13. 01:21:748 (1) - Increase your spacing, it's the begining of your kiai, this should be epic
  14. 01:24:633 (4) - Ctrl+g ? The movement will be more interesting. You can also harmonize the shape of (4) and (5)
  15. 01:32:018 (5) - ^
  16. 01:46:902 (5) - Ctrl+g again
  17. 01:36:518 (1,2,3,4,5) - Good point for the use of little jumps here.
  18. 02:04:671 (1) - Increase the spacing between the note ? I really love this kind of stream but this one could have more movements


re-change and fixed some pattern and sorry now I can't expect all cuz of my time now ww

And that's all for me '-'
Good luck =)
thank you very much Krah :D
update~~
posted
[Overdose]
  1. 00:07:902 (1,1) - ctrl+G to get better flow
  2. 00:17:594 (3,4) - keep the same distance as the previous (1),(2)
  3. 00:18:056 (5) - move more toward to the left to make (5)and (6)not a hyperdash, make this set of jump easier(?), I prefer stack to
  4. 00:16:902 (6) -
  5. 00:24:518 (1,2,3,4,5,6,7,8,9,10,11,12) - this part the (10)-(12) too week. try to ctrl+H and rearrange it to get higher spacing
    try this pattern:
    ctrl+H the whole thing
    then try a small zz pattern here.
  6. 00:31:441 (5,6) - facing it a bit towards left, show a small movement at the beginning of the slider pattern
  7. 00:32:364 (3,4) - ctrl+G this 2 slider, and moving more towards left to show a bigger movement.
  8. 00:34:210 (2,3) - any special reason for putting this hyperdash?
  9. 00:35:133 (5,6) - a bit unflow.
  10. 00:36:287 (7,8,9) - remove hyperdash to make it harder
    00:37:902 (2) - ctrl+G
    00:38:248 (3,4) - hyperdash here?
  11. 00:40:094 (8) - stack perfectly.
    00:40:210 (9,10) - try this to get better flow
    http://puu.sh/5yxUO.jpg
  12. 00:42:171 (5,6) - any reason to put that big hyperdash here?
  13. 00:44:825 (1) - NC this note better.
  14. 00:55:902 (1) - mute this spinner beat? the beat sounds really werid.
  15. 01:18:056 (1,2,1) - small movement here.
  16. 01:21:287 (1,2) - I dont suggest a movement here. better create a jump between this (2) and next (1)
  17. 01:22:210 (2,3) - much more movement here, better same as previous.
  18. 01:24:056 (2,3,4) - strange connection, although it is doable.
    01:43:902 (1,2) - about this kind of slider Im also not very sure, seems it is a trick for the overlapping slider. I need to talk to other modder about it.
  19. 01:50:133 (5,6,1,2,3) - this is what I suggest to deal with the unflow slider.


Generally a nice diff, but please make note this is not reach the overdose level.... maybe you should rename it as Rain.


[Salad]
  1. 00:44:364 (6,1) - incease the spacing a bit here.(maybe like here00:44:364 (6,1,3,4) - )
  2. 01:24:518 (3) - horizontal this slider, and adjust it in the right center of your previous jump
  3. 01:27:287 (1,3) - 45°this 2 slider(I hope you get what I mean :D)
  4. 02:06:056 (5) - x1.3 jump here.



Important: if you want to GD a spread for a map, please do it properly... a Salad jump to an Overdose sounds nonsence. You'd better have a real Platter to fill the gap, or you want to make salad harder as it belongs to a Platter.
posted
damn ... why i cant updated my mapset ._.;

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