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Chata - re:construction

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Total Posts
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Topic Starter
hoLysoup
This beatmap was submitted using in-game submission on Sunday, November 17, 2013 at 7:57:15 PM

Artist: Chata
Title: re:construction
Tags: Flower mysoundlife iyuna
BPM: 172
Filesize: 6133kb
Play Time: 03:29
Difficulties Available:
  1. Flower's Hard (4.84 stars, 487 notes)
  2. Normal (3.08 stars, 220 notes)
  3. Reconstruct (5 stars, 701 notes)
Download: Chata - re:construction
Information: Scores/Beatmap Listing
---------------
茶太
New Mapping StyLe
For Maximum bLindness





SpeciaLThanks: 花花
RandF
From my queue~
wow, newest map!?

[General]
  1. how about adding "iyuna" for tags or airtist?
[Normal]
  1. HD -1
  2. 01:33:004 (2) - I prefer to curve slider same as 01:32:307 (1) - or 01:34:051 (3) -
[Flower's Hard]
  1. 00:04:226 (1,2) - DS is large, imo
  2. 00:13:121 (2) - I prefer Ctrl+G
  3. 00:40:330 (4) - move to 00:40:156
  4. 01:13:470 (2) - I prefer NC
  5. 01:33:877 (2) - rotate 90 degree anti-clockwise
  6. 02:16:609 (4) - it is better to change for slider from 02:16:609 to 02:16:783
  7. 02:29:690 (3) - end at 02:30:388 ?
  8. 02:52:364 (3) - I prefer to delete
[Reconstruct]
  1. 00:35:621 (6,1) - increase DS more
  2. 00:50:011- add a note?
nice chata<3 ;)
almost good!~☆
~Good Luck~
Topic Starter
hoLysoup
RandomEffect

RandomEffect wrote:

From my queue~ hihi
wow, newest map!? ピンポン!

[General]
  1. how about adding "iyuna" for tags or airtist?
あ 忘れた
[Normal]
  1. HD -1
  2. 01:33:004 (2) - I prefer to curve slider same as 01:32:307 (1) - or 01:34:051 (3) -
 オッケ

[Reconstruct]
  1. 00:35:621 (6,1) - increase DS more mm, maybe
  2. 00:50:011- add a note?
考え中~
nice chata<3 ;) nice 茶太!!
almost good!~☆
~Good Luck~ mod + star arigatou!!!!!!!!!!!!! :>!!
Hollow Wings
as ur req

Reconstruct
00:13:296 (3) - ctrl+g
00:16:610 (4) - 这么一长串鼓点居然都无视。。。不连打么
00:18:703 (4,5) - 你太善良了,这电吉他音。。。
00:47:656 (1,2,3,4,1) - 这样摆其实是很难的,换成14321的顺序更容易接,建议而已
01:01:086 后面那串似乎是从这里开始打的。。。
01:20:621 (1,2,3,4,5,1) - 不太赞成ds这样。。。个人觉得弄成一样比较好,要么451ds更大点,要么就更小一点
02:29:516 (5,6,1,2) - 如果你像前面那样全都放白线那也没啥,不过既然你要放连打的话我的建议是还是从开始连打的红线开始放起
02:34:748 (4) - 这个果然还是ctrl+g
02:37:888 (1,2,3,4) - 个人建议12和34分别互换
02:39:980 (1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8) - 这里果然还是建议改成8+9的串,nc相应移动。。。如果你是故意放的9+8的串。。。那么我建议此处蓝1和红9的ds再增大一些
02:42:248 (5) - nc,或者放远一点。3连+单点的梗果然还是要弄的好读一点
02:50:446 (3) - nc
02:51:841 (6) - 这个或许也能nc

有些直滑条的梗柑橘flow稍微有点别扭,不过对玩家aim的要求也相应提高,玩起来应该还是会很爽的
其他没啥
Flower's Hard
啥都摸不出,默默吃点屎
Normal
02:05:795 (3,5) - stack
02:10:678 (4,1,2,3,4) - blanket4的尾巴然后1234绕着转一圈?
02:27:074 (2) - 这似乎ds前后不同有点明显,调一下
02:30:562 (3) - ^

...
最高难度莫名漏鼓点感觉有点奇怪,其他都很好
无法直视花花

good luck
Sonnyc
Normal:

03:21:143 (1) - Missing hitsounds? Finish at the start, Clap at the end.

No major issues.

Flower's Hard:

02:07:539 (3,4) - Make (3) a note, and start the 1/4 slider from 02:07:714. It will fit the song better.
02:29:690 (3) - I think this is a 1/3.
03:22:364 (3) - ctrl+G? The jump feels too large.

Insane:

00:18:179 (3) - The spacing is relatively close to the previous note, so I recommend an NC.
00:24:110 (4) - ^?
01:01:086 - Suggest adding 2 notes.
02:29:516 (5,6) - Consider starting the 1/3 slider reverses from here.
02:41:899 (2,3,4) - Uhh,, This triplet is really close with 02:42:248 (5), which makes the rhythm change hard to read. Suggest pulling up this triplet to another space. Also the jump with 02:41:725 (1) didn't felt nice.
02:50:795 (4) - ctrl+G for more fun?

Good map.
riffy
>8 days ago

And you haven't replied their mods yet. Poke me when you reply their mods if you still want a mod!
Topic Starter
hoLysoup
Hollow Wings

Hollow Wings wrote:

as ur req

Reconstruct]00:13:296 (3) - ctrl+g 嗯嗯.. 想想看
00:16:610 (4) - 这么一长串鼓点居然都无视。。。不连打么ok
00:18:703 (4,5) - 你太善良了,这电吉他音。。。 可能不會改吧
00:47:656 (1,2,3,4,1) - 这样摆其实是很难的,换成14321的顺序更容易接,建议而已 對啊故意的 :>
01:01:086 后面那串似乎是从这里开始打的。。。 ok
01:20:621 (1,2,3,4,5,1) - 不太赞成ds这样。。。个人觉得弄成一样比较好,要么451ds更大点,要么就更小一点 ok
02:29:516 (5,6,1,2) - 如果你像前面那样全都放白线那也没啥,不过既然你要放连打的话我的建议是还是从开始连打的红线开始放起 ok
02:34:748 (4) - 这个果然还是ctrl+g 還是在想想看好了
02:37:888 (1,2,3,4) - 个人建议12和34分别互换 同上
02:39:980 (1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8) - 这里果然还是建议改成8+9的串,nc相应移动。。。如果你是故意放的9+8的串。。。那么我建议此处蓝1和红9的ds再增大一些 ok
02:42:248 (5) - nc,或者放远一点。3连+单点的梗果然还是要弄的好读一点 ok
02:50:446 (3) - nc ok
02:51:841 (6) - 这个或许也能nc ok

有些直滑条的梗柑橘flow稍微有点别扭,不过对玩家aim的要求也相应提高,玩起来应该还是会很爽的
其他没啥

Normal02:05:795 (3,5) - stack
02:10:678 (4,1,2,3,4) - blanket4的尾巴然后1234绕着转一圈?ok
02:27:074 (2) - 这似乎ds前后不同有点明显,调一下 ok
02:30:562 (3) - ^ ok

...
最高难度莫名漏鼓点感觉有点奇怪,其他都很好
无法直视花花

good luck
很感謝妳mod啊!!! :D!

Sonnyc

Sonnyc wrote:

Normal:

03:21:143 (1) - Missing hitsounds? Finish at the start, Clap at the end. okok~


Insane:

00:18:179 (3) - The spacing is relatively close to the previous note, so I recommend an NC. okok
00:24:110 (4) - ^?
01:01:086 - Suggest adding 2 notes. done!
02:29:516 (5,6) - Consider starting the 1/3 slider reverses from here. done!
02:41:899 (2,3,4) - Uhh,, This triplet is really close with 02:42:248 (5), which makes the rhythm change hard to read. Suggest pulling up this triplet to another space. Also the jump with 02:41:725 (1) didn't felt nice. yea this is by purpose I wanna hear more opinions.
02:50:795 (4) - ctrl+G for more fun? let me think more about this one~

Good map.
THanks so much for your mod and star!!!!!!!! :D

-Bakari-

-Bakari- wrote:

Yo!
hihi!
[General]
  1. Your red colour is too bright and it doesn't fits with the BG. fade it a bit to make it more suitable,. also, softer colours won't hurt players' eyes. fixed!
  2. Disable letterboxes. Just disable them. They look really weird with your BG. example. As you can see, it's NOT okay. fixed!
  3. Disable Widescreen Support. Please, note that this feature is for widescreen SB only. ~ fixed!
  4. I'd add more tags, for example my sound life, you know, some players may look for it inseat of mysoundlife.
mysoundlife is the circle name so nobody would ever search 'my sound life'. it's like how no one would search 'east new sound' since the circle name is stylized as "EastNewSound"

[Normal]
  1. 00:04:749 - you could map this part. At least this beat. It feels really weird to me to have this empty part here. really? I think it's fine since the guitar is so obvious so it emphasize it more after the long slider to have a break
  2. 00:14:168 (3) - according to your patterns and music you should place a new combo here. As it is now, this NC is two times longer than normakl combos. fixed!
    Note: 02:05:795 (3) - same
  3. 00:28:470 - c'mon, it's FIRST word in the song. It deserves something more than just a reversee on this slider. Emphasize it by starting a slider here! I've re-arranged your rhythm here, see if you like it or not. mm sure changed!
  4. 00:31:958 - this is still a [Normal] diff, it's okay to use some 1/2 beats to follow vocals. Please, place a circle here to emphasize vocals and to keep consistent 1/1 rhythm. well let me think about this more~
    Note: 00:34:051 (3) - same here. It happens a few more times, I think you can fix such patterns yourself if you agree.
  5. 00:34:051 (3) - and this time both vocals and music are begging for a new combo. Comboing is not just numbers, it should reflect music, remember! fixed!
  6. 00:44:168 (3,1) - nazi - tbh, this slider doesn't fits here well, imo. Consider making it aligned with (1)'s tail to make flow smoother. example
    Note: you;ll have to change 00:47:656 (1) - as well, to keep your pattern symmetrical. fixed!
  7. 01:28:121 (1) - you know, this NC is out of your pattern and doesn't really fits. I'd remove it, tbh. fixed!
  8. 01:39:284 (1,3) - well, kinda the same as above. Try to swap NCs to follow background music better. It'll also make your comboing more reasonable consistent. fixed!
  9. 02:04:138 - whoops, unused green line. Poor green line is useless here. It's so lonely and sad, I think that you should remove this poor green line, it actually makes no sense to keep it here!
    Note: 02:01:347 - same ;_; fixed!
  10. 02:08:586 (1,2,3,4) - soo.. is it a spacing mistake or?.. I mean, it's just x0.15 different from regular DS, it doesn't feels like jumps. I'd call it a spacing mistake. fixed!
  11. 02:42:074 (1) - well, personally, I wouldn't use this thing in the easiest diff. I'm against any kind of slowdowns on easier diffs. Here it doesn't look so necessary to me, so I'd keep x1.0 SV here.
  12. 03:12:073 (3) - well, (3) is too close to (1), so it may bug some beginners. Try to avoid patterns like this one in your future Easy-difffs. fixed!

    In general, this diff is okay. But you can make it much better! Just take your time and try to improve it!
[Reconstruct]
Well, I can't see any reasons to name this diff this way. Why can't you just call it [Insane]? If you still feel like keeping this diffname, mention in creator's word that this diff is supposed to be [Insane]. So, players will know what to expect!
  • well this is kind of an announcement from me because it's an all new mapping style, thus the reconstruction of an all new style to fit with the song along with the name of the song. plus it's more interesting to have a different name here to prepare for the complete different feel from other diffs. plus I'm pretty sure people would understand from the first look in-game that normal -> hard -> something crazy
  1. Increase your OD by one tick, I'm sure that players would like something more challenging here! I'll have to think more about this. personally I think it's already hard enough with OD7 and I think it's quite unfitting with OD8.
  2. 00:10:854 (4,5) - nazi - try to make a blanket-slider here. It'll look much neater, I think. mmm~ doesn't work so well with my taste
  3. 00:35:970 (1) - someptimes you emphasize those electric-guitar-parts and sometimes you don't. Why? It makes your patterns a little bit random and i don't really like that thing. if you mean changing into circles then sure~ [/color]
  4. 00:50:011 - missed circle here, that stream actually starts here! Listen to the music a bit closer :P Don't worry about that clap sound, it'll be audible anyway. yes this one is true, I am still thinking of a way to do this since I really really like this part atm. The flow is impeccable right now.
  5. 01:13:121 (1) - I don't think that such slowdowns are needed here, it seems kinda weird from my point of few. Try to avoid them, this is not a dubsetep song and there's no need to use such tricky patterns. actually it's quite significant for this slow down it emphasizes the background so well and it would be weirder to NOT have it
  6. 01:34:487 (1) - I'd remove this NC, it isn't really needed here, anyway + it's out of your pattern. mm~ let me think about this more. only because I feel like it's more fitting to have a NC in between the stream as it gives variety. I mean a lot of maps do this right? when chain is too long you break it up with NCs to help players count easier.
  7. 02:30:911 (1,2,3,4,5,6,7,8) - feels inconsistent. Same sound, changeable DS. If you do this to make patterns a bit more interesting, you shouldn't do this. It is confusing. You hear EXACTLY the same beats and you see DIFFERENT spacing. Well, get some more opinions abot this, but I wouldn't use something like this here. well that's the exact point of this lol. To have a different DS all the time to account for the constant build up of the background music. I mean it wouldn't be insane if I used the SAME DS throughout would it.
  8. 03:25:329 (1,1,1,1,1) - there's no need to spam new combos like this. You know, it's kinda hurts yes and will bug players. well that's true too, but with the constant clash of cymbals and finish sounds at the end with the drum set, is it not befitting for you when you play it with NCs?
    Nice diff, I like it!
Get more opinions on [Normal] and [Hard], and probably you'll have to work on them more. But it's not bad!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Best of luck!
THANKS so much for modding!!!!!!!!!!!!!!! :D :D :D
riffy
Yo!

[General]
  1. Your red colour is too bright and it doesn't fits with the BG. fade it a bit to make it more suitable,. also, softer colours won't hurt players' eyes.
  2. Disable letterboxes. Just disable them. They look really weird with your BG. example. As you can see, it's NOT okay.
  3. Disable Widescreen Support. Please, note that this feature is for widescreen SB only. ~
  4. I'd add more tags, for example my sound life, you know, some players may look for it inseat of mysoundlife.
[Normal]
  1. 00:04:749 - you could map this part. At least this beat. It feels really weird to me to have this empty part here.
  2. 00:14:168 (3) - according to your patterns and music you should place a new combo here. As it is now, this NC is two times longer than normakl combos.
    Note: 02:05:795 (3) - same
  3. 00:28:470 - c'mon, it's FIRST word in the song. It deserves something more than just a reversee on this slider. Emphasize it by starting a slider here! I've re-arranged your rhythm here, see if you like it or not. My pattern
  4. 00:31:958 - this is still a [Normal] diff, it's okay to use some 1/2 beats to follow vocals. Please, place a circle here to emphasize vocals and to keep consistent 1/1 rhythm.
    Note: 00:34:051 (3) - same here. It happens a few more times, I think you can fix such patterns yourself if you agree.
  5. 00:34:051 (3) - and this time both vocals and music are begging for a new combo. Comboing is not just numbers, it should reflect music, remember!
  6. 00:44:168 (3,1) - nazi - tbh, this slider doesn't fits here well, imo. Consider making it aligned with (1)'s tail to make flow smoother. example
    Note: you;ll have to change 00:47:656 (1) - as well, to keep your pattern symmetrical.
  7. 01:28:121 (1) - you know, this NC is out of your pattern and doesn't really fits. I'd remove it, tbh.
  8. 01:39:284 (1,3) - well, kinda the same as above. Try to swap NCs to follow background music better. It'll also make your comboing more reasonable consistent.
  9. 02:04:138 - whoops, unused green line. Poor green line is useless here. It's so lonely and sad, I think that you should remove this poor green line, it actually makes no sense to keep it here!
    Note: 02:01:347 - same ;_;
  10. 02:08:586 (1,2,3,4) - soo.. is it a spacing mistake or?.. I mean, it's just x0.15 different from regular DS, it doesn't feels like jumps. I'd call it a spacing mistake.
  11. 02:42:074 (1) - well, personally, I wouldn't use this thing in the easiest diff. I'm against any kind of slowdowns on easier diffs. Here it doesn't look so necessary to me, so I'd keep x1.0 SV here.
  12. 03:12:073 (3) - well, (3) is too close to (1), so it may bug some beginners. Try to avoid patterns like this one in your future Easy-difffs.

    In general, this diff is okay. But you can make it much better! Just take your time and try to improve it!
[Flower's Hard]
  1. This diff is supposed to be hard, so try to use HP/OD6 to make it more challenging for players. I'm sure that players will like it!
  2. 00:01:784 (3,1) - try to swap NCs. It'd make patterns more intuitive and fitting with music!
  3. 00:07:017 (1,2) - personally, i'm not a fan of such jumps. I'm sure that there's no need to use it here. Try to find a way to keep spacing consistent and patterns cute. For example, what about something like this
  4. 00:16:435 (4) - such things will make players sad. How we are supposed to guess how many repeats does this slider have? It's too short and too fast to be readable, try to replace it with something more understandable. For example, you can break it into two sliders.
    Note: 00:27:424 (4) - same. It's quite clear, that you should apply this for every similar slider.
  5. 00:20:970 (1,2) - I wouldn't mind this jump, but DS is too big. It's just a regular beat, don't place such jumps here. Try to keep your DS under x2.0 to keep flow consistent and smooth!
    Note: same happens to 00:47:656 (1,2) - and a few more patterns.
    Note2: 01:18:877 (1,2) - this one doesn't fits at all. It seems to be a random jump in the middle of vocals. Why? To make map a bit better-looking? I think that such things ruin your awesome diff!
  6. 00:33:179 (4) - 00:33:179 (4) - these parts are ignored, no NC or any jumps. Why did you emphasize only ONE part on 00:35:970 (1,2) ? It feels random and breaks any consistency. It bugged me very much during a testplay :< try to stop, think it over and re-arrange this part to follow or to ignore all similar parts.
  7. 02:36:492 (1,2,3,4) - and one more spacing mistake. 02:36:492 (1,2,3,4) - same sound, different spacing. I don't understand, why do you do it? It looks strange to me and bugs me a lot.

    Sweet hitsounding and cool rhythm, but your patterns bug me a lot. Sometimes I can't understand them at all, sometimes they're unreadable and sometimes they're too hard for this kind of diffs. Try to make it a bit easier and understandable. Or get more opinions, maybe it's just me. As we know, mapping is all about opinions! :P
[Reconstruct]
Well, I can't see any reasons to name this diff this way. Why can't you just call it [Insane]? If you still feel like keeping this diffname, mention in creator's word that this diff is supposed to be [Insane]. So, players will know what to expect!
  1. Increase your OD by one tick, I'm sure that players would like something more challenging here!
  2. 00:10:854 (4,5) - nazi - try to make a blanket-slider here. It'll look much neater, I think. example
  3. 00:35:970 (1) - someptimes you emphasize those electric-guitar-parts and sometimes you don't. Why? It makes your patterns a little bit random and i don't really like that thing.
  4. 00:50:011 - missed circle here, that stream actually starts here! Listen to the music a bit closer :P Don't worry about that clap sound, it'll be audible anyway.
  5. 01:13:121 (1) - I don't think that such slowdowns are needed here, it seems kinda weird from my point of few. Try to avoid them, this is not a dubsetep song and there's no need to use such tricky patterns.
  6. 01:34:487 (1) - I'd remove this NC, it isn't really needed here, anyway + it's out of your pattern.
  7. 02:30:911 (1,2,3,4,5,6,7,8) - feels inconsistent. Same sound, changeable DS. If you do this to make patterns a bit more interesting, you shouldn't do this. It is confusing. You hear EXACTLY the same beats and you see DIFFERENT spacing. Well, get some more opinions abot this, but I wouldn't use something like this here.
  8. 03:25:329 (1,1,1,1,1) - there's no need to spam new combos like this. You know, it's kinda hurts yes and will bug players.

    Nice diff, I like it!
Get more opinions on [Normal] and [Hard], and probably you'll have to work on them more. But it's not bad!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Best of luck!
Mei
你好ヾ(´・ω・`)ノ

我来帮忙mod一下你的map,大部分是建议没有什么特别必要要改的地方(。・∀・)ノ゙
[Reconstruct]
难度名改成和歌名一样吧construct有点不上不下

* 00:00:563 (2) - 移到x256 y88吧

* 00:08:587 (1) - 在滑条头上加个finish

* 00:11:377 (1) - 加个whistle

00:12:598 (4) - ^

* 00:14:168 (1) - ^

* 00:15:389 (4) - ^

* 00:16:959 (1) - ^

* 00:18:005 加个note到328 y256

* 00:18:703 (5) - ctrl+g

* 00:24:110 (4) - NC

* 00:26:900 (5) - NC

* 00:31:086 (8) - 不要这个note><

* 00:39:284 (1,2) - 1,2 换下位置的话会难一点欸推荐

* 00:48:354 (1) - 按照你之前的下发这里下note吧

* 01:33:528 (4,5) - 这个地方到串那里我不是很顺手,大概做成这样我比较习惯

* 01:45:214 (2,3,4,1,2,3,4,5,6,7) - 这个地方我推荐做成这样

* 02:07:539 (1,2,3,4) - 这个太难啦;w;相对之前来说

* 02:33:004 (1,2,3,4) - 12 和 34 拉近一点

* 02:39:893 (8,1,2,3) - 这个拐角有点生硬啊

* 02:41:987 (3) - 去掉这个

* 03:14:341 (5) - NC?

* 03:22:713 (4) - NC


[flower's hard]

* 00:39:284 (1,2) - switch nc

* 00:47:656 (1,2) - ^

* 01:02:307 (2,3) - how about stack

* 01:59:865 (4) - ctrl+g

well actually seemed no many problems there


[normal]
感觉没什么好说的

* 00:03:005 (1) - 可以搞的漂亮一点?(我也不知道怎么搞lwl)

* 01:05:795 (3) - 尾巴还是用finish吧。。

* 02:51:492 (2) - 这个尾巴有个finish?不太对吧

* 03:07:190 (1) - 加个finish在滑条头上,还有滑条后半段是不是漏了音效啊

所有难度都很好拉,给一颗☆~~
good luck
Topic Starter
hoLysoup
Mei

Mei wrote:

你好ヾ(´・ω・`)ノ
hihihi!!! 妹? 呵呵
我来帮忙mod一下你的map,大部分是建议没有什么特别必要要改的地方(。・∀・)ノ゙ 哇謝謝謝謝! ^^
[Reconstruct]
难度名改成和歌名一样吧construct有点不上不下 可是有點太長 呵呵 在想一下

* 00:00:563 (2) - 移到x256 y88吧 好像沒甚麼大差別欸~
* 00:08:587 (1) - 在滑条头上加个finish done
* 00:11:377 (1) - 加个whistle done
00:12:598 (4) - ^ done
* 00:14:168 (1) - ^ done
* 00:15:389 (4) - ^ done
* 00:16:959 (1) - ^ done
* 00:18:005 加个note到328 y256 done
* 00:18:703 (5) - ctrl+g done
* 00:24:110 (4) - NC done
* 00:26:900 (5) - NC done
* 00:31:086 (8) - 不要这个note>< 在想想看
* 00:39:284 (1,2) - 1,2 换下位置的话会难一点欸推荐 這裡也是~
* 00:48:354 (1) - 按照你之前的下发这里下note吧 done
* 01:33:528 (4,5) - 这个地方到串那里我不是很顺手,大概做成这样我比较习惯 恩~ 這個跳是故意這樣的, 我在聽聽看別的意見吧
* 01:45:214 (2,3,4,1,2,3,4,5,6,7) - 这个地方我推荐做成这样 可是有stream啊 這樣做就不能跟鼓聲了
* 02:07:539 (1,2,3,4) - 这个太难啦;w;相对之前来说欸 會嗎? 呵呵
* 02:33:004 (1,2,3,4) - 12 和 34 拉近一点嗯嗯~ 先不換
* 02:39:893 (8,1,2,3) - 这个拐角有点生硬啊嗯嗯~ 總是感覺要有點變動才好啊
* 02:41:987 (3) - 去掉这个嗯嗯嗯~ok 我先記起來了
* 03:14:341 (5) - NC?done
* 03:22:713 (4) - NCdone


[normal]
感觉没什么好说的

* 00:03:005 (1) - 可以搞的漂亮一点?(我也不知道怎么搞lwl)
* 01:05:795 (3) - 尾巴还是用finish吧。。done
* 02:51:492 (2) - 这个尾巴有个finish?不太对吧沒錯啊 :>
* 03:07:190 (1) - 加个finish在滑条头上,还有滑条后半段是不是漏了音效啊done

所有难度都很好拉,给一颗☆~~
good luck
哇 真的來mod了 我好感動!
真得很感謝妳抽出時間來mod :D!!!!
11t
你好ヾ(´・ω・`)ノ

hoLysoup wrote:

EDIT YOUR POST AND CENTRE iT!!
okay~



[General]
[Reconstruct]
  1. 00:00:215 - I really like the feel of the pause stacks in the intro here, and how well they flow with the music. Good work~

  2. 00:17:831 (2,3,4) - These jumps here feel inconsistently large in comparison to your other jumps in this section. It's not so much the individual distances that are the issue, but rather the fact that you've got two of them in a row. Double large jumps are much harder to land than single large jumps.

  3. 00:26:900 (1,2,3,4,5,6,7,1,2,3,1) - - This part is a bit awkward. The stream ends a bit surprisingly on a red tick, and then there's a wide gap the end of the stream and the next note at 00:27:946 (7,1) . After the 1/2 sequence you have a pause stack at 00:28:470 (3,1) . Separately these things would be fine, but together in the same section it's really hard to deal with them as a player. I think this could play a lot more smoothly if you turned 00:28:121 (1,2) into a 1/2 slider . Decreasing the gap at 00:27:946 (7,1) might also help, but I think the issue is more the quick sequence of notes followed by the sudden deceleration with the pause stack at 00:28:470 (3,1) .

  4. 02:41:725 (1,2,3,4,5,1) - This is cool but it is sort of hard to read. I mean, if you move (5) up like so:
    (2,3,4,1) are still stacked so it has the same feel, while also being much easier to read. Or you could move (2,3,4) to the side:
    And (5,1) are still stacked so this also has sort of the same effect. It's just preferable if you avoid using two different speeds in the same stack.

    Maybe you'll want to get more opinions on this though before you change anything, because this could be a pretty cool thing to keep in your map, as long as most players can read it (I'm not one of them ;_;)

  5. 01:33:353 (3,4) - Consider swapping these two (Ctrl+G). (3) is a bit too close in time to 01:32:307 (1) and since the gap at 01:32:307 (1,2) is so large, most players will be looking across the screen towards 01:33:179 (2) when they're nearing the end of the (1) slider and won't notice that (3) is hidden there.

  6. 01:33:179 (2,3,4) - Also, the gaps here seem disproportionately large in comparison to your other jumps in the map, especially since you have two of them in a row. I can't really hear anything in the music here either that would suggest using such huge spacings.

  7. 02:52:015 (7,8,1) - This is one part where I think the huge jumps work well. The large spacing adds impact to the drum accents in the music here, and slider leniency helps the player make the gap at 02:52:015 (7,8) . Good mapping!

  8. 03:09:980 (1) - This slider shape ;_;
    This is the only time you use this sort of slider shape in the map; I think that the shape is sort of inconsistent with your map's visual style and plus the curves just look really awkward. There are so many more interesting shapes that you could use here! I mean, even a simple single curve would work better, I think.
[Flower's Hard]
  1. 00:04:749 (2,3) - I think you should avoid these things in a Hard difficulty unless you use them consistently, and preferably with new combos for the color indication. The fact that you haven't used pause stacks at 00:01:087 (2,3) or 00:02:656 (3,1,2) makes this one surprisingly, especially after coming from the jump at 00:04:052 (3,1) and usually jumps like this can prime the player into wanting to click circles quickly, which is totally not what the pause stack wants.

  2. 00:14:866 (2,3,1) - The positioning of the objects here suggests a timing similar to 00:03:703 (2,3,1) . I think you should rearrange these so that they aren't lined up like this.

    At this point I realized that this was AR7 orz

  3. Approach Rate: consider increasing to 8. For me, AR8 plays much, much more smoothly here, and makes your jumps and pause stacks and other such spacing things a whole lot easier to read. After changing the AR to 8, I didn't notice anything in the rest of the map that was difficult or confusing to read at all.

  4. Overall Difficulty: at least +1. Using OD5 for a 172 BPM Hard difficulty makes the timing windows much too lenient. This should be at least OD6, if not OD7.

  5. Drain Rate: consider +1. Currently the HP bar barely moves at all. You should considering trying out HP6 and see if that drain rate is okay with you.
So aside from those settings adjustments and the weird spacing bits near the beginning (which I'm pretty sure are solved just by using AR8; I mean they play totally fine for me now with AR8 but I can't tell if that's actually because of AR8 or if I'm just used to them, haha...), the map plays extremely well and flows smoothly. Great job!
[Normal]
  1. 00:03:005 (1) - This sort of slider shape looks sort of empty when it's not blanketing anything. If you have any ideas for creative large slider shapes, you should use them here!

  2. 00:16:959 (1) - yesssssssssssss please more sliders like this

  3. 02:25:330 - For this section, considering increasing the distance snapping just a bit so that the circles here don't touch each other. Right now they're all just like really awkwardly barely touching and it looks weird and I'm OCD
[Closing]
Overall, this is a solid mapset! There are no issues with flow or rhythm in general in all three difficulties. The jump patterns in Reconstruct are especially fun and I really liked how you handled the streams and the 1/1 timings. Great work as usual, holysoup~

加油!

(ノ◕ヮ◕)ノ☆~
Topic Starter
hoLysoup
11t

11t wrote:

你好ヾ(´・ω・`)ノ
HIHI!

^That is. the most godly mod banner. I'm gonna have to steaL it! >;D! EDIT YOUR POST AND CENTRE iT!!
[General]
[Reconstruct]
  1. 00:00:215 - I really like the feel of the pause stacks in the intro here, and how well they flow with the music. Good work~
    :>!!
  2. 00:17:831 (2,3,4) - These jumps here feel inconsistently large in comparison to your other jumps in this section. It's not so much the individual distances that are the issue, but rather the fact that you've got two of them in a row. Double large jumps are much harder to land than single large jumps.you're right, removed!

  3. 00:26:900 (1,2,3,4,5,6,7,1,2,3,1) - - This part is a bit awkward. The stream ends a bit surprisingly on a red tick, and then there's a wide gap the end of the stream and the next note at 00:27:946 (7,1) . After the 1/2 sequence you have a pause stack at 00:28:470 (3,1) . Separately these things would be fine, but together in the same section it's really hard to deal with them as a player. I think this could play a lot more smoothly if you turned 00:28:121 (1,2) into a 1/2 slider . Decreasing the gap at 00:27:946 (7,1) might also help, but I think the issue is more the quick sequence of notes followed by the sudden deceleration with the pause stack at 00:28:470 (3,1) . mm~ yea i see what you're saying. I guess I didn't notice that when mapping. But i'mma keep this for now just to hear more opinions :)

  4. 02:41:725 (1,2,3,4,5,1) - This is cool but it is sort of hard to read. I mean, if you move (5) up like so:
    (2,3,4,1) are still stacked so it has the same feel, while also being much easier to read. Or you could move (2,3,4) to the side:
    And (5,1) are still stacked so this also has sort of the same effect. It's just preferable if you avoid using two different speeds in the same stack.

    Maybe you'll want to get more opinions on this though before you change anything, because this could be a pretty cool thing to keep in your map, as long as most players can read it (I'm not one of them ;_;)
    ya!!!!! this is one of the, well, intentionally confusing parts that I wanna do. I think it's pretty fitting but perhaps others don't lol. guess I'll hear a little more other opinions.
  5. 01:33:353 (3,4) - Consider swapping these two (Ctrl+G). (3) is a bit too close in time to 01:32:307 (1) and since the gap at 01:32:307 (1,2) is so large, most players will be looking across the screen towards 01:33:179 (2) when they're nearing the end of the (1) slider and won't notice that (3) is hidden there.
  6. 01:33:179 (2,3,4) - Also, the gaps here seem disproportionately large in comparison to your other jumps in the map, especially since you have two of them in a row. I can't really hear anything in the music here either that would suggest using such huge spacings.
    I guess for the time being I just shortened the distance between all the objects. I guess I dotn' really know why i put this jump here anyway.. LOL I think it just worked well when I was playing and I left it there. but you're completely right though.
  7. 02:52:015 (7,8,1) - This is one part where I think the huge jumps work well. The large spacing adds impact to the drum accents in the music here, and slider leniency helps the player make the gap at 02:52:015 (7,8) . Good mapping! :>!!

  8. 03:09:980 (1) - This slider shape ;_; LOL... fixed...... you didn't see that slider shape.
    This is the only time you use this sort of slider shape in the map; I think that the shape is sort of inconsistent with your map's visual style and plus the curves just look really awkward. There are so many more interesting shapes that you could use here! I mean, even a simple single curve would work better, I think.
[Normal]
  1. 00:03:005 (1) - This sort of slider shape looks sort of empty when it's not blanketing anything. If you have any ideas for creative large slider shapes, you should use them here! yaaa~ but I can't think of one right now :3

  2. 00:16:959 (1) - yesssssssssssss please more sliders like this LOL.. this slider looks rediculous though

  3. 02:25:330 - For this section, considering increasing the distance snapping just a bit so that the circles here don't touch each other. Right now they're all just like really awkwardly barely touching and it looks weird and I'm OCD kk fixed!
[Closing]
Overall, this is a solid mapset! There are no issues with flow or rhythm in general in all three difficulties. The jump patterns in Reconstruct are especially fun and I really liked how you handled the streams and the 1/1 timings. Great work as usual, holysoup~

加油!

(ノ◕ヮ◕)ノ☆~
I loving you. thanks you so much for modding and starring and long mod post and you ( *゚▽゚*)b
AnreFM
Yo hoLysoup! ヾ(´・ω・`)ノ



[General]
  1. 03:26:812 (1) - hmm consider reducing the volume of the spinner at 03:29:341 - since the music is stopping there, and then make the volume raise again at 03:29:951 -the silence feels really nice :3
[Normal]

  1. 00:09:284 (2) - since this one have basically the same rhythm as 00:06:494 (2) -, I think it will do well if you shaped this like 00:06:494 (2) - too with a little modification to at least blanket 00:08:587 (1) - to make the flow better and the shape neater. Try this https://osu.ppy.sh/ss/1058085
    code code code
    388,296,9284,2,0,B|400:328|428:336|428:336|488:312|524:352,2,150,0|0|0,0:0|0:0|0:0,0:0:0:0:
  2. 00:19:749 (1,2) - The blanket between these two can be made better imo, currently it looked loose and doesn't really blanket (2) properly. Isn't this looked better? https://osu.ppy.sh/ss/1058090
    codez
    176,272,19749,6,0,B|140:308|80:308|80:308,1,100,0|0,0:0|0:0,0:0:0:0:
    76,208,20447,2,0,P|104:132|92:64,2,150,0|0|0,0:0|0:0|0:0,0:0:0:0:
  3. 00:27:424 (3) - This one isn't really fit to be straight imo, as you can clearly hear the background streaming drum sound. At least, by curving the slider it will give the player more feeling with that drum sound instead by just using the straight slider
  4. 00:30:912 (5) - I think this rhythm will fit better with the song imo http://puu.sh/4Z15m.jpg. As you can see, the rhythm isn't really changed; the only difference is the repeat to be divided into a circle and slider. I think this is more fit because at the 00:30:912 - the vocal clearly end there and start again at 00:31:261 -. So, giving a repeat slider here doesn't really fit since the vocal doesn't connect imo
  5. 00:40:505 (2) - If you're following the vocal for this one, curvy slider will be nice and fit better here
  6. 01:08:586 (4,5) - the flow from (4) to (5) isn't very good here as it suddenly take a sharp upright turn while the flow at 01:07:540 (1,2,3,4) - is better with the turn being smoother. I suggest use this kind of shape here http://osu.ppy.sh/ss/1058646 as the flow will go more smoothly :D
  7. 01:35:097 (1) - I find the second red dot here doesn't really needed as it only make the slider looked weird since the vocal nor the bacground music doesn't really fit here. Try this shape here https://osu.ppy.sh/ss/1058676. The (1) fits with vocal, since the vocal is also rising while (2) is somewhat going down too, so this one fits better imo :p
    code for those
    192,148,95097,6,0,B|96:112|88:16,1,175,4|2,0:0|0:0,0:0:0:0:
    12,120,96144,2,0,P|60:216|44:324,1,200,8|8,0:0|0:0,0:0:0:0:
  8. 01:37:190 (3) - This one is also better with a curved one since it follows the vocal, and the curved will be better if it's like this https://osu.ppy.sh/ss/1058689. Since the vocal at 'Aruu' is going down ouo
  9. 02:16:958 (1,2) - If (1) also follows the electric guitar, then it will be better if you also curved (1) since (2) is also curved for consistency~
  10. 02:22:539 (3,4,5) - these three looked really not neat imo, especially that (5), try using this pattern http://osu.ppy.sh/ss/1058706
    code code
    256,312,142539,2,0,P|184:296|104:296,1,150.000005722046,6|8,0:0|0:0,0:0:0:0:
    48,232,143585,1,0,0:0:0:0:
    84,156,143934,2,0,B|132:104|228:108|228:108,1,150.000005722046,2|8,0:0|0:0,0:0:0:0:
  11. 02:44:167 (3,1,2,3,4) - Again, the flow at (3) to (1) is not really good as the tail of (3) is going up while the (1) is right beside it. Suggest try this pattern https://osu.ppy.sh/ss/1058746 since it will become a simpler linear pattern and in the end 02:46:260 (1) - can be used to blanket 02:45:911 (4) - and it will look neater imo ouo
  12. 02:56:027 (1,1,2,3) - lol very small overlap at (2) circle~ rotating these four by -10 degrees will done it
  13. 02:59:864 (2,3) - making (2) blanketing (3) will fells better imo as the vocal is still connecting, so making a blanket would be nice. And this is small, but moving (2) a bit down will make the flow from 02:58:818 (1) - a bit more smoother~
  14. 03:21:143 (1,2) - 0.93 spacing :O just space these normally
  15. Sooo, overall retty much a good normal with a nice rhythm too. The problems are just some shapes and blankets that can be improved since grid snap is 4 and I saw many of your curves are like when the grid snap is on level 2 :v But it's pretty much your style and changing them will be weird for you~ :D
[Flower's]

  1. 00:02:656 (3) - is small, but making this go a bit down (around 328/92) will make the flow go smoother since 00:03:005 (1) - is positioned below it
    00:05:098 (3) - i think this is more suitable to be stacked at 00:05:273 (4) - rather than 00:04:749 (2) - since the drum is connected in 00:05:273 (4) - rather in 00:04:749 (2) - (and it will create a less jump too)
  2. 00:13:121 (2) - By moving this more to the left and ctrl g this, the flow will be better since you don't use jumps for this part(while the other part has it) and the straight flow between isn't good after all the jump previously. So try making it like this http://osu.ppy.sh/ss/1059250
  3. 00:19:749 (1,2,3,4) - Ugh maybe this is just me but, I can't really grasp the rhythm here in the first times I'm playing this, I know the variation of rhythm is nice but I only able to read this after a few times playing it. But that can also be my poor reading skills orz
  4. 00:35:970 (1,2,3) - This one too, since you're following vocal at 00:32:133 (1) - part and the long slider at 00:34:051 (1) - feels like it's still following the vocal, Having this following the music kinda threw me off
  5. 00:37:714 (1,2,3,4) - this rhythm is better imo http://puu.sh/501Cp.jpg since having the circle after the slider gives a better feel with the vocal :v
    00:39:982 (3,4) - the distance between these two make me click (4) early since 00:39:284 (1,2) - clearly following the vocal(it also follow the music actually), so it was really easy to stumble on this part because of that
  6. 01:28:993 (3,4) - The part at (3) is really suitable for a kick slider since it also fit for the next long slider at 01:29:516 (1) - too ouo
  7. 01:33:353 (4,5,1) - the distance between (4) and (5) is really confusing since jump isn't really fit with the music, and also the distance with (1) following with the kick at (2) really threw me off since the vocal is strong at that point thus making players to click the kick earlier :V
  8. 02:16:958 (1,2,3,4,5,6) - would be nice if you also use 1.5 distance in this part just like you did in the previous 3 circles. Since the beat on this one is clearly stronger and having a normal distance kinda ruin the part a bit
  9. 02:33:702 (1,2,3) - Since you use small jumps at various parts and the flow on this one is currently not so good(didn't really like those linear flow), ctrl G at (2) while making it curved like this http://osu.ppy.sh/ss/1061523 will make a smoother oval flow~
  10. 02:52:539 (4,5,6) - lol having (6) stacked with (4) make me think the kick at (5) will extend until the slider at 02:53:236 (1) - start lol. Was fine though, this will make a nice tricky part :D
  11. Overall, A really nice difficulty with jump pauses used well and really fit with the song! Good job Flower~ =v=b
[Re;ConstRuct]
lol sorry for the diff name, but it looked soo good you know><
  1. 00:10:854 (4,5) - their distance is kinda bugging me, it's too close visually. Will be nice if you distance it like the other ones; 1.2 DS when ctrl g'ed
  2. 00:24:110 (1,2) - lol small overlap on (2) with 00:24:982 (4) -. You can also try this pattern for a better flow http://osu.ppy.sh/ss/1062651 so that the flow from (1) to (2) will be an oval flow while It's also easier to hit (3) with the leniency on the (2) slider~
  3. 02:08:586 - Just saying but, this part feels stronger than the previous one but it has smaller jumps than before. It plays a little bit awkward because of the jump reduction, but I think the denser notes makes up for it, so I think it's okay. But consider increasing the jumps here where you can ouo
  4. 02:30:911 (1,2,3,4,5,6) - the jump should be on the (3) and (6) where the pitch of the guitar is higher. The jump on (3) is nice but the next pattern have the jump on (5) not at (6). So I suggest using this pattern so the flow will be also consistent for these two http://puu.sh/50Axd.jpeg and btw keep the 02:44:167 (7,8) - there since their distance is good and really fit with the music~
  5. Overall, the rhythm used is really nice! But I really prefer to be more blankets here since there are many potential for a nice blanket, but it will really change and ruin the style of the map, so I think it's fine and the jumps are nicely placed :3~
Okay, overall, the mapset is really good and the spread is nice too! not a really hard normal and pretty much enjoyable for everyone; especially the Reconstruct diff, it's really playable and fun for an Insane, from a little advanced player like meto a pro player! :D I really like how you placed the jump pauses, since they are really fit with their part of the song! though I personally think the curves can be improved, but changing your style won't be good ne?

Anyway, sorry for the somewhat short mod, and Great job as usual holYsoup! :)

shamelessly quoting 11t

11t wrote:

(ノ◕ヮ◕)ノ☆~
Topic Starter
hoLysoup
AnreFM

AnreFM wrote:

Yo hoLysoup! ヾ(´・ω・`)ノ
hihi! HIhihi!


[General]
  1. 03:26:812 (1) - hmm consider reducing the volume of the spinner at 03:29:341 - since the music is stopping there, and then make the volume raise again at 03:29:951 -the silence feels really nice :3
fixzed!!

[Normal]

  1. 00:09:284 (2) - since this one have basically the same rhythm as 00:06:494 (2) -, I think it will do well if you shaped this like 00:06:494 (2) - too with a little modification to at least blanket 00:08:587 (1) - to make the flow better and the shape neater. Try this https://osu.ppy.sh/ss/1058085okay! :D
  2. 00:19:749 (1,2) - The blanket between these two can be made better imo, currently it looked loose and doesn't really blanket (2) properly. Isn't this looked better? https://osu.ppy.sh/ss/1058090 okay! :D
  3. 00:27:424 (3) - This one isn't really fit to be straight imo, as you can clearly hear the background streaming drum sound. At least, by curving the slider it will give the player more feeling with that drum sound instead by just using the straight slider fixed!
  4. 00:30:912 (5) - I think this rhythm will fit better with the song imo http://puu.sh/4Z15m.jpg. As you can see, the rhythm isn't really changed; the only difference is the repeat to be divided into a circle and slider. I think this is more fit because at the 00:30:912 - the vocal clearly end there and start again at 00:31:261 -. So, giving a repeat slider here doesn't really fit since the vocal doesn't connect imo fixed!
  5. 00:40:505 (2) - If you're following the vocal for this one, curvy slider will be nice and fit better here fixed!
  6. 01:08:586 (4,5) - the flow from (4) to (5) isn't very good here as it suddenly take a sharp upright turn while the flow at 01:07:540 (1,2,3,4) - is better with the turn being smoother. I suggest use this kind of shape here http://osu.ppy.sh/ss/1058646 as the flow will go more smoothly :Doh! very nice! fixed!
  7. 01:35:097 (1) - I find the second red dot here doesn't really needed as it only make the slider looked weird since the vocal nor the bacground music doesn't really fit here. Try this shape here https://osu.ppy.sh/ss/1058676. The (1) fits with vocal, since the vocal is also rising while (2) is somewhat going down too, so this one fits better imo :p oh~ very nice fixed too!
  8. 01:37:190 (3) - This one is also better with a curved one since it follows the vocal, and the curved will be better if it's like this https://osu.ppy.sh/ss/1058689. Since the vocal at 'Aruu' is going down ouo fixed!!
  9. 02:16:958 (1,2) - If (1) also follows the electric guitar, then it will be better if you also curved (1) since (2) is also curved for consistency~ fixed!
  10. 02:22:539 (3,4,5) - these three looked really not neat imo, especially that (5), try using this pattern http://osu.ppy.sh/ss/1058706 fixed!
  11. 02:44:167 (3,1,2,3,4) - Again, the flow at (3) to (1) is not really good as the tail of (3) is going up while the (1) is right beside it. Suggest try this pattern https://osu.ppy.sh/ss/1058746 since it will become a simpler linear pattern and in the end 02:46:260 (1) - can be used to blanket 02:45:911 (4) - and it will look neater imo ouo fixed!
  12. 02:56:027 (1,1,2,3) - lol very small overlap at (2) circle~ rotating these four by -10 degrees will done it
  13. 02:59:864 (2,3) - making (2) blanketing (3) will fells better imo as the vocal is still connecting, so making a blanket would be nice. And this is small, but moving (2) a bit down will make the flow from 02:58:818 (1) - a bit more smoother~
  14. 03:21:143 (1,2) - 0.93 spacing :O just space these normally
  15. Sooo, overall retty much a good normal with a nice rhythm too. The problems are just some shapes and blankets that can be improved since grid snap is 4 and I saw many of your curves are like when the grid snap is on level 2 :v But it's pretty much your style and changing them will be weird for you~ :D
[Re;ConstRuct]
lol sorry for the diff name, but it looked soo good you know><
  1. 00:10:854 (4,5) - their distance is kinda bugging me, it's too close visually. Will be nice if you distance it like the other ones; 1.2 DS when ctrl g'edfixed a bit! :)
  2. 00:24:110 (1,2) - lol small overlap on (2) with 00:24:982 (4) -. You can also try this pattern for a better flow http://osu.ppy.sh/ss/1062651 so that the flow from (1) to (2) will be an oval flow while It's also easier to hit (3) with the leniency on the (2) slider~ fixed~
  3. 02:08:586 - Just saying but, this part feels stronger than the previous one but it has smaller jumps than before. It plays a little bit awkward because of the jump reduction, but I think the denser notes makes up for it, so I think it's okay. But consider increasing the jumps here where you can ouo un un okok~
  4. 02:30:911 (1,2,3,4,5,6) - the jump should be on the (3) and (6) where the pitch of the guitar is higher. The jump on (3) is nice but the next pattern have the jump on (5) not at (6). So I suggest using this pattern so the flow will be also consistent for these two http://puu.sh/50Axd.jpeg and btw keep the 02:44:167 (7,8) - there since their distance is good and really fit with the music~ interesting... ok i'll rearrange! :)
  5. Overall, the rhythm used is really nice! But I really prefer to be more blankets here since there are many potential for a nice blanket, but it will really change and ruin the style of the map, so I think it's fine and the jumps are nicely placed :3~
Okay, overall, the mapset is really good and the spread is nice too! not a really hard normal and pretty much enjoyable for everyone; especially the Reconstruct diff, it's really playable and fun for an Insane, from a little advanced player like meto a pro player! :D I really like how you placed the jump pauses, since they are really fit with their part of the song! though I personally think the curves can be improved, but changing your style won't be good ne?

Anyway, sorry for the somewhat short mod, and Great job as usual holYsoup! :)

shamelessly quoting 11t

11t wrote:

(ノ◕ヮ◕)ノ☆~

THANKS SO MUCH FOR MODDING AND STARRRRRRRRRR :D!!!!!
sakanaA
I can't speak English. sorry... :(

MOD
[Insane]
02:33:004 (1,2,3,4) - http://puu.sh/51S3G.png
03:13:992 (4,1) - http://puu.sh/51Sdr.png

verrrrry good map!!!!!!! :)

[Nomal]
01:35:097 (1) - http://puu.sh/51Ssr.png

good map!!!!!!! :)
I'm sorry in poor mod :(

茶太<3
Topic Starter
hoLysoup
sakanaA

sakanaA wrote:

I can't speak English. sorry... :(
sakanaaaaaaAAAAAAAAAA :>!
[Insane]
02:33:004 (1,2,3,4) - http://puu.sh/51S3G.png うんうん... もっと考えてみる :>!
03:13:992 (4,1) - http://puu.sh/51Sdr.png ww ok~

verrrrry good map!!!!!!! :) ありがとうう!!!!! : )!

[Nomal]
01:35:097 (1) - http://puu.sh/51Ssr.png 考え中~

good map!!!!!!! :)
I'm sorry in poor mod :(
いやいや このmod... 可愛すぎ、始めてみた : D

茶太<3茶太<3
本当ありがとう!!

Frostmourne~! (ღ˘⌣˘ღ)!
quiz-chan_DELETED


Hi~ from QAT's queue!! \o/

[General]
I don't know if there is a timing issue (had loud environment while modding ._.), but somehow timing sounded a little off. I might re-check that in the future, but you should check as well. I feel like the objects went more and more off towards the end. Then again, I am not sure about this.

AIMod has problems with Flower's diff's leadin. I don't know, you should recheck because me lazy.

[Normal]
00:30:912 (5,1) - Please swap current newcombos. That means, current (5) should have NC instead of (1); it'll fit better stanza-wise, I don't know if the sentence ends where the NC currently is, though.
00:46:609 (2) - This could look better.
00:49:400 (2) - Same as above since C&P.

Clean diff, all in all little to complain about!

[Flower's Hard]

This diff overuses NCs; as for those, I am going to mention some that don't help anything. The combos are way too short in general.

Unnecessary newcombos
00:01:959 (1) - Nothing really noticably changed here. Why is there a NC?
00:07:017 (1) - ^
00:09:807 (1) - ^
00:12:598 (1) - ^
00:15:389 (1) - ^
00:18:354 (1) - ^
00:20:970 (1) - ^
00:23:761 (1) - ^
00:26:203 (1) - ^
00:29:691 (1) - ^
00:32:133 (1) - ^
00:37:714 (1) - ^
00:40:505 (1) - ^
wtf really
00:46:261 (1) - ^
01:03:179 (1) - ^
01:05:621 (1) - ^
01:16:784 (1) - ^
01:20:098 (1) - ^
01:25:330 (1) - ^
01:30:563 (1) - ^
02:09:981 (1) - ^ (in fact, something changed right here, but it'd be more sensible to not emphasize this pitch change)
02:26:725 (1) - ^ (this is unnecessary again somehow)
02:32:306 (1) - ^
02:35:097 (1) - ^
02:43:469 (1) - ^
*yawn*
02:48:702 (1) - ^
02:54:632 (1) - ^
02:57:422 (1) - ^
03:05:620 (1) - ^
03:08:585 (1) - ^
03:12:073 (1) - ^
what the heck is this? those combos are way too short. you cannot call this "Hard" anymore.
03:16:783 (1) - ^
03:19:573 (1) - ^
03:22:887 (1) - ^
00:43:644 (1,4) - Swap combos: newcombo on (4) and remove from (1).

This map has too many newcombos and those affect HP drain indirectly, you know. Other than that, the diff is fine.

[Reconstruct]
....goddamnit, not again. I am not mentioning unnecessary NCs again. I am totally demoralized. )):
Also, I don't like how the diff is overdone in some way. It is too fast for the song. Mainly the jumps cause this effect. Pointing out some examples. Please fix on your own accord.


00:07:540 (4,5) - This jump is there for nothing. Again, because nothing changes really. You should snap correctly.
00:08:587 (1,2,3,4) - Varying spacing while jumping.... omgwhat.
00:14:168 (1,2,3,4) - This just hurts while playing.
01:03:528 (3,4,5,6,1) - whywhywhywhy? ;_______;
01:32:307 (1,2,3,4,5) - What do you achieve with this??
in case you decide to slow the diff in general, be sure to change AR to 8. it'd fit really.

03:25:329 (1,1,1,1,1) - what the heck

Personally disliked the diff. Apart from the overdone-thingy and the newcombos, it'd really make a great map..... but I simply believe you didn't pull off your (maybe cool!) intentions in a right way. ):

I am sure, if you follow at least some of these instructions, you might match my taste a little more.

Wishing you the best of luck!!

YGOkid8
SPOILER
10:57 hoLysoup: hihi!
10:57 hoLysoup: I finally caught you online :>
10:57 YGOkid8: yeah haha
10:57 hoLysoup: if you are ok with irc mod then np with me too
10:58 YGOkid8: okay cool, ready to start then?
10:58 hoLysoup: yes!
10:58 hoLysoup: please begin
10:58 YGOkid8: sure, we'll start with Reconstruct diff.
11:00 YGOkid8: 00:00:912 (3) - first off, i think this slider would be better as two hitcircles
11:00 YGOkid8: because of the drums, having to tap for each drum hit would have better emphasis imo
11:01 YGOkid8: 00:03:703 (1,2) - and you do it here anyway, so why not for the first time as well
11:01 hoLysoup: mm~ yea sure
11:02 YGOkid8: i don't think you'll go through with this suggestion because it'll require a lot of repositioning, but i'll say it anyway
11:02 YGOkid8: 00:06:842 - i'm not a big fan of the small breaks you've got around the place, as well as the stack
11:03 YGOkid8: simply because it breaks the flow and the stop is a bit uncomfortable
11:03 YGOkid8: like after the drum intro, i feel like flowing and flowing with the guitar/vocals
11:03 YGOkid8: could just be me though
11:03 hoLysoup: haha oh yea I know what you're saying
11:03 hoLysoup: I thought you'd mention it for the part when the vocals start though
11:03 hoLysoup: hm.. how can I put it?
11:04 hoLysoup: when I listen to this song, it's too hard for me to follow everything it's got
11:04 hoLysoup: so the best way for myself is through this kind of wacky rhythmic pattern
11:04 hoLysoup: I think it works rather well for the verse section though. I really do
11:06 YGOkid8: fair enough, it's still good though
11:06 YGOkid8: 00:45:737 - but then from here until the break, you don't have the gaps lol
11:06 YGOkid8: so it took me by surprise a bit
11:07 hoLysoup: oh yea lol I guess that's like a...
11:07 YGOkid8: 00:48:179 - maybe delete the hitcircle here?
11:07 hoLysoup: uh.. overdrive kinda thing to drive to the 5stack stream before the break
11:08 YGOkid8: hm, i still think it'd be better with that hitcircle deleted
11:09 YGOkid8: 00:48:528 - because the change in rhythm doesn't really start until here
11:09 YGOkid8: 00:49:400 (4) - and it's here when the change really starts
11:09 hoLysoup: actually yea sure
11:09 hoLysoup: removed
11:09 hoLysoup: :>
11:09 YGOkid8: :>
11:09 YGOkid8: 00:49:749 (5) - i think would be better if you change into two hitcircles
11:10 YGOkid8: then make it a 7 note stream like it is in the music, instead of a 5 note one
11:10 hoLysoup: yea this is like
11:10 hoLysoup: the part i've been struggling with
11:11 hoLysoup: cause I know a beat is missing for the stream
11:11 hoLysoup: but i really like the placement cause it follows the voice
11:11 hoLysoup: and the cursor movement is nice here
11:11 hoLysoup: so i'mma just
11:11 hoLysoup: think abou this
11:12 YGOkid8: http://puu.sh/591aC.jpg - would something like this work?
11:15 hoLysoup: mmm kk let me think
11:15 hoLysoup: throughout
11:15 hoLysoup: just go on
11:15 hoLysoup: :)
11:15 YGOkid8: okay sure
11:18 YGOkid8: 01:23:935 (1) - for this section before the kiai bit
11:18 YGOkid8: i was thinking it'd be better for the 1/2 sliders not to always start on white ticks
11:18 YGOkid8: like i know it's mapped pretty strictly to the vocals but
11:19 YGOkid8: it's a bit boring and predictable, so varying it up would help imo
11:19 hoLysoup: mmm yea I dont' think I'll vary the rhythm here haha
11:20 hoLysoup: I guess it's true it's all the same
11:20 hoLysoup: but I think the long sliders emphasize the cymbal soudns quite well here
11:21 YGOkid8: oh, long sliders are fine, i'm talking about the 1/2 sliders
11:21 YGOkid8: for example
11:21 YGOkid8: 01:25:330 (1,2) - if you ctrl+g these two together
11:21 YGOkid8: it would make it more interesting rhythmically wise
11:21 YGOkid8: and it's still mapped to the guitar
11:22 YGOkid8: 01:27:074 (2,3) - same with these
11:22 YGOkid8: those are the only two i'd ask you to change
11:23 YGOkid8: chorus is fine, since the 1/4s help make it more interesting
11:25 hoLysoup: kk
11:25 hoLysoup: I think i'll leave it for the second one
11:25 hoLysoup: I changed it for the first one
11:26 YGOkid8: aw not for the second one? :<
11:26 hoLysoup: haha yea
11:26 hoLysoup: I rather like the placement for the second one
11:26 hoLysoup: first one I'm quite flexible with
11:26 hoLysoup: :>
11:27 YGOkid8: second one you could just ctrl+g as i said and still have beatplacement as it is :D
11:28 hoLysoup: mm nah I think i'll pass
11:28 hoLysoup: the mouse movement in this section is great for my taste
11:28 YGOkid8: alright fair enough
11:28 YGOkid8: 01:40:592 - add a hitcircle here? only having one triple at the beginning of the kiai feels a bit weird imo
11:29 YGOkid8: and i think having a triple there works as well
11:29 YGOkid8: would require a bit of repositioning though
11:30 hoLysoup: mm~
11:31 hoLysoup: maybe... not? I feel like there's no drum or rhythmic indication strong enough here for one
11:31 hoLysoup: + yea as you said, it'll be a little straining to reposition
11:32 hoLysoup: especially since i have these jumps coordinated
11:32 YGOkid8: if you feel there's no rhythmic indication strong enough for one, i can argue that for the first one too
11:33 hoLysoup: yea that's true too
11:34 hoLysoup: but I guess I really do want to just keep this part to the simple rhythms
11:35 YGOkid8: hm, if you say so
11:35 YGOkid8: i still think having a triple there would work better
11:37 YGOkid8: 02:19:748 (1) - i didn't really like how you decided to start the slowdown here, would be better if you did it 02:19:748 (1) - here instead
11:37 YGOkid8: but instead you did the opposite and increased it back up there lol
11:37 YGOkid8: wait
11:37 YGOkid8: screwed that up
11:38 YGOkid8: 02:30:911 -
11:38 YGOkid8: slowdown there instead because there's a more noticable change in the music
11:39 YGOkid8: 01:23:935 - the part where you put the slowdown is really the same as this bit
11:39 hoLysoup: oh did you mean to slow down the whole section starting from here 02:30:911 (1)?
11:40 hoLysoup: and not do it for the other?
11:40 YGOkid8: yeah
11:41 hoLysoup: imo that doesn't work well because the section starting from here 02:30:911 (1)
11:41 hoLysoup: I begin with all circles indicating the beats are following the guitar
11:42 hoLysoup: thus it's pretty strange to have it slow down there imo
11:42 hoLysoup: and plus the part where I did put the 0.75, the drums have ceased from constant 2/4 snare
11:42 hoLysoup: from the previous section, that's why I think it works so well
11:42 hoLysoup: and it's right after the guitar solo too, so it provides a bigger contrast
11:42 hoLysoup: so if I slow'd down at this point 02:30:911 (1), the constant bombardment of circles would clash with the slow slider speed
11:43 YGOkid8: 01:23:935 - still music wise, it's the same as this section
11:43 hoLysoup: ^ not sure why that highlighted LOl but ok
11:43 YGOkid8: the only difference is that the first one has a constant guitar rhythm
11:43 YGOkid8: but otherwise, they're the same
11:43 hoLysoup: yeah, but even though it's the same the background drumbeat and guitar is way different
11:44 hoLysoup: so it's quite effective
11:44 hoLysoup: like I mean the melody is the same, but the accompaniment shows the slow down
11:44 hoLysoup: that's what I wanna say
11:44 hoLysoup: and the slowdown is supported with the 0.75x
11:44 YGOkid8: you've already got sparse spacing to emphasise the difference though
11:44 YGOkid8: adding a slowdown as well makes it more dramatic than it needs to be
11:45 hoLysoup: yea that's fine lol
11:45 YGOkid8: aw i still think it's really weird
11:45 hoLysoup: I mean it works perfectly with the section since the whole feel is just different from the usual chorus
11:46 hoLysoup: 02:42:423 -
11:46 hoLysoup: like when this resumes, the slider speed resumes too so i think it's great
11:47 YGOkid8: 02:30:911 - your slider speed resumes over here though, where there's a drop in the music volume
11:47 YGOkid8: and you slowdown to 0.75x in a section where there's very little change in the music
11:47 YGOkid8: you see what i'm getting at here?
11:48 YGOkid8: manipulation of slider speed is usually used to show intensity of the music at a given time or section
11:48 YGOkid8: but you've kinda done the opposite here, so it doesn't make much sense
11:49 hoLysoup: yea I know what you mean but I'm just saying
11:49 hoLysoup: with the spacing and constant 2/4 rhythm there, I just really don't think a slow down would do good
11:49 hoLysoup: that's all
11:49 hoLysoup: I guess for me it makes sense when playing
11:49 hoLysoup: like the slowdown right after the spinner and solo section
11:50 hoLysoup: I would feel that it's appropriate to slow down there and then slowly pick up speed again
11:50 YGOkid8: hm
11:51 hoLysoup: haha well I guess it's just you and I interpret it differently then
11:51 hoLysoup: cuase I think it's very effective but you don't
11:51 YGOkid8: yeah
11:52 YGOkid8: let's just move on then
11:52 YGOkid8: 02:40:678 (1,2,3,4,5,6,7,8,9) - jump slider stream here would be good imo, to go with the guitar a bit
11:52 YGOkid8: also so we don't all have to die streaming like beasts
11:53 hoLysoup: LOL
11:53 hoLysoup: that's the intention though unfortunately
11:53 YGOkid8: dammit lol
11:53 YGOkid8: 16 note death stream at 172bpm is already pooping difficult
11:54 YGOkid8: adding the slider streams varies it up
11:54 hoLysoup: yea. yes. I only get it all... 3/10 times?
11:54 hoLysoup: but yea with that kinda rhythm, it's only appropriate to make it harder
11:54 hoLysoup: as well as the change of direction
11:55 YGOkid8: still, the map overall is more on the casual side
11:55 hoLysoup: plus it's approaching the last part so,
11:55 hoLysoup: meh wouldn't put that anywhere else
11:55 YGOkid8: having difficulty peaks will just make people angry
11:56 hoLysoup: well I mean it's not really a peak y'know? it's more like just
11:56 hoLysoup: strange if I don't do it
11:56 hoLysoup: cause the drums is pretty much calling for that
11:56 hoLysoup: at least I didn't do a rediculous spacing with ti
11:56 YGOkid8: if anything, the drums for that bit is pretty much the same
11:56 YGOkid8: having slider streams for the last stream will bring out the change in guitar more
11:58 hoLysoup: yea i guess I understand what you're saying
11:58 hoLysoup: but I'd probably still make it stay like that cause it's just like a kinda
11:58 hoLysoup: overdrive feel for me and it's great
11:58 hoLysoup: before the last chorus approaches
11:58 YGOkid8: alright
11:58 YGOkid8: well i tried my best lol
11:59 hoLysoup: haha sorry
11:59 YGOkid8: 02:42:248 (5,1) - that stack hurts me eyes
11:59 hoLysoup: there you go i"ve been waitin for this
11:59 hoLysoup: I guess everyone is annoyed by this part
11:59 hoLysoup: haha
12:00 YGOkid8: well i know the reasoning behind it, but
12:00 hoLysoup: I mean I guess i'll change it but somehow that
12:00 hoLysoup: decreasing spacing appeals to me
12:01 YGOkid8: i dunno i still think it'd work just as well if you
12:02 YGOkid8: normal spacing between (4,5)
12:02 YGOkid8: then perfectly stack the (5,1), e.g. http://puu.sh/593LP.jpg
12:03 hoLysoup: yea that was whata I was gonna change it to
12:03 hoLysoup: I just wanted to hear ppl's opinions
12:03 YGOkid8: okay cool
12:03 hoLysoup: guess I'll fix it
12:04 YGOkid8: 02:44:516 (1,2,3,4) - and 02:57:422 (1,2,3,4) - are mapped the same, but at different times in the music
12:04 YGOkid8: first one starts a white tick earlier
12:05 YGOkid8: so it's a bit weird i guess
12:05 hoLysoup: oh yea that was intentional
12:05 hoLysoup: it's kinda like purposely breaking up the noticeable pattern
12:05 hoLysoup: or not breaking
12:05 hoLysoup: stretching it
12:07 YGOkid8: eh tbh it just looks like you wanted the pattern and didn't take into account what it was mapped to in the music
12:07 YGOkid8: though if you prefer it that way *shrug*
12:08 hoLysoup: haha ok
12:08 YGOkid8: 03:25:678 (1,1,1) - remove these NCs lol
12:08 YGOkid8: totally unnecessary
12:10 hoLysoup: kk
12:11 YGOkid8: in terms of difficulty settings, i think you should OD8, considering this is an Insane
12:12 YGOkid8: OD7 is a bit too lenient
12:13 hoLysoup: mm regarding that.. if possible i'd like to not do that
12:13 hoLysoup: I don't know just because
12:13 hoLysoup: I actually feel the difference in how much more accurate you have to be
12:16 YGOkid8: yeah me too, which is why i'm suggesting it
12:17 hoLysoup: Oh.
12:17 hoLysoup: well. yea. LOL then I guess I'd still rather not do it
12:17 hoLysoup: I mean it's an insane lvl difficulty, but it's not INSANE yet y'know what I mean
12:18 YGOkid8: not really, seems like a pretty standard insane to me
12:18 hoLysoup: like compared to other actual very hard difficulty maps, I dont' think it's up at that lvl yet so
12:18 YGOkid8: crazy insanes are on a different level altogether
12:18 hoLysoup: I'd prefere it to remain at OD7
12:20 YGOkid8: all your other difficulty settings are at Insane levels though
12:20 YGOkid8: HP7, AR9
12:21 YGOkid8: if you really feel the difference that much, it might be your map's timing is a bit off
12:21 YGOkid8: which i think it is anyway, a bit early
12:22 hoLysoup: no well, I guess what I mean by difference is that
12:22 hoLysoup: you pay more attention to how accurate you have to hit and thus the flow, beats and other things are ignored as a result
12:22 hoLysoup: that' what I mean
12:23 hoLysoup: like you'll be more consciuos of trying to get 300s
12:23 hoLysoup: and I don't know, for me that's not that fun
12:23 hoLysoup: :/
12:23 hoLysoup: nor cool with maps
12:24 YGOkid8: it's Insane though, at that level you should be able to get decent acc on OD8 on Insane maps
12:24 YGOkid8: offset +12 btw, feels better to me
12:27 hoLysoup: kk offset fixed
12:28 hoLysoup: but yea I'd still like to vote for OD7 though
12:30 hoLysoup: sry I gtg for now do you want to irc mod for other diffs?
12:30 hoLysoup: or would you just post them?
12:30 YGOkid8: not much for other diffs, so i can just post
12:30 hoLysoup: ok ok sry 'bout that
12:30 hoLysoup: thanks for your time though
12:30 hoLysoup: !
12:31 YGOkid8: np
i really still think Reconstruct should have OD8, but not a big deal i guess.

flower's hard hp6. otherwise very nice diff.

normal hp4 and ar5. settings you have now are a bit low for the actual difficulty imo. i also think you need an easy diff, as the amount of 1/2 rhythm used isn't very nice for the easiest diff.

overall good mapset, but disagreements with SV and rhythm choices discussed in Reconstruction diff. makes it unlikely that i'll be coming back to bubble this, sorry.
Topic Starter
hoLysoup

YGOkid8 wrote:

i really still think Reconstruct should have OD8, but not a big deal i guess.

flower's hard hp6. otherwise very nice diff.

normal hp4 and ar5. settings you have now are a bit low for the actual difficulty imo. i also think you need an easy diff, as the amount of 1/2 rhythm used isn't very nice for the easiest diff.

overall good mapset, but disagreements with SV and rhythm choices discussed in Reconstruction diff. makes it unlikely that i'll be coming back to bubble this, sorry.
really? just cause we have different opinions in rhythm choices and SV which is completely subjective, you wont' bubble cause it's not like it's unrankable you just don't like it. rofl what a waste of time. I even spent paragraphs explaining my choices HAH. time well wasted.
AND you merged my double post.

Quiz-chan wrote:

Hi~ from QAT's queue!! \o/

[General]
I don't know if there is a timing issue (had loud environment while modding ._.), but somehow timing sounded a little off. I might re-check that in the future, but you should check as well. I feel like the objects went more and more off towards the end. Then again, I am not sure about this. yes you're right there was a timing issue


[Normal]
00:30:912 (5,1) - Please swap current newcombos. That means, current (5) should have NC instead of (1); it'll fit better stanza-wise, I don't know if the sentence ends where the NC currently is, though.
00:46:609 (2) - This could look better.
00:49:400 (2) - Same as above since C&P.
there's been some NC changes already and remapping in the normal so I can't recall what I changed from here I'm sorry!
Clean diff, all in all little to complain about!


[Reconstruct]
....goddamnit, not again. I am not mentioning unnecessary NCs again. I am totally demoralized. )):
Also, I don't like how the diff is overdone in some way. It is too fast for the song. Mainly the jumps cause this effect. Pointing out some examples. Please fix on your own accord.


00:07:540 (4,5) - This jump is there for nothing. Again, because nothing changes really. You should snap correctly.
00:08:587 (1,2,3,4) - Varying spacing while jumping.... omgwhat.
00:14:168 (1,2,3,4) - This just hurts while playing.
01:03:528 (3,4,5,6,1) - whywhywhywhy? ;_______;
01:32:307 (1,2,3,4,5) - What do you achieve with this??
in case you decide to slow the diff in general, be sure to change AR to 8. it'd fit really.
everything you mentioned here are subjective jumps. the parts where you ask why, I would reply by asking why not? because with things like it hurts while playing, that is completely personal opinion on how the map should flow, therefore all the jumps you mentioned are simply my style of song representation and you just don't seem to like it that's all. that's why nothing is changed really. subjective matter is subjective.
03:25:329 (1,1,1,1,1) - what the heck this was only for fun. it's fixed now

Personally disliked the diff. Apart from the overdone-thingy and the newcombos, it'd really make a great map..... but I simply believe you didn't pull off your (maybe cool!) intentions in a right way. ):

I am sure, if you follow at least some of these instructions, you might match my taste a little more.
but thanks a lot for your input. It's always great to hear more opinions and I'm sorry you didn't like this diff. It's one of my favourite diffs and new style/approach compared to my previous ones!

Wishing you the best of luck!!

Quilt
!<:
CakiP
supp!
Topic Starter
hoLysoup
hello! : )
BeatofIke
Modding this map soon! The QAT must not die! D:
Irreversible


Yes, you're right Ike, QAT MUST NOT DIE
That's why I'm here now.

[Normal]

00:32:145 (2) - This rhythm here could cause confusion for normal players. What about moving it 1/2 back, to get a cleaner rhythm here? It will still fit the vocal. Extending the slider should also be provided, to keep the same effect.
02:27:086 (2) - Going nazi again - 318 112 to provide the same DS.

Really clean normal, good job!

[Flower's Hard]

00:13:133 (2) - Mh, I'd actually prefer 104 264 to provide a cleaner look.
01:05:633 (1) - Is there a way to make this blanket even nicer?
01:43:307 (6) - A zick zack flow would be pretty cool here imo http://puu.sh/5eeMx.jpg

Awesome hard.

[Insane]

00:00:924 (3) - According to your NC pattern this should be a NC (00:03:715 (1) - )
00:23:424 (3) - I actually cannot see why this jump is so big here. CTRL + G would help increasing the flow much.
00:24:470 (2,4) - This part here looks not as clean as the rest. You should maybe put the same distance between the slider end of 2 > 3, and the slider end of 2 > 4, so it looks better, and plays better as well.
00:37:552 (2) - CTRL + G would be cool here, to get a better flow between 00:37:203 (1,2) - . Also, I think if 00:37:552 (2,4) - go to the same direction, a cool effect appears as well.
00:47:668 (1,2,3) - Mh, maybe make those a triangle like 00:47:145 (1,2,3) - ? (copy paste) I think some consistency here wouldn't hurt.
01:23:947 (1,2,3,4,1,2,3,4,5,6,1,2,3,4,5,1,2,3,4,1,2,3,4,5,6,7,8,9,1,2,3,4,5) - No hitsounds in this part? o.o Maybe add some quiet whistles, or the hitsound you'd like to use (well i know there are two finishes, but yeah)
03:12:085 (3) - CTRL + G? again, for the flow. The reason why i'm suggestin it there and not 03:12:434 (4) - is , because the jump between 4 and 1 makes sense .

Really enjoyable!


Alright, BeatofIke will mod this, and then call me back :)
BeatofIke

Okay then! Here is my mod! Let's get this map ranked! :D (Also my 2222th Post *runs*)

[General]
  1. Nothing to really point out, although the timing kind of felt too early at some parts and too late at other parts (at least when I hear the metronome). This situation is typical to most guitar-related music. The map itself sounded fine when I hear it. Other than that, the BPM is absolutely correct!
  2. Just an observation while test playing, but the combo colors seems a bit too light relative to the BG. I would probably make it a bit darker by decreasing the Luminosity (leave the Hue and Saturation untouched). I also recommend that the Luminosity is the same for all combo colors for perfect color consistency. I should probably do this in my maps often. XD
[Normal]
  1. 00:39:637 (1) - This 1/1 slider feels off with the rest of the notes due as they were prominently following the vocal lines. I believe it would be more consistent to the vocals if you extend this 1/1 slider into a 3/2 slider (similar to what you did at 00:28:474 (2,3)). An alternative solution is to add a note at 00:40:160 (2) for a better vocal transition to the next note. If suggested, you could do the same thing at 00:42:079 (1,2) and 01:01:613 (1,2) if you like.
  2. 02:29:171 (2) - Optional, but I feel that there should be a note here due to the prominent drum/cymbal sounds (simliar to what you did at 02:22:543 (3,4,5)). If you consider this suggestion, feel free to add an extra note here along with a soft-finish to emphasize the cymbals playing in the BGM. :3
[Flower's Hard]
  1. 00:38:590 (3,4) - Optional suggestion, but I have an idea that replacing these notes with a 1/2 reverse slider to emphasize the pitch of the vocals better with the drums. This change is not really necessary as it is simply my personal taste on emphasizing sound relative to the notes. See if you like it, otherwise just move on XD.
  2. 00:40:160 (4) - Try your best on following the prominent drums and vocals sounds. For example, you can add an extra note here (maybe stacking it with the end of 00:40:509 (1) or somewhere else if you like :3) for the prominent vocals playing here. In addition, you can move the next note at 00:40:334 (4) a grid down to polish the blanket pattern if you like. Here is an example of what you could do:
  3. 02:29:694 (3,4,5) - About this 1/4 kick slider, the beats are actually off-beat as the music is playing mostly in 1/3 beats (the first 3 notes are playing in 1/4 beats). You going to have to slow down the music speed and listen closely to the rhythm to confirm this. Notice that the drums sounds are playing in different beat snaps. You may have to re-arrange this note to something like this (notice the kick slider is in 1/3 beats):
[Reconstruct]
  1. There's nothing to really point out with the insane as it plays really well with the song. Nothing feels off while I was test playing this difficulty. I only have a few suggestions that you could follow and this map should be good to go hehe.
  2. 00:05:102 (3) - Comparing with the combo pattern at 00:01:963 (2,1), it would be more consistent if you add a new combo here.
  3. 00:07:718 (5) - This note feels inconsistent with the prominent drums. How about moving this hit circle at 00:07:893 (5)? It sounds more relatively consistent with the drums.
  4. 02:29:781 (6) - At first, I was thinking that you should add an extra note here, but then I realized that 02:29:869 (1,2,3) is fully readable without it anyways. You should add it if you want, otherwise move on. XD
Really great mapset indeed. Nice structure, very playable, and simply a fun map for everyone to play.
Alright, take it over Irreversible. :D
Topic Starter
hoLysoup
Irreversible

Irreversible wrote:



Yes, you're right Ike, QAT MUST NOT DIE
That's why I'm here now.
hiiiiiiiiiii!!
[Normal]

00:32:145 (2) - This rhythm here could cause confusion for normal players. What about moving it 1/2 back, to get a cleaner rhythm here? It will still fit the vocal. Extending the slider should also be provided, to keep the same effect. fixed!
02:27:086 (2) - Going nazi again - 318 112 to provide the same DS. fixed!

Really clean normal, good job!

[Flower's Hard]

00:13:133 (2) - Mh, I'd actually prefer 104 264 to provide a cleaner look. fixed!
01:05:633 (1) - Is there a way to make this blanket even nicer? fixed!
01:43:307 (6) - A zick zack flow would be pretty cool here imo http://puu.sh/5eeMx.jpg fixed!

Awesome hard.

[Insane]

00:00:924 (3) - According to your NC pattern this should be a NC (00:03:715 (1) - ) fixed!
00:23:424 (3) - I actually cannot see why this jump is so big here. CTRL + G would help increasing the flow much. mm~ I think it's an ok distance? it just feels good for me I don't know... as a player to have the slider this way instead of having the repeat on top
00:24:470 (2,4) - This part here looks not as clean as the rest. You should maybe put the same distance between the slider end of 2 > 3, and the slider end of 2 > 4, so it looks better, and plays better as well. fixed up the arrangement a bit so it's cleaner now!
00:37:552 (2) - CTRL + G would be cool here, to get a better flow between 00:37:203 (1,2) - . Also, I think if 00:37:552 (2,4) - go to the same direction, a cool effect appears as well. mm~ i think i'll leave it as it is now because of the way it flows and that they both point in the same direction which matches the hitsound perfectly of the drums here!
00:47:668 (1,2,3) - Mh, maybe make those a triangle like 00:47:145 (1,2,3) - ? (copy paste) I think some consistency here wouldn't hurt. fixed!
01:23:947 (1,2,3,4,1,2,3,4,5,6,1,2,3,4,5,1,2,3,4,1,2,3,4,5,6,7,8,9,1,2,3,4,5) - No hitsounds in this part? o.o Maybe add some quiet whistles, or the hitsound you'd like to use (well i know there are two finishes, but yeah) mmm ok let me add some
03:12:085 (3) - CTRL + G? again, for the flow. The reason why i'm suggestin it there and not 03:12:434 (4) - is , because the jump between 4 and 1 makes sense . fixed!

Really enjoyable!


Alright, BeatofIke will mod this, and then call me back :)
THANKS!!!!!!! so much!!


BeatofIke

BeatofIke wrote:


Okay then! Here is my mod! Let's get this map ranked! :D (Also my 2222th Post *runs*)
hiiiiiiiiiiiiiiiiiiii! :D
[General]
  1. Nothing to really point out, although the timing kind of felt too early at some parts and too late at other parts (at least when I hear the metronome). This situation is typical to most guitar-related music. The map itself sounded fine when I hear it. Other than that, the BPM is absolutely correct! ok let me check in detail! :)
  2. Just an observation while test playing, but the combo colors seems a bit too light relative to the BG. I would probably make it a bit darker by decreasing the Luminosity (leave the Hue and Saturation untouched). I also recommend that the Luminosity is the same for all combo colors for perfect color consistency. I should probably do this in my maps often. XD oh ok I will recheck these too!! thanks!!
[Normal]
  1. 00:39:637 (1) - This 1/1 slider feels off with the rest of the notes due as they were prominently following the vocal lines. I believe it would be more consistent to the vocals if you extend this 1/1 slider into a 3/2 slider (similar to what you did at 00:28:474 (2,3)). An alternative solution is to add a note at 00:40:160 (2) for a better vocal transition to the next note. If suggested, you could do the same thing at 00:42:079 (1,2) and 01:01:613 (1,2) if you like. fixed!
  2. 02:29:171 (2) - Optional, but I feel that there should be a note here due to the prominent drum/cymbal sounds (simliar to what you did at 02:22:543 (3,4,5)). If you consider this suggestion, feel free to add an extra note here along with a soft-finish to emphasize the cymbals playing in the BGM. :3 fixed!
[Flower's Hard]
  1. 00:38:590 (3,4) - Optional suggestion, but I have an idea that replacing these notes with a 1/2 reverse slider to emphasize the pitch of the vocals better with the drums. This change is not really necessary as it is simply my personal taste on emphasizing sound relative to the notes. See if you like it, otherwise just move on XD. fixed!
  2. 00:40:160 (4) - Try your best on following the prominent drums and vocals sounds. For example, you can add an extra note here (maybe stacking it with the end of 00:40:509 (1) or somewhere else if you like :3) for the prominent vocals playing here. In addition, you can move the next note at 00:40:334 (4) a grid down to polish the blanket pattern if you like. Here is an example of what you could do:
    fixed!
  3. 02:29:694 (3,4,5) - About this 1/4 kick slider, the beats are actually off-beat as the music is playing mostly in 1/3 beats (the first 3 notes are playing in 1/4 beats). You going to have to slow down the music speed and listen closely to the rhythm to confirm this. Notice that the drums sounds are playing in different beat snaps. You may have to re-arrange this note to something like this (notice the kick slider is in 1/3 beats): fixed!
[Reconstruct]
  1. There's nothing to really point out with the insane as it plays really well with the song. Nothing feels off while I was test playing this difficulty. I only have a few suggestions that you could follow and this map should be good to go hehe.
  2. 00:05:102 (3) - Comparing with the combo pattern at 00:01:963 (2,1), it would be more consistent if you add a new combo here. fixed!
  3. 00:07:718 (5) - This note feels inconsistent with the prominent drums. How about moving this hit circle at 00:07:893 (5)? It sounds more relatively consistent with the drums. hmm... interesting... they both work well for me. your suggestion too! mmmmm let me reconsider for a bit!
  4. 02:29:781 (6) - At first, I was thinking that you should add an extra note here, but then I realized that 02:29:869 (1,2,3) is fully readable without it anyways. You should add it if you want, otherwise move on. XD ok!!
Really great mapset indeed. Nice structure, very playable, and simply a fun map for everyone to play.
Alright, take it over Irreversible. :D
really thank you so much for modding!!!!!!! omg thanks thanks thanks!!!! :))))
Irreversible
Alright, quick recheck until it's ready :3 no kd

[General]

Audio-Leadin should be the same for all, so either you put 2000 on flower's diff, or put 1500 to normal and insane.

[Normal]

Go over your diff please, and check the DS. There are some erros, such as 02:25:334 (1) - . The jump from 0.99 to 1.1 is too big :P Shouldn't take you too long, just make sure it's equal.

[re:construction]

00:00:219 (1) - unsnapped circle
01:23:947 (1,2,3,4,1,2,3,4,5,6,1,2,3,4,5,1,2,3,4,1,2,3,4,5,6,7,8,9,1,2,3,4,5) - did you add some hitsounds here? you said you fixed, but I still can't here them :c
02:30:915 (1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9) - Same goes to here, just nothing is boring. Add some whistles please! Even if they're silent, it helps
02:41:380 (9) - finish to put the perfect emphasis on the end of the stream. Also, it's in the song

Kk, that's it:3
LunarSakuya
orz late sry xD

Highly suggest you get your timing checked in certain areas. Some parts felt a little off to me such as this last section 03:04:403 (1) - . It's noticeably early when you slow it down like what you can do for 03:08:066 (2,3,4) - it sounds a bit "quicker" and plays rather late (around 12-15ms late after consistent testplaying this last section). In fact, i'm suspecting this section needs a new timing point

great map btw <3
Topic Starter
hoLysoup

Irreversible wrote:

Alright, quick recheck until it's ready :3 no kd

[General]

Audio-Leadin should be the same for all, so either you put 2000 on flower's diff, or put 1500 to normal and insane.
ya! fixed!
i'm actually more concerned about timing as modders have noticed already as well

[Normal]

Go over your diff please, and check the DS. There are some erros, such as 02:25:334 (1) - . The jump from 0.99 to 1.1 is too big :P Shouldn't take you too long, just make sure it's equal. ok fixed

[re:construction]

00:00:219 (1) - unsnapped circle fixed
01:23:947 (1,2,3,4,1,2,3,4,5,6,1,2,3,4,5,1,2,3,4,1,2,3,4,5,6,7,8,9,1,2,3,4,5) - did you add some hitsounds here? you said you fixed, but I still can't here them :c mmm I tried various combinations but... they really just don't sound good to me. so in the end I still decide to just use soft-hitnormal to create the contrast.
02:30:915 (1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9) - Same goes to here, just nothing is boring. Add some whistles please! Even if they're silent, it helps I did add to this sections though. so fixed
02:41:380 (9) - finish to put the perfect emphasis on the end of the stream. Also, it's in the song fixed

Kk, that's it:3
THANKS!
actually can you check timing for me? or maybe know anyone who's good at timing? I feel like some parts are off too
like lunarsakuya and beatofike have pointed out


LunarSakuya wrote:

orz late sry xD

Highly suggest you get your timing checked in certain areas. Some parts felt a little off to me such as this last section 03:04:403 (1) - . It's noticeably early when you slow it down like what you can do for 03:08:066 (2,3,4) - it sounds a bit "quicker" and plays rather late (around 12-15ms late after consistent testplaying this last section). In fact, i'm suspecting this section needs a new timing point

great map btw <3
yA! princess Gina! : )
yea i've realized too except i don't know if it's an offset issue or multi red line. nnnnnnnnnn
lolcubes
Why 172.001? Thats probably never correct. :p

BPM 172 Offset 219
BPM 172 Offset 161396 (this is where the timing goes whack, be careful, it's the last note of the stream in your insane, so make sure it's not located there else it's a guaranteed 100.
BPM 172 Offset 162093 (metronome reset)

[Reconstruct]
OD8 or OD9 fits much better. OD7 is a free SS. I even SSd it with wrong timing :/
02:41:744 (1,2,3,4,5,1) - This is really hard to read. I can see the map's style is random spacing, but this is just ehhhhhhhhhhhhhh. Don't make it such a jump, especially if the flow is so linear, it's really confusing just make the spacing normal. (02:46:802 (3,4,5) - is not linear flow so its not confusing).
after last kiai - no hitsounds? I didn't hear any claps at least. :o

boop
Irreversible
Send me a pm after you've fixed that, so I can remember more easily. haha
Topic Starter
hoLysoup

lolcubes wrote:

Why 172.001? Thats probably never correct. :p

BPM 172 Offset 219
BPM 172 Offset 161396 (this is where the timing goes whack, be careful, it's the last note of the stream in your insane, so make sure it's not located there else it's a guaranteed 100.
BPM 172 Offset 162093 (metronome reset)
all fixed! thanks so much!!!!!
[Reconstruct]
OD8 or OD9 fits much better. OD7 is a free SS. I even SSd it with wrong timing :/ well can't really say it's a free SS since it is still quite challenging. There are broken streams and long streams with uneven spacing. You're already good so saying you can SS this with ease isn't really helpful for this. I just don't think higher OD works well with this diff and I can really feel the difference after crossing the OD7 threshold.
02:41:744 (1,2,3,4,5,1) - This is really hard to read. I can see the map's style is random spacing, but this is just ehhhhhhhhhhhhhh. Don't make it such a jump, especially if the flow is so linear, it's really confusing just make the spacing normal. (02:46:802 (3,4,5) - is not linear flow so its not confusing). ok fixed!
after last kiai - no hitsounds? I didn't hear any claps at least. :o yea it's just like the intro, didn't put any hitsounds, only hitnormal

boop
but really thanks for timing check!! : )
Irreversible
unsnapped slider in flower's hard :(

02:29:782 (3) - Unsnapped slider (repeat). 02:29:782 (3) - Unsnapped slider (repeat). 02:29:782 (3) - Unsnapped slider (end).

also, check the kiai: (re:construction, kiai#3)

Topic Starter
hoLysoup

Irreversible wrote:

unsnapped slider in flower's hard :(

02:29:782 (3) - Unsnapped slider (repeat). 02:29:782 (3) - Unsnapped slider (repeat). 02:29:782 (3) - Unsnapped slider (end).

also, check the kiai: (re:construction, kiai#3)

kk.. all fixed... better be.
I swear I resnapped all notes 50 times. Q_Q
Irreversible
don't worry :)

Bubbled!

i strongly assume everythings fine now (except aibat is being stupid again), and the map was ok, so good luck with ranking !
happy30
few things

[Normal]
01:36:149 (2) - make prev/next equal: 1.00x
02:39:288 (1) - snap to the next red timing section

[Flower's Hard]
02:39:375 (1) - snap to the next red timing section
Topic Starter
hoLysoup

happy30 wrote:

few things

[Normal]
01:36:149 (2) - make prev/next equal: 1.00x fixed
02:39:288 (1) - snap to the next red timing section well I guess since they`re spinners it doesn't really matter so sure

[Flower's Hard]
02:39:375 (1) - snap to the next red timing section fixed too
happy30
Ranked!
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