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NeLiME - CODE NAME : ZERO [CatchTheBeat]

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Spectator

Gerenal

  1. Widescreen Support : You don't need this since there's no SB in this map, disable it
  2. Combo Color : How about 255,128,0 for the second color? It seems better to me
  3. Timing Point : imo 01:31:357 is not a necessary, so you can delete it easily
  4. Audio File : What's sdsd.wav in your mapset? I guess you can delete this one too unless you have some special reason about it
  5. Kiai Time : Second Kiai time should start at 01:32:557 ,like Kuzino did in his diff


Platter

  1. 00:05:257 (1,2) - Clap hitsounds make no sense here, consider deleting them
  2. 00:06:757 (5) - Add NC
  3. 00:07:657 (8,9) - Same as above
  4. 00:11:707 - Why not adding a breaktimes here like you did in Rain diff?
  5. 00:22:807 - It seems like you just forgot to add whistle here, please add it :3
  6. 00:38:257 (5) - NC?
  7. 01:08:707 (3) - How about moving this to x:107?
  8. 01:19:957 (6,7) - Kinda unexpected jump here.. At least consider moving (6) to about x:62
  9. 01:51:157 (7,8,9) - If this diff got ranked with these jumps, I'm sure that almost everyone will make a miss here and rate 1 star, It'd be nice if you move (8) to x:278

Rain

  1. 00:05:257 (1,3) - I think these claps make no sense, how about deleting them.
  2. 00:18:007 (2,4,6,8) - you can delete these notes, to follow the rhythm more
  3. 00:22:357 (6) - x:220 for ideal position
  4. 01:08:857 (1) - you don't need NC here
  5. 01:09:607 (6) - add NC
  6. 01:10:882 - delete whistle, it doesn't really match with the song
  7. 01:14:407 (6) - delete whistle on head and reverse
  8. 01:14:857 - add whistle
  9. 01:22:657 - Why not add normal-finish sound here?
  10. 01:25:057 - Same as above
  11. 01:33:457 (1,2) - the distance between (1) and (2) is way too far, how about creating a new HDash between them? I suggest you to move (1) to about x:16
  12. 01:34:657 (4) - You can easily add a Hdash bettwen (3) and (4). Moving (3) to x:376 would be nice
  13. 01:50:557 (1,2) - This is really tricky. Consider adding a HDash between (1) and (2)

Kuzino's Overdose


  1. 00:01:058 - 볼륨이 너무 큰거같네요. 40% 정도로 줄이는게 좋을듯
  2. 00:06:157 - 위에꺼 줄이셨으면 여기도 줄여주세요
  3. 00:17:257 (1,2) - (1) 하고 (2) 사이에 하이퍼대시 추가해주세요. (2)를 x:224 정도로 옮기면 될듯
  4. 00:25:207 (2) - x:193
  5. 00:26:407 (2,3) - (2)하고 (3) 사이에 하이퍼가 있으면 훨씬 플레이하기 편할거같네요. (2)를 x:70 정도로 옮겨주세요.
  6. 01:00:457 (1) - x:288 어떤가요?
  7. 01:44:257 (5) - Ctrl+G 하는게 나을거같네요.
  8. 01:48:757 (4,5,6) - 하이퍼 다음에 바로 칼점이라 너무 어렵네요.. (4)하고 (6)을 오른쪽으로 두 그리드 정도만 옮겨주세요.
  9. 01:51:757 (9) - x:24 정도로 옮기고 normal-finish 추가하는건 어떨까요? normal-finish 추가하실거면 60% 정도로 하시면 될거같아요

Deluze


  1. I think the diff name should be renamed to 'OverdoZe', the diff is way too easy to name it 'DeluZe'
  2. 00:03:307 (4,1) - The jump between (4) and (1) is pretty hard. Since this is relaxing part, how about reducing the distance here?
  3. 00:14:257 (5) - NC
  4. 00:15:157 (7) - how about this? It fits better with the vocal sound here too
  5. 00:18:607 (6,1) - It'd be nicer if you have hdash between (6) and (1). Please select (1)~(8) at once and move them to x:186
  6. 00:29:107 (5) - x:264 for the ideal position?
  7. 00:32:257 (1,2) - Add whistles
  8. 00:37:657 (5) - Having 20 fruits at one combo is way too much, please add NC
  9. 00:43:057 (6) - NC
  10. 00:50:257 (9) - add NC here and remove one on 00:50:407 (1)
  11. 00:53:107 - whistle here
  12. 00:53:557 - ^
  13. 00:53:857 - remove whistle
  14. 01:00:457 (4,5) - (5)'s head should be here, like this picture
  15. 01:11:257 (2,3) - how about this? Expecting a jump between (2) and (3)
  16. 01:12:757 (9) - add NC
  17. 01:14:407 (6) - NC
  18. 01:21:157 - Add a greenline with 100% volume here.
  19. 01:21:607 (5,6) - add whistles
  20. 01:22:657 - Add normal-finish here (not normal2-finish)
  21. 01:25:657 - delete whistle
  22. 01:25:957 (1,2,3,4) - add whistles
  23. 01:27:382 (7) - how about deleting this note?
  24. 01:50:257 (5,1) - It feels like way too rough here, consider adding a HDash between (5) and (1)

hope it is helpful
Kuzino

ZHSteven wrote:

[Kuzino]

he told me that this map consists of a lot of stream problem, so firstly I will focus on them.


  1. 00:19:957 (1,2,1,2,3) - nothing wrong here, but I prefer to vertical it more, since it is after a long spinner. fixed
  2. 00:37:657 (5,6,7,8,9,10,11,12) - a gap between 8 and 9?
  3. 00:38:257 (1,2,1,2,1,2,1) - maybe reduce the spacing here. now the spacing is too high to make people actually know what you are going to express. I prefer a x1.80 for each of the slider. fixed
  4. 01:05:857 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9,10,11,12,13) - keep the jumping spacing constant.i mean, 01:06:082 (4,5) - and 01:06:682 (4,5) - also, I prefer a spacing of x1.75 for these jump. you dont need to make it too much since you want to emphasize hyperdash. not changed
  5. 01:07:695 (3,4,5,6,7,8,9,10,11,12,13,14,15,16) - not know what you are doing here, especially 01:07:957 (10) - this note. it will be helpful if you can give an explaination for this stream. changed
  6. 01:17:257 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1) - in fact it will be no problem if your stream is all like this X_X
  7. 01:50:557 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9) - maybe internal spacing is too much(i mean, spacing in 1234 etc), i prefer x0.8, and by that you can increase your external spacing. not changed


other suggestions:

your global spacing is too high in my opinion, lower down your performance of hyperdashes in this map. consider to decrease it in your further map.
also, for a successful hyperdash map, the rate of hyperdash and normal jump is a very important thing. hypyering every jump is really a bad idea, because there is no difference between jumps already, and you will lose the beauty of varies spacing jump. hope you can think about it.
  1. 00:01:058 (1,2,3,4,1,2,1,2) - Although I know it is your style but, really, really you can reduce 1 or 2 jump into normal jump. hyper all of them is nonsense for me fixed
  2. 00:07:657 (3) - ugly in playyard.. consider making it right vertical. ^
  3. 00:21:307 (5,1) - this 3 beat should be a series of jump according to your previous pattern. ^
  4. 00:22:957 (4,5,6) - strange pause. suggestion below:
    ^
  5. 00:31:357 (3,4,5) - again strange pause. try moving (4) to x=240 ^
  6. 00:39:457 (1) - start from here, please add your hyperdash in a pattern, like hitsound. do not randomly use them.
    e.g. if you use hyperdash here, 00:39:757 (3,4,5) - make sure there is same reaction here 00:42:157 (3,4,5,6) -
    I have a feeling that your hyperdash pattern is really random, which will make the whole map random, although they are good if looking separately. Please try to think a perfect pattern for hyperdash.I'll do that next time

Spectator wrote:

Kuzino's Overdose


  1. 00:01:058 - 볼륨이 너무 큰거같네요. 40% 정도로 줄이는게 좋을듯 고침
  2. 00:06:157 - 위에꺼 줄이셨으면 여기도 줄여주세요 ^
  3. 00:17:257 (1,2) - (1) 하고 (2) 사이에 하이퍼대시 추가해주세요. (2)를 x:224 정도로 옮기면 될듯 ^
  4. 00:25:207 (2) - x:193 ^
  5. 00:26:407 (2,3) - (2)하고 (3) 사이에 하이퍼가 있으면 훨씬 플레이하기 편할거같네요. (2)를 x:70 정도로 옮겨주세요. ^
  6. 01:00:457 (1) - x:288 어떤가요? 딱히 안그래도 될거같음
  7. 01:44:257 (5) - Ctrl+G 하는게 나을거같네요. 고침
  8. 01:48:757 (4,5,6) - 하이퍼 다음에 바로 칼점이라 너무 어렵네요.. (4)하고 (6)을 오른쪽으로 두 그리드 정도만 옮겨주세요. 고침
  9. 01:51:757 (9) - x:24 정도로 옮기고 normal-finish 추가하는건 어떨까요? normal-finish 추가하실거면 60% 정도로 하시면 될거같아요 힛사만 추가함
Thank you!

https://www.dropbox.com/s/ai5ympwks1nc2cn/NeLiME%20-%20CODE%20NAME%20%20ZERO%20(ursa)%20%5BKuzino's%20Overdose%5D12.zip?dl=0
Topic Starter
ursa

Spectator wrote:

Gerenal

  1. Widescreen Support : You don't need this since there's no SB in this map, disable it yap
  2. Combo Color : How about 255,128,0 for the second color? It seems better to me
  3. Timing Point : imo 01:31:357 is not a necessary, so you can delete it easilyit's already placed as reset timeline for that part & it's already putted since the first time i map this map X_X
  4. Audio File : What's sdsd.wav in your mapset? I guess you can delete this one too unless you have some special reason about it *done
  5. Kiai Time : Second Kiai time should start at 01:32:557 ,like Kuzino did in his diff*i prefer my current kiai set X_X


Platter

  1. 00:05:257 (1,2) - Clap hitsounds make no sense here, consider deleting themdone
  2. 00:06:757 (5) - Add NCdone
  3. 00:07:657 (8,9) - Same as abovedone
  4. 00:11:707 - Why not adding a breaktimes here like you did in Rain diff?
  5. 00:22:807 - It seems like you just forgot to add whistle here, please add it :3done
  6. 00:38:257 (5) - NC?done
  7. 01:08:707 (3) - How about moving this to x:107?*moved into x = 32
  8. 01:19:957 (6,7) - Kinda unexpected jump here.. At least consider moving (6) to about x:62done
  9. 01:51:157 (7,8,9) - If this diff got ranked with these jumps, I'm sure that almost everyone will make a miss here and rate 1 star, It'd be nice if you move (8) to x:278*fixed

Rain

  1. 00:05:257 (1,3) - I think these claps make no sense, how about deleting them.done
  2. 00:18:007 (2,4,6,8) - you can delete these notes, to follow the rhythm more.*i want to make it a bit crowded to makes this part more nicer to play
  3. 00:22:357 (6) - x:220 for ideal positionshortjump flow , sorry X_X
  4. 01:08:857 (1) - you don't need NC heredone
  5. 01:09:607 (6) - add NCdone
  6. 01:10:882 - delete whistle, it doesn't really match with the songdone
  7. 01:14:407 (6) - delete whistle on head and reversedone
  8. 01:14:857 - add whistledone
  9. 01:22:657 - Why not add normal-finish sound here?done
  10. 01:25:057 - Same as abovedone
  11. 01:33:457 (1,2) - the distance between (1) and (2) is way too far, how about creating a new HDash between them? I suggest you to move (1) to about x:16done
  12. 01:34:657 (4) - You can easily add a Hdash bettwen (3) and (4). Moving (3) to x:376 would be nicedone
  13. 01:50:557 (1,2) - This is really tricky. Consider adding a HDash between (1) and (2)I'll keep it like that to make the last part can be nicer

Deluze


  1. I think the diff name should be renamed to 'OverdoZe', the diff is way too easy to name it 'DeluZe'actually the original diff for this one are overdose , but i named this one as deluge to make a gap for the disspread , so maybe i'll talk to the other CtB BAT's for this name diff
  2. 00:03:307 (4,1) - The jump between (4) and (1) is pretty hard. Since this is relaxing part, how about reducing the distance here? *short jump flow so no changes X_X
  3. 00:14:257 (5) - NC done
  4. 00:15:157 (7) - how about this? It fits better with the vocal sound here too i'm intent to make it like that X_X
  5. 00:18:607 (6,1) - It'd be nicer if you have hdash between (6) and (1). Please select (1)~(8) at once and move them to x:186 *changed
  6. 00:29:107 (5) - x:264 for the ideal position? nope , i'm intent to keep the original position to make the hyperdash can be catched well.
  7. 00:32:257 (1,2) - Add whistlesdone
  8. 00:37:657 (5) - Having 20 fruits at one combo is way too much, please add NC done
  9. 00:43:057 (6) - NCdone
  10. 00:50:257 (9) - add NC here and remove one on 00:50:407 (1)done
  11. 00:53:107 - whistle heredone
  12. 00:53:557 - ^done
  13. 00:53:857 - remove whistledone
  14. 01:00:457 (4,5) - (5)'s head should be here, like this picture*
  15. 01:11:257 (2,3) - how about this? Expecting a jump between (2) and (3)*
  16. 01:12:757 (9) - add NCdone
  17. 01:14:407 (6) - NCdone
  18. 01:21:157 - Add a greenline with 100% volume here.done
  19. 01:21:607 (5,6) - add whistlesdone
  20. 01:22:657 - Add normal-finish here (not normal2-finish)done
  21. 01:25:657 - delete whistledone
  22. 01:25:957 (1,2,3,4) - add whistlesdone
  23. 01:27:382 (7) - how about deleting this note?*i need to put that beat for impact jump
  24. 01:50:257 (5,1) - It feels like way too rough here, consider adding a HDash between (5) and (1)
*remapped the part


hope it is helpful


thanks spec

*updated
KUURAhoshi
I have the clean version of this..

Use it if you like..
Kuzino
updated some parts and added hitsounds

https://www.dropbox.com/s/y1fbswd6klzxz ... 3.zip?dl=0
Topic Starter
ursa
Updated :D
PatZar
hai
gw dateng cuma buat kd aaaaaaaaaaaaaaaaaaaaaa :v

[Rain]
00:19:957 (1) - 1/6 sliders sampe 00:20:157 - x80
00:35:257 (4) - 256?
00:43:957 (8) - x0? terus 00:44:407 (1) - loncat lagi x328?
01:21:607 (5,1) - jadiin slider karena 01:19:657 (5) - terus 01:21:607 (5) - bikin garis baru jadiin soft 01:21:907 - balikin lagi ke Normal
01:26:857 (1,2,3,4) - agak dilonggarin jadi kerasa flownya imo https://osu.ppy.sh/ss/2274362
01:40:057 (2) - ctrl+ g

[Overdoze]
jadiin Normal / Drum Hitsound
00:39:157 (1,2,3,4,5) - ctrl + g buat flow
01:31:957 (2) - x400

[Kuzino's Deluge]
umm using Soft hit sound kinda ugly for me , use Drum is better imo

00:01:207 (2) - 432
00:01:507 (4) - 56 for better flow
00:01:657 (1) - 320
00:29:557 (5) - use 1/6 slider

00:37:207 (2) - 480
00:37:507 (4) - 152 for consistent with 00:01:207 (2) - 432
00:45:457 (1) - 512 plox
00:55:357 (2) - kinda weird for me move to 232/272? for flow
01:02:857 (1,2,3,4,5,6,7,8) - you can use 1/6 beat snap for interest pattern
01:12:457 (1,2,3,4,5,6,7,8) - same as above ^

annnnddd
Deluge : 19m for score
Overdose : 21m for score :O
Kuzino

Genocide wrote:

[Kuzino's Deluge]
umm using Soft hit sound kinda ugly for me , use Drum is better imo

00:01:207 (2) - 432 not changed
00:01:507 (4) - 56 for better flow ^
00:01:657 (1) - 320 ^
00:29:557 (5) - use 1/6 slider changed

00:37:207 (2) - 480 notchanged
00:37:507 (4) - 152 for consistent with 00:01:207 (2) - 432 ^
00:45:457 (1) - 512 plox ^
00:55:357 (2) - kinda weird for me move to 232/272? for flow ^
01:02:857 (1,2,3,4,5,6,7,8) - you can use 1/6 beat snap for interest pattern changed
01:12:457 (1,2,3,4,5,6,7,8) - same as above ^ ^
Thank you!

https://www.dropbox.com/s/ezsza2yd0ixsh ... 1.zip?dl=0
Topic Starter
ursa
gonna fix asap
Kuzino
so when?
Sey
I am so glad that you decided to revive this difficulty.

Main problems come with Salad and Platter, Rain and Overdose are both awesome.

[General]
  1. Remove Kuzino from tags, feel free to add his diff on the beatmap description though.
[Salad]
  1. I would want to see a few more dashes in this difficulty since it lacks of them in its current state. More to that in my mod below.
  2. 00:08:107 (3,1) - For a Salad please avoid using 1/4 distance between note and spinner, this might be a little too tricky for a newbie. Suggesting to simply erase (3).
  3. 00:18:757 (4,5) - Potential spot for a dash as some sort of final emphasis of the whole pattern.
  4. 00:24:607 (5,1) - Might be potential enough for another dash for emphasis repetition of the same rhythm.
  5. 00:29:407 (7,1) - ^Here as well especially due to the very strong cymbal.
  6. 00:39:157 (4,1) - I am very surprised this is not a dash, the change of rhythm is so drastic. Please emphasize this better.
  7. I find it a little disappointing that you can FC the section from 00:39:457 - until 00:58:357 - without any dashes, please consider adding more dashes on strong spots such as 00:42:757 (5,6) - , 00:47:407 (3,4) - ,00:48:757 (6,1) - , 00:52:207 (3,4) - , and so on...
  8. The Kiai is easier than the rest of the difficulty sometimes, consider adding dashes on the following places: 01:02:707 (3,4) - (careful here due to 1/4), 01:04:957 (6,7) - , 01:07:357 (2,3) - , 01:12:157 (7,1) - , 01:14:557 (7,1) - , 01:16:807 (8,9) - (careful again due to 1/4).
  9. 01:27:157 (7,8) - Potentially enough to add another dash here due to cymbal.
[Platter]
  1. 00:38:857 (2) - Move this to around x488 to create a Hyper, this plays much better with the current rhythm.
  2. For the part from 00:38:257 - until 00:57:457 - : It is very troublesome that you barely used any hypers in it and when you used them they appear sorta random tbh. What I do not is only suggest to remove certain hypers and add new hypers somewhere else instead. Have a list:
    Hyper suggestions
    1. 00:52:807 (4,5) - This hyper is pretty random, it follows nothing that really stands out. Please erase it completely.
    2. 00:56:257 (1,2) - ^
    3. 00:41:557 (7,1) - Add Hyper, optionally add a note at 00:41:707 - if you prefer 1/2 hypers.
    4. 00:43:657 (5,1) - ^
    5. 00:46:207 (6,7) - ^ or 00:46:357 (7,1) - ^
    6. 00:48:757 (6,1) - ^
    7. 00:51:157 (7,1) - ^, 00:53:257 (5,1) - ^
    8. 00:55:807 (6,7) - ^ or 00:55:957 (7,1) - ^
    9. 00:57:157 (3) - Do the following here instead: https://osu.ppy.sh/ss/4763148
[Rain]
  • 00:20:407 (3) - Same as I mentioned in Overdose.
  1. 00:22:657 (1) - Move this a bit more to the left, the current spacing is pretty high and it does not suit this part very well to have such a surprising movement.
  2. 00:36:307 (2,3) - The distance between these two notes is a bit tricky after the previous movement, make sure to decrease distance a bit more.
[Overdose]
  1. AiBAT points out unsnapped green lines, now I do know they normally follow 1/12 ticks and the tool does not detect them. But to be on the safer side, please go through this again by yourself and just see if everything looks proper snapped to you:
  2. 00:13:957 (4,1) - Remove this hyper since the stronger beats are pretty much over at 00:13:957 - already. Make sure the distance between 00:13:957 (4,1) - is easy to catch.
  3. 00:18:607 (6,1) - You might wanna think not having a hyper here, the stream-spinner-stream pattern is pretty tough already.Don't get me wrong, it plays awesome. But having another hyper leading into that pattern is just too much.
  4. 00:20:407 (1) - This beat is barely audible, consider not mapping it at all.
Call me back when everything is applied.
autofanboy
Great! Good luck with it
Topic Starter
ursa

Sey wrote:

I am so glad that you decided to revive this difficulty.

Main problems come with Salad and Platter, Rain and Overdose are both awesome.

[General]
  1. Remove Kuzino from tags, feel free to add his diff on the beatmap description though.
[Salad]
  1. I would want to see a few more dashes in this difficulty since it lacks of them in its current state. More to that in my mod below.
  2. 00:08:107 (3,1) - For a Salad please avoid using 1/4 distance between note and spinner, this might be a little too tricky for a newbie. Suggesting to simply erase (3).
  3. 00:18:757 (4,5) - Potential spot for a dash as some sort of final emphasis of the whole pattern.
  4. 00:24:607 (5,1) - Might be potential enough for another dash for emphasis repetition of the same rhythm.
  5. 00:29:407 (7,1) - ^Here as well especially due to the very strong cymbal.
  6. 00:39:157 (4,1) - I am very surprised this is not a dash, the change of rhythm is so drastic. Please emphasize this better.
  7. I find it a little disappointing that you can FC the section from 00:39:457 - until 00:58:357 - without any dashes, please consider adding more dashes on strong spots such as 00:42:757 (5,6) - , 00:47:407 (3,4) - ,00:48:757 (6,1) - , 00:52:207 (3,4) - , and so on...
  8. The Kiai is easier than the rest of the difficulty sometimes, consider adding dashes on the following places: 01:02:707 (3,4) - (careful here due to 1/4), 01:04:957 (6,7) - , 01:07:357 (2,3) - , 01:12:157 (7,1) - , 01:14:557 (7,1) - , 01:16:807 (8,9) - (careful again due to 1/4).
  9. 01:27:157 (7,8) - Potentially enough to add another dash here due to cymbal.
applied all the changes

[Platter]
  1. 00:38:857 (2) - Move this to around x488 to create a Hyper, this plays much better with the current rhythm.
  2. For the part from 00:38:257 - until 00:57:457 - : It is very troublesome that you barely used any hypers in it and when you used them they appear sorta random tbh. What I do not is only suggest to remove certain hypers and add new hypers somewhere else instead. Have a list:
    Hyper suggestions
    1. 00:52:807 (4,5) - This hyper is pretty random, it follows nothing that really stands out. Please erase it completely.
    2. 00:56:257 (1,2) - ^
    3. 00:41:557 (7,1) - Add Hyper, optionally add a note at 00:41:707 - if you prefer 1/2 hypers.
    4. 00:43:657 (5,1) - ^
    5. 00:46:207 (6,7) - ^ or 00:46:357 (7,1) - ^
    6. 00:48:757 (6,1) - ^
    7. 00:51:157 (7,1) - ^, 00:53:257 (5,1) - ^
    8. 00:55:807 (6,7) - ^ or 00:55:957 (7,1) - ^
    9. 00:57:157 (3) - Do the following here instead: https://osu.ppy.sh/ss/4763148
Remapping all the part that mentioned in the list

[Rain]
  • 00:20:407 (3) - Same as I mentioned in Overdose.no changes on this one,x-x
  1. 00:22:657 (1) - Move this a bit more to the left, the current spacing is pretty high and it does not suit this part very well to have such a surprising movement.done
  2. 00:36:307 (2,3) - The distance between these two notes is a bit tricky after the previous movement, make sure to decrease distance a bit moredone.
[Overdose]
  1. AiBAT points out unsnapped green lines, now I do know they normally follow 1/12 ticks and the tool does not detect them. But to be on the safer side, please go through this again by yourself and just see if everything looks proper snapped to you:
  2. 00:13:957 (4,1) - Remove this hyper since the stronger beats are pretty much over at 00:13:957 - already. Make sure the distance between 00:13:957 (4,1) - is easy to catch.remapped
  3. 00:18:607 (6,1) - You might wanna think not having a hyper here, the stream-spinner-stream pattern is pretty tough already.Don't get me wrong, it plays awesome. But having another hyper leading into that pattern is just too much.I'm sorry , because I wanted to introduce swift pattern to make the overdose diff more hyped to play, so i keep this part,But I remake this part 00:18:007 (2,3,4,5,6) - for lessing the weight for catching the stream pattern
  4. 00:20:407 (1) - This beat is barely audible, consider not mapping it at all.same as above too, I rather keep this part
Call me back when everything is applied.
Sey
We fixed a few last Hyper inconsistencies and problems with the timeline, it should be ready to go now.

Bubble'd

To the next BN/QAT: Please check 01:50:557 (1,2,3,4,5,6) - in the Overdose and decide whether you define this stream as overmapping or not. It does not follow the 1/6 rhythm constantly, however it goes very well along with the streams before and after. I personally think a slider instead would destroy the whole pattern.
Also please see the timeline at 01:08:332 (2,3,4) - and make sure you agree with the 1/4 mapping or not, maybe it sounds slightly off. In the rain ursa mapped this on 1/2 ticks, the mapper decided to keep it for now because the overdose is supposed to follow a different style than the other difficulties, but I would appreciate someone to check this once more.

Good luck!
MBomb
Ok, before I start, comments on the things Sey said.

Sey wrote:

To the next BN/QAT: Please check 01:50:557 (1,2,3,4,5,6) - in the Overdose and decide whether you define this stream as overmapping or not. It does not follow the 1/6 rhythm constantly, however it goes very well along with the streams before and after. I personally think a slider instead would destroy the whole pattern. - I personally think this would work better as a slider, as someone quite heavily against this kind of additional notes. Whilst I can kinda understand why you think it'd destroy the pattern, it can still be made to play nicely.
Also please see the timeline at 01:08:332 (2,3,4) - and make sure you agree with the 1/4 mapping or not, maybe it sounds slightly off. In the rain ursa mapped this on 1/2 ticks, the mapper decided to keep it for now because the overdose is supposed to follow a different style than the other difficulties, but I would appreciate someone to check this once more. - These sound a lot better on the 1/6 ticks here, with 2 on 1/6, 3 on 2/3, and 4 on 1/6 of the next bar.
Ok with that out of the way, let's get the mod started.

[Salad]

00:02:857 (5) - I feel like this sound is too weak for the distance it gives currently, it's quite a weak sound, yet this movement is quited difficult without dashing. Try x:288, maybe?
00:07:057 (3) - Same as above, try x:296.
00:07:957 (2) - This sound really isn't strong enough for a dash in my opinion, maybe x:280 would be better.
00:19:057 (5) - A slightly easier dash, maybe? Some salad players may have trouble getting this how it is now, try x:160 instead.
00:29:857 (1) - x:360 would be nice, as a slightly stronger dash could help in emphasising how strong this sound is.
00:39:457 (1) - This dash feels way too hard for a salad, even I nearly missed it on my first playthrough. Try x:56 instead, a lot more comfortable for a salad player.
00:43:507 (8,9) - Compared to the last notes, these ones are quite a bit weaker, so a smaller distance could better emphasise that. x:200 would work nicely.
00:52:657 (4) - Dash to this feels a tiny bit too difficult, maybe reduce it slightly to make it easier for salad players? Something like x:64 would work well.
00:57:307 (4) - Feels a bit weird to have such a strong note on a sliderend, but that might just be me... either way, a dash to this would be nice for consistency with the previous patterns. Try ctrl+g and then x:168, could play well.
00:58:657 (1) - x:240, to make these movements slightly easier for a salad player.
01:05:857 (1,2,3,4) - These could be a bit too hard for a salad player, as this patterning is quite difficult. Make them slightly more vertical for easier play.
01:17:257 (11) - A dash to this would be nice for consistency with your dash patterns earlier. Maybe do x:88.
01:40:957 (4,5) - A dash to 4 would really be nice, considering the pitch there, and the dashes you did earlier had them to this sound. You could Ctrl+H 4,5 and then move it to x:32, this would make the patterns nice to play whilst making this dash.
01:42:157 (1) - Dash to this would be nice to emphasise the kiai well.
01:45:757 (6,7) - Again, dash to match earlier patterns, try x:496, and then move 01:46:207 (8,9) - to x:136 to make sure this dash isn't too hard for a salad player.
01:50:557 (1) - x:240 would make the dash nice to play, as it currently isn't really necessary to dash to this.
01:51:757 (5) - Hmm, maybe x:448 to make a more obvious dash.

[Platter]

00:05:857 (3) - This note really doesn't sound that strong, are you sure about having a HDash to it?
00:13:657 (2) - Hmm, I think for consistency with the other notes like this, you should have a dash to this too. Try x:424?
00:38:257 (1) - Could try a HDash to this for the strong beat, you even added a finish here.
00:42:757 (3) - Feels a bit of a waste to have such a strong beat on a slider end, maybe try splitting this into two circles and have a dash to the second circle?
00:44:707 (2) - Dash to this feels a little too harsh, maybe reduce it to like x:216 to make it easier for a platter player.
00:47:557 (3) - Same as earlier, such a strong note as a slider end feels weird.
00:59:707 (6) - Distance to this feels a tiny bit too strong, x:72 would be better.
01:47:857 (3) - Again, jump to this feels quite strong for a non-HDash on a salad, maybe try something closer to x:208.

There's quite a few sections like 00:42:757 (3) - , could you try going through and changing them all up, if you agree with that point?

[Rain]

There are breaks in this diffculty, but not in any others, get rid of the ones here?

00:25:207 (1) - The jump to this feels a tiny bit too strong, maybe reduce to like x:352 to make flow more comfortable.
00:59:257 (5) - I think the sound on this head is strong enough for a HDash too, maybe do x:328?
01:46:207 (6) - HDash to this would be nice too, for the stronger sound here, and consistency with the other kiai.
01:47:407 (2) - Very difficult flow to this right now, decreasing the distance to something like x:400 makes the movement a lot more comfortable.

[Overdoze]

Look at stuff covered by what Sey said.

00:02:557 (5,6,7,8) - I feel like because of the strength of the hyper to this, the flow to the next slider is very difficult to hit, especially considering this is the intro. Try something like x:292.
00:16:057 (3) - Make a HDash to this at x:168, for consistency with previous patterns?
01:03:907 (3) - This note feels a bit too far out from the rest of this section right now, try x:352 instead?
01:24:457 (1) - This feels far too difficult to hit because of how precise you have to be for this jump, try reducing the distance slightly, something like x:420 feels a lot better.

Really good overdose overall, I love the style.

That should be it, done ;)
Topic Starter
ursa

- Magic Bomb - wrote:

Ok, before I start, comments on the things Sey said.

Sey wrote:

To the next BN/QAT: Please check 01:50:557 (1,2,3,4,5,6) - in the Overdose and decide whether you define this stream as overmapping or not. It does not follow the 1/6 rhythm constantly, however it goes very well along with the streams before and after. I personally think a slider instead would destroy the whole pattern. - I personally think this would work better as a slider, as someone quite heavily against this kind of additional notes. Whilst I can kinda understand why you think it'd destroy the pattern, it can still be made to play nicely.
Also please see the timeline at 01:08:332 (2,3,4) - and make sure you agree with the 1/4 mapping or not, maybe it sounds slightly off. In the rain ursa mapped this on 1/2 ticks, the mapper decided to keep it for now because the overdose is supposed to follow a different style than the other difficulties, but I would appreciate someone to check this once more. - These sound a lot better on the 1/6 ticks here, with 2 on 1/6, 3 on 2/3, and 4 on 1/6 of the next bar.
Ok with that out of the way, let's get the mod started.

[Salad]

00:02:857 (5) - I feel like this sound is too weak for the distance it gives currently, it's quite a weak sound, yet this movement is quited difficult without dashing. Try x:288, maybe?well, it had same like the previous position , but changed
00:07:057 (3) - Same as above, try x:296.^same
00:07:957 (2) - This sound really isn't strong enough for a dash in my opinion, maybe x:280 would be better.well i move to x=344 instead
00:19:057 (5) - A slightly easier dash, maybe? Some salad players may have trouble getting this how it is now, try x:160 instead.done
00:29:857 (1) - x:360 would be nice, as a slightly stronger dash could help in emphasising how strong this sound is.well i think it's too much, because i testplay to catch with/withoud dash, kinda far for salad diff x-x
00:39:457 (1) - This dash feels way too hard for a salad, even I nearly missed it on my first playthrough. Try x:56 instead, a lot more comfortable for a salad player.yap, after some try, i feels it's a strong dash, rebalanced with the next pattern
00:43:507 (8,9) - Compared to the last notes, these ones are quite a bit weaker, so a smaller distance could better emphasise that. x:200 would work nicely.well i do some balancing position on these parts
00:52:657 (4) - Dash to this feels a tiny bit too difficult, maybe reduce it slightly to make it easier for salad players? Something like x:64 would work well.moved to x=72 instead
00:57:307 (4) - Feels a bit weird to have such a strong note on a sliderend, but that might just be me... either way, a dash to this would be nice for consistency with the previous patterns. Try ctrl+g and then x:168, could play well.i moved 00:58:057 (6) - to x=216 instead for making it consistent
00:58:657 (1) - x:240, to make these movements slightly easier for a salad player.x=256 instead, to make it fit the changes above
01:05:857 (1,2,3,4) - These could be a bit too hard for a salad player, as this patterning is quite difficult. Make them slightly more vertical for easier play.i do some changes here
01:17:257 (11) - A dash to this would be nice for consistency with your dash patterns earlier. Maybe do x:88.done
01:40:957 (4,5) - A dash to 4 would really be nice, considering the pitch there, and the dashes you did earlier had them to this sound. You could Ctrl+H 4,5 and then move it to x:32, this would make the patterns nice to play whilst making this dashfixed.
01:42:157 (1) - Dash to this would be nice to emphasise the kiai well.i do some changes here & gives a small dash effect to this part
01:45:757 (6,7) - Again, dash to match earlier patterns, try x:496, and then move 01:46:207 (8,9) - to x:136 to make sure this dash isn't too hard for a salad player.do some fix here
01:50:557 (1) - x:240 would make the dash nice to play, as it currently isn't really necessary to dash to this.
01:51:757 (5) - Hmm, maybe x:448 to make a more obvious dash.i move it to x= 440 because i do some balancing position on the previous pattern

[Platter]

00:05:857 (3) - This note really doesn't sound that strong, are you sure about having a HDash to it?yap, i want to keep it
00:13:657 (2) - Hmm, I think for consistency with the other notes like this, you should have a dash to this too. Try x:424?done
00:38:257 (1) - Could try a HDash to this for the strong beat, you even added a finish here.this part should be better now
00:42:757 (3) - Feels a bit of a waste to have such a strong beat on a slider end, maybe try splitting this into two circles and have a dash to the second circle?changed
00:44:707 (2) - Dash to this feels a little too harsh, maybe reduce it to like x:216 to make it easier for a platter player.done
00:47:557 (3) - Same as earlier, such a strong note as a slider end feels weird.done
00:59:707 (6) - Distance to this feels a tiny bit too strong, x:72 would be better.done
01:47:857 (3) - Again, jump to this feels quite strong for a non-HDash on a salad, maybe try something closer to x:208.well i confused about this part on salad or platter, but i noticed something on this part, so i had a bit distance on some jump

There's quite a few sections like 00:42:757 (3) - , could you try going through and changing them all up, if you agree with that point?^

[Rain]

There are breaks in this diffculty, but not in any others, get rid of the ones here?

00:25:207 (1) - The jump to this feels a tiny bit too strong, maybe reduce to like x:352 to make flow more comfortable.i moved the end 00:24:757 (4) - slider instead , but it works to reduce the strong jump
00:59:257 (5) - I think the sound on this head is strong enough for a HDash too, maybe do x:328?done
01:46:207 (6) - HDash to this would be nice too, for the stronger sound here, and consistency with the other kiai.in the past, i'm avoiding overmapping with reducing hyper, but i guess it's ok now.
01:47:407 (2) - Very difficult flow to this right now, decreasing the distance to something like x:400 makes the movement a lot more comfortable.fixed

[Overdoze]

Look at stuff covered by what Sey said.

00:02:557 (5,6,7,8) - I feel like because of the strength of the hyper to this, the flow to the next slider is very difficult to hit, especially considering this is the intro. Try something like x:292.fixed
00:16:057 (3) - Make a HDash to this at x:168, for consistency with previous patterns?ok
01:03:907 (3) - This note feels a bit too far out from the rest of this section right now, try x:352 instead?yap
01:24:457 (1) - This feels far too difficult to hit because of how precise you have to be for this jump, try reducing the distance slightly, something like x:420 feels a lot better.fixed

Really good overdose overall, I love the style.

That should be it, done ;)
MBomb
fixed some stuff in IRC

welcome back ursa
JBHyperion
nice, wb ursa \:D/
Riari
Late
Hunter Howl
ursa telah kembali euy /o/
Welcome back and congratz with your map
Sey
Congrats! Great map ♥
SYAHME
Congratulations, ranked it.
-Sh1n1-
omg, great ursa *-*/ Gratz
Rivals_7
is it just me or the mp3 is quite poor here
I found https://osu.ppy.sh/b/688464 mp3 is better :/

Anyway, congrats c:
ZHSteven
Wow, I still remembered I modded this years ago.....
Deif
There are some unused hitsounds in your folder like "soft-hitclap.wav" and "normal-hitnormal1.wav". Anyway "normal-hitnormal1.wav" should've been written like "normal-hitnormal.wav" to get it detected by a N:C1 section.

Also, you'll have to consider looking for a better alternative for that "normal-hitnormal2.wav". The current hitsound has a lenght of ~28ms, but the minimum required according to the ranking criteria is 100ms to prevent issues with soundcards.

[OverdoZe]
  1. Have you considered increasing the AR/OD for this diff? The beatmap was made before the decimal values in the difficulty settings were introduced, but you have the possibility now to change that if you want. Around 9,4 would go along well with your diff.
  2. 00:01:058 - You used different hitsound samples and volumes in this exact point. They have to use the same value in both cases.
  3. 00:03:007 (2) - If possible, move that slider a bit away from the left border of the screen. With the current hyperdash, the catcher will mostly hit the wall and lose stability to face the next patterns.
  4. 00:19:207 (1,1) - The distance spinner-note is definitely too short. There's almost no reaction time if you just leave 1/4 distance between them so better to make that spinner shorter, probably just until 00:19:807 - . Also if you hear carefully, the 1/8s shall start at 00:19:957 - instead to go along with the music.
  5. 00:29:557 (3) - Same as in the previous mentioned pattern, this should go more to the right to ensure a fully possible movement of the catcher. In this case the hyperdash is not as strong as in the previous one, but it happens as well.
  6. 00:53:557 (3) - Again another one.
  7. 01:00:457 (4,5,6) - I wonder if you'd rather follow the main instrument instead of the drum in the background, as you did in Platter and Rain. If that's the case, you'll need to make the slider (5) finish at 01:00:682 - instead. For (6) the current position is not that appropriate and shall be moved to 01:00:907 - . I also don't understand why you mapped (4,5) as note+slider since 01:00:532 - isn't even a strong beat. Better make it just as a single slider that starts at 01:00:457 - .
  8. 01:04:057 (4,5,6) - This pattern is bugging me as well. The double hyperdash and the last note at the border of the screen definitely make the catcher loses stability. Try to move them more to the left to prevent this.
  9. 01:19:207 (3) - 01:25:057 (5) - 01:36:907 (2) - :(
  10. 01:51:757 (7) - Consider adding a new combo for this note to prevent a big amount of fruits in the plate with the upcoming spinner.
[Platter]
  1. 00:01:058 - Again different hitsound samples and volumes were used for 2 different timing sections in the same ms. You'll need to fix it.
Topic Starter
ursa

Deif wrote:

There are some unused hitsounds in your folder like "soft-hitclap.wav" and "normal-hitnormal1.wav". Anyway "normal-hitnormal1.wav" should've been written like "normal-hitnormal.wav" to get it detected by a N:C1 section. done, I relaized & forgot to delete the unused hitsounds before x-x
Also, you'll have to consider looking for a better alternative for that "normal-hitnormal2.wav". The current hitsound has a lenght of ~28ms, but the minimum required according to the ranking criteria is 100ms to prevent issues with soundcards.currently i want to change , but i want to find the 100ms hitsounds first

[OverdoZe]
  1. Have you considered increasing the AR/OD for this diff? The beatmap was made before the decimal values in the difficulty settings were introduced, but you have the possibility now to change that if you want. Around 9,4 would go along well with your diff. done
  2. 00:01:058 - You used different hitsound samples and volumes in this exact point. They have to use the same value in both cases. Fixed
  3. 00:03:007 (2) - If possible, move that slider a bit away from the left border of the screen. With the current hyperdash, the catcher will mostly hit the wall and lose stability to face the next patterns.fixed
  4. 00:19:207 (1,1) - The distance spinner-note is definitely too short. There's almost no reaction time if you just leave 1/4 distance between them so better to make that spinner shorter, probably just until 00:19:807 - . Also if you hear carefully, the 1/8s shall start at 00:19:957 - instead to go along with the music. Kurokami mention this part before, & I had idea to put beat in that part instead of spinner
  5. 00:29:557 (3) - Same as in the previous mentioned pattern, this should go more to the right to ensure a fully possible movement of the catcher. In this case the hyperdash is not as strong as in the previous one, but it happens as well.fixed
  6. 00:53:557 (3) - Again another one.fixed
  7. 01:00:457 (4,5,6) - I wonder if you'd rather follow the main instrument instead of the drum in the background, as you did in Platter and Rain. If that's the case, you'll need to make the slider (5) finish at 01:00:682 - instead. For (6) the current position is not that appropriate and shall be moved to 01:00:907 - . I also don't understand why you mapped (4,5) as note+slider since 01:00:532 - isn't even a strong beat. Better make it just as a single slider that starts at 01:00:457 - .remapped this part, i hope the flow works good now
  8. 01:04:057 (4,5,6) - This pattern is bugging me as well. The double hyperdash and the last note at the border of the screen definitely make the catcher loses stability. Try to move them more to the left to prevent this.2 years ago It's still works well, but I should change. I don't want my maps become a refference if there's another map who could use for simmilar bug jump.
  9. 01:19:207 (3) - 01:25:057 (5) - 01:36:907 (2) - :(fixed
  10. 01:51:757 (7) - Consider adding a new combo for this note to prevent a big amount of fruits in the plate with the upcoming spinner.done
[Platter]
  1. 00:01:058 - Again different hitsound samples and volumes were used for 2 different timing sections in the same ms. You'll need to fix it.done

Thanks a lot , But i want to expect the DQ earlier :?. anyway I should add more description for removed GD since I forgot to put it on the beatmap info x-x
Deif
Fixed some other minor stuff and changed a last hitsound:

Bubbled!
autofanboy
wawawaww wwa waawa w wawaa wa <insert dog sounds>

█ Optional to change --- █ Suggested to change --- █ Unrankable

[ General]

  • Tags
  1. I suggest adding 'Rayark' as it is the company which creates the game Cytus.

[ Salad]

  • Gameplay
  1. 00:05:257 (1,2,3,4,1) - The movement at (1,2,3) is not so comfortable. I suggest reducing the distance between them, maybe 1 grid closer among the notes here? You may try moving (1) to x:320 ; (2) to x:408.
  2. 00:53:857 (1,2,3,4,5,6) - The timeline here is not consistent with the previous timelines, which have the same rhythm too, you may refer to the timeline like 00:51:457 (1,2,3,4,5,6) - , the inconsistencies can be found. I suggest making this part consistent by changing the timeline.
  3. 00:56:257 (1,2,3,4,5,6,7) - ^

[ Platter]

  • Gameplay
  1. 00:10:657 (1,2) - Distance between them can be smaller, like what you did at 00:13:057 (1,2) - . The one right now is easy to miss as the distance is much larger.
  2. 00:15:457 (1,2) - ^
  3. 01:32:557 (1,2) - It feels like the HDash here doesn't match the audio right here, also it is not consistent with the later parts as there are no HDashes added abruptly later on. I think it is much recommended to add HDash at 01:31:957 (2,1) - instead for better rhythm. I suggest adding a note at 01:32:407 - so a HDash can be added without big changes for the stanza here.
  4. 01:50:557 (5,6,7,8,9) - This part is exactly the same as 00:57:157 (3,4,5,6,1) - in the same rhythm. I highly recommend to add HDashes like what you did before at the end, in my opinion it works well.

[ Rain]

  • Gameplay
  1. 00:13:057 (1,2,3,4) - This is a bit hard at this point, also it will be weird because 00:15:457 (1,2,3,4) - is a bit easier than this part (without holding the HDash to FC). Actually I think you may swap 00:15:457 (1,2,3,4) - and 00:13:057 (1,2,3,4) - so to give a gradually-increasing effect at this part, creating a greater build-up.
  2. 01:05:107 (3,4,5) - The distance at (4,5) can be reduced in my opinion, as the HDash at (3,4) will drag players away from (5) easily because it is big. The shortened distance can make it much easier and better to the flow.
  3. 01:06:607 (5,6) - It feels strange to have HDash here, as it is not matching the rhythm well in my opinion. What I think is to add HDash at 01:06:682 (6,7) - instead, since the sound at 01:06:457 (3,4,5,6) - are only wob sounds, while at 01:06:757 (7,8,9,10) - there are notable 1/8 sounds, indicating that the rhythm has changed and it is a good place to have HDash.
  4. 01:08:182 (8,9) - I wonder why there are no HDash here. Perhaps you may want to change the stream pattern at 01:07:657 (1,2,3,4,5,6,7,8,9) - so you can add one as suggested.
  5. 01:50:107 (5,6) - Distance between the two notes is a bit far away, comparing to the distance at 01:50:407 (7,1) - , what about reducing the suggested distance to make it easier and less-forced when dashing?
  6. 01:50:557 (1,2,3,4) - Personally think that you are trying to add dash between each 4-circle streams, however it seems not working for the later two streams. What about increasing their distances slightly so the players will dash every 2 white beats. This also give a better feeling like you are dashing when it hits an intense beat.

[ OverdoZe]

  • Gameplay
  1. 00:07:657 (1,2) - A bit far here, I suggest shortening it like what you did at 00:07:807 (2,3,4) - . Keeping an even distance will be fine here.
  2. 00:38:057 (5,6,1,2,3,4,5,1) - The movement is a bit hard because of the slider-stream at 00:38:057 (5,6,1) - . In my opinion you can make (5,6) easier so the jump at 00:38:407 (5,1) - would not be too difficult.
  3. 01:17:819 (8) - I suggest removing this note, because 1/8 HDash will be easy to be missed. It won't differ much if you remove this note here, instead it is easier to read the HDash.

Call me after this.
Good luck!

AFB
Topic Starter
ursa
█ Optional to change --- █ Suggested to change --- █ Unrankable

[ General]

  • Tags
  1. I suggest adding 'Rayark' as it is the company which creates the game Cytus.
well, I'm not adding Rayark as tags because for avoiding the copyright x-x for the future case

[ Salad]

  • Gameplay
  1. 00:05:257 (1,2,3,4,1) - The movement at (1,2,3) is not so comfortable. I suggest reducing the distance between them, maybe 1 grid closer among the notes here? You may try moving (1) to x:320 ; (2) to x:408.removed the (2), & remaked the position.
  2. 00:53:857 (1,2,3,4,5,6) - The timeline here is not consistent with the previous timelines, which have the same rhythm too, you may refer to the timeline like 00:51:457 (1,2,3,4,5,6) - , the inconsistencies can be found. I suggest making this part consistent by changing the timeline.well, I make the timeline like that to make the players notice the changin songs, also the timeline kinda same in the end part
  3. 00:56:257 (1,2,3,4,5,6,7) - ^
same

[ Platter]

  • Gameplay
  1. 00:10:657 (1,2) - Distance between them can be smaller, like what you did at 00:13:057 (1,2) - . The one right now is easy to miss as the distance is much larger.i think it's fine since the 1st & 3rd beat have a louder beat
  2. 00:15:457 (1,2) - ^same
  3. 01:32:557 (1,2) - It feels like the HDash here doesn't match the audio right here, also it is not consistent with the later parts as there are no HDashes added abruptly later on. I think it is much recommended to add HDash at 01:31:957 (2,1) - instead for better rhythm. I suggest adding a note at 01:32:407 - so a HDash can be added without big changes for the stanza here.removed the hyperdash
  4. 01:50:557 (5,6,7,8,9) - This part is exactly the same as 00:57:157 (3,4,5,6,1) - in the same rhythm. I highly recommend to add HDashes like what you did before at the end, in my opinion it works well.adding HDash will make the 01:51:157 (7,8) - distance much larger, & i think it'll harder x-x.

[ Rain]

  • Gameplay
  1. 00:13:057 (1,2,3,4) - This is a bit hard at this point, also it will be weird because 00:15:457 (1,2,3,4) - is a bit easier than this part (without holding the HDash to FC). Actually I think you may swap 00:15:457 (1,2,3,4) - and 00:13:057 (1,2,3,4) - so to give a gradually-increasing effect at this part, creating a greater build-up.reduced the 00:13:057 (1,2) - distance instead
  2. 01:05:107 (3,4,5) - The distance at (4,5) can be reduced in my opinion, as the HDash at (3,4) will drag players away from (5) easily because it is big. The shortened distance can make it much easier and better to the flow.reduced
  3. 01:06:607 (5,6) - It feels strange to have HDash here, as it is not matching the rhythm well in my opinion. What I think is to add HDash at 01:06:682 (6,7) - instead, since the sound at 01:06:457 (3,4,5,6) - are only wob sounds, while at 01:06:757 (7,8,9,10) - there are notable 1/8 sounds, indicating that the rhythm has changed and it is a good place to have HDash.after i retry to listen it with 50%speed, it's true. so changed
  4. 01:08:182 (8,9) - I wonder why there are no HDash here. Perhaps you may want to change the stream pattern at 01:07:657 (1,2,3,4,5,6,7,8,9) - so you can add one as suggested.added
  5. 01:50:107 (5,6) - Distance between the two notes is a bit far away, comparing to the distance at 01:50:407 (7,1) - , what about reducing the suggested distance to make it easier and less-forced when dashing?well, 01:50:107 (5) - are work as 01:49:957 (4,5) - stream , so i think the position are correct.besides i want to add dash part on this one
  6. 01:50:557 (1,2,3,4) - Personally think that you are trying to add dash between each 4-circle streams, however it seems not working for the later two streams. What about increasing their distances slightly so the players will dash every 2 white beats. This also give a better feeling like you are dashing when it hits an intense beat.added a HD on this 01:50:857 (2,3) - part

[ OverdoZe]

  • Gameplay
  1. 00:07:657 (1,2) - A bit far here, I suggest shortening it like what you did at 00:07:807 (2,3,4) - . Keeping an even distance will be fine here.moved 00:07:657 (1) - a few grids to left
  2. 00:38:057 (5,6,1,2,3,4,5,1) - The movement is a bit hard because of the slider-stream at 00:38:057 (5,6,1) - . In my opinion you can make (5,6) easier so the jump at 00:38:407 (5,1) - would not be too difficult.i reduced the 00:38:557 (1,2,3,4,5) - position instead
  3. 01:17:819 (8) - I suggest removing this note, because 1/8 HDash will be easy to be missed. It won't differ much if you remove this note here, instead it is easier to read the HDash.yap, deleted

Call me after this.
Good luck!

AFB[/quote]
autofanboy
CODE NAME :

Had some discussion with ursa as a final recheck, I think it is time :>

Qualified!
Kyouren
Gratzz and Regratzz!

The legends is back to future!
Annadine
Grats for ranked nya mas ursa ><///
Surono


nebeng muka dulu.
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