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Rabpit - Saika [CatchTheBeat]

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Topic Starter
Ollapeu

Seph wrote:

kurwa

i mean, mod

[Cup]
  1. 00:39:833 (5,6) - i suggest using the same pattern with 00:38:178 (3,4) - (both sliders inclined to the right) to give it a little wee bit of a movement Idk if i understood properly, but changed a little bit.
  2. 00:52:247 (2) - could go below 00:53:074 (4) - but thats up to you done.
  3. 01:10:453 (4) - maybe delete the next note and make it a repeat slider done.
  4. 01:21:212 to 01:27:833 try lowering the volume by like 10%, seems a little loud for a calm part done.

    [Platter]
    HP + 1 or .5 i guess
    nothing else, nice platter though! Thanks. ^^ Done.

    [Rain]
  5. 00:11:695 (1,2,3,4) - spreading this out would be better for the next one (00:12:522 (1) - ) Done i guess.
  6. 00:26:385 (3) - ctrl+g ? No, sorry.
  7. 00:39:419 (4) - should've kept the distance with the previous jump (aka the same distance between 00:38:178 (1,2) - ) This change deleted the HDash, but ok, done.
  8. 00:50:798 (2) - ctrl+g No, sorry.
  9. 00:52:867 (7) - maybe place it above (5) so it would make a zigzag jump pattern ok.
  10. 01:08:798 (5) - better if its in between (6) and (7) ok.
  11. 01:40:247 (7,8) - i would ctrl+g these two to give a good introduction to the next kiai time
Sorry, no changes here.

I guess thats it, sorry if its just nazi/minor suggestions since its already modded enough o/
Thank You so much!
Topic Starter
Ollapeu

Vhy wrote:

as request on forum PM

[Cup]
use CS3 instead for a better spread? No, sorry.
01:30:316 (5) - personally i will avoid using this kind of slider in every cup. on sightread matter, at the moment it could be hard for new player. consider using this kind of pattern instead? http://osu.ppy.sh/ss/2489555 Still the players don't have to move then.. Sorry, but no changes.
01:40:247 (5) - similar as above. Made it easier.
apart of that, they're fine to me

[Platter]
00:12:936 (5) - x:160 would be a nice spot to improve the flow better. the spacing of 00:12:108 (4,5) could be increased more a bit done
00:27:626 (6,1) - yes generally the spacing here should be more and more than the prev note since it represent a new part of music. i suggest to use spacing equal as you did on 00:29:488 (5,6). besides the spacing matter, i'd really like to see the reverse at 00:27:626 (6) headed to right instead to improve the flow Done, i guess
00:32:281 (1) - honestly a single note that start on a blue tick is kinda weird to play. yep i know the music asked for it but i think it's better to use it as an end of the slider since... yeah it's unique. considering use this rhythm and pattern instead? http://osu.ppy.sh/ss/2489991 Sorry, i'll keep it as it is.
00:39:833 (1,2,3) - don't you feel this play awkward? save your symmetry pattern for later. the spacing could be improved more here, the difference are too much Changed the pattern.
00:41:281 (4,1) - flow is a bit uncomfortable here because of the slider of (4) is vertically which the flow doesn't go well with the triplet. even it's just a 1/2 slider i suggest to make it headed to left instead. well it's something like this http://osu.ppy.sh/ss/2490023 done (i cannot see the picture)
00:43:143 (1,2) - why 3/4 slider? you know the music didn't asked for it. otherwise it is just kind of overmap here done
00:50:384 (6) - flip it so the curve should be at left. ok
00:57:005 (6,7) - add spacing more. more than 00:56:798 (5,6) if needed ok
01:04:453 (2,3,4) - another 3/4 slider that shouldn't belong here Imo the rhythm is good for this kind of pattern. No changes.
01:11:281 (1,2,3) - interesting pattern here but i prefer the reverse slider of (3) should be on right instead No, sorry.
01:22:867 (1,2,1,2) - really lack of movement since you're using slider here done
01:27:419 (6) - ctrl+g and place it to around x:72? it really deserve a HDash here to emphasize the finisher on 01:27:832 (1) Placed it to x:96
01:29:488 (1,2,3) - holy i though they're a triplet on editor. i don't mind with the lack of movement here since they're fine to me but at least separate them of being in one direction like something you did on 01:30:522 (7,8,9) to make it less boring done

[Rain]
00:09:005 (3,4) - as introducing part, this jump is surely too high if compared with the spacing on the rest pattern in general. consider lower the spacing slightly, 3 or 4 grid is enough ok
00:19:143 (3) - ctrl+g? a HDash seems not suitable with your current pattern and music. it's better to add one at 00:19:971 (6) done
00:21:626 (5) - imo since you add a finisher here, the HDash should be at 00:21:212 (4) instead. if you agree'd this then move this note to x:488 or around ok
00:32:281 (1) - same as platter. i recommend using the rhythm given in platter. about the pattern it's your choice though no changes
00:34:453 (5) - consider move this to x:288 to slowdown the movement between the note previous and next, it really match with the background music done
01:04:453 (1,2,3) - again same case in platter but this wouldn't really a problem since this is rain diff. but honestly i prefer to spam a 1/2 slider with a HDash For me it fits here, sorry.
01:31:764 (2,3) - that's a very rough HDash, but still readable due its bpm. make the slider on (3) more vertically to make it use as recovery time a little Im not sure if i fixed this right, anyway done.

really clean mapset. seriously this should be ready to go :3
anyway good luck ;)
Thank You!
mingmichael
Seph
kurwa

i mean, mod

[m1ng's Rain]
wow its mapped in 1/1 lmao amazing
  1. 00:19:143 (3,4) - I would incline this two to the right, something with what you did with 00:18:316 (1,2) - i tried to use another sliders there :p
  2. 01:13:350 (3) - maybe make it a triangle (putting it at x:40 y:304) of some sort? nope, i keep mine here. the jump will be a bit harsh between 01:13:350 (3,4) - because it has a HDash before at 01:13:143 (2,3) - , so i tried to use a less movements for the next notes after the HDash comes out
  3. 01:25:971 (7,8,1) - increased spacing for the coming 01:26:385 (2) - jump? i think it is enough since it's still in the calm part, so i just tried to use less movements
I guess thats it, sorry if its just nazi/minor suggestions since its already modded enough o/

Vhy
as request on forum PM

[m1ng's Rain]
00:09:626 (4,1) - it wouldn't be hurt adding a HDash like you did on 00:16:247 (4,1) in this early part because why not i tried not to use HDashes between 00:08:384 - ~ 00:14:591 - for the first part in this map (just a HDash on 00:07:764 (1,1) - only)
00:40:660 (4) - i don't see why youmap this as 3/4 slider here. just shorten this slider to a 1/2 long because there's a beat on 00:40:867 even it's barely to hear. also this is good to keep the rhythm continuously in 1/2 beat this is just my own creation and i will not change
00:41:902 (2,3,4,5,6,7) - i see the point of the pattern here. i think the spacing between 00:42:729 (6,7) should be 2.40x (or move 00:42:936 (7) to x:336) regarding on how you periodically increase the amount of spacing on these pattern. stab me if i wrong sorry, tbh i dont really care about the spacing between them :P just tried to put the spacings fitly with the song and patterns only

really clean mapset. seriously this should be ready to go :3
anyway good luck ;)
thanks for the mods~ \w/

m1ng's Rain
Topic Starter
Ollapeu
Updated.
Xinely

Seph wrote:

kurwa

i mean, mod

[Xinely's Salad]
[*]00:33:212 (1) - i would reduce its distance with 00:33:005 (9) - increased instead since it is supposed for dash
[*]01:38:178 (2) - a clap would best fit in here it sounds random for my hitsound pattern as i dont use clap in this part

Vhy wrote:

as request on forum PM

[Xinely's Salad]
00:25:557 (2) - bikin reverse nya ke kanan? yep
00:32:591 (7,8,9,1,2,3) - dari timeline dsni keliatan kalo spacing agak berantakan di bagian 00:33:005 (9,1,2) jadi agak susah ngikutin nya soal nya dsni pattern kmu pake circle semua. saran untuk 00:33:212 (1,2) mungkin bisa di convert jadi 1/1 slider biar lebih natural tau sih tp mereka didesign buat emphasize kekuatan musiknya disana
00:47:695 (6,1) - masih bisa di tambah lg spacing nya dsni buat empasiz lebih finisher di (1) soal nya masih FCable tnpa pake dash. saran pindah semua note di 00:46:040 (3,4,5,6) ke kanan 8 grid (grid size tiny) biar sekaligus kasih spacing antara 00:45:626 (2,3) yep
01:25:971 (8,1) - aku ngerasa kalo spacing dsni harusnya dikasih lebih dari pattern2 sebelum nya karna new stanza dsni plus kmu pake slider sendiri yg sebelum nya cuman konstan circle musiknya ga keras mendadak dan masih kalem jadi spacing gini udah cukup kok

anyway good luck ;)
thank you for the mods ~

SPOILER
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Title:Saika
TitleUnicode:Saika
Artist:Rabpit
ArtistUnicode:Rabpit
Creator:Kandai-sa
Version:Xinely's Salad
Source:Cytus
Tags:mozarc mingmichael xinely Chapter III
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304,168,83902,2,0,L|392:304,1,140,2|0,0:0|0:0,0:0:0:0:
276,328,84522,5,2,0:0:0:0:
168,312,84729,1,0,0:0:0:0:
56,276,84936,1,0,0:0:0:0:
168,312,85143,1,0,0:0:0:0:
264,252,85350,1,2,0:0:0:0:
128,224,85557,1,0,0:0:0:0:
264,192,85764,1,0,0:0:0:0:
352,276,85971,1,2,0:0:0:0:
264,192,86178,6,0,L|328:64,2,140,2|2|0,0:0|0:0|0:0,0:0:0:0:
184,268,87212,2,0,L|108:280,1,70,2|0,0:0|0:0,0:0:0:0:
16,336,87626,1,2,0:0:0:0:
204,356,87833,6,0,L|292:356,2,70,4|2|0,0:1|0:0|0:0,0:0:0:0:
92,340,88453,1,2,0:0:0:0:
296,224,88867,2,0,L|296:136,1,70,2|0,0:0|0:0,0:0:0:0:
160,172,89281,1,2,0:0:0:0:
260,196,89488,1,0,0:0:0:0:
364,224,89695,6,0,P|436:240|508:208,1,140,2|0,0:0|0:0,0:0:0:0:
388,120,90316,1,2,0:0:0:0:
164,124,90729,1,2,0:0:0:0:
368,220,91143,5,2,0:0:0:0:
144,244,91557,1,2,0:0:0:0:
304,228,91764,1,0,0:0:0:0:
184,320,91971,2,0,L|96:308,1,70
248,328,92385,1,0,0:0:0:0:
360,216,92591,2,0,L|291:228,1,70,2|0,0:0|0:0,0:0:0:0:
456,264,93005,6,0,L|432:116,1,140,2|0,0:0|0:0,0:0:0:0:
256,124,93626,2,0,L|176:136,1,70
304,212,94040,1,0,0:0:0:0:
404,188,94247,1,0,0:0:0:0:
228,168,94453,5,2,0:0:0:0:
32,252,94867,1,2,0:0:0:0:
124,328,95074,1,0,0:0:0:0:
272,336,95281,2,0,P|344:336|416:296,1,140,2|2,0:0|0:0,0:0:0:0:
268,176,96109,6,0,P|228:184|148:256,1,140,2|0,0:0|0:0,0:0:0:0:
48,288,96729,2,0,P|40:200|8:152,1,140,2|0,0:0|0:0,0:0:0:0:
108,96,97350,1,2,0:0:0:0:
328,140,97764,5,2,0:0:0:0:
152,320,98178,1,2,0:0:0:0:
372,292,98591,1,2,0:0:0:0:
164,204,99005,2,0,L|236:172,1,70,2|0,0:0|0:0,0:0:0:0:
340,152,99419,6,0,L|276:280,1,140,2|0,0:0|0:0,0:0:0:0:
132,300,100040,2,0,L|276:364,1,140,2|0,0:0|0:0,0:0:0:0:
368,336,100660,1,2,0:0:0:0:
472,296,100867,1,8,0:0:0:0:
280,228,101074,6,0,P|176:276|152:268,1,140,4|8,0:1|0:0,0:0:0:0:
24,232,101695,1,2,0:0:0:0:
256,96,102109,1,2,0:0:0:0:
368,96,102316,1,8,0:0:0:0:
244,184,102523,2,0,L|236:256,1,70,2|0,0:0|0:0,0:0:0:0:
444,340,103143,5,8,0:0:0:0:
332,336,103350,1,2,0:0:0:0:
444,256,103557,2,0,L|524:240,1,70,0|2,0:0|0:0,0:0:0:0:
268,136,104178,1,2,0:0:0:0:
160,160,104385,6,0,L|24:256,1,140,2|8,0:0|0:0,0:0:0:0:
152,280,105005,1,2,0:0:0:0:
372,324,105419,1,2,0:0:0:0:
148,332,105833,1,2,0:0:0:0:
368,284,106247,5,2,0:0:0:0:
256,196,106454,2,0,L|96:236,1,140,8|2,0:0|0:0,0:0:0:0:
300,364,107281,1,8,0:0:0:0:
412,352,107488,1,2,0:0:0:0:
492,272,107695,5,0,0:0:0:0:
268,252,108109,1,8,0:0:0:0:
56,328,108523,2,0,L|152:192,1,140,2|8,0:0|0:0,0:0:0:0:
352,112,109350,5,2,0:0:0:0:
124,144,109764,1,8,0:0:0:0:
232,172,109971,1,2,0:0:0:0:
452,212,110385,1,2,0:0:0:0:
228,280,110798,1,0,0:0:0:0:
304,248,111005,5,0,0:0:0:0:
384,216,111212,2,0,L|224:240,1,140,2|0,0:0|0:0,0:0:0:0:
324,136,111833,1,2,0:0:0:0:
60,276,112247,1,8,0:0:0:0:
160,324,112454,2,0,L|240:316,1,70,2|0,0:0|0:0,0:0:0:0:
408,220,112867,6,0,L|240:244,1,140,8|2,0:0|0:0,0:0:0:0:
364,140,113488,1,0,0:0:0:0:
236,152,113695,1,8,0:0:0:0:
392,176,113902,1,0,0:0:0:0:
224,192,114109,1,4,0:0:0:0:
256,192,114316,12,0,115971,0:0:0:0:
Topic Starter
Ollapeu
Updated.
ZiRoX
The revival :3
JBHyperion
Mod requested via PM:

General Comments:
  1. Song Folder: No issues
  2. Song Setup: No issues
  3. Metadata: Consider adding "instrumental", "soundtrack" and "Deemo" (since the song also appeared in that game) to tags
  4. Timing: 00:07:764 (1) in both Rain difficulties occurs before the offset at 00:08:384 - whilst I don't believe this is unrankable, it's certainly not logical (offset is supposed to start the metronome for the music). To be safe/sensible, move the offset back one measure to 00:06:729 and check for any 1ms inconsistencies with inherited points/note snaps
  5. Hitsounds: 01:19:557 to 01:21:005 - Why 100% hitsound volume here? Sounds odd since the intensity is the same as 01:21:212 (1) onwards, which has 50-70% hitsound volume. Consider reducing the volume here
  6. AImod: No issues
Difficulty-Specific Comments:

Cup
Considering this is the easiest difficulty, I feel that some of your combos are be a little long (and thus inconsistent as well). Don't forget that slider ends and repeats count as extra fruits on the plate, which can pile up and obstruct the player's view. Right from the beginning you have 00:08:384 (1,2,3,4) which creates a stack of ten fruit before your next NC - too much IMO. I'd try to stick to a NC pattern of one every two measures (8 beats) - meaning your first two NCs would be at 00:11:695 (3) and 00:15:005 (1) - I'll only point out places where I feel you should break this pattern, either for special emphasis, or to logically break up long combos, the rest is up to you

  1. 00:12:729 (4) - If you're ending 00:11:695 (3) on the red tick for the soft drum sound, you should move (4) 1/2 further forward so that it also follows the drums. I feel it follows the music better and fits well with the similar pattern at 00:14:385 (2) -, but it's okay as it is currently if you don't want to change
  2. 00:23:074 (3,4) - Consider NC on either one of these to keep the combo length down - (3) if you want a more even 4 beat division, or (4) if you want to give more emphasis to the more prominent piano note
  3. 00:26:591 (4) - ^
  4. 00:43:143 (3) - This doesn't seem to follow the music very well - if you're following the strings, it should end 1/2 further back at 00:43:764 -, although this is a significantly more prominent note, so you might want to emphasise this somehow. You could either make two 1/1 slider starting at 00:43:143 and 00:43:764 for the distinct sounds, or use a more simple direction change by combining 00:43:143 (3,4) into a 3/2 repeat slider. Whatever you do here, remember you need a NC at some point, as this is really too long for a Cup (11 fruits). Alternatively...
  5. 01:01:350 (2,4) - ^ If on the other hand you're following the drums, try making the 2/1 sliders into 1/1 repeating sliders, since the drum beats on the white ticks are quite prominent
  6. 01:01:350 (2) - This should probably have a NC to emphasise the finish hitsound and new 8 beat grouping
  7. 01:30:316 (5) - 01:33:833 (4) - etc - Despite the low AR, these horizontal repeat sliders can be quite intimidating to new players, as they will likely try to "wiggle" to catch every note (even though this is unnecessary). I'd angle them slightly to make them less intimidating for new players - 20-30 degrees should be enough
  8. 01:39:005 (3) - The tail is a prominent note on the downbeat, so there needs to be some movement here I feel. I'd split this into two circles
  9. 01:53:488 (5) - This is two separate notes, it doesn't feel right to merge them into one slider. I'd shorten by 1/2 and add a new circle where the tail was

Xinely's Salad
The overall spread of the set is leaning towards the "easier" end of the spectrum which is fine, but I only needed to use dash 15 times and still FC'd lol. I feel you could add a few to strong beats in places such as 00:13:350 (1) - 00:18:316 (1) - 00:28:247 (1) - 00:41:488 (1) - etc.

  1. 00:12:109 (2) - The strings here are a continuous held sound, and the drums are on the red ticks, so this slider doesn't really fit to me. I think it would be better to just remove 00:11:902 (1) and move the slider back by 1/2
  2. 00:16:247 - This beat is one of the most prominent in the measure (after 00:16:453 (4) -) and yet you decided not to map it, why? I feel that a better pattern here would be two 1/1 sliders (for the held sounds), followed by either two 1/2 circles or circle and 1/2 slider (with increased spacing to emphasises the higher pitched notes
  3. 00:31:350 (4,6) - NC on either of these two ((4) for consistency, (6) for prominent note emphasis) since this combo is twice as long as all the others for some reason
  4. 01:20:178 (1,2,3,1,2,3,4,5,1,2,1,2,3,4,5,6,7,8,1,2,3) - This is one of the calmest parts of the song, so why such a high note density? It feels overmapped relative to the timeline patterns you've been using up until this point. Some of the notes I feel you could trim down are:
01:21:419 (2,3) - head of (2) is weak compared to the other notes, so delete (3) and move (2) forward 1/2 a beat
01:24:729 (2,5,8) - Red tick notes are all slightly less prominent to me, but removing just these creates a doublet pattern that doesn't feel awkwardly empty for a Salad
01:27:212 (2,3) - Same as 01:21:419 (2,3)

  1. 01:29:488 (5,1) - Swap NC for the downbeat to keep a consistent pattern
  2. 01:32:385 (5,6) - Consider reversing these two on the timeline, it feels like it follows the string instruments better IMO. If you do this, swap the NC between 01:32:797 (6,1) since you have an object starting on the downbeat now

Platter
Same as in the Cup diff, watch your combo lengths - they're quite inconsistent and it weakens the flow of the map somewhat. Inless oyu have a particularly difficult pattern, or notes that you want o give special emphasis to, it's best to follow a consistent pattern

  1. 00:24:729 (5) - Slider head is quite a prominent note, so I'd increase the spacing to create a dash here - try x-122
  2. 00:27:212 (5,6) - Antiflow here can be a little annoying to play and 00:27:626 (6) really isn't prominent enough to justify a jump of this size, so I'd reduce the spacing here by moving to x-232. If you want a large jump, it should be to 00:28:246 (1) since this is more prominent - try x-144
  3. 01:08:488 (3) - I can't hear a note here, consider removing this

m1ng's Rain
  1. 00:21:109 (6) - I think there's a really faint piano note here, but IMO it's too weak to warrant mapping. Consider removing this
  2. 00:34:040 (1) - Remove the NC here - although it's NC worthy since it's not an easy pattern, it's the only place where you break the "NC every 4 beats" pattern in the whole map, so you should remove it here as well for consistency

Rain
Ensure consistency of NCs in this diff too - if you break a pattern, ensure you're doing so for a logical reason

  1. 00:08:384 (2) - NC here for the downbeat - I know it seems pointless since this is the second note in the song, but it keeps a consistent pattern so you should consider it
  2. 00:12:522 (1) - This jump is particularly awkward due to the sharp direction change leading out of the zig-zag. It's not strong enough to be made into a hdash, so reduce the jump size by moving to x-420
  3. 00:32:281 (1) - This jump comes right after the delicate movement at 00:31:350 (1) to catch all the droplets on the slider curve, and is really unexpected. Move to x-340 to make this jump less annoying
  4. 01:01:350 (4) - Reduce the curve here slightly please, it's annoyingly easy to miss a bunch of droplets here due to the sharp change in flow
  5. 01:43:971 (6) - Move this to x-112, it makes the jump between 01:43:764 (5,6) a little less annoying whilst still maintaining the hdash to 01:44:178 (1)

This is all from me. Hopefully you find this mod helpful, but if you have any questions, feel free to get back to me and I'll do what I can to help.

Good luck! (:
Kurokami
Notes and beats can appear before the first mainbeat in some song. This called anacrusis (if I remember right). This is not even an issue and there are maps ranked with this. Do not move the offset, unless there is an earlier mainbeat to follow.

Will take aa look at this though once I will be at home.
JBHyperion

Kurokami wrote:

Notes and beats can appear before the first mainbeat in some song. This called anacrusis (if I remember right). This is not even an issue and there are maps ranked with this. Do not move the offset, unless there is an earlier mainbeat to follow.
Eh, I just saw something similar in a recent mod regarding spinners and assumed it applied to regular notes as well - my bad.
Kurokami
I took a look at the map and the actual offset is the one which should be used. Even if there is a beat before the mainbeat, its perfectly fine as there is no strong one before it.
WujekGrzyb
There is no need to move timing point to previous tick period. Just remember - don't use green lines before first timing point ^^
Topic Starter
Ollapeu

JBHyperion wrote:

Mod requested via PM:

General Comments:
  1. Song Folder: No issues
  2. Song Setup: No issues
  3. Metadata: Consider adding "instrumental", "soundtrack" and "Deemo" (since the song also appeared in that game) to tags done
  4. Timing: 00:07:764 (1) in both Rain difficulties occurs before the offset at 00:08:384 - whilst I don't believe this is unrankable, it's certainly not logical (offset is supposed to start the metronome for the music). To be safe/sensible, move the offset back one measure to 00:06:729 and check for any 1ms inconsistencies with inherited points/note snaps As people said later, there is no need to do it.
  5. Hitsounds: 01:19:557 to 01:21:005 - Why 100% hitsound volume here? Sounds odd since the intensity is the same as 01:21:212 (1) onwards, which has 50-70% hitsound volume. Consider reducing the volume here I can see it appears in ming'
    s rain only, i will let him know.
  6. AImod: No issues
Difficulty-Specific Comments:

Cup
Considering this is the easiest difficulty, I feel that some of your combos are be a little long (and thus inconsistent as well). Don't forget that slider ends and repeats count as extra fruits on the plate, which can pile up and obstruct the player's view. Right from the beginning you have 00:08:384 (1,2,3,4) which creates a stack of ten fruit before your next NC - too much IMO. I'd try to stick to a NC pattern of one every two measures (8 beats) - meaning your first two NCs would be at 00:11:695 (3) and 00:15:005 (1) - I'll only point out places where I feel you should break this pattern, either for special emphasis, or to logically break up long combos, the rest is up to you

  1. 00:12:729 (4) - If you're ending 00:11:695 (3) on the red tick for the soft drum sound, you should move (4) 1/2 further forward so that it also follows the drums. I feel it follows the music better and fits well with the similar pattern at 00:14:385 (2) -, but it's okay as it is currently if you don't want to change I'll keep it as it is currently
  2. 00:23:074 (3,4) - Consider NC on either one of these to keep the combo length down - (3) if you want a more even 4 beat division, or (4) if you want to give more emphasis to the more prominent piano note done
  3. 00:26:591 (4) - ^ done
  4. 00:43:143 (3) - This doesn't seem to follow the music very well - if you're following the strings, it should end 1/2 further back at 00:43:764 -, although this is a significantly more prominent note, so you might want to emphasise this somehow. You could either make two 1/1 slider starting at 00:43:143 and 00:43:764 for the distinct sounds, or use a more simple direction change by combining 00:43:143 (3,4) into a 3/2 repeat slider. Whatever you do here, remember you need a NC at some point, as this is really too long for a Cup (11 fruits). Alternatively... done i guess
  5. 01:01:350 (2,4) - ^ If on the other hand you're following the drums, try making the 2/1 sliders into 1/1 repeating sliders, since the drum beats on the white ticks are quite prominent done
  6. 01:01:350 (2) - This should probably have a NC to emphasise the finish hitsound and new 8 beat grouping This pattern already has 3 notes, so i think i dont want to change it
  7. 01:30:316 (5) - 01:33:833 (4) - etc - Despite the low AR, these horizontal repeat sliders can be quite intimidating to new players, as they will likely try to "wiggle" to catch every note (even though this is unnecessary). I'd angle them slightly to make them less intimidating for new players - 20-30 degrees should be enough done
  8. 01:39:005 (3) - The tail is a prominent note on the downbeat, so there needs to be some movement here I feel. I'd split this into two circles done
  9. 01:53:488 (5) - This is two separate notes, it doesn't feel right to merge them into one slider. I'd shorten by 1/2 and add a new circle where the tail was done


Platter
Same as in the Cup diff, watch your combo lengths - they're quite inconsistent and it weakens the flow of the map somewhat. Inless oyu have a particularly difficult pattern, or notes that you want o give special emphasis to, it's best to follow a consistent pattern fixed some of them

  1. 00:24:729 (5) - Slider head is quite a prominent note, so I'd increase the spacing to create a dash here - try x-122
  2. 00:27:212 (5,6) - Antiflow here can be a little annoying to play and 00:27:626 (6) really isn't prominent enough to justify a jump of this size, so I'd reduce the spacing here by moving to x-232. If you want a large jump, it should be to 00:28:246 (1) since this is more prominent - try x-144
  3. 01:08:488 (3) - I can't hear a note here, consider removing this I can hear a triple sound, i want to keep that
Rain
Ensure consistency of NCs in this diff too - if you break a pattern, ensure you're doing so for a logical reason

  1. 00:08:384 (2) - NC here for the downbeat - I know it seems pointless since this is the second note in the song, but it keeps a consistent pattern so you should consider it done
  2. 00:12:522 (1) - This jump is particularly awkward due to the sharp direction change leading out of the zig-zag. It's not strong enough to be made into a hdash, so reduce the jump size by moving to x-420 done
  3. 00:32:281 (1) - This jump comes right after the delicate movement at 00:31:350 (1) to catch all the droplets on the slider curve, and is really unexpected. Move to x-340 to make this jump less annoying done
  4. 01:01:350 (4) - Reduce the curve here slightly please, it's annoyingly easy to miss a bunch of droplets here due to the sharp change in flow done
  5. 01:43:971 (6) - Move this to x-112, it makes the jump between 01:43:764 (5,6) a little less annoying whilst still maintaining the hdash to 01:44:178 (1) done

This is all from me. Hopefully you find this mod helpful, but if you have any questions, feel free to get back to me and I'll do what I can to help.

Good luck! (:
Thank You so much!
autofanboy
woah this is back
Kurokami

alienflybot wrote:

woah this is back
Is it?
Topic Starter
Ollapeu

Kurokami wrote:

alienflybot wrote:

woah this is back
Is it?
Yeah, I'm back again, so i thought that i could rank this map finally, hopefully. Now i'm just waiting for guest mappers to apply everything. :)
Xinely

JBHyperion wrote:

Mod requested via PM:

Xinely's Salad
The overall spread of the set is leaning towards the "easier" end of the spectrum which is fine, but I only needed to use dash 15 times and still FC'd lol. I feel you could add a few to strong beats in places such as 00:13:350 (1) - 00:18:316 (1) - 00:28:247 (1) - 00:41:488 (1) - etc.that was nely at 2014 D: , i mean yep added some

  1. 00:12:109 (2) - The strings here are a continuous held sound, and the drums are on the red ticks, so this slider doesn't really fit to me. I think it would be better to just remove 00:11:902 (1) and move the slider back by 1/2
  2. 00:16:247 - This beat is one of the most prominent in the measure (after 00:16:453 (4) -) and yet you decided not to map it, why? I feel that a better pattern here would be two 1/1 sliders (for the held sounds), followed by either two 1/2 circles or circle and 1/2 slider (with increased spacing to emphasises the higher pitched notes
  3. 00:31:350 (4,6) - NC on either of these two ((4) for consistency, (6) for prominent note emphasis) since this combo is twice as long as all the others for some reason
  4. 01:20:178 (1,2,3,1,2,3,4,5,1,2,1,2,3,4,5,6,7,8,1,2,3) - This is one of the calmest parts of the song, so why such a high note density? It feels overmapped relative to the timeline patterns you've been using up until this point. Some of the notes I feel you could trim down are:
01:21:419 (2,3) - head of (2) is weak compared to the other notes, so delete (3) and move (2) forward 1/2 a beat
01:24:729 (2,5,8) - Red tick notes are all slightly less prominent to me, but removing just these creates a doublet pattern that doesn't feel awkwardly empty for a Salad
01:27:212 (2,3) - Same as 01:21:419 (2,3) since i mapped this long long time ago, iirc i mapped like this due epic of that snare of the instrument (or whatever its called idk), as possible i would like to keep them

  1. 01:29:488 (5,1) - Swap NC for the downbeat to keep a consistent pattern
  2. 01:32:385 (5,6) - Consider reversing these two on the timeline, it feels like it follows the string instruments better IMO. If you do this, swap the NC between 01:32:797 (6,1) since you have an object starting on the downbeat now
rest were fixed thanks hypeeerion

SPOILER
osu file format v14

[General]
AudioFilename: Saika.mp3
AudioLeadIn: 0
PreviewTime: 34867
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 1
WidescreenStoryboard: 0

[Editor]
Bookmarks: 74591
DistanceSpacing: 1.4
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.3

[Metadata]
Title:Saika
TitleUnicode:Saika
Artist:Rabpit
ArtistUnicode:Rabpit
Creator:Kandai-sa
Version:Xinely's Salad
Source:Cytus
Tags:mozarc mingmichael xinely Chapter III instrumental soundtrack deemo
BeatmapID:427955
BeatmapSetID:175743

[Difficulty]
HPDrainRate:4.7
CircleSize:3
OverallDifficulty:7
ApproachRate:7
SliderMultiplier:1.4
SliderTickRate:1

[Events]
//Background and Video events
0,0,"saikabg.jpg",0,0
//Break Periods
2,74791,79278
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
8385,413.793103448276,4,2,1,70,1,0
21626,-100,4,2,1,50,0,0
21729,-100,4,2,1,70,0,0
28247,-100,4,2,1,80,0,0
34247,-100,4,2,1,100,0,0
34867,-100,4,2,1,100,0,1
48109,-100,4,2,1,100,0,0
81212,-100,4,2,1,60,0,0
87833,-100,4,2,1,80,0,0
101074,-100,4,2,1,100,0,1
114109,-100,4,2,1,100,0,0
114316,-100,4,2,1,80,0,0
114729,-100,4,2,1,60,0,0
115143,-100,4,2,1,40,0,0
115557,-100,4,2,1,20,0,0
115971,-100,4,2,1,5,0,0


[Colours]
Combo1 : 196,0,0
Combo2 : 255,140,198
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Topic Starter
Ollapeu

Xinely wrote:

JBHyperion wrote:

Mod requested via PM:

Xinely's Salad
The overall spread of the set is leaning towards the "easier" end of the spectrum which is fine, but I only needed to use dash 15 times and still FC'd lol. I feel you could add a few to strong beats in places such as 00:13:350 (1) - 00:18:316 (1) - 00:28:247 (1) - 00:41:488 (1) - etc.that was nely at 2014 D: , i mean yep added some

  1. 00:12:109 (2) - The strings here are a continuous held sound, and the drums are on the red ticks, so this slider doesn't really fit to me. I think it would be better to just remove 00:11:902 (1) and move the slider back by 1/2
  2. 00:16:247 - This beat is one of the most prominent in the measure (after 00:16:453 (4) -) and yet you decided not to map it, why? I feel that a better pattern here would be two 1/1 sliders (for the held sounds), followed by either two 1/2 circles or circle and 1/2 slider (with increased spacing to emphasises the higher pitched notes
  3. 00:31:350 (4,6) - NC on either of these two ((4) for consistency, (6) for prominent note emphasis) since this combo is twice as long as all the others for some reason
  4. 01:20:178 (1,2,3,1,2,3,4,5,1,2,1,2,3,4,5,6,7,8,1,2,3) - This is one of the calmest parts of the song, so why such a high note density? It feels overmapped relative to the timeline patterns you've been using up until this point. Some of the notes I feel you could trim down are:
01:21:419 (2,3) - head of (2) is weak compared to the other notes, so delete (3) and move (2) forward 1/2 a beat
01:24:729 (2,5,8) - Red tick notes are all slightly less prominent to me, but removing just these creates a doublet pattern that doesn't feel awkwardly empty for a Salad
01:27:212 (2,3) - Same as 01:21:419 (2,3) since i mapped this long long time ago, iirc i mapped like this due epic of that snare of the instrument (or whatever its called idk), as possible i would like to keep them

  1. 01:29:488 (5,1) - Swap NC for the downbeat to keep a consistent pattern
  2. 01:32:385 (5,6) - Consider reversing these two on the timeline, it feels like it follows the string instruments better IMO. If you do this, swap the NC between 01:32:797 (6,1) since you have an object starting on the downbeat now
rest were fixed thanks hypeeerion

SPOILER
osu file format v14

[General]
AudioFilename: Saika.mp3
AudioLeadIn: 0
PreviewTime: 34867
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 1
WidescreenStoryboard: 0

[Editor]
Bookmarks: 74591
DistanceSpacing: 1.4
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.3

[Metadata]
Title:Saika
TitleUnicode:Saika
Artist:Rabpit
ArtistUnicode:Rabpit
Creator:Kandai-sa
Version:Xinely's Salad
Source:Cytus
Tags:mozarc mingmichael xinely Chapter III instrumental soundtrack deemo
BeatmapID:427955
BeatmapSetID:175743

[Difficulty]
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CircleSize:3
OverallDifficulty:7
ApproachRate:7
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Updated, thanks~ :)
mingmichael

JBHyperion wrote:

m1ng's Rain
  1. 00:21:109 (6) - I think there's a really faint piano note here, but IMO it's too weak to warrant mapping. Consider removing this just tried to add an additional note there, and it's okay IMO
  2. 00:34:040 (1) - Remove the NC here - although it's NC worthy since it's not an easy pattern, it's the only place where you break the "NC every 4 beats" pattern in the whole map, so you should remove it here as well for consistency hm okay

This is all from me. Hopefully you find this mod helpful, but if you have any questions, feel free to get back to me and I'll do what I can to help.

Good luck! (:
thanks for the mods!
Topic Starter
Ollapeu
Updated, just saying.
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