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Kido Ibuki & Yamazaki Erii - pupa [CatchTheBeat]

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Topic Starter
Arlecchino
Thanks Spect <3
Serena-
yay \o/
Dark Fang
gratz
ursa
Disqualifying because of overusing Hyper 00:24:380 (3,4,1,2) - on overdose diff

*more reason will be check asap

Serena's Overodse

00:15:569 (1,2,3,4,1,2,3,4,5,1,2,3,4) - you're really putting this part very weighted.

00:20:694 (2,3,4,5,6,1,2,3) - last time i when i checked , the distance is fixed well , why now it turned back into the state before

00:24:942 (1,2,1,2,3,4,5,6,7,8,1,2,3,4,1,2,1,2) - overusing hyper , even it's a short duration maps , you need to make the hyper has a logic to make it more catchable
Kyouren

ursa wrote:

Disqualifying because of overusing Hyper 00:24:380 (3,4,1,2) - on overdose diff

*more reason will be check asap
Cepat nian unrankednya <___<
Topic Starter
Arlecchino
lebih baik langsung kena Dq dari pada udah hampir ranked trus dq, nyesek para pemain score ilang :v
Ciyus Miapah
ya i like it, gogo rerank :3
Serena-

ursa wrote:

Disqualifying because of overusing Hyper 00:24:380 (3,4,1,2) - on overdose diff

*more reason will be check asap
All i did is followed CLSW's mod

CLSW wrote:

00:24:942 (1,2) - 오버도즈니까 좌우반전 시키셔도 됩니다. MISTAKE Ms.0108난이도에서 나오는 패턴. 다만 00:24:567 (4) - 이게 하이퍼칼점이 되어서는 안됩니다.
00:28:505 (1,2) - 위와 동일
and where in the ranking criteria does it say that its not allowed to overuse Hyperdashes in Overdose difficulties?

Overdoses is the HIGHEST difficulty in a CTB mapset, except Deluges which Deluges are technically overdoses since Deluges are supposed to be the "Harder difficulty between the two or more overdoses"

I will not fix it, nor do i get why this is dq
Dark Fang
wat? wwwwwww
Constantine

Dark Fang wrote:

wat? wwwwwww
disqualify faster™

less complain from ppl bout score

good luck buat reranknya :3
iiyo
poor -[ Asuna ]-
Serena-

ursa wrote:

Disqualifying because of overusing Hyper 00:24:380 (3,4,1,2) - on overdose diff

*more reason will be check asap

Serena's Overodse

00:15:569 (1,2,3,4,1,2,3,4,5,1,2,3,4) - you're really putting this part very weighted. - yes i did emphasize this part a bit, but it feels right imo, rap kinda part it has the highest note density in Rain diff too, i know its hard but no it is not super hard like sentimental skyscraper or anything, it is catchable and not actually that hard when realize how to catch it

00:20:694 (2,3,4,5,6,1,2,3) - last time i when i checked , the distance is fixed well , why now it turned back into the state before - hmm you might be right, but does this really need to be mentioned? i mean it seems fine atm as well

00:24:942 (1,2,1,2,3,4,5,6,7,8,1,2,3,4,1,2,1,2) - overusing hyper , even it's a short duration maps , you need to make the hyper has a logic to make it more catchable - CLSW confirmed that this is okay in an overdose, i think you know that it wasn't like that before. well after changing it like this, it actually looked okay, and quite fits for such a short drain time song

no changes, I still don't get why this got dq'ed please give me the exact reason why this got dq'ed. the reasons above doesn't really make any sense, they should be suggestions not reasons for dq. for the last one, CLSW confirmed that it was okay, it is catchable and doesn't break the ranking criteria.

I will ask Deif or Loctav about this, If they approve this, i will fix those hypers.
Topic Starter
Arlecchino

Storm- wrote:

poor -[ Asuna ]-
:P
Vhy
move this to wip state? :3
Topic Starter
Arlecchino
Why? i think just wait another QATs comfirm this problem
Deif
[Serena]
Such crazy SV~
  1. Disable the option "Widescreen Storyboard", since there's not even a SB.
  2. 00:21:069 (5,6,1,2,3,4) - Okay, this can be definitely reduced. Try to make the sliders not so horizontal, and put them slightly closer altogether.
  3. 00:23:817 (7,1,2,3,4,1,2) - Here's the deal, and the reason I can imagine (and support) of the DQ. 6-7 consecutive HDashes of different lenght. Definitely too much. I suggest you the following: You can transform 00:24:567 (4) - into a slider until 00:24:942 - (removing the note 1). That should remove the "sudden" effect of the HDash spam.
  4. 00:26:630 (7,8,1,2,3,4,1) - It's basically the same pattern, so use the same suggestion.
  5. 00:28:130 (2,1) - You can try converting (2) into a slider as well, same reason as the previous patterns.
[]
All and all, the DQ was okay. Those last patterns could've been nerfed a bit more.

Call me back for the bubble.
Kurokami

Serena- wrote:

no changes, I still don't get why this got dq'ed please give me the exact reason why this got dq'ed. the reasons above doesn't really make any sense, they should be suggestions not reasons for dq. for the last one, CLSW confirmed that it was okay, it is catchable and doesn't break the ranking criteria.
You shouldn't just map after the ranking criteria, its nearly not perfect. And btw hypers should only be used where there is important beat in the music or you want to highlight something which seems important. Just tell me, for example, what is important at 00:10:944 (2,3) which needs to be highlighted with hyper? There is only a drum, nothing more. On the other hand you missed a good opportunity for hyper at 00:11:569 because you ended your slider there which can't be hypered.


I will ask Deif or Loctav about this, If they approve this, i will fix those hypers. Loctav has nothing to do with ranking though.
Serena-

Deif wrote:

[Serena]
Such crazy SV~
  1. Disable the option "Widescreen Storyboard", since there's not even a SB.
  2. 00:21:069 (5,6,1,2,3,4) - Okay, this can be definitely reduced. Try to make the sliders not so horizontal, and put them slightly closer altogether. - didn't change the sliders' angle, but reduced the distance
  3. 00:23:817 (7,1,2,3,4,1,2) - Here's the deal, and the reason I can imagine (and support) of the DQ. 6-7 consecutive HDashes of different lenght. Definitely too much. I suggest you the following: You can transform 00:24:567 (4) - into a slider until 00:24:942 - (removing the note 1). That should remove the "sudden" effect of the HDash spam. - Fixed, but leaved the last three notes i want to emphasize it.
  4. 00:26:630 (7,8,1,2,3,4,1) - It's basically the same pattern, so use the same suggestion.
  5. 00:28:130 (2,1) - You can try converting (2) into a slider as well, same reason as the previous patterns.
[]
All and all, the DQ was okay. Those last patterns could've been nerfed a bit more.

Call me back for the bubble.
well high sv maps are kinda like my mapping style, definitely the highest sv ive ever used though :P

to be honest, i dont really approve the first suggestion, it seemed fine to me. seems more like a rain+ now (blame clsw's rain)
i dont want this to be bubble-popped/disqualified again, since i got a trip tomorrow and wont be back till sunday, hope it is clean now. anyways thanks for checking it out :D

osu file format v13

[General]
AudioFilename: Pupa 3rd Try.mp3
AudioLeadIn: 0
PreviewTime: 444
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 0.7
BeatDivisor: 2
GridSize: 4
TimelineZoom: 1.4

[Metadata]
Title:pupa
TitleUnicode:pupa
Artist:Kido Ibuki & Yamazaki Erii
ArtistUnicode:木戸 衣吹 & 山崎 エリイ
Creator:-[ Asuna ]-
Version:Serena's Overdose
Source:pupa
Tags:ピューパ Anime Opening Serena-
BeatmapID:459598
BeatmapSetID:192208

[Difficulty]
HPDrainRate:7
CircleSize:4.3
OverallDifficulty:9.2
ApproachRate:9.2
SliderMultiplier:2
SliderTickRate:1

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

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Combo2 : 149,0,0

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Serena-

Kurokami wrote:

Serena- wrote:

no changes, I still don't get why this got dq'ed please give me the exact reason why this got dq'ed. the reasons above doesn't really make any sense, they should be suggestions not reasons for dq. for the last one, CLSW confirmed that it was okay, it is catchable and doesn't break the ranking criteria.
You shouldn't just map after the ranking criteria, its nearly not perfect. And btw hypers should only be used where there is important beat in the music or you want to highlight something which seems important. Just tell me, for example, what is important at 00:10:944 (2,3) which needs to be highlighted with hyper? There is only a drum, nothing more. On the other hand you missed a good opportunity for hyper at 00:11:569 because you ended your slider there which can't be hypered.


I will ask Deif or Loctav about this, If they approve this, i will fix those hypers. Loctav has nothing to do with ranking though.
well im not sure if a qat can fix the ranking criteria all by his own either

Edit : double post, my bad ;w;
ZHSteven
Hyper abuse will not and should not be used in any of the ranked maps in ANY of the diffs, except for a valid reason.
That is because it makes hyperdash meaningless and annoying people who wants to follow the song.
It exactly makes this game a "left-right" game rather than a music game.

I am not against any of the patterns using, but could you give a reason?
I really can't understand your way of using hypers, although it is Overdose or Overdose-beyond.

just my opinion.
Deif
Looks much better now. Thanks for applying the suggestions Serena-!

HDashes shouldn't be abused at all, nor any other kind of jumps. You guys need to find a ballance and make the map enjoyable, but not exaggerate. There's no need of a clear rule/guideline for that, just use your common sense as mappers/modders.

Your turn, Kuromaki /o/

EDIT: Before it gets ranked, delete "Anime" from tags as it'll be labelled with it after the qualify. Also delete "pupa" from Source and move "ピューパ" to Source instead. Just noticed it ><
Seph
Just my 2 cents but hyperdash spam on a short song like this is sometimes unwarranted, you can make it enjoyable without putting that much hyperdashes around for the sake of it being hard. At least it looks nicer now.

should've modded this but i had no idea it was here
Kurokami
[Overdose]

00:03:819 (1,2,3,4) - This part is totally wrong. Those 1/4 notes are not really fitting at all. And the hyper between (2,3) is also unfitting as there is nothing which needs to be followed with it. On the other hand with (4) you missed a strong drum which can be HDashed as you did it many times already.
00:07:694 (1) - This note is a but useless imo. And you leaved 00:09:694 empty as well. I think that blank space fits well.
00:07:944 (3,4) - This HDash again hardly follows anything. I don't think this needs to be highlighted at all.
00:08:944 (2,3) - Why no HDash? You did it at 00:06:944 (2,3) and the vocal is high pitched at this part as well so a HDash would fit nicely.
00:09:819 (4) - This slider sounds a bit strange to me. You should try to use something like 00:07:819 (2,3,4) here as well.
00:11:444 (4) - Separate this into two circle to be able to add hyper at 00:11:569 please. It would fit nicely.
00:15:069 (5,6) - This HDash again a bit strange. The beat at 00:15:444 is much more stronger, desires a HDash. I think you should divide (6) into two circle and add a HDash between them.
00:16:069 (3) - Move to right a lot to make a HDash between this and the next slider due high pitched vocal. Also, if you make (4) into a 1/2 slider you can add a HDash at 00:16:569 as well.
00:17:069 (4,5) - Again a HDash which follows nothing. This part should be a bit calmer to introduce the kiai.
00:17:819 (2,3) - Same here. This is again a calm part. You shouldn't just add Hyper to everywhere to make you diff harder. If there is no strong music nor high pitched vocal, then don't add hyper at all. On the other hand a HDash would be nice between (3,4) if you want to add one.
00:18:944 (4,5,6) - Again some makes no sense HDash. If you want one, separate (6) and add one between them but remove everything else.
00:19:569 (1,2) - Same here. Remove it please.
00:20:069 (3,1) - Its kinda forced but a HDash can be added to here to follow the vocal. Also, you can shorted (1) and add a Hdash at 00:20:569 as well.
00:22:069 (3,4) - HDash?
00:22:692 (1,2,3,4,5,6,7,1,2,3,4,5) - I only mention something here as the second kiai is the same. Be sure if you apply this, make it the same at there as well. Now what I think about this is, since you used HDashes mainly at drum parts you should add jumps at those parts during this short kiai as well, 00:22:692 (1,3,5,7,2,4). It will make the mapping a bit more consistent and removes some useless HDash during the kiai. (You can add some hyper at these places.)

Just these. The difficulty can be played without these changes as well but I think if you apply them, it will be much more enjoyable as every dash will follow a strong beat. You can reduce those HDashes what I mentioned to simple dash to still make them hard, but please, remove the HDashes.

[Rain]

00:21:694 (2,3) - This HDash is a bit forced imo. Remove it and if you want one add it back at 00:21:944 (4,5) as it will fit better there.
[]

Others seems fine. Riari said she wants to give a look on Overdose as well but feel free to call me back after her check.

Deif wrote:

EDIT: Before it gets ranked, delete "Anime" from tags as it'll be labelled with it after the qualify. Also delete "pupa" from Source and move "ピューパ" to Source instead. Just noticed it ><
On the other hand, please do not touch source. Its fine as romanized and there is nothing about it in the criteria yet.
Seph
[Serena's Overdose]

  1. 00:14:569 (1,2,3,4) - i would've given this a more movement since the voice itself emphasizes speed
  2. 00:12:569 (1,2) - you know, you used high sv yet you still use almost vertical sliders which deems the sv useless, i suggest you change this
  3. 00:17:694 (1,2,3,4) - you could pinch them together as they play too forceful
  4. 00:23:817 (7,1,2,3,4) -
  5. 00:26:817 (8,1,2,3,4) - okay im fine with the end jumps, but these are just really bad. i suggest remapping them into something not really simple but not as complicated as this one
its a pretty short mod since Kurokami already covered most of them but yeah, next time when you use high sv you better stick with horizontal ones since you void the use of the speed with vertical ones.
Riari
Super speedcheck~

Editor view only, not gone into test to look at the game play aspect at all.

[Overdose]
  1. 00:03:819 (1,2,3) - No idea what this is following, there is no 1/4 here that I can find.
  2. 00:11:319 (3,4,5) - Sounds off and awkward to me, removing 00:11:319 (3) - and moving 00:11:444 (4,5) - back sounds much more natural, extending 00:11:694 (5) - to a 1/1 fits with this too.
  3. 00:11:944 (5) - 1/1 and a circle? 00:12:319 - sounds detached from the rest and I think it should be mapped that way.
  4. 00:13:819 (4) - 1/2 slider? Sound is constant but you've kept it singular.
  5. 00:14:569 (1,2) - 1/2 slider? Sound here is constant with 00:14:069 (5,6) - but your timeline isn't. Changing this and maybe the direction of 00:14:069 (5) - for a more consistent spacing between notes could be a nice idea for consistency. If this is meant to be a vocal switch it is too sudden and random, you keep a different flow before but swap suddenly here and it's quite off-putting imo.
  6. 00:15:319 (6) - 00:15:444 - is independent from the first tick, flow follows better as two circles to allow free and emphasized movement to 00:15:569 (1) - with extra detail put into patterns, slider isn't very fitting and does nothing here.
  7. 00:16:319 (4) - Going to generalize these sliders, you can pick them out as they are all similar. These are very boring. the end of the slider has no impact and offers very little game play wise when compared to other sections of the map. Changing these to something more fitting, preferably with a circle on the end tick of these sliders would be much more natural and flowing.
  8. 00:17:694 (1,2,3,4) - This feels really loose, I cannot pitch this onto anything as the vocals do not connect well and I cannot hear anything else to place it on. Your movement holds no emphasis on the key parts. You have weak connecting movement between 00:17:694 (1,2) - 00:17:944 (3,4) - but a strong movement between 00:17:944 (2,3) - that seems misplaced. I would personally put the strong movement between 00:17:944 (3,4) - as to push forward the vocal change if there was to be any hyper here.
  9. 00:22:692 (1,2,3,4,5,6,7,1,2,3,4,5) - I feel nothing here. You have a simple left right movement that relies heavily on a simple dash mechanic in such a heavy section whilst you have a multitude of hypers on much less. This section lacks creativity and thought and I hope you can work with this to create a more interesting and fitting pattern.
  10. 00:25:505 (1,2,3,4,5,6,7,8,1,2,3,4,5) - Copypaste of the section above. Copypaste my comment.

Quick check, if you want any more please PM me.
Deif
Suddenly mods sprouted out of nowhere lol
Topic Starter
Arlecchino
dunno.. :l still waiting serena update
Kurokami
I forced them to come. \o/
Topic Starter
Arlecchino
Kuramoki's Troop \o| \o/ |o/
lol
Serena-

Kurokami wrote:

[Overdose]

00:03:819 (1,2,3,4) - This part is totally wrong. Those 1/4 notes are not really fitting at all. And the hyper between (2,3) is also unfitting as there is nothing which needs to be followed with it. On the other hand with (4) you missed a strong drum which can be HDashed as you did it many times already. - I followed the vocal here, i think it will be fine, not sure about the hd you mentioned on (4) but a HD fits for (2), and another HD might look a bit weird
00:07:694 (1) - This note is a but useless imo. And you leaved 00:09:694 empty as well. I think that blank space fits well. - I added a note on the other one, idk maybe i just follow the vocal too much but yea it kinda bothers me leaving it empty
00:07:944 (3,4) - This HDash again hardly follows anything. I don't think this needs to be highlighted at all. - hmm i think it fits well, following the vocal
00:08:944 (2,3) - Why no HDash? You did it at 00:06:944 (2,3) and the vocal is high pitched at this part as well so a HDash would fit nicely. - Fixed
00:09:819 (4) - This slider sounds a bit strange to me. You should try to use something like 00:07:819 (2,3,4) here as well. - Changed the beat a bit differently, fixed
00:11:444 (4) - Separate this into two circle to be able to add hyper at 00:11:569 please. It would fit nicely. - Fixed
00:15:069 (5,6) - This HDash again a bit strange. The beat at 00:15:444 is much more stronger, desires a HDash. I think you should divide (6) into two circle and add a HDash between them. - I think this will be okay
00:16:069 (3) - Move to right a lot to make a HDash between this and the next slider due high pitched vocal. Also, if you make (4) into a 1/2 slider you can add a HDash at 00:16:569 as well. - Fixed
00:17:069 (4,5) - Again a HDash which follows nothing. This part should be a bit calmer to introduce the kiai. - I will leave this, there might be no strong beats, but HD still fits here imo
00:17:819 (2,3) - Same here. This is again a calm part. You shouldn't just add Hyper to everywhere to make you diff harder. If there is no strong music nor high pitched vocal, then don't add hyper at all. On the other hand a HDash would be nice between (3,4) if you want to add one. - ^
00:18:944 (4,5,6) - Again some makes no sense HDash. If you want one, separate (6) and add one between them but remove everything else. - ^
00:19:569 (1,2) - Same here. Remove it please. - ^
00:20:069 (3,1) - Its kinda forced but a HDash can be added to here to follow the vocal. Also, you can shorted (1) and add a Hdash at 00:20:569 as well. - I tried that, and ppl said that it was too forced ;w;
00:22:069 (3,4) - HDash? - Fixed
00:22:692 (1,2,3,4,5,6,7,1,2,3,4,5) - I only mention something here as the second kiai is the same. Be sure if you apply this, make it the same at there as well. Now what I think about this is, since you used HDashes mainly at drum parts you should add jumps at those parts during this short kiai as well, 00:22:692 (1,3,5,7,2,4). It will make the mapping a bit more consistent and removes some useless HDash during the kiai. (You can add some hyper at these places.) - the concept of this pattern is the distances keep increasing every time you change directions, so i think i will leave it

Just these. The difficulty can be played without these changes as well but I think if you apply them, it will be much more enjoyable as every dash will follow a strong beat. You can reduce those HDashes what I mentioned to simple dash to still make them hard, but please, remove the HDashes.
thanks for the mod :D leaved most HDes that were told to remove cuz i think it would be more fun with them

Riari wrote:

Super speedcheck~

Editor view only, not gone into test to look at the game play aspect at all.

[Overdose]
  1. 00:03:819 (1,2,3) - No idea what this is following, there is no 1/4 here that I can find. - As i said above, followed the vocal there
  2. 00:11:319 (3,4,5) - Sounds off and awkward to me, removing 00:11:319 (3) - and moving 00:11:444 (4,5) - back sounds much more natural, extending 00:11:694 (5) - to a 1/1 fits with this too. - 00:11:319 (3) - can be removed like you said, but i think it isn't off on timing, and the pattern is better with the circle there
  3. 00:11:944 (5) - 1/1 and a circle? 00:12:319 - sounds detached from the rest and I think it should be mapped that way. - Fixed, not a circle, but a 1/2
  4. 00:13:819 (4) - 1/2 slider? Sound is constant but you've kept it singular. - Fixed
  5. 00:14:569 (1,2) - 1/2 slider? Sound here is constant with 00:14:069 (5,6) - but your timeline isn't. Changing this and maybe the direction of 00:14:069 (5) - for a more consistent spacing between notes could be a nice idea for consistency. If this is meant to be a vocal switch it is too sudden and random, you keep a different flow before but swap suddenly here and it's quite off-putting imo. - well, 1/2 sliders don't have any droplets in this diff, is there any difference between a slider and circles? i think it will be fine
  6. 00:15:319 (6) - 00:15:444 - is independent from the first tick, flow follows better as two circles to allow free and emphasized movement to 00:15:569 (1) - with extra detail put into patterns, slider isn't very fitting and does nothing here. - hmm again, circles and sliders dont really have a difference, so i think it will be okay
  7. 00:16:319 (4) - Going to generalize these sliders, you can pick them out as they are all similar. These are very boring. the end of the slider has no impact and offers very little game play wise when compared to other sections of the map. Changing these to something more fitting, preferably with a circle on the end tick of these sliders would be much more natural and flowing. - well i disagree with this. I reallly like those sliders(as a player not a mapper), unlike most patterns, you get to control the player to hold the dash key and move the ryuuta. which means no matter what you do the ryuuta will be in the same place when you catch the end of the slider, and gets hold of the other note too. i mean its similar like hyperdashes, but hyperdashs are too inconsistent, like some times you dont even have to press the dash key to catch the next fruit and stuff. well yea i kinda messed up explaining, but i really like those sliders
  8. 00:17:694 (1,2,3,4) - This feels really loose, I cannot pitch this onto anything as the vocals do not connect well and I cannot hear anything else to place it on. Your movement holds no emphasis on the key parts. You have weak connecting movement between 00:17:694 (1,2) - 00:17:944 (3,4) - but a strong movement between 00:17:944 (2,3) - that seems misplaced. I would personally put the strong movement between 00:17:944 (3,4) - as to push forward the vocal change if there was to be any hyper here. - kurokami said the same thing, but after giving some thoughts about that, i guess you guys are right (too lazy to fix this on kurokami's mod ;w;) Fixed
  9. 00:22:692 (1,2,3,4,5,6,7,1,2,3,4,5) - I feel nothing here. You have a simple left right movement that relies heavily on a simple dash mechanic in such a heavy section whilst you have a multitude of hypers on much less. This section lacks creativity and thought and I hope you can work with this to create a more interesting and fitting pattern. - I intended this, so i will not fix this.
  10. 00:25:505 (1,2,3,4,5,6,7,8,1,2,3,4,5) - Copypaste of the section above. Copypaste my comment. - same as above

Quick check, if you want any more please PM me.

thanks for the fast mods guys 3am in the morning here and sleepy as hell
plz mind some typos if there are any and if i missed some suggestions, pm me anytime x.x


Edit:wtf i missed seph's mod orz

osu file format v13

[General]
AudioFilename: Pupa 3rd Try.mp3
AudioLeadIn: 0
PreviewTime: 444
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 0.7
BeatDivisor: 2
GridSize: 4
TimelineZoom: 1.4

[Metadata]
Title:pupa
TitleUnicode:pupa
Artist:Kido Ibuki & Yamazaki Erii
ArtistUnicode:木戸 衣吹 & 山崎 エリイ
Creator:-[ Asuna ]-
Version:Serena's Overdose
Source:pupa
Tags:ピューパ Anime Opening Serena-
BeatmapID:459598
BeatmapSetID:192208

[Difficulty]
HPDrainRate:7
CircleSize:4.3
OverallDifficulty:9.2
ApproachRate:9.2
SliderMultiplier:2
SliderTickRate:1

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

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Serena-
okay im too lazy to edit my post, double post

Seph wrote:

[Serena's Overdose]

  1. 00:14:569 (1,2,3,4) - i would've given this a more movement since the voice itself emphasizes speed - okay
  2. 00:12:569 (1,2) - you know, you used high sv yet you still use almost vertical sliders which deems the sv useless, i suggest you change this - well i used the high sv for the 1/2 sliders, 1/1 sliders become too long if i dont curve them ;w;
  3. 00:17:694 (1,2,3,4) - you could pinch them together as they play too forceful - I fixed this during Riari's mod
  4. 00:23:817 (7,1,2,3,4) -
  5. 00:26:817 (8,1,2,3,4) - okay im fine with the end jumps, but these are just really bad. i suggest remapping them into something not really simple but not as complicated as this one - Well im not sure if i have a unique mapping style or im just a shitty mapper, but i intended this so no
its a pretty short mod since Kurokami already covered most of them but yeah, next time when you use high sv you better stick with horizontal ones since you void the use of the speed with vertical ones. - as i said high sv was just for the 1/2 sliders :D
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ArtistUnicode:木戸 衣吹 & 山崎 エリイ
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CLSW
3 mods in once
Pro :o
Topic Starter
Arlecchino
Thanks Serena you can take a rest now
Updated!! call kumaroki~

EDIT : hellow new paje~
Seph
This might as well teach a lesson or two. Best of luck on getting it back to Qualified status.
Kurokami

Serena- wrote:

Kurokami wrote:

[Overdose]

00:03:819 (1,2,3,4) - This part is totally wrong. Those 1/4 notes are not really fitting at all. And the hyper between (2,3) is also unfitting as there is nothing which needs to be followed with it. On the other hand with (4) you missed a strong drum which can be HDashed as you did it many times already. - I followed the vocal here, i think it will be fine, not sure about the hd you mentioned on (4) but a HD fits for (2), and another HD might look a bit weird
Sorry but I don't get that vocal what you are trying to follow. o.o 00:03:819 (1,2,3) to be honest I think this is better as a 1/1 slider till 00:04:069 and as I listened this part there can be a note added at 00:03:694 as well to truly follow the vocal. Remove every note here and listen with 50% if you are unsure, there is nothing which can be followed with 1/4.
Serena-
well im still unsure, but if you insist it, sure ill fix it x.x

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460,208,12319,2,0,L|328:208,1,100,2|0,0:0|0:0,0:0:0:0:
132,250,12569,6,0,B|84:328|84:328|16:244,1,200,8|0,0:0|0:0,0:0:0:0:
380,250,12944,2,0,B|428:328|428:328|496:244,1,200,8|0,0:0|0:0,0:0:0:0:
122,188,13319,2,0,B|69:232|69:232|200:232,1,200,8|0,0:0|0:0,0:0:0:0:
384,180,13819,2,0,L|280:84,1,100,10|0,0:0|0:0,0:0:0:0:
8,176,14069,2,0,L|104:96,1,100,8|0,0:0|0:0,0:0:0:0:
244,176,14319,2,0,L|356:176,1,100,8|0,0:0|0:0,0:0:0:0:
160,272,14569,5,0,0:0:0:0:
71,303,14694,1,2,0:0:0:0:
394,211,14819,1,2,0:0:0:0:
480,172,14944,1,0,0:0:0:0:
320,124,15069,2,0,P|380:112|408:56,1,100,2|0,0:0|0:0,0:0:0:0:
176,128,15319,2,0,P|116:116|88:60,1,100,2|8,0:0|0:0,0:0:0:0:
416,132,15569,6,0,P|476:120|504:64,1,100,8|0,0:0|0:0,0:0:0:0:
352,140,15819,2,0,P|292:128|264:72,1,100,2|0,0:0|0:0,0:0:0:0:
128,144,16069,2,0,P|176:138|210:103,1,100,2|0,0:0|0:0,0:0:0:0:
8,64,16319,2,0,L|284:60,1,259.999988098145,2|10,0:0|0:0,0:0:0:0:
472,120,16694,5,0,0:0:0:0:
368,144,16819,1,2,0:0:0:0:
440,204,16944,1,0,0:0:0:0:
328,232,17069,2,0,L|400:108,1,100,2|0,0:0|0:0,0:0:0:0:
58,227,17319,2,0,L|8:140,1,100,2|0,0:0|0:0,0:0:0:0:
284,148,17694,5,0,0:0:0:0:
168,144,17819,1,2,0:0:0:0:
56,144,17944,1,0,0:0:0:0:
380,100,18069,2,0,B|240:280,1,200,0|0,0:0|0:0,0:0:0:0:
8,80,18569,5,12,0:0:0:0:
36,180,18694,1,2,0:0:0:0:
95,257,18819,1,0,0:0:0:0:
184,288,18944,1,0,0:0:0:0:
472,40,19069,2,0,P|438:75|389:80,1,100,2|0,0:0|0:0,0:0:0:0:
120,44,19319,2,0,P|153:79|202:84,1,100,2|8,0:0|0:0,0:0:0:0:
400,96,19569,6,0,P|366:131|317:136,1,100,14|0,0:0|0:0,0:0:0:0:
16,56,19819,2,0,P|49:91|98:96,1,100,2|0,0:0|0:0,0:0:0:0:
16,176,20069,2,0,P|64:170|98:135,1,100,2|0,0:0|0:0,0:0:0:0:
228,128,20319,6,0,L|528:128,1,259.999988098145,0|12,0:0|0:0,0:0:0:0:
288,80,20694,1,0,0:0:0:0:
172,64,20819,1,2,0:0:0:0:
288,40,20944,1,0,0:0:0:0:
28,60,21069,2,0,L|144:60,1,100,2|0,0:0|0:0,0:0:0:0:
396,216,21319,2,0,L|280:216,1,100,2|0,0:0|0:0,0:0:0:0:
92,112,21569,6,0,L|178:162,1,100,2|0,0:0|0:0,0:0:0:0:
500,328,21819,2,0,L|413:278,1,100,0|0,0:0|0:0,0:0:0:0:
136,232,22069,2,0,L|244:232,1,100,2|0,0:0|0:0,0:0:0:0:
432,324,22319,2,0,L|260:324,1,150,8|0,0:0|0:0,0:0:0:0:
360,324,22692,5,8,0:0:0:0:
240,324,22879,1,0,0:0:0:0:
120,324,23067,1,8,0:0:0:0:
0,324,23255,1,2,0:0:0:0:
168,324,23442,1,8,0:0:0:0:
336,324,23630,1,0,0:0:0:0:
512,324,23817,1,8,0:0:0:0:
256,320,24005,5,2,0:0:0:0:
0,324,24192,1,8,0:0:0:0:
412,196,24380,1,0,0:0:0:0:
64,24,24567,2,0,L|404:360,1,440.000013427735,8|4,0:0|0:0,0:0:0:0:
44,200,25130,1,12,0:0:0:0:
512,324,25505,5,4,0:0:0:0:
340,324,25692,1,8,0:0:0:0:
168,324,25880,1,0,0:0:0:0:
0,324,26067,1,8,0:0:0:0:
192,324,26255,1,2,0:0:0:0:
384,328,26443,1,8,0:0:0:0:
192,324,26630,1,0,0:0:0:0:
0,324,26817,1,8,0:0:0:0:
256,324,27005,5,2,0:0:0:0:
512,324,27192,1,8,0:0:0:0:
96,192,27380,1,0,0:0:0:0:
368,340,27567,2,0,L|55:30,1,440.000013427735,8|4,0:0|0:0,0:0:0:0:
384,184,28130,1,4,0:0:0:0:
128,120,28505,5,4,0:0:0:0:
512,132,28693,1,6,0:0:0:0:
256,192,28880,12,0,30755,0:0:0:0:
Topic Starter
Arlecchino
next round~ i mean updated
Kurokami
I promise, this will be the last check. I discussed with others these so consider changing it.

[Overdose]

00:07:694 (1,2,3,4) - As we discussed the HDash between (3,4) is really bad although it can be added to (1,2). So the solution is to move (2,3) to right until you get a HDash between (1,2).
00:17:319 (5) - Add a repeat to this.
00:20:319 (1) - Ctrl+G on this please. A HDash would be nice here.
[]

Just these. Seriously, I promise I will rank after you fixed these. o.o

Edit: Thanks to - Magic Bomb - for his help.
MBomb
Just a quick look at it because I was looking at it with Kurokami, and here are some changes that I didn't notice whilst working with him but looking now seem to work better to me. Both changes are for overdose.

00:18:069 (4) - Could work better if it repeats, and if this is followed, could move 00:18:569 (1) - to x:256, as 00:18:569 (1,2) - sounds like it should hyper to me.
00:21:319 (6) - Ctrl+g on this slider fits the song better I think.

Other than this and what me and kurokami discussed, this seems absolutely fine to me. Good luck on rank!
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