thank you for modding - it might take some time answering - looks like i have to work on map again
Cerulean Veyron mod
Cerulean Veyron wrote:
via form
Dunno what's up with this sort of glitch updating a particular difficulty that deletes all notes. It's kinda buggy though. yeah it happens often this days
[- - General - -]
- - Mind if you happen to have any kind of a screenshot/website to prove your metadata? I just wanna make sure, that it all.
song name are from Freebird official website https://freebirdgames.bandcamp.com/albu ... e-moon-ost
and as Xgor said there p/3428205 artist is just Kan R. Gao(screenshot is lost but it was from site i mentioned before and he talks about tracks 23 and 30)
- Seems alright perhaps.
[- - Easy - -]
- 00:02:221 (1,2) - Pattern here is kinda too plain to start off the difficulty gameplay, especially when it comes to some solid linear sliders. The flux looks a bit untidy and concreted, but I already know why. You could at least try curving one of those two sliders to make a smoothr flow or something. Currently, it's way too solid for making the effort into it.
i added some curve - hope this will work )- 00:22:221 (4,1,2) - 00:48:887 (2,3,4) - The structural flow over these two parts looks pretty steep and probably too sharp to turn the cursor towards it. But since the only reason why is it kept that way is because of how symmetrical it should be. Well, I do suggest mapping this one out a bit differently than the current one as it would be a little uncomfortable with such sharp flows in easier difficulties.
remaped
[- - Normal - -]
- 00:03:887 (1,2,1,2,3,4,5,1) - Not quite a big fan of linear or square mapping executions. The whole pattern here is very heavily pattern-based and quite obnoxious when it comes to creating such structures. So on this particular solid part, nothing really that stood well together in my point of view. I prefer curving the visual flows or whatever that helps the pattern here making it smoother and for the better.
remaped now it should have better flow- 00:11:665 (1,1,1) - I don't really feel that the new combos over these are technically okay to be overdone. Somehow basing off the combos by patterns doesn't really comprehend the song track much lightly, so I would suggest removing some of those and add new combos on a measure/note that has a landing instense beat, or shortly for downbeat.
i rechecked new combos on diff- 00:17:221 (4) - Wouldn't actually make this slider being too curvy though, I might say you could try to make this slider flow towards the next slider which is 00:17:776 (5) - to tidy up some structures around here. Or at least rotate it if you don't mind changing the slider position and curve.
looks like i went to whatever there ) done- 00:25:554 (3,4,5,1,2,3,4,5,1,2) - Nearly just like the first mod, almost everything seems to be linear sliders thrown over this whole section. It was actually used properly and rankable, but basically the aesthetic over this is absolutely solid and not the best option to represent itself appealing over the outlook of the structure. Like, I do know you were trying to befit them out for flows and so on, but it wasn't affected well. I recommend varying something here than just straight-forward patterns.
remaped- 00:50:832 (2,3,4) - This one's probably more like a personal suggestion though, not a very big deal but it's worth mentioning. I would rather prefer the two notes, circle (3) and slider (4) on 00:51:109 (3,4) - , to be stacked instead and probably not circle (2) and (3). The reason why it's supposed to be stacked on the slider head is because the flow motion doesn't really show a lot of transition towards this song track's part. So maybe continuously moving until the slider would actually fit best.
i remember what i sometimes lose combo there =) decided to unstack all
[- - Hard - -]
- 00:12:220 (4,5,6,1) - 00:21:665 (2,3,4,1) - Well, these two parts can possibly create a little bit of confusion based on how their gap distances between circles. Especially encountering something like on 00:12:776 (5,6,1) - can be a little tricky whether it's still 1/1 or maybe a little too close. So visually, this can be really challenging for players to perceive the purpose of the circles here. You might wanna place the patterns' notes a bit differently to avoid such weird spacing throughout the difficulty.
on my experience people who can get S on normals and started playing hards easily adopt to sudden distance increace and its low bpm, so i dont see problem there.Yes its a little tricky, but its a hardest diff in set - there must be some spikes i guess (and players can be easily clear this sections on a second try)- 00:15:554 (3) - 00:19:998 (3) - Well, I do guess that you might forgot the claphitsounds over these two circles? Or maybe some whistles, I don't know exactly what you've trying to make an effect to hitsounding. Because currently it just sounded a bit inconsistent with some whistle > whistle > clap, or clap > clap > whistle, or whatsoever. I just don't really get your hitsound concept though.
nice catch - i think i lost them in one of those remaps ) added claps
its a little wonky but concept was add claps only for piano bass notes (00:05:554 (3,7,4,8,5) - etc- 00:37:221 (5,6,7) - 00:48:332 (2,3,4,5,6) - I don't really think there's a landing note on 00:37:498 - which wouldn't actually have to be lifted after the 1/4 slider repeat. The rhythm composition can either be improved here as well, so you might need to mainly follow the melody just for this part. Try something like this for example, rather than a high note density stream. Although you can try another way around if you don't feel comfortable with the sample.
well i tried a few variants and now i think slider works good (also it will lower starraiting a little)
Not what I can tell from here, but I don't really know what you're exactly doing around the editor. Either that you had a lot of experiences in mapping such mapset and not literally paying attention to placing some objects. Well, I do clearly understand it's an old mapset, but that doesn't mean you could keep this than moving it on. Generally, the mapset feels really solid, and I've seen a lot of your efforts mapping and storyboarding this. I highly appreciate that as expected. Although the mapset's difficulties have a solid structure and rhythm compositions being a little hasty, like a few executions forced out, or some distance spacing being a bit confusing, etc.. You know the thing.
Seems really ok