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Tia - Heart Realize [CatchTheBeat]

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Topic Starter
StickyPicky

- Magic Bomb - wrote:

Mod requested from Wild and Hyper's modding queue with me as a guest modder.

Salad
00:13:488 (1,3) - Swap NC here. okie
00:20:230 (3,4) - I'd move these a tiny bit more to the right, I feel like there should be a dash to these, and you can currently make this jump without dashing. moved
00:25:623 (1,1) - These notes don't really suit an NC pattern like this, I'd just remove the NC on these two notes. removed
00:28:994 (1) - Remove the NC on this. ^
00:31:017 (1,1,1) - This part of the song again doesn't really suit this type of NC pattern, I'd just remove the NCs on these three notes. removed
00:43:826 (3,1) - Swap the NC here. okie
00:47:871 (1) - Ctrl+g for more interesting movement. hmm nope :3

Platter
00:02:028 (1,2) - Swap NC here. okie
00:16:522 (4) - Move this note to the right a tiny bit, feels awkward to catch how it is now. moved
00:17:533 (1) - Remove NCs on this, 00:18:882 (1) - , and 00:20:230 (1) - , this NC pattern just feels weird to me here. removed
00:41:129 (3) - NC this for a consistent NC pattern. okie
00:43:826 (3,1) - Swap NC. nope, this one has finish hitsound
00:48:882 (1,2) - ^ okie
00:54:106 (5) - Move this to the left a bit more, a hyper sounds nice here to me. ^
01:02:702 (5,1) - Swap NC.
01:17:533 (4,1) - Swap NC for consistent NC pattern.
01:18:882 (2) - NC here please.

Rain
00:00:680 (1,2) - Feels a bit weird to have these as circles when they were sliders in the platter... possibly make these sliders too? changed
00:13:994 (1,2) - Swap NC. okie
00:16:186 (5) - I'd say place this at the same point as 3, feels a lot more comfortable to play. moved
00:59:837 (5) - NC for a consistent NC pattern. okie
01:07:927 (1,2) - Swap the NC here for a consistent NC pattern.
01:30:511 (1) - Move this to the left a tiny bit, feels a bit awkward to play right now because it's a timing jump. instead of moving this, I moved 01:30:342 (5) - little bit to the right
01:30:342 (5,1) - Swap NC here.

Alright, done ;)
ty ~

JBHyperion wrote:

Yo, mod request via PM

General Comments:
  1. Song Folder: No issues
  2. Song Setup: Enable Widescreen Support for the Rain diff for the video and to be consistent with the other diffs Disable widescreen support for all diffs since you're not using a SB (see Kurokami's post below)
  3. Metadata: No issues, though I'm no expert
  4. Timing: No issues
  5. Hitsounds: Fine, although personally I fee that soft-hitclap2/3 are quite loud compared to your other hitsounds - I'd reduce the volume of this or find a quieter alternartive if possible
  6. AImod: No issues
Difficulty-Specific Comments:
Salad
00:37:084 (3,4) - I'd reverse the order of these two on the timeline so it's consistent with 00:35:736 (1,2) it is consistent already o.o
00:43:826 (3) - NC here for the finish+downbeat, and remove from 00:44:163 (1) it has finish hitsound that makes it more effective to end the combo here
00:59:331 (2) - I think you're following the drums here, but just in case you're following vocals instead, this should end 1/4 earlier on the blue tick at 00:59:584
01:05:399 (4) - NC here for the clap+downbeat, and remove from 01:05:736 (1) - if you feel this creates too long a combo, you could NC at 01:06:747 (2) -as well. I personally I don't feel it's necessary, but it would probably fit better with your current combo lengths in the rest of the song alright
01:10:623 (1) - Remove NC here and put it on 01:10:792 (2) instead for the finish+start of the kiai section ^
01:26:635 (2,3,1,2,1,2,1,2,3,4) - Personal preference, but I feel the clap drum sound on every note to be quite overbearing here. I'd just place it on every other white tick fixed

Platter
00:11:466 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - I feel the note density here is considerably higher than at other parts in the song, which is weird considering this part of the music isn't even all that "dramatic" compared to say, the pre-chorus and kiai sections. I'd stick to 1/1 with the occasional 1/2 doubet/triplet here
00:47:028 (2,3) - Direction change creates an awkward jump here, so I'd reduce the spacing between these two reduced
00:47:702 (4,1) - ^ ^
00:50:567 (1,2) - the slider tail at 00:50:736 is a stronger note beat in the music than 00:50:904 (2) so I would reverse the order of these two, keeping the jump distance the same
01:26:972 (3,1,2,3,4,5,1,2,3,4) - Same comment regarding clap hitsounds as in Salad

Rain
00:15:342 (2,3,4,5,6,7,1,2,3,4) - The song is still building up, so I'd reduce the spacing between notes on this stream a *tiny* bit :o reduced
00:48:545 (5) - I'd add a finish here, having it just on 00:48:376 (4) sounds a little odd to me instead of finish, I added whistle :3
01:07:421 (5) - Add a clap here maybe? nope

Not much, but hopefully still helpful to you in some way. Feel free to shoot me a PM if you need anything else and I'll do my best to help.

Good luck! (:
thanks! :)
GAMI
gonna mod this map in 2 days . . .

will re-edit this post
more than 2 days ... sorry >< I have a fever a while ago

anyway here :

salad
00:33:039 (1) - too far , maybe you can make it close a bit like x:464
01:02:702 (1,2,3,4) - umm maybe you can improve this notes like this if you want
01:07:421 (2) - ctrl+g this?
01:31:859 (6) - move this to x:108 if you want

Platter
00:05:736 - are you sure that you dont added note at here?
00:46:185 (3) - maybe this note you can make become HDash
00:59:331 (3) - move this note to x:40 & 00:59:584 (4) - move this note at x:368
01:14:837 (1) - move this to x:436 if you want the previous note become HDash because fit her voice
01:26:972 (3) - maybe put to x:128 because is hurt without no HDash on previous note
01:31:354 (1) - this note is good for HDash if you want , if yes move to x:256
01:31:859 (1,2,3) - if you follow suggest ^ , move this notes : x:120, x:28 & x:276

Rain
00:20:567 (3,4) - this note confuse me a while , why don't ctrl+g this notes?
00:23:938 (2,3) - well.. you put this notes on red line and it's make really confuse, maybe you can move to white lines?
00:29:163 (2) - I dont hear anything on the red lines, maybe you can fix that?
00:44:584 (3,4) - remove the finish hitsound, it's kinda weird if you use this
00:45:595 (3) - same as this , remove the whistle sound too
00:47:955 (2) - ^
01:14:837 (3) - make this kinda far like move to x:417
01:32:196 (3) - move this to x:26 for the previous note become HDash

hope it's help... GL !
rhalp10

Sorry My Queue For CTB Has Been Closed I Can't Handle That Mode Anymore .. :(
Topic Starter
StickyPicky

GAMI wrote:

gonna mod this map in 2 days . . .

will re-edit this post
more than 2 days ... sorry >< I have a fever a while ago

anyway here :

salad
00:33:039 (1) - too far , maybe you can make it close a bit like x:464 oki
01:02:702 (1,2,3,4) - umm maybe you can improve this notes like this if you want nope
01:07:421 (2) - ctrl+g this?
01:31:859 (6) - move this to x:108 if you want too far

Platter
00:05:736 - are you sure that you dont added note at here? why do I need to add note here?
00:46:185 (3) - maybe this note you can make become HDash nope
00:59:331 (3) - move this note to x:40 & 00:59:584 (4) - move this note at x:368
01:14:837 (1) - move this to x:436 if you want the previous note become HDash because fit her voice
01:26:972 (3) - maybe put to x:128 because is hurt without no HDash on previous note moved at 140, still with hdash
01:31:354 (1) - this note is good for HDash if you want , if yes move to x:256
01:31:859 (1,2,3) - if you follow suggest ^ , move this notes : x:120, x:28 & x:276

Rain
00:20:567 (3,4) - this note confuse me a while , why don't ctrl+g this notes? maybe this will confuse you in first try, but this is a easy catch (imo)
00:23:938 (2,3) - well.. you put this notes on red line and it's make really confuse, maybe you can move to white lines? oki
00:29:163 (2) - I dont hear anything on the red lines, maybe you can fix that?
00:44:584 (3,4) - remove the finish hitsound, it's kinda weird if you use this
00:45:595 (3) - same as this , remove the whistle sound too
00:47:955 (2) - ^
01:14:837 (3) - make this kinda far like move to x:417
01:32:196 (3) - move this to x:26 for the previous note become HDash

hope it's help... GL !
ty `
Kagari
heyo~! o/

mod requested via forum PM heu =w=

I can only give small suggestion for Rain... others seem fine to me (since it's quite a lot of modders modded this already) xP

[Rain]

01:30:848 (3,4) - and 01:31:354 (1,2) -
these two pairs should be hyperdashed IMO. this can be done by ctrl+h this 01:31:017 (4,1,2,1,2,3) - so that 01:30:848 (3) - can be hyperdashed towards 01:31:017 (4) - . From here, you can increase the distance between these 01:31:354 (1,2) - to create hyperdash, but be sure to reduce the distance of 01:31:522 (2,1) - coz it's kinda hard to catch for me... the output should be look like this:



that's all from me (i guess). and get a BN to check this map already xD

good luck on ranking~ :D
Topic Starter
StickyPicky

Kagari wrote:

heyo~! o/

mod requested via forum PM heu =w=

I can only give small suggestion for Rain... others seem fine to me (since it's quite a lot of modders modded this already) xP

[Rain]

01:30:848 (3,4) - and 01:31:354 (1,2) -
these two pairs should be hyperdashed IMO. this can be done by ctrl+h this 01:31:017 (4,1,2,1,2,3) - so that 01:30:848 (3) - can be hyperdashed towards 01:31:017 (4) - . From here, you can increase the distance between these 01:31:354 (1,2) - to create hyperdash, but be sure to reduce the distance of 01:31:522 (2,1) - coz it's kinda hard to catch for me... the output should be look like this: Didn't ctrl-H those points.. I prefer this dash from left-to-right. still added an HDash, but on same pattern.



that's all from me (i guess). and get a BN to check this map already xD

good luck on ranking~ :D Thank you very much for the mod!
Cowboy

As requested from my Queue



[General]

  1. Nothing
[Salad]

Fine to me, really i like the diff! :D

[Platter]
00:13:320 (4,1) - This notes need a hdash!
The rest are fine to me!

[Rain]
01:18:881 (1,2,1,2,1,2,1,2) - Make the sliders most horizontal
01:31:859 (1) - x:350, 01:32:028 (2) - x: 205, 01:32:196 (3) - x: 450

I think this map should already be RANKED, nice hit sounds ~

It's all for me, Good Luck with them, if i found any things, i tell you!
Topic Starter
StickyPicky

Jusenkyo wrote:

As requested from my Queue



[General]

  1. Nothing
[Salad]

Fine to me, really i like the diff! :D

[Platter]
00:13:320 (4,1) - This notes need a hdash! added :)
The rest are fine to me!

[Rain]
01:18:881 (1,2,1,2,1,2,1,2) - Make the sliders most horizontal wut o.o
01:31:859 (1) - x:350, 01:32:028 (2) - x: 205, 01:32:196 (3) - x: 450 no change, I prefer the current pattern..

I think this map should already be RANKED, nice hit sounds ~

It's all for me, Good Luck with them, if i found any things, i tell you!
Thank you very much for the mod! :)
BoberOfDarkness

Hmmm the mapset is very fine to me but have some issues

-there is only 40 combo less on salad than on platter and rain have almost 200 combo more than platter, you should add some more notes to platter

Platter
01:03:039 (2) - add reverse lol, you totally forgot about white tick here 01:03:376 -

01:10:623 (1) - move to x:24 I feel that is too close to screen border

01:10:792 (2) - I think you should place here new combo due to kiai starts and

Rain:
- add spinner. At least one pls. On both salad and platter you have 4 and here you didn't put any.

-uncheck widescreen support since you don't have storyboard

Its very hard to make proper mod for me because I don't have much experience with old stuff, don't KD if you feel that mod is not decent. And feel free to ask me for mod on any mapset you will complete so I will mod it as soon as can.

Edit:
I will gave some stars cause I am sorry about my small mod q.q
Topic Starter
StickyPicky

BoberOfDarkness wrote:


Hmmm the mapset is very fine to me but have some issues

-there is only 40 combo less on salad than on platter and rain have almost 200 combo more than platter, you should add some more notes to platter

Platter
01:03:039 (2) - add reverse lol, you totally forgot about white tick here 01:03:376 - added

01:10:623 (1) - move to x:24 I feel that is too close to screen border moved

01:10:792 (2) - I think you should place here new combo due to kiai starts and okie

Rain:
- add spinner. At least one pls. On both salad and platter you have 4 and here you didn't put any.

-uncheck widescreen support since you don't have storyboard

Its very hard to make proper mod for me because I don't have much experience with old stuff, don't KD if you feel that mod is not decent. And feel free to ask me for mod on any mapset you will complete so I will mod it as soon as can.

Edit:
I will gave some stars cause I am sorry about my small mod q.q
thank you very much for the mod! :)
Professor Gila


Hello!

As requested. Thank you for waiting (although some players have modded this map first) :3

Salad
ALL IS GOOD :3

Platter
-01:31:522 (2) - Just drag this closer to 01:31:354 (1)

The rest is fine :3

Rain
-00:16:859 (1,2,3,4,1,2,3,4) - make their distance between 00:16:859 (1,2,3,4) and 00:17:533 (1,2,3,4) further so 00:17:365 (4,4) will trigger a hyper

-00:19:556 (1,2) - drag this to the right

-00:20:230 (1,2) - same case as above

-00:23:601 (1) - drag this to the left a bit

-00:33:376 (1,2) - make their distance further

-00:54:612 (1,2) - same case as above

-00:55:960 (1,2,3,4) - same case as above

-00:57:983 (4) - drag this to the left

That's all i can mod. Sorry if i mod this diff partly



i see you asked M4M on the queue, so do it :3
Topic Starter
StickyPicky

lidahapi wrote:



Hello!

As requested. Thank you for waiting (although some players have modded this map first) :3

Salad
ALL IS GOOD :3

Platter
-01:31:522 (2) - Just drag this closer to 01:31:354 (1) moved

The rest is fine :3

Rain
-00:16:859 (1,2,3,4,1,2,3,4) - make their distance between 00:16:859 (1,2,3,4) and 00:17:533 (1,2,3,4) further so 00:17:365 (4,4) will trigger a hyper I avoid adding hdash on those part.. so no.
-00:19:556 (1,2) - drag this to the right

-00:20:230 (1,2) - same case as above added here

-00:23:601 (1) - drag this to the left a bit ^

-00:33:376 (1,2) - make their distance further nope.

-00:54:612 (1,2) - same case as above ^

-00:55:960 (1,2,3,4) - same case as above ^

-00:57:983 (4) - drag this to the left why .-.

That's all i can mod. Sorry if i mod this diff partly



i see you asked M4M on the queue, so do it :3
Thank you very much for the mod! :)
Sc4v4ng3r
Modding as requested via forum PM.

[General]
  1. Soft-hitfinish3 has a delay of more than 5ms, and soft-hitwhistle10 is way too long. Better get someone like JBH to fix those hitsounds for you.
  2. Looks like soft-hitwhistle is not used for any difficulties in the set, remove it if so.
[Salad]
  1. 00:07:421 (1) - Would rather place this on the right end of the field like 00:03:376 (1) - to create consistency in rhythm and to also make the movement lot more smoother over the long 'break'.
  2. 00:12:477 (2) - Why does this note has a higher distance value than 00:14:163 (1) - from the previous note? 00:14:163 (1) - This note is much more prominent over that, so I don't really get why didn't you do so.
  3. 00:25:623 (2,3) - The distance is pretty far considering this is the calm part of the song, and going anti-flow on this one can be a nightmare for beginners as they still can't control the catcher well. Would follow the flow only for this part like you did in 00:30:342 (1,2,3) - as controlling the catcher and catching the 1/2 far fruits won't be a problem.
  4. 00:43:826 (3,1) - Swap NC here for consistency.
  5. 01:02:702 (1,2) - The rhythm here doesn't fit with what you were following previously as these are following the piano, while the previous rhythm(say 01:00:679 (1) - this spinner for example) followed the vocals. Would turn these into a 2/1 slider to follow the vocals for consistency.
  6. 01:10:623 (3,1) - Would strongly suggest you to flip (1) horizontally as anti-flow dash leading into a slider that is also an anti-flow one can be deadly for beginners at this level, due to their control over the catcher. Just ctrl + h (1) to ease out the flow of this dash.
  7. 01:20:736 (1) - Is this spinner following anything? I don't see any reason for it, and because of this the rhythm afterwards are pretty much inconsistent in every way. Would delete this spinner and instead make a 1/1 slider at 01:20:904 - , then make a dash on 01:21:578 - by copying the rhythm on 01:10:792 (1,2) - .(Make sure to use the same rhythm from the first kiai after doing this for consistency)
  8. 01:24:612 (1,2) - Unnecessarily far away from each other when they aren't even prominent over any instrument in this section. Reduce down the distance, right now the dash doesn't signify anything in the song.
[Platter]
  1. 00:05:399 (1,2) - Swap NC for consistency.
  2. 00:11:466 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5,1,2,3,4) - Rhythm gets quite inconsistent with what it is following right now(when compared to 00:19:556 (1,2) - ) - if you are trying to emphasize all the instruments landing on 1/2, you should be doing it for the whole section. And the movement on this rhythm right now is quite harsh as well, as in this level, players are(still) most likely to follow the literal flow of the fruits falling, so a long left-and-right movement is quite harsh for them. Would reduce down the note density like this or this and make them a little bit easier to prevent strains on players.
  3. 00:16:185 (3) - Not really understanding why does this note has a higher distance than 00:15:511 (1) - as both of these downbeats are pretty much on the same strength with each other. Would just have 'dashes' for 00:15:848 (2,4) - these 2 notes for the prominent instrument, so I would recommend you to reduce down the distance.
  4. 00:16:859 (1,2,1,2) - Again, not that the notes are high in density, but the movement is quite harsh by itself as, like the reason gave on the second point, the players are most likely to follow all the left-and-right movement, which can create strain amongst the players. Again, I would use the similar rhythm like suggested above(to be exact this or this) for consistency. If you are applying this and the point above make sure to change up the rhythm on 00:19:556 (1,2) - these as well.
  5. 00:24:949 (1,2,3,4,1,2,3,4) - I don't get why the rhythm 'spams' H-Dash when they are not even prominent over the cymbals or any other prominent instruments that were on the previous parts. Besides, the section here is quite calm over the others as well with not a lot of instrument being present; to reflect on this, you would want to ease out the movement on this part by removing H-Dashes on 00:25:623 (3,1) - . Also, I see that you are using whistles inconsistently on this part - and due to this there is so less audio feedback that it plays out really awkwardly. Try to add whistles on every white tick as that's where the kicks are present. This applies to 00:30:342 (1,2,3,1,2,3,4,5) - as well.
  6. 00:37:084 (3) - Pretty far off considering this isn't a H-Dash, it might be a challenging dash for few players as the distance value for a H-Dash is not that far away. Reduce the distance just a tiny bit, the note isn't even emphasizing a strong instrument or anything anyway.
  7. 00:38:095 (1,2) - Swap NC for consistency again.
  8. 00:38:095 (1,2,3,1,2,1,2) - Movement here is quite monotonous due to the repeated use of 1/1 sliders on them, would change up the pattern on 00:39:781 (1,2) - this to be something like this, then change up 00:41:129 (1,2) - these to something like this.
  9. 00:43:826 (3,1) - Swap NC here for consistency yet again.
  10. 00:46:522 (1,2,3,4,1,2,3) - Don't really understand why did you make the note density quite high here, they are of the same synth and strength like 00:44:163 (1,2,3) - . Well it's fine to keep 00:47:871 (1,2,3) - (but replace (2) with a single circle) as the instruments are there, but for 00:46:522 (1,2,3,4) - these I would recommend you to follow 00:43:826 (3,1) - these for consistency.
  11. 00:59:331 (3,4,5) - Although trivial, the snap on (4) can be confusing and can easily lead to a miss due to it having a weird snap and having a similar distance like other 1/2 notes. Would rather make these into a single repeated slider to avoid that.
  12. 01:05:399 (1,1) - 1/2 of a gap after a spinner to the next note in Platter is just way too fast - it is really challenging to catch it in such a short time-frame. Shorten the spinner to 01:07:758 - .
  13. 01:08:095 (1,2,3,4) - Dash on (4) can be challenging as well, due to the anti-flow movement on (1) to (3). As explained above, left-and-right movement can be quite harsh already, but then controlling when to exactly trigger the dash can be challenging while doing that too. Would rather make the flow lead into (4), something like this. Applies to 01:09:106 (1,2,3,4) - this as well.
  14. 01:16:185 (4) - Would add a finish on the head of this slider to emphasize the cymbal. (Not the hi-hat, but the cymbal finish)
  15. 01:16:185 (4,1) - Swap NC here for consistency again.
  16. 01:21:915 (1,2,3,1,2,3,1,2,3,1,2,3,1,2) - NC is quite inconsistent here, place NCs on every big white ticks just like you did previously.
  17. 01:29:668 (5,1) - Swap NC for the last time, for consistency again.
That is all from me. GL!
autofanboy
Will check after replying to Sc4v4ng3r's mod

Take your time
Topic Starter
StickyPicky

[Sc4v4ng3r] wrote:

Modding as requested via forum PM.

[General]
  1. Soft-hitfinish3 has a delay of more than 5ms, and soft-hitwhistle10 is way too long. Better get someone like JBH to fix those hitsounds for you.
  2. Looks like soft-hitwhistle is not used for any difficulties in the set, remove it if so.
[Salad]
  1. 00:07:421 (1) - Would rather place this on the right end of the field like 00:03:376 (1) - to create consistency in rhythm and to also make the movement lot more smoother over the long 'break'. moved
  2. 00:12:477 (2) - Why does this note has a higher distance value than 00:14:163 (1) - from the previous note? 00:14:163 (1) - This note is much more prominent over that, so I don't really get why didn't you do so. Yes, you could say that the distance is high from what you see at (1), but what I'm doing here is, make consistency with 00:13:826 (2,2) - from (1) in terms of spacing. 00:11:466 (1,2) - and this isn't hard to catch, it is catchable without pressing that dash button.
  3. 00:25:623 (2,3) - The distance is pretty far considering this is the calm part of the song, and going anti-flow on this one can be a nightmare for beginners as they still can't control the catcher well. Would follow the flow only for this part like you did in 00:30:342 (1,2,3) - as controlling the catcher and catching the 1/2 far fruits won't be a problem. I don't know why this one is called "anti-flow". for me (atleast), this pattern is good enough to follow the rhythm with the vocal, while playing it with your left and right movement.
  4. 00:43:826 (3,1) - Swap NC here for consistency. alright
  5. 01:02:702 (1,2) - The rhythm here doesn't fit with what you were following previously as these are following the piano, while the previous rhythm(say 01:00:679 (1) - this spinner for example) followed the vocals. Would turn these into a 2/1 slider to follow the vocals for consistency. extends spinner at 01:02:702 - then added a slider at 01:03:039 (1) -
  6. 01:10:623 (3,1) - Would strongly suggest you to flip (1) horizontally as anti-flow dash leading into a slider that is also an anti-flow one can be deadly for beginners at this level, due to their control over the catcher. Just ctrl + h (1) to ease out the flow of this dash. ok
  7. 01:20:736 (1) - Is this spinner following anything? I don't see any reason for it, and because of this the rhythm afterwards are pretty much inconsistent in every way. Would delete this spinner and instead make a 1/1 slider at 01:20:904 - , then make a dash on 01:21:578 - by copying the rhythm on 01:10:792 (1,2) - .(Make sure to use the same rhythm from the first kiai after doing this for consistency) I won't change this one, since the beat 01:21:578 - here is strong, and another kiai time shows here, it does need a exploding effect of the spinner for more fun. imo
  8. 01:24:612 (1,2) - Unnecessarily far away from each other when they aren't even prominent over any instrument in this section. Reduce down the distance, right now the dash doesn't signify anything in the song.
[Platter]
  1. 00:05:399 (1,2) - Swap NC for consistency. alright
  2. 00:11:466 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5,1,2,3,4) - Rhythm gets quite inconsistent with what it is following right now(when compared to 00:19:556 (1,2) - ) - if you are trying to emphasize all the instruments landing on 1/2, you should be doing it for the whole section. And the movement on this rhythm right now is quite harsh as well, as in this level, players are(still) most likely to follow the literal flow of the fruits falling, so a long left-and-right movement is quite harsh for them. Would reduce down the note density like this or this and make them a little bit easier to prevent strains on players. scaled/lowered the distance of 00:11:466 (1,2,3,4,1,2,3,4) - to make it easier, and I won't change 00:19:556 (1,1) - I put those notes because a piano beats shows up, so yea.. If I would continue on doing this 00:16:859 (1,2,2) - kind of pattern, it would be repetitive, and don't want that.
  3. 00:16:185 (3) - Not really understanding why does this note has a higher distance than 00:15:511 (1) - as both of these downbeats are pretty much on the same strength with each other. Would just have 'dashes' for 00:15:848 (2,4) - these 2 notes for the prominent instrument, so I would recommend you to reduce down the distance. Slowly increased the spacing with this one 00:15:174 (5,1,2,3,4) - for players, that a slider stream 00:16:859 (1,2,1,2,1,1) - will follow-up, this gives them idea to get more focus/faster catching those. imo
  4. 00:16:859 (1,2,1,2) - Again, not that the notes are high in density, but the movement is quite harsh by itself as, like the reason gave on the second point, the players are most likely to follow all the left-and-right movement, which can create strain amongst the players. Again, I would use the similar rhythm like suggested above(to be exact this or this) for consistency. If you are applying this and the point above make sure to change up the rhythm on 00:19:556 (1,2) - these as well.
  5. 00:24:949 (1,2,3,4,1,2,3,4) - I don't get why the rhythm 'spams' H-Dash when they are not even prominent over the cymbals or any other prominent instruments that were on the previous parts. Besides, the section here is quite calm over the others as well with not a lot of instrument being present; to reflect on this, you would want to ease out the movement on this part by removing H-Dashes on 00:25:623 (3,1) - . Also, I see that you are using whistles inconsistently on this part - and due to this there is so less audio feedback that it plays out really awkwardly. Try to add whistles on every white tick as that's where the kicks are present. This applies to 00:30:342 (1,2,3,1,2,3,4,5) - as well. ok. added whistles
  6. 00:37:084 (3) - Pretty far off considering this isn't a H-Dash, it might be a challenging dash for few players as the distance value for a H-Dash is not that far away. Reduce the distance just a tiny bit, the note isn't even emphasizing a strong instrument or anything anyway. Might be hard on a first play, but you'll get used to it. and its fun. imo
  7. 00:38:095 (1,2) - Swap NC for consistency again.
  8. 00:38:095 (1,2,3,1,2,1,2) - Movement here is quite monotonous due to the repeated use of 1/1 sliders on them, would change up the pattern on 00:39:781 (1,2) - this to be something like this, then change up 00:41:129 (1,2) - these to something like this. The current pattern is better.
  9. 00:43:826 (3,1) - Swap NC here for consistency yet again.
  10. 00:46:522 (1,2,3,4,1,2,3) - Don't really understand why did you make the note density quite high here, they are of the same synth and strength like 00:44:163 (1,2,3) - . Well it's fine to keep 00:47:871 (1,2,3) - (but replace (2) with a single circle) as the instruments are there, but for 00:46:522 (1,2,3,4) - these I would recommend you to follow 00:43:826 (3,1) - these for consistency. Please listen carefully on other instruments that are showing up.
  11. 00:59:331 (3,4,5) - Although trivial, the snap on (4) can be confusing and can easily lead to a miss due to it having a weird snap and having a similar distance like other 1/2 notes. Would rather make these into a single repeated slider to avoid that. I'll rather stick with the current snap, than changing it to a repeated slider that doesn't follow the rhythm that I want.
  12. 01:05:399 (1,1) - 1/2 of a gap after a spinner to the next note in Platter is just way too fast - it is really challenging to catch it in such a short time-frame. Shorten the spinner to 01:07:758 - .
  13. 01:08:095 (1,2,3,4) - Dash on (4) can be challenging as well, due to the anti-flow movement on (1) to (3). As explained above, left-and-right movement can be quite harsh already, but then controlling when to exactly trigger the dash can be challenging while doing that too. Would rather make the flow lead into (4), something like this. Applies to 01:09:106 (1,2,3,4) - this as well. It feels like you don't want a litter challenge on this kind of difficulty. I won't change this.
  14. 01:16:185 (4) - Would add a finish on the head of this slider to emphasize the cymbal. (Not the hi-hat, but the cymbal finish)
  15. 01:16:185 (4,1) - Swap NC here for consistency again. ok
  16. 01:21:915 (1,2,3,1,2,3,1,2,3,1,2,3,1,2) - NC is quite inconsistent here, place NCs on every big white ticks just like you did previously. fixed
  17. 01:29:668 (5,1) - Swap NC for the last time, for consistency again. ok
That is all from me. GL!
Thank you very much! :)

alienflybot wrote:

Will check after replying to Sc4v4ng3r's mod

Take your time
Done :D
-Sh1n1-
u.u I was modding offline and Sc4v4ng3r posted u.u rip shini without network D:
autofanboy
Hello o/ Welcome back after a year!

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

[ General]

  • Tags
  1. Remove 'Noragami' as this is provided in the Source already. No need to repeat in the tags.

    Background
  2. Change the background resolution to 1366x768 instead of 1024x768.

[ Salad]

  • Gameplay
  1. 00:15:511 (2,3,1) - Maybe you want to shorten the distance of (2,3) while increasing a bit for (3,1)? It feels like you need dash for both notes here, so to avoid that, just remove the potential place of dash at (2,3) while maintaining one at (3,1), for emphasizing the Finish at (1).
  2. 00:16:859 (1,2,3,4,1,2,3,4) - I think you want to shorten the distances between the (2,3) and (4,1) right here, although dashing there would be more rhythmical, however this is a Salad difficulty, where multiple dashing is always not a good option. Hence reducing the distances there would be much better. In addition you may add a dash at 00:19:219 (4,1) - but it should be requiring players to dash or they will miss.
  3. 00:19:556 (1,2,3,4) - I know you want to add dash at (2,3) but it still can be caught with dashing. What about you increase the distance of (2,3)? In fact you can shorten (1,2) and (3,4) correspondingly to make the dash easier.
  4. 00:24:949 (1,2,3) - Lower the distances between the notes here, it is pretty easy to miss either the head or the tail of the previous slider, especially for the beginners. You may refer to the distance of 00:26:297 (3,4) - and try to keep the same distance as it has.
  5. 00:27:309 (5,1) - I think it is a very nice spot to have dash, what about moving (5) tiny bit to the left so to add a dash here? Although you tried to add dash here but still can be FC'ed without dashing when touching the edges quickly.
  6. 00:30:342 (1,2,3) - That was a bit far apart. Try to keep consistent distances with 00:24:949 (1,2,3) -
  7. 00:36:073 (2,3) - This is a confusing part where players usually dash to catch (3), however it is also not necessary to dash as it can be caught without dashing. In my opinion you can reduce the distance here since (3) is not really sounding strong and prominent to be emphasized with a dash like this. If you really incline to add dash in this combo, do it at 00:38:095 (4,1) -
  8. 00:50:904 (2,3,4) - Maybe you want to reduce the distance here? It is also ambiguous with dash usage, where players may dash inconsistently in (2,3) or (3,4) as their distances are close to be dash-needed. In addition, you may rework on this part so to fit a dash at 00:51:578 (4,1) -
  9. 00:55:286 (2,1) - You may add a dash here to emphasize the Finish.
  10. 00:57:983 (2,1) - ^. Should be fine to be fixed if you did the above changes.
  11. 01:00:005 - 01:03:376 - What about mapping a note at 01:00:511 - ? Since the vocal ends there, it is a good option to end the note there as well. If you did so, shorten the spinner, so it will start later at 01:01:017 - , which also match the vocal nicely, and end at the same place.
  12. 01:03:713 (1,2) - I feel like the distance can be reduced a bit, players may dash here while (2) is actually not sounding strong.
  13. 01:04:387 (2,3,1) - Reduce the distance of (2,3) too, while keeping dash at (3,1).
  14. 01:06:747 (1,2,1) - Lower the distances here, that's also confusing for players, thinking of 'to dash or not?'
  15. 01:10:118 (1,2,3,1) - I see what you tried to do here. Maybe it is much better if you reduce the distance of 01:10:118 (1,2) - ? So 01:10:623 (3,1) - seems much special and can let players know the Kiai Part is coming.
  16. 01:15:848 (3,1) - Add dash to have a better rhythm.
  17. 01:18:208 (2,1,2,3,4) - It feels a bit far away for (2,3) here. In fact I would like suggest doing so: First, add a dash at 01:18:208 (2,1) - , then you reduce the distance of (2,3) while keeping a dash at 01:19:893 (3,4) - Maybe you can refer to this: *screenshot
  18. 01:23:264 (1,2,1) - The distance of 01:23:264 (1,2) - is too big comparing to the previous one, 01:13:151 (2,1) - . In order to keep consistency, I suggest reducing the distance of (1,2) while keeping a dash of (2,1) if you like to.
  19. 01:24:612 (1,2,1) - Still, this part is confusing, players may dash suddenly during the slider part as the distances are really close to having a dash pressed. Please reduce their distances. In addition you may add dash at 01:26:972 (3,1) - if you want to have one here.
  20. 01:28:657 (1,2) - Same issue.
  21. 01:30:005 (1,2,3,4,5) - ^, but this is much troublesome as it is like you need to have dash everywhere. Though it is FC'able without dashing, players do not want to risk themselves at the end so usually they will dash for every notes here. Consider changing to something similar to this: *screenshot

[ Platter]

  • Difficulty Settings
  1. Will you consider changing AR and OD to 7.7? Doing so can create gradual gaps between Salad, Platter and Rain, having a constant increase from 6.5 to 7.7 and 9. I believe this won't hurt much since it is still a bit lower than 8.

    Gameplay
  2. 00:02:028 (2,1) - The distance here is outrageous and players will be surprised when they find the next note at the another side, since the intro is fairly soft but it requires dashing to FC. I suggest moving 00:00:680 (1,2) - a bit closer to the middle, or reduce the slope of the sliders, so they will end closer to the center.
  3. 00:11:466 (1,2,3,4,1,2,3,4) - It is pretty hard for a Platter, since the movements involved are wiggling, and I believe it is not yet getting hanged to the Platter players. It would be much better if you turn them into curves and add dashes in between. The difficulty would be much easier.
  4. 00:13:826 (3,4,1) - Reduce the distance of (3,4) since the dash of (3,4) can also cover the one at (4,1). Doing so, the rhythm is much better, that players will dash only at (4,1) and the rhythm is much clearer. You can also add HDash at 00:13:994 (4,1) -
  5. 00:16:859 (1,2,1,2) - Yea, it is just the same as aforementioned.
  6. 00:24:949 (1,2,3,4,1,2,3,4) - That's a bit unnecessary to have HDashes at 00:25:455 (2,3) - and 00:26:129 (4,1) - , the notes are not that strong to be emphasized with HDashes. Simple dashes would be enough to emphasize them and provide a fairly great rhythm. In addition 00:26:803 (2,3) - is a difficult jump since the distance is close to having HDash. Please also reduce it.
  7. 00:30:342 (1,2,3,1,2,3,4,5) - Same applies, remove the HDash at 00:30:848 (2,3) - and reduce the distance of 00:31:522 (1,2) - and 00:32:196 (3,4) -
  8. 00:44:163 (2,3) - Reduce the distance please, I don't think it is a good way to start side-to-side jumps in Platter. Actually it would be too timed as well, where Platter players are still learning it.
  9. 00:46:185 (4,1) - ^
  10. 00:46:522 (1,2,3,4,1) - Reduce the distances for the dashes, you can still reduce it while keeping the dashes.
  11. 00:48:882 (4,1) - Side-to-side jump. Not so cool.
  12. 00:50:567 (1,2,3) - (1,2) is also a difficult jump because the distance is too large! Reduce it. In fact you may have to move (3) closer to the right as well after fixing.
  13. 00:53:601 (2,3,4,5) - I see, maybe you can reduce the distance of (2,3,4)? It is easy to miss the HDash as (3) is quite out from (2,4). And so the player will miss the whole HDash and lose track of the upcoming notes. In addition, reduce the distance of 00:54:106 (5,1) - as well, players don't expect that sudden side-to-side dash jump after a HDash. It will be too cruel for them.
  14. 00:55:960 (1,2,3,4) - Reduce the distance while keeping a dash, a really small dash would be enough.
  15. 00:58:657 (1,2,3,4) - ^, for (3,4), reduce the distance as well.
  16. 01:08:095 (1,2,3,4) - Too hard since (2) is a bit out from (1,3), players will miss the rest if they miss (2) and so (3).
  17. 01:09:106 (1,2,3,4) - ^
  18. 01:10:118 (1,2) - For this one, you can reduce the distance a bit, but still can be larger than the above-fixed ones. Current distance is too big that (2) can be easily missed.
  19. 01:14:500 (2,1) - Side-to-side jump. And it is really easy to miss.
  20. 01:18:713 (6,1,2,3,1,2,3,4) - I know what you tried to do here, but maybe you remove all the HDashes and keep HDashes at 01:18:713 (6,1) - and 01:19:724 (1,2) - ? It is still great to differentiate as the HDash density here is already high.
  21. 01:22:927 (3,4,1) - Ouch.
  22. 01:24:275 (1,2,3,4,1) - Remove the HDashes, just to keep consistency with the previous part and also they are not strong enough for being emphasized comparing to something like 01:19:724 (1,2) -
  23. 01:25:623 (1,2) - :(
  24. 01:30:679 (4,5,1) - That's way too big in distance. I suggest reducing them by moving (5) closer.
  25. 01:31:522 (2,1) - ^

[ Rain]

  • Gameplay
  1. 00:08:769 (4,5,6) - Better not to include a dash covering two notes. It is pretty timed and that's not so recommended. If you want to add dash at this point, I would suggest adding one at (5,6) since (6) is more prominent than (5). You may shorten the distance of (4,5) so the dash will be only placed at (5,6).
  2. 00:15:342 (2,3,4,5,6,7,1,2,3,4,5) - I think it is better to have a less-inclined stream. It can be very timed in the middle and it is also impeding the rhythm of hitting the dash key, like players may dash suddenly which is not following the audio rhythm.
  3. 00:20:904 (1,2,3,4,1,2,3,4,1,2,3,4,5) - Firstly I think this part should be used in a 3-note-combo way, where the correct NC pattern and also the note placement would be (1,2,3,1,2,3,1,2,3,1,2,3,1). If you agree with the suggestion, change the note placement too, and I think triplets would do better than the current one, fitting the rhythm more accurately.
  4. 00:23:264 (3,1,2) - Pretty hard since the distances are similar here, while (3,1) is with HDash but not for (1,2). Better reduce the distance here.
  5. 00:28:994 (1,2) - ^
  6. 00:30:512 (2,3) - Inconsistent with 00:25:119 (3,1) - . Please unify them with the same timeline.
  7. 00:43:826 (2,3,4) - Oh crap, it is totally surprising and not really expected to have in the soft part of the song. Please reduce the distance here. If you intend to include a dash here, do it for (3,4) only, otherwise it will be a timed movement as well.
  8. 00:45:848 (5,1,2) - Too far away. In fact (1,2) is a cruel jump that (2) is connected to the next note with a HDash. Since the distance of (1,2) is far, if the players missed the jump here, they are going to miss the rest since it is connected with a HDash. Please reduce the distances.
  9. 00:47:871 (1,2,3) - For consistency, keep it same as 00:43:826 (2,3,4) - In fact it is not recommended to have OOO as they are timed too, where the HDash is going to cover 2 jumps.
  10. 00:50:904 (5,6,1) - I feel like the distances here can be reduced, maybe move (6) closer to the center?
  11. 00:53:095 (1,2,3) - This is not fitting the audio so well. Try the following timeline:
  12. 00:54:444 (5,1) - I wonder why there are no HDashes. The note is emphasized with loud normal sounds so why not? In addition, will you do the same for 00:57:309 (2) - ? I mean the loud normal sounds.
  13. 00:56:466 (4,5) - Reduce the distance or add a HDash here. The distance now is very close to a HDash jump.
  14. 00:59:837 (1) - Not following the audio pretty well. Since the another start of the stanza is at 01:00:005 - but you covered it with a reverse point of the slider. Change to a suitable one.
  15. 01:00:848 (4,1,2) - Ahh, so timed. Just keep only one dash point and that's enough to emphasize the rhythm.
  16. 01:01:691 (3,1,2) - ^
  17. 01:02:533 (3,1) - HDash here instead of 01:02:871 (2,3) - since there is a soft cymbal sound in the background for 01:02:702 (1) - .
  18. 01:05:567 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,1) - Really timed part, I think it will be much better if you rework it.
  19. 01:08:432 (4,5) - ^
  20. 01:09:444 (3,4) - ^
  21. 01:13:488 (6,7,1,2) - Reduce the distance here, it is very hard to catch after the HDash at 01:13:319 (5,6) - .
  22. 01:15:848 (1,2) - Why not having a HDash here if you are going to do it for every 4 white ticks? You may move 01:15:848 (1) - closer to the right so to accommodate a HDash at this point.
  23. 01:19:724 (2) - Why it is with a Finish?
  24. 01:19:893 (1,2,1) - Timed. Please reduce the distance of 01:20:230 (2,1) - .
  25. 01:23:938 (4,1) - HDash? For consistency with 01:13:319 (5,6) - and also to emphasize the Finish here.
  26. 01:26:972 (1,2) - Really easy to miss here because the distance is very large. I suggest shortening it.
  27. 01:29:331 (4,1) - HDash? For concistency with 01:27:982 (5,1) - .
  28. 01:29:668 (1,2,3,4,5,1,2,3) - Very timed. I am sure it could be better if reworked.
  29. 01:31:859 (1,2,3) - Better shorten the distance of (1,2) while keeping the HDash at (2,3). Just to avoid having any dash covering two jumps. In this case it is OOO where it is easy to miss.

    In my opinion the Rain might need a bit more refinements before pushing onward. Right now there are plenty of timed sections where you need an exact time to hit precisely.

Good luck!
AFB
Topic Starter
StickyPicky

alienflybot wrote:

Hello o/ Welcome back after a year!

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

[ General]

  • Tags
  1. Remove 'Noragami' as this is provided in the Source already. No need to repeat in the tags.

    Background
  2. Change the background resolution to 1366x768 instead of 1024x768.
updated

[ Salad]

  • Gameplay
  1. 00:15:511 (2,3,1) - Maybe you want to shorten the distance of (2,3) while increasing a bit for (3,1)? It feels like you need dash for both notes here, so to avoid that, just remove the potential place of dash at (2,3) while maintaining one at (3,1), for emphasizing the Finish at (1). I won't shorten the distance at 2,3 and increase the distance of 3,1 (the distance of those are the same, and it doesn't need a dash to catch). what I'm trying to emphasize here is this part 00:19:556 (1,2,3,4) - because its building a strong beat.
  2. 00:16:859 (1,2,3,4,1,2,3,4) - I think you want to shorten the distances between the (2,3) and (4,1) right here, although dashing there would be more rhythmical, however this is a Salad difficulty, where multiple dashing is always not a good option. Hence reducing the distances there would be much better. In addition you may add a dash at 00:19:219 (4,1) - but it should be requiring players to dash or they will miss. ^ The only part that is pretty challenging here is the 00:19:893 (2,3) - .. and adding a dash at 4,1 will make the flow harder.
  3. 00:19:556 (1,2,3,4) - I know you want to add dash at (2,3) but it still can be caught with dashing. What about you increase the distance of (2,3)? In fact you can shorten (1,2) and (3,4) correspondingly to make the dash easier. alright.
  4. 00:24:949 (1,2,3) - Lower the distances between the notes here, it is pretty easy to miss either the head or the tail of the previous slider, especially for the beginners. You may refer to the distance of 00:26:297 (3,4) - and try to keep the same distance as it has.
  5. 00:27:309 (5,1) - I think it is a very nice spot to have dash, what about moving (5) tiny bit to the left so to add a dash here? Although you tried to add dash here but still can be FC'ed without dashing when touching the edges quickly. will keep the current position of 5
  6. 00:30:342 (1,2,3) - That was a bit far apart. Try to keep consistent distances with 00:24:949 (1,2,3) - done
  7. 00:36:073 (2,3) - This is a confusing part where players usually dash to catch (3), however it is also not necessary to dash as it can be caught without dashing. In my opinion you can reduce the distance here since (3) is not really sounding strong and prominent to be emphasized with a dash like this. If you really incline to add dash in this combo, do it at 00:38:095 (4,1) - I won't add dash at 4,1 since the follow-up of those are the vocal part, that is goin' on a calm part.
  8. 00:50:904 (2,3,4) - Maybe you want to reduce the distance here? It is also ambiguous with dash usage, where players may dash inconsistently in (2,3) or (3,4) as their distances are close to be dash-needed. In addition, you may rework on this part so to fit a dash at 00:51:578 (4,1) - ok
  9. 00:55:286 (2,1) - You may add a dash here to emphasize the Finish. Nope. I'm trying to make the distance of 00:55:286 (2,1,2,1,2,1,2) - consistent. There's no need to emphasize the finish hitsound here, imo..
  10. 00:57:983 (2,1) - ^. Should be fine to be fixed if you did the above changes.
  11. 01:00:005 - 01:03:376 - What about mapping a note at 01:00:511 - ? adding note there makes the flow of the fruits crowded. so no. Since the vocal ends there, it is a good option to end the note there as well. If you did so, shorten the spinner, so it will start later at 01:01:017 - , which also match the vocal nicely, and end at the same place.
  12. 01:03:713 (1,2) - I feel like the distance can be reduced a bit, players may dash here while (2) is actually not sounding strong. ok
  13. 01:04:387 (2,3,1) - Reduce the distance of (2,3) too, while keeping dash at (3,1). ^
  14. 01:06:747 (1,2,1) - Lower the distances here, that's also confusing for players, thinking of 'to dash or not?' ^
  15. 01:10:118 (1,2,3,1) - I see what you tried to do here. Maybe it is much better if you reduce the distance of 01:10:118 (1,2) - ? So 01:10:623 (3,1) - seems much special and can let players know the Kiai Part is coming. ^
  16. 01:15:848 (3,1) - Add dash to have a better rhythm. its better without the jump, just a progressive flow. imo
  17. 01:18:208 (2,1,2,3,4) - It feels a bit far away for (2,3) here. In fact I would like suggest doing so: First, add a dash at 01:18:208 (2,1) - , then you reduce the distance of (2,3) while keeping a dash at 01:19:893 (3,4) - Maybe you can refer to this: *screenshot
  18. 01:23:264 (1,2,1) - The distance of 01:23:264 (1,2) - is too big comparing to the previous one, 01:13:151 (2,1) - . In order to keep consistency, I suggest reducing the distance of (1,2) while keeping a dash of (2,1) if you like to. ok
  19. 01:24:612 (1,2,1) - Still, this part is confusing, players may dash suddenly during the slider part as the distances are really close to having a dash pressed. Please reduce their distances. In addition you may add dash at 01:26:972 (3,1) - if you want to have one here.
  20. 01:28:657 (1,2) - Same issue. I mapped those notes where a player doesn't even need to press dash here, its up to the player if they should use a dash or not. This what makes my mapping style do to a player..
  21. 01:30:005 (1,2,3,4,5) - ^, but this is much troublesome as it is like you need to have dash everywhere. Though it is FC'able without dashing, players do not want to risk themselves at the end so usually they will dash for every notes here. Consider changing to something similar to this: *screenshot alright, this one make sense. haha, lessen the distance of those notes.


    from sr 1.8 to 1.75 lel

[ Platter]

  • Difficulty Settings
  1. Will you consider changing AR and OD to 7.7? Doing so can create gradual gaps between Salad, Platter and Rain, having a constant increase from 6.5 to 7.7 and 9. I believe this won't hurt much since it is still a bit lower than 8. alright

    Gameplay
  2. 00:02:028 (2,1) - The distance here is outrageous and players will be surprised when they find the next note at the another side, since the intro is fairly soft but it requires dashing to FC. I suggest moving 00:00:680 (1,2) - a bit closer to the middle, or reduce the slope of the sliders, so they will end closer to the center. ok
  3. 00:11:466 (1,2,3,4,1,2,3,4) - It is pretty hard for a Platter, since the movements involved are wiggling, and I believe it is not yet getting hanged to the Platter players. It would be much better if you turn them into curves and add dashes in between. The difficulty would be much easier. That's what platter mean, it would look hard but if you'll get used to it, its ez.. I'll stick with the current pattern, just scaled them closer.
  4. 00:13:826 (3,4,1) - Reduce the distance of (3,4) since the dash of (3,4) can also cover the one at (4,1). Doing so, the rhythm is much better, that players will dash only at (4,1) and the rhythm is much clearer. You can also add HDash at 00:13:994 (4,1) - alright
  5. 00:16:859 (1,2,1,2) - Yea, it is just the same as aforementioned. remapped this part. should be good right now.. :/
  6. 00:24:949 (1,2,3,4,1,2,3,4) - That's a bit unnecessary to have HDashes at 00:25:455 (2,3) - and 00:26:129 (4,1) - , the notes are not that strong to be emphasized with HDashes. Simple dashes would be enough to emphasize them and provide a fairly great rhythm. In addition 00:26:803 (2,3) - is a difficult jump since the distance is close to having HDash. Please also reduce it. removed those hdashes.
  7. 00:30:342 (1,2,3,1,2,3,4,5) - Same applies, remove the HDash at 00:30:848 (2,3) - and reduce the distance of 00:31:522 (1,2) - and 00:32:196 (3,4) -
  8. 00:44:163 (2,3) - Reduce the distance please, I don't think it is a good way to start side-to-side jumps in Platter. Actually it would be too timed as well, where Platter players are still learning it.
  9. 00:46:185 (4,1) - ^
  10. 00:46:522 (1,2,3,4,1) - Reduce the distances for the dashes, you can still reduce it while keeping the dashes.
  11. 00:48:882 (4,1) - Side-to-side jump. Not so cool. moved 3 at x:320 , 4 at x:136
  12. 00:50:567 (1,2,3) - (1,2) is also a difficult jump because the distance is too large! Reduce it. In fact you may have to move (3) closer to the right as well after fixing.
  13. 00:53:601 (2,3,4,5) - I see, maybe you can reduce the distance of (2,3,4)? It is easy to miss the HDash as (3) is quite out from (2,4). And so the player will miss the whole HDash and lose track of the upcoming notes. In addition, reduce the distance of 00:54:106 (5,1) - as well, players don't expect that sudden side-to-side dash jump after a HDash. It will be too cruel for them.
  14. 00:55:960 (1,2,3,4) - Reduce the distance while keeping a dash, a really small dash would be enough.
  15. 00:58:657 (1,2,3,4) - ^, for (3,4), reduce the distance as well.
  16. 01:08:095 (1,2,3,4) - Too hard since (2) is a bit out from (1,3), players will miss the rest if they miss (2) and so (3).
  17. 01:09:106 (1,2,3,4) - ^
  18. 01:10:118 (1,2) - For this one, you can reduce the distance a bit, but still can be larger than the above-fixed ones. Current distance is too big that (2) can be easily missed.
  19. 01:14:500 (2,1) - Side-to-side jump. And it is really easy to miss.
  20. 01:18:713 (6,1,2,3,1,2,3,4) - I know what you tried to do here, but maybe you remove all the HDashes and keep HDashes at 01:18:713 (6,1) - and 01:19:724 (1,2) - ? It is still great to differentiate as the HDash density here is already high.
  21. 01:22:927 (3,4,1) - Ouch.
  22. 01:24:275 (1,2,3,4,1) - Remove the HDashes, just to keep consistency with the previous part and also they are not strong enough for being emphasized comparing to something like 01:19:724 (1,2) -
  23. 01:25:623 (1,2) - :(
  24. 01:30:679 (4,5,1) - That's way too big in distance. I suggest reducing them by moving (5) closer.
  25. 01:31:522 (2,1) - ^

    tried to fixed and decrease the distance of those points that you said.

[ Rain]

  • Gameplay
  1. 00:08:769 (4,5,6) - Better not to include a dash covering two notes. It is pretty timed and that's not so recommended. If you want to add dash at this point, I would suggest adding one at (5,6) since (6) is more prominent than (5). You may shorten the distance of (4,5) so the dash will be only placed at (5,6). better not include a dash covering two notes? wut.. the current pattern is pretty easy, for an experience player, so why should I remove those? That current pattern is fits the rhythm of it.
  2. 00:15:342 (2,3,4,5,6,7,1,2,3,4,5) - I think it is better to have a less-inclined stream. It can be very timed in the middle and it is also impeding the rhythm of hitting the dash key, like players may dash suddenly which is not following the audio rhythm. That's my point. Its like, you are catching up with the drums, but with a good timing.
  3. 00:20:904 (1,2,3,4,1,2,3,4,1,2,3,4,5) - Firstly I think this part should be used in a 3-note-combo way, where the correct NC pattern and also the note placement would be (1,2,3,1,2,3,1,2,3,1,2,3,1). If you agree with the suggestion, change the note placement too, and I think triplets would do better than the current one, fitting the rhythm more accurately.
  4. 00:23:264 (3,1,2) - Pretty hard since the distances are similar here, while (3,1) is with HDash but not for (1,2). Better reduce the distance here.
  5. 00:28:994 (1,2) - ^
  6. 00:30:512 (2,3) - Inconsistent with 00:25:119 (3,1) - . Please unify them with the same timeline. wut? its the same as it is..
  7. 00:43:826 (2,3,4) - Oh crap, it is totally surprising and not really expected to have in the soft part of the song. Please reduce the distance here. If you intend to include a dash here, do it for (3,4) only, otherwise it will be a timed movement as well. Emphasized the finish hitsound here.
  8. 00:45:848 (5,1,2) - Too far away. In fact (1,2) is a cruel jump that (2) is connected to the next note with a HDash. Since the distance of (1,2) is far, if the players missed the jump here, they are going to miss the rest since it is connected with a HDash. Please reduce the distances.
  9. 00:47:871 (1,2,3) - For consistency, keep it same as 00:43:826 (2,3,4) - In fact it is not recommended to have OOO as they are timed too, where the HDash is going to cover 2 jumps.
  10. 00:50:904 (5,6,1) - I feel like the distances here can be reduced, maybe move (6) closer to the center?
  11. 00:53:095 (1,2,3) - This is not fitting the audio so well. Try the following timeline:
  12. 00:54:444 (5,1) - I wonder why there are no HDashes. The note is emphasized with loud normal sounds so why not? In addition, will you do the same for 00:57:309 (2) - ? I mean the loud normal sounds. 00:54:612 (1,2,3,4,1,2,3,4,5) - because I'm making this flow progressively
  13. 00:56:466 (4,5) - Reduce the distance or add a HDash here. The distance now is very close to a HDash jump.
  14. 00:59:837 (1) - Not following the audio pretty well. Since the another start of the stanza is at 01:00:005 - but you covered it with a reverse point of the slider. Change to a suitable one.
  15. 01:00:848 (4,1,2) - Ahh, so timed. Just keep only one dash point and that's enough to emphasize the rhythm. If you listen carefully, there's a sound that is being repeat, mapped it like that to give it emphasis. and I don't want a hdash there, a dash is enough to catch it up.
  16. 01:01:691 (3,1,2) - ^
  17. 01:02:533 (3,1) - HDash here instead of 01:02:871 (2,3) - since there is a soft cymbal sound in the background for 01:02:702 (1) - .
  18. 01:05:567 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,1) - Really timed part, I think it will be much better if you rework it. nah :p Just press dash then left-right-left-right.
  19. 01:08:432 (4,5) - ^
  20. 01:09:444 (3,4) - ^
  21. 01:13:488 (6,7,1,2) - Reduce the distance here, it is very hard to catch after the HDash at 01:13:319 (5,6) - .
  22. 01:15:848 (1,2) - Why not having a HDash here if you are going to do it for every 4 white ticks? You may move 01:15:848 (1) - closer to the right so to accommodate a HDash at this point. Didn't add hdash there because the next pattern is full of HDash, Might be harsh to catch up those, and its still good without the hdash. imo
  23. 01:19:724 (2) - Why it is with a Finish? HAHA idk. removed it.
  24. 01:19:893 (1,2,1) - Timed. Please reduce the distance of 01:20:230 (2,1) - .
  25. 01:23:938 (4,1) - HDash? For consistency with 01:13:319 (5,6) - and also to emphasize the Finish here.
  26. 01:26:972 (1,2) - Really easy to miss here because the distance is very large. I suggest shortening it.
  27. 01:29:331 (4,1) - HDash? For concistency with 01:27:982 (5,1) - .
  28. 01:29:668 (1,2,3,4,5,1,2,3) - Very timed. I am sure it could be better if reworked.
  29. 01:31:859 (1,2,3) - Better shorten the distance of (1,2) while keeping the HDash at (2,3). Just to avoid having any dash covering two jumps. In this case it is OOO where it is easy to miss. alright

    In my opinion the Rain might need a bit more refinements before pushing onward. Right now there are plenty of timed sections where you need an exact time to hit precisely.

    lol

Good luck!
AFB
Thank you very much for the mod!
Topic Starter
StickyPicky
:<
ZiRoX
[Salad]
  1. 00:22:590 (1) - I recommend doing a Ctrl+G on this, because the previous spinner has "two" paths to follow at the end. If players decide to take the right one, they won't be able to reach this slider in time, unless they dash. If you accept this suggestion, players will be able to catch the slider by walking from both routes.
  2. 00:57:309 (1,2,1,2,3,4) - I think you can move this whole to the right as much as possible (x:488), to create a small dash between 00:56:634 (2,1) - , which fits really nicely and is consistent with 00:53:601 (2,1) - .
  3. 01:18:208 (2,1) - As the downbeat, distance to (1) could be larger to properly emphasize that. For example, you could place (1) on x:152 to create a small dash to it, while still keeping the distance between 01:18:882 (1,2) - walkable.
  4. 01:30:005 (1,2,3,4) - I'd increase the distance between these to emphasize the drumbeats a bit more.
  5. 01:31:859 (1) - I would take the repeat out of this one. While I understand there's a sound at 01:32:196 - , the way you mapped 01:31:354 (5) - hints a focus on the vocals, which makes mapping the sound at 01:32:196 - feel odd.
Nothing else to say here, I like this Salad a lot!

[Platter]
  1. 00:14:500 (2,3,4,5) - I'd reduce the distance betwen these doubles a bit. I think these dashes can be difficult to control for some players, so reducing them would be nice. I'd put 00:14:668 (3) - on x:480 and 00:15:174 (5) - on x:148, or around those positions.
  2. 00:15:511 (1,2,3,4) - I'd reduce the distances between these notes, as they're mapped to really low bass sounds. For that reason, the dashes, especially the one between 00:16:185 (3,4) - , are really unexpected and easy to miss.
  3. 00:16:860 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - I find it quite strange that you made the hardest pattern of the 3 you use in this part to be the first one. Since this is a build up, one would expect the harder stuff to come at the end. Ctrl+X the pattern at 00:16:860 (1,2,3,4,1,2,3,4) - , move 00:18:208 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - to 00:16:859 - and then paste the hardest pattern at 00:19:556 -. That way the patterns get increasingly harder.
  4. 00:24:949 (1,2,3,4,1,2,3) - I'd reduce the distance between these patterns, as having these kind of dashes followed by an antiflow movement can be quite tricky. Same for 00:30:342 (1,2,3) -
  5. 00:35:736 (1,2) - This pattern isn't deserving of this distance, as the sound on 00:36:073 - is relatively weak. Also, the dash between 00:36:073 (2,3) - feels a bit large and I missed it sometimes while testing. I'd move 00:36:073 (2) - to x:120 and 00:37:084 (3) - to x:392 to address these two concerns.
  6. 00:46:522 (1,2,3,4) - This is a relatively calm, so I'd make this pattern not need a dash at all. For example, you could Ctrl+H 00:46:522 (1,2) - and put it on x:324.
  7. 00:50:567 (1,2) - The sound at (2) is relatively weak, so I'd put a shorter distance to it. Around x:308 for (2) felt nice to me.
  8. 00:53:264 (1,2,3) - This whole movement feels a bit forced with the antiflow and the hyperdash. I'd go for something simpler like this:
  9. 00:55:960 (1,2,3,4) - I think a shorter distance for these doublets would make them play nicer. I'd go for x:96 for 00:55:960 (1) - , and x:196 for 00:56:803 (4) - .
  10. 01:03:713 (1,2) - This distance is quite large, and it's a bit easy to miss, so I suggest moving (2) to x:80.
  11. 01:10:118 (1,2) - As with similar patterns, I'd reduce this distance a bit, as this small dash can leave players in an uncomfortable position to go for the next note, which is an hyperdash, so missing it would be really painful.
  12. 01:14:500 (2,1) - Really excessive distance. I'd move 01:14:837 (1) - to something around x:364
  13. 01:16:185 (1,2) - This distance is also quite large, which also makes missing the hyperdash at 01:17:365 (3) - rather easy. For this reason, I'd move 01:17:196 (2,3,4) - to something around x:360.
  14. 01:22:927 (3,4,1) - Another large distance. I'd move 01:23:264 (4) - to something around x:420 blaze it m8
  15. 01:24:275 (1,2,3,4) - I think this pattern is too hard for a Platter, as it has an hyperdash leading to an antiflow slider. For example, you can make this normal flow the following way:
  16. 01:31:859 (1,2,3) - Same thing as in the Salad. 01:31:354 (1,2) - hints the mapping to be following vocals, so 01:32:196 (3) - feels odd. I'd remove (3) and create an hyperdash between 01:31:859 (1,2) -.
[Rain]
  1. Lots of parts on this diff give emphasis to the wrong notes. For example, on 00:23:601 (1,2,3) - you give emphasis to the upbeats at 00:23:769 - and 00:24:106 - , when the stronger sounds are clearly on 00:23:601 - and 00:23:938 -. Similar examples are 00:28:994 (1,2,3) -, 00:34:387 (1,2,3) - and 00:59:500 (4,1) -. This makes these patterns odd to play.
  2. 00:16:859 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - I'd make these a bit easier, as the difficulty jump from the Platter is quite high on this part.
  3. 00:36:073 (3,4,1) - I don't understand why (3,4) is the hyperdash when the vocal at 00:36:410 (1) - is stronger, so (4,1) should be the hyperdash pair.
  4. 00:45:848 (5,1,2) - Jumps are used to emphasize upbeats, which is a really odd rhythm choice.
  5. 00:50:062 (3,6) - Both this notes are a bit easy to miss, especially the second one after the hyperdash, which makes that particular movement really harsh. Moving those notes closer to their previous object will make these movements way more lenient, and comfortable to play.
  6. 00:52:927 (5,1) - This distance is really close to becoming an hyperdash, which makes it really easy to miss. Try to reduce it without taking out the hyperdash to the next object.
  7. 00:59:331 (3,4,1) - Again, you shift the emphasis to the downbeats. Try to rearrange this pattern so emphasis lands on the downbeats.
  8. 01:00:848 (4,1,2) - and 01:01:691 (3,1,2) - are really easy to miss, as they are really tight distances. I'd reduce them both to make the pattern more lenient.
  9. 01:06:915 (2,3) - Totally harsh distance, somewhat close to becoming a timing jump after an hyperdash. Please reduce it.
  10. 01:31:859 (1,2,3) - Same comment as in previous diffs.
I think the Rain needs more work, and a small nerf would really benefit the spread. Good luck!
Topic Starter
StickyPicky

ZiRoX wrote:

[Salad]
  1. 00:22:590 (1) - I recommend doing a Ctrl+G on this, because the previous spinner has "two" paths to follow at the end. If players decide to take the right one, they won't be able to reach this slider in time, unless they dash. If you accept this suggestion, players will be able to catch the slider by walking from both routes. applied
  2. 00:57:309 (1,2,1,2,3,4) - I think you can move this whole to the right as much as possible (x:488), to create a small dash between 00:56:634 (2,1) - , which fits really nicely and is consistent with 00:53:601 (2,1) - . okie
  3. 01:18:208 (2,1) - As the downbeat, distance to (1) could be larger to properly emphasize that. For example, you could place (1) on x:152 to create a small dash to it, while still keeping the distance between 01:18:882 (1,2) - walkable. moved
  4. 01:30:005 (1,2,3,4) - I'd increase the distance between these to emphasize the drumbeats a bit more. okie
  5. 01:31:859 (1) - I would take the repeat out of this one. While I understand there's a sound at 01:32:196 - , the way you mapped 01:31:354 (5) - hints a focus on the vocals, which makes mapping the sound at 01:32:196 - feel odd. I'm currently following the drum beat at 01:31:354 (5) - not the vocal, used a slider here to make the mapping simple
Nothing else to say here, I like this Salad a lot!

:)

[Platter]
  1. 00:14:500 (2,3,4,5) - I'd reduce the distance betwen these doubles a bit. I think these dashes can be difficult to control for some players, so reducing them would be nice. I'd put 00:14:668 (3) - on x:480 and 00:15:174 (5) - on x:148, or around those positions. reduced distance
  2. 00:15:511 (1,2,3,4) - I'd reduce the distances between these notes, as they're mapped to really low bass sounds. For that reason, the dashes, especially the one between 00:16:185 (3,4) - , are really unexpected and easy to miss. reduced
  3. 00:16:860 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - I find it quite strange that you made the hardest pattern of the 3 you use in this part to be the first one. Since this is a build up, one would expect the harder stuff to come at the end. Ctrl+X the pattern at 00:16:860 (1,2,3,4,1,2,3,4) - , move 00:18:208 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - to 00:16:859 - and then paste the hardest pattern at 00:19:556 -. That way the patterns get increasingly harder. applied
  4. 00:24:949 (1,2,3,4,1,2,3) - I'd reduce the distance between these patterns, as having these kind of dashes followed by an antiflow movement can be quite tricky. Same for 00:30:342 (1,2,3) - reduced
  5. 00:35:736 (1,2) - This pattern isn't deserving of this distance, as the sound on 00:36:073 - is relatively weak. Also, the dash between 00:36:073 (2,3) - feels a bit large and I missed it sometimes while testing. I'd move 00:36:073 (2) - to x:120 and 00:37:084 (3) - to x:392 to address these two concerns. applied
  6. 00:46:522 (1,2,3,4) - This is a relatively calm, so I'd make this pattern not need a dash at all. For example, you could Ctrl+H 00:46:522 (1,2) - and put it on x:324. okie
  7. 00:50:567 (1,2) - The sound at (2) is relatively weak, so I'd put a shorter distance to it. Around x:308 for (2) felt nice to me. changed the (1) to a repeat
  8. 00:53:264 (1,2,3) - This whole movement feels a bit forced with the antiflow and the hyperdash. I'd go for something simpler like this: applied
  9. 00:55:960 (1,2,3,4) - I think a shorter distance for these doublets would make them play nicer. I'd go for x:96 for 00:55:960 (1) - , and x:196 for 00:56:803 (4) - . 196? o.O
  10. 01:03:713 (1,2) - This distance is quite large, and it's a bit easy to miss, so I suggest moving (2) to x:80. reduced distance
  11. 01:10:118 (1,2) - As with similar patterns, I'd reduce this distance a bit, as this small dash can leave players in an uncomfortable position to go for the next note, which is an hyperdash, so missing it would be really painful.
  12. 01:14:500 (2,1) - Really excessive distance. I'd move 01:14:837 (1) - to something around x:364 moved
  13. 01:16:185 (1,2) - This distance is also quite large, which also makes missing the hyperdash at 01:17:365 (3) - rather easy. For this reason, I'd move 01:17:196 (2,3,4) - to something around x:360. moved
  14. 01:22:927 (3,4,1) - Another large distance. I'd move 01:23:264 (4) - to something around x:420 blaze it m8 moved
  15. 01:24:275 (1,2,3,4) - I think this pattern is too hard for a Platter, as it has an hyperdash leading to an antiflow slider. For example, you can make this normal flow the following way: applied
  16. 01:31:859 (1,2,3) - Same thing as in the Salad. 01:31:354 (1,2) - hints the mapping to be following vocals, so 01:32:196 (3) - feels odd. I'd remove (3) and create an hyperdash between 01:31:859 (1,2) -.
[Rain]
  1. Lots of parts on this diff give emphasis to the wrong notes. For example, on 00:23:601 (1,2,3) - you give emphasis to the upbeats at 00:23:769 - and 00:24:106 - , when the stronger sounds are clearly on 00:23:601 - and 00:23:938 -. Similar examples are 00:28:994 (1,2,3) -, 00:34:387 (1,2,3) - and 00:59:500 (4,1) -. This makes these patterns odd to play.
  2. 00:16:859 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - I'd make these a bit easier, as the difficulty jump from the Platter is quite high on this part.
  3. 00:36:073 (3,4,1) - I don't understand why (3,4) is the hyperdash when the vocal at 00:36:410 (1) - is stronger, so (4,1) should be the hyperdash pair. I'm not JUST following the vocal here..
  4. 00:45:848 (5,1,2) - Jumps are used to emphasize upbeats, which is a really odd rhythm choice.
  5. 00:50:062 (3,6) - Both this notes are a bit easy to miss, especially the second one after the hyperdash, which makes that particular movement really harsh. Moving those notes closer to their previous object will make these movements way more lenient, and comfortable to play. reduced distance
  6. 00:52:927 (5,1) - This distance is really close to becoming an hyperdash, which makes it really easy to miss. Try to reduce it without taking out the hyperdash to the next object. oki
  7. 00:59:331 (3,4,1) - Again, you shift the emphasis to the downbeats. Try to rearrange this pattern so emphasis lands on the downbeats.
  8. 01:00:848 (4,1,2) - and 01:01:691 (3,1,2) - are really easy to miss, as they are really tight distances. I'd reduce them both to make the pattern more lenient. reduced
  9. 01:06:915 (2,3) - Totally harsh distance, somewhat close to becoming a timing jump after an hyperdash. Please reduce it. reduced
  10. 01:31:859 (1,2,3) - Same comment as in previous diffs.
I think the Rain needs more work, and a small nerf would really benefit the spread. Good luck!
Thank you very much!
Sakary
its already perfect that's why i can't mod... i'll just give you star. Good luck in ranking!
DeletedUser_6709840
From my lazy modding queue. Take my mods with a grain of salt. Especially since you've had so many mods before me. Also, read the rules of my queue next time. I'll forgive this time because I'm too sick to care.

General/Metadata

ノラガミ should be as the source since it's an anime. Noragami should be in the tags.
Should put “TV size” somewhere since this is the TV size version.
I think you should lower the volume of all the beginning inherited points up until 00:11:466 because this part of the song isn't that emphasized.

Salad

00:08:769 (1) – This spinner should be lowered in volume in my opinion for the same reason I pointed out in General.
00:20:904 (1) – I don't think it should be a spinner here, I think you shoud map notes instead. I'd do a 1/2 stream or long slider.
01:00:679 (1) - Suggestion: Use a long slider instead because then sound of catching the bananas ruins the held out note. Or use inherited point to lower the volume of the spinner.
01:20:736 (1) - I don't think this slider should be here. I would suggest putting a note at 01:20:567 and then putting a slider at 01:20:736 and ends at 01:21:241
01:21:578 – Needs to be a note there because it's a main beat and the start of the kiai and this one one ties into the last mod.

Platter

00:08:769 (1) – This spinner should be lowered in volume in my opinion for the same reason I pointed out in General.
00:20:904 (1) – Do a stream since it is a Platter diff. I don't think it should be a spinner here, I think you shoud map notes instead.
01:05:399 (1) – Suggestion: Lower the volume a bit with inherited points.
01:08:432 (3,4) – Feels like a pixel jump because it feels it should either be an h-dash or reduced spacing.
01:09:444 (3,4,1) – (3) and (4) are the same as above^ and (1) feels a bit jarring to catch so maybe reduce the distance?
01:20:736 (1) - I don't think this slider should be here. I would suggest putting a note at 01:20:567 and then putting a slider at 01:20:736 and ends at 01:21:241
01:21:578 – Needs to be a note there because it's a main beat and the start of the kiai and this one one ties into the last mod.
01:22:927 (3,4) – Pixel-ish jump because it doesn't feel like that note (4) should be so far from (3) because the vocals are holding out a note in this section. I don't think a jump should be here in general.

Good luck with your map.
Topic Starter
StickyPicky

RoseusJaeger wrote:

From my lazy modding queue. Take my mods with a grain of salt. Especially since you've had so many mods before me. Also, read the rules of my queue next time. I'll forgive this time because I'm too sick to care.

General/Metadata

ノラガミ should be as the source since it's an anime. Noragami should be in the tags.
Should put “TV size” somewhere since this is the TV size version.
I think you should lower the volume of all the beginning inherited points up until 00:11:466 because this part of the song isn't that emphasized.

Salad

00:08:769 (1) – This spinner should be lowered in volume in my opinion for the same reason I pointed out in General. changed to 40
00:20:904 (1) – I don't think it should be a spinner here, I think you shoud map notes instead. I'd do a 1/2 stream or long slider. used a spinner here to emphasize this part 00:22:253 -
01:00:679 (1) - Suggestion: Use a long slider instead because then sound of catching the bananas ruins the held out note. Or use inherited point to lower the volume of the spinner. used a slider
01:20:736 (1) - I don't think this slider should be here. I would suggest putting a note at 01:20:567 and then putting a slider at 01:20:736 and ends at 01:21:241 again, to emphasize this beat 01:21:578, the finish hitsound
01:21:578 – Needs to be a note there because it's a main beat and the start of the kiai and this one one ties into the last mod.

Platter

00:08:769 (1) – This spinner should be lowered in volume in my opinion for the same reason I pointed out in General.
00:20:904 (1) – Do a stream since it is a Platter diff. I don't think it should be a spinner here, I think you shoud map notes instead. I won't change it to a stream since from here 00:16:859 (1) - it is consider as a stream. it would be hard if I change it to a stream tho.
01:05:399 (1) – Suggestion: Lower the volume a bit with inherited points.
01:08:432 (3,4) – Feels like a pixel jump because it feels it should either be an h-dash or reduced spacing. reduced the spacing
01:09:444 (3,4,1) – (3) and (4) are the same as above^ and (1) feels a bit jarring to catch so maybe reduce the distance?
01:20:736 (1) - I don't think this slider should be here. I would suggest putting a note at 01:20:567 and then putting a slider at 01:20:736 and ends at 01:21:241
01:21:578 – Needs to be a note there because it's a main beat and the start of the kiai and this one one ties into the last mod.
01:22:927 (3,4) – Pixel-ish jump because it doesn't feel like that note (4) should be so far from (3) because the vocals are holding out a note in this section. I don't think a jump should be here in general. remapped this part

Good luck with your map.
Thank you very much! :)
DeletedUser_6709840
Clarification: I meant that the Japanese version of the name was supposed to go into "source" and noragami was to be written in the tags. No kudos please.
rew0825
Hi from My Modding Queue. It's so very late TT

[
Rain
]
  1. 00:15:342 (2,3,4,5,6,7,1,2,3,4,5) - How about Add some dash between 00:15:595 (5,6) - and 00:15:932 (2,3) -
  2. 00:43:826 (2,3,4) - On this. How about use Hdash between 00:43:826 (2,3) - and 00:44:668 (4) - move a bit to near 00:44:584 (3) -. Same as 00:47:871 (1,2,3) -
  3. 01:18:881 (1,2,1,2,1,2,1,2) - Change it? it's so hard on rain. between 01:18:881 (1,2) - Have Hdash. between 01:19:218 (2,1) - Not have Hdash. between 01:19:387 (1,2) - have Hdash. go on and on to 01:20:736 (2) -
    If you don't like it you should Add Hdash between 01:18:881 (1,2) -

[
Platter
]
  1. AR and OD change it all to 8
  2. 00:35:736 (1,2,3,1) - Why on start note to end note of that is not same rhythm on 00:30:342 (1,2,3,1,2,3,4,5) -
  3. 00:38:432 (2,3,1,2,1,2) - this too
  4. 01:05:399 (1) - End spinner move to 01:07:758 -

[
Salad
]
  1. AR and OD change it all to 7
  2. 00:34:387 (1) - Delete NC it's not balance with other.
  3. 00:35:736 (1,2,3,4) - Same platter.
  4. 00:39:781 (1) - Same 00:34:387 (1) -
  5. 00:39:781 (1,2,1,2) - ^^
  6. 00:42:477 (1) - Same 00:34:387 (1) -
  7. 00:47:871 (1) - ^^
  8. 01:00:005 (4) - Add NC
  9. 01:03:713 (1) - Delete NC

Good luck :)
Topic Starter
StickyPicky

rew0825 wrote:

Hi from My Modding Queue. It's so very late TT

[
Rain
]
  1. 00:15:342 (2,3,4,5,6,7,1,2,3,4,5) - How about Add some dash between 00:15:595 (5,6) - and 00:15:932 (2,3) - hmm no, it would be too hard, and the rhythm there is just pure drum stream..
  2. 00:43:826 (2,3,4) - On this. How about use Hdash between 00:43:826 (2,3) - and 00:44:668 (4) - move a bit to near 00:44:584 (3) -. Same as 00:47:871 (1,2,3) - mmm no, I'd like to add some rest on this part because its pretty calm.
  3. 01:18:881 (1,2,1,2,1,2,1,2) - Change it? it's so hard on rain. between 01:18:881 (1,2) - Have Hdash. between 01:19:218 (2,1) - Not have Hdash. between 01:19:387 (1,2) - have Hdash. go on and on to 01:20:736 (2) -
    If you don't like it you should Add Hdash between 01:18:881 (1,2) -

[
Platter
]
  1. AR and OD change it all to 8
  2. 00:35:736 (1,2,3,1) - Why on start note to end note of that is not same rhythm on 00:30:342 (1,2,3,1,2,3,4,5) -
  3. 00:38:432 (2,3,1,2,1,2) - this too
  4. 01:05:399 (1) - End spinner move to 01:07:758 - Moved

[
Salad
]
  1. AR and OD change it all to 7
  2. 00:34:387 (1) - Delete NC it's not balance with other. oki
  3. 00:35:736 (1,2,3,4) - Same platter.
  4. 00:39:781 (1) - Same 00:34:387 (1) -
  5. 00:39:781 (1,2,1,2) - ^^
  6. 00:42:477 (1) - Same 00:34:387 (1) -
  7. 00:47:871 (1) - ^^
  8. 01:00:005 (4) - Add NC
  9. 01:03:713 (1) - Delete NC

Good luck :)
Thank you very much!
shetonic
OMG PLEASE LOVED THIS BEATMAP! <3
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