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An - Artcore Jinja [CatchTheBeat|Taiko]

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Topic Starter
ursa
Sauci would be busy for a while ,so i'll be the responsible to fix his gd

ZiroX's Mod

[ sauci's Rain]
Timeline and Patterns
  1. AiMod reports a few unsnapped objects, check that
  2. 00:19:013 (1,2,3,4) - Two things trouble me with this: first, the jump (1,2) is too large and, second, the movement (2,3,4) is too hard after such a large hyperdash. I suggest reducing distances, but keeping the idea. So, here's what I'd do: move (3) to x:176 and then move (2,3,4) together to x:192 Fixed
  3. 01:14:908 (2) - I'm no big fan of 3/4 sliders and this one is so lonely I think it's better to change it to a 1/2 slider for consistency with the rest of the map. If you used 3/4 sliders more frequently and in a consistent way it would be ok I guess. Fixed
  4. 01:34:802 (1) - ^ Same idea Fixed
  5. 01:47:592 (2) - It wouldn't hurt if you made this one a little more horizontal to help players keep the movement. Fixed
  6. 02:02:276 (3,1) - An hyperdash here would fit well. Fixed
  7. 02:12:618 (7,8) - If you're going to end mapping here, I think you should add an hyperdash to emphasize the end.
New Combo
  1. 00:01:013 (1) - Remove NC
  2. 00:03:855 (5) - Add NC
  3. 00:04:487 (1) - Remove NC
  4. 00:06:066 (1) - Remove NC
  5. 00:06:381 (3) - Add NC
  6. 00:19:802 (1) - Remove NC
  7. 00:20:276 (2) - Add NC
  8. 00:36:697 (5) - Add NC
  9. 01:19:644 (9) - Add NC
  10. 01:32:276 (5) - Add NC, combo too large
  11. 01:39:855 (5) - Add NC, too large on timeline
  12. 01:41:908 (1) - Remove NC
  13. 01:43:487 (1) - Remove NC
  14. 01:43:644 (2) - Add NC
  15. 01:48:539 (1) - Remove NC
  16. 01:48:697 (2) - Add NC
Fixed all the NC issue


[Sauci's Rain]
00:13:802 (7,1,2) - if i understand your pattern correctly, the jump (or HDash maybe) should be at (7) instead as you did on every pattern on every last combo as the mapper's main flow , i think i'll keep this one because it's how Sauci's mapped
00:19:013 (1,2) - this is a quite tricky pattern because you put (2) on blue tick which in result a 1/4 HDash between them. since your slider (2) is 1/4 length, i prefer to shorthen the slider (1) to 1/4 length too to make it less confusing that you are using a 3/4 beat in this section *fixed from ZiroX mod before
00:19:487 (3) - you can improve the flow here by moving this to x:200. the current seems a bit rough *same as above
00:20:197 - nah here there's a beat that you igrone which could be mapped. place it by x:360 would be a nice spot to create a nice 1/4 HDash *same as above
00:30:223 (5,1) - why you don't put a HDash here? try move 00:30:066 (4) to x:168 and 00:30:223 (5) to x:80 he want to make it a low flow kick , so i guess i'll keep this part
00:39:223 (1,1) - this is just weird to play, didn't get it why you put a 1/2 slider on both while the music there's only a single tap piano. you could make it better by extend both slider to 1/1 length or simply just make it both circle fixed this part
00:41:434 (1,2) - NC should be at (2) instead to following ur stanza fixed this part
00:46:329 (1,2) - NC same as above fixed this part
00:56:592 (1,2) - ^ fixed this part
00:59:118 (8,9) - maybe add a HDash here? remaked some of this part
01:00:697 (1,2) - nazi but i prefer to make (1) a reverse than putting a circle because its easier to follow and the flow is a bit better fixed
01:19:171 (6,7,8) - move them to x:368, x:288, x:232 to create a better movement and HDash? no change for this one
01:19:644 (9,10) - NC both of them as for consistency with 00:39:223 (1,1)? *fixed from ZiroX mod before
01:31:013 (1,2) - slightly reduce their distance. the current is quite far *fixed
01:31:644 (3,4) - here too *same
01:32:276 (5) - definitely need NC here *fixed from ZiroX mod before
01:41:908 (1) - imo flow better if you make it left curve one no changes for this one , sorry
01:44:750 (7,1) - add HDash here? already had a hyper
01:47:434 (1,2) - kinda hard to catch this. this could be a way easier if you swap their position *fixed
02:08:434 (4,5,6) - why you stack them? you still can make a good movement here it's his Sauci's mapping flow , so no changes for this one
02:12:697 (8) - x:112? im expecting an epic ending here at least added a hyper

thanks a lot
PatZar
Only salad
No kd

:^))
19:16 Genocide: 00:19:013 (5) -
19:17 Genocide: 00:19:013 (5) - http://puu.sh/d6aet/27cc309ec1.png
19:18 Genocide: 00:30:066 (5) - digeser jadi 232/240 terus,
19:19 Genocide: 00:30:381 (1) - pindahin ke 432
19:19 ursa: sbr XD
19:19 ursa: lagi gak mood buat irc mod gwa
19:19 Genocide: behhhh
19:19 Genocide: awkkawk
19:19 Genocide: okok savelog lanjut ke forum

00:32:118 (5) - ditumpuk gini keliatannya gk enak mendingan kyk gini http://puu.sh/d6aw3/ef72d54a8f.png x260
00:32:592 (6) - 248
00:37:960 (1) - direverse 1/1 slider . following the rhythm is good imo
00:40:487 (1) - 1/1slider terus 00:40:960 - buah
00:45:539 (1) - sama kyk yang 00:37:960 (1) - 1/1 slider
terus buah 00:46:013 -
01:10:802 (1,2,3,4,1,2,3,4,1) - end slider pake clap jelek ganti pake whistle aja
01:17:118 (4) - ^
01:23:434 (1) - sama kyk yang 00:45:539 (1) - sama kyk yang 00:37:960 (1)
01:26:434 (6,7) - haluu :v http://puu.sh/d6aGR/afba90f7c6.png
01:31:644 (3,4,5,1,2,3,4) - sama kyk yang 01:10:802 (1,2,3,4,1,2,3,4,1) - end slider pake clap jelek ganti pake whistle aja
01:38:592 (1) - ^
02:02:908 - bagian ini kosong isi note? atau lanjutin spinner dari 02:05:118 (1) - ?
02:12:066 (5) - agak kejauhan kyknya
Sylphi
[General]
  1. 01:18:697 - is this timing point needed? (in Spec's Deluge)
[Futsuu]
  1. 00:42:223 (6) - Move to 00:42:066. it would fit melody.
  2. 00:42:539 - It sounds empty. how about add k?
  3. 00:44:908 (13) - It would be better to move to 00:45:066.
  4. 00:47:276 (18) - Same as 00:42:223 (6). Move to 00:47:118.
  5. 00:47:592 - Same as 00:42:539.
  6. 00:49:960 (24) - Same as 00:42:223 (6). Move to 00:50:118.
[Oni]
  1. 00:59:118 (113) - k? It is higher pitch than 00:59:276 (114).
  2. 02:02:118 (127) - k
I'm sorry for delay DX
Kurokami
You asked me to check this.

[General]
  1. Why there is two timingpoint on Spec's difficulty. Remove it.
  2. Your background is just 1365x768, it should be 1366x768.
  3. Add combo colors as there is none. Only Spec's diff has colors.
  4. On Cup there is two kiai while the other CtB diffs has only one. o.o Keep consistency.
  5. You missed "Spec" from some of your difficulties tags.
[Platter]

00:10:171 - 00:39:223 - This part's rhythm and jumps are not consistent with each other. For example 00:16:802 (3,4) follows a very weak beat. Please go through on this part and replace your jumps to strong kicks.
00:50:276 (7,1,2) - Jump should be between (7,1) and not at (1,2). Its really weird to have a small movement at hard beat and bigger jump at a weak one.
00:59:434 (8) - NC
01:14:276 (3,1) - Maybe a bit bigger distance here would be nice. There is a high pitched sound in the music and a kick as well.
01:15:223 (2,1) - Here too if you applied the previous.
01:18:855 - Note here? It feels really empty now as the rhythm goes since you mapped these sounds.
01:44:908 (1) - Forever alone. \o/
02:16:171 - Note

[Rain]

00:11:750 (2,3) - Honestly I don't think jump should be here. As a pattern its nice but this should be a little calmer due the song. Just move (3) a bit closer to (2) but keep the HDash between (3,4).
00:14:908 (8,1) - HDash is totally possible at this point. I would like to see it as this is a Rain.
00:15:855 (4) - Sliderend has a very strong kick which makes the jump between (3,4) weird. I suggest you to add repeat to (3) then just add a circle to 00:16:013. Or something similar to this.
00:21:855 (2,3) - Same here as before. The HDash is at wrong place.
00:24:539 (3,4) -
00:25:644 (3,4) -
I won't point out more. You basically used jumps at the middle of the stanza but there is only a weak beat compared with the kicks. Just correct these and this section will be fine.
00:43:487 (2,3) - The previous HDash at 00:42:697 (7,1) was nice but this screws up everything. Now the kicks are kinda faint and the beats, like 00:43:644 are a bit stronger. I'm not saying its bad, just a bit weird to play.
00:45:381 (5,1) - HDash please as you did it at 00:42:697 (7,1). \o/ Also, this jump breaks the flow badly. o.o
01:52:644 (2,3) - I want to see a HDash here as well. It would be nice as a comeout from the pattern.

Rest seems very nice. If you correct what I said at the beginning the difficulty should be ready to go. Nice difficulty.
[]

I'm not go deeper into Cup/Salad since the main problem is at the beginning on both and I already mentioned that on Platter. Please try to change that part on all difficulties to follow the hard kicks more and melody less. Call me back after you are done with it and I will make a throughout mod.
Topic Starter
ursa

Kurokami wrote:

You asked me to check this.

[General]
  1. Why there is two timingpoint on Spec's difficulty. Remove it. done
  2. Your background is just 1365x768, it should be 1366x768. *will be fixed asap
  3. Add combo colors as there is none. Only Spec's diff has colors. well, generally i have my own combo color , so i'll keep my current one X_X
  4. On Cup there is two kiai while the other CtB diffs has only one. o.o Keep consistency. fixed
  5. You missed "Spec" from some of your difficulties tags.it's Spectator's initial for ctb diff
[Platter]

00:10:171 - 00:39:223 - This part's rhythm and jumps are not consistent with each other. For example 00:16:802 (3,4) follows a very weak beat. Please go through on this part and replace your jumps to strong kicks. *fixed many parts on this timeline
00:50:276 (7,1,2) - Jump should be between (7,1) and not at (1,2). Its really weird to have a small movement at hard beat and bigger jump at a weak one.yap, *changed
00:59:434 (8) - NC done
01:14:276 (3,1) - Maybe a bit bigger distance here would be nice. There is a high pitched sound in the music and a kick as well. done
01:15:223 (2,1) - Here too if you applied the previous. ^same
01:18:855 - Note here? It feels really empty now as the rhythm goes since you mapped these sounds. nope , i'll want to keep that 1/2 jump slider flow
01:44:908 (1) - Forever alone. \o/fixed
02:16:171 - Note same reason like the above X_X

[Rain]

00:11:750 (2,3) - Honestly I don't think jump should be here. As a pattern its nice but this should be a little calmer due the song. Just move (3) a bit closer to (2) but keep the HDash between (3,4).
00:14:908 (8,1) - HDash is totally possible at this point. I would like to see it as this is a Rain.
00:15:855 (4) - Sliderend has a very strong kick which makes the jump between (3,4) weird. I suggest you to add repeat to (3) then just add a circle to 00:16:013. Or something similar to this.
00:21:855 (2,3) - Same here as before. The HDash is at wrong place.
00:24:539 (3,4) -
00:25:644 (3,4) -
I won't point out more. You basically used jumps at the middle of the stanza but there is only a weak beat compared with the kicks. Just correct these and this section will be fine.
00:43:487 (2,3) - The previous HDash at 00:42:697 (7,1) was nice but this screws up everything. Now the kicks are kinda faint and the beats, like 00:43:644 are a bit stronger. I'm not saying its bad, just a bit weird to play.
00:45:381 (5,1) - HDash please as you did it at 00:42:697 (7,1). \o/ Also, this jump breaks the flow badly. o.o
01:52:644 (2,3) - I want to see a HDash here as well. It would be nice as a comeout from the pattern.

Rest seems very nice. If you correct what I said at the beginning the difficulty should be ready to go. Nice difficulty.
[]

I'm not go deeper into Cup/Salad since the main problem is at the beginning on both and I already mentioned that on Platter. Please try to change that part on all difficulties to follow the hard kicks more and melody less. Call me back after you are done with it and I will make a throughout mod.
Ichigaki

Mod Requested via PM



General

  1. Song Setup :
    1. Metadata : The title must be changed into 'artcore JINJA'
    2. Other : Inconsistency difficulty setting
  2. Music and background :
    1. Music : The mp3's bitrate is 128kbps, please change it into 192kbps bitrate
    2. Background : Background's pixel is one pixel less (1365x768), Please change that into 1366x768
  3. Kiai and audio preview point :
    1. Kiai : Clear
    2. Audio preview point : Please change the kiai into 01:20:907 - or 01:31:012 - or 01:42:381 - . 00:10:013 - isn't suitable for to be an audio preview point imo

Warning

This mod mostly contain suggestion, so feel free to reject it with the reason


Spec's Deluge

  1. Uninherited timing points
  2. 00:03:855 (1,1,1) - How about make this as a straight line same as 00:08:908 (1,1,1) -
  3. 00:11:434 (1) - Reverse this slider and move it more to the left to make it more suitable
    So cool~

OverdoZe

  1. 00:10:644 (4,5,6,7,8) - 00:11:908 (4,5,6,7,8) - 00:13:171 (4,5,6,7,8) - 00:23:276 (4,5,6,7,8) - 00:33:381 (4,5,6,7,8) - Gimana kalau ini dijadikan lebih rapi?
  2. 00:18:302 (5) - Nggak ada beat yang sesuai untuk diikuti ini, jadi mending dihapus aja
  3. 00:40:487 (1,2,3,4) - Kenapa ini nggak ada jumpnya sama sekali tapi 00:43:013 (1,2,3,4) - pakai jump?
  4. 00:48:539 (3) - Gimana kalau ini bentuknya dijadikan sama kaya 00:48:066 (1) - trus digeser lebih ke kiri biar menimbulkan efek HDasH gitu?
  5. 00:50:908 (3) - Geser ke x:368 biar lebih lebih enak spacingnya
  6. 00:53:434 (3) - Ini kok nyasar keluar? Lebih baik jangan ditaruh disitu, mungkin 00:53:118 (1,2,3) - spacingnya dikecilin atau nggak itu digeser ke kanan biar nggak nyasar
  7. 01:49:960 (1,2,3) - Kenapa patternnya beda dari yang sebelumnya dan selanjutnya?
    Entahlah, kok patternnya disini rada acak-acakan gitu, tapi playable sih TAT)

    [notice]

    Sauci's Rain

    1. 00:01:013 (1,2) - How about move these to x:384 to make it as a straight?
    2. 00:23:434 (5) - 00:28:487 (4) - 00:34:802 (4) - 00:50:592 (1) - What are you following here and why 1/6 beat? I only found 1/4 or 1/2 beat there.
    3. 00:55:960 (3,4) - How about http://puu.sh/dqC5W/10bddbd6b6.jpg?
    4. 01:32:908 (5,6,7,8) - How about mirror this and move these to x:128?
    5. Good flow~

Punya ursa yang lain aku skip, aku bingung ngemodnya :>, such a bad modder orz, mungkin lain waktu bisa irc mod

Overall

I can't say much, but nice song chosen and nice pattern ftw
Topic Starter
ursa

Ichigaki wrote:

Mod Requested via PM



General

  1. Song Setup :
    1. Metadata : The title must be changed into 'artcore JINJA' will be fixed asap
    2. Other : Inconsistency difficulty setting
  2. Music and background :
    1. Music : The mp3's bitrate is 128kbps, please change it into 192kbps bitrate nope, mp3nya memang 128kbps , & itu masih acceptable kok
    2. Background : Background's pixel is one pixel less (1365x768), Please change that into 1366x768
    *will be fixed soon
  3. Kiai and audio preview point :
    1. Kiai : Clear
    2. Audio preview point : Please change the kiai into 01:20:907 - or 01:31:012 - or 01:42:381 - . 00:10:013 - isn't suitable for to be an audio preview point imo

Warning

This mod mostly contain suggestion, so feel free to reject it with the reason


Spec's Deluge

  1. Uninherited timing points
  2. 00:03:855 (1,1,1) - How about make this as a straight line same as 00:08:908 (1,1,1) -
  3. 00:11:434 (1) - Reverse this slider and move it more to the left to make it more suitable
    So cool~

OverdoZe

  1. 00:10:644 (4,5,6,7,8) - 00:11:908 (4,5,6,7,8) - 00:13:171 (4,5,6,7,8) - 00:23:276 (4,5,6,7,8) - 00:33:381 (4,5,6,7,8) - Gimana kalau ini dijadikan lebih rapi? nope, pola streamnya memang di buat unuk movement ryuuta biar mulus buat short stream ama jump , jadi memang keliatan gitu pada awalnya
  2. 00:18:302 (5) - Nggak ada beat yang sesuai untuk diikuti ini, jadi mending dihapus aja yap
  3. 00:40:487 (1,2,3,4) - Kenapa ini nggak ada jumpnya sama sekali tapi 00:43:013 (1,2,3,4) - pakai jump? warm up flow , buat sesuain gerakan unuk bisa nyesuain buat pattern selanjutnya
  4. 00:48:539 (3) - Gimana kalau ini bentuknya dijadikan sama kaya 00:48:066 (1) - trus digeser lebih ke kiri biar menimbulkan efek HDasH gitu?klo di ganti, pengaruhnya distancenya bakal kerasa banget
  5. 00:50:908 (3) - Geser ke x:368 biar lebih lebih enak spacingnya no changes buat bagian ini , soalnya
  6. 00:53:434 (3) - Ini kok nyasar keluar? Lebih baik jangan ditaruh disitu, mungkin 00:53:118 (1,2,3) - spacingnya dikecilin atau nggak itu digeser ke kanan biar nggak nyasar pola patternya memang di buat kayak gitu o_o
  7. 01:49:960 (1,2,3) - Kenapa patternnya beda dari yang sebelumnya dan selanjutnya?
    Entahlah, kok patternnya disini rada acak-acakan gitu, tapi playable sih TAT)same reason seperti di atas sih , karena posisinya buat sesuain ama movement ryuuta

Sauci's Rain

  1. 00:01:013 (1,2) - How about move these to x:384 to make it as a straight?
  2. 00:23:434 (5) - 00:28:487 (4) - 00:34:802 (4) - 00:50:592 (1) - What are you following here and why 1/6 beat? I only found 1/4 or 1/2 beat there.
  3. 00:55:960 (3,4) - How about http://puu.sh/dqC5W/10bddbd6b6.jpg?
  4. 01:32:908 (5,6,7,8) - How about mirror this and move these to x:128?
  5. Good flow~

Punya ursa yang lain aku skip, aku bingung ngemodnya :>, such a bad modder orz, mungkin lain waktu bisa irc mod

Overall

I can't say much, but nice song chosen and nice pattern ftw
Nwolf

neonat wrote:

Taiko orz

General

First object in Taiko is at 00:00:066 but only 1000 Audio Lead-In? @@ idk it's automated

Kantan

00:39:223 (51) - I really think would be better if it was d, because the pitch is lower, and the mood/intensity of the song kinda slows down just a bit for this particular moment in the song, in the lead-up to the next phrase changed
00:43:013 (5,9,13) - just change to k? It feels like it makes more sense that way, and seeing how it could be done at 00:52:487 (21,30) I don't see why not make a consistency that could work those are different notes, don't like kats in the suggested place due to drum bass
01:04:487 (5,10) - differ these 2? First one k, second d, to give off the sense that d has lowered intensity, the phrase is ending, it ends with a softer feel, etc. deleted a few notes in all three calm sections

Futsuu

00:40:960 (3) - change to k? The other pattern match except this one, they would either both k or both d: 00:43:013 (7,9) - 00:45:539 (14,15) - 00:48:066 (19,20) - I consider everything after 00:50:592 (25) - a new section so my perception of what I feel you are trying to show changes (you start to then alternate for the pattern) That note shouldn't even be there lol
02:07:487 (7,8) - they really sound similar and identical, I think you should keep them the same as well, kk/dd changed

Muzukashii

00:03:855 (11,22) - to highlight a difference between how they ended in tone, first one k? Additionally deleted the 1/2 note before
00:29:750 - add a d? Unlike spaces like 00:24:697 this part leads up to the next section of the song, acting as a filler moved the next note here
01:59:434 (90) - k for the higher pitch even than 01:59:276 (89) traded those two
02:08:118 (15,16,17,27,28,29) - not too sure about this increase in difficulty to end the Muzukashii deleted ddk patterns

Oni

00:20:197 - add d? To go exactly with the music finisher on next note
00:22:013 (11) - remove, there is no beat/drum here, it's pretty much empty bass
00:27:066 (40) - ^ beats like 00:28:329 (47) still have the sound of the quick hi-hat filler beat ^

Good Luck >.<

Underflow wrote:

[Futsuu]
  1. 00:42:223 (6) - Move to 00:42:066. it would fit melody. might consider, it's easier to understand tho imo
  2. 00:42:539 - It sounds empty. how about add k? break on purpose
[Oni]
  1. 00:59:118 (113) - k? It is higher pitch than 00:59:276 (114). snare rhythm
  2. 02:02:118 (127) - k would be inconsistent
I'm sorry for delay DX
thanks!

http://puu.sh/dsIrS/a0b1f894e8.osu Kantan
http://puu.sh/dsIs6/cd1de77fbf.osu Futsuu
http://puu.sh/dsIsf/d8d339c02b.osu Muzukashii
http://puu.sh/dsIsT/f3d5938288.osu Oni
Topic Starter
ursa
sauci is busy , so i'll be charge to check the mods

Kurokami wrote:

Rain

00:11:750 (2,3) - Honestly I don't think jump should be here. As a pattern its nice but this should be a little calmer due the song. Just move (3) a bit closer to (2) but keep the HDash between (3,4).fixed
00:14:908 (8,1) - HDash is totally possible at this point. I would like to see it as this is a Rain.fixed
00:15:855 (4) - Sliderend has a very strong kick which makes the jump between (3,4) weird. I suggest you to add repeat to (3) then just add a circle to 00:16:013. Or something similar to this.
00:21:855 (2,3) - Same here as before. The HDash is at wrong place. fixed
00:24:539 (3,4) - i guess this one is ok
00:25:644 (3,4) - fixed
I won't point out more. You basically used jumps at the middle of the stanza but there is only a weak beat compared with the kicks. Just correct these and this section will be fine.
00:43:487 (2,3) - The previous HDash at 00:42:697 (7,1) was nice but this screws up everything. Now the kicks are kinda faint and the beats, like 00:43:644 are a bit stronger. I'm not saying its bad, just a bit weird to play.i think I'll wait for the next mod before I change this part
00:45:381 (5,1) - HDash please as you did it at 00:42:697 (7,1). \o/ Also, this jump breaks the flow badly. o.o yap
01:52:644 (2,3) - I want to see a HDash here as well. It would be nice as a comeout from the pattern.well i think this part need to be fixed well instead for adding some pattern

Ichigaki wrote:

Sauci's Rain

  1. 00:01:013 (1,2) - How about move these to x:384 to make it as a straight?
  2. 00:23:434 (5) - 00:28:487 (4) - 00:34:802 (4) - 00:50:592 (1) - What are you following here and why 1/6 beat? I only found 1/4 or 1/2 beat there.
  3. 00:55:960 (3,4) - How about http://puu.sh/dqC5W/10bddbd6b6.jpg?
  4. 01:32:908 (5,6,7,8) - How about mirror this and move these to x:128?
  5. Good flow~

no changes for this one , sorry X_X
*updated including the Taiko diff
Kurokami
I will check the CtBs deeper in a few days. :3 Poke me if I forget. :P
Arlecchino
Sorry urs.. minggu maren gw ada acara..
jadi gk sempet lanjutin mod.. jadi langsung sambung aja..
btw bener tuh SV deluge 1.6? rain'a aja 2.0

Sauci's Rain

00:00:539 (4) - rotate -40 degree and move to x:96 for repaire the flow and jump *pic
00:01:013 (1,2,3) - better reduce the distace and repaire the flow,move 00:01:013 (1) - x:364 and 00:01:171 (2) - x:424 and make slider curve for 00:01:329 (3) - *pic
00:03:066 (3) - often random miss becuz the tail of (3), make it more smooth at least rotate 18 degree, it will be more easier to catch after dash from (2) without missed the tail of (3)
00:06:223 (2) - x:64
00:07:960 (2) - this should be 2 circle!!
00:10:171 -> 00:15:223 - this part!! like too focused on left side ,frist at 00:11:750 (2) - and go back to left at 00:12:066 (3) - the flow still looks reasonable, whick makes it looks like dat is at 00:12:382 (4,1) -, this slider 00:13:013 (3) - and this flow 00:13:329 (4,5,6,7) -, so suggest ctrl+g dis slider 00:13:013 (3) - and ctrl+h 00:13:487 (5,6,7,1) - next move 00:13:960 (1) - to x:376 and 00:14:276 (2) - x:108
00:20:592 (2) - i know it is already good flow :3 but i likes to ctrl+g and move it a little bit to left :3
00:32:908 (1) - x:44
00:33:697 (4,5,6) - ctrl+g (4) and (6) and move a little bit to left
01:01:960 (5) - enough 1 beat at 01:01:960, so change to circle ?
01:31:329 (2) - ctrl+g and also 01:31:960 (4) -
01:33:066 (6,7) - x:32 for better flow and 01:33:539 (1) - x:216 for makes the jump more smooth
01:39:381 (3) - x:416

Overdose

00:02:750 (3,5) - bikin sedikit lebar jaraknya biar lebih smooth movement'a so geser ke x:120
00:30:855 (4,5) - remove HDash ? personally gw lebih suka sama yang di 00:35:908 (4,5,6) - Hdash'a diakhir,lagi pula Hdash seharusnya di 00:31:171 (7,8) -
00:39:223 (11) - x:260 buat emphasis ?
00:50:908 (3) - sesuain distance so x:376?
01:16:802 (4,5) - jump should be at 01:16:959 (5,1) - ,jadi remove dulu trus copas dari 01:16:487 (2,3) - ctrl+h trus geser ke x:152
01:19:013 (2,3,4,5,6) - bikin lebih natural aja flownya,meski abis break tapi ini masih bagian slow,padahal udah bagus flow di part ini..
02:14:433 (2,3) - kasih istirahat kasian abis main map jump 2 menit owo kurangi aja Hdash dibagian ini,personally enakan kaya dibagian awal-awal

dah gitu aja.. gk terlalu terampil modding overdose
tapi yoweslah moga membantu '3')b nice diff, good luck~

Spec's Deluge

btw check AiMod and repaire unsnapped object?
00:02:118 (2,4) - ctrl+g (2) and (4) after that ctrl+g (4) and (3) *Pict
00:05:118 (1,2) - add more distance between them?
00:08:908 (1) - move far from (4) for emphasis
01:41:908 (3) - curve to other side for better flow
just it :o
awewsum diff! gj spec!
GL~

Dats all :3
hope helped o/
GL all~

there is something you dont understand? contact me
*runs
Spectator
deluge
osu file format v13

[General]
AudioFilename: Artcore Jinja Armpit.mp3
AudioLeadIn: 1000
PreviewTime: 10013
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2.5

[Metadata]
Title:Artcore Jinja
TitleUnicode:Artcore Jinja
Artist:An
ArtistUnicode:An
Creator:ursa
Version:Spec's Deluge
Source:
Tags:Sauci Nwolf Spectator
BeatmapID:530482
BeatmapSetID:215155

[Difficulty]
HPDrainRate:5.9
CircleSize:4
OverallDifficulty:9.2
ApproachRate:9.2
SliderMultiplier:1.6
SliderTickRate:2

[Events]
//Background and Video events
0,0,"Reimu.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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All Fixed~
Len
PLEASE REMOVE SPECTATOR IN TAG

Kds plz w
Topic Starter
ursa
thx for reminding :P
Ioka
bump.
Spectator
osu file format v14

[General]
AudioFilename: Artcore Jinja Armpit.mp3
AudioLeadIn: 1000
PreviewTime: 10013
Countdown: 0
SampleSet: Normal
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2.5

[Metadata]
Title:Artcore Jinja
TitleUnicode:Artcore Jinja
Artist:An
ArtistUnicode:An
Creator:ursa
Version:Spec's Deluge
Source:
Tags:Sauci Nwolf Spectator
BeatmapID:581041
BeatmapSetID:215155

[Difficulty]
HPDrainRate:5.9
CircleSize:4
OverallDifficulty:9.4
ApproachRate:9.4
SliderMultiplier:1.6
SliderTickRate:2

[Events]
//Background and Video events
0,0,"Reimu.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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56,32,139012,1,2,0:0:0:0:
224,88,139486,6,0,L|296:80,1,60.0000022888184,0|2,0:0|0:0,0:0:0:0:
396,164,139802,2,0,L|324:156,2,60.0000022888184
228,192,140275,5,2,0:0:0:0:
160,256,140433,1,0,0:0:0:0:
236,312,140591,1,0,0:0:0:0:
380,228,140750,2,0,L|261:211,1,120.000004577637,2|0,0:0|0:0,0:0:0:0:
112,312,141223,1,0,0:0:0:0:
96,224,141381,1,0,0:0:0:0:
80,136,141539,1,2,0:0:0:0:
371,262,142171,6,0,P|482:157|377:88,1,320,2|0,0:0|0:0,0:0:0:0:
autofanboy
yea this is happening

2016 is wtf
Vulkin
can i make an inner for no reason
Surono
heh mas ursa, gimana bedugnya? :^)
Nwolf
I should update my taiko diffs tbh



maybe also make Oni harder and stop undermapping
Topic Starter
ursa

Nwolf wrote:

I should update my taiko diffs tbh



maybe also make Oni harder and stop undermapping
:)
-rage
Revived?? PogChamp
WildOne94
Hey there all owo/
Here for my part of a m4m

General
Check AImod as a lot of conflicts happen
This is only a little suggestion but I find it nicer when you extend the break link a bit further away like this example on cup.


Cup
00:00:855 (3) - This seems weirdly timed in play. Wouldn't it be better this this note was timed at 00:01:013 - instead for evenly timed placements between the first notes ? Something like this looks nicer and fits still with the music.


00:03:381 (3) - This feels like it should be here instead also 00:03:539 -

00:05:908 (3) - ^

00:07:329 (5) - I think you could remove this note for emphasis and reduce the amount of notes built up in this section.

00:10:960 (2,3) - I find this distance and direction very hard for new comers to cups as it's quite a big gap and awkward direction flow to when you finally reach it. I would either recommend making the gap smaller or changing the direction of slider (3) by flipping it.

00:17:118 (4) - I would move right just a tiny bit due to direction flow and how beginners might be over clicking there keys for this section for the direction it's facing in.

00:19:013 (3,1) - Barely caught this with no dash and beginners would struggle. Please reduce distance here. Would recommend moving 00:20:276 (1,2) - to x:168.

00:27:223 (4) - Would suggest moving this to about x:288 as from that last slider the direction makes the players try catch the last bit of the slider going to the left and makes it awkward to go to the next fruit far away on the right. Could potentially miss here when trying to catch previous (3)'s end. You could also curve (3) to the right instead.

00:30:381 (1,2) - Moving these over to the right more to say about x:140 will make it a lot easier for players to get to these notes and leave these notes to catch 00:31:644 (3) - as that's quite a big space too.

00:32:276 (4) - Another direction flow problem as it faces the other way and to catch the next slider is a big gap to catch. Ctrl + G this would fix this.

00:33:697 (2,3) - too much of a big jump. Suggest moving (3) to x:396

00:38:750 (2) - A lot easier to play at x:104

00:41:276 (2,3) - Gap and direction flow again ;w;. Try just moving to x:280

00:51:381 (2,3,4,5,6) - I think too many notes come into play here. I would suggest a timeline like this here as all sounds don't need to be used for cup. Like you have done here also 00:56:434 (2,3,4,5) -


00:58:171 (1,2,3) - Hard distance and direction flow again. Would say just DS (2,3) next to (1).

01:23:434 (1) - Could move left a little bit more for easier catch beforehand. x:344 looks good

01:24:223 (2,3) - Could move closer also (Need to use more DS ;w;)

01:26:750 (2,3) - I found this very confusing and I actually missed here. Would suggest reducing distance and maybe mirror the slopes of the sliders to one another.

01:27:855 (4) - Would slope this to the right also due to hard to catching the tail of this slider and then proceeding to next note.

01:31:960 (2,3,4,5,6,1,2,3,4) - The spacing here was really awkward and I missed a bunch of times. Try DS these all to be easier to catch.

01:43:960 (3) - Can just remove this note as it will create a nice pattern then with the music with the notes after it.

01:46:644 (4) - Hard to catch. Try moving right to about x:120

01:46:960 - Infact could add a note here for the whizz sort of noise.

01:49:013 (3,4,5) - Direction flow again. perfectly you can move (3) to x:316 and (4) to x:216 for a perfect straight flow pattern

01:50:750 (2) - Move left more to about x:328 for easier catch.

01:54:539 (5,6,1,2) - Okay so... for easier catching again. Move (5) to x:320. (6) to x:424 and (2) to x:64

01:56:750 (3,4) - Hard gap here. Reduce please.

02:00:855 (2) - Move this to x:300 for better and easier catching for beginners.

02:03:066 - Hmmm big gap to leave just blank. It's fine to have circle notes for each drum beat sound here so I would recommend adding them.

Salad
00:01:171 (5,6) - I don't really get or know why these have tiny gaps in them. It makes it really confusing and quite frankly looks a little weird in play. I would just DS (6) back to (5) (I won't mention any more of these since there are quite a number and I would be just repeating myself).

00:19:013 (5) - I feel that the music should make this slider curve along with it which fits really nicely like this.


00:26:592 (4) - Kind of a flow stopper with this straight up slider. I would recommend slanting this to the right more like previous notes and the moving 00:27:066 (5) - to how you please.

00:32:118 (5) - ^

00:33:697 (2) - Why is this so close to the previous note? Is it something to do with emphasis ? I would move to x:160 imo so it does not flow stop.

00:33:855 - a triplet here would be nice to go along with the piano and strong drum sound.

00:34:171 (5,6,1) - (5) feels fine in play but when it comes to the 2nd time of this on (1) it feels a bit repetitivea and could be slanted more to the left to be different for the new strong beat section. plus not any dash here between 00:35:118 (6,1) - which I would highly recommend adding.

00:39:223 (4) - Same slider fitting to music reason as before. Just moving the last point in the slider to x:164 y:268 plays so much nicer with the music in play.

00:41:908 (4,5) - Shouldn't these 2 be mirroring each other ?

00:59:908 (3,4) - I feel that these 2 are too squashed together for just before the break. Should spread these out more. something like this.


01:11:434 (2,4) - Not so much a problem but would slant these for better flow or else it sort of stops the player moving quite a bit.

01:18:066 (6,1) - Thought this jump was just a tiny bit large for a salad. Would reduce a little.

01:46:960 (5,6,7,1,2,3,4) - Hmm a bit overmapped here. Suggest remove 1 or 2 notes for a slight break. Actually from here onwards it is overmapped imo but that's just me.

01:48:223 (5,1,2,3,4) - Little option also but making these slanted won't have so much little awkward movements then. It's also sometimes hard to catch the tail of the short sliders and beginners to salads could potentially miss these.

01:53:750 (2,3) - ^

01:58:802 (1,2,3,4) - ^ maybe Ctrl + G (4) also.

02:02:592 (8) - same as cup after this note is just a long gap.. either add a break or highly recommend adding notes specially for the salad.

02:09:381 (3) - I would remove this as not much of a big sound happening. Would make a better dash to 02:09:539 (4) - also (if you do this then consider moving (4) a bit more left).

Platter
00:01:013 - Note should be here since you added it in Salad but not for Platter.

00:07:487 (6,1) - I don't think you need any hypers for the intro. There is not really an intense sound to hyper on.

00:27:381 (6,7,8) - I know this is very little but I would DS (7) back more to (6) as little gaps can be missed specially this one from a lot of dashing beforehand. Would recommend moving (8) to x:32 also due to the flow stop to catch the hyper when you want to keep the player moving.

00:29:118 (7) - Bit of a gap after this. Would say to make this a slider like you did in salad to fill the space on the timeline a bit more.

00:37:171 (4,5,6) - Could slant these more due to static movements again. (little awkward movements)

00:37:960 (1,2) - These are a bit close together as they don't even DS apart. I would move (2) to x:156 which is in the DS when moved.

00:40:960 (2,3) - I think could move (3) right a bit more as it's a hard recovery jump after previous hyper + jump. Something like x:164 works.

00:57:223 (2,4) - Only little suggestion again but I would mirror these to 00:56:908 (1,3) -

01:13:960 (2,3) - These really should be spreaded out because there is no reason for them to be so clustered together when all other notes are spread out in this drum section.

01:28:171 (7,8) - The others are fine but this one seems too close to (7) If it's a hyper reason then try moving the whole section left a bit so you can spread these 2 out a bit more.

01:31:013 (1) - Please please please slant this left more because really awkward hyper dash to this and makes you miss droplets ;w;.

01:34:487 (4,5) - same reason as 01:28:171 (7,8) -

01:42:381 (1) - Awkward slider to hyper away from (I say awkward a lot it seems xD). Try Ctrl + G

01:53:750 (2,3) - Yeah defo big distance here. I missed several times here so I would reduce or hyper if you wish

01:55:013 (1,2,3) - The spacing here is very hard to get all these notes. Please use the DS as I kept missing here specially with the hyper at the end.

01:58:802 (1,2,3,4) - I think you know what I will say here ;w;. Too much upright sliders which stops flow quite a bit. Please try slant.

02:01:013 (5,6) - Potential hyper jump would be nice here. (6) at x:40 will do that.

02:18:539 (3) - mirror slider?

02:20:592 (2) - Slant to the left ?

Sauci's Rain
The AR at 9.2 seemed a little too fast imo. I would place it down to 9 on the dot instead. Spreads nicely then from Platter (even though I know it's a GD)

00:00:539 (4,1) - Why are there hypers right at the intro ? But in anyway if you're planning to keep these hypers then this once is really hard on the flow to catch (1). Would recommend something like this to make the flow much nicer at 00:01:013 (1,2,3) - .


00:02:592 (1,2) - Distance here is really hard. Move (2) closer to (1) please. something like x:184 (Yes it removes the hyper but don't think you need it).

00:06:381 (3,1,2,3) - Awkward direction flow jumps here. would flip (1,2,3) and move to x:328

00:07:644 (1,2) - These sliders are very awkward specially when it comes to the hyper jumps as it's hard to catch the next slider. Would recommend slanting these sliders for nicer flow and easier to catch at the hyper jump.

00:11:434 (1,2,3,4) - Slider slant reason ^

00:12:697 (1,2) - These are far too close to each other in play. Try space them out more.

00:13:013 (3,4) - Hard jump. Please reduce spacing.

00:15:381 (2,3) - Far too close to each other again. try moving (3) to x:336 to make a nice slider effect with these notes 00:15:223 (1,2,3,4,5,6) -

00:21:223 (5,6) - too far away from each other and a really hard jump to try catch.

00:23:434 (8) - Errm.... why is this a reverse as it is ? makes no sense since it does not go on many sounds. Try change pattern here to a slider matching 00:23:750 (9) - instead and mirroring perhaps.

00:24:855 (5,6) - To close to each other again and makes it an awkward catch.

00:25:329 (1,2) - ^ Just a little bit though here.

00:28:487 (4) - same reason as before.

00:30:066 (4,5) - Too close.

00:33:697 (4,5,6,1) - After these backward triplets it's very hard to reach (1) when there is a big gap and the direction flow last was going to the right. I would move 00:34:171 (1,2,3) - more to the right at something like x:272.

00:34:171 (1,2) - too close to each other again.

00:34:802 (4) - Although this one does fit with the music this time I still think it's a BIG flow stopper. try remove this and stream them instead of a reverse like this.


00:36:697 (1,2) - DS (2) back next to (1) since it's an awkward slant to catch at.

00:37:802 (4,1) - ^

00:44:750 (3,4) - Please slant like you did at 00:41:434 (1,2) - which worked so well.

00:46:329 (1) - Please Ctrl + G ;w;

00:47:750 (7) - I think you know here (^:

00:49:329 (1,2) - Hard reverse direction jump. Reduce please or perhaps flip something here.

00:50:592 (1) - You know (^:

00:55:329 (5,6,7,8,1,2) - (1) and (2) are SO hard to catch here. Firstly (1) should slant with the stream before it and so should (2) really but mirrored. It's a hard hyper jump also for a rain so I would recommend a new pattern here or a stream perhaps but not highly recommending that.

00:58:802 (6,7,8,9) - Awkwardly spaced out notes. Try make more simple by something like this.


01:01:171 (3,4) - Too big of a space and almost a hyper here. Literally if 01:01:644 (4) - was moved to x:160 then (3) would be hypered. either try that or reduce here.

01:03:223 (1,2) - Another hard jump ;w;. Reduce please.

01:04:487 (6,7) - Be nice if these were mirrored sliders.

01:06:855 (5,6,7) - (5) should hyper to (6) and not (6) to (7) to be fitting with the music. try this here (Slanted slider is also recommended as hard to catch the droplets.


01:08:118 (4,5) - Hard jump. Either flip the 4 note stream before it or reduce distance here.

01:08:592 (6,1,2,3,4) - Hard jump between (6,1) move (1,2,3,4) to the left more like at about x:340

01:10:802 (1,2,3,4) - Although catchable it's still a little hard to catch these hyper jumps so I would recommend slanting again.

01:12:066 (5,6,7,8,1,2,3,4) - These do fit but I just think they are a bit squashed against the walls. Would say move them away from the sides a bit.

01:13:329 (1,2) - Too close to each other.

01:13:960 (3,4) - ^

01:15:855 (1,2,3,4,5,6,7,8) - Hmmm the flipped version is a bit hard here. Would try what you did before at 01:12:066 (5,6,7,8,1,2,3,4) -

01:17:118 (1,2,3,4) - Slant please. Also you tend to make all of these hypers which you didn't use here. consider adding all hypers to be consistent.

01:18:066 (4,1) - Hard Jump. Reduce please.

01:20:908 (1) - This really could go the opposite end of the map, It does not need to be right next to the previous note. Around x:448 would make it a nice hyper. Or another way is just place it right in the centre of the map at x:256.

01:31:013 (1,2,3,4) - You know what I am going to say here don't you (^: ?

01:32:750 (4,5) - Really awkward reverse direction catch. Try flip 01:32:908 (5,6,7,8) - and move them all to x:140.

01:34:171 (3,4,5) - Too closely place together ;w;. Spread out more please (Does no one use DS D: ?)

01:35:118 (2,3) - Direction flow again. Really hard for rains and should be in overdoses imo (only the big ones like these).

01:36:697 (3,4,5,6) - Movement is too frantic here. Maybe something like this ?


01:41:434 (1,2) - (2) REALLY needs to be mirrored to (1) and curved round to the left as it's a very awkward hyper jump.

01:42:381 (1,2,3,4,5) - Take a look at where the circle note stream is and the slider at the end ;w;. (5) just cuts off this flow by going straight up. Please slant to the left.

01:43:487 (7,1,2,3) - Too close to eachother again.

01:45:224 (5,6,7) - You know exactly what to do here (^: (01:45:224 (5,6) - is almost a hyper jump too).

01:46:171 (1,2) - (2) should mirror (1).

01:47:434 (1,2) - Errrr what ;w;! This should slant left as it looks pretty weird in play.

01:48:066 (7) - Hmmm this slider was a bit too slow as rains should have the player moving all the time unless on a quiet section. I would try not to have this going up so much and slope one way or the other.

01:48:539 (8,1,2,3,4) - Cutting it too close again.

01:49:644 (6,1) - Hard jump. move 01:49:644 (6) - left a bit to like x:272 for it to hyper.

01:50:276 (5,6) - You know (^:.

01:52:487 (1,2,3,4) - Ahhhhhh so many DDD: ! Slope in the directions the player will be going dude ;w;!

01:57:539 (1,2) - again these jumps are really hard to do in a rain. Should only see these in overdoses really.

02:00:381 (5,6) - Cutting off flow again. Slanterino.

02:02:276 (3) - it fits this one but it's so unexpected and hard to catch. Try do what I said earlier and make it a short stream instead of reverses.

02:08:434 (4,5,6,1) - So much straight stuff going on (that sounded weird) Keep the player moving by sloping (sorry if I said this too much but you know just modding ;w;).

02:11:434 (1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8) - The direction flow on these is pretty hard. Have where the streams hyper face the direction in which the player should jump to next otherwise it's quite a big missfest here ;w;.

Overdoze
Sorry if not that brill at these but can't really play/see changes that well in overdoses.

00:01:644 (1) - Why is there a note here ? absolutely no sound is here.

00:02:434 (1) - I think you should just nudge this over to the left a little more just so it's not 75% impossible (^: (plus for the intro you want it a bit shorter spaced).

00:05:434 (3,4) - Too big for introduction and hard to catch. Reduce distance please

00:10:171 (1,2) - Shouldn't (1) dash to (2) instead? It would make more sense.

00:16:960 (4,5,6,7,8) - Not really a big suggestion and will only mention this once but don't you think these could be curved more as in overdoses you should have the player moving non stop and this stream sort of lacks the movements.

00:20:118 (1,2,3,4,5) - Hmm awkward movement direction flow again (Serisouly I must have said awkward so many times XD. I am sorry for that). I would say either move 00:20:197 (2) - to the left and keep hyper so players can hyper better or move 00:20:434 (4) - to the left side of (3) and (5). Or both!

00:21:697 (2) - ^ same but otherside on right side.

00:22:960 (2) - (Last one I will mention ^)

00:29:434 (2) - I think this could be moved further left as it's a bit close atm to previous slider. like x:176 looks good

00:29:908 (4) - ^

00:31:013 (5,6,7) - This is almost impossible to catch due to how sudden you need to stop. Please slant these notes more so that you can glide catch them.

00:35:118 (5) - Last time I mention about the slant on these sliders also because I have mentioned it so many times before ;w;.

00:40:487 (1,2,3,4) - I feel like there should be a hyper here somewhere as it's quite an intense section of the song.

00:41:434 - should be note here as overdose should have note on almost every loud sound heard. (same for the same sound for later ones in this section of the song)

00:50:592 (1,2,3) - I don't see any point in these sliders because there is no prompt sound on which it end on. Only the background noise.

00:56:908 (4,5,6,7,8,9) - For consistency you should have 00:57:539 (6,7,8,9) - Sliders also.

01:20:908 (1,2) - Think there should be a hyper here (1 being the hyper).

01:24:223 (1,2) - reduce distance a little bit as it's almost a hyper here. Or hyper. Or you could move 01:24:697 (2) - to x:392 instead.

01:27:223 (1,2,3,4) - Notes too close to each other again. Spread them out boooi!.

01:31:802 (3) - I think it would be cooler if this note was at x:56.

01:33:539 (1,2,3,4) - Too close to each other again

01:40:960 (7,1) - Be cool if there was a hyper jump here.

01:42:381 (1,2,3,4) - Although hypers here for the kiai I still think (1) should be a single note on it's own for the start of the kiai at least as it would give more UMPH! for if the first note was a hyper at the start and not any later like this slider has on it's tail. (if that makes sense)

01:44:118 (7,8) - Mirror ?

01:46:013 (3,4,5) - These are too close to each other (Trying to not make massive sentences now XD)

01:50:434 (4,1) - The recovery time after those hypers is really hard. Suggest moving (1) right more.

01:52:487 (1,2,3) - Man you do a lot of these ;-; should try finding different pattern for variety as it gets repetitive.

01:52:960 (4,1) - ^

01:58:802 (4,5) - Mirror ?

02:14:591 (3,4,5,6) - The movement here from left to right is quite intense for the quiet outro part. I would say reduce distances here.

02:20:118 (5,1) - I don't think you need 2 hypers in a row for this quiet part ;-;.

I will probably leave Specs deluge as I don't think I can really judge what to improve due to my lack of knowledge and skill for deluges ;w;.
But I trust Spec has done a good job o/.
Plus oh boy that was a long mod ;w;.
Hope I helped out.
Good luck :3
Topic Starter
ursa

WildOne94 wrote:

Hey there all owo/
Here for my part of a m4m

General
Check AImod as a lot of conflicts happen
This is only a little suggestion but I find it nicer when you extend the break link a bit further away like this example on cup.


Cup
00:00:855 (3) - This seems weirdly timed in play. Wouldn't it be better this this note was timed at 00:01:013 - instead for evenly timed placements between the first notes ? Something like this looks nicer and fits still with the music.
sorry i want to keep the original one because the flow are easier to read for cup diff

00:03:381 (3) - This feels like it should be here instead also 00:03:539 - same

00:05:908 (3) - ^same

00:07:329 (5) - I think you could remove this note for emphasis and reduce the amount of notes built up in this section. yap, fixed

00:10:960 (2,3) - I find this distance and direction very hard for new comers to cups as it's quite a big gap and awkward direction flow to when you finally reach it. I would either recommend making the gap smaller or changing the direction of slider (3) by flipping it.fixed

00:17:118 (4) - I would move right just a tiny bit due to direction flow and how beginners might be over clicking there keys for this section for the direction it's facing in.fixed

00:19:013 (3,1) - Barely caught this with no dash and beginners would struggle. Please reduce distance here. Would recommend moving 00:20:276 (1,2) - to x:168.fixed

00:27:223 (4) - Would suggest moving this to about x:288 as from that last slider the direction makes the players try catch the last bit of the slider going to the left and makes it awkward to go to the next fruit far away on the right. Could potentially miss here when trying to catch previous (3)'s end. You could also curve (3) to the right instead.fixed

00:30:381 (1,2) - Moving these over to the right more to say about x:140 will make it a lot easier for players to get to these notes and leave these notes to catch 00:31:644 (3) - as that's quite a big space too.repositioned

00:32:276 (4) - Another direction flow problem as it faces the other way and to catch the next slider is a big gap to catch. Ctrl + G this would fix this.

00:33:697 (2,3) - too much of a big jump. Suggest moving (3) to x:396tbh i'm confused which part should I move ,but irealzied :>

00:38:750 (2) - A lot easier to play at x:104fixed in my own way instead

00:41:276 (2,3) - Gap and direction flow again ;w;. Try just moving to x:280^same

00:51:381 (2,3,4,5,6) - I think too many notes come into play here. I would suggest a timeline like this here as all sounds don't need to be used for cup. Like you have done here also 00:56:434 (2,3,4,5) -
fixed

00:58:171 (1,2,3) - Hard distance and direction flow again. Would say just DS (2,3) next to (1).I reshaped the slider instead

01:23:434 (1) - Could move left a little bit more for easier catch beforehand. x:344 looks good no changes ,but instead i remove the some 1/4 beats to make it easier

01:24:223 (2,3) - Could move closer also (Need to use more DS ;w;)fixed

01:26:750 (2,3) - I found this very confusing and I actually missed here. Would suggest reducing distance and maybe mirror the slopes of the sliders to one another.fixed

01:27:855 (4) - Would slope this to the right also due to hard to catching the tail of this slider and then proceeding to next note.fixed

01:31:960 (2,3,4,5,6,1,2,3,4) - The spacing here was really awkward and I missed a bunch of times. Try DS these all to be easier to catch.*fixed

01:43:960 (3) - Can just remove this note as it will create a nice pattern then with the music with the notes after it.yap

01:46:644 (4) - Hard to catch. Try moving right to about x:120moved

01:46:960 - Infact could add a note here for the whizz sort of noise.added

01:49:013 (3,4,5) - Direction flow again. perfectly you can move (3) to x:316 and (4) to x:216 for a perfect straight flow patternfixed

01:50:750 (2) - Move left more to about x:328 for easier catch.

01:54:539 (5,6,1,2) - Okay so... for easier catching again. Move (5) to x:320. (6) to x:424 and (2) to x:64fixed

01:56:750 (3,4) - Hard gap here. Reduce please.fixed

02:00:855 (2) - Move this to x:300 for better and easier catching for beginners.fix

02:03:066 - Hmmm big gap to leave just blank. It's fine to have circle notes for each drum beat sound here so I would recommend adding them.added break instead

Salad
00:01:171 (5,6) - I don't really get or know why these have tiny gaps in them. It makes it really confusing and quite frankly looks a little weird in play. I would just DS (6) back to (5) (I won't mention any more of these since there are quite a number and I would be just repeating myself).i tried many changes to edit it , but i don't find anything good so right now i'll keep it (since it'll cause the star rating buff & it'll make the diff icon turned to H but instead i'll try to find another options from another modder too

00:19:013 (5) - I feel that the music should make this slider curve along with it which fits really nicely like this.yap, fixed


00:26:592 (4) - Kind of a flow stopper with this straight up slider. I would recommend slanting this to the right more like previous notes and the moving 00:27:066 (5) - to how you please.I'm sorry , but I want to keep that flow, in fact it's reachable to catch without using dash

00:32:118 (5) - ^ same^

00:33:697 (2) - Why is this so close to the previous note? Is it something to do with emphasis ? I would move to x:160 imo so it does not flow stop.*moved to x=132 instead

00:33:855 - a triplet here would be nice to go along with the piano and strong drum sound.nope, i afraid it'll boost the SR again (have tried to make a beat & it raised the SR

00:34:171 (5,6,1) - (5) feels fine in play but when it comes to the 2nd time of this on (1) it feels a bit repetitivea and could be slanted more to the left to be different for the new strong beat section. plus not any dash here between 00:35:118 (6,1) - which I would highly recommend adding.i'm sorry ,but i think it's normal,& it seems the flow would be harder if i put tash on 00:35:118 (6,1)

00:39:223 (4) - Same slider fitting to music reason as before. Just moving the last point in the slider to x:164 y:268 plays so much nicer with the music in play.yap

00:41:908 (4,5) - Shouldn't these 2 be mirroring each other ? I agree, changed

00:59:908 (3,4) - I feel that these 2 are too squashed together for just before the break. Should spread these out more. something like this.
actually I want to keep that but i figured out another options to make it better

01:11:434 (2,4) - Not so much a problem but would slant these for better flow or else it sort of stops the player moving quite a bit.yap

01:18:066 (6,1) - Thought this jump was just a tiny bit large for a salad. Would reduce a little.reduced

01:46:960 (5,6,7,1,2,3,4) - Hmm a bit overmapped here. Suggest remove 1 or 2 notes for a slight break. Actually from here onwards it is overmapped imo but that's just me.yap, fixed

01:48:223 (5,1,2,3,4) - Little option also but making these slanted won't have so much little awkward movements then. It's also sometimes hard to catch the tail of the short sliders and beginners to salads could potentially miss these.i onlu make the 01:48:223 (5) - slider a bit slanted

01:53:750 (2,3) - ^no changes for this one

01:58:802 (1,2,3,4) - ^ maybe Ctrl + G (4) also.same

02:02:592 (8) - same as cup after this note is just a long gap.. either add a break or highly recommend adding notes specially for the salad.added

02:09:381 (3) - I would remove this as not much of a big sound happening. Would make a better dash to 02:09:539 (4) - also (if you do this then consider moving (4) a bit more left).fixed

Platter
00:01:013 - Note should be here since you added it in Salad but not for Platter. added

00:07:487 (6,1) - I don't think you need any hypers for the intro. There is not really an intense sound to hyper on.nope , i think it's my mapping habbit to make a hyper in the beginning part for a good start

00:27:381 (6,7,8) - I know this is very little but I would DS (7) back more to (6) as little gaps can be missed specially this one from a lot of dashing beforehand. Would recommend moving (8) to x:32 also due to the flow stop to catch the hyper when you want to keep the player moving.

00:29:118 (7) - Bit of a gap after this. Would say to make this a slider like you did in salad to fill the space on the timeline a bit more.i just only added a gap distance instead of making a slider

00:37:171 (4,5,6) - Could slant these more due to static movements again. (little awkward movements)yap

00:37:960 (1,2) - These are a bit close together as they don't even DS apart. I would move (2) to x:156 which is in the DS when moved.ok

00:40:960 (2,3) - I think could move (3) right a bit more as it's a hard recovery jump after previous hyper + jump. Something like x:164 works.I reshaped the 00:40:960 (2) - slider instead for a better movement

00:57:223 (2,4) - Only little suggestion again but I would mirror these to 00:56:908 (1,3) - remapped instead

01:13:960 (2,3) - These really should be spreaded out because there is no reason for them to be so clustered together when all other notes are spread out in this drum section. i just raised the gap distance

01:28:171 (7,8) - The others are fine but this one seems too close to (7) If it's a hyper reason then try moving the whole section left a bit so you can spread these 2 out a bit more.nope , it's a correct position because i want to make a simple walk pattern for preparing the next hyperjump

01:31:013 (1) - Please please please slant this left more because really awkward hyper dash to this and makes you miss droplets ;w;.I reshaped the slider curve instead

01:34:487 (4,5) - same reason as 01:28:171 (7,8) -nope, it has a same purpose like 01:28:171 (7,8) too

01:42:381 (1) - Awkward slider to hyper away from (I say awkward a lot it seems xD). Try Ctrl + Gnope , that's a correct position

01:53:750 (2,3) - Yeah defo big distance here. I missed several times here so I would reduce or hyper if you wish added hyper

01:55:013 (1,2,3) - The spacing here is very hard to get all these notes. Please use the DS as I kept missing here specially with the hyper at the end. yap , i reduced the distance gap for the triple beat

01:58:802 (1,2,3,4) - I think you know what I will say here ;w;. Too much upright sliders which stops flow quite a bit. Please try slant.nope, i think it's fine here

02:01:013 (5,6) - Potential hyper jump would be nice here. (6) at x:40 will do that. yap

02:18:539 (3) - mirror slider?nope

02:20:592 (2) - Slant to the left ?nope

Sauci's Rain
The AR at 9.2 seemed a little too fast imo. I would place it down to 9 on the dot instead. Spreads nicely then from Platter (even though I know it's a GD)

00:00:539 (4,1) - Why are there hypers right at the intro ? But in anyway if you're planning to keep these hypers then this once is really hard on the flow to catch (1). Would recommend something like this to make the flow much nicer at 00:01:013 (1,2,3) - .


00:02:592 (1,2) - Distance here is really hard. Move (2) closer to (1) please. something like x:184 (Yes it removes the hyper but don't think you need it).

00:06:381 (3,1,2,3) - Awkward direction flow jumps here. would flip (1,2,3) and move to x:328

00:07:644 (1,2) - These sliders are very awkward specially when it comes to the hyper jumps as it's hard to catch the next slider. Would recommend slanting these sliders for nicer flow and easier to catch at the hyper jump.

00:11:434 (1,2,3,4) - Slider slant reason ^

00:12:697 (1,2) - These are far too close to each other in play. Try space them out more.

00:13:013 (3,4) - Hard jump. Please reduce spacing.

00:15:381 (2,3) - Far too close to each other again. try moving (3) to x:336 to make a nice slider effect with these notes 00:15:223 (1,2,3,4,5,6) -

00:21:223 (5,6) - too far away from each other and a really hard jump to try catch.

00:23:434 (8) - Errm.... why is this a reverse as it is ? makes no sense since it does not go on many sounds. Try change pattern here to a slider matching 00:23:750 (9) - instead and mirroring perhaps.

00:24:855 (5,6) - To close to each other again and makes it an awkward catch.

00:25:329 (1,2) - ^ Just a little bit though here.

00:28:487 (4) - same reason as before.

00:30:066 (4,5) - Too close.

00:33:697 (4,5,6,1) - After these backward triplets it's very hard to reach (1) when there is a big gap and the direction flow last was going to the right. I would move 00:34:171 (1,2,3) - more to the right at something like x:272.

00:34:171 (1,2) - too close to each other again.

00:34:802 (4) - Although this one does fit with the music this time I still think it's a BIG flow stopper. try remove this and stream them instead of a reverse like this.


00:36:697 (1,2) - DS (2) back next to (1) since it's an awkward slant to catch at.

00:37:802 (4,1) - ^

00:44:750 (3,4) - Please slant like you did at 00:41:434 (1,2) - which worked so well.

00:46:329 (1) - Please Ctrl + G ;w;

00:47:750 (7) - I think you know here (^:

00:49:329 (1,2) - Hard reverse direction jump. Reduce please or perhaps flip something here.

00:50:592 (1) - You know (^:

00:55:329 (5,6,7,8,1,2) - (1) and (2) are SO hard to catch here. Firstly (1) should slant with the stream before it and so should (2) really but mirrored. It's a hard hyper jump also for a rain so I would recommend a new pattern here or a stream perhaps but not highly recommending that.

00:58:802 (6,7,8,9) - Awkwardly spaced out notes. Try make more simple by something like this.


01:01:171 (3,4) - Too big of a space and almost a hyper here. Literally if 01:01:644 (4) - was moved to x:160 then (3) would be hypered. either try that or reduce here.

01:03:223 (1,2) - Another hard jump ;w;. Reduce please.

01:04:487 (6,7) - Be nice if these were mirrored sliders.

01:06:855 (5,6,7) - (5) should hyper to (6) and not (6) to (7) to be fitting with the music. try this here (Slanted slider is also recommended as hard to catch the droplets.


01:08:118 (4,5) - Hard jump. Either flip the 4 note stream before it or reduce distance here.

01:08:592 (6,1,2,3,4) - Hard jump between (6,1) move (1,2,3,4) to the left more like at about x:340

01:10:802 (1,2,3,4) - Although catchable it's still a little hard to catch these hyper jumps so I would recommend slanting again.

01:12:066 (5,6,7,8,1,2,3,4) - These do fit but I just think they are a bit squashed against the walls. Would say move them away from the sides a bit.

01:13:329 (1,2) - Too close to each other.

01:13:960 (3,4) - ^

01:15:855 (1,2,3,4,5,6,7,8) - Hmmm the flipped version is a bit hard here. Would try what you did before at 01:12:066 (5,6,7,8,1,2,3,4) -

01:17:118 (1,2,3,4) - Slant please. Also you tend to make all of these hypers which you didn't use here. consider adding all hypers to be consistent.

01:18:066 (4,1) - Hard Jump. Reduce please.

01:20:908 (1) - This really could go the opposite end of the map, It does not need to be right next to the previous note. Around x:448 would make it a nice hyper. Or another way is just place it right in the centre of the map at x:256.

01:31:013 (1,2,3,4) - You know what I am going to say here don't you (^: ?

01:32:750 (4,5) - Really awkward reverse direction catch. Try flip 01:32:908 (5,6,7,8) - and move them all to x:140.

01:34:171 (3,4,5) - Too closely place together ;w;. Spread out more please (Does no one use DS D: ?)

01:35:118 (2,3) - Direction flow again. Really hard for rains and should be in overdoses imo (only the big ones like these).

01:36:697 (3,4,5,6) - Movement is too frantic here. Maybe something like this ?


01:41:434 (1,2) - (2) REALLY needs to be mirrored to (1) and curved round to the left as it's a very awkward hyper jump.

01:42:381 (1,2,3,4,5) - Take a look at where the circle note stream is and the slider at the end ;w;. (5) just cuts off this flow by going straight up. Please slant to the left.

01:43:487 (7,1,2,3) - Too close to eachother again.

01:45:224 (5,6,7) - You know exactly what to do here (^: (01:45:224 (5,6) - is almost a hyper jump too).

01:46:171 (1,2) - (2) should mirror (1).

01:47:434 (1,2) - Errrr what ;w;! This should slant left as it looks pretty weird in play.

01:48:066 (7) - Hmmm this slider was a bit too slow as rains should have the player moving all the time unless on a quiet section. I would try not to have this going up so much and slope one way or the other.

01:48:539 (8,1,2,3,4) - Cutting it too close again.

01:49:644 (6,1) - Hard jump. move 01:49:644 (6) - left a bit to like x:272 for it to hyper.

01:50:276 (5,6) - You know (^:.

01:52:487 (1,2,3,4) - Ahhhhhh so many DDD: ! Slope in the directions the player will be going dude ;w;!

01:57:539 (1,2) - again these jumps are really hard to do in a rain. Should only see these in overdoses really.

02:00:381 (5,6) - Cutting off flow again. Slanterino.

02:02:276 (3) - it fits this one but it's so unexpected and hard to catch. Try do what I said earlier and make it a short stream instead of reverses.

02:08:434 (4,5,6,1) - So much straight stuff going on (that sounded weird) Keep the player moving by sloping (sorry if I said this too much but you know just modding ;w;).

02:11:434 (1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8) - The direction flow on these is pretty hard. Have where the streams hyper face the direction in which the player should jump to next otherwise it's quite a big missfest here ;w;.

Overdoze
Sorry if not that brill at these but can't really play/see changes that well in overdoses.

00:01:644 (1) - Why is there a note here ? absolutely no sound is here.sorry , i intent to add note here for purpose because i want to make a good flow on beginning part

00:02:434 (1) - I think you should just nudge this over to the left a little more just so it's not 75% impossible (^: (plus for the intro you want it a bit shorter spaced).i put that on purpose, it's like you'll do a warm jump before entering the 1st part of the diff

00:05:434 (3,4) - Too big for introduction and hard to catch. Reduce distance pleasetbh it's barely catchabe with normal dash

00:10:171 (1,2) - Shouldn't (1) dash to (2) instead? It would make more sense.nope , it'll ruin the 1st part's flow completely

00:16:960 (4,5,6,7,8) - Not really a big suggestion and will only mention this once but don't you think these could be curved more as in overdoses you should have the player moving non stop and this stream sort of lacks the movements.I agree for this one , fixed

00:20:118 (1,2,3,4,5) - Hmm awkward movement direction flow again (Serisouly I must have said awkward so many times XD. I am sorry for that). I would say either move 00:20:197 (2) - to the left and keep hyper so players can hyper better or move 00:20:434 (4) - to the left side of (3) and (5). Or both!sorry, In the past I find out many shape to make this part can be perfect to map, becuase i want that Impact flow on this part[/color]

00:21:697 (2) - ^ same but otherside on right side.nope, sorry

00:22:960 (2) - (Last one I will mention ^)same

00:29:434 (2) - I think this could be moved further left as it's a bit close atm to previous slider. like x:176 looks goodnope, i want to keep the low distance because it's confortable to catch & move

00:29:908 (4) - ^ samesame reason too

00:31:013 (5,6,7) - This is almost impossible to catch due to how sudden you need to stop. Please slant these notes more so that you can glide catch them.fixed

00:35:118 (5) - Last time I mention about the slant on these sliders also because I have mentioned it so many times before ;w;.nope for this one , sorry

00:40:487 (1,2,3,4) - I feel like there should be a hyper here somewhere as it's quite an intense section of the song. I agree, added

00:41:434 - should be note here as overdose should have note on almost every loud sound heard. (same for the same sound for later ones in this section of the song)sorry , because the drum sounds are dominant , besides, il'll kinda make the flow weird

00:50:592 (1,2,3) - I don't see any point in these sliders because there is no prompt sound on which it end on. Only the background noise.that's the core pattern of the overdoze diff :)

00:56:908 (4,5,6,7,8,9) - For consistency you should have 00:57:539 (6,7,8,9) - Sliders also.nope, I realized i wouldn't get an ideat spacing when i'm using slider for the next part

01:20:908 (1,2) - Think there should be a hyper here (1 being the hyper).nope, i feels it'll make the pattern a bit harder, since it's a slow flow

01:24:223 (1,2) - reduce distance a little bit as it's almost a hyper here. Or hyper. Or you could move 01:24:697 (2) - to x:392 instead. ^same reason

01:27:223 (1,2,3,4) - Notes too close to each other again. Spread them out boooi!.yap, I raise the distance for a few grids

01:31:802 (3) - I think it would be cooler if this note was at x:56.sorry , no changes for this one

01:33:539 (1,2,3,4) - Too close to each other againfixed

01:40:960 (7,1) - Be cool if there was a hyper jump here.added

01:42:381 (1,2,3,4) - Although hypers here for the kiai I still think (1) should be a single note on it's own for the start of the kiai at least as it would give more UMPH! for if the first note was a hyper at the start and not any later like this slider has on it's tail. (if that makes sense)I'm sorry for this one, I really waste many time to figure out how to make this jump in the past& i want to keep it like that

01:44:118 (7,8) - Mirror ?nope, because i think making into moderate spacing jump would make the next hyperjump harder

01:46:013 (3,4,5) - These are too close to each other (Trying to not make massive sentences now XD)yap, fixed

01:50:434 (4,1) - The recovery time after those hypers is really hard. Suggest moving (1) right more.

01:52:487 (1,2,3) - Man you do a lot of these ;-; should try finding different pattern for variety as it gets repetitive.sorry, i think it's not really a repetitive part since i put various position on it

01:52:960 (4,1) - ^ nope

01:58:802 (4,5) - Mirror ?same as ^

02:14:591 (3,4,5,6) - The movement here from left to right is quite intense for the quiet outro part. I would say reduce distances here.fixed

02:20:118 (5,1) - I don't think you need 2 hypers in a row for this quiet part ;-;.
sorry , it's a last part ,so i want something to keep player focus :)

I will probably leave Specs deluge as I don't think I can really judge what to improve due to my lack of knowledge and skill for deluges ;w;.
But I trust Spec has done a good job o/.
Plus oh boy that was a long mod ;w;.
Hope I helped out.
Good luck :3

Note 2 : Applied all the mods On Sauci's Rain
Kurokami
Hey.

[Muzukashii]

It would be nice to remove the Slider Velocity changes from this difficulty.

[Salad]

Approach Rate and Overal Difficulty must be equal so please change the AR to 7 or OD to 6.5.

I still find your way of mapping this song weird for this level but I know from my mod a year or so ago that you won't change it anyway. :c

[Platter]

00:07:487 (6,1) - This hyper flows really badly after that right movement at the previous pattern.

[Rain]

According to the new Ranking Criteria the Approach Rate should be between 7 and 9 while yours is 9.2. This is because Rain is the introduction of complex patterns on an acceptable speed. Please lower it. Everything pointed out below might be because of this.

00:08:908 (4,5) - Can you move these a bit closer to each other? Currently even if you know where to jump its a hard dash.
00:21:223 (5,6) - Really sudden distance change. I would say x:192 instead, or at least around there.
00:32:592 (4,1) - I would shorten this a little since the player might end up guessing the next note at right due to the previous jumping pattern and miss (1).
00:47:750 (7) - It would be nice to move this a little bit back to left so it won't be too sudden.
00:54:855 (3,4) - While I do understand that you want some bigger jump due to the high bpm that is a real challenge. Currently 2.00 is a really high one which easily cause misses.
01:01:171 (3,4) - Can you lower the distance here a little? This dash is really sudden and easy to mistime the next jump due this.
01:49:644 (6,1) - Lower the distance a bit due to the antiflow you mapped here.
01:52:644 (2,3) - This is a really sudden backwards movement after that Hyper. It would be nice to shorten the distance a little here too.
02:12:697 (8,1,2) - Although the pattern itself looks fine I would suggest another shortening since its hard to regain the control over the catcher after that 1/4 Hyper.

Rest seems fine. As I said, all of these might be because of the high AR but changing a few of them still won't hurt.
[]

Rest of the mapset seems to be fine but I asked for another check for the two hardest difficulty.
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