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Matsumoto Sara - Suika

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Total Posts
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Topic Starter
Kihhou
This beatmap was submitted using in-game submission on Monday, July 25, 2016 at 9:51:53 PM

Artist: Matsumoto Sara
Title: Suika
Source: 東方萃夢想 ~ Immaterial and Missing Power.
Tags: Drunken Flower 東方Project Touhou Yoi Hana _yoc. U2 Akiyama Uni よひむすび Riverside ZUN Oriental Memory of Forgathering Dream Suimusou Ibuki
BPM: 90
Filesize: 13063kb
Play Time: 06:30
Difficulties Available:
  1. Evanescence (5.52 stars, 1138 notes)
Download: Matsumoto Sara - Suika
Information: Scores/Beatmap Listing
---------------
Okorin ((bubbled))
Bonsai ((bubbled))
Natsu ((ranked))

so
ur
ces thanks Random c:
and more! thanks okorina~

!
[ Eon Fox ]
The timing is good for the most part, though the offset could be slightly tweaked. The title is indeed "Drunken Flower" (酔- Yoi and 花- Hana), and there technically wouldn't be Romanji here, since Romanji is primarily used when dealing with Katakana, not Kanji or Hirangana, so Drunken Flower would be correct. Your main problem, however, is that you are overusing kiai time. Quite a big chunk of it is in Kiai time, and it should be used more sparingly.
Topic Starter
Kihhou

VeronicaTheFox wrote:

The timing is good for the most part, though the offset could be slightly tweaked. The title is indeed "Drunken Flower" (酔- Yoi and 花- Hana), and there technically wouldn't be Romanji here, since Romanji is primarily used when dealing with Katakana, not Kanji or Hirangana, so Drunken Flower would be correct. Your main problem, however, is that you are overusing kiai time. Quite a big chunk of it is in Kiai time, and it should be used more sparingly.
thanks c: as for the kiai, itll be fine. doesnt matter as long as it makes sense. i only put the kiais during the chorus
Okoayu
fiNish thissss
Topic Starter
Kihhou

Okoratu wrote:

fiNish thissss
i will oko D:aaaaaaaa im just busy with things i need to do right now ><
Kinshara
omg approval map

go kihhou /o/
Topic Starter
Kihhou

Kinshara wrote:

omg approval map

go kihhou /o/
\o\ !
Krfawy
Hello! :3 So it's Krfawy from the Bleeding Queue! :3 I can't find anything wrong and all I can give are my very personal suggestions from the gameplay. If any of them is too harsh, I'm sorry and please, don't take it too seriously since the map plays really decent. And I must confess I love it even if I dislike Touhou stuff and asian vocals and marathons. A MIRACLE HAPPENED.

Evanescence
  1. 01:30:625 (1) - Thad slider just makes me kind of disappointed. If you follow all the existing rhythms in the whole map, this moment follows 'water drop + metalic-like-a-key sound' and later you do not map the vocals with anything, when in my personal opinion you should extend the slider till the beginning of the word(s) sung by that woman - I mean 01:31:291 - here. I really feel that depressing emptiness comparing to the filled with notes beginning of the song and the later moments when it's SC2 with that electronic kick.
  2. 02:15:958 (1) - CTRL + G? For me it just would play better.
  3. 02:17:291 (1) - Maybe CTRL + G again? I don't know why, just a flow feeling or something like that... I just find it more comfortable to play it like that.
  4. 02:29:291 (1,2,3,4,5) - Probably you'd rather kill me than used this pattern, but I think *THIS* combination would improve the flow a bit and give a bit variety to the map so people do not do things too blindly.
  5. 02:32:625 (4) - Everytime I play it, I want to start this slider from the reverse arrow side. ;_;
  6. 02:36:625 (3) - And at this one I usually start clicking it from the end of the slider instead of the head.
  7. 02:45:291 (1) - And again my wrong-sided-want. XD
  8. 03:13:125 (6) - *Nazi thing* For the perfect stacking I recommend to move it to (X=320 | Y=256)
  9. 03:46:958 (2,3) - This order is really hard to follow even if it's an Insane marathon. Consider using a reversed order of the notes, please, just for sake of the playability.
  10. 04:27:625 (5) - And again - I want to click the end of the slider instead of the head... This time I suggest it to improve the flow also, since it would play better with another slider because the transition would be more natural and roundish (I have no idea how to explain it in other words ;_;). And the same thing goes to 04:32:958 (4) - this moment.
  11. 04:50:625 (5) - The very similar thing as at the very beginning of the map. Don't you think a circle would fit better here? Or at least could you use 5% volumed green time line at the very end of this slider, please? I just can feel that the very end of the slider is too loud now and it doesn't follow the map in a proper way.
That's all from me! Sorry that I can't help you more, but I really have a feeling there's something that much to change or fix. Good luck with that beautiful marathon! I really liked that! ;3
Topic Starter
Kihhou

Krfawy wrote:

Hello! :3 So it's Krfawy from the Bleeding Queue! :3 I can't find anything wrong and all I can give are my very personal suggestions from the gameplay. If any of them is too harsh, I'm sorry and please, don't take it too seriously since the map plays really decent. And I must confess I love it even if I dislike Touhou stuff and asian vocals and marathons. A MIRACLE HAPPENED.

Evanescence
  1. 01:30:625 (1) - Thad slider just makes me kind of disappointed. If you follow all the existing rhythms in the whole map, this moment follows 'water drop + metalic-like-a-key sound' and later you do not map the vocals with anything, when in my personal opinion you should extend the slider till the beginning of the word(s) sung by that woman - I mean 01:31:291 - here. I really feel that depressing emptiness comparing to the filled with notes beginning of the song and the later moments when it's SC2 with that electronic kick. i wanna follow consistency of the other water part and have it short o3o also i prefer to leave vocals w/o instrumentals lol
  2. 02:15:958 (1) - CTRL + G? For me it just would play better. prefer not to have such a sharp jump pattern here :/
  3. 02:17:291 (1) - Maybe CTRL + G again? I don't know why, just a flow feeling or something like that... I just find it more comfortable to play it like that. yesss
  4. 02:29:291 (1,2,3,4,5) - Probably you'd rather kill me than used this pattern, but I think *THIS* combination would improve the flow a bit and give a bit variety to the map so people do not do things too blindly. loool these types of patterns i hate playing :c so i leave them out heheh
  5. 02:32:625 (4) - Everytime I play it, I want to start this slider from the reverse arrow side. ;_; ggg changed to different shape
  6. 02:36:625 (3) - And at this one I usually start clicking it from the end of the slider instead of the head. made the transitiion into that a bit more up and down oriented to prepare for itttt
  7. 02:45:291 (1) - And again my wrong-sided-want. XD id rather keep the sharp turn in slider direction :/
  8. 03:13:125 (6) - *Nazi thing* For the perfect stacking I recommend to move it to (X=320 | Y=256) wopoooo
  9. 03:46:958 (2,3) - This order is really hard to follow even if it's an Insane marathon. Consider using a reversed order of the notes, please, just for sake of the playability. i thought this wasnt so bad o-o ill get some more testplays first and see what to do with it after
  10. 04:27:625 (5) - And again - I want to click the end of the slider instead of the head... This time I suggest it to improve the flow also, since it would play better with another slider because the transition would be more natural and roundish (I have no idea how to explain it in other words ;_;). And the same thing goes to 04:32:958 (4) - this moment. ctrlgeddd
  11. 04:50:625 (5) - The very similar thing as at the very beginning of the map. Don't you think a circle would fit better here? Or at least could you use 5% volumed green time line at the very end of this slider, please? I just can feel that the very end of the slider is too loud now and it doesn't follow the map in a proper way. made it lower volume o3o
That's all from me! Sorry that I can't help you more, but I really have a feeling there's something that much to change or fix. Good luck with that beautiful marathon! I really liked that! ;3
thank you c: glad you liked it lol
LordRaika
Hitsound Mod request from my Modding Queue


osuu~ :)
Here is my HM as request :

Hitsound Mod
[Hitsound]
  1. Yep, Here's as requested to replace your TING sound XD , rename into soft-hitnormal7.wav and set volume like 75 ~ 100% >w< , yea remove the finish7. yea because i prefer it rather than hitnormal+hitfinish.
  2. download and rename as soft-hitnormal2.wav this is for this section 04:27:958 - , you see that it really fits the song itself >w< rather than loud default sound XD
  3. Rename as soft-hitnormal3.wav, as this one works much better for calm part like this >>> 04:51:291 - seriously , i like it this way XD, hope you have the same preferences >w< unless you love loud defualt soft sound so much T^T
oh gawd... orz i think that's all... what else? you use a consistent hitsound, nothing more to be mod XD haha,
the custom itself looks fitting and really serves their purpose as custom hitsound ^^b

But pls feel free to poke me in-game if u want to ask or discuss smthg bout the hitsound in this beatmap >w<
that's all i can help to improve the hitsound, and i did check on where and when u put additional... seems fine looks like no missing \^^/
Okoayu
"I hate hitnormals" - Raika, 2014
LordRaika

Okoratu wrote:

"I hate hitnormals" - Raika, 2014
ohi Kokoratu :D/
make it "Default soft hitnormal" to be specific....
umm, yea , I . . . , we have had enough for default hitnormal, it's indicating missing hitsound
also it's way to loud if you aim for default soft whistle or smthg... XD that's why......

unless default normal-hitnomral, it has the purpose for loud snare or drum-ish, but again...
it's bad if some mapper jst to spam it all way.... orz ( especially mania , furthermore with high volume..., im dead )
Topic Starter
Kihhou

LordRaika wrote:

Hitsound Mod request from my Modding Queue


osuu~ :)
Here is my HM as request :

Hitsound Mod
[Hitsound]
  1. Yep, Here's as requested to replace your TING sound XD , rename into soft-hitnormal7.wav and set volume like 75 ~ 100% >w< , yea remove the finish7. yea because i prefer it rather than hitnormal+hitfinish.
  2. download and rename as soft-hitnormal2.wav this is for this section 04:27:958 - , you see that it really fits the song itself >w< rather than loud default sound XD
  3. Rename as soft-hitnormal3.wav, as this one works much better for calm part like this >>> 04:51:291 - seriously , i like it this way XD, hope you have the same preferences >w< unless you love loud defualt soft sound so much T^T
oh gawd... orz i think that's all... what else? you use a consistent hitsound, nothing more to be mod XD haha,
the custom itself looks fitting and really serves their purpose as custom hitsound ^^b

But pls feel free to poke me in-game if u want to ask or discuss smthg bout the hitsound in this beatmap >w<
that's all i can help to improve the hitsound, and i did check on where and when u put additional... seems fine looks like no missing \^^/
mmm i used the water sound and softhitnormal 2 but ill have hitnormal3 as is for now til i find something better o3o only b/c i want to keep that section modest without drums sounds. thank you raika!! love hitnormal2 c:

maybe i should go through jemmmmmmmmmmmys akasha and see if i can get the notes for that section
Winnie
Here as requested from modding queue
First off this song is absolutely god tier lets get this ranked :)


Evanescence

  • 01:57:958 (4,5) - The matter of placement on this one is a sharp cut to the left. I would suggest moving it up more instead of to the left. The previous sequence doesn't have a sharp cut but instead a clockwise rotation. Moving it will make the flow smoothen out more instead of sharp cuts when jumping especially for a smooth song like this. Like this is reasonable 02:08:625 (3) - because of i not being far fetched to the left or right and is only a simple diagonal jump
    04:51:291 (1,1) - What's with the NC changes here, it sounds like they are from the same part of the song
    I don't really have anything to say, it seems good to me. I'm not sure what others would say about the jumps on this song. There are some parts with only single notes where it gets excessively crazy, but I will leave it at that. Decreasing it down a little wouldn't hurt because the song isn't that strong enough to represent those jumps. Minor adjustments is fine but throughout the song is was really nice. Sorry for not having any clue what to look at. Next Time! :)
Topic Starter
Kihhou

Kocari wrote:

Here as requested from modding queue
First off this song is absolutely god tier lets get this ranked :)


Evanescence

  • 01:57:958 (4,5) - The matter of placement on this one is a sharp cut to the left. I would suggest moving it up more instead of to the left. The previous sequence doesn't have a sharp cut but instead a clockwise rotation. Moving it will make the flow smoothen out more instead of sharp cuts when jumping especially for a smooth song like this. Like this is reasonable 02:08:625 (3) - because of i not being far fetched to the left or right and is only a simple diagonal jump sharp turn to emphasize the strong "clap" sound
    04:51:291 (1,1) - What's with the NC changes here, it sounds like they are from the same part of the song ooops fixed some nc problems here
    I don't really have anything to say, it seems good to me. I'm not sure what others would say about the jumps on this song. There are some parts with only single notes where it gets excessively crazy, but I will leave it at that. Decreasing it down a little wouldn't hurt because the song isn't that strong enough to represent those jumps. Minor adjustments is fine but throughout the song is was really nice. Sorry for not having any clue what to look at. Next Time! :)
cool! thanks for modding!
sheela


Oh my god. You're still alive Kihhou. And hey.

General

  1. TicClick's tool checks if any hitsounds are unused. What it founded is that drum-hitwhistle.wav is a victim of it. You can remove it or if you have the intention to use it, use it. Else, there might be a disqualification due to this.
  2. soft-hitnormal7.wav has a delay of 4ms. Please remove that delay to avoid the disqualification.

Evanescence

  1. 01:53:291 (6,1) - It makes an awkward movement, and it doesn't feel comfortable to me due to the short distance and gap in the timeline. I suggest stacking it. I don't think it would be a problem. This also goes to 01:56:291 (1) - 01:58:958 (1) - 02:01:291 (7) - 03:24:291 (2) - . Also, they don't have to be strictly stacked. You can make a little overlap.
  2. 02:14:291 (5) - Flip it vertically? It seems to make a better flow to 02:13:958 (4) . Or the slider (4) could be flipped vertically.
  3. 02:25:791 (2,1) - I don't if it's intended, but the blanket pattern isn't perfect.
  4. 03:18:458 (6) - Stack it with the previous slider's head? Since you did to 03:07:291 (5,6) -, it would keep the consistency. Else, make add a greater distance between 03:18:458 (6,1) due to the downbeat landing there.
  5. 03:19:625 (3) - Switch the head and tail? The flow from this to 03:19:125 (2) seems pretty uncomfortable to me.
  6. 03:21:291 - This part is similar 01:53:291 . In the first part, there's pauses, but the second part doesn't have pauses, which makes an inconsistency in the rhythm. I suggest you either fill the empty beats in the first part, or au contraire add empty beats in the second.
  7. 04:11:958 (1) - Hmm... To me, the curve doesn't make a good flow to 04:11:791 (7) . Well, you should blame my skills in osu!, but I think a straight slider that has the last node on x:107 y:23 would fit.
  8. 04:28:958 (4) - The distance is pretty low compared to the others, and it makes a weird movement for the cursor. You can just add more distance between them. And there's also 04:35:625 (4) .
  9. 04:31:291 (3,4) - The overlap is a bit ugly. Why not moving the circle next to the corner of the slider? Like x:458 y:230.
  10. 05:02:625 - I am not a master with hitsounds, but there's too much whistle compared to the previous part. Those two part are basically the same, so the hitsound should be the same. That's why I suggest to remove the claps on the red tick for that part, and starting from 04:51:958 -, you should add claps on the white ticks.
  11. 05:14:625 (1) - The spinner is too short (666 ms). I don't think the players will spin to a 300 points. I think a slider would just fit.
  12. 06:01:625 (3) - In my opinion, this circle seems to be not visible after 06:01:291 (1) -, so I think players might fail the pattern 06:01:291 (1,2,3,4) . You can try switching places of 06:01:625 (3,4) in order to see the circle, and I think that pattern goes very well for the flow.
Really fun map, Kihhou! Hope you'll get this ranked early, so here's a star to boost the star priority! Good luck with the map! If you have questions concerning about the mod, don't hesitate on asking them!
Topic Starter
Kihhou

sheela901 wrote:



Oh my god. You're still alive Kihhou. And hey.

General

  1. TicClick's tool checks if any hitsounds are unused. What it founded is that drum-hitwhistle.wav is a victim of it. You can remove it or if you have the intention to use it, use it. Else, there might be a disqualification due to this. ooops i forgot to take it out ><
  2. soft-hitnormal7.wav has a delay of 4ms. Please remove that delay to avoid the disqualification. uhh idk how lol so ill leave a note for later o3o and ask someone to help me with it

Evanescence

  1. 01:53:291 (6,1) - It makes an awkward movement, and it doesn't feel comfortable to me due to the short distance and gap in the timeline. I suggest stacking it. I don't think it would be a problem. This also goes to 01:56:291 (1) - 01:58:958 (1) - 02:01:291 (7) - 03:24:291 (2) - . Also, they don't have to be strictly stacked. You can make a little overlap. i want to keep it moving >< it feels right to me since the musici s very smooth
  2. 02:14:291 (5) - Flip it vertically? It seems to make a better flow to 02:13:958 (4) . Or the slider (4) could be flipped vertically.
  3. 02:25:791 (2,1) - I don't if it's intended, but the blanket pattern isn't perfect. i am so lazy with blankets now lol fixed
  4. 03:18:458 (6) - Stack it with the previous slider's head? Since you did to 03:07:291 (5,6) -, it would keep the consistency. Else, make add a greater distance between 03:18:458 (6,1) due to the downbeat landing there. only cuz there was piano there o3o i wouldve stacked at tail but the flow wouldve been weird sooo ill leave as is for noww
  5. 03:19:625 (3) - Switch the head and tail? The flow from this to 03:19:125 (2) seems pretty uncomfortable to me. that would put emphasis on 03:19:958 (1) - with more of an angle and i dont want that :/
  6. 03:21:291 - This part is similar 01:53:291 . In the first part, there's pauses, but the second part doesn't have pauses, which makes an inconsistency in the rhythm. I suggest you either fill the empty beats in the first part, or au contraire add empty beats in the second. all the pauses are parts with 1/1 slider o3o plays the same click wise
  7. 04:11:958 (1) - Hmm... To me, the curve doesn't make a good flow to 04:11:791 (7) . Well, you should blame my skills in osu!, but I think a straight slider that has the last node on x:107 y:23 would fit. yess
  8. 04:28:958 (4) - The distance is pretty low compared to the others, and it makes a weird movement for the cursor. You can just add more distance between them. And there's also 04:35:625 (4) . ok o3o
  9. 04:31:291 (3,4) - The overlap is a bit ugly. Why not moving the circle next to the corner of the slider? Like x:458 y:230. i love my overlaps D;
  10. 05:02:625 - I am not a master with hitsounds, but there's too much whistle compared to the previous part. Those two part are basically the same, so the hitsound should be the same. That's why I suggest to remove the claps on the red tick for that part, and starting from 04:51:958 -, you should add claps on the white ticks. fixedd
  11. 05:14:625 (1) - The spinner is too short (666 ms). I don't think the players will spin to a 300 points. I think a slider would just fit. as long as auto gets 1000 in the spinner, its fine o3o also think spinning is a good way to transition from a really slow part to a fast part, better than just increasing SV and DS out of nowhere
  12. 06:01:625 (3) - In my opinion, this circle seems to be not visible after 06:01:291 (1) -, so I think players might fail the pattern 06:01:291 (1,2,3,4) . You can try switching places of 06:01:625 (3,4) in order to see the circle, and I think that pattern goes very well for the flow. hmmm i had oko testplay it and he did fine. but then again oko is a god. ill get a few more people to testplay and see o3o
Really fun map, Kihhou! Hope you'll get this ranked early, so here's a star to boost the star priority! Good luck with the map! If you have questions concerning about the mod, don't hesitate on asking them!
yessssssss c: thank you sheellaaa! for the mod and the star~
VINXIS
holee fuk

mod will b here jk making a new post

also ill do that delay fix thing 4 u that u prolly have fixed already lmao
Topic Starter
Kihhou

VINXIS wrote:

holee fuk

mod will b here

also ill do that delay fix thing 4 u that u prolly have fixed already lmao
i dont have it fixed yet LOL ;-; sheela gave me one~
sheela

Kihhou wrote:

sheela901 wrote:

soft-hitnormal7.wav has a delay of 4ms. Please remove that delay to avoid the disqualification. uhh idk how lol so ill leave a note for later o3o and ask someone to help me with it
You can use an audio editing software, like Audacity. But here's one: http://puu.sh/fC8wh/60e87749f7.wav
Topic Starter
Kihhou
ooo with much thanks sheela c:
VINXIS
nicebro this shit is areally good map holy shi t

from me moddin q

lov dese kindsa maps

general
01:01:291 - I'd say move the timing point here just in case the QAT will be like dafuq is dis spinner bs shiet before the timing point u feel
ya imo this shit feels like it cud use a storyboard dam
hte diff
imo OD 7 is wayyyyyyyy too lax 4 this u feel... shit like od 8.3-8.5 wud be better tbh
ok fuck I'm gunna use default skin
01:05:291 (1,2,3,4) - tbh i think (3) should be #1 and u sud just make it go in a circle imo that plays better (and then stack 4 under 1)
01:19:125 (4) - tbh somewhere around x:276 y:252 wud play better
01:30:625 (1) - imo if u just made this a circle instead that has volume raised to max that'd play a lot better but ur choice
01:44:291 (3) - Ctrl+G 4 sik flo
01:53:291 (6,6,7,7) - Nc lmao
01:42:625 (1,3) - tbh parallel wud look better but w/e
01:47:625 (6,7,1) - if this had the same spacing it'd look moar kawaii and wud play better but yea. If you moved (7) to somewhere like x:304 y:172 that'd be dank u feel
01:56:291 (1,2) - um
02:19:125 (4) - YA
02:58:291 (3,4) - Ctrl+G plays much better
02:59:958 (1,2,3,4,5,6) - rotate 90 deg clockwise, and then x:344 y:82? looks like a better jump than before tbh
03:20:958 (3) - Ctrl+G looks better <:
03:39:625 (5) - imo this'd look and play better if it was a Ctrl+GHJ or (4) ufeel
03:41:625 (2,3) - Ctrl+G, it looks likea flow problem, should be fine though
04:16:291 (2) - Ctrl+G looks more hentai
04:21:291 (1,2,3,4,5,6,1,1,2,3,1,2,3,1,2,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5) - this is the best part in the map hands dow n
04:50:625 (5) - tbh u sud nc this too, sicne it has a different feel than the part before and after
05:02:625 (1,1) - remove ncs tbh ok actually nvm, it felt like combo overuse from this point on but it's justified and not bad doe so
05:20:625 (5) - tbh u sud make this 3.39x away from (4) since (3) is that far away from (2) and wud play better mayb i think idk... mostprobably
06:01:291 (1,2,3,4) - THIS IS THE MAIN PROBLEM, I REALLY WANT YOU TO FIX THIS ASDF. This does not play well at all right after a big load of jumps i s2g m888. Anyway I can say that this naturally plays MUCH better, but yea, I just really want u to change this holy dam god fukin damnit asdf
06:06:958 (2) - Ctrl+G 4 aesthetic
06:13:291 (1,2,3) - wub be better if same D.S. pls b0ss
06:22:625 (5) - add note pls
hentai map
i love this map man
pls app alredy

I JUST REALISED LMAO VENGEANCE KICK SAMPLE s IM DYIN G
Topic Starter
Kihhou

VINXIS wrote:

nicebro this shit is areally good map holy shi t !!!

from me moddin q

lov dese kindsa maps

general
01:01:291 - I'd say move the timing point here just in case the QAT will be like dafuq is dis spinner bs shiet before the timing point u feel should be fine o-o
ya imo this shit feels like it cud use a storyboard dam i dont have the slightest idea on how to make a storyboard
hte diff
imo OD 7 is wayyyyyyyy too lax 4 this u feel... shit like od 8.3-8.5 wud be better tbh but i wanna be able to play it ;-; shhhh 7.5 for now
ok fuck I'm gunna use default skin
01:05:291 (1,2,3,4) - tbh i think (3) should be #1 and u sud just make it go in a circle imo that plays better (and then stack 4 under 1)uh. did something like that. here o-o
01:19:125 (4) - tbh somewhere around x:276 y:252 wud play betterdont want a smooth flow here but i did adjust some angles so it should play a bit better
01:30:625 (1) - imo if u just made this a circle instead that has volume raised to max that'd play a lot better but ur choice used a reverse slider to give it more of a finish
01:44:291 (3) - Ctrl+G 4 sik flo sikflo ok
01:53:291 (6,6,7,7) - Nc lmao i want to show it section off for the pauses but im not sure if i should or not.. idk whether itll throw people off if i NC like normal. ill get more opinions on this first
01:42:625 (1,3) - tbh parallel wud look better but w/e i would not like that here D:
01:47:625 (6,7,1) - if this had the same spacing it'd look moar kawaii and wud play better but yea. If you moved (7) to somewhere like x:304 y:172 that'd be dank u feel i feel
01:56:291 (1,2) - umwat
02:19:125 (4) - YAno :c
02:58:291 (3,4) - Ctrl+G plays much better not good emphasis imo
02:59:958 (1,2,3,4,5,6) - rotate 90 deg clockwise, and then x:344 y:82? looks like a better jump than before tbh i like it!
03:20:958 (3) - Ctrl+G looks better <: i prefer as is
03:39:625 (5) - imo this'd look and play better if it was a Ctrl+GHJ or (4) ufeel i like as is o-o
03:41:625 (2,3) - Ctrl+G, it looks likea flow problem, should be fine though back and forth flow is indeed intentional o3o
04:16:291 (2) - Ctrl+G looks more hentai not the flow im looking for here
04:21:291 (1,2,3,4,5,6,1,1,2,3,1,2,3,1,2,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5) - this is the best part in the map hands dow n ~ weooo
04:50:625 (5) - tbh u sud nc this too, sicne it has a different feel than the part before and after sure
05:02:625 (1,1) - remove ncs tbh ok actually nvm, it felt like combo overuse from this point on but it's justified and not bad doe so o3o
05:20:625 (5) - tbh u sud make this 3.39x away from (4) since (3) is that far away from (2) and wud play better mayb i think idk... mostprobably
06:01:291 (1,2,3,4) - THIS IS THE MAIN PROBLEM, I REALLY WANT YOU TO FIX THIS ASDF. This does not play well at all right after a big load of jumps i s2g m888. Anyway I can say that this naturally plays MUCH better, but yea, I just really want u to change this holy dam god fukin damnit asdf ok lol except i made it rotate the other way to make it rotate the opposite of the huge triangle
06:06:958 (2) - Ctrl+G 4 aesthetic i like as is o-o
06:13:291 (1,2,3) - wub be better if same D.S. pls b0ss uhhh nu o3o not there atleast cuz of the tick tick sound that i wanna emphasize
06:22:625 (5) - add note plsthat note starts on the yellow and to make someone click it and then 100 and some shit starts and i gotta deal with it later naaaaa ill just put a spinner
hentai map
i love this map man
pls app alredy

I JUST REALISED LMAO VENGEANCE KICK SAMPLE s IM DYIN G
aaathanks for modding ! loool
VINXIS
ya npnp


o uh

Kihhou wrote:

01:56:291 (1,2) - umwat
so lik 1 is stacked at slider head n 2 is where 1 was

ye a
Topic Starter
Kihhou

VINXIS wrote:

ya npnp


o uh

Kihhou wrote:

01:56:291 (1,2) - umwat
so lik 1 is stacked at slider head n 2 is where 1 was

ye a
mmm id rather have it continuously moving o3o
LucyS
Hello
From Queue =3

[Evanescence]
01:53:291 (6) - Stack this on 01:53:625 (1) - I think better to read the gap like 01:29:958 (3,4), At least make this jump bigger, fits nice here.
01:53:291 (6) - Nc should be here, like you did here 03:23:958 (1) - shouldn't?
01:55:958 (6) - 01:58:625 - 02:01:291 - ^
02:19:625 (6) - Ctrl G? I think better to play.
04:51:291 - This part is very quiet, I think you could lower the hitsounds volume a bit.
05:14:625 (1) - In my opinion you should increase this slider to 05:15:791 - or 05:15:958 - these short spinners kill me x.x and this way you complete the noise that starts at 05:14:625

This is all I found, Really nice map ;D
Take this ✩
Good luck!
Leorda
What's up, dawg?

[General]
* Where's Suika Ibuki? This sound like her theme... how about including her in BG?

[Evanescence]
01:56:291 (1) - Move further away from previous one because it'll confuse players to read the spacing that they thought that this was snap at red tick
02:01:625 (1) - ^
02:22:958 (2,3) - Swap this placement to make a better flow? Your current one were break-flow btw
02:38:291 (5) - This one was (probably) anti-jump to me. This can confuse players to read them. How about move further away from previous one to make player able to read it?
05:24:291 (2,3) - Swap these placement to make a circular flow?

Good luck~
Topic Starter
Kihhou

LucyS wrote:

Hello
From Queue =3

[Evanescence]
01:53:291 (6) - Stack this on 01:53:625 (1) - I think better to read the gap like 01:29:958 (3,4), At least make this jump bigger, fits nice here. i just want linear flow and patterns :c
01:53:291 (6) - Nc should be here, like you did here 03:23:958 (1) - shouldn't? ooops! uhhh fixed the other one actually
01:55:958 (6) - 01:58:625 - 02:01:291 - ^
02:19:625 (6) - Ctrl G? I think better to play. yess
04:51:291 - This part is very quiet, I think you could lower the hitsounds volume a bit. ok
05:14:625 (1) - In my opinion you should increase this slider to 05:15:791 - or 05:15:958 - these short spinners kill me x.x and this way you complete the noise that starts at 05:14:625 sureeee

This is all I found, Really nice map ;D
Take this ✩
Good luck!
thank you c: for the mod and star!

Leorda wrote:

What's up, dawg?

[General]
* Where's Suika Ibuki? This sound like her theme... how about including her in BG? oooo i had no idea :X ill add to tags. i thought about having her as bg but now think that it doesnt fit this music. her looks and original music are too different!

[Evanescence]
01:56:291 (1) - Move further away from previous one because it'll confuse players to read the spacing that they thought that this was snap at red tick little o3o trying to make it so they understand first beat has 1/1 pause in clicking but added distance anywayss
02:01:625 (1) - ^ ^
02:22:958 (2,3) - Swap this placement to make a better flow? Your current one were break-flow btw it was partially my intention for the pause in vocals in the music but i now made it a bit better to play i think since its not as much of an angle
02:38:291 (5) - This one was (probably) anti-jump to me. This can confuse players to read them. How about move further away from previous one to make player able to read it? ok
05:24:291 (2,3) - Swap these placement to make a circular flow? do not want circular flow there :C

Good luck~
thank you for the mod! :D
Zetera
Hi, you solved my puzzle so you get a mod.

[General]

Gave it a full testplay, I think the curve speaks for itself. I'll mention where the misses happened.

[Evanescence]

|01:28:125 (2) - You can also turn this one around so its direction is to the left, it would emphathize the flow of the following objects except for 01:29:291 (1) - , which is not too tragic since the direction of the slider is the same as it would be when you tried to fix it in the favor of this change. So there would be no problems caused by that. It's also cool the way it is tho.
|02:13:791 (3,4) - The distance between those is a little too high, even as an indicator for the harder Kiai. It's simply a bit too much, no matter if it is supported by hitsounds. Other parts with this set of hitsound don't have a spacing this big either.
|02:56:291 - Biiiig difficulty spike. I was SS'ing this map up to that point, then I failed. It's a cool idea though, which causes this point not to be unrankable, but I'd still highly suggest that you decrease the spacing of those a little bit. Just so that you don't fail at your first try. I mean I still can't FC this. Also applies for 04:24:291 - and 05:57:625 - .
|04:40:958 (4,1) - This optically bothered me a bit, there's nothing wrong with the playability of this pattern though. Maybe you just want to move 4 to the right of 1.
|04:45:625 (3,4,5) - Inbetween the other patterns with the high spacing, the patterns 04:45:625 (3,4,5) - and 06:09:291 (1,2,3,4,5) - look crowded and they are awkward to be played. Just space those two patterns a bit more and you'll be fine.

Other than that.. I love this map. Cool style, could imagine that most of the maps in this year look like this seems it seems to become a trend. The hitsounds are fantastic. I argued with myself over the usage of bass on such a calm song as a hitnormal, but in connection with the additions, they work perfectly.
Just a tiny thing, |Maybe you want to add a skin element that doesn't change too much, like the particles coming from the cursor and the sides of the screen at occasions (I think it's star2), that would make it look a little more majestic, but that's totally not important.

Good luck with ranking this!
Topic Starter
Kihhou

Sala- wrote:

Hi, you solved my puzzle so you get a mod.

[General]

Gave it a full testplay, I think the curve speaks for itself. I'll mention where the misses happened. l0l
[Evanescence]

|01:28:125 (2) - You can also turn this one around so its direction is to the left, it would emphathize the flow of the following objects except for 01:29:291 (1) - , which is not too tragic since the direction of the slider is the same as it would be when you tried to fix it in the favor of this change. So there would be no problems caused by that. It's also cool the way it is tho. id prefer to keep as is to emphasize the short beeps on the sliders' heads o3o
|02:13:791 (3,4) - The distance between those is a little too high, even as an indicator for the harder Kiai. It's simply a bit too much, no matter if it is supported by hitsounds. Other parts with this set of hitsound don't have a spacing this big either. lowered itt
|02:56:291 - Biiiig difficulty spike. I was SS'ing this map up to that point, then I failed. It's a cool idea though, which causes this point not to be unrankable, but I'd still highly suggest that you decrease the spacing of those a little bit. Just so that you don't fail at your first try. I mean I still can't FC this. Also applies for 04:24:291 - and 05:57:625 - . mmmmmm im really think it should be that way as its the highest tension points in the song. ill try to make a few spacings smaller for more breathing room but i like the overall difficulty
|04:40:958 (4,1) - This optically bothered me a bit, there's nothing wrong with the playability of this pattern though. Maybe you just want to move 4 to the right of 1. mmm i tried to pretty it up
|04:45:625 (3,4,5) - Inbetween the other patterns with the high spacing, the patterns 04:45:625 (3,4,5) - and 06:09:291 (1,2,3,4,5) - look crowded and they are awkward to be played. Just space those two patterns a bit more and you'll be fine. ok o3o

Other than that.. I love this map. Cool style, could imagine that most of the maps in this year look like this seems it seems to become a trend. The hitsounds are fantastic. I argued with myself over the usage of bass on such a calm song as a hitnormal, but in connection with the additions, they work perfectly.
Just a tiny thing, |Maybe you want to add a skin element that doesn't change too much, like the particles coming from the cursor and the sides of the screen at occasions (I think it's star2), that would make it look a little more majestic, but that's totally not important. nmaybe xP

Good luck with ranking this!
thanks! thank you for modding!
sorciere
a few = 12, now you know (I'm truly sorry).

[General]

The start, including 1st kiai section, is so fun to play and I personally feel it's perfect. The middle is harder, but managable (until 04:25:291 (1,2,3,4,1,2,3,4) - ). Last hard pattern killed me as well. I'm just bad, so probably expert-level players will find this map to be fairly simple and fun.

[Evanescence]

05:13:291 (1) - Small thing, but is it ok if you move this to (324,176)?
06:01:458 (2,3) - I feel it's better to ctrl + G these for a circular flow.
06:02:625 (1,2) - same as ^, I guess I'm so bad that it's required. If you prefer your style, don't change it.
06:06:291 (5,6) - How about increasing the space between them? It can help emphasise the sound-thing. < I like x3.9

It's too playable for a 5.59 star, make it harder pls (no don't do that I love the map as it is, to the extent that it pains me to mod it.).
Here's a star. I'd say it's really rankable now, good luck!
fergas
  1. 01:02:625 - highly recommend to start map on this beat. end spinner 01:02:458 - or 01:02:291 - . Not sure that many peopple would pass 01:02:791 - perfectly.
  2. 01:03:125 (2,3) - suggest also to move cirle closer to next slider for more comfortable jump
  3. 01:13:958 (4,5,6) - same as b4. stronge beat on 01:14:313 - should emphasized with stronger jump than 01:14:458 - .
  4. 01:37:791 - 01:37:291 - mb betterto translate that hs into drum-hitfinish. You know with disabled hit sounds it will be whistle sound on origiank kick from track
  5. 01:40:625 (4,5,1) - i think flow 01:40:625 (4,5) - should be on 01:40:958 (5,1) - till on 01:40:958 - starts new word and on 01:41:291 - next syllable. Hope you understand what i mean
  6. 01:55:291 (3) - ctrlg?
  7. 01:58:625 (7,1) - i think you should more emphasize that pause. Before this on beat 01:58:291 - starts new words but this you make it contrariwise and start pause with new word 01:58:625 - . This can be hard readable for many players. I am taliking about all same places. Why not to make them with 1/2 slider?
  8. and here is place 02:03:291 - where tou could paste 1/2 pause
  9. 02:29:791 (4,5) - maybe make this jump a bit longer?
  10. 02:40:958 (4,5,1) - preefer to see that flow more curved
  11. 02:59:458 (2,3,4,1) - i dont think that such thing works in a good way. You place screen jump and after slow slider. It plays good but... looks strange as for me
  12. 03:01:958 (5,6) - imo such hidden stacks dont suit for map
  13. 05:09:958 (3) - maybe try to start 1/2 slider on 05:10:625 - it looks starge for me becsue before 04:58:958 - you ignored such circles
  14. 05:15:791 - mute end of spinner?
  15. 06:22:791 - i thnik spinner shoudl start here
  16. 02:38:958 (2,3,4,5,1) - 03:22:291 (4,5,1,2,3,4) - as for me that pattern look a bit strange. Cant explain why but i feel like they are uncomfortabel to play. Thats why i mention them im the end - you can ignore.
All the best!
Topic Starter
Kihhou

Rokkea wrote:

a few = 12, now you know (I'm truly sorry). lol no worries~

[General]

The start, including 1st kiai section, is so fun to play and I personally feel it's perfect. The middle is harder, but managable (until 04:25:291 (1,2,3,4,1,2,3,4) - ). Last hard pattern killed me as well. I'm just bad, so probably expert-level players will find this map to be fairly simple and fun.

[Evanescence]

05:13:291 (1) - Small thing, but is it ok if you move this to (324,176)? sure o3o
06:01:458 (2,3) - I feel it's better to ctrl + G these for a circular flow. i want reversed rotation for a complete change in music
06:02:625 (1,2) - same as ^, I guess I'm so bad that it's required. If you prefer your style, don't change it. prefer as is ><
06:06:291 (5,6) - How about increasing the space between them? It can help emphasise the sound-thing. < I like x3.9 good idea but atm i prefer to map for pattern

It's too playable for a 5.59 star, make it harder pls (no don't do that I love the map as it is, to the extent that it pains me to mod it.).
Here's a star. I'd say it's really rankable now, good luck!
thank you! >.<

fergas wrote:

  1. 01:02:625 - highly recommend to start map on this beat. end spinner 01:02:458 - or 01:02:291 - . Not sure that many peopple would pass 01:02:791 - perfectly. thats alright its just beginning of the map lol they can figure it out
  2. 01:03:125 (2,3) - suggest also to move cirle closer to next slider for more comfortable jump ok o-o
  3. 01:13:958 (4,5,6) - same as b4. stronge beat on 01:14:313 - should emphasized with stronger jump than 01:14:458 - . were following different things i see. i found stronger beat to be on 01:14:458 -
  4. 01:37:791 - 01:37:291 - mb betterto translate that hs into drum-hitfinish. You know with disabled hit sounds it will be whistle sound on origiank kick from track ugh too much work for just that. its a common thing to do too
  5. 01:40:625 (4,5,1) - i think flow 01:40:625 (4,5) - should be on 01:40:958 (5,1) - till on 01:40:958 - starts new word and on 01:41:291 - next syllable. Hope you understand what i mean yep. made the two syllable sliders fit together more
  6. 01:55:291 (3) - ctrlg? nah i dont like how that plays o-o
  7. 01:58:625 (7,1) - i think you should more emphasize that pause. Before this on beat 01:58:291 - starts new words but this you make it contrariwise and start pause with new word 01:58:625 - . This can be hard readable for many players. I am taliking about all same places. Why not to make them with 1/2 slider? i follow instrumentals way more than vocals
  8. and here is place 02:03:291 - where tou could paste 1/2 pause
  9. 02:29:791 (4,5) - maybe make this jump a bit longer? rather prioritize pattern here as its a very nice violin riff ( if thats the right word to use)
  10. 02:40:958 (4,5,1) - preefer to see that flow more curved hah? o-o
  11. 02:59:458 (2,3,4,1) - i dont think that such thing works in a good way. You place screen jump and after slow slider. It plays good but... looks strange as for me if it plays well, good c: no reason to change imo unless its super ugly which i think is fine
  12. 03:01:958 (5,6) - imo such hidden stacks dont suit for map the ar is so high that its readable o-o
  13. 05:09:958 (3) - maybe try to start 1/2 slider on 05:10:625 - it looks starge for me becsue before 04:58:958 - you ignored such circles those two parts arent the same place D:
  14. 05:15:791 - mute end of spinner? oh yesyes
  15. 06:22:791 - i thnik spinner shoudl start here piano sound on 1/8 tick l0l
  16. 02:38:958 (2,3,4,5,1) - 03:22:291 (4,5,1,2,3,4) - as for me that pattern look a bit strange. Cant explain why but i feel like they are uncomfortabel to play. Thats why i mention them im the end - you can ignore. i like the way they look ;-; orz
All the best!
thank you for the mod !
Euny
hi there!? your request! came from my queue



  • Evanescence
  1. 01:48:625 (3,4) - ctrl G for better flow?
  2. 01:58:625 (7) - i think, slider is better than single note. ( it's fit to tempo, also vocal )
  3. 02:17:958 (3) - ctrl G for better flow?
  4. 02:41:291 (1) - remove whistle and add drum finish at the slider's head?
  5. 02:43:125 (2,1) - i think make perfect stack is better.
  6. 02:46:625 (1) - remove whistle and add drum finish at the slider's head?
  7. 03:23:291 (3,5) - make perfect stack.
  8. 04:14:625 (1) - remove whistle and add drum finish at the slider's head?
  9. 04:35:291 (3,4) - how about rotate this slider with 45 degrees and place that?
  10. 05:48:625 (3,4) - ctrl G for better flow?

sorry for poor modding.
but i do my best > <....
Topic Starter
Kihhou

Euny wrote:

hi there!? your request! came from my queue



  • Evanescence
  1. 01:48:625 (3,4) - ctrl G for better flow? dont want smooth flow here to prepare for the 5 single taps in a row o3o
  2. 01:58:625 (7) - i think, slider is better than single note. ( it's fit to tempo, also vocal ) hmmm i agree. fixed
  3. 02:17:958 (3) - ctrl G for better flow? dont want smooth flow there
  4. 02:41:291 (1) - remove whistle and add drum finish at the slider's head? no :/ i want to use drum finish sparingly so it sounds special. same for others o3o
  5. 02:43:125 (2,1) - i think make perfect stack is better. too much work for no benefit orz no one can see it anyways
  6. 02:46:625 (1) - remove whistle and add drum finish at the slider's head?
  7. 03:23:291 (3,5) - make perfect stack. but i dont want it to flow like that :/
  8. 04:14:625 (1) - remove whistle and add drum finish at the slider's head?
  9. 04:35:291 (3,4) - how about rotate this slider with 45 degrees and place that? ooo good catch sure o3o
  10. 05:48:625 (3,4) - ctrl G for better flow? i like the flow as is

sorry for poor modding.
but i do my best > <....
thank you for modding :D
Krauv
Heya.

Evanescence
02:25:291 (1) - I feel like this slider should curve.
03:23:291 (3) - stack end under (5).
04:33:291 (1) - Looks better if slider end came before previous (4) slider.
04:51:291 (1) - whistle
05:56:625 (3) - Move up two grid spaces (makes a straight line with 05:55:458 (5) and 05:56:958 (1)).
06:03:458 (5) - stack end under (6).

I feel like I messed up. I didn't do a good job. Anyway, these are all aesthetic suggestions (nothing worth actually fixing, maybe).
THIS IS SUCH A BEAUTIFUL SONG :cry:
I want to make a storyboard for this. It's so nice. But really, if you don't want one, that's fine. Anyway, really, really, really, really great map.
Topic Starter
Kihhou

Krauv wrote:

Heya.

Evanescence
02:25:291 (1) - I feel like this slider should curve. mmm good catch! i like it
03:23:291 (3) - stack end under (5). ok o-o
04:33:291 (1) - Looks better if slider end came before previous (4) slider. nahh i like as is
04:51:291 (1) - whistle dont want that there as its not strong o-o you did remind me to lower volume on that though!
05:56:625 (3) - Move up two grid spaces (makes a straight line with 05:55:458 (5) and 05:56:958 (1)). not visible anyways orz
06:03:458 (5) - stack end under (6). ok o3o

I feel like I messed up. I didn't do a good job. Anyway, these are all aesthetic suggestions (nothing worth actually fixing, maybe).
THIS IS SUCH A BEAUTIFUL SONG :cry:
I want to make a storyboard for this. It's so nice. But really, if you don't want one, that's fine. Anyway, really, really, really, really great map. if theres gonna be a storyboard, i wanna try myself >< unless its the god damnae thank you for the offer though! and glad you like the map c:
thanks for modding! it helped
hehe
the non-dominant finger feels lonely

Evanescence

  1. od8 or higher plz :( 5.56 star but such low OD.
  2. 01:01:291 (1) - start on 01:00:958 - , a more obvious windup appears here. sure there's a piano sound at 01:00:958 (1) - but there's no feedback for a spinnerstart :/
  3. 01:13:625 (2) - increase spacing, feels oddly low here.
  4. 01:31:958 - i suggest using a hitsound for the louder bassdrums on parts like these, they are more audible.
  5. 02:13:791 (3,4) - this just felt very forced to me.. i broke here multiples times ;_; consider reducing the distance..
  6. 03:02:625 (1,2,3,4) - maybe relisten to this part and reworking the pattern to something along the lines of: http://i.imgur.com/ASjNmVb.png or.. like u did here 03:07:958 (1,2,3,4) -
  7. 03:03:958 (1,2) - and then use the 1/2 slider spam here, cuz you know.. the double repeats were pretty unexpected. considering your low SV it isn't the most visible thing. maybe introduce the rhythm initially with 1/2 sliderspam, and alternate with the repeat sliders on the next time it occurs, if you catch my drift
  8. 03:35:291 (3,4) - this was uncomfortable, imo, maybe ctrl+g 3. while you're at it, maybe 03:35:958 (1) - too.
  9. 04:23:625 (1,2,3) - all along you had these super easy acute jump.. . then you do this
  10. 04:32:958 (4,1) - would it hurt u to stack :/
  11. 04:34:625 (1) - do a more kawaii blanket! otherwise this shape doesnt really fit imo
  12. 06:01:291 (1,2,3) - antijumps... i need a slider to have a break after somethign so intense

beautiful song~ good luck.
Topic Starter
Kihhou

handsome wrote:

the non-dominant finger feels lonely MUAHA ALL PLANNED

Evanescence

  1. od8 or higher plz :( 5.56 star but such low OD. nop o3o b/c that slow part 05:10:958 -> spinner could kill from some things with hr D: and i want to be able to play it too LOL
  2. 01:01:291 (1) - start on 01:00:958 - , a more obvious windup appears here. sure there's a piano sound at 01:00:958 (1) - but there's no feedback for a spinnerstart :/ nah would rather follow the unique cymbal sound(?) that is also the same later on
  3. 01:13:625 (2) - increase spacing, feels oddly low here. uh ok
  4. 01:31:958 - i suggest using a hitsound for the louder bassdrums on parts like these, they are more audible. i am i think? ._."
  5. 02:13:791 (3,4) - this just felt very forced to me.. i broke here multiples times ;_; consider reducing the distance.. ? its for the super strong clap sound
  6. 03:02:625 (1,2,3,4) - maybe relisten to this part and reworking the pattern to something along the lines of: http://i.imgur.com/ASjNmVb.png or.. like u did here 03:07:958 (1,2,3,4) - i beliecve i followed it correctly. following piano on heads o-o
  7. 03:03:958 (1,2) - and then use the 1/2 slider spam here, cuz you know.. the double repeats were pretty unexpected. considering your low SV it isn't the most visible thing. maybe introduce the rhythm initially with 1/2 sliderspam, and alternate with the repeat sliders on the next time it occurs, if you catch my drift im pretty sure that would be even more confusing and harder to understand if i break the consistency. so far the people ive had testplay havent had trouble with it so i think ill leave as is for now o-o
  8. 03:35:291 (3,4) - this was uncomfortable, imo, maybe ctrl+g 3. while you're at it, maybe 03:35:958 (1) - too. i like ctrlg for 3. but i prefer to leave as is for 1
  9. 04:23:625 (1,2,3) - all along you had these super easy acute jump.. . then you do this theres nothing wrong with a little variation here lol
  10. 04:32:958 (4,1) - would it hurt u to stack :/ yes o3o i hate the way it looks LOL ill unstack it more so it looks more natural(?)
  11. 04:34:625 (1) - do a more kawaii blanket! otherwise this shape doesnt really fit imo proud independent shape who dont need no overly blanketed pattern
  12. 06:01:291 (1,2,3) - antijumps... i need a slider to have a break after somethign so intense aaa that fixes that cool

beautiful song~ good luck.
thank you! forr modding !
- Milhofo -
Hi, from my modding queue :)

[General]
  1. You know you're going to have a "hard time" modding when all you can find during the first gameplay is aesthetics lol
  2. Combo colour 2 is pretty similar to some background areas, might depend on the skin though
[Evanescence]
  1. 01:07:291 (4,1) - Could be blanketed without ruining flow
  2. 01:19:291 (5,1) - ^ but would need a readjust on the jump to 01:19:791 (6) -
  3. 02:14:291 (5) - imo this could be moved down a bit and the curvature reversed
  4. 02:23:958 (1,3) - b-blanket
  5. 02:33:291 (1,3) - I think a slight readjustment could make them stack
  6. 03:54:291 (4,1) - the flow in this jump feels a bit off, maybe a rotation of 1 could fix it?
  7. 04:29:291 (1,3) - could be.. idk if I should call it blanket or parallel lines but they can have the same curvature
  8. 04:31:291 (3,4,4,1) - I guess these are necessary but they kind of don't fit with the rest of the map style since these are the only overlaps
  9. 04:39:958 (1,2) - should be a blanket like 04:29:291 (1,2) -
  10. 04:41:291 (1) - can be curved and stacked with 04:40:625 (3) - with the right changes xd
  11. 04:43:625 (4) - blanket with 04:43:958 (1) - can be improved by moving center node 1 grid unit to the left
  12. 04:47:291 (3,1) - this doesn't look bad, but possible stack either way
  13. 05:33:291 (1) - a rotation anti-clockwise would improve flow imo, no need to blanket 05:33:791 (2) - , this one is just for the sake of flow
  14. 06:01:291 - my game started lagging and crashed a bit after I reached this part (?????), twice! I found it weird but it was only on this map, might be some local thing though lol
  15. What a great f**ing map, sorry if I didn't find much, but you can't always fix great maps, decide if this is worth kds or not :3
So good I shot a star, GL :D
Topic Starter
Kihhou

Milhofo wrote:

Hi, from my modding queue :)

[General]
  1. You know you're going to have a "hard time" modding when all you can find during the first gameplay is aesthetics lol l0l
  2. Combo colour 2 is pretty similar to some background areas, might depend on the skin though itll be fine lol
[Evanescence]
  1. 01:07:291 (4,1) - Could be blanketed without ruining flow ok o3o
  2. 01:19:291 (5,1) - ^ but would need a readjust on the jump to 01:19:791 (6) - nah dont want to mess with the flow here
  3. 02:14:291 (5) - imo this could be moved down a bit and the curvature reversed rather have an instant drop to better build up to the loud drum hit!
  4. 02:23:958 (1,3) - b-blanket too far too lazy not significant sorry ;-;
  5. 02:33:291 (1,3) - I think a slight readjustment could make them stack pref not to stack sliders much this map
  6. 03:54:291 (4,1) - the flow in this jump feels a bit off, maybe a rotation of 1 could fix it? uhhh i made the angle sharper i think thats what you meant
  7. 04:29:291 (1,3) - could be.. idk if I should call it blanket or parallel lines but they can have the same curvature oops
  8. 04:31:291 (3,4,4,1) - I guess these are necessary but they kind of don't fit with the rest of the map style since these are the only overlaps idk i think it fits okay. ive been half stacking sliders a lot for the map and even so, the music is pretty different itself. i like em o3o
  9. 04:39:958 (1,2) - should be a blanket like 04:29:291 (1,2) - dont wanna make that shape lol
  10. 04:41:291 (1) - can be curved and stacked with 04:40:625 (3) - with the right changes xd i really like it as is o-o
  11. 04:43:625 (4) - blanket with 04:43:958 (1) - can be improved by moving center node 1 grid unit to the left uh did something lol
  12. 04:47:291 (3,1) - this doesn't look bad, but possible stack either way pref this away here too!
  13. 05:33:291 (1) - a rotation anti-clockwise would improve flow imo, no need to blanket 05:33:791 (2) - , this one is just for the sake of flow ctrlged
  14. 06:01:291 - my game started lagging and crashed a bit after I reached this part (?????), twice! I found it weird but it was only on this map, might be some local thing though lol uhhhhhhhhhhhhhh is it happening over and over again? O_O im worried asdasfa
  15. What a great f**ing map, sorry if I didn't find much, but you can't always fix great maps, decide if this is worth kds or not :3
So good I shot a star, GL :D
thank you for modding and for the star!
Winnie
Here to look at it again and it looks really good :) Now we wait and see what BN's got to say :) Hope to see this ranked soon right after SB is done. I have faith this post will give ya luck 8-)
Okoayu
I will do sth modding related once the sb is done ayy
Frostmourne
Please use this soft-hitnormal http://puu.sh/geCY1/2f45f45d37.rar
The current soft-hitnormal destroys the feeling out of the song :(
but other than that, you mapped very fun along with a good song like this.

Get this ranked please !!
Topic Starter
Kihhou

Frostmourne wrote:

Please use this soft-hitnormal http://puu.sh/geCY1/2f45f45d37.rar
The current soft-hitnormal destroys the feeling out of the song :(
but other than that, you mapped very fun along with a good song like this.

Get this ranked please !!
mmm it is a bit too much but i dont like that hitsound since its kinda annoying to me >< lol i lowered volume of the current soft hitnormal so maybe thatll be betterr

thank you for testplaying c: i will try to rank this lol
Yuii-
From my Queue

Evanescence
General:

The correct BPM is 180, or that's what I feel, since you are placing notes in the blue ticks, and (sometimes) it's because the is a problem of timming.

I also dislike slow sliders, not because they don't fit in the map, but they are quite hard to finish sometimes, they are so ugly to me, I don't know.




01:01:291 (1) - Finish this slider at 01:02:458 - and place 01:02:791 (1) - at 01:02:625 - I mean, there's a beat right there, it would be even better if you place something, like a circle, or just move the slider.

01:05:291 (1,2,3,4) - What do you think of a square pattern instead of the triangle?

02:47:291 (3) - Ctrl+G maybe?

02:51:125 (4) - I don't like where it's placed. I would place it between (1) and (2) and 02:51:791 (7) - where (1) is.

03:33:958 (3,4) - Try this http://puu.sh/ggIZy/1de348a8cb.jpg

04:07:625 (4) - Ctrl+G ?

04:33:291 (1) - Curve it

04:44:958 (1,2) - 2 sliders here sounds much better than your way, so basically start the second one from 04:45:291 - to 04:45:458 -

04:49:958 (1,2,3,4,1) - Can I suggest you to move those circles to the other side: http://puu.sh/ggJBW/445ed60422.jpg

05:49:625 (2,3) - Ctrl+G, switch places

Good luck with this, Kihhou!
Kinshara
Song & map are good, but you are making it so hard for what the song offers. You're intentionally trying to make it an extra when it shouldn't really be...

02:56:291 (1,2,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - Long jump sequences with gigantic spacing like this just don't reflect the song :( Also, they create a difficulty gap in the diff...

Map may be fun to play but it's coming at the cost of the song...

Just some additional points

01:01:291 (1) - personally wouldn't end a spinner on such an important downbeat. Consider removing it all together?
01:26:958 (2) - consider changing rhythm here; passive sliders are just meh :< Here as well 01:27:791 (1) - And check other areas too. It might be to your advantage.
04:26:625 - some slider speed ups/ slow down would be nice here
04:50:625 (1) - don't make this a 1/8 reverse, make it a 1/4 slider instead, it sounds better to me.
Anyway just my opinions... good luck though o/

No kds pls

kihhou next skystar hue
MirinH
0.0 you shouldn't map a slow song like that
this is crazy
btw sry for the delay
[Evanescence]
  1. hitsound too loud?
  2. 02:13:791 (3,4) - the jump is too big for this music section.....at least put a nc on it
  3. 02:54:958 (1,2,3,1,2,3,1,2,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - 0.0 I dont know if it just my thought but... are you guys seriously are mapping a bpm 90 song, i dont think things like this fits the music, this is not a music with lots of electrical sound, this is a seriously slow music. dont map like this just because "I can play it" or "everyone else can fc it in 1pc", you cannot forget music it self, you are still mapping a map for a music game not hit circle game
  4. 03:05:291 (1,2,3,4,5,6) - soft whistle sound for things like this?
  5. 04:33:291 (1) - I think is a good idea to do something like things at 04:30:625 (1) - for music type like this
  6. 04:59:958 (1,2,3) - how about 3 notes, because 3 notes can highlight the piano sound
  7. 06:22:708 - piano sounds slider here maybe?
  8. I still dont think the music should mapped in this way though, it's like a rock drummer playing in a classic music band, however, map itself is okay, but if its for this song,then its not
gl
Topic Starter
Kihhou
im gonna revive this soon o-o

for now, ill address the concerns about the difficulty.

why am i required to map an easy and normal diff on a crazy and fast song like tengaku when it doesnt fit? to let new users experience these songs and give them maps to play (and its required). likewise, i feel there arent nearly as many soothing songs in the list of 5.25+ star maps. the only one that i can think of that comes close is patchouli's Chata - Remind[Overdrive!!]. but just as how high bpm rock songs arent exclusive to extras, slow soothing songs shouldnt be exclusive to normals, especially ones that have beats that could potentially provide for a harder map.

i didnt go too wild, putting notes where there arent beats and there arent overmapped sections compared to other parts of the song unless it's in a fitting section. the wild jumps came in at the chorus or the end of the chorus where the instruments get louder and louder.

if you wanted to play this song in a normal, hard, or insane diff, sorry! this specific map isnt for you. feel free to look for other mapped versions of this song that are a bit easier :/ i feel difficulty is relative term that shouldnt be restricted by anything from a song other than maybe the existence of beats, and even then, a few extra notes in places that belong could fit very well with the song (e.g. many skystar maps. if you hate em, thats a shame. we have differing opinions D:).

to the average player, a hard diff could be a walk in a park. to the top 100 players, this map could be a walk in the park. just because the difficulty along with the song will fit your skill level doesnt make it the same for everyone else. a rank 200k player could argue that "a hard diff for this type of song is too difficult! and should be easier since its so soothing!" but it doesnt happen because there arent as many 200k players to voice their opinion against the majority.

so i hope you guys can just put up with the weird way i mapped this song >< thats all! rant done ill be back o3o
Topic Starter
Kihhou

Yuii- wrote:

From my Queue

Evanescence
General:

The correct BPM is 180, or that's what I feel, since you are placing notes in the blue ticks, and (sometimes) it's because the is a problem of timming.

I also dislike slow sliders, not because they don't fit in the map, but they are quite hard to finish sometimes, they are so ugly to me, I don't know.
not going by beats o3o going by instruments and it is 90 bpm in instrumentals



01:01:291 (1) - Finish this slider at 01:02:458 - and place 01:02:791 (1) - at 01:02:625 - I mean, there's a beat right there, it would be even better if you place something, like a circle, or just move the slider. mmm nah i like the opening as is

01:05:291 (1,2,3,4) - What do you think of a square pattern instead of the triangle? i hate squares LOL sorry ><

02:47:291 (3) - Ctrl+G maybe? not the flow im looking for :/

02:51:125 (4) - I don't like where it's placed. I would place it between (1) and (2) and 02:51:791 (7) - where (1) is. which numbers are you talking about? o-o

03:33:958 (3,4) - Try this http://puu.sh/ggIZy/1de348a8cb.jpg i want antijumps ;A;

04:07:625 (4) - Ctrl+G ? dont like how it flows to the next note

04:33:291 (1) - Curve it uh.. nah o-o

04:44:958 (1,2) - 2 sliders here sounds much better than your way, so basically start the second one from 04:45:291 - to 04:45:458 - then it would mix into the pattern of 1/2s in the next set of sliders which i dont want

04:49:958 (1,2,3,4,1) - Can I suggest you to move those circles to the other side: http://puu.sh/ggJBW/445ed60422.jpg i like it better as is :/

05:49:625 (2,3) - Ctrl+G, switch places that would make it confusing

Good luck with this, Kihhou!
thank you >< sorry i was a bit stubborn for these :/

Kinshara wrote:

Song & map are good, but you are making it so hard for what the song offers. You're intentionally trying to make it an extra when it shouldn't really be... posted on this above o3o i feel like i also ranted as if i had a personal problem with you guys :/ its not personal. i just suck at wording it better .. sorry ><

02:56:291 (1,2,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - Long jump sequences with gigantic spacing like this just don't reflect the song :( Also, they create a difficulty gap in the diff... theres a speed up after chorus o-o think thats pretty big to me

Map may be fun to play but it's coming at the cost of the song...

Just some additional points

01:01:291 (1) - personally wouldn't end a spinner on such an important downbeat. Consider removing it all together? feels nice to me for it to follow the cymbal like that
01:26:958 (2) - consider changing rhythm here; passive sliders are just meh :< Here as well 01:27:791 (1) - And check other areas too. It might be to your advantage. mmm im fine with it for the second one o-o i prefer the ticking in the background instead there fixed the first one!
04:26:625 - some slider speed ups/ slow down would be nice here i cant ;-; i accidentally limited myself by putting it at 2.0 already LOL
04:50:625 (1) - don't make this a 1/8 reverse, make it a 1/4 slider instead, it sounds better to me. same. thats what i had before but some people said that having it like that made it feel like.. there wasnt a finish to it or a solid end. so i made it that. idk ill see if ill change it back based on more opinions
Anyway just my opinions... good luck though o/

No kds pls

kihhou next skystar hue i wish
thank you my friend c:

Alex Li wrote:

0.0 you shouldn't map a slow song like that
this is crazy
btw sry for the delay
[Evanescence]
  1. hitsound too loud?
  2. 02:13:791 (3,4) - the jump is too big for this music section.....at least put a nc on it lowered but no nc since itd be weirrrdd
  3. 02:54:958 (1,2,3,1,2,3,1,2,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - 0.0 I dont know if it just my thought but... are you guys seriously are mapping a bpm 90 song, i dont think things like this fits the music, this is not a music with lots of electrical sound, this is a seriously slow music. dont map like this just because "I can play it" or "everyone else can fc it in 1pc", you cannot forget music it self, you are still mapping a map for a music game not hit circle game posted on this above o3o i feel like i also ranted as if i had a personal problem with you guys :/ its not personal. i just suck at wording it better .. sorry ><
  4. 03:05:291 (1,2,3,4,5,6) - soft whistle sound for things like this? nahh i still hear that weird drum?? thing in the background here
  5. 04:33:291 (1) - I think is a good idea to do something like things at 04:30:625 (1) - for music type like this errrrr what do you mean? sorry i dont understand :/
  6. 04:59:958 (1,2,3) - how about 3 notes, because 3 notes can highlight the piano sound i agree but theres piano in the backgorund at tails mmm D:
  7. 06:22:708 - piano sounds slider here maybe? it starts on yellow tick :/ i dont want people to get 100s at the end thatd be evil lol
  8. I still dont think the music should mapped in this way though, it's like a rock drummer playing in a classic music band, however, map itself is okay, but if its for this song,then its notsorry! thats how i visualized this song~ maybe its just me
gl
thank you!!
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