<3
11/10
11/10
Shadow Fear wrote:
For Rain
00:10:393 (6,7,8) - http://puu.sh/ihUGY/e64d67224d.jpg [Sorry Puush for my PC is retarded abit]
00:13:703 (6,7,8) - Same as above [Repeat Design]
Ok
00:17:014 (5,6) - http://puu.sh/ihUSA/75df874bca.jpg
00:17:841 (1,2) - http://puu.sh/ihUVM/936fea1a36.jpg
Move them on similar pattern~
00:20:634 (4,5) - http://puu.sh/ihV1O/a3969d7249.jpg
Move it a bit further
00:29:427 (1,2,3,4,1) - Heavily modified (test it out) - 1) http://puu.sh/ihVoA/70c63dd38d.jpg
2) http://puu.sh/ihVpc/4c7cb3e840.jpg
3) http://puu.sh/ihVq7/759b5417b8.jpg
Sure, but nerf the last slider sharp curve a bit
01:27:979 (9,10,11) - http://puu.sh/ihVy8/efb5af755f.jpg
Thank you.
Sure Thanks for the feedback, sry for late respond... X_X
Thanks for the check~Spectator wrote:
General
- Unwanted Content : Actually I'm unsure about the video in the mapset. Could you ask some QATs if it is fine or not?
Ive asked CLSW, let see what will he say...
but imo, this is not a problem thou , cant see why its unsafe ... since the video is so adorable >w<- Hitsounds Issues :
Damn, my fault, i usually never leave any single hitsound file have issue, sry i fix it myself... thanks for the notice.
- Every .wav file must be at least 100ms long. normal-hitfinish has only 40ms of length which is unrankable. Add this in the folder instead
- normal-hitwhistle has more than 5ms of delay(a bit more than 15ms) which is unrankable. Use this instead
- Unused hitsounds : Found unused .wav files:
- Okay, but ... i used it properly, too lazy to rename into custom set and set timing.
- lr3_kick wbds.wav
- lr_kick low strong beat.wav
- lr3_bassdropssg.wav
Used here : 00:46:807 (1,2,3,4,5) -- lr3_fxdsrpf - l.wav
- lr3_fxdsrpf - r.wav
Used here : 00:07:703 (6,7,8) -- lr3_hat ocv.wav
00:19:496 - and 01:12:772 - section- normal-slidertick.wav
Thanks, i found this useless since i dont use N timing at all XD , removedCup
- 01:12:669 - unnecessary inherited point here
Removed, XD- 01:12:462 (1,2,3,4) - As it comes right after the spinner, I'd reduce the distance for a bit to make it easier
made them closer nowSalad
- 00:26:117 (1,2) - I'd avoid using 3/4 rhythm in salad diff
ill make it 1/2 distance then ^^- 00:35:014 (1,2) - This is quite harsh considering it's salad. Ctrl+g and reduce the distance
- 00:35:841 (1,2) - ^
- 00:36:669 (1,2) - ^
- 00:40:807 (1,2,1,2,1,2,1,2) - Reduce the distances a little bit
i reduce the distance for all, it can be walked by good timing, and yea... a bit dash is more safe, its a good way to let salad player get used to dash while its still easy and catchy, thats what i aim for ^^- 00:46:807 (1,2,3,4,5) - Using 1/4 in the salad isn't really recommended. I'd rather use 1/2 here(also the 1/4 jump for 4 to 5 can be a problem as well)
Sure, removed 1/4 rhythm.- 01:24:048 (1) - Move note to where the spinner ends.
- 01:24:462 (1) - The NC seems unnecessary. Could you remove it?
Move them closer, just a tiny bit XD , and removedPlatter
- 00:07:703 (6,7,8,1) - The jump for 8 to 1 is pretty unexpected. Consider moving 1 to a bit right
Sure...- 00:19:910 (5) - The timeline here feels weird. I'd remove SV change here and put slider's end on 00:20:324 -
oh, u mean the end of the slider, yea i can extend it, while keeping the effect , but i wont remove SV
i want it to be full dash to catch this one- 01:12:876 (3) - It plays not really good as it's kinda lack of movement. Try this
- 01:13:703 (6) - Here's the same. I'd move slider's head to the left slightly
okay- 01:17:841 (2) - The vertical one here breaks the flow imo. Make it horizontal instead?
- 01:18:669 (2) - I felt the same here, make it horizontal
slightly changed them~- 01:20:738 (6) - The NC here is quite messed up. I'd remove NC on 01:20:945 - but add new one on 01:20:738 -
i actually emphasize the cymbal by breaking the fruit combo(split effect) but okay, removedRain
- 00:10:393 (6,7,8) - Expecting a bit more extreme movement here.
- 00:13:703 (6,7,8) - The same as above. Wouldn't it be better if you put a little more spacing for notes?
- 00:17:014 (5,6) - It's lack of movement for 5 to 6. I'd rather move 6 to the left side, for instance x:224
remake them , done- 00:40:600 (5) - I'd move this to about x:330 to make this part plays better
nice~- 00:41:221 (3,4) - Missing hdash between them
- 00:42:876 (3,4) - Adding hdash is highly recommended
oops, damn those one suppose to have Hdash , no wonder i miss often there XD thanks- 00:53:014 (5) - I'm unsure about this slider as there's no reason to keep fast slider here. There's not even a strong vocal sound to emphasize actually.
Remove then....- 01:17:014 (4) - The movement here feels kinda plain. Try ctrl+g for it
- 01:17:014 (4,5,1) - If you agree with the above suggestion, try this to make the part better
Ok- 01:26:738 (1) - How about moving this to about x:217 to prevent unnatural movement caused by lack of spacing between 4 and 1? also it'd be better to catch 2~5
I made them closer to each other
popped bubble as there are some unrankable issues
also don't forget to reply(at least reply) all the mods in the thread before the ranking process.
some change on platter is to smoothen the jump by adding Hdash here >>> 01:13:290 (4,5,7) -Quality Assurance Team wrote:
Disqualification Notice
Hello!
Unfortunately, the Quality Assurance Team has decided to disqualify this beatmap. The following is a list of reasons and examples for the disqualification. We do not outline every issue in detail, so make sure to take the idea behind each reason and apply it to the entire beatmap as issues might be found in more than the spots mentioned below. If you have any questions, please reply to this post and we will do our best to clarify any misunderstandings.General
Incorrect MetadataChanged to all dif~
The source of the mapset should be "Choujigen Game Neptune THE ANIMATION", according to the official website : http://nep-anime.tv/ .
Cup
Inappropriate usages of structures
Unacceptable continuous anti-flow movements with bigger scales than expected, they're pretty extreme. The flow should be changed with easier.Platter
- 00:14:531 (7,1,2,3,4,5,1,2) -
anti flow is a bit wrong, if i keep on mapping the same pattern, NORMALLY other people will say, its became boring, repetitive,
oh well... WHATever since i will change it....- 00:47:634 (1,2,3,1,2,3,1,2,3) -
- 01:00:876 (4,1,2,1,2,3) -
Changed , that now it can be plate without even moving, changing it to normal / or \ will be damn repetitive across the whole reef, so its not an option, thus i expect this one should not be an issue at all....
Inappropriate usage of hyperdash
Usage of 1/4 HDash for bpm140↑ at Platter difficulty is unrankable. At least the shape of current pattern should be curved inwards, but it wasn't.Rain
- 00:47:117 (4,5) -
Then, i can just change it into normal dash without need of HDash at all...
same trick and play technique ^, both need to dash, but the previous one is UNRANKABLE issue which is a bit.... orz
Inappropriate usages of hyperdashes
- 00:19:496 (1,2,3,4,1,2,3,4,1,2,3,4,5) - The hyperdashes at the positions except the last one are overdone, since the noise sounds at the background don't introduce well with its hyperdash flows.
hmm... i will just simply remove the Hdash, and make it Normal Dash instead....
i keep the 1/4 since i use it here as well >> 01:12:772 -- 00:33:979 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - Incorrect hyperdash placements, they should have snapped on clap-sound added objects.
i know that you are trying to lead me on placing the Hdash on those clap but NO, im still following the song just fine, im sure this is not one of unrankable issue, i place this Hdash according to the sound and pattern that im using.
stryver12 wrote:
CAPSLOCK TIME
About the diffs.... I dunno what to say but I'm fine with them.
its okay guys ^^TheBronyGames wrote:
I'm a massive Hyperdimension Neptunia Fan, and I hang around #ctb a lot, so I want to spread this around. Sad it got DQ'ed, but in any case, take 2 of my stars. it's a fun mapset!
BoberOfDarkness wrote:
Just few random stufff from me
00:31:083 (1,2) - in my opinion the distance is too big for non hyper jump and so big jumps doesnt fit music (ofc in my opinion) I sugest you to move (2) closer
This one is nice, thanks for the great notice ^^
as for the rest, nope XD
my NC style is to break or give the burst effect while "playing"
notice that at end of combo, the catched fruit on the plate will burst out.... thats what i AIM especially for impact and cymbal
Cup and Platter backgrounds are <33333333333
Good luck!
o.oYuii- wrote:
It means so many things that you don't really want to know it (?)
Nah, just kidding. Basically you add one when you are sure you will bubble the map, it's sorta of a placeholder-y thing.
yay~Yuii- wrote:
Placeholder then
00:37:496 (1,2) - (On Salad) This doesn't require any dash, you wanna keep it? It's quite inconsistent with the previous patterns.
yep, dont wnt to change it, since... 00:36:669 (1,2) - this pattern is kind a walkable as well "if" timed perfectly XD
00:47:014 (2,3) - (On Salad) Why this suddenly requires a dash when the previous Finish sounds are pretty much walkable? Remember that (3) is a downbeat, so it shouldn't be that emphasised in the map.
i will simply decrease their gap, and no need to long dash , ^^
01:03:773 (5,6,1,2,3) - (On Rain) I want to see different opinions in this part because it is impossible for me to catch them. I tried several times (like 10) and failed in all of them.
i feel the same... i got this pattern from kuro, but it need a full dash without letting go and full turning to catch it...
(this pattern is still too hard to me , so i reduce the length of the slider that player need to plate but still the same pattern ^^)
-----
Back~
Basically it is the Rain causing some kind of problems :cYuii- wrote:
I completely disagree with that bubble being popped. You are exaggerating things too much. The easier difficulties are fine, I have 200pp so I am considered as a "newbie" and I had no trouble with those things. But well, I guess you don't know how pops work
Again... I won't agree with this pop at all, but call me once you have seen this, Raiky.alienflybot wrote:
[ Cup]
Gameplay
- 00:14:531 (7,1,2,3,4,5,1,2,3) - Avoid using such pattern in Cup. Cup beginners will be scared of these difficult patterns. - How can that be scary? Seriously. The previous pattern is even harder because it requires the player to go to the left to right for a couple of seconds. And even with that, is still a poor excuse, there's a 1/1 break in the middle of every triplet, so isn't even "hard".
- 01:20:738 (1) - End the spinner earlier, maybe at 01:23:221 so players can prepare here without making hasty decisions. - I would say "yes" in Standard, but I've seen a lot of maps being ranked with even less recovery time after a spinner on CtB. I've just tested and even if you are on the left side of the screen, you are still able to catch the following object without even dashing.
[ Salad]
Gameplay
- 00:01:290 (1,2,3,4,5,6,1) - Remove these big jumps, as they are not really necessary here. - Oh, really? But why? They are super easy to catch, and why are the "unnecessary" or "not necessary"? What makes them being like that? The only one I would agree with is 00:01:703 (3,4) - since (4) isn't that emphasised in the background music, but even with that, it'd look quite unpolished.
- 00:35:014 (1,2,1,2,1,2) - Don't add small dashes between (1,2)s. It can be repetitive and also difficult for Salad beginners. - They are catchable without dashing.
- 00:41:635 (1,2,1,2,1,2) - ^ - Such effort, didn't even press my Shift!
- 01:08:738 (1,2,3,1,2,1) - Avoid straight-standing notes, they cause static movements and pretty hard to dash after catching them. What I mean static movements are something like 01:09:152 (2,3) - Wait a second, bud! Are you suggesting him to add another HDash or even a dash? You didn't say not to add dash-y movements in 1/2 patterns for this difficulty? Alright.
- 01:13:290 (3,4) - Move (4) right a grid. The jump is too high in my opinion. - Isn't even dashable, if you press you dash, it's even easier to catch. Additionally, the pattern plays super good because 01:12:462 (1,2) - is already strong, but as this part goes on, at 01:13:290 (3,4) - it gets even stronger, so this is properly emphasised and plays good. By the way, one grid won't change that much, so it's super pointless.
[ Platter]
Gameplay
- 00:07:083 (4,5) - Move (5) away from the edge and make (5) less-slanted, because the hyperdash is quite vigorous. - Wot? That would make things even harder, why would you suggest something like that? It doesn't make any sense, the current HDash helps a lot because you just have to hit the right corner, if you happen to move it a bit, you will miss. Even if is a harsh movement, you can catch it pretty easily and it doesn't require any accuracy at all. Although, I want to add that 00:07:841 (8,1,2) - plays quite bad because you have to stand still for the previous triplets and then dash again to catch (1,2). Just want to add, in case you didn't notice. ALL of the HDashes in this difficulty require the player to stick to any of the corners, so why would you only point out one?
- 00:21:979 (2,3,1,2,1,2,1,2,1,2) - The distances of most of the notes can be shortened, it is so dash-demanding otherwise. - Alright, good. But what's the problem with this? Is this unrankable? Same happens with 00:28:186 (1,2,3,1,2,3) - and you didn't say anything. Which is the difference? This plays super comfortable and it's nice. Maybe some distances COULD be shortened in order to make it more nicer to the pace of the song as a whole, but he isn't really forced onto changing anything.
- 00:46:807 (1,2,3,4,5) - Could be difficult to catch (3) and (5) especially. Shorten the distances please. - I think I should stop modding this.
- 00:47:634 (1,2) - Lower the distance here, it is so big! - The bigger, the better, bud! \:D/ And what about 00:47:841 (2,3) - ? Your excuse is "but there is an HDash"? That's not how things work, after all the music requires a bigger and emphasised movement.
- 00:48:462 (1,2) - Uhuh ^ - Hum hum, same.
- 00:50:531 (5) - I find this doubtful because players may have to dash in order to catch the tail of (5). I recommend making it easier by omitting the small dash between the slider. - Hey! I agree with something, cool cool! Although I don't see anything bad in this, it's true that it can be quite counter-intuitive especially because you are only using it on 1 slider instead of using it on 00:50:945 (6) - too.
- 01:03:773 (5) - ^ - Yeah, you could have include both in the same point, that makes mods more cleaner!
[ Rain]
Gameplay
- 00:07:290 (5,6,7,8,1) - Ouch this hurts. The hyperdash allocation here is not even, and I don't suggest having a bunch of hyperdash here. It is much better to remove the hyperdash at (5,6,7) and keep the hyperdash at (8,1). - I have already answered this.
- 00:09:979 (4,5) - Lower the distance here. - Since the popper isn't able to explain himself properly, I will tell you why. During this section you are not following the beats properly, for example in case you want to add a dash-y or even an HDash, you should follow beats. He is right on lowering 00:09:979 (4,5) - because (5) is a downbeat, so there's nothing worth emphasising onto that note. Same goes to a lot of objects in this section. All in all, I would suggest you to "remake" this pattern as a whole, and try to be consistent with it. You can't just make 00:09:358 (1,2,3) - 00:11:221 (1,2,3) - so different because they are the same, and changing it would produce players to misunderstand what you are trying to map.
- 00:41:014 (2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - Kinda hyperdash spam here, yet I don't find these hyperdash works here, instead it feels like an over usage of hyperdash. Please refine the pattern and remove the hyperdashes, you can add hyperdash every 4 circles to make it fresh. - You really don't know how much I disagree with this. He's being completely consistent in this part yet it plays super good. He's placing the hypers on the downbeats and on every new combo, while keeping a neutral distance between (2,3) throughout the whole pattern. Why do you think this won't work?
- 00:44:738 (4,5) - It is easy to miss the middle droplet of (4) as this part requires entire dashing. Please tilt (4) a bit to cope with that. - Yeah, this is basically the same as in Platter. Things like this should be avoided, I completely ignored this while modding it for the first time because I was literally able to catch them. I wouldn't call them as a "bad pattern" especially considering that we are in a Rain difficulty, so it is supposed to be quite harder than the previous difficulty yet this is your decision, Raiky.
- 00:50:531 (5,6) - I know what you are trying to do here, but why not tilting (6) to make it less-slanted? The jump here is not easy. - Again, disagree. Why? Why isn't easy? You just have to hold you dash, both objects are literally stuck onto both extremes of the map, first your dash to the left, then (while holding Shift), you dash to the right. Why is it hard?
- 00:51:358 (1,2,3,4,5) - Too spammy with hyperdash, that should be changed in my opinion. - This whole section is mapped accordingly to being dash-y. If you remove it, there won't be any difference between Platter - Rain, according on how Platter was built up.
- 00:56:324 (3,4) - Same as 00:50:531 (5,6) - Still, it doesn't make any sense.
- 00:57:979 (1,2,3) - Remove the hyperdash between (1,2), that's not necessary at all, since (2) is not a strong beat to be emphasized by hyperdash. - You have to improve that modding, buddy! You skipped a lot of things here. I will agree with this point, but you have to explain yourself better if you really want people to change what you say. The fact that you are creating a 1-1-1-1 pattern, Raiky is really good, however (2) doesn't requite any kind of HDash at all, there's a really tiny and unnoticeable beat in the music, so even if you emphasise it a bit, it wouldn't make any sense because you are making this pattern quite inconsistent, so isn't good in terms of playability.
- 01:16:600 (3,4) - I find the hyperdash missing here. Funny you didn't point out 01:23:221 (3,4) - ! Seems he doesn't want to create an HDash with those beats, you don't understand what he is trying to do
- 01:27:703 (8,9) - Could be difficult to catch as the distances of 01:27:152 (2,3,4,5,6,7,8,9,10,11) are quite similar but (8,9) here lacks hyperdash. - To sum it up, you forgot to HDash here. Or you could even reduce the distances even more, since the music is losing its "power", so isn't even worth emphasising that much, it wouldn't any sense to add another HDash to this part when you are supposed to make it less dense.
Sry late reply... damn irl stuff and shit always happen when im online XD , (im having too much request)alienflybot wrote:
tags... errr sure XD
added to all diff[ Cup]
Gameplay
- 00:14:531 (7,1,2,3,4,5,1,2,3) - Avoid using such pattern in Cup. Cup beginners will be scared of these difficult patterns.
1) i had 1 of my fren that never play ctb to test this... and its not hard as normal cup pattern,
2) i try to play it with my left hand(usually i play with right hand) so its like im a newbie to this ctb game but its still easy to catch
but hey... i will just "reduce" their distance of each triplet ^^
so its solved, its the same pattern but more easier than before... /b]- 01:20:738 (1) - End the spinner earlier, maybe at 01:23:221 so players can prepare here without making hasty decisions.
as for this, it will just feels weird to end it earlier, and 1/1 break is more than enough imo[ Salad]
[b]Gameplay
- 00:01:290 (1,2,3,4,5,6,1) - Remove these big jumps, as they are not really necessary here.
1) its on the opening, even if newbie miss this, they will retry and absolutely know to catch it next time.
2) its not that hard , really,... T^T
but still... rather than just arguing, i will just closen their gap so the dash require is a "bit" lower...- 00:35:014 (1,2,1,2,1,2) - Don't add small dashes between (1,2)s. It can be repetitive and also difficult for Salad beginners.
- 00:41:635 (1,2,1,2,1,2) - ^
1) yes, this can be catch without dash at all...
2) i intentionally give a distance because if new player KNOW that they cant catch it without dash, they will absolutely dash to catch it
ofc they wont miss it, its so easy and i give quite lots of break around this section.- 01:08:738 (1,2,3,1,2,1) - Avoid straight-standing notes, they cause static movements and pretty hard to dash after catching them. What I mean static movements are something like 01:09:152 (2,3)
err... i know its static, because for me its the same sound so normally in Std, you stack it, in osu!mania & Taiko, you jackhammer it, thus i just make it static at ctb... and another thing is i cant think of a fitting jump there. so no change yet here...- 01:13:290 (3,4) - Move (4) right a grid. The jump is too high in my opinion.
01:12:462 (1,2) - this is not a problem, so... 01:13:290 (3,4) - this is just basically the same at how to catch the previous one XD
no change, sry[ Platter]
Gameplay
- 00:07:083 (4,5) - Move (5) away from the edge and make (5) less-slanted, because the hyperdash is quite vigorous.
- 00:07:290 (5,6,7,8,1) - Movement here is quite strange, because the distance of (5,6) and (8,1) create some gaps. Better make it easy here, like you make the distances even, or just make it easier.
Thanks for your concern, but its already optimized for easier catch, but hmm...
let me change it into something more easier... so its ok...
i changed it into a pattern where you HDash to the corner then just simply walk to the left- 00:21:979 (2,3,1,2,1,2,1,2,1,2) - The distances of most of the notes can be shortened, it is so dash-demanding otherwise.
sure thing- 00:46:807 (1,2,3,4,5) - Could be difficult to catch (3) and (5) especially. Shorten the distances please.
Ok, make them less jump- 00:47:634 (1,2) - Lower the distance here, it is so big!
- 00:48:462 (1,2) - Uhuh ^
errr, nope, this is 100% intentional and i need player to dash to catch this,
if player catch this with dash, they will DIRECTLY goes into hyperdash to catch another fruit..
its my perfect pattern and perfect way to make a good spread ^^- 00:50:531 (5) - I find this doubtful because players may have to dash in order to catch the tail of (5). I recommend making it easier by omitting the small dash between the slider.
- 01:03:773 (5) - ^
same reason as above, i need player to dash,
they can dash and continue HDash to next fruit, thats what i aim... ^^[ Rain]
Gameplay
- 00:07:290 (5,6,7,8,1) - Ouch this hurts. The hyperdash allocation here is not even, and I don't suggest having a bunch of hyperdash here. It is much better to remove the hyperdash at (5,6,7) and keep the hyperdash at (8,1).
First) its not even!! yes, but how to catch it?? just dash all the way, no need a specific timing.... full simple dash
Long ago, i make a full "Hyperwalk" pattern here, so that it can be CATCHed without even dashing, just walk but its HD fruit...
then to make things easier, i make it a simple dash but some people still comment on it, i just dont get it anymore!
second) if i follow your pattern, isnt it looks very very similar on how to catch it like on platter?
furthermore, you tried your own pattern right? SOME QAT will say... "this HD is too powerful(the effect, the distance and stuff)"
so.. I JUST simply make it a simple dash... nothing that beat this simpleness... but why argument keep on coming .... T^T
well... anyway i edit some of it, so now its only 2 HD on this pattern... all with simple dash to catch.- 00:09:979 (4,5) - Lower the distance here.
- 00:13:290 (4,5) - ^
- 00:18:255 (2,3) - ^
Sure things~- 00:41:014 (2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - Kinda hyperdash spam here, yet I don't find these hyperdash works here, instead it feels like an over usage of hyperdash. Please refine the pattern and remove the hyperdashes, you can add hyperdash every 4 circles to make it fresh.
Thx for your concern, but ive work for this pattern a looots of times, by changing it over and over...
but i came into a conclusion that i really love this one...
its consistent, and HD on specific beat and calculated distance... hope u dont mind ^^- 00:44:738 (4,5) - It is easy to miss the middle droplet of (4) as this part requires entire dashing. Please tilt (4) a bit to cope with that.
- 00:45:979 (3,4) - ^
actually, i can tilt this a bit and reduce the slider length ^^
but dont expect too much tilt because it wont be HD anymore if i tilt it too much and no HD fruit is nearly impossible to catch the next fruit- 00:50:531 (5,6) - I know what you are trying to do here, but why not tilting (6) to make it less-slanted? The jump here is not easy.
- 00:56:324 (3,4) - Same as 00:50:531 (5,6)
Sure, but again dont expect too much tilt XD- 00:51:358 (1,2,3,4,5) - Too spammy with hyperdash, that should be changed in my opinion.
and sry i cant change the section here, reducing it will make this rain's chorus too easy and same with platter- 00:57:979 (1,2,3) - Remove the hyperdash between (1,2), that's not necessary at all, since (2) is not a strong beat to be emphasized by hyperdash.
got it, removed the HD and make it a normal jumpy pattern~- 01:16:600 (3,4) - I find the hyperdash missing here.
err its not intend for HD jump, but in case.. i will reduce their distance for easier catch , tq ^^- 01:27:703 (8,9) - Could be difficult to catch as the distances of 01:27:152 (2,3,4,5,6,7,8,9,10,11) are quite similar but (8,9) here lacks hyperdash.
HD is out of option so.. i will jst reduce their distance, tq
The CtB difficulties may need some more refining and reworking to be pushed forwards, as some of the difficulties, especially Rain lacks a bit of quality. Call me later for a recheck!
Good luck!
OOO OO O ... OK.. OKO... OKOOORATU IS HERE??? WUATTTT.... >_<Okoratu wrote:
Go Raika /
am i the guy who tested that lolsLordRaika wrote:
alienflybot wrote:
[ Cup]
Gameplay
- 00:14:531 (7,1,2,3,4,5,1,2,3) - Avoid using such pattern in Cup. Cup beginners will be scared of these difficult patterns.
1) i had 1 of my fren that never play ctb to test this... and its not hard as normal cup pattern,
2) i try to play it with my left hand(usually i play with right hand) so its like im a newbie to this ctb game but its still easy to catch
dudeOkoratu wrote:
am i the guy who tested that lols
oh wait, make it two then, haha... i had another test before you loong ago... that i forgot that hahaOkoratu wrote:
am i the guy who tested that lols
i feel like... the longer you guys are trying to mod this beatmap, the more less important things it is...Kurokami wrote:
[Cup]
00:07:290 (5) - There is no feedback for the sliderend which shouldn't happen in any CtB specific difficulty. Its allowed to have silenced end in osu! but since in CtB you need to catch it anyway, some feedback required.
Kuro...
View > Volume > Music 0% , effect 100%, it does have a sound on it on every diff.. its not silenced
its normal-hitfinish.wav
01:24:048 (1) - Oh hey I missed this one. No, the distance is truly short here if you play without knowing the map. At the same time it makes no sense that you mapped 01:14:117 (5,1,2,3,4,5,6) but used spinner at 01:20:738 (1). Why? Every song has repetitive instrument part
Haha... dude, i knew this thing 2years ago, and since i try to compose some music and using fruity "loops"
but err, ok, so i drag them a bit to left
[Salad]
00:07:290 (5,6,7,8) - Same as on Cup. This is not allowed no matter what.
00:07:290 - soft-hitnormal + drum-hitfinish
00:07:600 - soft-hitnormal + normal-hitfinish
00:07:703 (6,7,8) - LR3_FXDSRPF R & L .wav
im surprised you still want to "try" to mod my hitsound.
00:40:807 (1,2,1,2,1,2,1,2) - Can you flip the jumps here? Instead of going towards to the middle they should go from there. To make some variety to your patterns here.
.... ... .. sure....
[Platter]
00:03:772 (4,5) - I get the sound what you want to follow here but thats nothing ordinary. It shouldn't be HDashes. Instead, it would be nice to have one between (5,1).
ok
00:07:290 (5,6,7,8) - Muted hitsounds again.
^
00:07:841 (8,1) - Its so weird to not have some distance here. Please try to increase it.
just a little bit, yes... SURE, but dont expect more because it will be 1/6HD and i dont want anyone to argue about this!!
00:21:152 - I wonder why this spot is empty. It basically cries for an object.
00:21:565 (1,2,3,1,2,1,2,1,2,1,2) - Omg slider spam. Besides the fact to be really boring to see 1/2 sliders everywhere you can't make various patterns with them either for a long time. It would be nice to divide some or add some repeat following the vocal. Good, you mapped every syllable here but that just ended up to have no real meaning.
is this really quality issue?! as you can see im following vocal, and no, i dont wnt to add object there.
i added it on rain, not on any lower diff, i dont use lots of 1/2 slider on rain, i think you know why.
ANYWAY... just what did u expect from this section's pattern to grow? from cup to salad and platter.
well... worry not, i will just make the variation for you anyway, ... ... ...
01:26:531 (4,1) - What is this HDash please. It makes no sense to follow something which is that weak.
uhh... whatever, just dragged it closer to left... done
[Rain]
Ok, I actually gave up this. There are so many inconsistent jump pattern, once you followed the drum but later there is nothing at the drums.
00:08:117 (2,3) - no jump 00:14:738 (1,2) - jump
00:08:945 (6,7) - no jump 00:15:565 (5,6) - jump
and so on.
you are comparing two different section of pattern
jump or not is depend on the pattern on HOW i want a player to catch it... ugh... issue? perhaps to mapper in subjective view! not player....
00:21:152 (1,2,3,4,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2) - Good, you changed the sliders to circles. Sorry if I sound a bit rude, but this is still, if not more, boring.
NO, ITS FINE...the rude doesnt matter!! its just, if this is NOT an issue, SO BE IT!!! tq ^^'
and you are saying LIKE... this is because of mod? this is what i have since i mapped this long ago....
00:27:152 (6,7) - HDash which follows nothing.
.... .... geez....
changed 00:27:358 - this into HD, now if you still say it follows nothing... i will leave ctb community at once.
00:29:841 (2,3) - HDash which is missing.
think again.... is it missing?? if i add one, WILL YOU tell me to add another one here 00:23:220 (1,2,3) -
LOOK, why i point that timeline, thats the looping point of the song, its same pitch same sound just different lyrics.
00:32:324 (3,4) - Holy cow this distance.
on the 2nd thought, this is due to circle size changed, so i will add HD between them
00:39:152 (1) - Uhm, what?
i dont even want to argue on this. its like... so pointless
00:53:841 (3,4) - Distance please.
yes thank you, this one is absolutely because of circle size.
01:14:117 (8,1) - This distance is a little bit too high after that HDash. Please shorten it a little.
Sure things~
My suggestion for this, even if you want to keep it, please go through on the whole difficulty and make the Dashes and HDashes consistent, with Platter as well.
All done~
except this > 00:34:186 - section on rain, i wont change it again and again... i have had enough of this.
[]
Closing words. I came to check this without knowing or even guessing what I might find nor I did take a look at the afb's mod. Each of them is my own personal opinion and suggestion. If you don't like something, fine. We can discuss it and might find a solution to satisfy both of us. Good luck. o/
Edit: It looks like the bubble fixed by Yuii-. Well, its up to you then whether you take these into consideration or not.
Yep, tq for the check...
My main concern here are those hitsounds, nothing else. Of course, I don't like your way of mapping on Rain at all and I want to give you suggestions, and lead you but you are just tossing everything away. If the BNs are fine with it, good, after all they are the ones who decides what to do here. Its just simply not my work. I told you when I was a BN and even tried to help you out, I won't repeat myself over and over again. Its just pointless. /o/LordRaika wrote:
[Rain]
you are comparing two different section of pattern
jump or not is depend on the pattern on HOW i want a player to catch it... ugh... issue? perhaps to mapper in subjective view! not player.... I'm trying to lead you here but it looks meaningless effort since you are rejecting everything what minght change your map. Why can't you use different types of jumps between similar parts? Normal jump here, HDash later, for example. This makes the map interesting and enjoyable. Don't ignore strong beats to create differences, instead try to play with jumps to make those.
By the way, I took a look at your map as a player, not a mapper.
00:21:152 (1,2,3,4,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2) - Good, you changed the sliders to circles. Sorry if I sound a bit rude, but this is still, if not more, boring.
NO, ITS FINE...the rude doesnt matter!! its just, if this is NOT an issue, SO BE IT!!! tq ^^'
and you are saying LIKE... this is because of mod? this is what i have since i mapped this long ago....
00:29:841 (2,3) - HDash which is missing.
think again.... is it missing?? if i add one, WILL YOU tell me to add another one here 00:23:220 (1,2,3) -
LOOK, why i point that timeline, thats the looping point of the song, its same pitch same sound just different lyrics. Did I told you to add one there?! Please. There is already a small jump. /o/
All done~
except this > 00:34:186 - section on rain, i wont change it again and again... i have had enough of this. Well, I already mentioned this to you earlier yet its still the same. /o/
[]
i feel like... the longer you guys are trying to mod this beatmap, the more less important things it is... wtf
anyway thx for the check, i hope i can get this done soon!
Thank you everyone~
Updated, and so the conclusion is,... i ask Kuro for stuff and wait... but he doesnt seems want to change the rain any further, and told me to go on.alienflybot wrote:
[ Rain]
- 01:17:427 - 01:26:324 - This part do not have any hyperdashes, which is quite simple as a Rain in my opinion. I suggest the following parts to add hyperdash:
• 01:20:324 (5) - What about adding a hyperdash here, because this note is quite strong in the rhythm. I recommend Ctrl+H'ing (5) so there is a hyperdash between (4,5) from left to right.
Sure, added the HD
• 01:23:221 (3,4) - You may either add a hyperdash here, or 01:23:634 (4,5) - Since (4) is at the same part of rhythm as above which is 01:20:324 (5) so a hyperdash here would do. Or else, 01:23:634 (4,5) is also applicable with the hyperdash since (5) is the beginning of another stanza.
i add two here, for agreeing two things you concern...
• 01:25:496 (4,1) - It is optional here, you may add a hyperdash here if you like. As I heard there are some louder sound at (1), adding the hyperdash can also emphasize the new combo start.
uhm thx but i think i cant made any change for this part XD
Not really much to point out now. For the hitsounding, I am not sure if you really want to change them or not, probably still need some discussions on that? After the conclusions are made, I can help bubbling it or giving a heart.
Nope, i changed it, so its perfectly done...
Good luck!
XD i cant argue much, i have my pattern, but EACH time people take a look, they always pour their thoughts and so it became like that...BoberOfDarkness wrote:
wtf who change this awesome pattern to this shit 00:07:290 (5,6,7,8,1) -
omg, sankyuuu~ Feerum >w</Feerum wrote:
Grats Raika :3
Really fun Beatmap. Nice Hitsounds. Everything Nice. <3
LordRaika wrote:
@JBHyperion...
hmm about the NC, ( i dont even have to look at it , i already knew what you want to say )
even if i have to repeat myself from 10 months ago till now, i will gladly do it.... :
"What is a NC? and a new combo on CTB works SLIGHTLY different from all mode, when you catch fruit (1) , it will have the effect to BURST out all the rest of the catched fruit of previous combo, THIS, is what i aim to greatly emphasize the cymbal... you should LOOK on the gameplay on how things goes, NOT only too focused on editor." i cant see this is so wrong , and according to what i aim on most NC, i believe its already consistent enough that i break the fruit on mostly cymbal/crush sound.
I agree with this idea, and I like it, but it's done inconsistently, which was my point. Sometimes you NC'ed on the downbeat, sometimes on the beat after it. Please don't assume that I only looked at this in the editor and didn't play the map. I put every effort possible into each and every one of my mods, and it hurts me to think that you feel otherwise.
and nope! i must say i test everything and make it as good as possible, u cant just say its unpolished.
surely nothing you say is unrankable... and for rain, IT DOES have 1/4hi-hat sound, or even, you can use 1/8 for the noise sound.... (1/8 repeating slider, i jst dont wnt to do this), sry... i just cant see any problem, everything you said... might be a hasty judgement, because most of it is intentional by myself.
Of course I can say that I feel it's unpolished, as it's my personal opinion. The whole point of modding is for people to share their opinions - you can't just flat out call someone's opinion wrong. If you re-read my post, I never said that anything was unrankable, just that I felt it could be improved before being ranked. But hey it's qualified now so the QATs will handle it from here.
Thank you JBHyperion , for the check ^^
Deif wrote:
[Platter]This... Before it was just a simple full normal dash for all (5 6 7 8 1)
- 00:07:290 (5,6,7,8,1) - The transition to the next slider is quite abrupt, and should be softer (low-spaced triplet + extreme dash).
next mod i made it into simple walk for all of it.
next and next and next mod and finally they want me to add spacing between 8 and 1
some player disagree but its not hard at any rate so its not really a missable pattern.
and now, do i have to... make it back like ... WHAT? what kind of pattern.
simple walk and no dash? TBH, the current pattern is more than easy even for ME to do it...
(just simple walk and dash) i think its logical enough for this part.
currently i dont change this. only regarding this section.
The same thing happen on Rain, 00:07:290 - "This plays quite bad, combining 2 different type of HDashes and a spaced stream."
my 2 simple question and my answer :
1st : is it even hard?
>> no, just 1 simple full dash
2nd : is it even unrankable?
>> from ALL BAT&BN from last year generation till now(you should know the pain by now) for the current one HD, its not an issue, its even appear only on Rain.
.....
.....
rage quit?LordRaika wrote:
TQ People... this is my last update.
Blind Justice wrote:
Equim wrote:
come back pls ;_;
hmm, ive ask the QAT for the reason of the DQ after i apply their concern BUT there u have it... 4months for nothing.TheBronyGames wrote:
4 month bubble, and nothing since, do i smell a nuke incoming?
Sey wrote:
Placeholder
A short note: Because of the troublesome Platter I normally would have popped this bubble but since I see the map has been ignored for 4 months already I will take care of the qualify, but for this I expect cooperation with you and please take the platter mod especially as serious as possible.
[General]-done
- 01:27:910 - Add another green line here with 5% audio volume in each difficulty, this will emphasize the lower sounding of the song at the very end a little better.
- I observed that some of your hitsounds vary +1/-1ms, just make sure to resnap everything again.
- Why is 'The animation' written with caps in the source? According to most sources in the web I found the source should be: 'Choujigen Game Neptune: The Animation'. Please can you explain that to me?
-WHICH ONE? all i check are all in a proper snap, SB hitsound as well. i also dont remember ever change timing. could be osu weird behavior due to sick update of osu stable version lately?
-i jst simply copy paste it! whatever it is, this is easy fix and only take few second for it.
[Cup]-i'll make the first one same as the 2nd one
- 00:09:565 (1,2,3) - , 00:12:876 (1,2) - Both of these have the same rhythm, so please decide how you wanna map them. I expect a little more consistency here.
- 00:33:979 (1,2) - Relatively awkward this pattern has, for a Cup at least. A softer slider movement would be great to avoid any confusion for a newbie, in example:
- 01:00:048 (3) - CTRL+G this and move it back to x96 for a better flow direction towards the next note.
-k
-k
[Salad][Platter]
- 00:01:290 (1,2,3,4,5,6,1) - To have dashes like that at the very beginning of the song is a big nope to me, nobody expects that to happen and the music is still pretty low in compare to the rest of the song. Please decrease distances between these patterns drastically. In example you used way lower distances at 00:04:600 (1,2,3,4,5,6,1,2,3) - even though it's the same rhythm, on this part I am also not a fan that you used the same direction in these patterns 3 consecutive times. But this is up to you to change as well.
simply reduce the range and i will keep it.- 00:07:703 (6,7,8,1) - If you really wanna use a stream in your salad that much, please make it at easy as possible. With that I mean here especially decreasing the distance a little between each circle in order to maintain a bit of better spread to your cup.
yes, and so i reduce it a bit, (dont expect too much), dw.. i ensure its jst a super simple normal walk that even a new salad player wont miss it.- 00:12:876 (1,2,3) - , 00:13:703 (4,5,6) - Both of these patterns play kinda the same, make sure one of them is the opposite direction to provide a better flow in here, e.g. a symmetrical pattern.
no, pls no, they are not the same, sry i cant use sym pattern here.- 00:14:531 (7) - Shouldn't this one actually have the NC instead of 00:14:738 (1) - ?
i did it for cymbal like : 00:54:255 (8) - , 01:00:876 (4) -- 00:15:358 (3,4,5) - 1 or 2 grids to the right to avoid this ugly wall pattern, please. Same for 00:24:462 (1) - , just to the left.
k- 00:33:979 (1,2) - Shouldn't this have the same distance snap as the next note as you had at 00:35:014 (1,2) - , 00:35:841 (1,2) - , and so on... ? I mean when the same rhythm repeats a second time you did it here as well 00:40:600 (4,1,2) - . I would apprecate being 00:40:600 (4,1,2) - and 00:33:979 (1,2) - being consistent in the timeline if possible.
- 00:54:255 (8) - I am really not a fan of screen wall patterns, but oh well.
- 01:10:807 (1) - Would appreciate this to be more in the center to have a better connection to the spinner that actually seems to start on the left, the preparation time for this spinner is pretty short already and for a newbie it might be hard to catch all bananas in time.
k for the rest.
- Not the biggest fan of this Platter due to the constant 1/2 mapping but that's your style and I don't plan on destroying it. For future maps maybe try to make more use of longer sliders and such. I also have a few issues with some hypers in this but more to this in my mod below.
its fine, its an old map, a very old map that i cant even map like this anymore or nor how do i remap this, simply bcs im not my old self anymore.- 00:07:290 (5,6,7,8,1) - This whole pattern is just awkwark. Here is an example how to improve this a lot in terms of readability:
k- 00:20:531 (7,8) - , 00:27:358 (2,3) - , 00:33:979 (2,3) - , 00:35:014 (1,2) - , 00:35:841 (1,2) - , 00:36:669 (1,2) - , 00:40:807 (1,2) - , 00:41:635 (1,2) - , 00:42:462 (1,2) - , 00:43:290 (1,2) - , 00:44:738 (4,5) - , 00:45:979 (3,4) - , 00:47:841 (2,3) - , 00:48:669 (2,3) - , 00:55:290 (2,3) - , 01:01:083 (1,2) - , 01:01:911 (2,3) - , 01:03:772 (1,2) - , 01:09:979 (5,6) - Yeah well that's the main problem in here. Did you follow this discussion recently? t/385492. Please, make sure these are no Screen Border Hyperdashes, all of them. It destroys the actual gameplay of your Platter because my catcher is stopped all the time in a very forcible matter. They will very likely lead to a disqualify if you don't fix them because it's really, really annoying to play like this.
NO, i didnt.. and thx, i jst read that.
i simply make them not edgy dash for some part, and thx to this, it took me quite some time to repattern and decide to remap some section.
especially this section 00:34:186 - see if you are fine with this. it seems much aggressive than the chorus itself "BUT" even i can FC it...
as im jst around 400PP.(if you want, you can spectate me)- 00:21:565 (1,2,3,1,2,3,4,1,2,3,4,1,2,1,2) - , 00:28:186 (1,2,3,1,2,3,4,5,6,7) - What blatantly annoys me in these section is the constant 1/2 mapping you did in here. The vocals and such give much more than that, this does not emphasize the music very well. Have a timeline suggestion:
(For reference: The timeline starts at 00:28:186 - and ends at 00:33:979 - .)
I also want to mention that decreasing the density in here is beneficial since the combo gap between platter and rain is very low right now.
k- 00:32:738 (1) - Let this slider end at 00:33:772 - or 00:33:979 - , but not on a 1/4 tick please.
- 01:27:979 (9,10,11) - Make sure this is not on the screen wall, and for better flow make sure 01:27:565 (6,7,8,9,10,11) - have opposite directions.
k k k
[Rain]
uhhh... Rain... i jst apply it
and so.. for previous JBH's mod and Deif mod... i update the map then
i ask QAT again bout it what BEST to deal with the solution while every modder here seems to be conflicts to each other.
and im the one to blame..., i put the final update. Yuii bubble it... and seems like NOBODY's check it... so i dont remember things like 4-5months ago...
sry Sey. no reply there.
Firstly, I would gladly have rechecked it and helped you push it back to qualified, but rather than accept that the map could be improved, you decided to trash me publicly in the thread and flat out ignore my concerns and suggestions. I didn't post that mod to cause drama or lead a personal attack on you, I posted because like any other modder, I wanted to help improve the map.LordRaika wrote:
and so.. for previous JBH's mod and Deif mod... i update the map then
i ask QAT again bout it what BEST to deal with the solution while every modder here seems to be conflicts to each other.
and im the one to blame..., i put the final update. Yuii bubble it... and seems like NOBODY's check it... so i dont remember things like 4-5months ago...
sry Sey. no reply there.