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Koji Kondo - Bolero of Fire [CatchTheBeat]

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MBomb

snowball112 wrote:

heya o/ , here's my side of the m4m.

- Your diff overall feels pretty unbalanced in terms of such a low number of circles vs. so many sliders, especially in the kiai. In my opinion you should include more circles for better emphasis on specific beats and structure. - I feel this song fits sliders a lot better than circles in a lot of places, the kiai being one of the biggest examples of this.

- I like what you did around 00:09:071 (6,1,2) especially because of mixing in that 1/3. I think you should do this more as this feels more fun and interesting to play. For example you could:
- Remove 00:12:571 (2), put a repeat on 00:12:071 (1) and use 1/3 between 00:12:571 and 00:13:071 (1) for a bit of variety. - I like this pattern, although the way I've made it may be a bit too difficult ;; We shall see with future mods.
- Map in a bit of 1/3 between 00:21:071 (1) and 00:23:071 (1), the drum beats are quite strong here. - I like this, fits the drum beat and makes the jump make a lot more sense music wise as the loud drum beat is on 00:22:071 (1) - .

- I think the sounds at 00:00:571 (2,3) and 00:01:571 (1,2) would be better represented using either 4 singles instead of 2 sliders OR 1/3 repeat slider + 1 circle with a little jump at the end of either. This would fit better in my opinion. Similar with 00:03:571 (1,2). - I did consider 4 circles at one point, but I think this works better.

- I think single circles would also be better instead of sliders at 00:02:571 (3,4) for better emphasis on the drums. - I do agree with you here, not sure why I made them sliders...

That's all from me. Good luck ^^
Thanks for the mod!
Difficulty went up a bit, that's good. ;)
osu file format v14

[General]
AudioFilename: 60. Bolero of Fire.mp3
AudioLeadIn: 0
PreviewTime: 12071
Countdown: 1
SampleSet: None
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 1
WidescreenStoryboard: 1

[Editor]
DistanceSpacing: 1
BeatDivisor: 3
GridSize: 8
TimelineZoom: 1

[Metadata]
Title:Bolero of Fire
TitleUnicode:Bolero of Fire
Artist:Koji Kondo
ArtistUnicode:Koji Kondo
Creator:DragonSlayer96
Version:MBomb's Rain
Source:Zelda Reorchestrated
Tags:The Legend Orcarina Time Sheik Link Darunia Volgaria warp song temple goron death mountain mtn tloz oot - Magic Bomb -
BeatmapID:633829
BeatmapSetID:279937

[Difficulty]
HPDrainRate:7
CircleSize:5
OverallDifficulty:9
ApproachRate:9
SliderMultiplier:1.6
SliderTickRate:2

[Events]
//Background and Video events
0,0,"bolero of fire.png",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
71,250,4,3,0,5,1,0
21071,-100,4,3,0,5,0,1
27071,-100,4,3,0,5,0,0


[Colours]
Combo1 : 255,255,0
Combo2 : 255,0,0
Combo3 : 255,128,0

[HitObjects]
256,192,71,5,0,0:0:0:0:
144,192,571,2,0,L|64:96,1,106.666666666667
192,192,904,2,0,L|256:96,1,106.666666666667
352,192,1571,6,0,L|432:96,1,106.666666666667
336,192,1904,2,0,L|256:96,1,106.666666666667
64,192,2571,1,0,0:0:0:0:
448,192,3071,1,0,0:0:0:0:
320,192,3571,6,0,L|272:96,1,106.666666666667
192,192,3904,2,0,L|256:80,1,106.666666666667
384,192,4571,6,0,L|288:128,2,106.666666666667
128,192,5071,2,0,L|224:112,2,106.666666666667
256,192,5571,1,0,0:0:0:0:
320,192,5737,1,0,0:0:0:0:
384,192,5904,1,0,0:0:0:0:
448,192,6071,2,0,L|336:112|336:112,1,106.666666666667
320,192,6571,5,0,0:0:0:0:
224,192,6737,1,0,0:0:0:0:
128,192,6904,1,0,0:0:0:0:
32,192,7071,2,0,L|112:112|112:112,2,106.666666666667
256,192,7571,5,0,0:0:0:0:
320,192,7737,1,0,0:0:0:0:
384,192,7904,1,0,0:0:0:0:
320,192,8071,1,0,0:0:0:0:
128,192,8571,1,0,0:0:0:0:
448,192,9071,2,0,L|376:32,1,160
64,192,9571,6,0,L|128:96,2,106.666666666667
144,192,10071,2,0,L|272:96,1,160
384,192,10571,5,0,0:0:0:0:
320,192,10737,1,0,0:0:0:0:
160,192,10904,1,0,0:0:0:0:
256,192,11071,6,0,L|160:144,1,106.666666666667
64,192,11404,1,0,0:0:0:0:
128,192,11571,1,0,0:0:0:0:
192,192,11737,1,0,0:0:0:0:
256,192,11904,1,0,0:0:0:0:
160,192,12071,6,0,L|96:40,2,160
224,192,12737,1,0,0:0:0:0:
288,192,12904,1,0,0:0:0:0:
352,192,13071,6,0,L|416:40,1,160
448,192,13571,2,0,L|512:40,1,160
384,192,14071,1,0,0:0:0:0:
64,192,14571,1,0,0:0:0:0:
512,192,15071,6,0,L|416:64,3,160
304,192,15987,1,0,0:0:0:0:
0,192,16071,2,0,L|96:64,3,160
320,192,16904,1,0,0:0:0:0:
256,192,17071,6,0,L|160:112,1,106.666666666667
256,192,17404,1,0,0:0:0:0:
352,192,17571,2,0,L|448:112,1,106.666666666667
512,192,17904,1,0,0:0:0:0:
296,192,18071,6,0,L|160:104,1,160
24,192,18571,2,0,L|160:104,1,160
488,192,19071,6,0,L|352:104,1,160
216,192,19571,2,0,L|352:104,1,160
416,192,19904,1,0,0:0:0:0:
320,192,20071,2,0,L|256:40,1,160
512,192,20571,2,0,L|448:88,1,120
32,192,21071,6,0,L|96:40,1,160
0,192,21571,2,0,L|64:40,1,160
128,192,21904,1,0,0:0:0:0:
480,192,22071,6,0,L|416:40,1,160
512,192,22571,2,0,L|448:40,1,160
256,192,22904,1,0,0:0:0:0:
128,192,23071,6,0,L|192:40,1,160
64,192,23571,2,0,L|128:40,1,160
384,192,24071,6,0,L|320:40,1,160
448,192,24571,2,0,L|384:40,1,160
0,192,25071,6,0,L|128:96,1,160
512,192,25571,2,0,L|384:96,1,160
0,192,26071,6,0,L|64:40,1,160
512,192,26571,2,0,L|448:40,1,160
0,192,27071,1,0,0:0:0:0:
256,192,27196,12,0,30071,0:0:0:0:
Topic Starter
DragonSlayer96
Thanks mb. It has been updated. Time for another mod.
__Hatsune_Miku

Platter

  1. 00:01:904 (6) - This note pile up note (7)
  1. 00:07:904 (6) - Move X=512 y=192 :D (is little move :P)

MBomb's Rain

  1. i suggest CS down to 4.3 ~ 4 (it just suggest .:D)
  1. 00:10:904 (3) - This note pile up 00:11:404 (2) - here

sorry
i cant fined more ...;;
MBomb

_ Hatsune Miku wrote:

MBomb's Rain

  1. i suggest CS down to 4.3 ~ 4 (it just suggest .:D) - I prefer it as CS5, sorry.
  1. 00:10:904 (3) - This note pile up 00:11:404 (2) - here
- Not quite sure what you're saying here, but I like this section how it is.
Thanks for the mod.
Topic Starter
DragonSlayer96

_ Hatsune Miku wrote:

Platter

  1. 00:01:904 (6) - This note pile up note (7)
Meh worth a shot to stack. Lets see what others say about it.
  1. 00:07:904 (6) - Move X=512 y=192 :D (is little move :P)
Ok

sorry
i cant fined more ...;;
It's ok you found out what you thought could be changed. Thanks for your help
Negri_sk
[Rain]
00:00:571 (2) - NC
00:00:904 (3) - x256
00:01:904 (2) - ^
00:03:571 (1) - x360
00:03:904 (2) - x152
00:05:571 (3,4,5) - https://osu.ppy.sh/ss/2884181
00:06:071 (6) - x480 ^ This is an follow up to the one above don't do this one if you don't do the triple.
00:07:571 (1,2,3,4) - https://osu.ppy.sh/ss/2884228 Change to grid 1 for a lil time to get this one.
00:11:404 (2,4) - x96
00:11:571 (3,5) - x216
00:13:571 (2) - CTRL+G
00:23:071 (1) - https://osu.ppy.sh/ss/2884310
Will mod more later...
GAMI
M4M

00:21:071 (1) - x : 480
00:22:821 (4) - this is kinda too far and use dash , try to move to x:96
00:24:821 (4) - same suggest as above , move to x:48
00:01:071 (5) - x:128 since it's salad
00:04:071 (4) - x:304
00:07:071 (4) - x:208
00:10:071 (4) - x:144
00:13:071 (2) - try to balance the slider like this
00:19:071 (2) - same suggest as above , just try to balance it
00:21:071 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - IDK why you put a note randomly at this kiai place.. try to improve it
00:06:071 (1) - x: 48
00:06:737 (2) - x:400
00:06:904 (3) - x:496
00:21:821 (4) - x:176
00:22:821 (4) - better make HDdash , move to x:512
00:23:071 (1,2,3,4) - make it balance like this
00:24:071 (1,2,3,4) - just make it balance like in above suggest
00:26:071 (1,2,3,4) - make like this since you put randomly
00:06:071 (6) - I dont hear anything good for note on purple line , remove that
00:15:987 (2) - are you sure you put this note on purple line?
00:16:904 (4) - same as above so try to consider that
00:19:904 (3,3,3) - ^
00:13:571 (2) - not good , try ctrl+g
00:14:071 (3) - move to x: 256

that's all , sorry for didn't help

here my M4M map : Iida Riho & Pile - Beat in Angel

good luck
Topic Starter
DragonSlayer96

GAMI wrote:

M4M

00:21:071 (1) - x : 480 Ok
00:22:821 (4) - this is kinda too far and use dash , try to move to x:96 Ok
00:24:821 (4) - same suggest as above , move to x:48 Ok
00:01:071 (5) - x:128 since it's salad Ok
00:04:071 (4) - x:304 Ok
00:07:071 (4) - x:208 Ok
00:10:071 (4) - x:144 Ok
00:13:071 (2) - try to balance the slider like this Ok
00:19:071 (2) - same suggest as above , just try to balance it Ok
00:21:071 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - IDK why you put a note randomly at this kiai place.. try to improve it Meh kinda like it how it is
00:06:071 (1) - x: 48 Ok
00:06:737 (2) - x:400 Ok
00:06:904 (3) - x:496 lol already there
00:21:821 (4) - x:176 Ok
00:22:821 (4) - better make HDdash , move to x:512 Ok
00:23:071 (1,2,3,4) - make it balance like this Ok
00:24:071 (1,2,3,4) - just make it balance like in above suggest Meh like how it looks
00:26:071 (1,2,3,4) - make like this since you put randomly Meh like how it looks

that's all , sorry for didn't help Don't say that. Every mod helps.

here my M4M map : Iida Riho & Pile - Beat in Angel ??? when did i accept to mod this? will try be modding it soon

good luck
GAMI

DragonSlayer96 wrote:

GAMI wrote:

M4M

00:21:071 (1) - x : 480 Ok
00:22:821 (4) - this is kinda too far and use dash , try to move to x:96 Ok
00:24:821 (4) - same suggest as above , move to x:48 Ok
00:01:071 (5) - x:128 since it's salad Ok
00:04:071 (4) - x:304 Ok
00:07:071 (4) - x:208 Ok
00:10:071 (4) - x:144 Ok
00:13:071 (2) - try to balance the slider like this Ok
00:19:071 (2) - same suggest as above , just try to balance it Ok
00:21:071 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - IDK why you put a note randomly at this kiai place.. try to improve it Meh kinda like it how it is
00:06:071 (1) - x: 48 Ok
00:06:737 (2) - x:400 Ok
00:06:904 (3) - x:496 lol already there
00:21:821 (4) - x:176 Ok
00:22:821 (4) - better make HDdash , move to x:512 Ok
00:23:071 (1,2,3,4) - make it balance like this Ok
00:24:071 (1,2,3,4) - just make it balance like in above suggest Meh like how it looks
00:26:071 (1,2,3,4) - make like this since you put randomly Meh like how it looks

that's all , sorry for didn't help Don't say that. Every mod helps.

here my M4M map : Iida Riho & Pile - Beat in Angel ??? when did i accept to mod this? will try be modding it soon

good luck
Oh Since you says you will mod my Gavin map, I try to change into beat in angel but it's up to you then. Sry
Topic Starter
DragonSlayer96

GAMI wrote:

Oh Since you says you will mod my Gavin map, I try to change into beat in angel but it's up to you then. Sry
I don't mind switching, i just didn't recall ever accepting a M4M regarding the angel one. Its ok. Will mod it
GAMI

DragonSlayer96 wrote:

GAMI wrote:

Oh Since you says you will mod my Gavin map, I try to change into beat in angel but it's up to you then. Sry
I don't mind switching, i just didn't recall ever accepting a M4M regarding the angel one. Its ok. Will mod it
Oh dont mod it then. Forget it lol. Now I will BL you, sry
MBomb
Sorry to all the modders of my difficulty, but I'm going to be withdrawing my rain guest difficulty, as I feel right now, it is nowhere near the quality of my other maps, and I'm not sure how to fix it without making it a lot closer to a platter. This song is just not suited to a rain of my mapping style. It'll be DS96's call whether he wants another rain gd or whether he'll just stick with a Cup-Platter spread, but I think he should go with the latter.
Topic Starter
DragonSlayer96

- Magic Bomb - wrote:

Sorry to all the modders of my difficulty, but I'm going to be withdrawing my rain guest difficulty, as I feel right now, it is nowhere near the quality of my other maps, and I'm not sure how to fix it without making it a lot closer to a platter. This song is just not suited to a rain of my mapping style. It'll be DS96's call whether he wants another rain gd or whether he'll just stick with a Cup-Platter spread, but I think he should go with the latter.
I will probably just leave it a trifecta mapset and not reach out for another GD for the mapset. Like I did tell you in PM, if you want to retry the Rain, I don't mind re adding it. I will probably just honestly try to only do Cup - Platter mapsets for a while until i can adequately do Rains and not ask for GD's for them from now on. I just feel bad for wasting people's time because of this, but - unless someone truly believes a mapset I am making needs a Rain - I will no longer be asking for GD's for Rains.
MBomb
On a slightly brighter note from my last post, I'm doing a mod as requested on Wild and Hyper's modding queue with me as a guest modder.

Because of the very high bpm of this song, I'm not really comfortable with the 1.2 slider velocity for this, I'd reduce it to 0.8 maybe, mainly because I felt sliders like 00:04:571 (2) - felt a bit fast for a cup.

00:20:579 - Place a circle on the 1/1 here as this is a very strong beat.
00:21:821 (2) - Move this to x:368 to make it slightly easier to catch.
00:05:571 (7) - NC here.
00:06:071 (10) - This jump feels a bit awkward imo, move it to x:192.
00:10:571 (1) - Map this combo in a stream similar to 00:04:571 (1,2,3,4,5,6,7,8,9,10) - .
00:17:071 (3) - This jump feels kinda awkward too, move this to x:256.
Add some sliders between 00:21:071 (1) - and the end of the map, this part lacks variety right now.
00:00:737 (2,3) - Switch these two notes around.
00:07:071 (4,7) - I don't like the hypers on these sounds, in my opinion the sound is too weak to constitute a hyper.
00:10:737 (1,2) - Make 1 hyper to 2, this is a very strong drum beat.
00:11:071 (3,4) - This shouldn't hyper, it's a weak sound.
00:11:571 (6,7) - ^
00:14:071 (7) - Ctrl+g this and move it to x:240, flows a lot better whilst maintaining the HDash.
00:18:071 (1) - This is an awkward jump right now, but it fits a hyper, so move it to the right a bit more to make it hyper. If this is followed, move 00:18:727 (2) - to the left a bit to avoid a timing jump.
00:22:821 (4,1) - 4 shouldn't hyper to 1 here, it's a very weak sound.
00:25:071 (1) - 4 should hyper to 1 here.
00:26:071 (1) - ^

Done ;)
Topic Starter
DragonSlayer96

- Magic Bomb - wrote:

On a slightly brighter note from my last post, I'm doing a mod as requested on Wild and Hyper's modding queue with me as a guest modder.

Because of the very high bpm of this song, I'm not really comfortable with the 1.2 slider velocity for this, I'd reduce it to 0.8 maybe, mainly because I felt sliders like 00:04:571 (2) - felt a bit fast for a cup. meh changed it to SV of 1.0 can always go lower if it still feels to fast

00:20:579 - Place a circle on the 1/1 here as this is a very strong beat. ok
00:21:821 (2) - Move this to x:368 to make it slightly easier to catch. ok
00:05:571 (7) - NC here. ok
00:06:071 (10) - This jump feels a bit awkward imo, move it to x:192. ok
00:10:571 (1) - Map this combo in a stream similar to 00:04:571 (1,2,3,4,5,6,7,8,9,10) - . ok
00:17:071 (3) - This jump feels kinda awkward too, move this to x:256. ok
Add some sliders between 00:21:071 (1) - and the end of the map, this part lacks variety right now. ok
00:00:737 (2,3) - Switch these two notes around. ok
00:07:071 (4,7) - I don't like the hypers on these sounds, in my opinion the sound is too weak to constitute a hyper.
00:10:737 (1,2) - Make 1 hyper to 2, this is a very strong drum beat. No I have the hypers set up for the different sounding beat so it stands out. For the drums, it is the same throughout this mini stream
00:11:071 (3,4) - This shouldn't hyper, it's a weak sound. ^
00:11:571 (6,7) - ^ ^
00:14:071 (7) - Ctrl+g this and move it to x:240, flows a lot better whilst maintaining the HDash. ok
00:18:071 (1) - This is an awkward jump right now, but it fits a hyper, so move it to the right a bit more to make it hyper. If this is followed, move 00:18:727 (2) - to the left a bit to avoid a timing jump. ok
00:22:821 (4,1) - 4 shouldn't hyper to 1 here, it's a very weak sound. ok
00:25:071 (1) - 4 should hyper to 1 here. ok
00:26:071 (1) - ^

Done ;)
Negri_sk
[Cup]
00:21:071 (1,2,3,4,1,2,3,4) - Make this more consistently tighter.

[Salad]
-0.5 CS

[Platter]
00:07:071 (4) - 1 snap to the right
00:05:237 (4,5,6) - 2 snaps to the right
Optional pattern changes now
00:21:071 (1,2,3,4) - https://osu.ppy.sh/ss/2948894
00:23:071 (1,2,3,4) - https://osu.ppy.sh/ss/2948896

I wonder why this mapset is not ranked yet, i acctualy had to search for a while to find ''anything''.
Topic Starter
DragonSlayer96

Negri_sk wrote:

[Cup]
00:21:071 (1,2,3,4,1,2,3,4) - Make this more consistently tighter. Ok

[Salad]
-0.5 CS Ok Worth a shot for a more consistent increase for CS

[Platter]
00:07:071 (4) - 1 snap to the right Ok
00:05:237 (4,5,6) - 2 snaps to the right Ok
Optional pattern changes now
00:21:071 (1,2,3,4) - https://osu.ppy.sh/ss/2948894 Ok Pattern was sorta sloppy here
00:23:071 (1,2,3,4) - https://osu.ppy.sh/ss/2948896 Ok ^

I wonder why this mapset is not ranked yet, i acctualy had to search for a while to find ''anything''.
I thought there wasn't enough mods for a bubble poke, but i will see what a BN says.
Kurokami
o/

[Cup]

00:14:071 (2) - Try this: http://puu.sh/gUZBE/2531ba83e9.png
00:19:071 (2,3) - http://puu.sh/gUZDB/0170d9e22d.png
00:21:071 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - This part is very confusing on Cup. The drums are really loud yet you followed the melody. It would be nice to follow both at the same time. Try this instead: http://puu.sh/gUZqG/8a8a8b5004.png, http://puu.sh/gUZsK/0031855374.png.
00:27:071 (1) - This spinner starts at a strong drumhit. It would be nice to make is start at 1/1 or 1/2 later and add a note here.

[Salad]

00:21:071 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - This is totally messy. You need to follow the drums as well since you can add jumps at those part which starts to be more important as the difficulty increasing. Try something like what I suggested on Cup.
00:27:071 (1) - Same as on Cup.

[Platter]

00:04:737 (1,2,3,4,5,6,7,8) - The jumps should be at white ticks since the drums are slightly stronger there (including the slidertail).
00:05:904 (8,1) - Man, this is crying for a jump.
00:06:904 (3,4) - ^
00:07:904 (6,7) - ^
00:11:071 (3,6,1) - Jumps here and nowhere else. And at (8,1) it should be the highest.
00:26:321 (2,3) - Here needs a jump.
00:27:071 (1) - Same as I told on Cup (well, just if you applied there).
[]

Thats all. Though I personally think the rhythm should be clearer my suggestions can make them easier to follow. Good luck. o/
Topic Starter
DragonSlayer96

Kurokami wrote:

o/

[Cup]

00:14:071 (2) - Try this: http://puu.sh/gUZBE/2531ba83e9.png Ok
00:19:071 (2,3) - http://puu.sh/gUZDB/0170d9e22d.png Ok
00:21:071 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - This part is very confusing on Cup. The drums are really loud yet you followed the melody. It would be nice to follow both at the same time. Try this instead: http://puu.sh/gUZqG/8a8a8b5004.png, http://puu.sh/gUZsK/0031855374.png. Ok i will try it
00:27:071 (1) - This spinner starts at a strong drumhit. It would be nice to make is start at 1/1 or 1/2 later and add a note here. No how i have the spinner now, i have it covering the long held note at the end. That is where the note starts and just sounds funny to me if it doesn't start there.

[Salad]

00:21:071 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - This is totally messy. You need to follow the drums as well since you can add jumps at those part which starts to be more important as the difficulty increasing. Try something like what I suggested on Cup. Ok
00:27:071 (1) - Same as on Cup.

[Platter]

00:04:737 (1,2,3,4,5,6,7,8) - The jumps should be at white ticks since the drums are slightly stronger there (including the slidertail). ??? already jumps here. just shot out 00:05:237 (4,5,6) - more for a bigger jump
00:05:904 (8,1) - Man, this is crying for a jump. Ok
00:06:904 (3,4) - ^
00:07:904 (6,7) - ^ Ok
00:11:071 (3,6,1) - Jumps here and nowhere else. And at (8,1) it should be the highest. Ok
00:26:321 (2,3) - Here needs a jump. Ok
00:27:071 (1) - Same as I told on Cup (well, just if you applied there).
[]

Thats all. Though I personally think the rhythm should be clearer my suggestions can make them easier to follow. Good luck. o/
QHideaki13
Modding via IRC. Good luck!

21:46 QHideaki13: Umm... Would you mind for an IRC mod? I found a little bit of critical points, just want to see your opinions about it.
21:47 DragonSlayer96: yea. i dont mind an irc mod
21:47 QHideaki13: Alright, gimme a sec
21:49 QHideaki13: Cup:
21:50 DragonSlayer96: okie. on cup
21:52 QHideaki13: Seems fine, but I would suggest on moving 00:23:050 (6) - 4 grids to the right, since the distance between the previous note is slightly far imo
21:52 DragonSlayer96: i saw the kaia time ;-; sorry. changed the offset and forgot to check if they were snapped to the 1/4 timeline, not he 1/3
21:53 QHideaki13: Oh, that makes me wonder on the usage of 1/3
21:54 DragonSlayer96: how i have it mapped, 1/3 is from the beginning to kaia time because i am following the drums. in kaia time i go to 1/4 and follow the other melody
21:54 QHideaki13: Just fix the part which you would like to change first, that one can be fixed later
21:55 QHideaki13: In exchange, try moving 00:25:883 (4) - 2 grids to the left, to make it balance
21:56 QHideaki13: Any thoughts?
21:56 DragonSlayer96: one sec, just updated with the fix during kaia
21:57 QHideaki13: mkay
21:57 DragonSlayer96: seems to play just fine to me. will do it
21:58 QHideaki13: I think that's all for Cup
21:58 QHideaki13: Salad:
21:59 QHideaki13: Eh, the hyperdash is gone
21:59 QHideaki13: Wait, I'mma recheck it
22:00 DragonSlayer96: did you update it? if so it might be from that
22:00 QHideaki13: Just updated it haha
22:02 DragonSlayer96: yea, that fixes a lot of issues with it snapped to the beat i want :P
22:03 QHideaki13: The only thing I found during kiai is this part 00:21:801 (3,1,2,3,1) -
22:03 QHideaki13: Technically, it is already above the Salad level
22:04 QHideaki13: Ofc, just my pov
22:04 DragonSlayer96: how is it above salad?
22:04 QHideaki13: The distance
22:04 QHideaki13: Playable, yet very difficult
22:04 DragonSlayer96: but no hypers though
22:05 QHideaki13: Indeed, probably by reducing the distance might helps
22:05 DragonSlayer96: without a Rain, i did make the salad and platter a tad bit harder
22:05 QHideaki13: I mean, it doesn't have to be a hyperdash to make it above the Salad level
22:06 QHideaki13: The distance plays an important role in this case
22:06 QHideaki13: So you might want to consider the suggestion, but I won't force you to do it
22:06 DragonSlayer96: 00:22:051 (1,2,3) - moved two ticks closer to 00:21:801 (3) -
22:07 DragonSlayer96: moved the circles one tick closer to the slider too
22:08 QHideaki13: That works too
22:08 QHideaki13: Moving on to Platter
22:08 QHideaki13: Platter:
22:10 QHideaki13: There was a part where non-kiai itself is even harder than the kiai
22:14 QHideaki13: I wouldn't touch much, the only suggestion that I can provide is a zig-zag pattern on the kiai and a simple triangle pattern on 00:04:717 (1,2,3,4,5,6) -
22:15 DragonSlayer96: the reason why there is no triangle there is because it isnt the same as the other pto
22:15 DragonSlayer96: spoy
22:15 DragonSlayer96: spot, gah, type
22:16 QHideaki13: http://osu.ppy.sh/ss/3005241
22:16 QHideaki13: Oh
22:17 QHideaki13: Which spot?
22:18 DragonSlayer96: 00:10:717 (1,2,3,4,5,6,7,8) -
22:18 DragonSlayer96: updating it because i have to go to work, sorry
22:18 QHideaki13: Alright then
22:19 QHideaki13: I think that's all from me
22:19 QHideaki13: Brb, posting to forum
22:19 QHideaki13: Thanks for your time!
22:19 DragonSlayer96: okie. will give kds
22:19 DragonSlayer96: thanks for your time too
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