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Yooh - MariannE [Osu|CatchTheBeat|OsuMania|Taiko]

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Tidek
Applied Evening mod for 4K collab

Update: http://puu.sh/n5Mvr/5cf43bfb75.txt
Kyouren
neonat. you're forget enable "Widescreen Support" in Mania 7K Collab diff!
Please fixed that!
Velius1309
Thank you very much for mapping this, absolutely love it! Keep up the good work
HueHueWarrior
This is so awesome :D, gonna practice this offline for a looooooong time.
AyyAyye
GO GO GO!
CelegaS
Graveyard rip
Nwolf
no taco icon
Bunnrei
no fruit
Xyyxo
I love this map... plez revive ;-;
Will support!!
AlisceaSparku
what happened?
Dab
bubble when
koliron
🍎 🍎 🍎 🍎 🍎 🍎 🍎 🍎 🍎 🍎 🍎
red fruits ≠ unrankable

sorry for late > <

Overdose

  • 🍎 00:02:412 (8,1,2,3) - this movement is a little weird imo, i'd make something like this

    to start with the strongest movement in the first fruit, then players wouldnt stop there
    🍎 00:04:768 (4,1) - an hyper here would be nice for the new stanza
    🍎 00:08:223 (5,6,7,8) - mmh there is not enough movement here, i can stop in 2 of these notes, thats weird to me, i'd make this as 00:07:595 (1,2,3,4) - with ctrl+g (also for aesthetic~)
    🍎 00:10:579 (4,5) - same as before about the hyper, for the hitsound
    🍎 00:18:904 (1) - shouldn't this be 1/2?
    🍎 00:19:532 (3,4,5,1) - woo! the sounds in 4,5 are pretty strong! i understand that its fine to not add hyper to emphasize (1) buuut dash would be nice! maybe 4 not much but 5 is easier to catch without use it
    🍎 00:22:987 (2) - this could be 1/8 too
    🍎 00:23:930 (1,2,3,4,5,6,7) - i love u
    🍎 00:30:055 (7,1) - aaaa hyper here would be really nice to emphasize that strong sound -w-
    🍎 00:32:097 (2,3) - ^ considering that you added to 2 which has the same sound, try with 00:32:412 (3) - ctrl+g and a little to the right~
    🍎 00:40:265 (1,2,3,4,1,2,3,4) - this is a little repetitive and boring imo, you could add more movements here, here is an example
    🍎 00:45:448 (1,2,3,4,1,2,3,1,2,3,4) - asd why suddenly the hypers and sliders are in 1/2? i'd change this as in 00:40:265 - , it could sounds a little repetitive but if you make interesting patterns it would be fine
    🍎 00:52:202 (3,4,5,6,1) - i understand the increase of distances until (6) for that sound in the background, but why is the distance to 00:52:830 (1) - so low? i'd add at least an hyper there
    🍎 00:55:343 (7,1) - the nc would be better in 00:55:343 -
    🍎 01:04:768 (3,4,5) - it would be a nice pattern with double hyper O: those sounds allow it!!1 as in 01:09:951 (4,5,6) -
    🍎 01:14:820 (4,5,6) - ^
    🍎 01:53:145 - mmh the rhythm here sound a little weird and inconsistent imo, here is an example to follow it better

    and repeat
    🍎 02:00:684 (1,2) - this one plays weird, i'd move 2 to the right, then players wouldnt stop here
    🍎 02:10:343 (7,8) - i'd add a dash or hyper here for that strong sound
    🍎 02:11:207 (4,5,6,7,8) - nice pattern, but it would be better with 02:11:207 (4,7) - a little to the right and 02:11:521 (6,8) - to the left
    🍎 02:11:521 (6,8) - and hyper here too(?
    🍎 02:32:726 (3,4,5,6,1) - same here, these sounds are pretty strong, i'd add some hypers and more distance, specially to 02:32:883 (4) -
    🍎 02:53:459 (1,2) - i'd add a little more distance here to not be so repetitive with the next pattern
    🍎 03:09:480 (2,1) - aaaa hard dash > < i'd reduce the distance a little or make an hyper
    🍎 03:27:385 (1,2,3,4,5,6) - nice patterrrnnn
    🍎 03:44:506 (2,1,2) - kek i think 1/4 would be better, is not that hard and the bpm is too much for 1/8, at least after 1/2 rhythm imo
    🍎 03:50:003 (1,2,3,4) - to not be so repetitive with 03:47:490 (1,2,3,4,5,6,7,8) - , i'd move 03:50:239 (2) - a little to the left and 03:50:553 (4) - , to the right to make a better movement too
    🍎 04:00:055 (1,2,3,4) - ^
    🍎 04:11:050 (4) - a double hyper here would be nice for the strong hitsound in 04:11:207 -
    🍎 04:51:260 (7,8) - also maybe an hyper here too, that sound is pretty strong and it is in kiai, specially because there were not much 1/4 in this kiai until now ):
    🍎 05:11:836 (3,4,5,6,7,8,1,2,3,4,5,6,7,8) - i loved it, but the movements in 05:12:307 (1,2,3,4,5,6,7,8) - are a little weird and unaesthetic, i think you could add to all of them a little more distance to not stop the ryuuta
    🍎 05:15:998 (4,1) - ohhhh! the pattern in 05:15:448 (1,2,3,4) - was pretty nice! dont make it impossible to notice with this dash ): a hyper would make it much better
    🍎 05:26:679 (9) - try to move this some grids to the left, to improve that movement, because is like you need to stpo a little before the hyper

good luck! x3
Xinely

koliron wrote:

🍎 🍎 🍎 🍎 🍎 🍎 🍎 🍎 🍎 🍎 🍎
red fruits ≠ unrankable

sorry for late > <

Overdose

  • 🍎 00:02:412 (8,1,2,3) - this movement is a little weird imo, i'd make something like this need x coordination. i tried and it feels more weird

    to start with the strongest movement in the first fruit, then players wouldnt stop there
    🍎 00:04:768 (4,1) - an hyper here would be nice for the new stanza
    🍎 00:08:223 (5,6,7,8) - mmh there is not enough movement here, i can stop in 2 of these notes, thats weird to me, i'd make this as 00:07:595 (1,2,3,4) - with ctrl+g (also for aesthetic~)
    🍎 00:10:579 (4,5) - same as before about the hyper, for the hitsound
    🍎 00:18:904 (1) - shouldn't this be 1/2? nope, i even hear 1/4 sound is louder than 1/2 ayy
    🍎 00:19:532 (3,4,5,1) - woo! the sounds in 4,5 are pretty strong! i understand that its fine to not add hyper to emphasize (1) buuut dash would be nice! maybe 4 not much but 5 is easier to catch without use it
    🍎 02:32:726 (3,4,5,6,1) - same here, these sounds are pretty strong, i'd add some hypers and more distance, specially to 02:32:883 (4) -

good luck! x3
thanks kolichan ~

http://puu.sh/qAYUe/49fd9248df.osu
Topic Starter
neonat

koliron wrote:

Overdose

  • 🍎 00:40:265 (1,2,3,4,1,2,3,4) - this is a little repetitive and boring imo, you could add more movements here, here is an example I changed up the patterns
    🍎 00:45:448 (1,2,3,4,1,2,3,1,2,3,4) - asd why suddenly the hypers and sliders are in 1/2? i'd change this as in 00:40:265 - , it could sounds a little repetitive but if you make interesting patterns it would be fine Changed patterns as well
    🍎 01:53:145 - mmh the rhythm here sound a little weird and inconsistent imo, here is an example to follow it better I simplified the earlier parts

    and repeat
    🍎 02:00:684 (1,2) - this one plays weird, i'd move 2 to the right, then players wouldnt stop here I made some changes
    🍎 05:26:679 (9) - try to move this some grids to the left, to improve that movement, because is like you need to stpo a little before the hyper adjusted

good luck! x3
Thanks! Some changes for ming's part as well
Evening
7K

-- Ichigaki

00:19:689 (19689|4,19846|4) - Would recommend to shift to 7 and 6 respectively just to match the pitch (you'd still have a column 3 hammer here so you kinda kill 2 birds with 1 stone with this pattern)

00:27:150 (27150|1,27464|5) - These are ghost notes, the synths technically starts from 00:27:072 (27072|0,27386|6) - but the starting synth sound is obscured by other instrumentals, so shift the current 1/2 LNs to those points (00:26:757 (26757|2,27072|4) - you have 1/4 synths here if you wanna map some 1/4s)

00:29:899 (29899|6,30056|3) - Recommending to add on 6 and 5 with 1/2 LNs here since the synths here are slightly louder and more prominent, so you might want to represent that

00:31:470 (31470|0) - Might want to convert 1 to an LN or just add a new 1/2 LN here for the synth

00:37:752 (37752|4,37909|3,37909|0,38066|5) - Felt kinda weird that you started the 1/4 at that point, there are 1/4s in between these notes too, so you might want to add them (if you really want to omit 1/4s for the intro just to create the "build-up" feeling, I'd suggest to start the 1/4s on the 3rd beat here instead of the 2nd)

00:39:637 (39637|0,39794|2,39951|3,40108|5,40265|1,40265|6,40265|0,40265|2) - If this followed PR it'd be great

-- DE-CADE

00:59:428 (59428|3) - Suggesting the following specifically for PR:

01:09:794 (69794|0,69951|2,70108|4,70108|6) - Stairing from the right to the left would be better for PR

01:10:108 (70108|6,70265|5) - Also, there's a 1/4 snare in between these 2 notes if you decide to map it

01:43:093 (103093|5) - For this section, notice how the song repeats a certain sound every 1/1 and it changes pitch every 2 measures or bars, so I'm suggesting to make 01:43:093 (103093|5,103721|6,104349|4,104977|3) - notes like these hammer on 1 finger, same goes to 01:45:606 (105606|6,106234|4,106862|6,107490|4) - but on a different finger, and so on. Personally felt that this section was a bit confusing to follow since

01:54:559 (114559|1) - I'm not too sure what is the significance of the 1/2 rhythm here since it doesn't seem to be emphasizing anything too unique, same comment goes to 01:57:072 (117072|1) - and so on

-- Ichigaki

02:20:789 (140789|6,140789|3,140789|0,140867|4,140946|5,140946|2,141025|1,141103|0,141103|6,141103|3,141182|4,141260|2,141260|5,141339|1,141417|0,141417|6,141417|3,141496|5,141574|2,141574|4,141653|1) - While I do think these patterns here flow really well and are rather smooth to play, I think you can up the physical demands here by doing some sort of trill since the music kind of builds up here towards the 1/8s

-- DE-CADE

02:58:799 (178799|5,178956|1,179428|4,179585|2) - Quite confused on what these go to

03:04:611 (184611|4,184650|2,184689|0) - The 1/8 added into the 1/4 stream here gets quite confusing for me (though I kinda do it somehow), would recommend to shift these to 2 4 6 respectively and probably shift 03:04:768 (184768|4) - to 1 so as to separate the bursts into the 2 4 6 column (if you'd like)

-- Ichigaki

03:14:820 (194820|2,195134|4,195449|5,195763|2) - Would suggest to stair to the left here for PR

-- DE-CADE

03:31:627 (211627|4,211784|6,211784|3) - Shouldn't these hammer due to what you've done @ 03:32:883 (212883|3,213040|3) - and 03:34:140 (214140|6,214297|6) -

03:39:794 (219794|0,219794|5,219951|5,219951|0,219951|2) - Would suggest to not hammer these as I think that if you'd save these hammers for the more prominent sounds like 03:41:051 (221051|6,221051|1,221208|0,221208|6,221208|5,221208|3,221208|2) - or 03:38:538 (218538|4,218538|1,218695|6,218695|1,218695|2,218695|5) - , it'd be more effective

03:46:234 (226234|3) - What I dislike about the kiai is the difficulty management in general here:
so for these LNs 03:47:490 (227490|4,227805|3,228119|2,228433|4) - , they are very much more difficult than that of 03:50:004 (230004|0,230318|0,230632|1,230946|1) - though they somewhat sound similar, I believe that if you'd made the 2nd part similar in difficulty and patterning as the first, it'd feel more consistent in difficulty

03:47:176 (227176|6,227333|5) - I'm not too sure why you omitted these as being LNs even though they are included in the synths? Same goes to 03:57:229 (237229|0,237386|1) -

04:06:025 (246025|3,246025|2,246182|1,246182|0,246260|4,246260|5,246339|0,246339|2,246339|1) - This has 5 1/4s for snares, not too sure why the 2nd 1/4 here is omitted

-- Ichigaki

04:06:339 (246339|2) - Talking about difficulty here in general, I do believe your section is slightly easier that DE-CADE's here which felt slightly abnormal. Specifically, the LN complexity here is lower than DE-CADE's section here, I do believe that you can add something a bit more complex into the section here just to beef up the difficulty, after all, the music here sounds a bit more intense than that of DE-CADE's section.

04:26:443 (266443|5) - There's potential here to go ham in terms of difficulty of the LNs but it's fine if you don't really want to

05:51:888 (351888|3) - (there's a sample 2/1 after this note) 5:52:517 bell.wav@10% uhh you should remove this from the sample since I don't think it's necessary to have another bell there lmao

4K

-- Fullerene- (oh wait isn't he like out or something, someone fix this for him, neoneoneoneo)

00:01:469 (1469|3) - Not too sure why is the soft-hitnormal this loud, you might want to make this a hihat.wav @ 70% (this applies to everything here that sounds way too loud)

oh my god everything here has a soft-hitnormal that sounds really loud what do i do neoneoneoneoneo

-- Sakaya-

01:00:605 (60605|1,61234|2) - I don't think ghost notes here are justified enough to be rankable, unless you have a really good reason to keep these in this section? (this applies to the whole section here)

02:23:537 (143537|1,144165|1) - These too

-- _Gezo_

02:43:642 (163642|2,164270|0) - "I don't think ghost notes here are justified enough to be rankable, unless you have a really good reason to keep these in this section? (this applies to the whole section here)"

-- Kuo Kyoka

Since you're the nearest collaber, remove this 5:52:517 bell.wav@10% thingy on the sample :d
Kurokotei

Evening wrote:

-- Sakaya- *Sayaka-

01:00:605 (60605|1,61234|2) - I don't think ghost notes here are justified enough to be rankable, unless you have a really good reason to keep these in this section? (this applies to the whole section here) mostly to make stuff denser otherwise there would be a large difference between Tidek's part and mine

02:23:537 (143537|1,144165|1) - These too same as above
Thanks for the mod! don't kill me for the answer pls
Evening

Sayaka- wrote:

Evening wrote:

-- Sakaya- *Sayaka-

01:00:605 (60605|1,61234|2) - I don't think ghost notes here are justified enough to be rankable, unless you have a really good reason to keep these in this section? (this applies to the whole section here) mostly to make stuff denser otherwise there would be a large difference between Tidek's part and mine

02:23:537 (143537|1,144165|1) - These too same as above
Thanks for the mod! don't kill me for the answer pls
oh woops, name typo ,_,

anyways, I'm not too sure about ghost notes at this level being rankable, might have to refer to a QAT to confirm this :p
Kurokotei

Evening wrote:

oh woops, name typo ,_,

anyways, I'm not too sure about ghost notes at this level being rankable, might have to refer to a QAT to confirm this :p
yeah probably, I'm still quite new to 4K charting after all lol
Evening
@Sayaka-

Feerum - Today at 11:33 PM
So
Feerum - Today at 11:33 PM
in the 4K diff right
Evening - Today at 11:33 PM
ja
Feerum - Today at 11:33 PM
This are clearly ghost notes for me
Feerum - Today at 11:33 PM
And
Evening - Today at 11:35 PM
so i assume it's not too ok
Feerum - Today at 11:35 PM
^this
Evening - Today at 11:35 PM
will tell sayaka
Yuzeyun
https://www.dropbox.com/s/rdcg6tbtgacm1 ... D.osu?dl=0

>i don't care about ghost notes, my kiai 2 part looked way too much like fullerene's.
Kurokotei

Evening wrote:

@Sayaka-

Feerum - Today at 11:33 PM
So
Feerum - Today at 11:33 PM
in the 4K diff right
Evening - Today at 11:33 PM
ja
Feerum - Today at 11:33 PM
This are clearly ghost notes for me
Feerum - Today at 11:33 PM
And
Evening - Today at 11:35 PM
so i assume it's not too ok
Feerum - Today at 11:35 PM
^this
Evening - Today at 11:35 PM
will tell sayaka
okay then, fixed
SPOILER
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Akasha-
sorry, i just back
http://puu.sh/rKTf4/a0143c814a.rar here is the update for both diff
What's changes?
I fixed hs for both diffs
Some selfchange from my parts

Also thank Evening for modding
Ascendance
Lost my drafted reply, can't be asked to rewrite it :<

I fixed pretty much everything on Spec and CLSW's parts, so thanks!

http://puu.sh/rMKnh/73c578b327.txt
LightMax
Hi there,
I kinda like the song and I volunteer to create another 4k or 7k ver. of this song can I? I'll make it 3 - 4* so it will be playable by most people.
but if you want only 1 collab ver. for mania (to keep the thread clean). I'll just start a new thread for mania maps, which I'm going to do it anyway. :)
Topic Starter
neonat

LightMax wrote:

Hi there,
I kinda like the song and I volunteer to create another 4k or 7k ver. of this song can I? I'll make it 3 - 4* so it will be playable by most people.
but if you want only 1 collab ver. for mania (to keep the thread clean). I'll just start a new thread for mania maps, which I'm going to do it anyway. :)
At this point I do not intend to add any more difficulties
Topic Starter
neonat
Still waiting for an update from 7k, still no news from that.
cyprianz5
is this going to be ranked finally!!1
BoberOfDarkness

CypCypCyprian wrote:

is this going to be ranked finally!!1
nope
xarathas
Aw man, I was so hyped when I saw that it got a leaderboard, the standard map is one of those map I always go back to once or twice a week since it's incredibly fun to play. Was a little sad to see it is 'only' loved, was really hoping for it to be ranked it the near future, still congrats though I guess ?_?
Ichigaki

Evening wrote:

7K

-- Ichigaki

00:19:689 (19689|4,19846|4) - Would recommend to shift to 7 and 6 respectively just to match the pitch (you'd still have a column 3 hammer here so you kinda kill 2 birds with 1 stone with this pattern) Sounds nice

00:27:150 (27150|1,27464|5) - These are ghost notes, the synths technically starts from 00:27:072 (27072|0,27386|6) - but the starting synth sound is obscured by other instrumentals, so shift the current 1/2 LNs to those points (00:26:757 (26757|2,27072|4) - you have 1/4 synths here if you wanna map some 1/4s) Hmm, removed

00:29:899 (29899|6,30056|3) - Recommending to add on 6 and 5 with 1/2 LNs here since the synths here are slightly louder and more prominent, so you might want to represent that I'll match it to the others first

00:31:470 (31470|0) - Might want to convert 1 to an LN or just add a new 1/2 LN here for the synth Sure things

00:37:752 (37752|4,37909|3,37909|0,38066|5) - Felt kinda weird that you started the 1/4 at that point, there are 1/4s in between these notes too, so you might want to add them (if you really want to omit 1/4s for the intro just to create the "build-up" feeling, I'd suggest to start the 1/4s on the 3rd beat here instead of the 2nd) Well, yes, added those notes

00:39:637 (39637|0,39794|2,39951|3,40108|5,40265|1,40265|6,40265|0,40265|2) - If this followed PR it'd be great Okay

-- Ichigaki

02:20:789 (140789|6,140789|3,140789|0,140867|4,140946|5,140946|2,141025|1,141103|0,141103|6,141103|3,141182|4,141260|2,141260|5,141339|1,141417|0,141417|6,141417|3,141496|5,141574|2,141574|4,141653|1) - While I do think these patterns here flow really well and are rather smooth to play, I think you can up the physical demands here by doing some sort of trill since the music kind of builds up here towards the 1/8s i make this climax part into doubles because of its 'build-up' sound

-- Ichigaki

03:14:820 (194820|2,195134|4,195449|5,195763|2) - Would suggest to stair to the left here for PR not so bad, pretty good

-- Ichigaki

04:06:339 (246339|2) - Talking about difficulty here in general, I do believe your section is slightly easier that DE-CADE's here which felt slightly abnormal. Specifically, the LN complexity here is lower than DE-CADE's section here, I do believe that you can add something a bit more complex into the section here just to beef up the difficulty, after all, the music here sounds a bit more intense than that of DE-CADE's section. I agree with you, I'm gonna make this part intensely better xd

04:26:443 (266443|5) - There's potential here to go ham in terms of difficulty of the LNs but it's fine if you don't really want to I will think it again

05:51:888 (351888|3) - (there's a sample 2/1 after this note) 5:52:517 bell.wav@10% uhh you should remove this from the sample since I don't think it's necessary to have another bell there lmao I'm not really into this, but KK said he will take of it
EDIT:
Thank you for the mods, Evening

update

your turn DE-CADE.

I abandon the hitsounds while checking the mods, sorry, Raymond ;)
Lirai
i did remap whole my pattern to fit with ichi's pattern on this map. also fix some of your mod thanks

https://puu.sh/tEeKl/3c53d54bd2.rar


apologies being so late, its so complicated
Evening
cat ear hoodies u wu

nokds

7K

think i mentioned this before but the soft-hitnormal is rather loud, kind of drowning the other non-default hitsounds, might want to get a custom soft-hitnormal that is just softer or somehow tone down every soft-hitnormal

01:31:155 (91155|0) - not too sure what's with this note using a drum.wav in particular since other places ( 01:32:412 (92412|6) - 01:33:668 (93668|3) - ) use snares for this kick in the music

think others are ok tho

4K

03:46:234 (226234|0) - make this a quad or something to emphasize the entrance to the chorus

as for hitsounds in general, I'm really not sure about storyboard hitsound here, it feels a bit unneeded

-- get a qat to confirm this if you can't I think it can be overlooked anyways, it's not too significant
02:43:642 (163642|2,164270|0) - "I don't think ghost notes here are justified enough to be rankable, unless you have a really good reason to keep these in this section? (this applies to the whole section here)"
04:16:783 (256783|2) - ^

others look fine
Akasha-
http://puu.sh/ujmyd/66bdd3d7d6.rar fixed all
most of my hitsound all have storyboard notes just to fill the missing hitsounds sooooooo

well, it was personal
thank you for modding Evening
Blocko

Evening wrote:

-- get a qat to confirm this if you can't I think it can be overlooked anyways, it's not too significant
relaying message beep beep

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4K Collab
02:43:642 (163642|2,164270|0) - 02:46:155 (166155|2,166783|0) - 02:48:668 (168668|3,169296|1) - 02:51:181 (171181|3,171809|0) - Looks like ghost notes to me
It'd be cool if those could be shifted up to the next blue line e.g. 02:43:799 - , 02:44:427 - , etc.

I don't really see why those guys 02:52:124 (172124|2,173066|1) - are there though.

04:16:783 (256783|2) - This one's looks fine (the whole part i mean)
Topic Starter
neonat
Updated that section
JBHyperion
Casting opinions on ready-ness of the catch diff

CtB Collab
  1. AR9.3 felt a bit slow for reading 1/4 jumps at 191BPM. I'd prefer something like 9.5
  2. Man this storyboard is OP, crashed my computer 3 times just trying to mod it ;w;
  3. Rename to osu!catch Collab

Xinely
  1. 00:14:977 (6,1) - Hyper against the wall can destabilise the player, and this is still a calm section anyway so there's no need for such a strong movement.Reduce the strength here please
  2. 01:23:459 (4,5) - Consider a hyper here? This sound is noticeable stronger than the previous 01:21:103 (5,5) -
  3. 01:26:757 (1,2,3) - Strong antiflow use doesn't feel fitting here to me, these sounds are relatively calm
  4. 01:29:113 (8,1,2) - Please no, this is a strong hyper into strong dash and the sound (2) isn't even notable. (1) at x-400 or so is much more fitting
  5. 01:30:527 - Why is the patterning here so intense given this is such a calm part of the song? You have confusing almost-dashes like 01:31:155 (4,5) -, random distance placement on one of the only notable sections at 01:32:412 (5,6,7,8,1) - that feels unfitting, and then you decide to skip your hyper patterning on 01:37:124 (2,3) - 01:38:380 (2,3) - so it also feels inconsistent. I'd strongly reconsider simplifying this section
  6. 01:39:637 (3) - There's no 1/8 sounds here, so not sure what you're following. At best, you could justify this as a 1/4 repeat slider, although I feel even the beat at 01:39:715 - is not necessary to map here, instead focusing on the strong piano triplet
  7. 04:28:328 (3,4) - No reason to extend this to a 3/4 slider given the sound present clearly ends on the red tick, keep it at 1/2 please. Same applies to 04:38:380 (3,4) -

Spectator
  1. 00:22:673 (1,2) - 1/4 hyper transition is in the same direction as previous movement, creating an awkward change in pace where the player has to stop completely and then continue in the same direction. Placing (2) on the right side would be more comfortable
  2. 00:25:029 (7,1) - Unsure why you're missing a hyper here, considering this is the same intensity as 00:20:003 (5,1) -
  3. 00:25:972 (2,1) - Hypers against the screen border are heavily discouraged in the current ranking criteria as they can easily destabilise the player. Bring this at least a few grid spaces away from the wall please
  4. 03:17:333 (1,1) - Unexpected strong dash considering all your other transitions are walkable or tap-dashable, I'd reduce this slightly

neonat
  1. 00:43:406 (3,4) - Compare this to the prior 00:42:778 (1,2) - and you'll notice it's quite a bit higher. The stronger dash after hyper comes unexpectedly and is quite easy to miss, so you'd do well to move (4) to the right a few grid spaces
  2. 00:45:448 (1,2) - ^ Same deal here though this one is even more problematic due to the prior difficulty of 00:44:977 (1,2,3) -
  3. 00:50:003 (2,3,4,5,6) - More of a curve (L or C shaped) would improve flow here. As it stands, the hyper is quite strong and the movement necessary to catch this 5plet is quite slight, so overshooting is very possible
  4. 01:46:076 (3,4) - Another unexpected dash after hyper that could be made more comfortable with slightly reduced distancing
  5. 01:56:443 (6,7) - Usage of hyper here is unfitting given the sound intensity, and inconsistent with your previous patterning. Carrying on with your previous walking triplets would be the best option here
  6. 01:57:542 (6,7) - As I said for some of the other guys, hypers against the screen border are strongly discouraged in the current RC as the forced stop can easily throw the player off, making the next dash unnecessarily hard. Moving this to x-496 already makes this far more lenient
  7. 02:00:684 (1,2) - (2) is unexpectedly far from (1), forcing a difficult wiggle pattern here which is quite unexpected given your others iterations of this pattern, e.g. 02:00:055 (4,5) - are much more lenient. I'd bring (2) a little to the left for better flow
  8. 02:02:883 (9,10,1) - Seems odd to have such strong hypers on the weak (9,10), but a weak one to the strong bell chime sound on (1)
  9. 05:26:286 (4,5,6,7,8,9,1) - I'd curve this stream more to the right, in order to create a hyper to (1). That bell chime sound is one of the last strong sounds in the song, so it would be fitting to give it more emphasis

mingmichael
  1. 01:10:265 (6,1) - There's a 1/4 kick drum triplet here that would provide a little pattern variety against the presently monotonous 1/2 jump patterns
  2. 03:03:668 (2,3) - Strong hyper into stack, then continuing in the same direction of movement is a major flowbreaker and very uncomfortable to play at this kind of snapping. Since 03:04:414 (3,1) - has a similar problem, Ctrl+H 03:04:139 (1,2,3) - and respacing would be a relatively simple fix that greatly improves playability here
  3. 04:46:548 - 90% vertical sliders with hypers for 20 seconds is seriously boring to play and anticlimactic for the end of the kiai. You can do so much more here to make this section stand out

CLSW
  1. 02:03:197 (1,2) - Unexpectedly high spacing after the previous hyper considering this is a weak sound. Fix will depend on what you/neonat decides to do with the previous pattern I mentioned 02:02:883 (9,10,1) -
  2. 02:18:825 (5,1,2) - Kinda excessive considering you're building intensity here and this is right at the start of this buildup. Add the fact that this is 50% stronger than any other hyper in this section and you'll see it's quite unfitting. (1) at ex. x-200 would play much better. Same applies to 02:20:160 (1) at ~ x-316, since it's a copy paste flip
  3. 03:27:621 (2,3,4,5) - This antiflow isn't called for at all, you're in a calm section so a pattern requiring such precision is seriously unexpected - contrast with 03:29:898 (1,2,3,4,5,6,7,8) - for example. Remove either the antiflow or the (if you really want to keep the antiflow) the hypers please, since a walking antiflow pattern would be more manageable, if not still a little unfitting in my opinion
  4. 05:08:537 (1) - Feels better as a curve to me, but maybe just personal preference
  5. 05:11:679 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4) - Any reason why you decided to forego all hypers here? Feels a bit out of place given the surrounding patterns, 05:12:228 (8,1) - 05:12:857 (8,1) - deserve one at least for consistency
  6. 05:28:485 (2,3) - 05:30:998 (2,1) - Hyper would be much more fitting at 05:31:469 (2,1) - 05:28:956 (4,1) - for the new measures, there's nothing particularly special about the sounds you have them on now
Hope these suggestions help. The map seems generally fine to me besides the points mentioned, and I tried to keep the older style in mind when modding. That said, a couple of opinions from experienced modders on this wouldn't hurt, since I may have missed some things.

Good luck! (:
CLSW
all done

some additional comments :
02:18:275 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - pattern renewal here, to get more make sense
03:31:155 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5) - renewal
03:41:207 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - renewal stream jumps
03:44:977 (1,2,3,1) - renewal, to make 03:45:919 (1) - special due to its kick sound
05:06:652 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,1,2,3,4,5) - Stream shape overhaul
05:44:349 (1,2,3,4,1,2,3,4) - Made more intense flow for the finale
Topic Starter
neonat
Fixed them, also adjusted 01:43:092 - 02:03:197 to be less sudden in dashes

Thanks!
Yuzeyun

neonat wrote:

Updated that section
*rearranged
NEONAT PLS..............
Tidek

Blocko wrote:

Evening wrote:

-- get a qat to confirm this if you can't I think it can be overlooked anyways, it's not too significant
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4K Collab
04:16:783 (256783|2) - This one's looks fine (the whole part i mean)
Well, if 4:16 part looks fine, then no changes here from me.
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