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Camellia - dreamless wanderer [CatchTheBeat|Osu]

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captin1
the
[Ethereal]
  1. 00:50:277 (1,2) - ya i'd ctrl+g this rhythm. so listening to it, the loudest sound is definitely on the white tick 00:50:363 - and basically every time i play this pattern i just mash through it and hope it works.
  2. 01:01:311 (1,2) - ^ you get it ya
  3. 01:45:880 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - just throwin this out there, this is by far the hardest pattern of the diff. if you wanna leave it that's up to you but just lettin ya know
  4. 01:59:673 (1,2) - slider ends aren't stacked well
  5. 02:11:053 (1) - more stacking meh
  6. 02:14:846 (2,1) - ^
  7. 02:17:173 (2,1) - if i were you, i'd adjust this so that 02:17:173 (2) - is stacked under 02:16:570 (2) - 's head instead of the slider
  8. 02:22:949 (1,1) - i wish i could suggest adjusting this so that the second slider starts on the white tick but it'd fk up hitsounding gg
  9. 02:51:742 (1) - intentional soft sample? seems you had it on normal for these hits before
  10. 03:46:742 (2,1) - more meh stacking
  11. 03:47:863 (1,1) - ^
  12. 03:50:363 (2,2) - ^
  13. 04:11:656 (1,2) - =w=
  14. 04:22:690 (1,2) - asdf
  15. 05:16:053 (2,3) - that earlier pattern may have been the hardest one but this one is the most troll omg
  16. 05:18:811 (2,3) - stacking pls
@nathan hw already has flame claimed, go away
Nathan
wooow
nvm
good luck skystar =w=
Topic Starter
Skystar
aaaaaaaaaaaaaaaa, sorry nathan, the whole propose of the map is to take HW's virgin flame ;_; she'll quit the game after one week or two, so this will probably be her last icon.
CoLouRed GlaZeE
so dio
祝好运
ac8129464363
literally my favourite map, but something's bothering me so I'm posting here cuz why not :p

02:57:604 (1,2,3,4,1,2,3,4,1,2,3,4) - I (think that I) understand that you want to complete the pattern and add variation from the last time, but this plays oddly in my opinion. The 1/2 notes start overlapping and very close together, and it ends up being quite uncomfortable to read and play coming right off of the previous pattern. Additionally I don't think the music asks for the spacing of the squares to increase, rather the repeating sound in the music is 4 notes lowering in pitch. In my opinion the repeating quint sliders played a lot better, you could even arrange them in your square pattern if you'd like. If you want to keep this rhythm you could just let the 1/2 circles not overlap I guess.

Well in the end it's your choice, this is just my opinion. Good luck! :p
captin1
#2
Yoeri
Hi sorry I just noticed some rhythm inconsistencies.

00:34:759 (1) - Start at 00:34:846
00:35:363 (3) - There is nothing here
00:35:880 (2) - End at 00:36:053
00:36:311 (3) - There is nothing here
00:51:225 (2) - Rhythm is 1/4, 1/8, 1/8, 1/8; there is no 1/6
01:02:259 (2) - ^
04:12:604 (2) - ^
04:23:639 (2) - ^
Nerova Riuz GX
Why not add some tags like
C87, KamelCamellia, かめるかめりあ, CTCD-010......

AND the offset should be 1028, not 1053.
Topic Starter
Skystar

Nerova Riuz GX wrote:

AND the offset should be 1028, not 1053.
redownload for new mp3
Hollow Wings
approved.

virgin beautiful #3
Nathan
woohoo
Len

sukiNathan wrote:

woohoo
Topic Starter
Skystar

sayonara HW, you'll be missed!

Nakano Itsuki

Amamiya Yuko wrote:


sayonara HW, you'll be missed!

Time for some more slider breaks
ac8129464363
<3
Nerova Riuz GX

Amamiya Yuko wrote:


sayonara HW, you'll be missed!

Someone must complete his unfinished stuffs
CLSW
We are on the cruise.

HW, I will miss you.
byfar
I LOVE THIS MAP :DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD

voting best of 2015

be sure to come back and rerank when this map gets dq'ed, HW! JK SORRY XD XD
VINXIS
the
Yostel
2025 mapping is there guys
Kiiwa
8-) 8-)
wendao

Kiiwa wrote:

8-) 8-)
Deif
Hihi! I'm afraid I need to DQ this beatmap in order to polish that CtB diff:

Inappropriate usage of some structures:
  1. 01:02:777 (3,4) - and its twin at 04:24:157 (3,4) - Potential flow-breaker. It plays better if the 1st triplet is at the very right of the screen, while the 2nd one makes the catcher go to the next slider (like a "\"-shape, more or less).
  2. 01:29:328 - until 01:40:363 - This section has a lot of potential of HDash placement, but it lacks of balance. Some sections with the snare sound have no HDash, and some others just use too many/senseless ones.
  3. 01:47:259 (1,2,1) - 01:47:949 (1,2,1) - Uncomfortable to play, due to the dash hits. It's not as continuous as in Genryuu Kaiko, where you only had to let the dash button pressed in order to catch them all.
  4. 03:41:742 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - Overmapped + bad flow. It needs continue dash hits in order to get all of them, and even though you probably won't so make sure to improve it. Only the 1st half of the stream should have 1/2 beats, where the 2nd half is the real 1/4 stream. Looks much better like that and fits the melody.
Timeline errors:
  1. 00:49:328 (1) - I don't understand the usage of a 3/4 slider, when the melody suggests to use a 1/2 one with the sound at 00:49:501 - .
  2. 02:35:190 (4) - Uncorrect beat snap. Those are 1/4s.
  3. 02:44:501 (4,5) - They're not 1/8s but 1/6s: http://puu.sh/hT47G/e0f7c3a436.jpg
Inaudible hitobjects:
  1. 00:01:053 (1,1,1,1) - Make at least the head of the slider audible/add a hitsound. Otherwise it's unrankable.
  2. 04:50:708 (1,1,1,2) - Same here, plus you might fix what you mentioned somewhere else =)
Additional modding:
  1. I'd avoid using so many anti-flow patterns. There were some spots in the kiais where it's literally frustrating to play due to the continuously sharp direction changes. Some remarkable ones are: 00:56:225 (1,2) - , 02:02:777 (2) - , 02:52:087 (1,2,3,1,2,3) - ,...
  2. 02:23:121 (1,2,3,1) - The intention of the pattern is nice, but it resulted in being quite extreme. What about curving a bit more those lateral sliders?
  3. 03:30:708 (1,2,3,4,5,6) - It's maybe my personal view, but the 1/3 beats would look cool to be mapped there instead of the current ones (take this timeline as a reference if you decide to change it, sliders and stuff are okay): http://puu.sh/hT4Sq/8c9d24dcee.jpg
  4. 05:15:794 (1,2,1,1,1,1,2,1,1,2,1,2,1,2,1,1,2,1,2,1,2,1,2,1) - I know it's about filling up the last seconds to cover the 5:00, but the jumps feel totally random. A simple spinner would've worked (start at 05:15:535 - ).
[]
Look for some more good testers. I counted only 3 mods in the thread, but it'll need some more. From now on the BNG will handle this, so good luck!

###CM
Topic Starter
Skystar
Rocma
;_;
YesMyDarknesss
im waiting for you crystal overdose!
CLSW
Seems some of those parts were too early in this era...
Okay, gonna check in this morning.
Cherry Blossom

/me runs far away.
Badis
Work more on the hitsounds please...
eh - - -
Always save this map in its current state . No matter what kinda shit u get forced into

so badass map , no good DQ reasons
CLSW
Deif

Deif wrote:

Hihi! I'm afraid I need to DQ this beatmap in order to polish that CtB diff:

Inappropriate usage of some structures:
  1. 01:02:777 (3,4) - and its twin at 04:24:157 (3,4) - Potential flow-breaker. It plays better if the 1st triplet is at the very right of the screen, while the 2nd one makes the catcher go to the next slider (like a "\"-shape, more or less). Oh no, this couldn't be a big problem though, it was 100% intentional and I wanna let players 'stand' on there with following its background music. I think its flow is better than your suggestion, also it became more harder. I can catch with mine consistently but not with yours :( Just reduced the distance between 04:24:156 (3,4) - instead.
  2. 01:29:328 - until 01:40:363 - This section has a lot of potential of HDash placement, but it lacks of balance. Some sections with the snare sound have no HDash, and some others just use too many/senseless ones. remaked.
  3. 01:47:259 (1,2,1) - 01:47:949 (1,2,1) - Uncomfortable to play, due to the dash hits. It's not as continuous as in Genryuu Kaiko, where you only had to let the dash button pressed in order to catch them all. fixed.
  4. 03:41:742 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - Overmapped + bad flow. It needs continue dash hits in order to get all of them, and even though you probably won't so make sure to improve it. Only the 1st half of the stream should have 1/2 beats, where the 2nd half is the real 1/4 stream. Looks much better like that and fits the melody. I'd call them as 'double dash', which are players must tap dash key with twice to catch them all and it feels really fun and not really bad. I think those patterns are good enough to use for ranked overdose maps. But agree with overmap section, I've changed with the 1/2s in first half of the part. Didn't you say totally same thing with these in my daze Overdose? It was happened in 1 year ago, and now CtB players' average skills were increased again(for example, #80s ranked user got only 1 miss on my P8107 Nervous Breakdown diff), so isn't it fine with using advanced one?

    EDIT : Alright, I gathered some testplayers with #50~#200 ranked, and all they said it's fine and not really uncomfortable to catch. See, it was just an 'additional dash', not a serious issue of the difficulty.

    tl;dr : Those structures are completely playable for #200s users either, it's not an issue, just an advanced challenge pattern.


Timeline errors:
  1. 00:49:328 (1) - I don't understand the usage of a 3/4 slider, when the melody suggests to use a 1/2 one with the sound at 00:49:501 - . fixed
  2. 02:35:190 (4) - Uncorrect beat snap. Those are 1/4s. No, listen again carefully. There're 1/3 sounds on its background music. But removed 02:35:104 (3) - instead.
  3. 02:44:501 (4,5) - They're not 1/8s but 1/6s: http://puu.sh/hT47G/e0f7c3a436.jpg done.
Inaudible hitobjects:
  1. 00:01:053 (1,1,1,1) - Make at least the head of the slider audible/add a hitsound. Otherwise it's unrankable.
  2. 04:50:708 (1,1,1,2) - Same here, plus you might fix what you mentioned somewhere else =) all done.
Additional modding:
  1. I'd avoid using so many anti-flow patterns. There were some spots in the kiais where it's literally frustrating to play due to the continuously sharp direction changes. Some remarkable ones are: 00:56:225 (1,2) - , 02:02:777 (2) - , 02:52:087 (1,2,3,1,2,3) - ,... Those anti-flow patterns are nerfed version. I'm sure it's catchable enough and not like Sentimental Skyscraper in Hollow Wings' map. But 02:52:087 (1,2,3,1,2,3) - this one and 02:02:777 (2) - this one have fixed with easier flow.
  2. 02:23:121 (1,2,3,1) - The intention of the pattern is nice, but it resulted in being quite extreme. What about curving a bit more those lateral sliders? done
  3. 03:30:708 (1,2,3,4,5,6) - It's maybe my personal view, but the 1/3 beats would look cool to be mapped there instead of the current ones (take this timeline as a reference if you decide to change it, sliders and stuff are okay): http://puu.sh/hT4Sq/8c9d24dcee.jpg Yea, I've tried it before but looks like it's not friendly with my style and its rhythm is totally same as Skystar's std diff.
  4. 05:15:794 (1,2,1,1,1,1,2,1,1,2,1,2,1,2,1,1,2,1,2,1,2,1,2,1) - I know it's about filling up the last seconds to cover the 5:00, but the jumps feel totally random. A simple spinner would've worked (start at 05:15:535 - ). Not really good finale imo. This should be the last gateway to users who aim for pass/FC.
[]
Look for some more good testers. I counted only 3 mods in the thread, but it'll need some more. From now on the BNG will handle this, so good luck!

###0

Looks like we have to discuss about them again, poke me when I'm online.
CelegaS
as player i found no problem about hitsound x)
Fizz
The point of hitsounds are to accompany the music, not add to it. I really dislike what you've done with the hitsounding in sections like 00:45:190 - 01:51:397 - 03:44:501 - etc.

Not only (in my opinion) do these not do much for the music itself, but you run the risk of it sounding even worse if players mistime their hits (which in a complex map like this is bound to happen) because they last a lot longer than a standard hit. The entire sample is then off which just makes the song a mess.
It sounds fine in the editor of course, but highly expected not to sound as great while playing.
I much preferred the map when it didn't have these hitsounds added.

I highly advise you look into removing the hitsounds that do not sound like they belong in the song.

The kiai time sounds great though.

Don't use "hitsounds can be disabled" as an excuse because plenty of people like to play with them on, and I think these just do a disservice to a great song.

As a side note, of all the things to be changed in this map, I'm extremely surprised this 03:49:673 (1,1) - hasn't been changed
Ciyus Miapah
HW will be back?
-kevincela-

Amamiya Yuko wrote:

Side
Woo here we go again

SPOILER
Ethereal

HITSOUNDS

I like what you're going for it's a good IDEA but the sounds are WAY too distracting and really drown out the song itself. Not all of them are like this so I mean specifically the wubby electronic sounds from 00:45:190 (1) - 1:07:259 (1) , 01:51:397 (1) - 02:32:690 (3) - , 03:44:501 (1) - 04:03:639 (2) and 04:06:570 (1) - 04:28:466 (4).

00:35:363 - Add a note.

00:35:880 (2) - This slider is terrible sorry. It covers up a very notable sounds in the melody and doesn't even visually complement that combo . I'm referring to the blue tick like this (the example I used is just a bad example don't do that plz)

05:15:535 (1) - X_X such a missed opportunity with all the sounds throughout the slider but I get it you know a STAR :o

Still love this map <33
neurosis
.
Constantine
Good luck on reranking :D
Charles445
shit if you keep disqualifying the good maps I'm going to run out of things to play
...
Oh it was only the CTB diff? Nevermind, carry on with the fixes!

also the hitsounding is really good come on people
iiyo
ctb dif

01:06:570 (1) - control h maybe
02:07:949 (1,2,3,1) - change it up a bit 02:07:949 (1,2) - feels to awkward
02:11:915 (3,1,2) - make this more harder
02:52:346 (2,2) - these 2 don't line up and makes distance hard to judge https://osu.ppy.sh/ss/3153696 2 square vs 3 square
02:54:156 (1,2) - these 2 do however and makes it uneven and consistent maybe change this to the same as 02:52:346 (2,2) - to create a slight build up
03:00:880 (4) - this is to weird for a intro note and throws people off maybe change
03:56:570 (2) - looks out of place
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