forum

Nishikino Maki (CV: Pile) & Hoshizora Rin (CV: ...

posted
Total Posts
107
show more
ZiRoX

GAMI wrote:

I was do that on a long time ago but the pattern before the offset 3270 become like this and I don't know how to fix that since i'm super noob at it. that's why I still stand on offset 2470... ;w;
1670 can do then.
Topic Starter
GAMI

ZiRoX wrote:

GAMI wrote:

I was do that on a long time ago but the pattern before the offset 3270 become like this and I don't know how to fix that since i'm super noob at it. that's why I still stand on offset 2470... ;w;
1670 can do then.
okay , updated
Rocma
GAMI's request

[Salad]

Cheer up!


[Platter]

00:14:270 (4) - Ctrl G.
00:30:670 (1,2,3,4,5) - Confusing
01:36:070 (1,2) - exchange the timing with 01:36:870 (1,2). If so, 01:37:670 (1) doesn't have hdash. make hdash

Far
00:07:670 (5) -
00:13:870 (3) -
00:21:270 (5) -
00:34:870 (3) -
01:10:870 (2) -
02:09:470 (1) -


[Rain]

00:04:070 (1,2,3) - Confusing pattern @_@ reduce the distance between 1 and 2
00:05:670 (1,2,3) - ^
00:43:470 (1,2,3,4) - How about Ctrl G
00:47:070 (2,3) - Make hdash or reduce the distance between 2 and 3
01:10:770 (1,2,3,4,5,6,7) - Confusing beat. I recommend ->
01:17:970 (4) - move to x224
01:23:070 (1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,9,1,2) - Considering flow with 01:22:670 (5) , Ctrl H is more better.
and why 01:23:970 (7,8) is vertical?
02:00:370 (2) - XD plz...move to the x288. this was too far
02:07:670 (6,7,1) - quite hard. 02:07:870 (7) - has to move to the left a little
02:13:570 (7,8) - same with 01:23:970 (7,8)
02:27:970 (6) - TOO far...


[Crystal's Angel]

00:16:870 (1,2,3,4) - 앞패턴보다 조금 좁게 만들어야 뒷패턴과도 어울리는것같아요
00:19:570 (2) - x288정도로 옮겨야 더 보기가 좋지 않을까요
00:57:670 (1,1,1) - 이패턴을 드림리스에서 본거같은데 이정도 패턴이라면 ar이 9.5정도는 돼야 리딩이 편하지 않을까요
01:11:270 (1,2,3,4,5,6,7,8,9) - 받는데에는 무리는 없지만 그 노래파트에 비해 대쉬를 많이 끊게 하네요
01:24:470 (1) - 무빙하는데 있어서 이것도 좋지 않을까요
02:08:270 (2,3) - 이패턴이 주가 되는 패턴이라면 상관이 없는데 이게 다른패턴과 복합적인 패턴의재료로 사용되다보면 무빙하는게 꽤 꼬일수 있어요.
02:09:070 (2,3) - ^

개인적인 의견이지만 ar올리셔도 될듯?




gl :)
CLSW
Shaymin

No492_Shaymin wrote:

GAMI's request

[Crystal's Angel]

00:16:870 (1,2,3,4) - 앞패턴보다 조금 좁게 만들어야 뒷패턴과도 어울리는것같아요 00:16:070 (1,2) - 와 대칭구도이므로 놔두겠습니다.
00:19:570 (2) - x288정도로 옮겨야 더 보기가 좋지 않을까요 1의 슬라이더 끝부분과 거리가 너무 머네요. 이러면 대시키를 쓰게됨으로써 움직임이 불안정해집니다. 게다가 곡의 흐름상 쉽게 만들어야 하는데 말이에요.
00:57:670 (1,1,1) - 이패턴을 드림리스에서 본거같은데 이정도 패턴이라면 ar이 9.5정도는 돼야 리딩이 편하지 않을까요 수정 완료
01:11:270 (1,2,3,4,5,6,7,8,9) - 받는데에는 무리는 없지만 그 노래파트에 비해 대쉬를 많이 끊게 하네요 01:11:270 (1,2,3,4) - 부분 걍 붙였습니다
01:24:470 (1) - 무빙하는데 있어서 이것도 좋지 않을까요 하이퍼대시는 좀 어색하네요.
02:08:270 (2,3) - 이패턴이 주가 되는 패턴이라면 상관이 없는데 이게 다른패턴과 복합적인 패턴의재료로 사용되다보면 무빙하는게 꽤 꼬일수 있어요.
02:09:070 (2,3) - ^ 이 부분은 리메이크.

개인적인 의견이지만 ar올리셔도 될듯?




gl :)
Thank you!
Topic Starter
GAMI

No492_Shaymin wrote:

GAMI's request

[Salad]

Cheer up!


[Platter]

00:14:270 (4) - Ctrl G.ok
00:30:670 (1,2,3,4,5) - Confusing re-edit at this part
01:36:070 (1,2) - exchange the timing with 01:36:870 (1,2). If so, 01:37:670 (1) doesn't have hdash. make hdash umm, not changed at this part , sorry

Far
00:07:670 (5) - make become HDash
00:13:870 (3) - not change
00:21:270 (5) - make become HDash
00:34:870 (3) - not change
01:10:870 (2) - ^
02:09:470 (1) - make it kinda closer


[Rain]

00:04:070 (1,2,3) - Confusing pattern @_@ reduce the distance between 1 and 2 ok
00:05:670 (1,2,3) - ^ ^
00:43:470 (1,2,3,4) - How about Ctrl G it will be weird for next pattern so sorry ;w;
00:47:070 (2,3) - Make hdash or reduce the distance between 2 and 3 ok
01:10:770 (1,2,3,4,5,6,7) - Confusing beat. I recommend -> not changed on this part , sorry :<
01:17:970 (4) - move to x224 umm sorry
01:23:070 (1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,9,1,2) - Considering flow with 01:22:670 (5) , Ctrl H is more better. wow! thank you
and why 01:23:970 (7,8) is vertical? idk lol
02:00:370 (2) - XD plz...move to the x288. this was too far moved to 308
02:07:670 (6,7,1) - quite hard. 02:07:870 (7) - has to move to the left a little ok
02:13:570 (7,8) - same with 01:23:970 (7,8) ok
02:27:970 (6) - TOO far... not changed sorry

gl :)
updated , and "Crystal's Angel" difficult is removed due overmapped issues...
also , added SB from Kuey, thank you !
Sey
[General]
  1. Comparing the Ryuuta plate with your other skin elements it looks very diligent. Could you try to modify it as blurred as your other skin elements?
  2. Add an epilepsy warning concerning the rapidly changing storyboard and its colours.
  3. AiBat points out plenty of missing SB elements, which I think is a bug. I want you to double-check your story board (Just in case).
  4. Offset ~1671 or ~3271. Matter of preference.
  5. This mapset has a few spread issues. You proceed from almost no jumps in your Salad to plenty of HDashes in your Platter. The difference is intense. In order to solve this, you'll have to work on the spread in general. I will focus on that in any further modding steps.
[Salad]
  1. In order to provide a better spread between your Salad and Platter I will point out notes where you can/should add more space between notes.
    Gap rearrangement suggestions
    1. 00:03:270 (2) - x400
    2. Select 00:04:870 (1,2) - and then CTRL+G. After that move 00:05:270 (2) - to x448
    3. 00:09:270 (5,1) - Absolutely necessary! 00:09:670 (1) - CTRL+G
    4. 00:31:470 (3) - Try something like x224 to increase the distance between 00:31:470 (3,1) - .
    5. 00:36:870 (5) - CTRL+G and then move 00:36:870 (5) - to x256 and 00:37:470 (1) - to x368
    6. 00:43:470 (1,2,3,4) - The rhythm becomes louder from note to note, so please try something like this instead: https://osu.ppy.sh/ss/3825828
    7. 00:58:870 (2,1) - Lol what is this? There is just a Kiai starting and not even a bit of a jump? Try the following: Step 1) https://osu.ppy.sh/ss/3825855
      Step 2) https://osu.ppy.sh/ss/3825858
    8. 01:05:470 (6,1) - Same as above, this part needs a dash.
    9. Noteworthy thing: Your first kiai could be harder in general. It can be done without a single Dash and that makes it easier than the previous section. Please go through this again.
    10. 01:14:870 (4,1) - Another perfect spot for another Dash.
    11. 01:17:870 (4,5,6,1) - Try the following: https://osu.ppy.sh/ss/3825912
    12. 02:14:070 (5,6) - Implement a dash at this point, please.
  2. 00:14:470 (1,2) - Try this: https://osu.ppy.sh/ss/3825769, or this: https://osu.ppy.sh/ss/3825774
  3. 00:21:270 (5,6) - and 00:24:470 (3) - have the same rhythm, keep it consistent.
  4. 00:27:070 (3) - I appreciate to see a reverse arrow at 00:27:270 - because it is not the same rhythm as the 2 previous sliders.
  5. 00:38:070 (2) - CTRL+G for a bit of better flow. Feels weird.
  6. 00:50:270 (2) - Does not really go so well with the rhythm, suggestion:
  7. 01:10:470 (3) - Meh... Make it at least a bit more interesting by adding a reverse arrow at 01:11:070 - or something.
  8. 01:21:670 (1) - Were you just lazy on this point? I think the spinner does not go well with this music, so please consider mapping it normally as you did in the other difficulties.
  9. Add some note at 01:44:270 - to better follow the music
  10. 01:45:470 (1) - This slider also could be more consistent with the previous section at 01:44:470 (1,2,3,4) - , please do not use single notes once and then a slider with 2 reverse arrows, it is awkward.
  11. 01:52:470 (3) - Triplet could be nice: There should also be a slight jump between 01:52:670 (4,5) - then.
  12. 02:11:270 (1) - I have some tricky pattern for you: https://osu.ppy.sh/ss/3825986
  13. 02:28:070 (3) - x338 02:28:470 (4) - x174
[Platter]
  1. One thing straight up: The 1.6 SV in this difficulty is really bad. Let me show you an example: 00:20:670 (4,5) - The HDash feels terrible due to the Slider Velocity, you already need to dash while catching the droplets of slider 00:20:670 (4) - .With that the resulting HDash feels forced and for many it will lead to frustration. I will point out more sections in my mod, but you will have to consider if you really want to stick with this SV.
  2. 00:02:470 (1,2,3,4) - This movement is too rough for just the beginning of a song, decrease the note gaps a little, please. Some tiny 1/4 sliders with a proper hitsounding can be nice, too: https://osu.ppy.sh/ss/3826017
  3. 00:11:270 (1,2,3) - The movement of these HDashes feels kinda forced in comparison to the spot before with the same rhythm. A little consistency cannot hurt, or at least not directly 2 big HDashes at this part of the song already.
  4. 00:19:670 (3,4,5) - , 00:22:870 (2,3,4) - ,... and so on. Go through your map again, fully horizontal sliders do not work on this SV, as I stated above already. The movement is rough and feels unpleasant. I will not point out all of these sliders in my mod again, it is your job to go through your map again and make more use of diagonal and lopsided sliders!
  5. Select 00:27:270 (1,2,3,4) - and CTRL+H for more movement at 00:26:470 (2,1) - .
  6. Please mind consistency between 00:39:470 (2,3,4) - and 00:37:470 (2,3,4) - .
  7. 00:41:070 -, 00:40:470 - Reverse arrows
  8. 00:56:270 (2,3,4,5,6,7,8,9,10) - Feels bland for a Platter, try this: https://osu.ppy.sh/ss/3826096
  9. 00:58:470 (4) - https://osu.ppy.sh/ss/3826108
  10. 01:05:470 - Add note at this point and create a HDash from this note to 01:05:670 (3) - .
  11. 01:24:670 - Another note here maybe and another HDash to 01:24:870 (3) -
  12. 01:30:870 (1,1) - ...? I mean why is there no jump at all? Just listen to the music.. And 01:31:270 (1,2,3,4) - is boring, too. At least increase distance a bit. The music really shouts for it.
  13. 01:34:470 (1) - What is this doing in a Platter, there is so much music going on and you make a 3/1 slider? Let me show you what works out fine instead:
  14. Add notes at 01:39:070 - , 01:39:870 - . This density too low for a Platter.
  15. 01:42:470 (5) - Nope, skips too many important beats again, try:
  16. 01:47:570 (4,1) - , 01:47:970 (4,1) - Keep the 1/4 Hypers for your Rain. Also: 01:48:470 (5) - No just no, especially not after this combo, NOT in a Platter. Make the movement softer.
  17. 02:11:270 (3,4) - Make them maybe a small HDash for a bit more challenge at the end of the song? Makes a good final.
  18. 02:12:670 (1) - For a Platter very easy, map the notes: http://puu.sh/kNuaM/80d2aa450d.jpg or http://puu.sh/kNudD/c9f8b1f96e.jpg
[Rain]
  1. 00:22:870 (1) - Feels very weird to play, try another shape: https://osu.ppy.sh/ss/3826247. Also, move the slider a little more to the right to make the previous jump a little less painful.
  2. 00:27:070 (1,2,3,4) - These shouldn't all be fully straight or it doesn't go well with the flow, another suggestion: Step 1) https://osu.ppy.sh/ss/3826265 Step 2) https://osu.ppy.sh/ss/3826270
  3. 00:39:470 (7) - CTRL+G for a better flow.
  4. 00:49:270 (6,7,1) - The jumpy pattern feels a bit surprising because the vocals don't give too much action at this point. Please move (7) slightly to the right.
  5. 01:02:270 (2) - CTRL+G, then move it 2-3 grids to the right for a better flow again.
  6. 01:17:670 (3,4,5) - Feels so weird, please try this: https://osu.ppy.sh/ss/3826301
  7. 01:31:270 (1,2) - Can you explain me this jump, and why it must be that extreme? I see the point of the loud guitar sounds, but this is too exaggerating and I did not feel prepared for it just after the break. Nerf this a little, please.
  8. 01:55:270 (3,1) - Please no, after this Hyper you will drift to the left and you need to be super fast to reach (1) in time. You could CTRL+G 01:55:670 (1) - and then move it a bit more to the left to make this whole jump more approachable.
  9. 02:06:869 (3) - x112
The Rain seems good, Salad and Platter still need work. You should gather a few more modders before moving this any further.
Good luck!
koliron
wut
Kuey

Sey wrote:

[*]Add an epilepsy warning concerning the rapidly changing storyboard and its colours.
[*]AiBat points out plenty of missing SB elements, which I think is a bug. I want you to double-check your story board (Just in case).
Checked with Sey on the bug, so no problems with SB

GAMI can u delete the Effect folder in the SB folder (the Effect folder should have a white dot in it) i did not use a white dot anywhere so yea
and.. input epilepsy warning :D ~thankss
BoberOfDarkness

GAMI wrote:

"Crystal's Angel" difficult is removed due overmapped issues...
wut
CLSW
Just it was my own decision. I felt tired with 'fix or riot' stuffs.
autofanboy
Break down! rip Crystal's Angel

[ General]

  • Tags
  1. Add '畑亜貴' and 'Hata Aki' as she is the lyricist of the song.
  2. Add '倉内達矢' and 'Kurauchi Tatsuya' as he is the composer and arranger of the song.

    Design
  3. Enable Epilepsy Warnings throughout all your difficulties, there are plenty of flashes and strobes in the storyboard.

    Difficulty Spread
  4. Change the CS of Salad and Platter, CS 4 is really high for Salad and it is also a bit high for Platter.

[ Salad]

  • Gameplay
  1. First 60 combo didn't even covered a dash so it is better to have some dashes. I suggest having dashes at 00:09:270 (5,1) and 00:19:270 (2,3)
  2. 00:58:270 (4,1) - I understand the reason to add a dash here but it is pretty hard to catch especially for the Salad beginners, since they may not be able to catch the ideal timing. I suggest lowering the distance here.
  3. 00:58:870 (2,1) - Why not having a dash here? Since (1) is the start of Kiai Time a.k.a the climax part.
  4. 01:42:870 (2,3) - It is not recommended to have straight sliders connected with dashes, it is really hard for Salad beginners to catch the head or the tail of the sliders, if they missed the ideal timing. I suggest curving the tail of (2) and (3) to the middle.
  5. 01:43:670 (4,5) - This jump is so surprising, also it is really easy to miss 01:43:970 (6,7) if the players cannot decelerate after dashing. I suggest changing the way of stream and maybe you can try something like *this.
  6. 02:14:070 (4,5) - A dash suits here in my opinion because (5) covers a strong sound and it can also emphasize the Finish.

    New Combos
    I found most of them are not in line, please double-check for all of them, it is better to go with same patterns.
  7. 00:03:270 (2) - NC
  8. 00:04:870 (1) - If you NC'ed the above, remove NC here.
  9. 00:06:470 (4) - NC
  10. 00:19:670 (3) - Better go with a NC here because the vocals start here.
  11. 00:27:670 (1) - Why not remove the NC and keep the combo? The vocal part is still ongoing here. If you decided to do so, add NC at 00:28:870 (4) and remove NC at 00:29:670 (1)
  12. 00:36:870 (5) - Pretty strange to not having a NC here but 00:37:470 (1) So please add NC here instead.
  13. 00:54:470 (3) - NC if you are going to NC every 4 white tick between 00:51:270 - 00:55:870 -
  14. 01:01:670 (1) - Why you cut the combo here but not 01:02:470 (3) that come up awkwardly in my opinion.
    The above are just the first half, please check the another half and ensure that the NC patterns are consistent.

    General Comments
  15. There are not enough dashes in my opinion, some of them can still be caught without dashing though I know you tried to add the dashes in the corresponding spaces. I suggest checking the map once and add dashes at the part where climax starts or at some important beats.

[ Platter]

  • Gameplay
  1. 00:02:470 (1,2,3,4,1) - The jumps here are quite large and players can easily miss when they didn't dash at the right timing.
  2. 00:06:070 (2,3) - Large distance here! Please shorten it and remain the dash.
  3. 00:07:670 (5,1) - ^
  4. 00:08:870 (3,4) - ^
  5. 00:11:270 (1,2,3) - Nah, not so necessary to have double hyperdashes here. Remove them all.
  6. 00:18:870 - 00:32:070 - That's not so appropriate to have such big slider velocity in my opinion. Since the difficulty is just Platter, it is still too early to include the long sliders. Please slant most of the straight-horizontal sliders so that it is easier for catching.
  7. 00:32:070 (1,2,3,4) - Definitely not suggestible to have quadruple hyperdashes. Please remove them all.
  8. 00:34:270 (2,3,4) - Ouch, so easy to miss here. Lower the distance of (2,3) and increase the distance of (3,4).
  9. 01:10:270 (1,2) - Easy to miss head of (2) in case the players missed the ideal timing.
  10. 01:10:870 (2,3,4) - I know it is climax and a good point to have hyperdashes here, but this is Platter and I don't suggest having triple hyperdashes. Please remove them all for lowering the difficulty.
  11. 01:33:470 (4,1) - Easy to miss (1), please lower the distance while remaining the dash.
  12. 01:33:870 (2,3) - ^
  13. 01:36:070 (1,2,1,2) - No, don't use so many hyperdashes, it is so spammy! Remove all of them except 01:36:470 (2,1)
  14. 01:37:270 (2,1) - Surprising dashing pattern here that players can easily miss the rest after (1), since (1) is straightly horizontal slider and pointing to the left, it is so easy to overshot and miss if the players hold the hyperdash. Therefore reworking here is wise.
  15. 01:45:070 (6,1) - Add a hyperdash? Since you add hyperdash at 01:44:070 (1,2)
  16. 01:46:270 (1,2) - If you did the previous one, you can add hyperdash here too.
  17. 01:47:270 (1,2,3,4,1,2,3,4) - Nah, don't use hyperdashes here, it doesn't really suit in my opinion.
  18. 01:48:470 - 01:55:670 - Oh my god the slider velocity 2.00 sliders, definitely not appropriate for Platter and most of them requires dashing to catch. Please remap this part.
  19. 02:07:670 (6,7,1) - Easy to miss head of (1). Better move (7) a bit to the left and add hyperdash at (7,1).
  20. 02:08:070 (1,2,3) - Remove the hyperdashes here, they are not necessary in my opinion.
  21. 02:09:270 (5,1) - Easy to miss head of (1) here and adding a hyperdash suit perfectly so try it out.
  22. 02:12:670 (1,2,3) - Not suggested to have holding dash pattern here. It is far beyond Platter. Please just keep it easy.

    General Comments
  23. Dashes are quite demanded in this difficulty. It is recommended to cut off most of the unnecessary ones, or the ones that are quite high in distances.

[ Rain]

  • Gameplay
  1. 00:02:470 (1,2,1) - Easy to miss the heads of the streams, because the distances between them are quite large while they didn't cover with hyperdashes. Please lower the distances here or just change the pattern when needed.
  2. 00:12:870 (1,2,3) - Ouch, so difficult here. Try reducing the distances here.
  3. 00:28:270 (4,5,1) - So difficult here as well as players can easily miss (1) and the rest. I would say rotating (1) for 180 degree and put it back to the same spot would be better.
  4. 00:30:770 (2,3) - That's so surprising for me because the distance here is so large.
  5. 00:58:270 (4,5) - So easy to miss (5) as well in case the players overshot.
  6. 01:23:920 (6,7,8) - Don't bend the path here, it plays weirdly here in my opinion. Just keep it straight to the horizontal.
  7. I am sorry but I really need to stop here, there are quite a lot of problems in this Rain that I deem they have to be fixed before moving onto the next stage.

    General Comments
  8. Sorry there are way too many hyperdash-spams in this difficulty, please review the whole difficulty once and remove them.
  9. Apart from the spams, most of the streams are way too quick and easy-to-miss, that some of them requires dashing to fully catch every fruits.

Honestly, Salad is on the track but Platter and Rain definitely require some more mods and checks from various modders. Please find more modders to take a look at Platter and Rain.

Good luck!
Sey
@afb: It's not the many HDashes that feel bad in the Rain. Also you mentioned plenty of stuff that has been mentioned in my mod already. Lol please wait next time till my mod is applied at least. T_T
@GAMI: If anything you need to re-arrange a few patterns to provide a better flow in your Rain. Jussayin' but don't nerf the Rain down to death, please.
autofanboy

Sey wrote:

@afb: It's not the many HDashes that feel bad in the Rain. Also you mentioned plenty of stuff that has been mentioned in my mod already. Lol please wait next time till my mod is applied at least. T_T
@GAMI: If anything you need to re-arrange a few patterns to provide a better flow in your Rain. Jussayin' but don't nerf the Rain down to death, please.
Oh didn't noticed lolz
PatZar
tobat gw anjing ngeladur lagu loplive `-`
Topic Starter
GAMI
for AFB & Sey ... I will check it soon after I moved to another city , will re-edit this post though

PatZr wrote:

tobat gw anjing ngeladur lagu loplive `-`
hahaha,iraha gaduh anjeun ranked?
BoberOfDarkness

GAMI wrote:

for AFB & Sey ... I will check it soon after I moved to another city , will re-edit this post though
Oh so you did so..
Topic Starter
GAMI
will revive this sooner asdfffff

irl so stressed , I'm sorry
MBomb
rip?
Topic Starter
GAMI

- Magic Bomb - wrote:

rip?
nope lol , just don't know how to fix 2 long mods in once ;;
SYAHME
I miss this maps.
Topic Starter
GAMI
WILL GOING RANK DIS MAP ON THIS YEAR HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
CLSW
beat in angel in 2017 :thonk:
SYAHME
Yeay, finally
Jonis221
:)
BoberOfDarkness
Maybe rank it with CLSW diff?
Topic Starter
GAMI

BoberOfDarkness wrote:

Maybe rank it with CLSW diff?
i'll ask CLSW first but if he refuse it or not
Topic Starter
GAMI
EDIT 2 : will added back CLSW difficult along with updated diff ( mod things ) ... way to go ! :)

EDIT 3 : CLSW DIFF HAS BEEN ADDED , NEED A MOD ;w;
Jonis221
^ You mentioned that this beatmap going for ranked and it's need modding. So I tried.
Collapsed text
  • First time modding ctb :) forgive me for rookie modding.

    [General]
  1. I'm pretty sure you can ask some expierenced mapers for cup difficulty (for example M-Bomb, JBH, Ascendance.)
    (It's just a suggestion.)

    [Salad]
  2. According to ranking criteria, the smallest cs on salad diff can be 3,5
  3. 00:08:470 (3,4,5) - looks like you emphasized this 1/2 sound here 00:08:070 (1,2) - but the rest of same combo slider emphasizing 1/3 rhythm. So consider making similar emphasises.
  4. 00:43:470 (1,2,3,4) - according to other places, this is a very huge jump here and in my opinion this is too big.
  5. 00:13:270 (3,4,5) - maybe make distance more similar between sliders to make this 00:14:070 (5,1) - pattern more comfy to play.
  6. 00:56:670 (2,3) - 1/2 sliders maybe? Because you did 1/2 rhythm here 00:57:470 (1,2) -
  7. 00:59:270 (1,2) - You can just use 3 slider points here to make slider neater. http://i.imgur.com/qPW5GKP.png
  8. 01:04:470 - Maybe begin slider section here? This would emphasize more downbeats. http://i.imgur.com/8580B05.png
  9. 01:10:470 (3) - In my opition more curved and vertical slider would be more fun. http://i.imgur.com/YnkWWPL.png
  10. 01:07:070 - Maybe try to emphasize strong vocal sound.
  11. 01:13:670 (1,2,3,4) - Maybe make distances more similar, cause rhythm feels equall.
  12. 01:17:870 (4,5,6) - 1/4 pattern looks very meesed up when you play with hard rock. http://i.imgur.com/Lb870DH.png. So I can suggest to switch on 1/4 slider or maybe into something more simple.
  13. 01:42:470 - I think you can begin a 1/2 slider here too.
  14. 01:43:870 (5,6,7) - I think you can switch this on the slider. Cause you missed 1/4 tick with rhythm before. 01:43:570 -
  15. 01:50:470 (1,2,3,4,5,6) - Sounds like you can map some more stuff here.
  16. 01:52:470 (3) - I think repeat slider doesn't sounds good here, and 1/4 tick doesn't have sound, and sliders like this would be harder to catch for newer players. So I can suggest to make just simple 1/2 slider.
  17. 01:59:870 (1,2,3) - I think you can make sliders more similar here.
  18. 02:11:270 (5) - This one definently need new combo here cause the beat is so strong.
  19. 02:29:070 (1) - Maybe you can try shorten the spinner. Just end it here 02:34:070 - I don't think someone would listen that quiet pitch noise.

    [Platter]
  20. 00:04:870 (4) - Would be cool if you make a same slider like you did here 00:03:270 (1) -
  21. 00:11:270 (1,2,3) - hyperdashes here are really common, and jumps are huge. So consider making this part a more simple.
  22. 00:56:270 (2,3,4,5,6,7,8,9,10) - Pattern like this reminds me 2013 mapping style. Don't really know what bn's would think about pattern, but maybe you can reduce spacing a tiny bit to make more comfy to play for various players.
  23. 00:58:270 (3,4) - This hyperdash is way too large platters doesn't really need of those. Because this one doesn't look basic.
  24. 01:17:470 (4,5,6,7) - Maybe try using different distance between 1/2 and 1/4 like you did here 02:07:070 (4,5,6,7) -
  25. 02:21:270 (1,2) - Maybe something some simple here.
  26. 02:29:070 (1) - Also you can do same with spinner. As mentioned in salad.

    [Rain]
  27. 00:30:670 (1,2,3) - Hyperdash maybe?
  28. 02:12:670 (1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,9) - Maybe try to make this stream more smooth, just try to convert it from sliders with ctrl+shift+f

    [Angel]
  29. 01:04:870 (1,2,3) - 01:05:270 (5,6,7) - I think here would enough something 1/4, I think 1/8 would cause the overmapping.
  30. 01:11:270 (1,2,3) - 01:11:670 (5,6,7) - 02:20:470 (3,4,5) - 02:26:870 (4,5,6) - 00:15:670 (4,5,6) - 00:09:270 (3,4,5) - ^
  31. 02:18:570 (2,3) - to keep density same you can fill this with 1/4 sliders.
  32. 01:36:470 (3,4,1,2,3,4) - This is the only part where sv changes. In my opinion here's the part where lot's of players would break the combo, because, the rest of the map flows into same pace and it's hardly to expect that sv changes. (Or maybe you can emphasize this with new combo on every slider of this pattern.
Rin-nya
ohh, I love this song and knowing that it's back makes me happy, I give you a star :)

GL~
Spectator
General
  1. Difficulty Spread Issues: You may know that all the diffs has the same CS, 4. Why not try 3.5 for Platter and 3 for Salad? It'll make more sense imo
  2. Also, Lower diffs, Salad, Platter and Rain, needs a lot of re-work and can be better if you try remap them because they have a lot of issues upon rhythm choices and patterns. I tried to explain the issues as many as possible so hopefully it'll be helpful
Salad
  1. 00:08:470 (3,4,5) - These are snapped in a very weird way. I'd just replace them with 1/2 sliders
  2. 00:43:470 (1,2,3,4) - This is pretty harsh for salad. Consider reducing the distance between 2 and 3
  3. 01:48:870 (6) - Add NC here
  4. 01:49:470 (8) - Move slider-tail to 01:49:670 -
  5. 01:51:270 - No note here? There should be imo
  6. 01:52:070 - Also missing note here
  7. 01:52:870 - ^
  8. 01:53:670 (5,6,7,8) - These are all snapped in a wrong way. Please make them follow the music
Platter
  1. 00:06:070 (2,3) - Edge Dash. Please reduce the distance or you can make them HDash as well.
  2. 00:09:270 (4,5) - This is quite a long jump for the players who play platter.
  3. 00:20:670 (4,5) - SV is overall too high in this part. I find no reason to keep high SV here so mind reduce it?
  4. 00:44:870 (1) - I'd just place slider here instead of spinner, which is too sudden & makes no sense at all

Rain
  1. Overall, patterns are not acceptable for the rain diff and difficulty spike is severe. You should consider remapping some, or more parts to make this diff rankable. If you want more detailed suggestions, do not hesitate to contact me via online pm or forum pm.
  2. 00:02:470 (1,2) - I'd put curved streams here instead of reversed sliders which is pretty difficult for the beginning of the map
  3. 00:03:870 (6,1) - Putting a screen jump like this should not be tolerated for the rain diff, even when it's anti-flow
  4. 00:07:070 (4) - Remove this note
  5. 00:08:070 (1,2,3,4) - 1/4 streams would fit here instead of slider-note jumps
  6. 00:12:870 (1) - Missing note at 00:12:970 - . It should be mapped same as 00:11:270 (1,2,3) - for the sake of consistency
  7. 00:11:670 (1) - NC spam here. Try not to place unneeded New Combos
  8. 00:14:570 (1,2,3,4,5,6,1,2,3) - They are placed wrong. They should come 1/4 earlier to follow the music. Listen carefully and you may know that melodies are at 00:14:470 ~ 00:14:670 -, not as how you've placed them
  9. 00:28:270 (4,5,1) - This jump should not be in Rain
  10. 00:30:770 (2,3) - Edge dash. Please reduce the distance between notes
  11. 01:23:070 (1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,9) - I think it's better replace them with a long slider, or anything. Also the 1/8 should not be a thing
  12. 01:36:070 (1,2,3,4) - This is not a thing people want to see from rain diff actually. Please reduce the distances and remove some HDashes
  13. 01:39:070 (5,6) - Screen jump again x_x
Crystal's Angel
  1. 00:39:070 (3,4) - 여기 왼쪽으로 옮기는건 어때요? anti-flow보다는 흐름에 맞는 패턴이 더 잘 어울릴 거 같습니다
  2. 01:10:470 (1,2,3,4) - 이 부분 박자는 음악에 맞도록 조금 고쳐보시는 건 어떤가요? 패턴 / 박자
  3. 01:17:970 - 이 부분 매핑이 안되어있어요 ㅜㅜ 노트 추가해주세요
NeTRare
finally clsw's diff had been oficially added again ;w;
Topic Starter
GAMI
a
BanchoBot
This modding thread has been migrated to the new "modding discussions" system. Please make sure to re-post any existing (and unresolved) efforts to the new system as required.
Please sign in to reply.

New reply