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Demetori - Reichi no Taiyou Shinkou ~ Nuclear Fusion

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Topic Starter
GoldenWolf
This beatmap was submitted using in-game submission on lundi 19 juin 2017 at 01:09:09

Artist: Demetori
Title: Reichi no Taiyou Shinkou ~ Nuclear Fusion
Source: 東方Project
Tags: Utsuho Reiuji th11 地霊殿 ~ Subterranean Animism 曼衍珠汝華 ~ Nada Upasana Pundarika
BPM: 125
Filesize: 14442kb
Play Time: 05:50
Difficulties Available:
  1. Arpeggios from the Sun (5,58 stars, 1914 notes)
Download: Demetori - Reichi no Taiyou Shinkou ~ Nuclear Fusion
Information: Scores/Beatmap Listing
---------------
☆DE★ME☆TO★RI☆




TY bubublet for the awesome background <3

Changed mp3 on 28/05/15, re-dl please bla bla bla.
Intro song is 法界の火 ~ Flame for Puja by Demetori, from the same album as Nuclear Fusion, 曼衍珠汝華 ~ Nada Upasana Pundarika.
Monstrata
[Arpeggios from the Sun]

  1. soft-sliderslide5.wav is unused.
  2. 00:54:186 (1,2,1) - You should have a larger jump from 1>2 than from 2>1 to emphasize the drum beats.
  3. 01:04:986 (1) - I think making this a 1/1 slider would fit a bit better. You've been consistently mapping 01:05:706 - and 01:05:946 - as a set of two circles following the drums. Feels weird to map it to a slider-end now. You could try a 5/4 slider if you want that held effect, but i still recommend having those two drum beats be clickable.
  4. 01:09:066 (5) - Lol, literally 2 pixels from going off screen.
  5. 01:12:666 (1,2,3) - Why are they so spaced? :C They are much softer than 01:11:466 (1,2) - etc... (Also, i don't know if this matters, but they're completely silent on the left-side)
  6. 01:18:426 (3,4) - This pattern doesn't really flow well visually (even tho it plays fine). Maybe you'll like this better though: I just rotated like 45 degrees and blanketted the tail of 1.
  7. 01:20:346 - The part after here can be very unforgiving because there's no break in between objects. Especially on HP 8. You may want to consider reducing HP to like 7.5 for this.
  8. 01:47:639 (13,14) - How about spacing them out for emphasis? Both drum beats are quite prominent here.
  9. 01:52:841 (1,2) - Linear kick-sliders usually don't play very well ;c.
  10. 02:03:939 (1,2,3) - I would space these out a lot more. They are going to paly just like kick-sliders Spacing them out would give a nice visual cue to the player that this is 1/3
  11. 02:21:801 (3,4,5,6) - The triplet on 02:22:234 - is stronger than on 02:21:887 (4) - .
  12. 02:25:095 (6) - Hmm, there's a missed opportunity at a nice triplet beginning on 02:25:269 - . Both the drums and the instruments play a triplet here.
  13. 02:42:090 (1,2,3) - How about not stacking the triplets following the slider-end so less momentum is lost? You already stacked triplets on the head anyways. Also, spacing them a bit would emphasize slider 4 really nicely.
  14. 02:47:465 (1,2,3,4,5,6,7,8,9,10) - Well, since i use a lot of hexagons, I couldn't help but comment on this. Right now the spacing is uniform, so stronger drum beats like 02:47:986 - and 02:48:679 - aren't given any special emphasis. Also, the triplets 02:48:159 (6) - are given a larger spacing which imo, doesn't really fit with the drums. Try this: 02:47:986 (5,10) - Ctrl+G these two circles, so now 5 is emphasized. Then, 02:48:159 (6,7,8,9) - Ctrl+G this whole set and after that, restack 02:48:333 (7,8) - underneath the location of the *new* 6.
  15. 02:59:084 (3,4) - Try Ctrl+Ging here so you can emphasize the drum on 3 and 5.
  16. 03:03:246 (2,3,4) - You may want to consider spacing these out a bit rather than manually stacking so there's a difference in spacing when compared to 03:04:806 (2,3,4,5) -. It'll give the players more of a visual cue.
  17. 03:12:783 (5,6) - How about a jump here instead of manual stacks? The way you've stacked the triplets right before here also makes it easy to misread these two circles as 1/4.
  18. 03:22:147 (2,3,4,5,6,7,8,9,10,11,12,13) - <3
  19. 03:46:252 (3,4,5) - Try Ctrl+G'ing this rhythm instead. The triplets sound much better when they begin on 03:46:425 - . Try stacking the triplets ontop of 6 too.
  20. 03:59:603 - 04:21:453 - Have mercy please </3. Maybe some kick-sliders here and there? 04:09:661 (1,2,3,4,5,6,7,8) - Kicksliders here would fit well to emphasize the bass.
  21. 03:59:950 (1) - Also, shouldn't the NC's be on 04:00:296 (5) - 04:00:990 (5) - etc...
  22. 05:13:822 (1) - Could do some fancy SV stuff with this slider too if you want ;o.
  23. 05:25:788 (2,3) - Idk about these sliders... the slider-ends are much stronger than the heads right now.
Great stuff <3 Good luck with ranking!
Topic Starter
GoldenWolf

monstrata wrote:

[Arpeggios from the Sun]

  1. soft-sliderslide5.wav is unused. Dang, deleted lol
  2. 00:54:186 (1,2,1) - You should have a larger jump from 1>2 than from 2>1 to emphasize the drum beats. okay
  3. 01:04:986 (1) - I think making this a 1/1 slider would fit a bit better. You've been consistently mapping 01:05:706 - and 01:05:946 - as a set of two circles following the drums. Feels weird to map it to a slider-end now. You could try a 5/4 slider if you want that held effect, but i still recommend having those two drum beats be clickable. I do want that long held effect but 5/4 sounds horrible. I know I've been using circles for these so that's why I just stacked the circle under the slider end, since I change things a bit, it makes it not feel awkward at least.
  4. 01:09:066 (5) - Lol, literally 2 pixels from going off screen. close one
  5. 01:12:666 (1,2,3) - Why are they so spaced? :C They are much softer than 01:11:466 (1,2) - etc... (Also, i don't know if this matters, but they're completely silent on the left-side) I can reduce the spacing a bit if it's too big. As for the hitsounds; lol I just got a map dq'd over unbalanced left-right hitsound, but that unintentional. In this case, since those hitsounds are toms they are supposed to lean more on the left/right side (high pitched ones are on the left, low pitched ones are on the right, just like in the actual song eh), this is totally intentional. They aren't completely silent on either side though.
  6. 01:18:426 (3,4) - This pattern doesn't really flow well visually (even tho it plays fine). Maybe you'll like this better though: I just rotated like 45 degrees and blanketted the tail of 1. Moved circles and ctrl+g slider instead, should look better now (?)
  7. 01:20:346 - The part after here can be very unforgiving because there's no break in between objects. Especially on HP 8. You may want to consider reducing HP to like 7.5 for this. Well the drain is broken though... even on HP10 it acts like HP6 ._. I did some testing there, even when messing up and missin the circle at 01:21:306 (2) - you still have ~40% hp by the end of it, and then the last 2 circles makes it go up to ~55% hp, which I think is enough to not die. Keep in mind the drain is broken on this map, it acts like ~HP5-6 while being 8, to see a noticeable change in drain I'd have to lower it down to 6, it would then act like HP4 and make the whole map really too forgiving .-. It's already forgiving enough as it is. The reason why there aren't breaks in that section is to not mess up with the storyboard fade out, which gets destroyed by entering/leaving a break time because of the dim change. So yeah ;_;
  8. 01:47:639 (13,14) - How about spacing them out for emphasis? Both drum beats are quite prominent here. I'd agree if the general spacing was higher, but it's quite low here so this will do. Using higher spacing would make it more awkward than anything else.
  9. 01:52:841 (1,2) - Linear kick-sliders usually don't play very well ;c. Ehhh? They play totally fine wut ._.
  10. 02:03:939 (1,2,3) - I would space these out a lot more. They are going to paly just like kick-sliders Spacing them out would give a nice visual cue to the player that this is 1/3 Spaced them some more, not a lot though.
  11. 02:21:801 (3,4,5,6) - The triplet on 02:22:234 - is stronger than on 02:21:887 (4) - .
  12. 02:25:095 (6) - Hmm, there's a missed opportunity at a nice triplet beginning on 02:25:269 - . Both the drums and the instruments play a triplet here. Mh, changed stuff around a bit but I'm not sure it plays better
  13. 02:42:090 (1,2,3) - How about not stacking the triplets following the slider-end so less momentum is lost? You already stacked triplets on the head anyways. Also, spacing them a bit would emphasize slider 4 really nicely. Stop motion is intended
  14. 02:47:465 (1,2,3,4,5,6,7,8,9,10) - Well, since i use a lot of hexagons, I couldn't help but comment on this. Right now the spacing is uniform, so stronger drum beats like 02:47:986 - and 02:48:679 - aren't given any special emphasis. Also, the triplets 02:48:159 (6) - are given a larger spacing which imo, doesn't really fit with the drums. Try this: 02:47:986 (5,10) - Ctrl+G these two circles, so now 5 is emphasized. Then, 02:48:159 (6,7,8,9) - Ctrl+G this whole set and after that, restack 02:48:333 (7,8) - underneath the location of the *new* 6. Eh. I'll try that, but I'm not too sure it's actually better, will see the feedback I get on this
  15. 02:59:084 (3,4) - Try Ctrl+Ging here so you can emphasize the drum on 3 and 5. That creates some very awkward flow, nope
  16. 03:03:246 (2,3,4) - You may want to consider spacing these out a bit rather than manually stacking so there's a difference in spacing when compared to 03:04:806 (2,3,4,5) -. It'll give the players more of a visual cue. I think any decent player (aka those who can play this map overall) is able to tell a circle between two sliders is not going to be a 1/6, changing the spacing wouldn't help there.
  17. 03:12:783 (5,6) - How about a jump here instead of manual stacks? The way you've stacked the triplets right before here also makes it easy to misread these two circles as 1/4. I guess
  18. 03:22:147 (2,3,4,5,6,7,8,9,10,11,12,13) - <3 <3
  19. 03:46:252 (3,4,5) - Try Ctrl+G'ing this rhythm instead. The triplets sound much better when they begin on 03:46:425 - . Try stacking the triplets ontop of 6 too. Nope, the triple starts on bassdrum while the kick sliders start on snare hits, changing this would just destroy the idea here
  20. 03:59:603 - 04:21:453 - Have mercy please </3. Maybe some kick-sliders here and there? 04:09:661 (1,2,3,4,5,6,7,8) - Kicksliders here would fit well to emphasize the bass. No mercy for the weaks </3 Altough I really want it to be one giant stream, I think some kick sliders could fit better here to emphasize both the bass and the cymbal... So eh, will see if it's better.
  21. 03:59:950 (1) - Also, shouldn't the NC's be on 04:00:296 (5) - 04:00:990 (5) - etc... Nope, NCs are only there to tell when the spacing changes, it makes the stream much more readable, and is actually needed.
  22. 05:13:822 (1) - Could do some fancy SV stuff with this slider too if you want ;o. I know, but it's unnecessary
  23. 05:25:788 (2,3) - Idk about these sliders... the slider-ends are much stronger than the heads right now. I don't want to start the 1/6 with a slider so that's a no
Great stuff <3 Good luck with ranking! Thanks for you mod <3
Endie-
The OD is too high for 5.58* imo.
Topic Starter
GoldenWolf
Since when OD has to fit within a certain star rating range

Please explain why OD would be too high
Endie-
The players who play at that star range won't be able to acc it. I feel like it's unnecessary high, thats all.
Other than that I really like the map.
Topic Starter
GoldenWolf
There are more acc players than you may think. This map is for those who want an accuracy challenge while not being ridiculously hard on others aspects.
den0saur
StarForYou ;)
tokiko
aye aye
_Crow
Hi, found some timing snap errors, even tho they're not really important

03:08:968 (2,3,4) - 1/6 to 1/4, I clearly hear a triple at 25% and 50% speed
04:23:880 (4) - should be a 1/4 slider, you can hear 4 sounds at 50% speed
04:30:990 (4) - this should be a 1/8 slider, it's tough but you can hear 4 sounds at 25% speed
04:33:938 (1,2,3) - 1/4 to 1/6, you can hear 4 notes at 50% speed
04:38:447 (2,3,4,5) - 1/4 to 1/3, there are only 3 notes there, 50% speed
05:05:499 (5,6,7,8) - this too, but it's really irrelevant
05:14:863 (3) - 2/3 to 3/4, they're really similar but you can hear it clearly at 25% speed

About the OD, I understand you wanted to create an accuracy challenge, but honestly I feel like 10 it's too much frustrating, I'd reduce it to 9.5, so that it's less frustrating but still hard to acc
Topic Starter
GoldenWolf

walter85 wrote:

Hi, found some timing snap errors, even tho they're not really important

03:08:968 (2,3,4) - 1/6 to 1/4, I clearly hear a triple at 25% and 50% speed It is overmapped on purpose, it is something I wanted to add to this section to go with the previous 1/6 (legit), to add something interesting muscially to this part.
04:23:880 (4) - should be a 1/4 slider, you can hear 4 sounds at 50% speed Uh yeah it should, and it used to be a 1/4 slider lol, not too sure why it's 1/3 now ¯\_(ツ)_/¯
04:30:990 (4) - this should be a 1/8 slider, it's tough but you can hear 4 sounds at 25% speed It's a slider actually, not 4 different notes, for what's it worth ¯\_(ツ)_/¯
04:33:938 (1,2,3) - 1/4 to 1/6, you can hear 4 notes at 50% speed This whole section had been simplified as 1/4s mostly, because most of it is actually 1/8s thrown here and there, and they're mostly off. I mapped the 1/6s that clean and obvious enough.
04:38:447 (2,3,4,5) - 1/4 to 1/3, there are only 3 notes there, 50% speed There are 4 notes in that beat, the first 3 are mostly off.
05:05:499 (5,6,7,8) - this too, but it's really irrelevant Mapping to the drums so yea, irrelevant
05:14:863 (3) - 2/3 to 3/4, they're really similar but you can hear it clearly at 25% speed It's actually in between. It is supposed to be a 2/3 but it's been played slightly late.

About the OD, I understand you wanted to create an accuracy challenge, but honestly I feel like 10 it's too much frustrating, I'd reduce it to 9.5, so that it's less frustrating but still hard to acc .5 of an OD unit is about 3ms of timing difference in each direction, which adds to 6ms total, so it is pretty much negligible at this point.
Thanks for your mod man! Not too shabby tbh, but the main thing to know is that when guitar notes are off like that, it is sometimes better to simplify by counting the total number of actual notes in a beat rather than mapping everything 1:1, since due to the nature of the instrument, notes can be wildly off when played in rapid successions and/or in complex patterns, like here.
-Slasher
with that OD is sooo hard! love it as all your maps.
Not going for rank? ,_,
Linada
OD is perfect, real challenge for this map :D

gw move your ass and rank this
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