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sakuzyo - Scattered Rose [CatchTheBeat]

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Topic Starter
autofanboy

Spectator wrote:

General

  1. Difficulty Spread : I'd make rain and platter a bit more harder to make the spread perfect. Currently i feel like the gap between rain to overdose is pretty far. - Will make them harder later.
  2. Unsnapped objects : ☑
  3. Audio bitrate over 192 kbps : ☑
  4. Metadata Issues : I might confirm this later. Please let me know if you have original source for the metadata - Used the *ranked version made by Leader, so I think it is okay.
  5. Timeline Issues : 00:50:679 - Unnecessary inherited point here. Also there're a lot of unnecessary ones on the lower diffs. Please get rid of them - Done.
  6. Combo Colors : This is still optional, but i'd make the combo colors like this to fit the BG and the song better - Changed Combo 2 to a light blue color.
  7. Unused hitsounds : ☑
  8. Hitsounds Issues : ☑
  9. Inaudible hitsounds : ☑



Rain

  1. 00:12:096 (1) - This can be moved to the left to have an enough space for 1 to 2. - Done.
  2. 00:20:679 (1) - I'd remove NC here - I will just remove the NC and re-NC at 00:20:596
  3. 00:20:596 (2) - Move this to x:186 to make the streams seem better - Done.
  4. 00:21:929 (2) - How about moving this to the left slightly? It'd make the part more interesting and fun - Okay even though I don't find any difference.
  5. 00:26:596 (4,1,2,3) - I don't get why the distance here suddenly get bigger. Try this. (Distance spacing : 1.2) - Done.
  6. 00:27:596 - I feel like the 1/4 streams should be started from here as I can clearly hear them - Done.
  7. 00:34:429 (3) - Ctrl+g? - Done.
  8. 00:36:429 (4) - This part could be a bit more exciting imo. Try to move 3 to a bit right - Done.
  9. 00:46:263 (1,2,3) - It plays pretty awkward. Try this instead - Remapped with another pattern.
  10. 00:49:013 (2,3) - I'd make the space here a bit more intense. Try this - Done.


Withered

  1. 00:02:096 (3) - The clap here sounds a bit loud for me. Would be great if you reduce the volume here a little - Done.
  2. 00:02:763 (4) - Same as above, i'd lower the volume here - ^
  3. 00:03:429 - The sound here feels kinda ignored. I'd shorten the (2) to be finished on 00:03:429 - Done.
  4. 00:05:429 (3,4) - It feels kinda overmapped as i could barely hear something on 00:05:596. How about just using 1/1 slider here? - Done.
  5. 00:08:763 (1,2,3,4,5,6) - The melody is on 00:08:763 - 00:09:013 - and 00:09:263 - . Thus it should be mapped like this and not in a way of 1/4 - Remapped.
  6. 00:11:179 (1) - unneeded NC here. better to be removed - No, I intended to have a fruit-splashing effect right here, as there is a deep sound in audio here.
  7. 00:16:513 (4) - I'd remove NC here and add new one on 00:16:763 (1) - (also remove nc on 00:17:096 (3) - ) - Only removed the latter one, because there is a loud sound in audio at 00:16:429 so I just NC after this note to have fruit-splash right here.
  8. 00:17:096 (1,2) - This is something very hard, which is pretty unexpected. Making them horizontal is what i'd like to recommend you - Made easier.
  9. 00:18:763 (1,2,3,4) - To follow the music more appropriately. I'd try to improve the timeline here like this following piano sounds - But there is a sound at 00:19:096 as well.
  10. 00:20:096 (1) - Add NC here, and remove one on 00:20:263 - Same as the previously-mentioned.
  11. 00:20:263 (1) - Move this to about x:480. It might make the flow better - Done.
  12. 00:22:263 (3,4,5,6,7,8) - Seems pretty broken here. To emphasize the strong sounds here, how about adding some 1/4 slider jumps instead of circular ones? It'd fit great imo - Done.
  13. 00:25:429 (3) - Add NC here and remove one on 00:25:596 - Fruit-splashing here if you looked carefully with Auto gameplays.
  14. 00:26:013 (1) - NC here should be removed imo - Done.
  15. 00:31:429 (3,1) - I'd swap NC as the stream starts on 00:31:429 - Fruit-splash.
  16. 00:32:930 (1,1,2,3) - This is too intense actually. Consider making it easier by making 1 more vertical or by specific way you'd prefer - I don't understand the problem but okay, I made it a bit easier.
  17. 00:36:096 (1) - Would be great if you move slider's head to a bit right to make the movement for 5 to 1. - Not really understand but I hope I get it.
  18. 00:36:596 (1,2,1,2,1,2) - This part feels pretty uncomfortable due to the intense jump on 00:36:096 (1,2) - . Try to redesign the part else it would be too harsh - Made easier.
  19. 00:40:346 (2,4) - Expecting a bit more movement here. How about move 2 to the left for a bit & 4 to the right slightly? - Done.
  20. 00:41:263 (5,6) - The connection here is kinda broken and unexpected. I'd make 00:41:429 (6,1,2,3,4) - these streams to have circular shape just like 00:43:679 (1) - Done
  21. 00:46:513 (4) - The NC here can be removed - Fruit-splash here as there is a strong beat at 00:46:429
  22. 00:48:513 (4) - Unnecessary NC - ^
  23. 00:49:263 (4) - You can move this to about x:248 to have a better movement - Done.
  24. 00:56:013 - I can't hear the sound here. Thus I recommend you to remove the note here
  25. 00:56:679 (2) - Here're the same as above, try removing the note - Done both.

Overall, the mapset is great, especially the rain diff <3 - Thanks!

I'd love to check lower diffs later if it is necessary
hope my mods can be helpful
Thanks for mod!
JBHyperion
As requested, modding as part of the


General Comments:
  1. Song Folder: BG isn't displaying correctly (at least for me), probably since you renamed/used a different image. Could you check this and re-add the new BG to all diffs if necessary?
  2. Song Setup: No issues
  3. Metadata: No issues
  4. Timing: Offset seems a little early for me, though the ranked mania version uses this offset and it's newly ranked. I personally feel 1435ms is more accurate, but obviously 1430ms is close enough to be rankable at least for maina hue. Also, some inconsistencies in kiai time between difficulties - 1st kiai burst ends at 00:11:596 in Salad and Platter, but 00:11:679 in Rain and Withered - 2nd kiai burst ends at 00:32:929 in Salad and Platter but 00:33:013 in Rain and Withered. Makes no sense to extend the kiai by an extra 1/4 to a blue tick, so fix these to make it consistent please
  5. Hitsounds: No isuues
  6. AImod: No issues
Difficulty-Specific Comments:
Salad
  1. 00:02:929 (1) - head and tail are equally prominent, and there's no significant hold note between them. I'd split this into two circles, OR, what might be more appropriate, is change 00:02:596 (3,1) into circle, 1/2 slider for the downbeat (piano note is strongest here) and then another circle at 00:03:263
  2. 00:39:263 (2) - This doesn't really feel strong enough to warrant dash IMO, I'd move it to x-364
  3. 00:47:263 (4,1,2,3) - Quite a lot of successive "almost" dashes required here, which can confuse the player (is dash required, or not?, etc.) I'd definitely consider making 00:47:929 (2,3) - require dash, since it's the most prominent, but you want to avoid another big dash back to 00:48:763 (1) if you do this. Less important, but you could also make a bigger spacing between 00:47:263 (4,1) because of the NC

Platter
  1. 00:06:263 (3,1) - Kinda uncomfortable to catch at present, and I really feel this deserves a hdash, since it's the first "energetic" note in the song, so I'd move (1) to x-492
  2. 00:17:096 (3) - I can't hear a sound to justify this repeat, but there is noticeable piano note at 00:17:013 - You could remove (3), and add a 1/4 slider at 00:17:013 and a circle at 00:17:263
  3. 00:32:096 (3,1) - Having a NC on (3) could be troublesome, as it causes the fruit to jump off the plate and obstruct the player's view during a pattern where careful, small movements are required. I'd swap the NC here since the blue tick NC doesn't make much musical sense anyway, but you could also combine these into a 1/4 repeat slider with one extra repeat, since they stack perfectly at present
  4. 00:42:096 (3,1,2,1) - As above, why not just make these into 1/4 repeat sliders and give them their own NC?
  5. 00:50:429 (2) - Cymbal sound is really weak here - it would be better if you mapped the piano at 00:50:346 and 00:50:596 instead
  6. 00:51:763 (2) - ^
  7. 00:56:763 (4,1) - Same as 00:32:096 (3,1)

Rain
  1. 00:17:929 (2,3,4) - How about adding some 1/4 notes between these for the drum sounds?
  2. 00:22:096 (3,1) - Swap NC here, makes no sense to have the NC on the weak blue tick. Comboing across jumps like this just punishes players for missing the jump
  3. 00:26:929 (4,1) - This spacing is a little annoying - try curving 00:26:596 (4,1,2,3,4) slightly less, or move 00:27:429 (1,2,3) to somewhere like x-200
  4. 00:30:096 (3,4) - A tiny bit more movement would be nice here, I moved the head to [408.88]
  5. 00:31:429 (3,1) and 00:32:096 (6,1) - same as 00:22:096 (3,1)
  6. 00:32:763 (1,2,1) - I understand you want a good buildup into the kiai, but this spacing is kinda mean IMO. I'd move (2) to x-444 and curve to the right to improve flow leading in and out. It's quite easy to overshoot with repeated full-screen hypers like this
  7. 00:50:429 (2,2) - I feel these would fit better as 3/4 sliders (beginning 1 /4 earlier) for the piano

Withered
  1. 00:08:346 (2) - Strong piano sound is on the tail, while the head is a weak 1/4 beat - I'd replace this with a single circle on the white tick
  2. 00:33:221 (1,2,3) - A tiny bit of movement to the right here perhaps? It would make it more interesting, and reduce the snap hyper distance to 00:33:429 (1) slightly
Not really much else I can say, since I'm not great at playing this kind of difficulty ):

This is all from me. Hopefully you find this mod helpful, but if you have any questions, feel free to get back to me and I'll do what I can to help.
Good luck! (:
Topic Starter
autofanboy

JBHyperion wrote:

As requested, modding as part of the


General Comments:
  1. Song Folder: BG isn't displaying correctly (at least for me), probably since you renamed/used a different image. Could you check this and re-add the new BG to all diffs if necessary? - The backgrounds are updated before, probably you just didn't update the map.
  2. Song Setup: No issues
  3. Metadata: No issues
  4. Timing: Offset seems a little early for me, though the ranked mania version uses this offset and it's newly ranked. I personally feel 1435ms is more accurate, but obviously 1430ms is close enough to be rankable at least for maina hue. Also, some inconsistencies in kiai time between difficulties - 1st kiai burst ends at 00:11:596 in Salad and Platter, but 00:11:679 in Rain and Withered - 2nd kiai burst ends at 00:32:929 in Salad and Platter but 00:33:013 in Rain and Withered. Makes no sense to extend the kiai by an extra 1/4 to a blue tick, so fix these to make it consistent please - Offset changed and kiai unified (although offset is stolen taken from the ranked mapsets
  5. Hitsounds: No isuues
  6. AImod: No issues
Difficulty-Specific Comments:
Salad
  1. 00:02:929 (1) - head and tail are equally prominent, and there's no significant hold note between them. I'd split this into two circles, OR, what might be more appropriate, is change 00:02:596 (3,1) into circle, 1/2 slider for the downbeat (piano note is strongest here) and then another circle at 00:03:263 - The pattern will be awkward if I changed into circles and feel too empty, and it feels weird as well if I changed to the latter one, as the end of the 1/2 slider is not suiting audio. That's why I will just keep the current pattern and the hold note problem is not really that important for CtB in my opinion.
  2. 00:39:263 (2) - This doesn't really feel strong enough to warrant dash IMO, I'd move it to x-364 - Moved.
  3. 00:47:263 (4,1,2,3) - Quite a lot of successive "almost" dashes required here, which can confuse the player (is dash required, or not?, etc.) I'd definitely consider making 00:47:929 (2,3) - require dash, since it's the most prominent, but you want to avoid another big dash back to 00:48:763 (1) if you do this. Less important, but you could also make a bigger spacing between 00:47:263 (4,1) because of the NC - Changed dash patterns, but no for the bigger spacing because I want to make this part easier and allow dash only at (2,3).

Platter
  1. 00:06:263 (3,1) - Kinda uncomfortable to catch at present, and I really feel this deserves a hdash, since it's the first "energetic" note in the song, so I'd move (1) to x-492 - Changed in a different way which adds a HDash.
  2. 00:17:096 (3) - I can't hear a sound to justify this repeat, but there is noticeable piano note at 00:17:013 - You could remove (3), and add a 1/4 slider at 00:17:013 and a circle at 00:17:263 - Changed differently.
  3. 00:32:096 (3,1) - Having a NC on (3) could be troublesome, as it causes the fruit to jump off the plate and obstruct the player's view during a pattern where careful, small movements are required. I'd swap the NC here since the blue tick NC doesn't make much musical sense anyway, but you could also combine these into a 1/4 repeat slider with one extra repeat, since they stack perfectly at present - Removed NC instead, although I was trying to NC at the place where strong beat goes.
  4. 00:42:096 (3,1,2,1) - As above, why not just make these into 1/4 repeat sliders and give them their own NC? - Same as above but alright I will just remove these NCs to give clearer flow.
  5. 00:50:429 (2) - Cymbal sound is really weak here - it would be better if you mapped the piano at 00:50:346 and 00:50:596 instead
  6. 00:51:763 (2) - ^ - Mapped for both.
  7. 00:56:763 (4,1) - Same as 00:32:096 (3,1) - Okay.

Rain
  1. 00:17:929 (2,3,4) - How about adding some 1/4 notes between these for the drum sounds? - Added a stream.
  2. 00:22:096 (3,1) - Swap NC here, makes no sense to have the NC on the weak blue tick. Comboing across jumps like this just punishes players for missing the jump - Same reason but okay.
  3. 00:26:929 (4,1) - This spacing is a little annoying - try curving 00:26:596 (4,1,2,3,4) slightly less, or move 00:27:429 (1,2,3) to somewhere like x-200 - I enlarged distance instead because it fits with a HDash.
  4. 00:30:096 (3,4) - A tiny bit more movement would be nice here, I moved the head to [408.88] - No because I am trying to make a little static movement here to emphasize the Finish and it feels nice that it seems like the time is frozen at the moment.
  5. 00:31:429 (3,1) and 00:32:096 (6,1) - same as 00:22:096 (3,1) - Done.
  6. 00:32:763 (1,2,1) - I understand you want a good buildup into the kiai, but this spacing is kinda mean IMO. I'd move (2) to x-444 and curve to the right to improve flow leading in and out. It's quite easy to overshoot with repeated full-screen hypers like this - I moved (2) much closer instead but not changing the shape of slider because it feels nice with that.
  7. 00:50:429 (2,2) - I feel these would fit better as 3/4 sliders (beginning 1 /4 earlier) for the piano - Done.

Withered
  1. 00:08:346 (2) - Strong piano sound is on the tail, while the head is a weak 1/4 beat - I'd replace this with a single circle on the white tick - Done.
  2. 00:33:221 (1,2,3) - A tiny bit of movement to the right here perhaps? It would make it more interesting, and reduce the snap hyper distance to 00:33:429 (1) slightly - Okay but it feels pretty weird in my opinion.
Not really much else I can say, since I'm not great at playing this kind of difficulty ): - R.I.P ):

This is all from me. Hopefully you find this mod helpful, but if you have any questions, feel free to get back to me and I'll do what I can to help.
Good luck! (:
Thanks for mod!
BoberOfDarkness
Some polishes on Withered

00:26:100 (5,6,7,1) - maybe ctrl + H them

00:32:101 (1,2) - I think its better with hyper

00:32:434 (3,4) - ^

00:41:018 (3,4,5) - I think hyper betwen (4) and (5) would be fun (and fit better)

00:42:101 (3,1,2,3,4) - maybe try other shape

00:46:768 (1,2,1,2) - maybe try something harder here like this
placement:
* 00:46:768 (1) - x:48 and x:4 or x:8 for slider tail
* 00:47:101 (2) - x:244
00:47:268 (1,2) - x:514

I think hypers combo fits here :)

00:48:434 (3,1,2,3) - maybe curve it?

00:52:101 (1,2,1) - I think some 1/8 streams + 1/4 jumps fit here maybe try something like 00:33:226 (1,2,3) -

00:56:768 (2,1,2,3,4,1,2,3,4) - same^


Great map

rank rank rank
Topic Starter
autofanboy

BoberOfDarkness wrote:

Some polishes on Withered

00:26:100 (5,6,7,1) - maybe ctrl + H them - No as there is no sharp changes in volume or beats at (4,5).

00:32:101 (1,2) - I think its better with hyper - Was mentioned by Spectator before so I just removed them in order not to overmap.

00:32:434 (3,4) - ^ - ^

00:41:018 (3,4,5) - I think hyper betwen (4) and (5) would be fun (and fit better) - Beat at (5) is not really that big for emphasize.

00:42:101 (3,1,2,3,4) - maybe try other shape - What do you mean by other shape? And I don't see any problem here, it flows well.

00:46:768 (1,2,1,2) - maybe try something harder here like this
placement:
* 00:46:768 (1) - x:48 and x:4 or x:8 for slider tail
* 00:47:101 (2) - x:244
00:47:268 (1,2) - x:514 - I am trying to keep consistency with the previous patterns, for instance 00:36:101 (1,2)

I think hypers combo fits here :)

00:48:434 (3,1,2,3) - maybe curve it? - It is fine to me but fine.

00:52:101 (1,2,1) - I think some 1/8 streams + 1/4 jumps fit here maybe try something like 00:33:226 (1,2,3) - It doesn't suit.

00:56:768 (2,1,2,3,4,1,2,3,4) - same^ - No!


Great map - Thanks.

rank rank rank
Thanks for mod!
Pew_old_1
Your map is good so i can't find any problems with the patterns but there's some hitsound stuffs

Hitsound pls
00:02:101 (3) - I don't think it requires an extra whistle due to the softness of the piece, 00:04:101 (3) - If you apply it then also remove the whistle here for consistent hitsound patterns.

00:04:768 (1) - Swap it with a clap hitsound instead of whistle, so it follows with the patterning here 00:02:768 (4) -

00:43:684 (1,2,3,4,5) - I think the hitsounds are too strong for the pattern, and it drowns the music somewhere here, i think its recommended to soften it or change the patterns/type of hitsounds here.

00:44:101 (1) - The hitsound here is also too strong against the music, i would think it being softer, or changing to another type would be better.

00:16:434 (3) - The hitsound here is on beat so it breaks the rhythm from the off beat hitsounds over here 00:15:268 (1,1,1) - I would recommend to remove it so it doesn't contradict with the earlier hitsounds

00:37:768 (3) - Same with above ^

00:48:434 (3) - Same with above orz

00:16:768 (4,1,2,3,4,5) - Might be a bit loud, so soften a bit i guess? lol
Topic Starter
autofanboy

Pew wrote:

Your map is good so i can't find any problems with the patterns but there's some hitsound stuffs

Hitsound pls
00:02:101 (3) - I don't think it requires an extra whistle due to the softness of the piece, 00:04:101 (3) - If you apply it then also remove the whistle here for consistent hitsound patterns. - Removed Whistle.

00:04:768 (1) - Swap it with a clap hitsound instead of whistle, so it follows with the patterning here 00:02:768 (4) - Nah it doesn't fit the rhythm though.

00:43:684 (1,2,3,4,5) - I think the hitsounds are too strong for the pattern, and it drowns the music somewhere here, i think its recommended to soften it or change the patterns/type of hitsounds here. - No change for this, I intended to have such down-sounded rhythm.

00:44:101 (1) - The hitsound here is also too strong against the music, i would think it being softer, or changing to another type would be better. - This is the same as the first one at 00:33:434

00:16:434 (3) - The hitsound here is on beat so it breaks the rhythm from the off beat hitsounds over here 00:15:268 (1,1,1) - I would recommend to remove it so it doesn't contradict with the earlier hitsounds - Well I add Finish at the strong rhythms, and it doesn't really contradict to be honest, and it acts much louder with a 80% volume while the previous ones with 60% only.

00:37:768 (3) - Same with above ^

00:48:434 (3) - Same with above orz - Same as above orz

00:16:768 (4,1,2,3,4,5) - Might be a bit loud, so soften a bit i guess? lol - It is at 60% and it is already low compared to the Kiai Time parts which is much intense.
Thanks for the hitsound mod.
WildOne94
Hey AFB o/
Here for the m4m

General
00:32:768 - Do we really need those short kiai's ;w; ? i would consider removing. It's for better emphasis build too
(00:11:434 (1) - same as here)

Salad
00:12:101 (1) - This might sound slightly weird but this slider does not really give much of a boost to the chorus as it's almost just straight up waiting. Perhaps slant the slider left a bit to somewhere like x:24 and then move the whole thing to x:132

00:18:434 (3) - Not much of a high sound here (unless you are following something i can't think of). Ain't the best sound here instead ? 00:18:601 -

00:21:934 - Most parts you mapped in this section is for the piano sounds but you missed this one. Perhaps add to the salad's little stream ?

00:29:434 (3) - This pattern would sound better imo.


00:38:768 (1) - hate to be picky but i see when in play that this is not really aligned fully. x:360 would be nicely aligned with 00:38:101 (1) - then.

00:39:268 (2) - consider extending so it's on the red tick to capture the piano noise

00:47:934 (2) - Why is this a slider ? it does not really end on anything high sounded. Consider just making into a circle instead. or have it end on 00:48:268 -

00:50:101 (2) - shouldn't this end 1 tick sooner as the main noise is on 00:50:351 -

00:50:601 - If done above then a circle note here would fit well as it covers another piano sound.

00:51:434 (2) - same as 00:50:101 (2) -

Platter
00:01:435 (1) - I understand why you missed the sound in the middle of this slider in the salad but for platter it should be included shouldn't it ? Try shorten and make into a reverse or something else.

00:02:434 - piano sound here. add circle note.

00:06:268 (3) - Up to you if you want to get the sound in the middle but it's there ;w;.

00:37:268 (2) - hate to be one of them "Ctrl + G?" modders but errm... Ctrl + G ? For flow

00:52:268 (1) - Found this flow a bit weird to me. Suggest moving (1) to x:40

Cool platter

Rain
00:11:434 (1) - Just a personal suggestion but for rain this slider would sound better at 2 circle note instead so it has a little more space to have a nice smooth jump. (1) at x:88 and the new (2) at x:216

00:16:768 (1) - you miss both sounds here 00:16:934 - and here 00:17:101 (2) - . One on the blue tick next too but these are the most important ones
(Edit : forget this i was being a baka XD)

00:22:768 (1) - some donging sounds in the slider.

00:23:268 (2) - maybe best as a triplet pattern so you get the sound missed out on the tick in the middle

00:25:434 (1) - same as 00:22:768 (1) -

00:43:434 (2) - This part would be better like this as it will make the patterns fit the song more


00:52:934 (2) - Going over the piano sound in the middle which you follow throughout the song

Withered
Since that pattern positioning seemed good to me i literally just looked at the the sounds in the song throughout in 25% playback rate

00:08:518 - Shouldn't every sound try to be captured in the overdose (or deluge) ? Try add a circle note here for piano sound

00:24:434 (4) - Just thinking that this is a held violin sound it should be a small slider like the 2 before and after it. Also nice pattern consistency then. And also there is a sound at 00:24:518 -

00:25:684 - little sound here but i suppose it's not that big. Up to you but i would recommend changing this part into a triplet pattern

00:28:601 - piano sound in the slider here. Perhaps reduce slider to this point and a note at 00:28:768 - ?

00:29:434 (1) - Same instance in this slider ^

00:32:184 (1) - not really any distinguished sound here. I recommend removing this. Also notice that 00:32:101 (7) - should be NC'ed instead

00:45:684 - strong piano sound missed here. Recommend a circle not adding here highly

00:50:351 - ^ also adding one at 00:50:518 - would make a nice stream

00:51:684 - ^

Well i hope this helped :3
This is gonna get ranked real soon i know it!
Best of luck :D
Topic Starter
autofanboy

WildOne94 wrote:

Hey AFB o/
Here for the m4m

General
00:32:768 - Do we really need those short kiai's ;w; ? i would consider removing. It's for better emphasis build too - For me, I use these short kiai sections for the splashes at the sides. However I think I can remove them in Salad and Platter, as some beginners may not be able to concentrate.
(00:11:434 (1) - same as here) - ^

Salad
00:12:101 (1) - This might sound slightly weird but this slider does not really give much of a boost to the chorus as it's almost just straight up waiting. Perhaps slant the slider left a bit to somewhere like x:24 and then move the whole thing to x:132 - Slightly curved.

00:18:434 (3) - Not much of a high sound here (unless you are following something i can't think of). Ain't the best sound here instead ? 00:18:601 - Personally I find this alright and it is actually following the rhythm. Moving to the one you suggested might be too weird to play out.

00:21:934 - Most parts you mapped in this section is for the piano sounds but you missed this one. Perhaps add to the salad's little stream ? - Nah. Firstly, mapping a note here will be too spammy for 1/2 patterns. Secondly, I am trying to map the low-drum sounds starting at 00:22:101

00:29:434 (3) - This pattern would sound better imo. - I would prefer having a pretty calm timeline at this part, which I don't really want to have any 1/2 patterns.


00:38:768 (1) - hate to be picky but i see when in play that this is not really aligned fully. x:360 would be nicely aligned with 00:38:101 (1) - then. - Alright.

00:39:268 (2) - consider extending so it's on the red tick to capture the piano noise - Nope, I wish to meet the white tick with the tail, and the rhythm feeling would be much stronger with 1/1 timeline.

00:47:934 (2) - Why is this a slider ? it does not really end on anything high sounded. Consider just making into a circle instead. or have it end on 00:48:268 - Replaced with a circle.

00:50:101 (2) - shouldn't this end 1 tick sooner as the main noise is on 00:50:351 - Yea but it will be too complicated to have 3/4 sliders. At this place I would say mapping in 1/1 timeline would be nice here as beginners can follow the flow easily and also the rhythm.

00:50:601 - If done above then a circle note here would fit well as it covers another piano sound. - ^

00:51:434 (2) - same as 00:50:101 (2) - ^

Platter
00:01:435 (1) - I understand why you missed the sound in the middle of this slider in the salad but for platter it should be included shouldn't it ? Try shorten and make into a reverse or something else. - Not really. The sound at red tick is not even strong enough to be mapped.

00:02:434 - piano sound here. add circle note. - Tried to keep the Platter easy and not covered with bunch of 1/2 patterns. If I have to map all the drums and pianos and stuff, it would be crazy.

00:06:268 (3) - Up to you if you want to get the sound in the middle but it's there ;w;. - The slider would work much better as it can also include the sound you mentioned.

00:37:268 (2) - hate to be one of them "Ctrl + G?" modders but errm... Ctrl + G ? For flow - Done.

00:52:268 (1) - Found this flow a bit weird to me. Suggest moving (1) to x:40 - Alright.

Cool platter - Thanks!

Rain
00:11:434 (1) - Just a personal suggestion but for rain this slider would sound better at 2 circle note instead so it has a little more space to have a nice smooth jump. (1) at x:88 and the new (2) at x:216 - I would prefer having a static slider here because both crash sounds are similar and so slider would be a good option.

00:16:768 (1) - you miss both sounds here 00:16:934 - and here 00:17:101 (2) - . One on the blue tick next too but these are the most important ones - Not going to make it complicated with the 3/4 spammy sliders, as I am just using them at really intense parts.
(Edit : forget this i was being a baka XD)

00:22:768 (1) - some donging sounds in the slider. - Dong.

00:23:268 (2) - maybe best as a triplet pattern so you get the sound missed out on the tick in the middle - The sound is really small and nearly silent so it is better not to map it.

00:25:434 (1) - same as 00:22:768 (1) - Done.

00:43:434 (2) - This part would be better like this as it will make the patterns fit the song more - I think the sound from 00:43:434 is a little bit prolonging, which I used slider to emphasize it.


00:52:934 (2) - Going over the piano sound in the middle which you follow throughout the song - Not changing the rhythm or it sounds weird.

Withered
Since that pattern positioning seemed good to me i literally just looked at the the sounds in the song throughout in 25% playback rate

00:08:518 - Shouldn't every sound try to be captured in the overdose (or deluge) ? Try add a circle note here for piano sound - But the sound is really low and it is not a must to map all sounds in the Overdose.

00:24:434 (4) - Just thinking that this is a held violin sound it should be a small slider like the 2 before and after it. Also nice pattern consistency then. And also there is a sound at 00:24:518 - Nah the sound is nearly silent, and I want to maintain the pattern like 00:23:934 (1,2) so doing so is by far the best way.

00:25:684 - little sound here but i suppose it's not that big. Up to you but i would recommend changing this part into a triplet pattern - Done.

00:28:601 - piano sound in the slider here. Perhaps reduce slider to this point and a note at 00:28:768 - ? - Not changing this part as I wish to have it calm.

00:29:434 (1) - Same instance in this slider ^ - ^

00:32:184 (1) - not really any distinguished sound here. I recommend removing this. Also notice that 00:32:101 (7) - should be NC'ed instead - Removing it will sound weird in rhythm.

00:45:684 - strong piano sound missed here. Recommend a circle not adding here highly - Sure.

00:50:351 - ^ also adding one at 00:50:518 - would make a nice stream - Alright.

00:51:684 - ^ - ^

Well i hope this helped :3
This is gonna get ranked real soon i know it!
Best of luck :D
Thanks for mod!
MBomb
dying isn't allowed

Salad
00:47:268 (4) - A dash to this would be nice. Maybe x:296?
00:49:434 (1) - Increase the distance to make sure a dash is made here. x:264 is fine.

Nice salad.

Platter
00:06:768 (1) - Curve this slider a bit like this, to give nicer flow on the hyper.
00:08:101 (2,1) - The angling on movement on these notes feels kinda strange. Move 2 to x:320 and 1 to x:287, and the play feels a lot better imo.
00:32:768 (1) - In my opinion, this'd feel better as a hyper followed by a jump left (Not a strong one, just strong enough to warrant a dash), as both notes of this slider are quite strong.

Again, a very solid difficulty.

Rain
00:02:268 (6,7) - Hyper to 6 is a relatively weak sound. I would just ctrl+g 6 and 7, it plays fine and gets rid of this unnecessary hyper.
00:10:768 (1) - Feels a bit strange for this hyper to be here, a normal dash works fine. x:112, maybe?
00:23:768 (4) - Not a fan of the hyper here. x:216 plays fine, I don't think this note is strong enough for the hyper.
00:39:268 (3,4,5) - I actually think there should be a hyper to 3 here, and no hyper from 4 to 5. This kind of pattern plays nicely here, in my opinion.

Amazing rain, I love it.

Withered
00:28:101 (1) - Would highly recommend a slider starting off with movement to the left here, for better flow after the strong hyper, maybe this kind of shape.
00:46:768 (1,2) - I don't really like the jump to 2 at this section, ruins the flow in my opinion, I would tilt 1 so (where it starts now) the end slider point is at x:276, y:136.
00:50:768 (1) - Whilst this note doesn't have a strong drumbeat like the previous ones, I think this should still be a hyper as it is a strong note regardless. Ctrl+H plays great, in my opinion.

Another amazing diff.

I absolutely love this mapset, it's so fun to play. Starred, call me back when you've applied this.
ZiRoX
And call me after MB :^)
Topic Starter
autofanboy

- Magic Bomb - wrote:

dying isn't allowed

Salad
00:47:268 (4) - A dash to this would be nice. Maybe x:296? - Alright.
00:49:434 (1) - Increase the distance to make sure a dash is made here. x:264 is fine. - Okay.

Nice salad.

Platter
00:06:768 (1) - Curve this slider a bit like this, to give nicer flow on the hyper. - Okay.
00:08:101 (2,1) - The angling on movement on these notes feels kinda strange. Move 2 to x:320 and 1 to x:287, and the play feels a lot better imo. - I don't find this strange, but fine I made it a bit more slanted and closer.
00:32:768 (1) - In my opinion, this'd feel better as a hyper followed by a jump left (Not a strong one, just strong enough to warrant a dash), as both notes of this slider are quite strong. - Not really understand, and in my opinion this part is fine.

Again, a very solid difficulty.

Rain
00:02:268 (6,7) - Hyper to 6 is a relatively weak sound. I would just ctrl+g 6 and 7, it plays fine and gets rid of this unnecessary hyper. - Okay, though I added the hyperdash before, trying to emphasize the drum sound at (5).
00:10:768 (1) - Feels a bit strange for this hyper to be here, a normal dash works fine. x:112, maybe? - Nah, there is a drum sound at (1).
00:23:768 (4) - Not a fan of the hyper here. x:216 plays fine, I don't think this note is strong enough for the hyper. - There is drum beat for hyperdash, but I guess I can make it more easier.
00:39:268 (3,4,5) - I actually think there should be a hyper to 3 here, and no hyper from 4 to 5. This kind of pattern plays nicely here, in my opinion. - Added in another way which is awesome too.

Amazing rain, I love it.

Withered
00:28:101 (1) - Would highly recommend a slider starting off with movement to the left here, for better flow after the strong hyper, maybe this kind of shape. - Would like to keep this slider shape.
00:46:768 (1,2) - I don't really like the jump to 2 at this section, ruins the flow in my opinion, I would tilt 1 so (where it starts now) the end slider point is at x:276, y:136. - Tilted.
00:50:768 (1) - Whilst this note doesn't have a strong drumbeat like the previous ones, I think this should still be a hyper as it is a strong note regardless. Ctrl+H plays great, in my opinion. - Added hyperdash in another way.

Another amazing diff.

I absolutely love this mapset, it's so fun to play. Starred, call me back when you've applied this.
Thanks for mod!
MBomb
Yeah, this feels fine now, to me.

Bubbled Rose ;)
ZiRoX
Ayy wait for me. Placeholder

[Salad]
  1. 00:04:768 (1,2,3) - The distance to the circle feels a bit weird. Maybe reduce it a bit?
  2. 00:05:934 (1,1) - Maybe a dash on this part would emphasize the start of the verse? Moving 00:06:768 (1,2) - to the right can do the trick.
  3. 00:13:934 (2,3) - This is the kind of distance that makes me thing "to dash or not to dash?" I think reducing it a bit would be fine.
  4. 00:16:434 (2) - ^Same
  5. 00:16:768 (1,2) - The really horizontal sliders + relative large distance makes it a bit tricky. Try either making the sliders a bit more vertical or moving (2) closer.
  6. 00:47:268 (4) - I'd move this a bit to the right (maybe to x:304/308) to soften the jump a bit.
  7. 00:53:268 (3,1,2,3) - Reduce distance a bit, the song is a bit softer than in the rest of the Kiai.
[Platter]
  1. 00:12:101 (1,2) - I'm not really fond of this jump, it feels a bit tight. Move 00:12:601 (2) - to the right, maybe x:284 or even a bit more.
  2. 00:21:268 (6,1) - Maybe a slightly smaller dash is better, try x:460 for (1).
  3. 00:33:934 (2,3,4) - The jump at (3,4) being larger than the one at (2,3) doesn't fit, as (3) has a strong sound. And actually, I'd change this timeline to a 1/2 slider and then a circle (currently it's a circle and a 1/2 slider), as it really emphasizes the piano-like sounds.
  4. 00:38:268 (2,3) - I think you can reduce the distance a bit, it felt a bit tight when I first testplayed it.
  5. 00:39:268 (2,3,4) - Same here, I think it's better to do slider-slider-circle to emphasize the piano thingy.
  6. 00:40:101 (1,2) - Reduce the distance a little bit by moving (2) to the right.
  7. 00:41:101 (4,1,2,3,4) - Reduce distance a tiny bit (like no more than 2 grid spaces is enough)
  8. 00:44:101 (1,2,3,4,1) - I'd reduce the distance on this part, it has constant direction changes that may make it a bit too tricky.
[Rain]
  1. 00:02:268 (6,7,1) - Moving (7) to x:168 and (1) to x:72 puts this pattern into a really nice walkable distance.
  2. 00:24:768 (4,1) - I'd spread these two a bit more to the left, as the 00:24:434 (3,4) - might feel a bit too tight.
  3. 00:46:768 (1,2) - I'd make this pattern a bit easier (maybe like this), as getting 00:46:268 (1,2,3) - after the 1/4 hyperdash is already enough difficulty for this part.
  4. 00:48:768 (1,2,3) - This is waaaay too tricky, and the hyperdash on the last one is really easy to miss. Put them closer
  5. 00:52:101 (1,2,3,4) - Rotate 90° clockwise and then put it in the same position (something like this? I think it flows better.
[Withered]
  1. 00:07:268 (2) - I think moving this a bit to the left (x:288?) makes it a bit nicer to play.
  2. 00:15:934 (1,2) - I think this hyperdash is really forced. I would move this both objects closer. Something like this is a good compromise between keeping the hyperdash at 00:15:851 (2,1) - , taking out this forced hyperdash at 00:15:934 (1,2) - and keeping a good distance on 00:16:184 (2,3) - .
  3. 00:23:934 (1,2,3,4,5,1,2) - I get the idea of this pattern, but I think it's a little overdone, considering it's a calmer part, so I would make the 1/4 hyperdashes a bit more weak by moving 00:24:101 (2) - to the right, 00:24:434 (4) - to the left and 00:24:768 (1) - to the left.
  4. 00:32:184 (1) - and 00:32:434 (3) -'s tail are overmapped, as the drums are triplets.
  5. 00:33:268 (2,3,1) - Not a real fan of this type of 1/8, and especially that massive x9,78 1/8 hyperdash. Not to mention that 00:33:434 (1,2) - is a bit hard to get after that really, really strong and fast hyperdash. Maybe you can try something different?
  6. 00:35:434 (2,1) - Can be a bit hard to get after the hyperdash, maybe reduce it?
  7. 00:37:267 (1,2) - Same as before, I think this is forced. I tried moving to x:260 and liked it.
  8. 00:38:351 (4,1,2) - Maybe make it a little bit easier?
  9. 00:41:851 (1,2) - and 00:42:518 (1,2) - I think these movements are a bit tricky, maybe you can make them easier?
  10. 00:45:184 (4) - This hyperdash is forced, as the strong sound is not on the 1/4 itself, but on 00:45:268 - .
  11. 00:46:018 (1,2) - I think you can reduce this distance, making it easier to catch after the hyperdash.
  12. 00:49:101 (3,4) - I think this flows badly, the "brake" after reaching 00:49:268 (4) - maks this pattern feel awkward.
  13. 00:52:101 (1,2) - Feels a bit forced to me. Try reducing distance?
  14. As a general opinion, I think this diff resorts too much to forced 1/4 hyperdashes, where you have a 1/4 hyperdash landing on a blue tick where the strong note, that should be worth emphasizing, is 1/4 later (i.e. a red or white tick). Maybe there are a few more I didn't noticed, but I think this is worth checking. The Rain isn't particularly hard, too, so this one is a huge leap in difficulty. Nerfing it a bit (maybe my suggestions are enough, but your opinion is important) would help improve the mapset overall.
Topic Starter
autofanboy

ZiRoX wrote:

Ayy wait for me. Placeholder - hue

[Salad]
  1. 00:04:768 (1,2,3) - The distance to the circle feels a bit weird. Maybe reduce it a bit? - Done, using even distances at this part.
  2. 00:05:934 (1,1) - Maybe a dash on this part would emphasize the start of the verse? Moving 00:06:768 (1,2) - to the right can do the trick. - Sure.
  3. 00:13:934 (2,3) - This is the kind of distance that makes me thing "to dash or not to dash?" I think reducing it a bit would be fine. - Reduced slightly, though I don't find it will still change your mind.
  4. 00:16:434 (2) - ^Same - ^
  5. 00:16:768 (1,2) - The really horizontal sliders + relative large distance makes it a bit tricky. Try either making the sliders a bit more vertical or moving (2) closer. - Done, using even distances.
  6. 00:47:268 (4) - I'd move this a bit to the right (maybe to x:304/308) to soften the jump a bit. - Moved to x:304 then.
  7. 00:53:268 (3,1,2,3) - Reduce distance a bit, the song is a bit softer than in the rest of the Kiai. - Okay.
[Platter]
  1. 00:12:101 (1,2) - I'm not really fond of this jump, it feels a bit tight. Move 00:12:601 (2) - to the right, maybe x:284 or even a bit more. - Reduced and changed the pattern actually.
  2. 00:21:268 (6,1) - Maybe a slightly smaller dash is better, try x:460 for (1). - Done.
  3. 00:33:934 (2,3,4) - The jump at (3,4) being larger than the one at (2,3) doesn't fit, as (3) has a strong sound. And actually, I'd change this timeline to a 1/2 slider and then a circle (currently it's a circle and a 1/2 slider), as it really emphasizes the piano-like sounds. - Sure.
  4. 00:38:268 (2,3) - I think you can reduce the distance a bit, it felt a bit tight when I first testplayed it. - Alright.
  5. 00:39:268 (2,3,4) - Same here, I think it's better to do slider-slider-circle to emphasize the piano thingy. - Nope, at (4) there is a prolonged sound of something similar to electrical.
  6. 00:40:101 (1,2) - Reduce the distance a little bit by moving (2) to the right. - Done.
  7. 00:41:101 (4,1,2,3,4) - Reduce distance a tiny bit (like no more than 2 grid spaces is enough) - Done.
  8. 00:44:101 (1,2,3,4,1) - I'd reduce the distance on this part, it has constant direction changes that may make it a bit too tricky. - Sure.
[Rain]
  1. 00:02:268 (6,7,1) - Moving (7) to x:168 and (1) to x:72 puts this pattern into a really nice walkable distance. - Done.
  2. 00:24:768 (4,1) - I'd spread these two a bit more to the left, as the 00:24:434 (3,4) - might feel a bit too tight. - Okay.
  3. 00:46:768 (1,2) - I'd make this pattern a bit easier (maybe like this), as getting 00:46:268 (1,2,3) - after the 1/4 hyperdash is already enough difficulty for this part. - Alright.
  4. 00:48:768 (1,2,3) - This is waaaay too tricky, and the hyperdash on the last one is really easy to miss. Put them closer - Yup.
  5. 00:52:101 (1,2,3,4) - Rotate 90° clockwise and then put it in the same position (something like this? I think it flows better. - Alright.
[Withered]
  1. 00:07:268 (2) - I think moving this a bit to the left (x:288?) makes it a bit nicer to play. - Alright.
  2. 00:15:934 (1,2) - I think this hyperdash is really forced. I would move this both objects closer. Something like this is a good compromise between keeping the hyperdash at 00:15:851 (2,1) - , taking out this forced hyperdash at 00:15:934 (1,2) - and keeping a good distance on 00:16:184 (2,3) - . -Lowered the distance.
  3. 00:23:934 (1,2,3,4,5,1,2) - I get the idea of this pattern, but I think it's a little overdone, considering it's a calmer part, so I would make the 1/4 hyperdashes a bit more weak by moving 00:24:101 (2) - to the right, 00:24:434 (4) - to the left and 00:24:768 (1) - to the left. - Made the hyperdashes easier and closer.
  4. 00:32:184 (1) - and 00:32:434 (3) -'s tail are overmapped, as the drums are triplets. - Not really, if you hear carefully there is a quite deep drumming sound there.
  5. 00:33:268 (2,3,1) - Not a real fan of this type of 1/8, and especially that massive x9,78 1/8 hyperdash. Not to mention that 00:33:434 (1,2) - is a bit hard to get after that really, really strong and fast hyperdash. Maybe you can try something different? - Mapped into a stream instead for easier flow hopefully.
  6. 00:35:434 (2,1) - Can be a bit hard to get after the hyperdash, maybe reduce it? - Okay.
  7. 00:37:267 (1,2) - Same as before, I think this is forced. I tried moving to x:260 and liked it. - Lowered the distance but I am not removing the hyperdash.
  8. 00:38:351 (4,1,2) - Maybe make it a little bit easier? - Tried making it easier and ended up with another pattern.
  9. 00:41:851 (1,2) - and 00:42:518 (1,2) - I think these movements are a bit tricky, maybe you can make them easier? - Made easier as well as the stream at this part.
  10. 00:45:184 (4) - This hyperdash is forced, as the strong sound is not on the 1/4 itself, but on 00:45:268 - . - The hyperdash is for the both blue tick and red tick, as there are similar drum sound at that part.
  11. 00:46:018 (1,2) - I think you can reduce this distance, making it easier to catch after the hyperdash. - Done.
  12. 00:49:101 (3,4) - I think this flows badly, the "brake" after reaching 00:49:268 (4) - maks this pattern feel awkward. - Changed the pattern.
  13. 00:52:101 (1,2) - Feels a bit forced to me. Try reducing distance? - Done.
  14. As a general opinion, I think this diff resorts too much to forced 1/4 hyperdashes, where you have a 1/4 hyperdash landing on a blue tick where the strong note, that should be worth emphasizing, is 1/4 later (i.e. a red or white tick). Maybe there are a few more I didn't noticed, but I think this is worth checking. The Rain isn't particularly hard, too, so this one is a huge leap in difficulty. Nerfing it a bit (maybe my suggestions are enough, but your opinion is important) would help improve the mapset overall. - Basically most of the 1/4 sliders are following the rhythm. mostly the drum beats. Also I add hyperdash for every beats of it so that's why you feel like it. Though there are higher amount of hyperdashes, it doesn't mean that the diff will be much harder, instead some parts might be easier to catch as hyperdash helps them to reach easily. I guess most of the difficult parts are fixed and it will be much better by now.
Thanks for mod!
ZiRoX

alienflybot wrote:

Icons

by - Magic Bomb - (28/9/2015)
by - Magic Bomb - (29/9/2015)
by ZiRoX (30/9/2015)
I didn't pop the bubble ;_; It only happened when you updated the beatmap ;_;

Anyway, I'm on my way to uni, will recheck later.
Topic Starter
autofanboy

ZiRoX wrote:

alienflybot wrote:

Icons

by - Magic Bomb - (28/9/2015)
by - Magic Bomb - (29/9/2015)
by ZiRoX (30/9/2015)
I didn't pop the bubble ;_; It only happened when you updated the beatmap ;_;

Anyway, I'm on my way to uni, will recheck later.
ik :^)
at least it is because of updating with your mods huehue
ZiRoX
*Insert cheesy stuff about roses here*

Rebubbled
MBomb
roses are red
this map is blue
keep making good maps
or i will kill you
JBHyperion

- Magic Bomb - wrote:

roses are red
this map is blue
keep making good maps
or i will kill you
I always find death threats are nicer in verse (:

Grats AFB!
Mwallx
Why it's still being qualified after 8 days.....
BoberOfDarkness

Mwalls Ho wrote:

Why it's still being qualified after 8 days.....
Only 6 maps can be ranked each day, this map will be propably ranked in 3 days
Professor Gila
:C
Hunter Howl

BoberOfDarkness wrote:

Mwalls Ho wrote:

Why it's still being qualified after 8 days.....
Only 6 maps can be ranked each day, this map will be propably ranked in 3 days
actually no. QAT or such still need to revise this map before getting ranked or not
BoberOfDarkness

raianshimuzu wrote:

actually no. QAT or such still need to revise this map before getting ranked or not
and they revising 6 maps each day :^)
Topic Starter
autofanboy
everyone here loves pp kek

and yes 6 Ranked maps per day so probably wait for 2 days
ZiRoX

raianshimuzu wrote:

actually no. QAT or such still need to revise this map before getting ranked or not
This map is already revised. Maps can get qualified after a week if there's no map on the queue, if they didn't revise in within 7 days, maps could get through without being checked. This isn't the case, as there were maps queued to get ranked.

EDIT: Congrats on ranked! Was a long wait :^)
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