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Demetori - Kuuchuu ni Shizumu Kishinjou ~ Counter-Clock Worl

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Topic Starter
GoldenWolf
This beatmap was submitted using in-game submission on mardi 20 juin 2017 at 20:24:08

Artist: Demetori
Title: Kuuchuu ni Shizumu Kishinjou ~ Counter-Clock World
Source: 東方輝針城 ~ Double Dealing Character.
Tags: Seija Kijin The Shining Needle Castle Sinking in the Air 愧人贖悪 ~ Evil People as the True Object of Salvation ~ 愧人贖悪 Comic Market Comiket C88 Progressive Metal Touhou Project Kishinjou Stage 5 Arrange Cover 九宝時 Kyuhouji 徳南 Tokunan Tracks 7 & 8 ZUN woof
BPM: 89,5
Filesize: 14651kb
Play Time: 05:55
Difficulties Available:
  1. Extra Stage (6,37 stars, 1886 notes)
Download: Demetori - Kuuchuu ni Shizumu Kishinjou ~ Counter-Clock World
Information: Scores/Beatmap Listing
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☆DE★ME☆TO★RI☆
Yuii-
DA ME TO RO
Topic Starter
GoldenWolf
DO MO TO RO
LigerZero
Added in Tags "東方輝針城 Touhou Kishinjou Double Dealing Character"
Artorias_DELETED
sick song
Trosk-
This map is sooooo funny to play, keep it up ^^
felys
Hello~

[General]
Do you think the timing points from this 00:00:337 - to 00:22:091 - are necessary? I can hear some of them being slightly offtime, and it "kinda" feels a bit better if you just place a 91bpm point on 00:00:337 - this, but that's probably just me I don't really know ;-;

[Extra Stage]
  1. I know you've probably skipped some triple beats for following first the melody but, don't you think that in cases like this 01:19:892 - you should fill in? when played it really sounds like it misses something.
  2. I can clearly hear that here the blue tick is kinda skipped 01:20:459 (7) - and same here 01:21:027 -
  3. Wouldn't it flow better if 01:33:919 (3) - would be "watching" in the opposite direction? (ctrl+H) and the same thing with this 01:34:243 (6) - ?
  4. 02:16:567 (1) - as the first combo on a big white tick it feels something's missing, like before ,_,
  5. 04:40:891 - those sliders looks a bit much "rounded", since the curves don't really follow a strong beat, I suggest you to remove a bit of roundness
  6. 04:52:567 - I see what you did there with the BG :^)
  7. don't you think that at this point 05:34:404 - you should re-up the volume?
Sorry for the poor mod, but I like the map and I wanted to give it a try
Topic Starter
GoldenWolf

felys wrote:

Hello~

[General]
Do you think the timing points from this 00:00:337 - to 00:22:091 - are necessary? I can hear some of them being slightly offtime, and it "kinda" feels a bit better if you just place a 91bpm point on 00:00:337 - this, but that's probably just me I don't really know ;-; Only one redline is not accurate enough, that said, the first measure is indeed slightly off, so I added 2 more redlines there to fix that.

[Extra Stage]
  1. I know you've probably skipped some triple beats for following first the melody but, don't you think that in cases like this 01:19:892 - you should fill in? when played it really sounds like it misses something. No because vvv
  2. I can clearly hear that here the blue tick is kinda skipped 01:20:459 (7) - and same here 01:21:027 - ^ I don't want this part to be any more dense than it already is. Yes I purposely skipped some bass drum hits in order to reduce the density, so I can follow the guitar better and put more emphasis on it with some jumps.
  3. Wouldn't it flow better if 01:33:919 (3) - would be "watching" in the opposite direction? (ctrl+H) and the same thing with this 01:34:243 (6) - ? Does not change the flow. 1/4 sliders barely influence (if at all) the flow, even if they're facing a complete opposing direction like this http://puu.sh/mGEMo/4fd6cb4234.jpg , altough it's visually more pleasing (at least in my opinion) if they're put that way, kind of like they're "open" and allow the pattern to "breathe", but hey now it's getting overly complicated for something that matters very little, so just know that it's visually more pleasing that way.
  4. 02:16:567 (1) - as the first combo on a big white tick it feels something's missing, like before ,_, already explained it
  5. 04:40:891 - those sliders looks a bit much "rounded", since the curves don't really follow a strong beat, I suggest you to remove a bit of roundness But they are? Those sliders follow the guitar, and are starting on a cymbal crash too.
  6. 04:52:567 - I see what you did there with the BG :^) If you look closely, it happens through the whole map :^)
  7. don't you think that at this point 05:34:404 - you should re-up the volume? I'll talk about it with some BNs about its rankability, I do know circles must be hearable on hit, it's a bit more lenient for slider ends, but I'd really like to keep this as quiet as possible. I'm pretty sure I won't be able to keep it at 5% volume though so eh might aswell raise it slightly and hope that's enough
Sorry for the poor mod, but I like the map and I wanted to give it a try A for effort
Hysteria
Highjacking a post for future mod, so that I don't forget that I promised to do one.

Hi I'm mod.

SPOILER
00:55:000 (4,5,6) - Could make this 2nd triple more interesting by ctrl+h. Like so. Shouldn't impact the flow or playability at all since it's a triple.

01:22:892 (3) - ^ Like so.

01:32:946 (2,3,4) - Quite awkward movement due to the degree>90. Would suggest to something like this.

02:13:973 (1,4,7) - Looks like a botched triangle. Could easily fix by doing something like this.

02:18:351 (3,4,5,6,7,8) - What kind of square is this :| Did you accidentally sit on it or something to make it super thin?

02:37:324 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1) - Could change the spacing of this with the pitch of the piano(?) no? Right now i get that the shape of the stream is trying to imitate that up & down change. But you could make so much more out of it, like you did several times in counter attack of the weak.

04:42:837 (6,7) - Should put a slider here, get's repetetive with only singles for such a duration. (This may or may not be revenge for everytime you point this out in my maps.)

05:16:080 (1,2,3,4) - "What kind of square is this :|"

05:29:215 (3,4,5) - Awkward movement.

05:39:756 (5,6,1) - ^
Topic Starter
GoldenWolf

Hysteria wrote:

00:55:000 (4,5,6) - Could make this 2nd triple more interesting by ctrl+h. Like so. Shouldn't impact the flow or playability at all since it's a triple. It indeed does not change much, albeit your suggestion make it slightly harder, not that it's really important. The thing I went for with this one is to make the first point in the same direction because they're indentical drum-wise, both ending with a snar+crash cymbal, whereas the third one is different (no crash, and leads into other snares hits), so the first two are closer to each other and the 3rd one is put further away for this reason. Also because I want the change from 2nd triple to 3rd triple to be abrupt, and not giving a "hint" with the second one as to where the 3rd is going to be, if that makes sense.

01:22:892 (3) - ^ Like so. That would actually make more sense if I wanted the flow to keep on going there. The reason why I "broke" it and made it less flowy is because of what the guitar is doing here; it's like cutting out notes where in the previous part every note was flowing into one another smoothly.

01:32:946 (2,3,4) - Quite awkward movement due to the degree>90. Would suggest to something like this. Changed to something different.

02:13:973 (1,4,7) - Looks like a botched triangle. Could easily fix by doing something like this. butchered

02:18:351 (3,4,5,6,7,8) - What kind of square is this :| Did you accidentally sit on it or something to make it super thin? Well, that's because it's called a diamond :V

02:37:324 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1) - Could change the spacing of this with the pitch of the piano(?) no? Right now i get that the shape of the stream is trying to imitate that up & down change. But you could make so much more out of it, like you did several times in counter attack of the weak. It would be changing it, not improving, because the current is already perfectly going on with the song. It doesn't have to be complex, it can be simple too.

04:42:837 (6,7) - Should put a slider here, get's repetetive with only singles for such a duration. (This may or may not be revenge for everytime you point this out in my maps.) But how can it get repetitive in 2 seconds :| Also I went for big ass jumps there, to stress and emphasis the peak intensity of the song, using sliders would reduce that intensity.. So even though it kinda breaks consistency, I think it's fine because this pattern has a different purpose than the rest.

05:16:080 (1,2,3,4) - "What kind of square is this :|" Still not a square!

05:29:215 (3,4,5) - Awkward movement. Is it? The flat angles is the whole idea behind this pattern, going from left to right and going down and down
Thanks for your mod! Now gonna have to find some more ;;
Alheak
Did an irc mod but didn't find anything, looks ready for rank.

Have your first bubble!
Topic Starter
GoldenWolf
ミ☆ミ☆ミ☆ミ☆ミ☆ミ☆ミ☆
lazygirl
GDAY! As per your request, milord, here is your mod. ヾ(⌐■_■)ノ♪

(ノ◕ヮ◕)ノ*:・゚✧ D E M E T O R I ✧゚・: *ヽ(◕ヮ◕ヽ)

[General]

  1. BG a bit on the small size, but eh
  2. 192 kbps all the way
  3. I like the combo colors
  4. Love the hs
[Mapping]

  1. 00:04:319 (1) - looks intentional but maybe a bit weird :P same goes for 00:10:235 (1) - and 00:18:143 (1) - and 00:26:062 (1) - I think that section's too soft for red anchor points, but hey it's nothing important either.
  2. 02:38:622 (1) - I do understand you want to highlight the strong distorted guitar, but it feels a bit weird ignoring the melody over it. Wouldn't a repeat maybe work here?
  3. Maybe use kicksliders on 04:22:405 (1) - 04:22:892 (7) - 04:23:378 (13) - 04:23:702 (1) - but idk this almost works, you should at least have a direction change on 13 like you do for the other instances of the same sound
[Combo]

  1. 00:41:703 (1,2) - I think it makes more sense to put NC on 2 on these places, but you did this consistently throughout the map so I don't think it's really important at all
  2. 00:49:324 (1,4) - would maybe make sense to put NC on 4
Idk just little things most combo patterns are perfect

[Hitsounds]

  1. 01:36:028 (8) - snare/clap missing, but this happens on multiple occasions on the same note so I'm wondering if it's on purpose? It feels off tho and I feel you should add it anyways. The reason I find it weird mostly is that it is on notes like here 01:38:622 (8) -
  2. 05:20:783 (4) - should maybe remove this clap?
Nothing more to say :D Love it ^^
Topic Starter
GoldenWolf

lazyboy007 wrote:

GDAY! As per your request, milord, here is your mod. ヾ(⌐■_■)ノ♪ I haz grateful, misquire

(ノ◕ヮ◕)ノ*:・゚✧ D E M E T O R I ✧゚・: *ヽ(◕ヮ◕ヽ)

[General]

  1. BG a bit on the small size, but eh Too small? Ok take that 1080p BG then c:
  2. 192 kbps all the way
  3. I like the combo colors
  4. Love the hs
[Mapping]

  1. 00:04:319 (1) - looks intentional but maybe a bit weird :P same goes for 00:10:235 (1) - and 00:18:143 (1) - and 00:26:062 (1) - I think that section's too soft for red anchor points, but hey it's nothing important either. There are consistent through the whole intro, and are for that subtly different guitar strum. I visually changed the first one to be consistent with the others though.
  2. 02:38:622 (1) - I do understand you want to highlight the strong distorted guitar, but it feels a bit weird ignoring the melody over it. Wouldn't a repeat maybe work here? Definitely not, it would totally break what I am going for, and has no purpose in improving it either
  3. Maybe use kicksliders on 04:22:405 (1) - 04:22:892 (7) - 04:23:378 (13) - 04:23:702 (1) - but idk this almost works, you should at least have a direction change on 13 like you do for the other instances of the same sound Actually no, because it is consistent with 02:32:135 (1) - this pattern. Snare+cymbals and double bass = full stream, no kick sliders. On the first instance where this happened, it was at 01:26:946 (1) - and it was a drum roll, no cymbals in it. So for that one I used kick sliders on snares. That said I improved it visually so it doesn't look like a drunk stream that fell on itself.
[Combo]

  1. 00:41:703 (1,2) - I think it makes more sense to put NC on 2 on these places, but you did this consistently throughout the map so I don't think it's really important at all Why though? The actual downbeat is on the red tick, so it makes much more sense to put it here.
  2. 00:49:324 (1,4) - would maybe make sense to put NC on 4 Combo would be too short.
Idk just little things most combo patterns are perfect

[Hitsounds]

  1. 01:36:028 (8) - snare/clap missing, but this happens on multiple occasions on the same note so I'm wondering if it's on purpose? It feels off tho and I feel you should add it anyways. The reason I find it weird mostly is that it is on notes like here 01:38:622 (8) - Whoops indeed. I blame the laggy editor that sometimes doesn't register key presses.
  2. 05:20:783 (4) - should maybe remove this clap? And add it on the next one yes woops
Nothing more to say :D Love it ^^
Thanks for your lazy mod!
sahuang
Hi, mod as requested

[General]
  1. The SB seems to have done nothing except the display and fading of current BG...I strongly recommend that you remove it cuz just meaningless and takes space. Also idk why you hav 2 osb files.
  2. Unused hitsounds:
    drum-hitclap5.wav
    drum-hitfinish5.wav
    drum-hitnormal5.wav
    drum-hitwhistle5.wav
  3. Combo colours are really similar for 1/3/5 and 2/4/6...For many sections they are too similar to be recognised tbh. Even if ure doing colourhax, as you can see places like 00:44:135 (6,1,1) - 00:50:702 (15,1) - 01:20:459 (7,1) - etc are really confusing.
  4. 00:00:337 - 00:01:342 - 00:03:316 - 00:05:303 - etc i think you missed a lot of whistles in intro. They are actualy kinda same as 00:02:348 - 00:07:273 - and so on, but the lack of hs makes gameplay experience pretty bad imo. So fix if you want.

[Extra]
  1. 00:33:961 - quite a long duration from here tbh, add a break?
  2. 00:40:811 - 00:41:135 - 00:41:459 - etc there are clear 1/4 beats, why just ignore them?
  3. 00:43:405 - 00:43:730 - 00:44:054 - same tbh,its even more weird here given that you mapped 00:44:378 - .Such inconsistency lol
  4. 00:49:649 (4,11) - prob NC
  5. There are so many big jumps at the beginning while music is actually 1/4...kinda underdone.
  6. 01:28:486 (17) - NC is toooo long
  7. 01:30:676 (3,4) - spacing is too small compared to 01:30:351 (2,3) -
  8. 01:32:946 (2,3) - stack? feels confusing
  9. 01:55:162 (10) - NC?
  10. 02:44:135 (2,3,4) - pretty uneven spacing
  11. 03:38:865 (18) - NC too big as well.
  12. 04:42:189 (2,3,4,5,6,7,8,9,10,11) - ds is too big here..even if its kiai it's still overdone imo
    I strongly feel that there are a LOT of beats you ignore, mostly being 1/4. Also too many jump pattern

gl~~
Topic Starter
GoldenWolf

My Angel Azusa wrote:

Hi, mod as requested hi

[General]
  1. The SB seems to have done nothing except the display and fading of current BG...I strongly recommend that you remove it cuz just meaningless and takes space. Also idk why you hav 2 osb files. But... why? Can't I have a simple, yet fitting storyboard?
  2. Unused hitsounds:
    drum-hitclap5.wav
    drum-hitfinish5.wav
    drum-hitnormal5.wav
    drum-hitwhistle5.wav
    deleted
  3. Combo colours are really similar for 1/3/5 and 2/4/6...For many sections they are too similar to be recognised tbh. Even if ure doing colourhax, as you can see places like 00:44:135 (6,1,1) - 00:50:702 (15,1) - 01:20:459 (7,1) - etc are really confusing. I don't think they are "really" confusing, but I still changed them a bit so they're further apart from each other on the palette
  4. 00:00:337 - 00:01:342 - 00:03:316 - 00:05:303 - etc i think you missed a lot of whistles in intro. They are actualy kinda same as 00:02:348 - 00:07:273 - and so on, but the lack of hs makes gameplay experience pretty bad imo. So fix if you want. I didn't miss them. I used only a few whistles and all of those are consistent and emphasize particular guitar's strums

[Extra]
  1. 00:33:961 - quite a long duration from here tbh, add a break? i guess
  2. 00:40:811 - 00:41:135 - 00:41:459 - etc there are clear 1/4 beats, why just ignore them? I already explained that in previous mods.. I purposely ignored a lot of background drums to put more emphasis on the guitar
  3. 00:43:405 - 00:43:730 - 00:44:054 - same tbh,its even more weird here given that you mapped 00:44:378 - .Such inconsistency lol because i feel like playing a triple leading into a crash cymbal feels and sounds nice
  4. 00:49:649 (4,11) - prob NC would make combo too shorts, i generally tend to use longer combos on this map especially during streams, plus i dont think there is a need to spam nc its not like its hard to read or anything
  5. There are so many big jumps at the beginning while music is actually 1/4...kinda underdone. bcs i purposely ignored the drums background to put more emphasis on the guitar as i think it's the most important layer and not the drums even though they are quite busy and fills a lot of the background also wanted to make something different than what ljf did as to not repeat the same map and make something interesting out of this song other than streams also because it allows for a larger spacing overall which i feel fits the song better than closed up streams which i feel dont put enough emphasis on the guitar
  6. 01:28:486 (17) - NC is toooo long again i like to use longer combos especially in streams and even more so when there isnt a need to use nc bcs of something that is hard to read or whatnot
  7. 01:30:676 (3,4) - spacing is too small compared to 01:30:351 (2,3) - moved 3&4 down
  8. 01:32:946 (2,3) - stack? feels confusing what do you mean? its already stacked
  9. 01:55:162 (10) - NC? but why? having a guitar note here doesn't justify a nc imo especially when i'm mapping the drumroll and there is no spacing nor direction change
  10. 02:44:135 (2,3,4) - pretty uneven spacing it follows the same logic as all other jumps on that pattern which is circle after the slider is closer than the next object after the circle
  11. 03:38:865 (18) - NC too big as well. again i like using longer nc especially on streams also here i am using nc to separate between the different "phrases" the guitar is going through with an exception of 03:40:243 (1) - this one because of the larger spacing i used which i did because the flow felt better going from that spot to down and also makes a nice lead into the slow contrasting sliders next imo
  12. 04:42:189 (2,3,4,5,6,7,8,9,10,11) - ds is too big here..even if its kiai it's still overdone imo it's arguable but i wanted to emphasize this part as much as i could esp before the more streamy one with that rhythm guitar hammering down that low note and the lead guitar holding 2 longs high pitched notes felt like the peak of this part before going into the streamy one so i made the spacing larger as to reflect that
    I strongly feel that there are a LOT of beats you ignore, mostly being 1/4. Also too many jump pattern yes that is because i actually do purposely ignore them as i don't want to fill the map with 1/4s when i feel like the guitar is more in front than everything else hence why i put so much emphasis on it which also makes jumps feel more natural if i focus on the guitars in general so it leads to a jumpier map overall. Yes this is what I wanted to do, the map is correctly reflecting my view on this song and I do not wish to remap it nor having to redo/rethink the main ideas and concepts I built this map around.

gl~~
thanks
sahuang
Storyboard is definitely fine, I just feel it's kinda coals to Newcastle....loool
Topic Starter
GoldenWolf
:<
Monstrata
Extra Stage

Unused hitsounds:
drum-sliderslide7.wav

Combo colors 7 and 8 look really similar. Can you give them some more contrast?
00:11:222 (3,1) - Maybe it's just me, but this arrangement seems kinda messy. Like an unnecessary small overlap
00:31:328 (2) - Somehow, the placement felt kinda odd to me. I would have moved it a bit further up and to the left. It felt like the movement from 1>2 was really small compared to the previous notes. The bpm is slowing down. If you also make the spacing smaller you kinda lose the effect of slowing gradually imo.
01:03:595 (5,1) - Make them overlap similarly to 01:02:622 (1,2,3,4) - to complete the aesthetic?
01:23:919 (2,3) - Idk about this snapping. I think 3 is fine, but 2 doesn't sound like it lands on anything. Well, i trust your ears more so just double check this.
01:44:459 (6,7,1) - I think this rhythm is just going to throw people off. Better if you stick to white tick rhythm imo. The kickslider on the blue tick leading into the stream really looks like something you'd expect on a regular white tick stream pattern. The way it's NC'ed too also suggests that xP
02:07:486 (1,2,3,4,5,6,7,8,1) - Hmm, interesting. I think it can work though. I feel like ppl are just going to click a 5th time on the repeat anyways haha. (They won't break so win win i guess).
03:32:946 (5,6,7,8,9,10) - I don't really like the triplets here. I think you could continue and use another slider in between. You put too many clicks here imo.
03:36:513 (1,2,3,4,5,6,1) - Personally, i would have just done the acceleration right from the start. It's kinda hard to appreciate the accelerated stream pattern when theres only like 5 notes, and theres also a stack involved. But feel free to disagree.
04:30:189 (1) - This kinda looks like an alien slider xd. Maybe a few too many control points, but idk~ its just aesthetics
04:41:216 (7) - I think Ctrl+G flows more nicely. When you're creating cross screen movement like this, i think continually moving upward doesn't facilitate as good flow as up down up.
05:29:215 (3,4,5,1) - Not really a fan of the wide angle jumps here. Idk. To me, it makes the ending a bit anticlimactic. I would just do more standard jumps so you can use the momentum to create a large finale. If anything though, some more emphasis on 05:29:701 (1) - would be nice.
05:47:864 (1) - Offscreen.

[]

Call me back~
Topic Starter
GoldenWolf

Monstrata wrote:

Extra Stage

Unused hitsounds:
drum-sliderslide7.wav deleted

Combo colors 7 and 8 look really similar. Can you give them some more contrast? aight
00:11:222 (3,1) - Maybe it's just me, but this arrangement seems kinda messy. Like an unnecessary small overlap wait it's barely even noticeable LOL but ok fixed
00:31:328 (2) - Somehow, the placement felt kinda odd to me. I would have moved it a bit further up and to the left. It felt like the movement from 1>2 was really small compared to the previous notes. The bpm is slowing down. If you also make the spacing smaller you kinda lose the effect of slowing gradually imo. Hmmm that makes sense, it does feel better so yea
01:03:595 (5,1) - Make them overlap similarly to 01:02:622 (1,2,3,4) - to complete the aesthetic? okay
01:23:919 (2,3) - Idk about this snapping. I think 3 is fine, but 2 doesn't sound like it lands on anything. Well, i trust your ears more so just double check this. Yeah it's more something like this where the 2 is 1/12 earlier. Overall that rhythm doesn't make a lot of sense and it's more of a mishap of the drummer that didn't get fixed in the post-processing due to the very low feedback it has. So as such, I did map it the way the rhythm was intended (the one I mapped makes a lot more sense on every level xd) so it's much more intuitive.
01:44:459 (6,7,1) - I think this rhythm is just going to throw people off. Better if you stick to white tick rhythm imo. The kickslider on the blue tick leading into the stream really looks like something you'd expect on a regular white tick stream pattern. The way it's NC'ed too also suggests that xP I guess I can move the NC on the kickslider instead, but the way the rhythm is built here properly emphasis the drum roll with the snare's accents.
02:07:486 (1,2,3,4,5,6,7,8,1) - Hmm, interesting. I think it can work though. I feel like ppl are just going to click a 5th time on the repeat anyways haha. (They won't break so win win i guess). That's how you emphasis drumrolls working in groups of 3 xd. There is another one at the end of the solo aswell 04:05:540 (1,2,3,4) - , they do take you by off-guard if you aren't paying attention to the song, but otherwise fit the rolls much better.
03:32:946 (5,6,7,8,9,10) - I don't really like the triplets here. I think you could continue and use another slider in between. You put too many clicks here imo. o nice
03:36:513 (1,2,3,4,5,6,1) - Personally, i would have just done the acceleration right from the start. It's kinda hard to appreciate the accelerated stream pattern when theres only like 5 notes, and theres also a stack involved. But feel free to disagree. It is really justified by the guitar though, which makes it fine to me. I do agree that it's a bit short to work with spacing changes, but going from a full stack to widespread stream makes it ok, as the contrast is high enough to be apprecied on a short stream.
04:30:189 (1) - This kinda looks like an alien slider xd. Maybe a few too many control points, but idk~ its just aesthetics n1c3 m3m3 d00d but don't advertise your map on my threads >:( Jokes aside, I did want a special unique slider to start this kiai, something that would be unique in this map, and I came up with this xd It's fine to me, it isn't exagerated or anything, nowhere near alien-like :V
04:41:216 (7) - I think Ctrl+G flows more nicely. When you're creating cross screen movement like this, i think continually moving upward doesn't facilitate as good flow as up down up. Hmmm okay, also changed the slidershapes to fit it more nicely xd
05:29:215 (3,4,5,1) - Not really a fan of the wide angle jumps here. Idk. To me, it makes the ending a bit anticlimactic. I would just do more standard jumps so you can use the momentum to create a large finale. If anything though, some more emphasis on 05:29:701 (1) - would be nice. It is indeed, and that is intended, as the song progressively goes downward here, it actually builds down and not up, compared to before that point, coming from a full on 1/4 double bass background with splashes every beat to a mere 1/2 drum roll is going down by quite a lot, so it is supposed to be anti-climatic, as the real climax of the song has already been done, at the 4:30 mark.
05:47:864 (1) - Offscreen. ph0k

[]

Call me back~ Where's your number tho bby
Monstrata
~
Yuii-
00:38:785 - 02:38:703 - 03:14:622 - 03:17:216 - 03:19:811 - 03:34:243 - 05:33:675 - 30%
04:19:892 - this one is fine because there's no slidertick

02:52:243 (6,7) - may i also suggest more spacing on this pattern? compared to everything else here, looks quite cramped
03:08:784 (1,2) - i also believe that these circles would make more sense if they were to be mapped as 03:10:081 (1) - since 03:08:784 (1) - isn't really part of the guitar soundzzz. refer to 02:03:432 - for more info!!

rest is fantastic
call monstrata back and i will qualify after
Topic Starter
GoldenWolf

Yuii- wrote:

00:38:785 - 02:38:703 - 03:14:622 - 03:17:216 - 03:19:811 - 03:34:243 - 05:33:675 - 30%
04:19:892 - this one is fine because there's no slidertick aight

02:52:243 (6,7) - may i also suggest more spacing on this pattern? compared to everything else here, looks quite cramped Made it consistent with 01:47:216 (4) - xd
03:08:784 (1,2) - i also believe that these circles would make more sense if they were to be mapped as 03:10:081 (1) - since 03:08:784 (1) - isn't really part of the guitar soundzzz. refer to 02:03:432 - for more info!! It isn't, but it is a snare+crash cymbal tho, which is pretty strong

rest is fantastic you're fantastic
call monstrata back and i will qualify after
Monstrata
rest is fantastic
call yuii back and he will approve after
Lama Poluna
wtf change source to 東方輝針城 ~ Double Dealing Character. and metadata is not full
Topic Starter
GoldenWolf
Aight boi, ya wantin' more tags? Ya gettin' more tags.

Also updated Source xd

If you were talking about the title though, the intro is the same title as the song, except in english instead of japanese, and it is in the tags. It would be redundant to add it in the title (and probably too long to allow me to submit the map xd)
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