This map is very cheerful and fun to play! even though I fail playing it
GL on this
Thanks for the magical mod and star m8 (^:TomTheWizard wrote:
Baddie mod you maybe sort of requested? ;< Modding is hard (I'm thinking I should have something to drink for this)
Warning: Mod contains large amounts of fluff, proceed with caution. Fluff-resistant armour equipped, DEF+48
Here we go now/4 it Why not both? \:D/Shining Needle Parade00:14:327 (1,2,3,4,5,1) - I see some potential here to highlight the instrument which I think is a saxophone. You could, and this is totally upto you, try something that goes a little like this... 00:14:676 (2) - Move this to where 00:14:850 (3) - is, then swap (3) with 00:15:025 (4) - AND THEN! Swap 00:15:374 (5) - with 00:15:548 (1) - . Distances are still rough but you can get the idea of what I'm going for. Check it out sometime, lemme know if you like it. Groovy, I wanted to give the sax more emphasis anyway. Played around with spacing until I liked it but the end result plays really nicely I feel
00:17:467 (2,3) - Emphasis hype! I feel there's a little bit too little movement here for these happy clappy sounds. Try out 00:17:467 (2) - x:212 00:17:641 (3) - x:36 I ended up flipping the previous section so these distances don't work anymore, but I played with distances until got a similar result. Didn't pitch for quite as much spacing though, just enough to give more emphasis. I can always add more if you think it needs it
00:18:862 (1,2) - Similar story to the above really, only I think this stands out a lot more as ... lacking? Words fail me but I'm sure you'll understand... maybe. Increasing distances is just what thedoctorwizard ordered. Give 00:18:862 (1) - x:144 and 00:19:036 (2) - x:352 a whirl though I don't think this distance is quite right either. Maybe you like it maybe you don't, I'm not the boss here. Same deal, more spacing, but not quite as much as you suggested. Give it a try now and see what ya think
00:46:071 (4) - Feel like this kills the flow a bit here, being so nearly vertical. I've dicked about with a few things but I quite liked how this played out. Basically 4 is on the other side and we get some sorta steady stairs going on. Maybe too difficult? I thought this would be pretty annoying to play but since they're 1/2 sliders the spacing is actually quite comfortable, and it provides some nice variety. I'm a bit miffed that I'm losing the hyper to 00:46:420 (1) but I like how this plays a lot now
01:12:932 (1) - This sticks out quuuuuite a bit and maybe just a biiiiiit too much? Probably just me being a baddie but I have some concerns about this slider and similar sliders throughout the map when it comes to droplets because of cs5 and ar9.5, it's quite easy to miss many droplets . Saying that they all seem pretty good but I'd consider tucking this one in just a tiny bit. Fair enough, dropped the SV on this a bit and squeezed it in
01:38:658 (4,5) - Gotta admit I'm not a fan of this sort of thing. It always puts me off reading it but I find it plays no different to just having equal spacing. So maybe consider equal spacing before you go to bed at night... or 5am or whenever, seriously I'm the boss around here, do what you want. Decided to go the other way and make a hyper here by moving (4) to the left of (3), since it's a similar rhythm to 01:40:664 (4,5,1)
01:41:449 (4,5) - Also there o: Also here (:
01:52:932 (4) - Look at this cheeky bugger! Jesus Christ way to be edgy. Bit more on point, I think the distance on this to (5) is a little high, could scale it down a tad. Note disciplined, rebellious tendencies extinguished
02:19:560 (5) - Oooooh, could benefit from just a tiny movement a bit to the left, certainly less than Labour's recent swing amirite? Moved to the right and made a hyper instead, I feel it's more fitting withmy political standpointthe strong vocal sound at 02:19:734 (1)
02:21:653 (2) - There's your problem, you've got a cheeky little bugger in 'ere that's messing with your flow (imo). I really expect a note in the opposite direction. I think it plays better with 02:21:653 (2) - at about x:300 . It creates a funky little movement afterwards that you may like or hate, you're a grown adult form your own opinion! I agree this flows better, but rather than a weird wiggle I just flipped 02:21:827 (3) to the left hand side instead, distances ended up pretty much the same so it's all good
02:49:560 (2,4) - Maybe slant these outwards a little more? Not liking how it flows with the near vertical sliders. Gave them 20 degrees outwards each
02:59:676 (3) - I think the actual movement here doesn't quite match up with the intended, creating a quick little left right left that feels too fast for the vocal. I'd consider just straightening this out so it doesn't go back on itself. Wanted to add some variety here but I agree it doesn't fit quite as well as I imagined, so made a smooth curve instead
03:26:536 (6,7) - This is exactly the sort of immoral thing I'd like to see less of! Or close enough... I think using distance snap x1 putting 03:26:711 (7) - at x:212 plays nicely and it still hypers into the next note. Pah, morality and ethics are no fun. Better change it for the health inspector though so you don't shut me down ):
03:29:676 (1) - Again just a mentioning of droplets, cs5 ar9.5. Can be a little tricky to catch and it's certainly very easy to miss some, doesn't help with the lack of feedback from catching/missing droplets either. Made the wiggle less extreme with only 1.50x SV, we'll try this for now and see if people think it should be reduced some more
04:04:560 (3) - ^ The patterns before this are less intense compared to the above which makes reading and reacting easier. Plus, I don't find this too problematic (or maybe I am just more experienced with higher CS than most), so I'd like to keep this one for now
04:17:466 (2) - Quite nearly vertical, messes with the flow a little. Maybe slant more to the left and move (3) left a bit aswell to compensate? Sure, why not
04:37:351 (3) - Similar story as 02:59:676 (3) - really, so you do what you think is best for all of us. Pretty sure someone down the line is gonna tell me this is too boring, but we'll go with it for now
04:49:908 (3,4,5) - Might want to reduce the distance on these, I think they could really trip some people up. Distance snap x2.0 felt nice but you're in charge here. Went with 2.2x for now, plays fine for me
05:05:780 (1) - I think you might ruin a lot of peoples FC hope and dreams with this one. I feel the slider length is just a bit too long, maybe you want to slant it, maybe you don't... 05:06:653 (5) - Feels less problematic, so it's entirely your choice with that. Hmm I can see where you're coming from, dropped SV on this a little so it's not quite so long
05:12:583 (4) - This jumps feels a tad bit tight, consider reducing the distance to around x:152 Aye aye
05:13:542 (4,5) - This sort of thing again D: Hyper'ed 'em same as before for that bangin' finale
05:16:333 (4,5) - D: x2
As a more general comment, I think the streams play quite well but when it comes to aesthetics some can look a bit ugly. Not much of an issue but I thought I'd mention itto be a dick.I don't know how to make sexy streams okay ;w;
Well I think that's it! Overall a really solid map, it plays well, is fun and the song's not half bad either. Good luck with it, hope modders don't ruin it too much :^) me too
Thanks for the support, I'll do my best!Blind Justice wrote:
mmmmmmm sexy preview point
This map is very cheerful and fun to play! even though I fail playing it
GL on this
Thanks for the mod and stars! (:[Sc4v4ng3r] wrote:
So since you are on a break from modding, I guess I'll just help myself by modding your map instead.
Hopefully this can get you to mod my map :^) I'm asking too much aren't I
You didn't really ask a mod on this, but since I'm bored, had to do it.
Every time I say I'll take a break I somehow end up doing more mods than I did when I was "active" so I may need to rethink this. At any rate, thank you forbeing boredthe mod and feel free to remind me to owe you a mod in the future
[General][Shining Needle Parade]
- Lots of great custom samples as always \o/
- Honestly though, I would rather bring down the AR to 9.3, as the song itself isn't that much of a 'hardcore' song. But well, it is up to you. I somehow get the feeling CS5 AR9.5 isn't going to get too much love, but I'd like to hold onto it as long as possible as it's a unique touch not found in other maps, and the song is pretty punchy and upbeat for the most part
Didn't expect a song of this kind from Halozy The song is really cheerful and nice <3
- Prepare for some points that are pretty much nitpicky :3 or is it not nitpicky is good
- 00:01:420 (5) - This note is almost having the same strength as 00:00:722 (2) - , yet it is not 'emphasized' with a little bit of increased distance. Yea this doesn't give much difference, but it can still be good to do that. Sure, moved 00:00:374 (1,2,3,4) to the left a little for more distance to this
- 00:11:013 (4) - Yea something similar like above, with this having almost the same strength as 00:08:746 (1) - . Well yea, if the movement becomes way too harsh because of this, then I guess there is no point changing this. I find it a little weaker than the sound you mentioned, but I did increase the spacing a little since it's still a prominent sound
- 00:44:850 (1,1) - Not sure if this will be a better choice over the current one, but if there are SV changes here to emphasize on the vocals, it may be a good emphasis over the current one without it, something like you did in the kiai. I kinda ran out of room here lol, but I did manage to squeeze in an SV increase in the end, should play the same, just with more definition on the slider
- 00:52:001 (1) - Not saying that the rhythm here is bad, but it surely could be better if it was two 1/2 sliders with a circle like this, as it can emphasize the snare on 00:52:263 - this tick even better with a small dash(maybe?), considering the snare can be clearly heard out in this part. On the contrary, there are no sounds on either of the slider tails you propose, which creates an awkward and somewhat forced rhythm in my opinion. On the other hand, the repeat slider smoothly follows the extended vocal, so I feel is the best choice here. Sometimes less is more.
- 01:48:339 (3) - It may be good to chain up the H-dash usage here, as it can emphasize more on the saxophone in the background, and it won't really require the players to 'reduce' their movement after all the H-dashes they had. Well I'm not a good player so idk ;-; Thought it might be too much but it does play pretty nicely, and really brings the sax out as you suggested. Done
- 02:33:425 (6,7) - I don't really agree to the usage of H-dash here, in fact (7)'s kick is not that strong like the other parts. Instead you could try to emphasize more on the declining pitch of the drum and drop the distance instead. Hdash is actually here for the prominent vocal sound - the drum sound is more of a "bonus" emphasis to me here
- 04:19:560 (4) - Might be just getting way too 'technical' here, but I believe the flow can be a bit better if this was instead facing towards the left, or just start farther off to the left side, it can kinda emphasize on the vocal's 'syllabus'(by that I mean the pause of vocals at (3)'s tail then starting again at (4)'s head). Antiflow was intentional for that very reason, but increasing the distance a little more for added emphasis doesn't hurt
- 04:38:397 (3) - I'm fine with this rhythm for the other kiais, but for this I don't really see the reason why is this slider landing on the white tick... Maybe it is because of the clap's volume being overdone. Nice spot, weirdly the snare drum sound on the white tick is omitted in this kiai, so I just replaced the slider with a circle at 04:38:571 instead
- 05:01:769 - You should really consider adding another kiai time here until 05:12:932 - here, as the stanza like the other kiai times are present here as well. Nice idea, this does feel similar in rhythm usage so it would be good to stay consistent.
Also kiai fountains are cool
Have some stars, GL!
Thanks for the mod, though if you could give a bit more explanation to your suggestions in future, it will make it far easier for me to understand your point of view (:Absolute Zero wrote:
[Shining Needle Parade]
Oh my god I did a special name title thingy aren't you proud of me nice job broo0o0oo0o0o (sorry asap croissant)
Onto the mod.
00:26:187 (3,4) - Make this a hitcircle + 1/2 slider to fit the music. Want to keep a jump to the white tick drum sound which is more prominent than the vocal here, so 2x 1/2 sliders fits better imo
00:31:420 (2) - Move to x=96 to make it flow slightly better? Hyper doesn't fit to (3), it's a really calm beat with only vocal, but I did respace these a little so it should flow more smoothly now
00:37:700 (3) - Make this a reverse slider to mirror the voice? 00:37:874 vocal extends over the entire next measure, it would feel weird to add a repeat and only map a small part of it, especially since I then compromise the instrument rhythm
00:41:536 (1,2,3,4,5,6,7,8) - Why not space (1,2,3,4) the same way as (5,6,7,8)? Variety? xD
00:48:775 - Add hitcircle for effect? Why, there's no sound here to map? lol
01:03:164 (1,2) - Make these both fit the whole sonic space (both 3 repeats instead of 2)? These sliders follow the bass groove, which only repeat twice, the 3/4 beats aren't worth mapping imo since they're so weak, plus this is a smoother introduction into the streamjump section
01:09:967 (5,6) - Switch these for smoother transition. I actually feel the transition is smoother this way round, since the double dash follows the flow, rather than goes against it
01:21:218 - Add a hitcircle here to follow the pattern. Hmm there is a fainter but noticeable beat I missed here, so sure
01:21:304 (1) - Why not move these to the other side for better flow? Direction change plays better for me, and it adds emphasis along with the hyper for the strong cymbal and vocal sound
01:27:932 (4,1) - Switch these two sliders with each other. Will give it a go, to better follow the vocals perhaps, though an explanation as to your reasons would help inform my decision in future
01:38:048 (1) to 01:42:932 (3) - Avoid using the longer sliders since this is when the music drops to nothing and the drumbeat is the only thing left. There are clearly vocals here to justify the longer 1/1 sliders though
02:02:990 (5) - This movement here is a little awkward- lower distance here? Moved 02:02:815 (4) to the left slightly
02:06:478 (3) - Move (3) to x=404? Does flow a little better, sure
02:16:420 (1,2,3,4) - Why not construct these the same way you do with (5,6,7,8) but reversed? 02:38:746 (1,2,3,4,5,6,7,8) is an example. Pitch on the second half of the drumroll 02:16:769 (5,6,7,8) is lowered, so I feel less of a curve fits better on that 4plet
02:21:827 (3) - This 3/4 slider feels weird. Make it a 1/2 slider or a 1/1 slider? I can't help the fact that there is a 1/4 snare doublet here lol
02:31:071 (1,2,3,4) - Same spacing between (1,2) and (3,4) to make it more consistent. They already have the same spacing
02:38:048 (1,2) - see 01:03:164 (1,2). Same deal, bass guitar is only 2 repeats
02:49:124 - Sound starts here, start the slider here instead. There's a 1/4 bass guitar triplet here you're getting confuse with, the vocal and cymbal sound mapped by (1) definitely starts on the downbeat. I added a circle there instead to make this clearer
02:51:828 (6,1) - This is a little uncomfortable. Maybe it's just my skill level but I would reconsider the placement of (1). Doesn't feel uncomfortable to me, hyper distance to (1) is about the minimum I can make it
03:10:839 (3,4) - Space larger. Don't want to add a hyper here and any more distance makes an uncomfortable timing jump
03:21:914 (5,6) - Bleah this flows a little weirdly, seems like a nice miss place. Change the placement? To what? If you don't provide an alternative suggestion how can I change it? This is one of the most intense parts of the song, I feel I can afford to try a few different patterns to distinguish it for emphasis
03:32:815 (1) - ^ ^
03:44:414 (6,7,8) - Momentum is pushing the catcher the opposite direction with HDash. Consider moving these around. 03:43:978 (2,3) hyper is as weak as I can make it to minimize thisI don't feel it's excessive enough to be a major issue
03:50:606 (5,1) - Jump feels a little awkward. Consider remapping? In what way is it awkward? How should I remap it? Since you haven't given me any suggestions, all I can do is weaken the hyper strengths a bit and see if that makes it any better
03:51:565 (4,1) - ^ Don't see what's wrong with this tbh, if's interesting and plays fine to me
03:54:269 (7,8) - Bleah, spacing is a little weird and disorientating here. Maybe it's mad cause bad. Respaced some stream objects to flow more smoothly
04:00:025 - I feel like the spinner would be best ending here instead. Yeah, 1/2 spacing to 04:00:374 (1) is annoying and there's no justification for extending the extra 1/2
04:04:560 (3) - Pls make slider art (^: This is slider art, deal with it
04:26:798 - Same as 02:49:124. Done, though not sure why you didn't point this out at 01:14:240 as well which is exactly the same lol
04:43:280 (4,5) - Jump is a little awkward, consider remapping it? Why no suggestions ;w; though I have to say this feels fine to me
05:05:257 (3) - Ctrl+G slider? Antiflow emphasized the vocals better imo
Merry
Christmas!
Check that YT link, it's a totally different song xDNitsches wrote:
A little halp because i'm bored :^)
Well i searched for lyrics, but only found that kind of things:
"No lyrics were found in our lyrics database for ddc shinmyoumaru s theme kobito of the shining needle ~ little princess"
Source: Url too long ;-;
BUT i got something interesting about ...
"<span class="EmojiInput mj232" title="Black Diamond Suit ::diamonds::"></span>Vocals: Nana Takahashi
♦Lyrics: Nana Takahashi"
Source: Ikr, YT video ;-;
But i didn't found anything else with that ...
Maybe that can help you a little ? That all i found in ~1h of research sorry ;-;
( i don't ask for, but won't kds me if that was useless ) And btw i want to give you a star cause i like this song soooo faaaar <3<3 but can't because you didn't resurrect it x3 i will do it if you res it /:3
Thanks for the mod!koliron wrote:
ok mod req, sorry for late aaaa ayy no worries I can finally revive this lolGeneral
- Hum, CS 5 it's fine in an overdose, but with AR 9.5 is sooo hard to read (tbh i cant S, tried 4 times), the bpm is 173, consider reduce the ar to 9.3 or at least 9.4 ): Couple of people have suggested this now so fair enough, I'll drop to 9.3
- About the tags "shining" "needle" are not necessary, because there are in the name of the diff Good point, may as well remove though I'm making myself a note to re-add them if I ever change the diffname lol
Shining Needle Parade
Oh nice another farm map for the rankingPls D:
- 00:09:269 (2,3) - This sound has the enough potential to add a convencing hyper i think, as you did to 00:08:222 (4,1) - , aaa feels weird without Sure, done
- 00:25:403 (8,1) - This movement feels really weird, because is an 1/4 hyper, so at play a greater distance because of the speed Ryuuta is expected, it is easy to lose some seeds, i suggest do this slider more vertical (then, the player can understand than its not necessary a lot of movement) or more horinzontal (to not miss these seeds, as you did in 00:36:565 (9,1) - ) Made 00:25:490 (1) much more horizontal so droplet misses shouldn't be so easy
- 00:27:932 (3,4) - Please Hyperion, is an overdose ): you can follow others strong sounds out of which you are following, this is a good example, when you play an overdose (just for habit), you excepected hard distances in every strong sounds (unless if are too) What do you suggest? A double hyper between 00:27:932 (3,4,1) - ? Hypers to (3) and (1)? All three? Just saying "this should be harder" doesn't really help me xD
- 00:28:280 (1,2,3) - Another point about hypers is that you can tolerate lower sounds, maybe not in (3) but definitely i think that (2) deserve an hyper Done
- 00:30:374 (4,5,6) - aaaa maybe double hyper? in game feels like same sounds imo, plays good with Yeah this plays nicely, moved some stuff around to accommodate this
- The distance between 00:41:797 (4,5) - is almost the same as 00:42:146 (8,1) - , and is totally possible to feel in game because are connected, i suggest add more distasnce to 00:42:234 (1) - , is much stronger Done
- 00:43:455 (1,2,3) - In the editor seems like a dash, but in game is hard to understand, try to add a bit more distance to (2), would be much better i think see below
- If are dash to 00:45:722 (3,4) - , why not to 00:45:374 (2) - ? o.o the voice is the same, accompanied with the drum added hdash here for consistency
- 00:49:385 (2) - Same as 00:43:455 Done
- 00:52:874 (3,4,5,6,7) - I think the hyper is better to 00:52:961 - , i suggest reaplce this slider with 2 notes then you could replace aaaa (4) is the stronger drum sound with snare, hyper to this fits better than to the weaker kick drum sounds imo
- 00:53:397 (1,2,3,4) - To be honest i think all can fit with hypers, specially 00:53:746 (2) - , for the voice and instrument, is more strong than 00:54:094 (3) - in every sense, if you not accept (because i understand why you did this aaa), try to reduce a bit these distances between no-hyper, are a bit hard because oyu expected an hyper imo I prefer to keep the current hyper pattern, there is a definite difference in strength between vocals here and if I make the other beats hypers, the whole kiai would pretty much become hyper spam for consistency
- 00:55:490 (3,4) - Other dash to add a bit more distance? then will be more obvious, even you can catch all walking Done
- 00:58:629 (7) - aaa maybe do this slider more vertical? the voice is not so hard, psecially if you consider 00:58:804 - a light "break" of movement could feels really nice here Done
- 01:00:199 (4,1) - In the comparison to the previous hypers, is expected one here too, i cant understand why not o.ó is because 01:00:722 (2) - drum 01:01:420 (4) - drum 01:01:071 (3) - STRONG voice? you do not need to followperfectly the song, prioritize the flow minimally its okay, do not forget that you do maps for players, these detalied things as are not possible to perceive at play, much less with hitsounds Adding a hyper here takes away emphasis from the stronger sounds at 01:01:071 (3,4) and leaves 01:00:722 (2) feeling weak and unimportant. Not sure how others do things, but in my maps I follow the songs to the best of my ability whilst making them challenging and fun to play, and here is no exception
- 01:03:251 - 01:03:600 - Really these notes are possible to listen? tbh even in 25% is so hard to listen 01:03:600 - and basically 01:03:251 - i cant ): please remove these notes aaaa Turn your headphones up, there are clearly bass guitar notes here that are audible at 100% playback :/
- 01:13:630 (3) - So hard to understand if is necessary a dash, i suggest do this more or less vertical Can be walked pretty easily without dash, but fine, made it more vertical
- Following 01:22:002 (3) - 01:22:699 (1) - , i think also 01:23:048 (2) - deserve an hyper Done for both
- 01:25:751 (2,3) - the dash is hard to understand again aaa, what do you think with a ctrl+h and x 396 again? would be better imo That would put (3) offscreen lol, tried to do something else here
- 01:28:629 (2,3) - Following your following of the voice ok that's seems funny, or maybe my english is a shit, i think another hyper here? I get what you mean xD but I prefer a regular dash here, it's really not that strong compared to beats like 01:28:280 (1,1)
- You did hyper to 01:38:048 (1) - 01:38:746 (5) - 01:39:443 (1) - following the voice, so why not to 01:39:792 (2) - ? Oops, fixed
- 01:46:420 (1,2) - aaaa i think with hyper feels better, you did to 01:45:897 (4) - 01:47:641 (1,2,3,4) - are basically the same sound Done
- 02:05:606 (5,6,7,8,1) - Feels bad at play for me ): because the distances are almost the same but an hyper to (1), try to reduce a bit the distances between (5,6,7,8), then the hyper would be highlighted Sure this was a bit awkward, done
- 02:48:513 (3) - As in 01:13:630 (3) Fixed the same
- 02:49:211 (1,2,3,4) - I understand your idea, but i think the voice in 02:50:258 (4) - deserves be highlighted, maybe not about the distance hyper but maybe do this more horizontal? iy you want to keep a vertical slider, you can for example in 02:50:606 (1) - because 02:50:780 - is not so strong Went with a more horizontal slider
- 02:55:839 (5,6,7,8) - aaaareally there are sounds in 02:56:013 (7,8) - ? Yes, there are clear kick drum sounds
- 02:59:676 (3) - aaa, the note in 02:59:937 - is confusing because IS to the right, almost nothing but is, personally lost several times + seeds, i suggest something like this (anyway maybe a 100% horizontal slider would be better lol) Fixed but stuck with a curved slider, I prefer a smoother flow for the vocal here
- 03:12:932 - btw nice section, is hard find sounds to fit this patterns Solooooooooo <3
- 03:40:053 (4,1) - I think this hyper is not necessary, is the same as 03:37:001 (1,2,3,4,5,6,7,8) - , 1 is the same sounds as the others Agreed, fixed
- 03:41:362 (3,4) - Ahhh come on, these sounds ahve more potential ): you can do something like this, with hypers for the drum aaaa added much more potential, hopefully you find it more fitting now
- 03:43:629 (1,2,3) - I think the hyper is better to (2), following the instrument or voice, is more strong made a chained hyper here whilst changing the above
- 04:05:432 (1,2,3,4,5) - As i said before, i think the hyper is better to the tail of (1) Same explanation as before, I prefer the current patterning
- 04:15:722 (1,2) - as in 01:03:251 - 01:03:600 - ^
- 04:33:687 - ^ ^
- 04:38:745 (1,2,3,4,5,6,7,8) - I see that you ctrl+c ctrl+v in the 3 kiai this pattern, but only in this, not fit, listen well 04:38:832 (2,3,4) - these notes aaaa slider following the guitar maybe What are you talking about, this is clearly mapped to the drumroll just like the previous times o_O
- 05:14:676 (2) - As i said in [idk where], following the voice as you did previously here, other hyper to this slider can fit aaa Fixed
Niiiiice map, seriously aaaa, and good song too, ctb need more halozy! ^^
with 9.3 the map is so unreadablekoliron wrote:
Hum, CS 5 it's fine in an overdose, but with AR 9.5 is sooo hard to read (tbh i cant S, tried 4 times), the bpm is 173, consider reduce the ar to 9.3 or at least 9.4 ):
CLSW wrote:
I know but I just haven't enough time to do with it, and the most of suggestions were lack of the modder's basic CtB skills(not modding skills ofc!) and weren't fit with 'my taste', so yeah.
Sorry for inconvenience!
So, rain added, i need finish my mod :3JBHyperion wrote:
{sarcasm}
Genryuu Kaiko is ar9.3 and basically the exact same BPM (+1, 173) - That's mapped way more densely than this and people seem to like it (^:
{/sarcasm}
Do not forget that genryuu is cs 4... oh wait, with high cs is easier to read :^)
koliron wrote:
So, rain added, i need finish my mod :3General
- I think is a good idea add "go4it" and "for" (to search "go for it") in tags to find fast the song, and... i do not know if this idea is valid, maybe also add "overdose"? for the people that dowload some maps without saw the names, and want to find all overdoses (yeah my ideas usually are so stupid) Will add the first two, but adding the difficulty name is currently not permitted by the ranking criteria as "unnecessary metadata", so I'll have to leave it out
Rain
- 00:09:967 (1,2,3) - Seems like you try to reduce the distance for the tail following the instrument, i think is just so hard to see the difference between 00:10:315 (2,3) - , maybe do (3) more vertical? Done
- 00:17:118 (1,2,3) - Hum, i htink a mini-break after 00:17:118 - would be nice, maybe not remove the tail but did this more vertical? individually the sound in 00:17:292 - is not so strong Sure
- 00:30:374 (4,5,6,7,8,9) - Ahhh, the hyper close to the wall is a bit weird i think, maybe a bit more to the right? btw the sounds 00:30:548 (5,6) - are the same, this pattern feels good without hyper if you prefer
because you usually follow perfectly the song AH.(? haha dont hateHuh? This is 52 pixels from the wall lol. I'm using a hdash to (6) to emphasize the drumroll, which is not present at (5)- 00:49:036 (1,2,3) - Hard jumps aaaa please reduce a bit ): like (2) x 84 Fair enough, done
- 00:54:094 (3,4,1,2,3,4) - I think these movements are so similar, i suggest something like 00:54:792 (1,2,3,4) - ctrl+h (and respectives fixes) becuase in (1) is the new stanza and is a good way to highlight this Flipped and respaced only 00:55:141 (2,3) instead
- 01:02:815 (4,1) - This sound has more than the enough potential for a convencing hyper i think, much more than the rest Thought this would play too snappily but it's actually fine, sure
- 01:14:327 (1,2,3) - About these sliders, mmh i think could feels better without a STRONG dash (i mean, almost without be necessary), even without dash can fit, i understand that is present the drum but the rest is sooo low, even can be better to highlight the voice in 01:15:374 (4) - with a differentiable dash :b Sure, dropped the spacing on these a good bit
- 01:26:885 (1,2,3,4,1,2,3,4,1) - Okay, hypers are good placed, but the distance are so similar ): i suggest try to reduce a bit the normal dash a add more distance for the hypers, then the strong sounds will feels much better, not only with seeing the red fruit This spacing scheme is consistently used throughout the map (and is a feature of my mapping style in general) so I'd prefer to keep things as they are
- 01:37:350 (3,4) - Hyper again for the drum/finish/idk how to say it in english//// maybe? Eeeh wasn't planning on a double hyper here but I guess it's ok
- 02:09:792 (1) - Ahm, ok i think the first seed (02:09:879 - ) is so easy to miss, could be better with a minimal change I don't find this an issue tbh, it's not seriously antiflowing and the hyper isn't too strong
- 02:49:036 (5,6,1) - Ok the movement feels really werid in my opinion, i think can be better with less distance in 02:49:036 (5,6) - and 02:49:211 (1) - this a biiit more horizontal, is like an "empty" of movement Wanted to keep a snappy movement for consistency with other patterns, but I reversed the order of 02:49:036 (5,6,1) for a more flowing movement reather than an antiflowing one
- 02:51:304 (3,4,1,2) - Again sliders with same directions and
almostdistances? ): ohhhh The sounds are very similar so repetition provides additional emphasis, I turn the movement at 02:52:699 (3,4) for the increase in pitch which should be sufficient- 02:58:454 (3,4,1) - Following the voice ion (4), i think double hyper can fit too Nah, (4) is so much weaker than (1) it would take emphasis away if I had a double hyper
- 03:01:420 (5,6,7,8,1) - This movement is sooo hard! aaaa i think you could reduce a bit the distance in each note following the drum, like
I meant to fix this during an earlier testplay, totally agree with you. Repatterned this for more comfortable movement- 03:22:350 (6) - Maybe an hyper to this slider, as you did to 03:22:699 (1) - ? this part is not in kiai but is so intense, i think some hypers more could be nice Double hyper to highlight the middle of the solo section would be nice, so sure
- 03:26:711 (8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - Ok is a rain, but anyway plays so weird aaaa maybe not reposition everything, but i suggest try to do this spream less curved 'o´ because there are some random dash, and are so confusing, like 03:27:844 (4,5,6,7) - 03:28:106 (7,8,1,2) -
anyway remap would be better(?And what would you suggest? I personally love how this plays and unless I get some better ideas I'll stick with it- 03:56:624 (6,7,8,1,2,3,4) - With this hyper is really so hard ;__; maybe with 03:56:885 (1,2,3,4) - ctrl+h and to the right, or reducing the distance between 03:56:711 (7,8) - Whoops, this shouldn't have nee an antiflow pattern, fixed
- 04:37:001 (2,3) - Hard jump x: maybe with 04:37:350 (3) - a bit more to the left? Done
- 04:39:443 (1,2,3,4,1,2,3,4) - All of these have the direction to the wall ): ohh c'mon try to vary with one or two Alright alright I varied some stuffs here
- 04:42:234 (1) - 04:43:629 (1) - Maybe you didnt add an hyper for the instrument, but others to 04:44:327 (3) - 04:42:932 (3) - would be nice to highlight it Added hyper to 04:42:583 (2,3) for the high-pitched vocal, but not 04:43:978 (2,3) due to the low pitch and emphasis
- 05:06:565 (4,5,6,7,1) - Hard pattern too ))): maybe with 05:07:001 (6) - a bit to the left? Yeah this was a bit excessive, done
- 05:09:094 (2,3) - I think the drum in (3) is not enough to add an hyper, as you did in the overdose Fair enough, removed
- 05:10:490 (2,3) - ^ ^
Nice as always, let me know when you find 1~2 mods more ^^
Thanks for the mods guys! (:-Kurisu- wrote:
From my queueGeneral
- 02:56:536 (1) - Duplicate timing point. Removed
- 03:58:978 (1) - ^ These were supposed to lower the spinner volume but I forgot to change the numbers xD
- 03:59:327 (1) - ^
- 03:59:676 (1) - ^
- 05:23:222 (2) - ^ Removed
Shining Needle Paradise
- 01:04:560 (1) - This droplet is pretty awkward to catch, move slider to x:276? Done
- 01:24:792 (3) - Awkward droplet, Ctrl+R 5-10 degrees counter-clockwise around playfield centre. Curved this slightly differenty, should be better now
- 03:15:722 (1) - ^, move slider to x:208? Same as first point, so done for consistency
- 03:43:106 (5,6,7) - These chained hyper jumps feel a bit forced, turn them to non-hypers? Removed hypers to 03:43:106 (5,7) - kept to 03:43:280 (6,1) for the strong drum sounds
- 04:27:583 (3) - This slight turn to the left makes the droplet really hard to hit without knowing it in advance, turn it the other way maybe. Sure, flipped this to face the right slightly instead
- 04:52:001 (7,1) - Feels like you switched sharply from mapping the vocals to the instruments, to smooth the transition add a note in between? Sure, means I can add a hdash here which I was looking for anyway
- 04:54:792 (6,1) - ^ If you want. Done here too
All in all the map looks polished and plays very nicely; energetic and reflects the song well. The curved sliders and streams were really fun to play, good luck JBH
Thanks for the mod!Ascendance wrote:
O H B A B Y I M H E R E
I was considering not to do this mod, but then I said, well, I might as well GO 4 IT *tips fedora*
HA! ok that was shitty
ok for real though why did you call me to mod a near perfect map ? koliron asked me to find another mod and you're the onlyidiotkind person I could convinceGeneral
TagsMetadata
- Remember when I checked MG's map? yeah never again - I'll trust you on this one
Spread/Other
- literally same
- Rain is such a boring diff name ;w; It's for approval and we saw from pretender they can have different names - so why not think of something cheeky <: Would love to, but unfortunately this is prohibited by current ranking criteria - t/408714 - Pretender was approved over 2 years ago when rules were less strict so sadly that argument isn't valid ):
Rain
General
- 00:02:990 (5,1) - I think you can force an hdash here. It's got a whistle+clap and starts a new stanza, so why not ? Yeah sure, I was going for the whole calm intro feel, but an easy flowing hyper wouldn't hurt. Added
- 00:38:920 (4) - I think ctrl+g'ing this plays much better. I know you have it for the sake of antiflow from the previous pattern, but for the sake of playability and whatnot, I think it feels better here. I think the antiflow actually emphasizes the sharp vocal sounds here really nicely and I find it fun to play, would prefer to keep
- 00:47:292 (4,5) - I think adding an hdash here, while not necessary, isn't necessary uncalled for either. You already have it at 01:08:397 (4,1) -, so I think it's nice to have. That hdash is in the kiai to a really strong vocal note, whereas this one is outside the kiai to an admittedly strong drum sound, but one that is much less intense than the following cymbal+vocal sound at 00:47:815 (1) - if I have hdash on both of these, it makes (1) less emphasized, which goes against what I'm trying to achieve here
- 01:11:536 (1) - This curve kinda makes you slow down with the way it's shaped right now. Restructuring this slider so the curve plays nicer ("v with a more natural flow would be a better bet here. Had to respace some stuff since this was kinda close to the wall, but did my best
- 01:21:827 (2,3) - I retried this a few times and was tripped up a bit by the distances here. Consider shortening them! Moved (2) to the right slightly, should be more comfortable now
- 02:01:769 (1) - Could you adjust the curve on this slightly to be a bit more symmetrical. (hint hint mod asymmetry) Something that looks more like this? honestly I don't feel this makes much of a difference to play or look at, it's not like I use perfectly symmetrical slider shapes in the rest of the map that require me to force consistency here so I'll keep the current slider
- 02:26:013 (2,3,4) - Can you space this out a bit more? Coming out of the slider it feels like you need to pause a little or slow down. I have 02:26:013 (2) - at x:276, 02:26:101 (3) - at x:216, and 02:26:188 (4) - x:156. Sure, consistency dictates there should have been a larger spacing to 02:26:537 (5) anyway so this fixes both
- 03:26:885 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - Okay there's a wiggle somewhere in here that's REALLY tricky but all the notes are on top of each other (learning from mbomb?) so I can't find it ;w;. Please if it was MBomb all notes would be on the x-axis and you wouldn't even know there was a stream here xD It's probably 03:27:409 (7,8,1,2) - since I change direction twice quickly here. I smoothened a few sharp direction changes to hopefully fix this, though I want to keep an element of difficulty, since this is a Rain, and that is the epic guitar solo (^:
- 03:36:653 (5,1) - D: This feels really awkward to play, I would consider ctrl+h'ing 03:37:001 (1,2,3) - and moving it a bit so it plays much nicer out of 5 and into 4. Wanted to keep some antiflow here to emphasize the vocals, so I moved 03:35:257 (1,2,3,4,1,2,3,4,5) to the left and did a similar pattern to 03:48:163 (1,2,3) that combines both ideas
- 03:47:815 (5,1) - Distance maybe? Or maybe I'm garbage. Reduced a tiny bit, but I feel this is fine
- 04:54:094 (3) - Ctrl+g? plays a bit weird with the spacing intervals in this song. The wiggle adds emphasis by providing a snappier movement into the drum triple, and personally, a normal flow here just feels boring to me, so I'll keep the current pattern
ok thanks for your +1
yes tbhAscendance wrote:
ok for real though why did you call me to mod a near perfect map ?
Thanks for the recheck (:koliron wrote:
yes tbhAscendance wrote:
ok for real though why did you call me to mod a near perfect map ?
Ok this is my 3rd mod here lol You're my hero <3General
- All fine
pls enjoy map not ppOk this is one of the best overdoses, but for a farmer like me this is like an UltraDeluge+++
- Hitsounds: Fine
- Combos: No issues, just i can suggest add new in 03:24:443 (5) - 00:36:304 (6) - because these are the only 10+, in cs5 have a lot of notes in the plate could be hard NC'd 00:35:606 (1) instead of 00:34:908 (3) to balance the vocal and instrument rhythms, and NC'd 03:24:792 (1) for a more equal division in this section
- Overmap and rhythm issues: Nothing
- Distances and pattern suggestions: Not much, probably because this is the 3rd mod to the same map, just i can suggest:
-01:25:751 (2,3) - Is not a bit hard? maybe with a bit less would be better Ok
-02:35:083 (4,1) - I think an hyper here would be nice toi highlight the voice Compare to e.g. 02:36:653 (1) - vocal is quite weak here, not deserving of a hyper imo
-02:42:932 (3,4) - I don't like this movement, try to test it, maybe in the editor seems fine but is so hard I honestly don't see a problem with this, looks and plays fine to me
-02:49:211 (1,2) - (2) is a bit hard to catchhh, try to reduce a bit the distance, is not so strong to do a hard dash This isn't a strong dash though, I used this spacing throughout the map for similar sounds, any less spacing is severely underemphasizing the midpoint of the kiai
-03:07:699 (2,3,4) - Ohm, i think a hyper to (3) can fit following the voice as around here, plays like a missed hyper to be honest Vocal isn't strong here at all, weaker than 03:09:444 (3) which also doesn't have a hyper, compare to 03:07:350 (1,1) for reference, adding more hypers would take away all the emphasis from these sounds
-04:49:908 (3,4,5) - Is basically be evil, please hyperion ): i understand that those drum are strong but aaaa are so hard to catch, especially (5) Please, they are positioned perfectly so that you can stream them with dash leading off the hyper from 04:49:560 (2) - there's nothing evil about them at all, but if you're so insistent I'll reduce the spacing slightly ):
-05:22:612 (1,2) - About these sliders, ok are fine, but maybe is better if you remove some movements, it's the final of the map and the player could be exhausted, and suddenly beforte the spinner these movements These are harsh guitar sounds, having a gentle movement here makes no sense. The required motion is completely fair. This is a hard marathon, exhaustion is no excuse - they should know what they were getting into when they started playing the map. I will highlight the inclusion of these objects in the beatmap description to give fair warning to the player- The rest is fine
Rain
- Hitsounds: fine
- Combos: No issues, just i can suggest add new in 03:24:443 (5) - 00:36:304 (6) - because these are the only 10+, Not exactly for the cs, but to be consistent with the overdose Did the same as in Overdose for the earlier NC, unnecessary in this diff imo as it creates two needlessly short combos for no real reason
- Overmap and rhythm issues: Nothing
- Distances and pattern suggestions: Nice, just few suggestions more
-02:14:153 (6,1) - This part is not sooo intense, but a hyper would be nice, really i expected it ): Done
-02:30:374 (3,4,5) - Hum, are almost the same distances but (4) has 1/4 mmh, maybe with this close to (3)? as you did in 04:42:932 (3,4,5) - Good catch, fixed
-03:45:548 (3,4) - It's so boring ))): try with 03:45:810 (4) - ctrl+g and x 240 again maybe? would be better imo Alright no need to be so mean ;_;
-05:22:612 (1,2) - The same as the Overdose, even there is a dash to (2) if you test it There is no dash to (2), I have tested it multiple times- The rest is fine
Ok more than enough, i love it! call me back
According to the current Ranking Criteria, anything I change "Rain" to must clearly indicate the level of difficulty relative to the Overdose, which I will not be changing the custom naming of. If you have any suggestions I'd be glad to consider them, but given the limitations of the RC, I'm perfectly happy with the current naming system.BoberOfDarkness wrote:
Personally I don't like difficulty name combination, if you use rain for lower diff use overdose for higher for a bit sense there or in the reverse way change "rain" into something connected with song/map and harder diffs diffname
soon(tm) maybe idkLigerZero wrote:
Next song
JBHyperion - GO 4 RANKED this map...
Thanks for the mod! (:Absolute Zero wrote:
I'm back. A check. Rain plays pretty well! All you need to do is-- nvm. I applaud your restraint from triggering me
[Rain and stuff]
00:59:327 (2) - From the stream and the back-forth movement, (2) is awfully difficult to reach. Lower the distance? Yeah this was a little much, moved to x-168
01:33:339 (4) - Ctrl+G? This both flows better from (3) and to (5), because right now, the movement is a little awkward to control and then dash back to (5). Antiflow is intentional to highlight the brief switch to drum rhythm
01:30:374 (3,4,5) - Why not follow the vocals here, since they're far more prevalent? This could be done by deleting (4,5) and making (3) a repeat slider instead. Switching from vocals to drums to is used a lot in this diff to add emphasis, this pattern still follows the vocals but also creates variety in the rhythm by including the drum sounds
02:05:606 (5,6,7,8) - Not sure if this short stream is a little TOO sharp. A player like me will dash throughout, and there's a possibility that the movement to (1) will be difficult. Curve the stream slightly more? Moved 02:05:693 (6,7) to the right slightly for a less exaggerated motion
02:32:467 (1,2) - Not sure if it's me, but my fingers became slightly unsure here- Lower the distance from (4,1)? Did the best I could whilst keeping the hyper
02:42:932 (3,4,1) - See 01:30:374 (3,4,5). Same reasoning for keeping the current pattern
03:04:211 (4,1) - Slant for a smoother transition between the two? The jump is a little awkward after trying to reach all of (4)'s droplets. All of them? There's only 1 droplet lol. Not sure what you're asking me to do here
03:27:409 (7,8,1,2) - Make this wiggle more linear? The movement is a little harder to catch in the middle of a stream. I find this really fun actually, it can even be done by walking without dash so I feel it's fine
03:51:478 (3,1,2) - Lower distance between (1,2)? This double hyper is a little unexpected, considering the difficulty of the overall map. Considering I've petitioned for patterns like this to be unrankable in Rains, I should probably practice what I preach and just make this two strong dashes instead
03:56:885 (1,2,3,4) - Aaaaaa move closer to (8)? The jump is a little awkward, and trying to control to (2) is difficult. Made this a hyper instead, I think it was supposed to be anyway
04:15:026 (3,4) - Snaps here are a little uncomfortable to catch. I think the best way might be to lower distance...? Sure
04:26:885 (1) - Slant to the right slightly? The movement from (5) jams the catcher to miss the end of (1) if the player dashes too far. Slanting the slider will give breathing room. These are intended to be snappy, I've used them earlier in the diff and I feel they play fine
05:17:990 (1,2,3) - I know that there's not much challenge, but I would avoid an easy shitmiss at the end, because here there's a lot of room for error with the difficult pattern. If there's not much challenge, it shouldn't be easy to shitmiss, surely? xD I feel a pattern like this is a fitting end to the song, I wouldn't want it to end on a "oh that's it?" kind of note
Thanks for the mod!Deif wrote:
HERE WE GO NOW!!oh wait, wrong song...HERE WE GO 4 IT NOW mashup coming soon(tm)
[Shining Needle Parade][Rain]
- 01:52:932 (4) - Unsure about the correct position of this note. It sounds better in the previous 1/8 tick 01:52:917 - although in the Rain you preferred using the red tick instead to follow the trumpet. I bet that'd be the most clever option to avoid putting odd beats in a rather constant song. Listening to this many times I feel the 1/16 at 01:52:939 (4) is actually a better fit for the snare drum, and I find the 1/8 sounds very suspect here. I kinda wanted to make use of the
weirdinteresting rhythm here but if you really don't feel happy about it I guess I'll have to change it- 02:16:420 (1,2,3,4) - Minor, but the curve you used is quite edgy compared to other streams of that kind, making it slighlier hard to catch. CS5 is already a pain, so try to make a softer curve if possible. Done
- 03:12:932 - 03:57:583 - I'm not sure which instrument you've been following to spam so many 1/4 beats. I can understand the ones at 03:26:885 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - or 03:30:199 (2,1,2,1,2) - for example, that are going with the guitar. I'll admit I am taking a few liberties with some of these, I'll try and explain but I'm okay with changing them if it avoids an unjustified overmap
Stuff
- 03:12:932 (1,2,3,4) - Intended to give a kind "warbling" effect to the guitar wah
- 03:16:071 (2,3,4,5) - There's a faint but somewhat noticeable hihat burst here, only (3) has no actual beat present but I felt that with my surrounding object and hitsound patterns this sounded really weird as single circle + triplet (inc. (6)) so I filled in the one extra beat to avoid this
- 03:18:687 (2,3) - (2) is a low drum sound, (3) is not present and my reasoning for this is a flimsy "wanted to squeeze in a hyper 03:18:862 (4) -" but I've changed this now
- 03:21:653 (2,3,4,5,6,7,8,9) - (2) is a snare and (4,5,6,7,8) is a kick drum burst. Decided I don't mind losing (3,9) so I rearranged this stream a little[/color]
- 03:24:007 (6,1,2,3,4) - Same as 03:12:932 (1,2,3,4)
- 03:24:792 (1,2,3,4) - 1/4 ticks are not justified here, was simply trying to mirror to previous pattern. Removed to be consistent with previous iteration 03:13:280 (5,6,7)
- 03:26:187 (3,4,5) - Designed to extract some emphasis from the small changes in the vocal
- 03:35:257 onwards - mostly the same as before, focusing on fainter hihat and kick drum bursts to really emphasize the solo section
- 03:33:164 (1,2,3,4,1) - This is probably one of the trickiest parts of the beatmap. The last (1) is in a rather extreme position, since it's hard to catch due to the increased distance with the previous note, and if you catch it you'll need to deal with the hyperdash to the next (2) which is in the opposite direction. Either reduce the distance (4,1) or move the whole structure a bit to the left. The difficulty of this pattern also comes with the rather sharp curve (1,2,3) and the hyperdash at 03:33:077 (4,1) - which is more intense than the previous ones. Fair enough, reduced some distances here and made this a little more "flow-y"
- 03:39:355 (4,5) - It's quite easy to hit the screen border with this jump. Is it possible to keep (5) a bit away from there? Moved some previous patterns to the right to give more space here, and also weakend the hdash a little
- 04:12:234 (3,4) - Increase the distance a bit there moving (4) slightly more to the left, so the transition to the next note isn't that abrupt. Done
- 05:06:478 (3,4,5,6,7) - Did you forget adding hitsounds here? That part sounded lower than usual. Maybe I remapped some stuff here and forgot to add them back in, fixed now
- 05:11:536 (1,2,3,4) - Same goes for this one. I don't know if that was intentional or not, but I sorta miss the drums here as well. Don't forget checking the same sections in the Rain difficulty! As above, fixed here too and in both places in the Rain
[]
- 01:02:467 (3) - I expected seeing those 3/4 slider for parts like 01:08:048 - or 01:24:792 - to be honest. How about making it 1/2 long instead? If you want to keep the slider as it is, at least remove the hyperdash to the next note since that one isn't that necessary. Was trying to go with the vocals on the extension, but it sounds perfectly fine (and plays better) here as a 1/2 so changed
- 02:18:688 (2) - It's also strange that you preferred mapping a 3/4 slider and putting the hitsound on the white tick anyways lol. Why not making the slider just 1/2 long? Done
- 02:37:350 (3) - At least you didn't add hyperdash in this one \:D/ Decided to change this anyway for consistency
- 02:59:327 (2) - It'd be a nice idea to move this slider slightly to the left to reduce those dashes. They're sorta extreme and unexpected, to be honest. Ok, trying 02:59:327 (2) at x-180, should be less jarring now
- 03:54:094 (2,3) - Add whistles to those notes? This section consists mostly of whistle-whistle-clap hitsounds and those were missing. Thanks, fixed
- 04:08:397 (4) - Aahhhh you used them quite often :^) Don't kill mapper spirit xD
CS5 makes me cry ;w; Anyway call me back after checking my mod. CS5 is love <3
To the next modder: AutoMod says that "drum-slidertick14" isn't used, but it's used once at 03:34:211 - in the Overdose.
Thanks for taking a look, it gave me new ideas and I fixed some stuff I've been thinking about for a while, so of course your contribution will be rewarded (:Sey wrote:
Well if Deif wants to icon this already I guess I'm not needed here anymore t-t Sorry that I was too lazy to actually finish this orz
nvm
[Rain]If Deif agrees with the second difficulty it should be ready to go. I can't really do much for it because this difficulty reaches the point where I don't know what to mod anymore. Since I only checked one diff, you dont have to kds it if you don't want to,kthxbye.
- 00:30:722 (6,7,8,9) - Since the current stream is very close to the screen border it happened quite frequently to me that my Ryuuta had to take some awkward brake while taking this curve. Move 00:30:809 (7) - to x24 or something around that to have a more fluid movement. Done
- 00:53:222 (6) - Move this to around x112 to make it a more curved movement, the current spiky movement feels a little awkward to play. Went for x-104, keeps curve but 112 felt slightly underwhelming for the start to a kiai for me
- 01:33:339 (4) - For better flow CTRL+G this and move it back to x204, this will give a much better direction to the following note. As explained in AZ's mod, antiflow is intentional to highlight the brief switch to drum rhythm. I feel it plays very nicely
- 01:40:751 (5,1,2,3,4,5,6) - What really bothers me is that you barely have any hypers here as you had at around 01:38:048 (1,2,3,4,5,6) - even though both sections have the same rhythm. Distance-wise I'd really appreciate to see more consistency here. These sections are perfectly consistent though, the only hyper in the comparison section you mentioned is to 01:39:443 (1) - In the second section I have the same thing with a hyper to 01:42:234 (1) -
- 02:08:047 (4,5) - Decrease distance slightly, feels a little tricky Okay
- 02:30:722 - Having a 1/2 slider here instead follows the vocals a little better than 2 circles imo, since those feel lenghtened. Vocal intensity is building throughout 02:30:722 (4,5,1) - so making (5) a slider end would reduce the emphasis rather than add to it
- 03:03:164 (1,2) - Decrease just slightly, please. Ok
- 03:12:932 (1,2,3,4,5) - Why not following the guitar here instead with some nice long slider. The whole difficulty is mapped on exactly the same rhythm anyway, mostly constant 1/2 mapping... Btw, I find all guitar parts weird, basically you mapped them all on 1/4 and the guitar is far more outstanding but you decided to follow some barely audible background beats. I explained my reasoning for this in Deif's previous post - 03:12:932 (1,2,3,4) in particular is intended to give a kind "warbling" effect to the guitar wah. I feel it's a nice effect that really emphasizes the solo section, but if I have to change it to avoid an unjustified "overmap" then I will
- 03:51:478 (3,4,5,1) - omg no way, decrease the distance here a lot, ugh are those jumps ugly and especially too surprising here. I don't clearly understand what they follow. You can't hear those loud ass snare drums there? Lol this used to be a triple hyper so good job you didn't see it back then (^: Tbh I already think this is underemphasized, but I can live with it as it is for a Rain difficukly
- 03:55:315 (3,4,5,6,7,8,9,1,2,3,4,5,6,7,8,1,2,3,4) - What is this... Just go easy and follow the vocals here, or just follow your constant 1/2 mapping as you did everywhere else T_T It's a solo, and this is the climax to said solo, just mapping vocals would be such a buzzkill and not as interesting to play ): The point of a solo is to create an intense and unique rhythm/sound/feeling not found in other parts of the song, so doing the same things as I have done elsewhere totally defeats the point don't you think?
- 04:36:652 (1,2) - Decrease distance just a little here, currently this plays a little awkward and for some reason I missed it the first time. Dropped it a touch
- 05:18:339 (3,1) - Not a fan of spinners directly after hyper patterns, this is just mean... especially at the very end. Yeah, 1/4 note+spinner spacing is kinda derp, especially at the end of a map. Changed to circle (with finish for better emphasis) + 1/2 spaced spinner (also at 03:57:408 (4,1) - )