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Halozy - GO 4 IT [CatchTheBeat]

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Topic Starter
JBHyperion
{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}

On a serious note, I'll go down the middle and try ar9.4 then (even though I still really like 9.5 lol)

Edit: Added a Rain diff, the original diff was getting more difficult than I originally intended it to be, so I thought adding an easier difficulty would be nice to cater to a wider variety of players. Hope people are okay with that (:
koliron

JBHyperion 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 :^)
So, rain added, i need finish my mod :3

General
  1. 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)


Rain
  1. 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?
  2. 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
  3. 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 hate
  4. 00:49:036 (1,2,3) - Hard jumps aaaa please reduce a bit ): like (2) x 84
  5. 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
  6. 01:02:815 (4,1) - This sound has more than the enough potential for a convencing hyper i think, much more than the rest
  7. 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
  8. 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
  9. 01:37:350 (3,4) - Hyper again for the drum/finish/idk how to say it in english//// maybe?
  10. 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
  11. 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
  12. 02:51:304 (3,4,1,2) - Again sliders with same directions and almost distances? ): ohhhh
  13. 02:58:454 (3,4,1) - Following the voice ion (4), i think double hyper can fit too
  14. 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
    `
  15. 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
  16. 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(?
  17. 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) -
  18. 04:37:001 (2,3) - Hard jump x: maybe with 04:37:350 (3) - a bit more to the left?
  19. 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
  20. 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
  21. 05:06:565 (4,5,6,7,1) - Hard pattern too ))): maybe with 05:07:001 (6) - a bit to the left?
  22. 05:09:094 (2,3) - I think the drum in (3) is not enough to add an hyper, as you did in the overdose
  23. 05:10:490 (2,3) - ^

Nice as always, let me know when you find 1~2 mods more ^^
DeletedUser_500696
From my queue :)

General

  1. 02:56:536 (1) - Duplicate timing point.
  2. 03:58:978 (1) - ^
  3. 03:59:327 (1) - ^
  4. 03:59:676 (1) - ^
  5. 05:23:222 (2) - ^

Shining Needle Paradise

  1. 01:04:560 (1) - This droplet is pretty awkward to catch, move slider to x:276?
  2. 01:24:792 (3) - Awkward droplet, Ctrl+R 5-10 degrees counter-clockwise around playfield centre.
  3. 03:15:722 (1) - ^, move slider to x:208?
  4. 03:43:106 (5,6,7) - These chained hyper jumps feel a bit forced, turn them to non-hypers?
  5. 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.
  6. 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?
  7. 04:54:792 (6,1) - ^ If you want.

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 :)
Topic Starter
JBHyperion

koliron wrote:

So, rain added, i need finish my mod :3

General
  1. 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
  1. 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
  2. 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
  3. 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 hate Huh? 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)
  4. 00:49:036 (1,2,3) - Hard jumps aaaa please reduce a bit ): like (2) x 84 Fair enough, done
  5. 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
  6. 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
  7. 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
  8. 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
  9. 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
  10. 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
  11. 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
  12. 02:51:304 (3,4,1,2) - Again sliders with same directions and almost distances? ): 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
  13. 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
  14. 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
  15. 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
  16. 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
  17. 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
  18. 04:37:001 (2,3) - Hard jump x: maybe with 04:37:350 (3) - a bit more to the left? Done
  19. 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
  20. 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
  21. 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
  22. 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
  23. 05:10:490 (2,3) - ^ ^

Nice as always, let me know when you find 1~2 mods more ^^

-Kurisu- wrote:

From my queue :)

General

  1. 02:56:536 (1) - Duplicate timing point. Removed
  2. 03:58:978 (1) - ^ These were supposed to lower the spinner volume but I forgot to change the numbers xD
  3. 03:59:327 (1) - ^
  4. 03:59:676 (1) - ^
  5. 05:23:222 (2) - ^ Removed

Shining Needle Paradise

  1. 01:04:560 (1) - This droplet is pretty awkward to catch, move slider to x:276? Done
  2. 01:24:792 (3) - Awkward droplet, Ctrl+R 5-10 degrees counter-clockwise around playfield centre. Curved this slightly differenty, should be better now
  3. 03:15:722 (1) - ^, move slider to x:208? Same as first point, so done for consistency
  4. 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
  5. 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
  6. 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
  7. 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 mods guys! (:
Ascendance
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



HA! ok that was shitty

ok for real though why did you call me to mod a near perfect map ?

General
Tags
  1. Remember when I checked MG's map? yeah never again - I'll trust you on this one
Metadata
  1. literally same
Spread/Other
  1. 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 <:

Rain

General
  1. 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 ?
  2. 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.
  3. 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.
  4. 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.
  5. 01:21:827 (2,3) - I retried this a few times and was tripped up a bit by the distances here. Consider shortening them!
  6. 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?
  7. 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.
  8. 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;.
  9. 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.
  10. 03:47:815 (5,1) - Distance maybe? Or maybe I'm garbage.
  11. 04:54:094 (3) - Ctrl+g? plays a bit weird with the spacing intervals in this song.

ok thanks for your +1
Topic Starter
JBHyperion

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 only idiot kind person I could convince

General
Tags
  1. Remember when I checked MG's map? yeah never again - I'll trust you on this one
Metadata
  1. literally same
Spread/Other
  1. 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
  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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
  8. 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 (^:
  9. 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
  10. 03:47:815 (5,1) - Distance maybe? Or maybe I'm garbage. Reduced a tiny bit, but I feel this is fine
  11. 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
Thanks for the mod!
koliron


Ascendance wrote:

ok for real though why did you call me to mod a near perfect map ?
yes tbh

Ok this is my 3rd mod here lol

General
  1. All fine

Ok this is one of the best overdoses, but for a farmer like me this is like an UltraDeluge+++
  1. Hitsounds: Fine
  2. 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
  3. Overmap and rhythm issues: Nothing
  4. 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
    -02:35:083 (4,1) - I think an hyper here would be nice toi highlight the voice
    -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
    -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
    -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
    -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)
    -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
  5. The rest is fine

Rain
  1. Hitsounds: fine
  2. 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
  3. Overmap and rhythm issues: Nothing
  4. 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 ):
    -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) -
    -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
    -05:22:612 (1,2) - The same as the Overdose, even there is a dash to (2) if you test it
  5. The rest is fine

Ok more than enough, i love it! call me back
Topic Starter
JBHyperion
I don't think I've ever been at a point where someone is modding my map faster than I can apply those mods lol.

koliron wrote:



Ascendance wrote:

ok for real though why did you call me to mod a near perfect map ?
yes tbh

Ok this is my 3rd mod here lol You're my hero <3

General
  1. All fine

Ok this is one of the best overdoses, but for a farmer like me this is like an UltraDeluge+++
pls enjoy map not pp
  1. Hitsounds: Fine
  2. 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
  3. Overmap and rhythm issues: Nothing
  4. 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
  5. The rest is fine

Rain
  1. Hitsounds: fine
  2. 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
  3. Overmap and rhythm issues: Nothing
  4. 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
  5. The rest is fine

Ok more than enough, i love it! call me back
Thanks for the recheck (:
koliron
nice as always :3
Sey
Placeholder
BoberOfDarkness
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
Topic Starter
JBHyperion

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
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


According to this^ I would suggest following names instead of rain:

torrent
torrential rain
raindrop

and maybe this xD - liquid sunshine (fits to harder diff name *runs)


Edit: catch my stars
LigerZero
Next song

JBHyperion - GO 4 RANKED this map... 8-)
Topic Starter
JBHyperion

LigerZero wrote:

Next song

JBHyperion - GO 4 RANKED this map... 8-)
soon(tm) maybe idk

@Bober Liquid Sunshine is kinda cool I have to admit, will see what I can do with things and whether it's allowed or not.
Absolute Zero
I'm back. A check. Rain plays pretty well! All you need to do is-- nvm.

[Rain and stuff]
00:59:327 (2) - From the stream and the back-forth movement, (2) is awfully difficult to reach. Lower the distance?
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).
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.
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?
02:32:467 (1,2) - Not sure if it's me, but my fingers became slightly unsure here- Lower the distance from (4,1)?
02:42:932 (3,4,1) - See 01:30:374 (3,4,5).
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.
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.
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.
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.
04:15:026 (3,4) - Snaps here are a little uncomfortable to catch. I think the best way might be to lower distance...?
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.
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.
BoberOfDarkness
How this wouldn't be allowed?
Topic Starter
JBHyperion

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
HERE WE GO NOW!! oh wait, wrong song...
[Shining Needle Parade]
  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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?
  6. 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.
  7. 05:06:478 (3,4,5,6,7) - Did you forget adding hitsounds here? That part sounded lower than usual.
  8. 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!
[Rain]
  1. 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.
  2. 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?
  3. 02:37:350 (3) - At least you didn't add hyperdash in this one \:D/
  4. 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.
  5. 03:54:094 (2,3) - Add whistles to those notes? This section consists mostly of whistle-whistle-clap hitsounds and those were missing.
  6. 04:08:397 (4) - Aahhhh you used them quite often :^)
[]
CS5 makes me cry ;w; Anyway call me back after checking my mod.

To the next modder: AutoMod says that "drum-slidertick14" isn't used, but it's used once at 03:34:211 - in the Overdose.
Topic Starter
JBHyperion

Deif wrote:

HERE WE GO NOW!! oh wait, wrong song... HERE WE GO 4 IT NOW mashup coming soon(tm)
[Shining Needle Parade]
  1. 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 weird interesting rhythm here but if you really don't feel happy about it I guess I'll have to change it
  2. 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
  3. 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
    1. 03:12:932 (1,2,3,4) - Intended to give a kind "warbling" effect to the guitar wah
    2. 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
    1. 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
    2. 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]
    1. 03:24:007 (6,1,2,3,4) - Same as 03:12:932 (1,2,3,4)
    1. 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)
    1. 03:26:187 (3,4,5) - Designed to extract some emphasis from the small changes in the vocal
    2. 03:35:257 onwards - mostly the same as before, focusing on fainter hihat and kick drum bursts to really emphasize the solo section
  4. 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"
  5. 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
  6. 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
  7. 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
  8. 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
[Rain]
  1. 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
  2. 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
  3. 02:37:350 (3) - At least you didn't add hyperdash in this one \:D/ Decided to change this anyway for consistency
  4. 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
  5. 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
  6. 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 the mod!
Sey
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]
  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 02:08:047 (4,5) - Decrease distance slightly, feels a little tricky
  6. 02:30:722 - Having a 1/2 slider here instead follows the vocals a little better than 2 circles imo, since those feel lenghtened.
  7. 03:03:164 (1,2) - Decrease just slightly, please.
  8. 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.
  9. 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.
  10. 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
  11. 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.
  12. 05:18:339 (3,1) - Not a fan of spinners directly after hyper patterns, this is just mean... especially at the very end.
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.
Topic Starter
JBHyperion

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]
  1. 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
  2. 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
  3. 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
  4. 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) -
  5. 02:08:047 (4,5) - Decrease distance slightly, feels a little tricky Okay
  6. 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
  7. 03:03:164 (1,2) - Decrease just slightly, please. Ok
  8. 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
  9. 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
  10. 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?
  11. 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
  12. 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) - )
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.
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 (:
Deif
HERE WE GO 4 IT!!

Bubble#1!

Note to the next BN: Please double check if you're okay with the snapping of 01:52:939 (4) - . It should be accurate enough, but it'd be okay if it gets a double-check just in case.
koliron
Ok, just minor suggestions ingame

Bubble#2!
Sey
Fixed a problem with the lead-in. Should be fine now.

Approved.
Surono
Wehhh Haloji Song!1!! Dem luv this, nice genre of this music. And rain looks yummy for meh

Congrats!
Liyac
congrats!
Dilectus
Grats on ranking ;)
MBomb
Please teach me how to map.
Surono

- Magic Bomb - wrote:

Please teach me how to map.
Hmm tayko maybe
its ez, sir ,.
DeletedUser_500696
gratss on qualifying :)
Xinely
Grats ~
LigerZero
Congrats JBHyperion...... :)
Topic Starter
JBHyperion
Thanks guys, hope it survives (:

Ascendance managed to find some lyrics recently published by Releska which I'm super happy about - have included a link to those in the beatmap description.
-Sh1n1-
Gratz JBH senpai :3
Sc4v4ng3r
Eiy I'm late :c
Gratz!
LigerZero
okay done added in discography..... :)


p/4513124
SYAHME
Congratulations, ranked it.
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