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TRakker - Trail of Dust [CatchTheBeat]

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Total Posts
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Topic Starter
Yumeno Himiko
This beatmap was submitted using in-game submission on 2017年12月11日 at 23:16:40

Artist: TRakker
Title: Trail of Dust
Tags: transwing -the inner gaze- taishi aoba ringo taka examination exam
BPM: 182
Filesize: 16608kb
Play Time: 06:30
Difficulties Available:
  1. Ethereal (6.96 stars, 1700 notes)
Download: TRakker - Trail of Dust
Information: Scores/Beatmap Listing
---------------
Original set from Skystar


Beatmap and storyboard by me
Spectator
get some stars
Topic Starter
Yumeno Himiko
:O that's a lot spec

thx very much for stars XD
CLSW
Also I'm gonna have my own mapset of trail of dust ;/
Topic Starter
Yumeno Himiko
lol Trail of Crystal

pp players go there plz XD
Razor Sharp
and i also have been working on a mapset for the past 4 months .-.
gl anyways!
MoelittleC Hime
No pp to see here, Get away.
嗯 一定是反语xdd
考试君加油哦 各个方面!
Deif

Spectator wrote:

get some stars
-rage
Hello exam, we meet again. Another great beatmap made by you! And i'm too noob to play this one :) cough

[General]
  1. Fan of skystar much? lol. I would kinda like to see something...original, in my opinion? it just feel like it's been done before since the SB and hitsounds are like the exact same from skystar's map. It's a really great beatmap you've made, don't get me wrong! I kinda feel like instead of taking someone's idea and making it your own, you could've done something different, just like how [ HalLoWeeN ] did it differently with their mapset. This is just my opinion, you don't need to change a thing.
  2. Diff name could be different you could've just kept it as "Trail of Star" or something like that. lol Trail of Fruit get it
  3. Why the CS:5? Would CS:4.5 feel better? it would feel better that way for me.
[Star]
  1. 00:37:372 - this stream is just slightly boring, and i thought of that when i played it through for the first time. There's just a lack of horizontal movement and it makes it too easy.
  2. 00:42:234 - why is there a kick before the slider ends? it would sound better if there wasn't any there.
  3. 01:22:207 (1,2) - make those 2 more horizontal, they are a little boring.
  4. 03:30:366 (2,3,4,5,6,7,8,9,10,1) - those notes feel exceptionally weird and could follow the music in a better way.
  5. 04:45:284 (1,2,3,4,1,2,3,4) - i like those jumps, but i feel like you could put something more interesting there rather than vertical slider jumps like that.
  6. 04:50:558 - this part seems super overdone, you could map something else rather than a full 15 seconds of constant streams (even though this part is fun, it just doesn't feel right).
  7. 05:16:932 - the long series of sliders here and fine, but they could be changed up a bit more so that you have to jump from slider to slider. it would make it more interesting and hard.
  8. 05:43:306 - the 4 streams of 5 notes don't fit in my opinion and feel repetitive. could be more different.
Not much else to say, really good beatmap! Good luck!
Kitakami

Deif wrote:

Spectator wrote:

get some stars
koliron


"I dont know when" = The next day

General
  1. Why you use Enable coundown here? And is not used, so I cant see reason to not disable this.
  2. In the Beatmap folder "drum-slidertick" have a "9", in my know, this is not necessary because there not are other sounds of this type, so I recommend just delete this number.
  3. About the Kiai time in 02:07:042 - 02:27:976 is not the best for me, I think it would be better in 02:28:141 - 02:49:240 like the last ranked version of this song, also regarding 05:16:932 - this Kiai, does not fit, is the most quietest part of the song, I recommend using this last kiai when the instruments are intese, this is in 04:34:734 - (as you did, but not disable in 04:35:064 -).
  4. There are many timing points of 5%, for example 00:53:196 - here and even in 25% of Playback Rate is not possible to listen, imagine it at play! I really recommend increase these sounds, I understand your idea but try it to at least be possible to listen, for example with 15~20% (and if you want to highlight the sounds in 00:55:009 - 00:55:174 - , etc, you can increace the volume 10~15% more as the others).
  5. About the CS, hm, I agree with use a small size, but maybe 5 is too, mainly because its a very long map, it opens to think an interesting issue, high cs mainly causes the players to have much more precision when playing, which is logical because here is an overdose, but being a marathon, the size difference of the notes mark much more difference on this map simply because there are more notes to catch, besides this, usually those players who really are interested in achieving "fc" or ss, often increase your nerves (like me, of course) over time therefore its accuracy is more random, in 6:30 minutes this can become too hard! "No pp to see here" is not a valid argument, this is an exaggeration, for this reason i suggest reduce the CS to 4.8 or 4.7.
  6. Im not modder of Storyboard but ahmm, I think it would be more beautiful if you try to make moves with the star like 02:02:427 - these, because actually follow the patterns in Y positions is unnecesary because ingame the only thing that you can see are X positions, i dont know, anyway is really nice sb, good job! ~'o´~

Star
  1. 00:10:998 (1,2,3) - The jump to (3) is a bit uncomfortable because really a jump is not required, but at first glance seems so, so it is possible to fail or at least losing seeds here, why not just do a convencing jump? also fit perfect with the song because i can hear a strong sound 00:11:657 - here, try with (3) in x 192, or a bit less, with this feels better for me.
  2. 00:16:108 (3,1) - The sound in (1) is enough strong for a HDash, i suggest you to add, also to be consistent with 00:10:833 (3,1) - because are same sounds (in fact I'm sure you tried to add one, because the jump is quite strong, but does not become hyper). Edit: is not necessary but if you want you can also add a convencing normal-dash to 00:16:932 (3) .
  3. 00:20:888 (1,2,3,4,5,6,7,8) - This is not my favorite pattern, its fine but i know that you can do this more comfortable, for example if you do a curve with 00:20:888 (1,2,3,4,5) - and then if you like, you can replace 00:21:300 (6,7,8) - with a slider to highlight the instrument because here you suddenly follow the piano, other option is just do a curve with all of these notes!
  4. I see that you not use hdash to 00:28:800 - these sounds, would be nice, but if not want is fine because there are other good sounds to add hdash as you did, but at least try to add dash to all of these, here (00:28:800 - ), the distance to this is really low, why not remove the reverse of this slider and then add note 00:28:800 - with a convencing distance to the right? for example x 336, this is also to remove the dash to 00:29:130 (3) - because have not a strong sound, even is easy to listen. Same case 00:33:416 (1) - here.
  5. 00:41:245 (8,1,2,3,4,5,6,7,8) - Am, feels weird the moment 00:41:245 (8,1) - because the pattern is broken here, I suggest you add hyper to 00:41:328 (1) - to do a more nice pattern, fit good because here as 00:41:657 - , are a diferentiable sounds (piano), also just to be consistent with the next sounds.
  6. 00:53:196 - Since here i see that you use hyper to strong guittar sounds, but not to 00:55:009 (5) - ? I cant understand why, because it's a similar sound, and you breaking the constancy with it. And same case with 00:57:646 (5) - , is intentional?
  7. Compared with 00:55:174 (1,2,3,4,1,2,3,4) - , 00:57:811 (1,2,3,4,1,2,3,4) - this jump is much stronger, i understand that the sounds strength increases over time but you have greatly exaggerated here, please reduce some distance.
  8. And since 00:58:470 - here you add just dash to strong guittar, yeah its fine, but i recommend you be consistent, i mean with 01:00:449 (1) - because the distance to this is the same as the others.
  9. 01:01:108 (1,2,3,4,5,6,7,8) - Really i cant hear a diferent sound 01:01:438 - here, if you want to add hyper here, is more recommendable to 01:01:603 (7) - (but in game is better if you just remove this hyper).
  10. 01:11:657 (1,2,3,4,5) - You can add normal dash to 01:11:821 (3) - to highlight the sound here if you want, would be nice for me.
  11. 01:14:789 (2,3,4) - Here you use same distances, but in my opinion the sound in 01:15:449 (4) - not deserves the same, is more low, also this pattern is a symmetrical triangle, you can put (4) a bit more to the left.
  12. I cant hear any sound 01:16:438 (4) - here, also in 25%, nothing is listenable, you hsould remove this reverse and do a normal 1/2 slider.
  13. 01:18:910 (1,2,1,2) - There are two 1/4 hyper and then 1/2, its fine but i prefer if you be consistent, and you can do this because is possible add note 01:19:817 - here, is a sound of the drum, with this you make a 3rd 1/4c hdash and in my opinion feels better in game.
  14. 01:22:207 (1,2) - These need hard jumps but there is no movement within them, i prefer if you add movement, making these sliders more horizontal, something like
  15. 01:26:163 (1) - In my opinion the note in 01:26:492 - deserves more distance, so i suggest the same as 00:28:800 - .
  16. 01:31:602 (2) - I suggest add reverse 01:31:767 - because here are some sounds that can be highlighted, also a dash here can fit.
  17. 01:47:097 (4,1) - A convencing dash here would be fun and nice to fit with the music around here, and same 01:50:394 (2,3) - here.
  18. 02:09:020 - Really strong sound here, is recommendable replace this slider with a note and slider since here, with at least a strong dash, also hyper if you want, both can fit.
  19. 02:09:514 (4) - Detalied suggestion, the sound here is less than 02:09:350 - 02:09:185 - , you can put this circle with less distance to follow better the song, is that, to create a sense of reducing-movement for the decreasing of volume.
  20. 02:22:866 - Since here you follow the voice to add hypers, like 02:23:690 (1,2,3,1) - , for this reason i suggest add hyper to 02:25:832 (5) - to be consistent with your idea.
  21. Also about the previous suggestion 02:27:234 (6,7,8,1) - in this section is more recommendable add the hyper to 02:27:316 (7) - for the same reason, and (1) is not really strong , for example with
  22. To be honest 02:59:789 - this part is almost the same as 00:53:196 - but you not use streams here, is more recommendable use the same but its fine, i suggest at least be consistent with hypers around here.
  23. 03:29:789 (6,1,2,3,4,5,6,7,8,9,10,1) - These hypers are not comfortable in game for me and also not fit really good with the song, you can redo this part, adding HDash TO 03:30:119 (1,3,4,8,1) - these notes, really you used many times this pattern of slider/two notes, hyper, slider/two notes, hyper, successively, vary with hyper-patterns is highly recommended, it can be interesting, especially in overdoses!
  24. 03:32:756 (1,2,3) - Its a bit hard to catch the head of (3), please reduce a bit the distance.
  25. 03:44:872 (2) - This other note that i cant hear any sound, is not necessary add here.
  26. 04:24:185 (1,1) - Is necessary use exactly the same position? Its 1/2, you can add some distance to not force the player be still, and obviously same case with 04:26:822 (1,1,2) - .
  27. 04:34:734 - Since here i can hear sounds in all notes but not in 04:34:405 (1,2,3,4) - these, is more recommendable use a normal slider here.
  28. 05:06:383 - Until here patterns and hypers are fine (maybe you can use more nc, some combos are too high, of 14 or 16), but since here you use 05:06:383 (1,2,3) - this pattern a lot of times, I understand that it is acceptable, but if you can hear sounds at 25% does not mean that you can use them to
  29. Since here the song is too repetitive, so not surprising me that only see minor suggestions, I'm sorry for not being detailed and do a short mod, I not want to leave you exhausted with the first mod! D:
    If the map progresses, I can make a more detailed mod if you want ^^, but equally i mean detalied = almost all just suggestions, this map not have much real-problems.

Get some stars good sir.
Topic Starter
Yumeno Himiko

Razor Sharp wrote:

and i also have been working on a mapset for the past 4 months .-.
gl anyways!
ty razor~ looking forward to seeing your mapset!

MoelittleC Hime wrote:

No pp to see here, Get away.

嗯 一定是反语xdd
考试君加油哦 各个方面!
233其实这是个梗

Deif wrote:

Spectator wrote:

get some stars
also thx deif senpai for the stars >v<


klonoa wrote:

Hello exam, we meet again. Another great beatmap made by you! And i'm too noob to play this one :) cough ty~

[General]
  1. Fan of skystar much? lol. I would kinda like to see something...original, in my opinion? it just feel like it's been done before since the SB and hitsounds are like the exact same from skystar's map. It's a really great beatmap you've made, don't get me wrong! I kinda feel like instead of taking someone's idea and making it your own, you could've done something different, just like how [ HalLoWeeN ] did it differently with their mapset. This is just my opinion, you don't need to change a thing. lol I know but I haven't come up with a good name at present, so just keep this
  2. Diff name could be different you could've just kept it as "Trail of Star" or something like that. lol Trail of Fruit get it lol let's see
  3. Why the CS:5? Would CS:4.5 feel better? it would feel better that way for me. cs5 fits the song well
[Star]
  1. 00:37:372 - this stream is just slightly boring, and i thought of that when i played it through for the first time. There's just a lack of horizontal movement and it makes it too easy. The horizonal ds is adding gradually and since it's only the begining part, I won't make it too hard ww
  2. 00:42:234 - why is there a kick before the slider ends? it would sound better if there wasn't any there. You're right! fixed
  3. 01:22:207 (1,2) - make those 2 more horizontal, they are a little boring. Sure, added a bit
  4. 03:30:366 (2,3,4,5,6,7,8,9,10,1) - those notes feel exceptionally weird and could follow the music in a better way. Well I think it already follows the music now XD
  5. 04:45:284 (1,2,3,4,1,2,3,4) - i like those jumps, but i feel like you could put something more interesting there rather than vertical slider jumps like that. actually this is the only part of this song that fits this pattern well, so I use it ere :) It's also interesting for now.
  6. 04:50:558 - this part seems super overdone, you could map something else rather than a full 15 seconds of constant streams (even though this part is fun, it just doesn't feel right). changed some patterns now ~
  7. 05:16:932 - the long series of sliders here and fine, but they could be changed up a bit more so that you have to jump from slider to slider. it would make it more interesting and hard. It's at the calm part, so hmmm... sorry here, I think I don't need to add the difficulty
  8. 05:43:306 - the 4 streams of 5 notes don't fit in my opinion and feel repetitive. could be more different. This pattern is a transition from slider patterns to stream patterns, hope you can understand it XD
Not much else to say, really good beatmap! Good luck! thank you :)
thx for your nice mod!

koliron wrote:

General
  1. Why you use Enable coundown here? And is not used, so I cant see reason to not disable this. Thx for checking this XD
  2. In the Beatmap folder "drum-slidertick" have a "9", in my know, this is not necessary because there not are other sounds of this type, so I recommend just delete this number. Ahh yes it's necessary, it's used to give sliderticks additional drum soundeffects :) Also fixed some other hitsounding problems
  3. About the Kiai time in 02:07:042 - 02:27:976 is not the best for me, I think it would be better in 02:28:141 - 02:49:240 like the last ranked version of this song, also regarding 05:16:932 - this Kiai, does not fit, is the most quietest part of the song, I recommend using this last kiai when the instruments are intese, this is in 04:34:734 - (as you did, but not disable in 04:35:064 -). Well reference
  4. There are many timing points of 5%, for example 00:53:196 - here and even in 25% of Playback Rate is not possible to listen, imagine it at play! I really recommend increase these sounds, I understand your idea but try it to at least be possible to listen, for example with 15~20% (and if you want to highlight the sounds in 00:55:009 - 00:55:174 - , etc, you can increace the volume 10~15% more as the others). same ^ that's intended Also it works good for sbing
  5. About the CS, hm, I agree with use a small size, but maybe 5 is too, mainly because its a very long map, it opens to think an interesting issue, high cs mainly causes the players to have much more precision when playing, which is logical because here is an overdose, but being a marathon, the size difference of the notes mark much more difference on this map simply because there are more notes to catch, besides this, usually those players who really are interested in achieving "fc" or ss, often increase your nerves (like me, of course) over time therefore its accuracy is more random, in 6:30 minutes this can become too hard! "No pp to see here" is not a valid argument, this is an exaggeration, for this reason i suggest reduce the CS to 4.8 or 4.7. Well it can be discussed later but for now I would keep cs5, since the patterns are not that hard and cs5 can strongly take the players' attention
  6. Im not modder of Storyboard but ahmm, I think it would be more beautiful if you try to make moves with the star like 02:02:427 - these, because actually follow the patterns in Y positions is unnecesary because ingame the only thing that you can see are X positions, i dont know, anyway is really nice sb, good job! ~'o´~ That's something copied from skystar's set, however I'm now HW and I can't draw all trails :P anyway thx for your comment XD

Star
  1. 00:10:998 (1,2,3) - The jump to (3) is a bit uncomfortable because really a jump is not required, but at first glance seems so, so it is possible to fail or at least losing seeds here, why not just do a convencing jump? also fit perfect with the song because i can hear a strong sound 00:11:657 - here, try with (3) in x 192, or a bit less, with this feels better for me. Ahh I didn't mean a jump here, that's my mistake :o pattern canged now lol
  2. 00:16:108 (3,1) - The sound in (1) is enough strong for a HDash, i suggest you to add, also to be consistent with 00:10:833 (3,1) - because are same sounds (in fact I'm sure you tried to add one, because the jump is quite strong, but does not become hyper). Edit: is not necessary but if you want you can also add a convencing normal-dash to 00:16:932 (3) . It's a valid point ~ Fixed
  3. 00:20:888 (1,2,3,4,5,6,7,8) - This is not my favorite pattern, its fine but i know that you can do this more comfortable, for example if you do a curve with 00:20:888 (1,2,3,4,5) - and then if you like, you can replace 00:21:300 (6,7,8) - with a slider to highlight the instrument because here you suddenly follow the piano, other option is just do a curve with all of these notes! I changed it to my own patterns now :)
  4. I see that you not use hdash to 00:28:800 - these sounds, would be nice, but if not want is fine because there are other good sounds to add hdash as you did, but at least try to add dash to all of these, here (00:28:800 - ), the distance to this is really low, why not remove the reverse of this slider and then add note 00:28:800 - with a convencing distance to the right? for example x 336, this is also to remove the dash to 00:29:130 (3) - because have not a strong sound, even is easy to listen. Same case 00:33:416 (1) - here. I think it's ok not to abuse HDashes here :)
  5. 00:41:245 (8,1,2,3,4,5,6,7,8) - Am, feels weird the moment 00:41:245 (8,1) - because the pattern is broken here, I suggest you add hyper to 00:41:328 (1) - to do a more nice pattern, fit good because here as 00:41:657 - , are a diferentiable sounds (piano), also just to be consistent with the next sounds. fixed the broken pattern
  6. 00:53:196 - Since here i see that you use hyper to strong guittar sounds, but not to 00:55:009 (5) - ? I cant understand why, because it's a similar sound, and you breaking the constancy with it. And same case with 00:57:646 (5) - , is intentional? Ask skystar for that The 1st hyper = the strong beat for a new part of the song
  7. Compared with 00:55:174 (1,2,3,4,1,2,3,4) - , 00:57:811 (1,2,3,4,1,2,3,4) - this jump is much stronger, i understand that the sounds strength increases over time but you have greatly exaggerated here, please reduce some distance. single 1/4 jumps are always easier than continuous 1/4 jumps
  8. And since 00:58:470 - here you add just dash to strong guittar, yeah its fine, but i recommend you be consistent, i mean with 01:00:449 (1) - because the distance to this is the same as the others. Yes and fixed
  9. 01:01:108 (1,2,3,4,5,6,7,8) - Really i cant hear a diferent sound 01:01:438 - here, if you want to add hyper here, is more recommendable to 01:01:603 (7) - (but in game is better if you just remove this hyper). Nope since the ds is getting larger and larger, a HDash is always needed :)
  10. 01:11:657 (1,2,3,4,5) - You can add normal dash to 01:11:821 (3) - to highlight the sound here if you want, would be nice for me. But this will ruin the patterns
  11. 01:14:789 (2,3,4) - Here you use same distances, but in my opinion the sound in 01:15:449 (4) - not deserves the same, is more low, also this pattern is a symmetrical triangle, you can put (4) a bit more to the left. Fixed a bit
  12. I cant hear any sound 01:16:438 (4) - here, also in 25%, nothing is listenable, you hsould remove this reverse and do a normal 1/2 slider. :o but the reverse behaves well here
  13. 01:18:910 (1,2,1,2) - There are two 1/4 hyper and then 1/2, its fine but i prefer if you be consistent, and you can do this because is possible add note 01:19:817 - here, is a sound of the drum, with this you make a 3rd 1/4c hdash and in my opinion feels better in game. Guess it will be a bit annoying if so many 1/4 hypers appear quickly?
  14. 01:22:207 (1,2) - These need hard jumps but there is no movement within them, i prefer if you add movement, making these sliders more horizontal, something like
    Fixed in klonoa's mod :)
  15. 01:26:163 (1) - In my opinion the note in 01:26:492 - deserves more distance, so i suggest the same as 00:28:800 - . Fixed
  16. 01:31:602 (2) - I suggest add reverse 01:31:767 - because here are some sounds that can be highlighted, also a dash here can fit. Sure and fixed some patterns
  17. 01:47:097 (4,1) - A convencing dash here would be fun and nice to fit with the music around here, and same 01:50:394 (2,3) - here. No it doesn't deserves a dash here :) I love to move silently lol
  18. 02:09:020 - Really strong sound here, is recommendable replace this slider with a note and slider since here, with at least a strong dash, also hyper if you want, both can fit. fixed
  19. 02:09:514 (4) - Detalied suggestion, the sound here is less than 02:09:350 - 02:09:185 - , you can put this circle with less distance to follow better the song, is that, to create a sense of reducing-movement for the decreasing of volume. I think no dash for current pattern also fits the song well
  20. 02:22:866 - Since here you follow the voice to add hypers, like 02:23:690 (1,2,3,1) - , for this reason i suggest add hyper to 02:25:832 (5) - to be consistent with your idea. D: the jumps are not following the vocal lol
  21. Also about the previous suggestion 02:27:234 (6,7,8,1) - in this section is more recommendable add the hyper to 02:27:316 (7) - for the same reason, and (1) is not really strong , for example with
    I like it
  22. To be honest 02:59:789 - this part is almost the same as 00:53:196 - but you not use streams here, is more recommendable use the same but its fine, i suggest at least be consistent with hypers around here. Not really same, check skystar's map XD
  23. 03:29:789 (6,1,2,3,4,5,6,7,8,9,10,1) - These hypers are not comfortable in game for me and also not fit really good with the song, you can redo this part, adding HDash TO 03:30:119 (1,3,4,8,1) - these notes, really you used many times this pattern of slider/two notes, hyper, slider/two notes, hyper, successively, vary with hyper-patterns is highly recommended, it can be interesting, especially in overdoses! I don't think this is an overuse of patterns, the jumps are just here to stress the drum parts and I didn't see any test player miss the fruits here
  24. 03:32:756 (1,2,3) - Its a bit hard to catch the head of (3), please reduce a bit the distance. ds cut down now
  25. 03:44:872 (2) - This other note that i cant hear any sound, is not necessary add here. :o it's just a triple pattern
  26. 04:24:185 (1,1) - Is necessary use exactly the same position? Its 1/2, you can add some distance to not force the player be still, and obviously same case with 04:26:822 (1,1,2) - . Yes since it's a really calm part (refer to skystar's map) Dashes can be found in clsw's set
  27. 04:34:734 - Since here i can hear sounds in all notes but not in 04:34:405 (1,2,3,4) - these, is more recommendable use a normal slider here. :? This pattern is just a leading in for the coming streams
  28. 05:06:383 - Until here patterns and hypers are fine (maybe you can use more nc, some combos are too high, of 14 or 16), but since here you use 05:06:383 (1,2,3) - this pattern a lot of times, I understand that it is acceptable, but if you can hear sounds at 25% does not mean that you can use them to :o ......
  29. Since here the song is too repetitive, so not surprising me that only see minor suggestions, I'm sorry for not being detailed and do a short mod, I not want to leave you exhausted with the first mod! D: You really provide a great mod, it helps a lot thx
    If the map progresses, I can make a more detailed mod if you want ^^, but equally i mean detalied = almost all just suggestions, this map not have much real-problems.

Get some stars good sir.
:) Thx koliron for the nice mod too XD
Len
nice job but cs
Topic Starter
Yumeno Himiko
please cs 5 is GREAT

Happy new year FastLen :)
JBHyperion

examination wrote:

please cs 5 is GREAT
ctb needs more cs5 <3
ZHSteven
整体浏览了下,谈不上是mod,只是看法而已

红果神马的我不谈了,毕竟人各有自己的看法, 看不懂现在的player发展到什么程度了,毕竟spec clsb都有fc的

我觉得这图犯了和我L 一样的错误,排列一成不变

整体来看你的copy并没有给人整体感,反倒是不知道你要突出哪一部分。
这图看完之后给我的感觉就是跳,跳然后没了。虽然说重复段什么的都可以看到想法,但是可能是由于这图长度的问题,越到后面感觉越无聊。
我觉得可以适当的看一下clsb的neu,这里我感觉他的处理会比较好一点? (虽然他其他的图四麻的厉害


但看前3分钟图还是很好的,说实话,排列红果也感觉不到什么别扭的地方,只是整体实在有点太一成不变了


另外废话一句,你这sb是给std还是ctb的? 如果是ctb实在是太瞎眼了而且没什么实际意义。。。。
Topic Starter
Yumeno Himiko

ZHSteven wrote:

整体浏览了下,谈不上是mod,只是看法而已

红果神马的我不谈了,毕竟人各有自己的看法, 看不懂现在的player发展到什么程度了,毕竟spec clsb都有fc的

我觉得这图犯了和我L 一样的错误,排列一成不变

整体来看你的copy并没有给人整体感,反倒是不知道你要突出哪一部分。
这图看完之后给我的感觉就是跳,跳然后没了。虽然说重复段什么的都可以看到想法,但是可能是由于这图长度的问题,越到后面感觉越无聊。
我觉得可以适当的看一下clsb的neu,这里我感觉他的处理会比较好一点? (虽然他其他的图四麻的厉害


但看前3分钟图还是很好的,说实话,排列红果也感觉不到什么别扭的地方,只是整体实在有点太一成不变了


另外废话一句,你这sb是给std还是ctb的? 如果是ctb实在是太瞎眼了而且没什么实际意义。。。。
感谢山哥来看图
这张图的大部分梗都fit的是当下ctb主流图的风格 基本就是小跳+大白线的hyper 所以感觉非常的前篇一律
问题最严重的地方大概也就是几个kiai段,掺杂了一些std的思路进去基本就是模板图
排列最大的问题感觉还是控制不好ds,有的时候想去搞点新花样出来但一摆就蒙逼,连续几个timed jump摆出来自己test不舒服 给别人打也不舒服,大家都不舒服的pattern我就不摆了 差不多是这么想的

还有一个地方大概是stream 也是我现在作图问题最大的地方 控制不好flow stream摆不出花样来,我现在这个pattern别人看了“哦 pp段” 其实只是我想不出pattern来摆着应付的,不然那一段可以做很多花样出来

至于sb的话 其实我是试过做直接追catcher的 结果看起来很不舒服 不如现在这样233

总之非常感谢山哥的指导 之后会考虑remap一些part
ZHSteven

examination wrote:

感谢山哥来看图
这张图的大部分梗都fit的是当下ctb主流图的风格 基本就是小跳+大白线的hyper 所以感觉非常的前篇一律
问题最严重的地方大概也就是几个kiai段,掺杂了一些std的思路进去基本就是模板图
排列最大的问题感觉还是控制不好ds,有的时候想去搞点新花样出来但一摆就蒙逼,连续几个timed jump摆出来自己test不舒服 给别人打也不舒服,大家都不舒服的pattern我就不摆了 差不多是这么想的
排列的多样化不是说不是hyper就是max jump, 其实你可以试试其他movement。
一些简单的八字,三角,麻花,站跳等等都能摆出花样的。
可以看看简化版thank you for playing,或者mint tears, 我觉得里面有些思路还是不错的(unrank图,我间距都没仔细想过,仅供参考)

examination wrote:

还有一个地方大概是stream 也是我现在作图问题最大的地方 控制不好flow stream摆不出花样来,我现在这个pattern别人看了“哦 pp段” 其实只是我想不出pattern来摆着应付的,不然那一段可以做很多花样出来
关于stream,我觉得最开始不要去尝试在stream里面放花样。
原因很简单,间距非常难以控制,
edit:
例子
举个简单的例子, 正麻花和逆麻花的间距一点点不一样就会导致难度和flow极大的不同。

X...............|........ X
...X............|...........X
X...............|.........X
...X............|...........X
......X.........|.............X
........X.......|...........X
......X.........|.............X
........X.......|...........X

正麻花........|.........逆麻花


感受一下区别
做不好就是另一个clsb。

你这里的stream我感觉就放一点正麻花,几个正向八字就行了,没有必要在这里做文章

examination wrote:

至于sb的话 其实我是试过做直接追catcher的 结果看起来很不舒服 不如现在这样233

总之非常感谢山哥的指导 之后会考虑remap一些part
/me fuel

说句实话。这sb做出来就是被人删的。。。。至少我不会开



Edit 2: 我是不是要求太高了一点? 好久没莫过图已经没什么感觉了ORZ
Callionet

ZHSteven wrote:

Edit 2: 我是不是要求太高了一点? 好久没莫过图已经没什么感觉了ORZ

ZHSteven

Intensity wrote:

ZHSteven wrote:

Edit 2: 我是不是要求太高了一点? 好久没莫过图已经没什么感觉了ORZ

你来这里凑什么热闹,赶紧吧ET补齐我们起飞
Bunnrei
nyan
from queueueueueueueu

[~ Star ~]

cs5 o.o
  1. 00:08:031 (2,1) - Make this a light dash.
  2. 00:09:020 (3,4,1) - Move (4) farther from (3), then decrease distance from (4) to (1) but keep it as a dash.
  3. 00:11:492 (2,3) - Increase distance.
  4. 00:16:767 (2,3) - ^
  5. 00:20:723 - Add a note here, a good place would be somewhere at x:304.
  6. 00:41:987 (1) - Make the slider end at 00:42:234.
  7. 00:54:927 (4,5,6) - Make (4,5) a hyperjump.
  8. 00:57:564 (4,5,6) - ^
  9. 01:11:657 (1,2,3,4,5) - Move this to the left, until the previous jump becomes a hyper.
  10. 02:05:723 (1) - I think it would be best if this was split into 4 sliders, the stack of fruits in the platter from this might be overwhelming and cause distraction.
  11. 02:49:075 (7,8,1) - Make (8,1) a hyper, the next part is a break anyway.
  12. 05:13:635 (3,1) - Increase distance.
    A final idea would be to turn some of the outward 1/4 sliders into inward 1/4 sliders, for a bit of variety.
good map :>
Topic Starter
Yumeno Himiko

Chara wrote:

nyan
from queueueueueueueu

[~ Star ~]

cs5 o.o
  1. 00:08:031 (2,1) - Make this a light dash.
  2. 00:09:020 (3,4,1) - Move (4) farther from (3), then decrease distance from (4) to (1) but keep it as a dash.
  3. 00:11:492 (2,3) - Increase distance.
  4. 00:16:767 (2,3) - ^
  5. 00:20:723 - Add a note here, a good place would be somewhere at x:304.
  6. 00:41:987 (1) - Make the slider end at 00:42:234.
  7. 00:54:927 (4,5,6) - Make (4,5) a hyperjump.
  8. 00:57:564 (4,5,6) - ^
  9. 01:11:657 (1,2,3,4,5) - Move this to the left, until the previous jump becomes a hyper.
  10. 02:05:723 (1) - I think it would be best if this was split into 4 sliders, the stack of fruits in the platter from this might be overwhelming and cause distraction.
  11. 02:49:075 (7,8,1) - Make (8,1) a hyper, the next part is a break anyway.
  12. 05:13:635 (3,1) - Increase distance.
    A final idea would be to turn some of the outward 1/4 sliders into inward 1/4 sliders, for a bit of variety.
good map :>
ty all fixed!
Len

Len wrote:

nice job but cs
change to cs4
Absolute Zero
not a placeholder.
Topic Starter
Yumeno Himiko

Len wrote:

Len wrote:

nice job but cs
change to cs4
thx a lot! I tried a lot of times finding out still cs5 i better! Sorry for rejecting your only mod.
Jasmine
Request from my Modding Queue i'm sorry for this short mod QAQ

Ethereal
  1. 05:43:800 (6,7,8,9,10) - i thinks you can create cool jump if you move this stream to the left side of the screen, like this : https://osu.ppy.sh/ss/5351764
  2. 05:56:163 (5) - flow better here if you CTRL+H
  3. 06:29:953 (7,8) - too close to the previous jump 06:29:789 (5,6) - , so try to move 06:29:953 (7,8) - a bit to the right, like this https://osu.ppy.sh/ss/5352630
  4. 02:37:536 (2,3,4) - flow better here if you CTRL+G
  5. 05:10:833 (6,7) - this distance is a bit longue, so you should reduce a bit the distance
  6. 01:32:756 (1) - CTRL+G
really great map, added in my favourites + stars for u :)
Topic Starter
Yumeno Himiko
revived
F D Flourite
送分,送分,mete
-Luminate
Heya! A mod for you!
Ethereal
  1. 00:05:064 (2) - too close for 1/1 distance?
  2. 00:26:163 (2) - move this closer 1-2 grid(s)?
  3. 00:41:328 (1,2) - should be distanced streams here with 00:41:657 - being something like this?
  4. 00:57:811 (1,2,3,4) - that make quite a large spacing, reducing them a little?
  5. 01:03:745 (1) - 6.58x hyper is just too extreme around 4.00x would be okay?
  6. 01:05:723 (3,4,5) - distancing them equally would look better while playing? here
  7. 01:37:701 (7) - that make a little weird flow here, make them more rhythm-conscious like a little vertical slider? This here is just holding the direction key
  8. 02:03:086 (1,2,1,2,1,1,1,1,1,1) - NC every one of them(16 combos), woah I've never used 1/16 before but if you want to use it, at least lower the hitnormal sounds, almost an earrape the first time I played it lol (20% for them is okay I think?) and hitwhistle sounds can be louder than that actually
  9. 02:07:042 (1) - make it Hdash! emphasize hitfinish sound (also decrease the previous 1/16 slider to make the Hdash become 1/4 like this)
  10. 02:26:822 (1,2,3,4,5,6) - reduce the hyper strength by 1.5x (cuz this can cause SR spikes which is not really good imo xD)
  11. 02:29:130 (3,4) - somehow edge dash? reduce them a little
  12. 03:30:119 (1,2,3,4,5,6,7,8,9,10) - quite hard to read, I suggest this since it's still following the song and plays well >>Here
    and on the playfield looks like this , while playing : here
    try it yourself and if you dont like it you could reject
  13. 04:39:844 (13) - since the hitsound here is different, why not ctrl+G?
  14. 04:40:338 (5) - the hyper should be on this note instead of (6)
  15. 04:41:657 (5) - ^^
  16. 04:50:229 (1) - the hitsound is too overstanding, lower them a bit
  17. 05:04:074 (5) - same as 04:40:338 (5) and 04:41:657 (5)
  18. 05:10:833 (6) - hyper here
  19. 05:14:295 - 05:15:613 - feels too empty, add some notes?
  20. 05:19:569 - 05:22:124 - shouldn't this here add a long slider as well? it seems like a hole of rhythm for me compared to other points of this section
  21. 06:15:777 (3,4,5,6,7,8) - I think this should be seperated streams like 06:14:459 (11,12,13) - too, the sound just suggest it
  22. 06:26:327 (3,4,5,6,7,8) - same sounds ^^
  23. I honestly really like the streams on the last part of the song but I might be better if you varied them, it will be more interesting this way xD
Otherwise, A nice map! and a fine choice of CS5 too :D
Hope this helps!
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