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Kuroneko Dungeon - Lilieze to Enryuu Laevateinn [CatchTheBea

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Topic Starter
Kyuare
This beatmap was submitted using in-game submission on mercredi 23 août 2017 at 17:30:37

Artist: Kuroneko Dungeon
Title: Lilieze to Enryuu Laevateinn
Source: REFLEC BEAT colette -Summer-
Tags: zektbach beatmania iidx 22 pendual tomosuke funaki oldstyle gamemusic beatstream アニムトライヴ pop'n music うさぎと猫と少年の夢 MAYA takamura 高村真耶
BPM: 200
Filesize: 20553kb
Play Time: 01:45
Difficulties Available:
  1. Cup (1,5 stars, 220 notes)
  2. Laevateinn (6,31 stars, 699 notes)
  3. Overdose (5,52 stars, 655 notes)
  4. Platter (3,22 stars, 415 notes)
  5. Rain (4,07 stars, 579 notes)
  6. Salad (2,22 stars, 308 notes)
Download: Kuroneko Dungeon - Lilieze to Enryuu Laevateinn
Download: Kuroneko Dungeon - Lilieze to Enryuu Laevateinn (no video)
Information: Scores/Beatmap Listing
---------------
Have fun !
Redownload 18/06/2017: Added Video, changed background and changed mp3.
Thank you Bonsai for timing check.
Illustrator: 笊蕎麦 ( https://www.pixiv.net/member_illust.php?mode=medium&illust_id=36528051 )
Video: MAYA ( http://maya.vc/index.html)
Mania set: https://osu.ppy.sh/s/530756
28/06/2017- applied -Ken's mod
29/06/2017- applied Nelly's mod
30/06/2017- applied Alostis's mod
02/07/2017- applied Myle's mod
02/07/2017- applied Emiru's mod
03/07/2017- applied alienflybot's mod
15/07/2017- applied murutattack's mod
20/07/2017- applied Ascendance's mod
10/08/2017- applied -Sh1n1-'s check
20/08/2017- applied ZiRoX's check
21/08/2017- applied Benny-'s check
21/08/2017- applied JBHyperion's mod
thank you everyone. :)
-Ken
the map is already so good , it's hard for me to mod it ;w;
all diffs are well made so my suggestions might be useless
as it doesn't affect the playablity much



Eternal :
00:44:303 (1,2) - make these horizental ?
00:45:503 (1,2) - ^
00:46:103 (3,4,5,6) - maybe ctrl + G these
00:49:253 - add note here
00:58:103 (1,2,3,4) - maybe you can make some reversed streams for some variety



Overdose :
00:42:653 (2) - flip it to the right
00:53:453 (6) - move to x:288
01:00:503 (5) - try this here instead
01:02:903 (3) - make Hdash here ?
01:25:103 (1,2,3,4,5) - the notes here are kinda close to each others maybe you should give it more spacing

great map , I hope to see it ranked soon
gl ❤
Topic Starter
Kyuare

-Ken wrote:

the map is already so good , it's hard for me to mod it ;w; aaaa
all diffs are well made so my suggestions might be useless
as it doesn't affect the playablity much



Eternal :
00:44:303 (1,2) - make these horizental ?
00:45:503 (1,2) - ^
00:46:103 (3,4,5,6) - maybe ctrl + G these sorry i want to keep the HDash between (2) and (3) to emphasize the strong sound
00:49:253 - add note here
00:58:103 (1,2,3,4) - maybe you can make some reversed streams for some variety

fixed the rest

Overdose :
00:42:653 (2) - flip it to the right good idea
00:53:453 (6) - move to x:288 moved to x:256 instead
01:00:503 (5) - try this here instead done but moved the triplet to x:272
01:02:903 (3) - make Hdash here ? it's the same sound as 01:00:353 (4,5) - so it won't be consistent
01:25:103 (1,2,3,4,5) - the notes here are kinda close to each others maybe you should give it more spacing indeed

great map , I hope to see it ranked soon
gl ❤
Thank you ♥
Kimitakari
Here I am!

  • Platter
  1. 00:34:253 - You missed a note here. Place here a note at x:184 and move (8) to x:88.
  • Overdose
  1. AR is kinda slow for this BPM. Maybe AR9.5 might be better? Im not sure actually but in my opinion
  • Eternal
  1. 00:28:403 (5) - I don't really like this pattern. In my opinion this looks good to me.
  2. 00:49:703 - Here is should be hyperdashed since you followed the same exact pattern after kiai. Just Ctrl+H all that until you'll reach the end of this song.
  3. 00:59:603 (1,2,3,4,5,6) - This one I think it should be hyperjumped as well. Move (1,2,3) to x:24 and (4,5,6) to x:488. I know the distance is huge but this will have a better effect on these jumps.
  4. 01:35:303 - Same thing with 00:49:703.

Good mapset. Good luck ranking it!
Topic Starter
Kyuare

Nelly wrote:

Here I am!

  • Platter
  1. 00:34:253 - You missed a note here. Place here a note at x:184 and move (8) to x:88. Yes but i will just put one at x:272
  • Overdose
  1. AR is kinda slow for this BPM. Maybe AR9.5 might be better? Im not sure actually but in my opinion No sorry I prefer to keep 9.3 for the spread
  • Eternal
  1. 00:28:403 (5) - I don't really like this pattern. In my opinion this looks good to me. I prefer my actual pattern, I wanted to show difference between them. I find it very fun too, you can catch it by different ways.
  2. 00:49:703 - Here is should be hyperdashed since you followed the same exact pattern after kiai. Just Ctrl+H all that until you'll reach the end of this song. Fixed in my way
  3. 00:59:603 (1,2,3,4,5,6) - This one I think it should be hyperjumped as well. Move (1,2,3) to x:24 and (4,5,6) to x:488. I know the distance is huge but this will have a better effect on these jumps. Sorry I don't want to overemphasize them, I will add a bit more spacing but not until the HDash.
  4. 01:35:303 - Same thing with 00:49:703. Well this one is similar to 01:25:703 (2) - so it shouldn't be a HDash, but I will increase the spacing a bit for the consistency.

Good mapset. Good luck ranking it!
Thank you ! :)
Lacrima
aaaaa I'm late but oh well, let's finish it :)
[Salad]
  1. 00:01:403 (3,4) - So, is this supposed to be a dash? This distance is quite ambiguous, so I suggest you to move (4) to ~x304, or even farther. Also I think it should be a dash since (4) is quite high pitch sound and also it's placed on downbeat, so yeah, pretty good spot for a dash
  2. 00:41:603 (5) -; 00:50:903 (4) - To be honest, I don't think those is a good decision for a salad diff. Actually, this can be considered as anti flow dash, since newbie players will read this repeat slider as a whole pattern, so not everyone will just stay at the centre of this slider and just catch all 3 notes by standing at one place, I hope you got what I mean uwu. So, 00:50:903 (4) - here, for example, after they will turn to right for catching the end of the slider, they should immediately dash into the opposite direction to catch 00:51:503 (1) -, which is tottaly not recommended for a salad diff. I suggest you at least to make these reverse sliders more vertical or remove this antiflow at all.
[Platter]
  1. 00:12:503 (1,1,1) - Aren't those supposed to be emhpasized somehow? There's high pitch sound on them, so I think you should increase the distance to them a little bit
  2. 00:23:303 (1,2) - I don't see any reasons to have such a pattern here. This is kinda awkward to see it, so I suggest you to move (2) right. Yes, there's no problem in catching it with this current pattern, but I really do find this pretty awkward to have this kinda stop movement in here
  3. 01:27:953 (2,3) - Pretty ambiguous distance. Increase this a little bit, so it would be more clear it's a dash (it is, right?)
  4. 01:31:553 (2,3) - As far as I got your usage of dashes in kiai, you emphasized 01:21:953 (2) - those growing sounds with a dash, and so, I think you should remove the dash between 01:31:553 (2,3) -, just like there's no at 01:21:953 (2,3) - and 01:26:753 (2,3) -.
  5. 01:32:753 (2,3) - Isn't this supposed to be emphasized with dash to be consistent with previous patterns? Increase the distance a little bit, since it also feels ambiguous
  6. 01:45:803 (4) - Sound here deserves more than just a vertical slider, just something like you did in salad. I suggest to make this 2 notes, it should look like this
[Rain]
  1. 00:01:703 (1) - Move this just a little bit to right, since it's high pitch sound and so, requires more emphasize than previous 1/4 dashes.
  2. 01:27:803 (2,3) -; 01:23:003 (2,3) - I feel like it has lack of the distance compared to anything else in kiai, so increase the distance a little bit
  3. 01:32:303 (1,2,3,4) -; 01:37:103 (1,2,3,4) - This feels pretty easy again, due these are now not horizontal comapred to previous suggestion, but vertical. My suggestion to make a dash between (2) and (3) in both patterns
  4. 01:38:228 (5,1) - Ah, I don't find this any difficult for catching, but for rain level players 1/4 antiflow might be confusing a little bit. What about CTRL + G 01:38:303 (1) - and then rearranging the distances between 01:38:228 (5,1,2,1) -?
[Overdose]
  1. 00:01:628 (4,1) - Same as in the rain, increase a little bit for better emphasizing
  2. 00:19:703 (1) - Okay, starting from here I want to compare this part with Deluge diff (Eternal). In both difficulties it's one of the most intense parts in the whole map, but I do find Overdose is somewhat doesn't fit the spread compared to Eternal. Firstly, there's a lot more hdashes, like on every downbeat. One of my suggestiong to make Overdose a little bit nicer for the spread is to remove patterns like this 00:25:103 (1,2,3,4) - and keep it for higher difficulty, since it requires pretty high skill in timing and tapping, so yeah, it's up to you to change something, but still, I think it's quite awkward to have almost the same dense patterns in both diffs in this part
  3. 00:55:553 (3,4) - Meh, I find this too easy because of the sounds at 00:55:703 (4) -. Maybe you could increase a distance a little bit or something to make a better emphasize? The same goes for 00:57:953 (3,4) -.
    Meh, I suck at modding overdoses and above uwu. Also nice work at the end of this diff .o.
[Eternal]
  1. 00:56:753 (2,1) - Just decrease the distance a little bit, like a few pixels or so, since after completing an antiflow reverse 00:56:303 (1) - which is also coming after 1/4 dash, catching an antiflow dash 00:56:753 (2,1) - is quite killing lol.
  2. 01:42:653 (8,9) - I managed to catch this after 3rd try in tester. And no, I'm not that bad, I just feel like it's pretty hard to catch such a dense antiflow after 1/4 dash, again. Maybe decrease the distance a little bit?
Welp, that's it. I won't mod Eternal much since it's really nice imo and I don't want to ruin the style of it with my shitty modding uwu. uhoh, also I think you did better on 1/3 patterns in this diff than in Chronos .o.
Generally, good job Kyuare! Waiting to see it in ranked soon ;)
Topic Starter
Kyuare

Myle wrote:

aaaaa I'm late but oh well, let's finish it :)
[Salad]
  1. 00:01:403 (3,4) - So, is this supposed to be a dash? This distance is quite ambiguous, so I suggest you to move (4) to ~x304, or even farther. Also I think it should be a dash since (4) is quite high pitch sound and also it's placed on downbeat, so yeah, pretty good spot for a dash moved to x:280 instead for the consistency
  2. 00:41:603 (5) -; 00:50:903 (4) - To be honest, I don't think those is a good decision for a salad diff. Actually, this can be considered as anti flow dash, since newbie players will read this repeat slider as a whole pattern, so not everyone will just stay at the centre of this slider and just catch all 3 notes by standing at one place, I hope you got what I mean uwu. So, 00:50:903 (4) - here, for example, after they will turn to right for catching the end of the slider, they should immediately dash into the opposite direction to catch 00:51:503 (1) -, which is tottaly not recommended for a salad diff. I suggest you at least to make these reverse sliders more vertical or remove this antiflow at all. I asked some testplays from typical salad players and think that they are fine in this difficulty. The antiflow is here to emphasize the really strong beat, + it's the kiai so I think that I can keep them.

[Platter]
  1. 00:12:503 (1,1,1) - Aren't those supposed to be emhpasized somehow? There's high pitch sound on them, so I think you should increase the distance to them a little bit It will ruin the design if I emphasize it with more spacing, + the antiflow already enphasize it a bit. But I will consider a new pattern for it if more people highlight it.
  2. 00:23:303 (1,2) - I don't see any reasons to have such a pattern here. This is kinda awkward to see it, so I suggest you to move (2) right. Yes, there's no problem in catching it with this current pattern, but I really do find this pretty awkward to have this kinda stop movement in here indeed
  3. 01:27:953 (2,3) - Pretty ambiguous distance. Increase this a little bit, so it would be more clear it's a dash (it is, right?) I prefer to keep the same spacing as 01:26:303 (1,2) - for the consistency, I also don't find it ambiguous.
  4. 01:31:553 (2,3) - As far as I got your usage of dashes in kiai, you emphasized 01:21:953 (2) - those growing sounds with a dash, and so, I think you should remove the dash between 01:31:553 (2,3) -, just like there's no at 01:21:953 (2,3) - and 01:26:753 (2,3) -. Yes they are, you can see that i use 1.50x for all of them.
  5. 01:32:753 (2,3) - Isn't this supposed to be emphasized with dash to be consistent with previous patterns? Increase the distance a little bit, since it also feels ambiguous alright
  6. 01:45:803 (4) - Sound here deserves more than just a vertical slider, just something like you did in salad. I suggest to make this 2 notes, it should look like this sure
[Rain]
  1. 00:01:703 (1) - Move this just a little bit to right, since it's high pitch sound and so, requires more emphasize than previous 1/4 dashes. yes
  2. 01:27:803 (2,3) -; 01:23:003 (2,3) - I feel like it has lack of the distance compared to anything else in kiai, so increase the distance a little bit sure
  3. 01:32:303 (1,2,3,4) -; 01:37:103 (1,2,3,4) - This feels pretty easy again, due these are now not horizontal comapred to previous suggestion, but vertical. My suggestion to make a dash between (2) and (3) in both patterns a HDash would be inconsistent with other patterns, but I increased the spacing
  4. 01:38:228 (5,1) - Ah, I don't find this any difficult for catching, but for rain level players 1/4 antiflow might be confusing a little bit. What about CTRL + G 01:38:303 (1) - and then rearranging the distances between 01:38:228 (5,1,2,1) -? This one is fine since the previous pattern kinda introduce it.
[Overdose]
  1. 00:01:628 (4,1) - Same as in the rain, increase a little bit for better emphasizing done, fixed the following pattern accordingly
  2. 00:19:703 (1) - Okay, starting from here I want to compare this part with Deluge diff (Eternal). In both difficulties it's one of the most intense parts in the whole map, but I do find Overdose is somewhat doesn't fit the spread compared to Eternal. Firstly, there's a lot more hdashes, like on every downbeat. One of my suggestiong to make Overdose a little bit nicer for the spread is to remove patterns like this 00:25:103 (1,2,3,4) - and keep it for higher difficulty, since it requires pretty high skill in timing and tapping, so yeah, it's up to you to change something, but still, I think it's quite awkward to have almost the same dense patterns in both diffs in this part That's not really the same, the deluge diff have 1/4 movement where this one doesn't ex: 00:21:503 (1,2,3,4,5,6,7,8) - , they are more intense and more difficult than a linear 1/4 stream. I will consider changing it if more people highlight it but I prefer to keep it as it is atm.
  3. 00:55:553 (3,4) - Meh, I find this too easy because of the sounds at 00:55:703 (4) -. Maybe you could increase a distance a little bit or something to make a better emphasize? The same goes for 00:57:953 (3,4) -. The antiflow already emphasize it slighly, and I don't think it need more since the sound isn't that strong.
    Meh, I suck at modding overdoses and above uwu. Also nice work at the end of this diff .o.
[Eternal]
  1. 00:56:753 (2,1) - Just decrease the distance a little bit, like a few pixels or so, since after completing an antiflow reverse 00:56:303 (1) - which is also coming after 1/4 dash, catching an antiflow dash 00:56:753 (2,1) - is quite killing lol. just keep dashing and you will see that it's really easy :)
  2. 01:42:653 (8,9) - I managed to catch this after 3rd try in tester. And no, I'm not that bad, I just feel like it's pretty hard to catch such a dense antiflow after 1/4 dash, again. Maybe decrease the distance a little bit? same thing since it's the same pattern, you can just maintain the dash button and you will see that it's really easy. Patterns like this need to be taken in a different way.
Welp, that's it. I won't mod Eternal much since it's really nice imo and I don't want to ruin the style of it with my shitty modding uwu. uhoh, also I think you did better on 1/3 patterns in this diff than in Chronos .o.
Generally, good job Kyuare! Waiting to see it in ranked soon ;)
Thank you so much, that's a very helpful mod ! :)
Emiru
Bon je recommence le mod rip w

Eternal

01:45:503 (2) - x:360 ?

00:28:403 (5) - peut être autre chose ça fait bizarre sur le stream je te propose 00:28:103 (1,2,3,4) - en miroir

00:59:603 (1,2,3,4,5,6) - Les mouvements sont bizarre je pense que des triangle inversé c'est mieux https://osu.ppy.sh/ss/8494032

01:14:303 (1,2,3,4,5,6) - les gauche droite font tache je trouve j'ai une idée prend 01:14:303 (1,2) - met le 1 sur x:208 met le 3 et 4 en miroir et le 5 et 6 comme ça https://osu.ppy.sh/ss/8494041

Overdose

00:05:003 (4) - met le slider dans le même sens que le précédent je trouve ça plus joli :D

01:14:603 (4,5,6) - les reverses triangle sont méchant pour une overdose je trouve tu devrais nerf ;w; ( genre en idée de patern différent par exemple https://osu.ppy.sh/ss/8494105 ) pareil pour les autres sur la séquence 1/3 du coup ;w;

01:43:553 (1,2,3) - pour rendre la suite plus intense pourquoi pas les mettres dans l'autre sens tous simplement le son est plutôt faible sur le premier .

01:29:153 (3) - le patern est bizarre , je pense que mettre le 3 en x:440 est bien :D

Désolé j'ai pas trop la connaissance pour bien mod en dessous d'overdose ~
Vraiment bonne map surtout le deluge !
Topic Starter
Kyuare

Emiru wrote:

Bon je recommence le mod rip w

Eternal

01:45:503 (2) - x:360 ? très bonne idée

00:28:403 (5) - peut être autre chose ça fait bizarre sur le stream je te propose 00:28:103 (1,2,3,4) - en miroir nan je préfère garder le wiggle, ça donne un coté complexe que j'aime beaucoup et on peut la passer de différentes manières

00:59:603 (1,2,3,4,5,6) - Les mouvements sont bizarre je pense que des triangle inversé c'est mieux https://osu.ppy.sh/ss/8494032 en effet

01:14:303 (1,2,3,4,5,6) - les gauche droite font tache je trouve j'ai une idée prend 01:14:303 (1,2) - met le 1 sur x:208 met le 3 et 4 en miroir et le 5 et 6 comme ça https://osu.ppy.sh/ss/8494041 moi j'aime beaucoup, ça souligne bien les beat assez violents en fond et ça introduit les prochains 1/3

Overdose

00:05:003 (4) - met le slider dans le même sens que le précédent je trouve ça plus joli :D okay

01:14:603 (4,5,6) - les reverses triangle sont méchant pour une overdose je trouve tu devrais nerf ;w; ( genre en idée de patern différent par exemple https://osu.ppy.sh/ss/8494105 ) pareil pour les autres sur la séquence 1/3 du coup ;w; Je trouve que c'est pas si méchant que ça, on voit pas ça souvent mais il faut en mettre un peu pour le spread parce que dans la déluge ça spam beaucoup. Du coup j'en ai mit quelques uns faisables pour que le joueur puisse s'entraîner dessus.

01:43:553 (1,2,3) - pour rendre la suite plus intense pourquoi pas les mettres dans l'autre sens tous simplement le son est plutôt faible sur le premier . pourquoi pas

01:29:153 (3) - le patern est bizarre , je pense que mettre le 3 en x:440 est bien :Dça casserait la consistance vu que le dash doit être entre (3) et (4), et puis je le trouve pas bizarre :o

Désolé j'ai pas trop la connaissance pour bien mod en dessous d'overdose ~
Vraiment bonne map surtout le deluge !
Merci beaucoup bb ♥
autofanboy
Hello!

█ Optional to change --- █ Suggested to change --- █ Unrankable

[ General]

  • Background Image
  1. It is rankable with the current background setting, yet having a 16:9 ratio would be the best option, so you can make it into a resolution of 1366x768, as it is the most common setting.

    Design
  2. Disable 'Widescreen Support' in Cup, Salad, Platter, Rain and Overdose.

[ Cup]

  • Difficulty
  1. HP Drain should be 4 or less according to the Ranking Criteria.

    Gameplay
  2. 00:01:403 (3) - Slant this a bit to the vertical, the current one has wide movements which the beginners may find difficult.
  3. 00:05:003 (8) - ^
  4. 00:34:403 (7,1) - Reduce the distance here, it is really easy to miss the head of (1). I believe beginners will miss this very easily as they may move with a slight delay.
  5. 00:53:903 - 01:03:203 - The patterns are fine but I think the last two stanzas (00:58:703 - 01:03:203 - ) here are easier than the former two (00:53:903 - 00:58:403 - ). Perhaps you can swap these two parts so the latter two stanzas will be displayed first. Also this can form a great build-up section.
  6. 01:44:003 (3,4) - Move (4) a bit away from (3) so there will be some movements here. Currently it is quite static whereas the ending can be more intense, so having more movements would be a good solution. I would suggest moving 01:44:453 (4,1,2,3,4) - altogether to x:320 so you don't have to fix the later distances.

    New Combos
  7. Pay attention to some of the large combos, as combos should not exceed 8 objects for Cup. This rule is located in the Ranking Criteria.

    A very solid Cup, not many problems are found.

[ Salad]

  • Gameplay
  1. 00:02:003 - 00:05:153 - The distances between the triplets can be reduced in overall, the current ones are quite large and beginners may not be able to react that fast after catching a triplet part. Also this can create a better build-up by lowering the intensity right here.
  2. 00:23:303 (1,2,1) - Movement of 00:23:303 (1,2) - is a bit strange and the flow here can be hard to follow. Maybe you can change to something like this: *Screenshot.
  3. 00:29:153 (7,1) - Add a dash to emphasize (1) here? Or you can add dash at 00:29:303 (1,2) - to keep the difficulty here low.
  4. 00:29:603 - 00:33:503 - Same thing as 00:02:003 - 00:05:153 - .
  5. 00:42:653 (2,3) - Add a dash to emphasize the Finish cymbal at (3)?

[ Platter]

  • Gameplay
  1. 00:01:703 - 00:05:153 - The 1/2 distances between notes are quite ambiguous, I missed a couple of times because I didn't know whether I should tap dash button or not. Better if you reduce the distance if they are for walking, and increase slightly for the ones which require dashing.
  2. 00:53:903 - 01:03:353 - The same point as that in the Cup, maybe you want to swap the two parts in timeline so the build-up can be shown better?
  3. 01:38:303 (1,2,1,2,3) - The pattern is nice with some nice dashes, but I think you can reduce the distance of 01:38:753 (2,1) - slightly so it can be caught with a comfortable walk. The current one still allows walking but it is a close one.
  4. 01:40:703 (1,2,1,2) - ^
  5. 01:42:503 (3,4) - Movements at (3) are too small, which is quite easy to miss the HDash because players are not ready for it during the standing part at (3). A better option is to change (3) into a nice curve path, or slant (3) more to the horizontal.
  6. 01:44:003 (2,1) - The ending is catchable without dashing except 01:45:353 (3,4) - so I think you can make some spices by adding a dash here, also fits the song in my opinion.

[ Rain]

  • Gameplay
  1. 00:00:503 (1,2,3,4,5,6,1,2,3,4,5,6) - Nice curve paths yet I think the distance of 00:00:503 (1,2) - , 00:00:803 (5,6) - , 00:00:953 (1,2) - and 00:01:253 (5,6) - can be reduced slightly so the curve looks better in gameplay. You can achieve this by moving 00:00:503 (1) - , 00:00:878 (6) - to the right to x:344 and Ctrl+H them for the second curved stream.
  2. 00:06:053 (1,2,3) - Maybe change (2) into a vertical slider? This can cope with the antiflow developed in this pattern.
  3. 00:07:553 (1,2,3) - ^
  4. 01:38:003 (4,5,1,2,1,2,3) - A bit easy to miss the tail of (1) here if the players overshot. Maybe you can start off easy by slanting (1) more to the vertical, then making it gradually inclined after each 1/2 sliders?
  5. 01:40:703 (1,2,1,2,3) - ^

    A very clean Rain, I can barely find issues in this map unless being really nitpicky.

[ Overdose]

  • Gameplay
  1. 01:24:953 (4,1) - Add a dash?
  2. 01:38:303 (1,2,3,4,1,2,3,4) - It will be much cooler if you increase the distance of the 1/2 note patterns gradually after a jump?
  3. 01:40:703 (1,2,3,4,1,2,3,4) - ^

    Can't find any issues in this difficulty.

[ Leviathan]

  • Gameplay
  1. 01:02:003 (1,2,3,4,5,6) - Maybe use a pattern that is different from 01:01:103 (1,2,3,4,5,6) - ? As some difference is shown in 00:58:703 (1,2,3,4,5,6,1,2,3,4,5,6) - this part, so I think more variety here would be good to see too.
  2. 01:38:303 (1,2,3,4,1,2,3,4) - Same thing as mentioned in Overdose. Maybe it can become gradually intense?

    Barely able to find problems in this difficulty.

Good luck!
Topic Starter
Kyuare

alienflybot wrote:

Hello!

█ Optional to change --- █ Suggested to change --- █ Unrankable

[ General]

  • Background Image
  1. It is rankable with the current background setting, yet having a 16:9 ratio would be the best option, so you can make it into a resolution of 1366x768, as it is the most common setting. alright

    Design
  2. Disable 'Widescreen Support' in Cup, Salad, Platter, Rain and Overdose. wups

[ Cup]

  • Difficulty
  1. HP Drain should be 4 or less according to the Ranking Criteria. fixed

    Gameplay
  2. 00:01:403 (3) - Slant this a bit to the vertical, the current one has wide movements which the beginners may find difficult. indeed
  3. 00:05:003 (8) - ^ ^
  4. 00:34:403 (7,1) - Reduce the distance here, it is really easy to miss the head of (1). I believe beginners will miss this very easily as they may move with a slight delay. done
  5. 00:53:903 - 01:03:203 - The patterns are fine but I think the last two stanzas (00:58:703 - 01:03:203 - ) here are easier than the former two (00:53:903 - 00:58:403 - ). Perhaps you can swap these two parts so the latter two stanzas will be displayed first. Also this can form a great build-up section. nice idea
  6. 01:44:003 (3,4) - Move (4) a bit away from (3) so there will be some movements here. Currently it is quite static whereas the ending can be more intense, so having more movements would be a good solution. I would suggest moving 01:44:453 (4,1,2,3,4) - altogether to x:320 so you don't have to fix the later distances. alright

    New Combos
  7. Pay attention to some of the large combos, as combos should not exceed 8 objects for Cup. This rule is located in the Ranking Criteria. alright

    A very solid Cup, not many problems are found.

[ Salad]

  • Gameplay
  1. 00:02:003 - 00:05:153 - The distances between the triplets can be reduced in overall, the current ones are quite large and beginners may not be able to react that fast after catching a triplet part. Also this can create a better build-up by lowering the intensity right here. done
  2. 00:23:303 (1,2,1) - Movement of 00:23:303 (1,2) - is a bit strange and the flow here can be hard to follow. Maybe you can change to something like this: *Screenshot. did something similar but in my way
  3. 00:29:153 (7,1) - Add a dash to emphasize (1) here? Or you can add dash at 00:29:303 (1,2) - to keep the difficulty here low. I prefer to keep it as it is, adding a dash will ruin the design and (1) isn't that strong imo.
  4. 00:29:603 - 00:33:503 - Same thing as 00:02:003 - 00:05:153 - .
  5. 00:42:653 (2,3) - Add a dash to emphasize the Finish cymbal at (3)? done

[ Platter]

  • Gameplay
  1. 00:01:703 - 00:05:153 - The 1/2 distances between notes are quite ambiguous, I missed a couple of times because I didn't know whether I should tap dash button or not. Better if you reduce the distance if they are for walking, and increase slightly for the ones which require dashing. increased the spacing scaling from 1.5x to 1.6x, I hope it's less ambiguous now.
  2. 00:53:903 - 01:03:353 - The same point as that in the Cup, maybe you want to swap the two parts in timeline so the build-up can be shown better? done
  3. 01:38:303 (1,2,1,2,3) - The pattern is nice with some nice dashes, but I think you can reduce the distance of 01:38:753 (2,1) - slightly so it can be caught with a comfortable walk. The current one still allows walking but it is a close one. alright, reduced a bit
  4. 01:40:703 (1,2,1,2) - ^
  5. 01:42:503 (3,4) - Movements at (3) are too small, which is quite easy to miss the HDash because players are not ready for it during the standing part at (3). A better option is to change (3) into a nice curve path, or slant (3) more to the horizontal. changed it for a curved path
  6. 01:44:003 (2,1) - The ending is catchable without dashing except 01:45:353 (3,4) - so I think you can make some spices by adding a dash here, also fits the song in my opinion. done

[ Rain]

  • Gameplay
  1. 00:00:503 (1,2,3,4,5,6,1,2,3,4,5,6) - Nice curve paths yet I think the distance of 00:00:503 (1,2) - , 00:00:803 (5,6) - , 00:00:953 (1,2) - and 00:01:253 (5,6) - can be reduced slightly so the curve looks better in gameplay. You can achieve this by moving 00:00:503 (1) - , 00:00:878 (6) - to the right to x:344 and Ctrl+H them for the second curved stream. fixed in my way
  2. 00:06:053 (1,2,3) - Maybe change (2) into a vertical slider? This can cope with the antiflow developed in this pattern. the sligh antiflow effect is wanted here, it's here for the spread consistency between platter and overdose too. I will keep it as it is.
  3. 00:07:553 (1,2,3) - ^ ^
  4. 01:38:003 (4,5,1,2,1,2,3) - A bit easy to miss the tail of (1) here if the players overshot. Maybe you can start off easy by slanting (1) more to the vertical, then making it gradually inclined after each 1/2 sliders? fixed in my way
  5. 01:40:703 (1,2,1,2,3) - ^ ^

    A very clean Rain, I can barely find issues in this map unless being really nitpicky.

[ Overdose]

  • Gameplay
  1. 01:24:953 (4,1) - Add a dash? no because i can't hear any beat strong enough to deserve a dash
  2. 01:38:303 (1,2,3,4,1,2,3,4) - It will be much cooler if you increase the distance of the 1/2 note patterns gradually after a jump? I prefer to keep this effect for the Deluge, it's pretty shitmissable in a overdose imo, but it's a good idea
  3. 01:40:703 (1,2,3,4,1,2,3,4) - ^^

    Can't find any issues in this difficulty.

[ Leviathan]

  • Gameplay
  1. 01:02:003 (1,2,3,4,5,6) - Maybe use a pattern that is different from 01:01:103 (1,2,3,4,5,6) - ? As some difference is shown in 00:58:703 (1,2,3,4,5,6,1,2,3,4,5,6) - this part, so I think more variety here would be good to see too. I prefer the actual pattern for the consistency but if you have something to propose don't hesitate
  2. 01:38:303 (1,2,3,4,1,2,3,4) - Same thing as mentioned in Overdose. Maybe it can become gradually intense? good idea

    Barely able to find problems in this difficulty.

Good luck!
Awesome mod, very helpful.
Thank you very much :)
Moeruattack
#modreqs btw :3

Cup
I think I have not much to say cause its very clean cup :)

Maybe only 1 or 2,

00:34:703 (1) - Somehow only this one are different distance (1.36x) than other pattern (0.99x). Kinda high distance btw.
01:40:703 (1,2,3,4,1,2,3,4,5,6) - I prefer if its on right side but i guess thats intended :p

Salad
00:01:703 (4) - Should move a bit right to x:296, since its kinda a bit high distance for beginning of the song.
00:10:103 (1) - I think it flows better if its not a bit too straight, like a bit slang to the left.
00:44:303 (1) - Distance between previous slider might be questionable a bit, because the catcher might have timing issues on anti-flow pattern (the 00:36:803 (5) - seems fine for me). Maybe a bit lesser distance between them will be ok.
01:40:103 (5,5) - I expect a little bit more distance than previous slider (4), to emphasize beat.

Salad was good :)

Platter
00:33:803 (6) - Really wish for more distance but looks same as 00:32:603 (6) like move to x:424 (add h-dash seems nice.).

Platter was barely found any problem, great platter btw :)

I think I don`t find any problem on Rain,Overdose and Leviathan though, not going to picky about it lol.
Great mapset, good luck for ranking 8-)
Topic Starter
Kyuare

murutattack wrote:

#modreqs btw :3

Cup
I think I have not much to say cause its very clean cup :)

Maybe only 1 or 2,

00:34:703 (1) - Somehow only this one are different distance (1.36x) than other pattern (0.99x). Kinda high distance btw. it's here to emphasize the kiai time, the distance is indeed pretty high but it's still catchable for a cup player.
01:40:703 (1,2,3,4,1,2,3,4,5,6) - I prefer if its on right side but i guess thats intended :p Yes sorry, i prefer to keep it as it is for the consistency with spacing

Salad
00:01:703 (4) - Should move a bit right to x:296, since its kinda a bit high distance for beginning of the song. yes
00:10:103 (1) - I think it flows better if its not a bit too straight, like a bit slang to the left.alright, did the same for the next pattern too
00:44:303 (1) - Distance between previous slider might be questionable a bit, because the catcher might have timing issues on anti-flow pattern (the 00:36:803 (5) - seems fine for me). Maybe a bit lesser distance between them will be ok. I think that it's fine because the song is also very intense too, the jump is also walkable without dash.
01:40:103 (5,5) - I expect a little bit more distance than previous slider (4), to emphasize beat. done

Salad was good :)

Platter
00:33:803 (6) - Really wish for more distance but looks same as 00:32:603 (6) like move to x:424 (add h-dash seems nice.). added a HDash but not at x:424

Platter was barely found any problem, great platter btw :)

I think I don`t find any problem on Rain,Overdose and Leviathan though, not going to picky about it lol.
Great mapset, good luck for ranking 8-)
Thank you ! :)
Ascendance
placeholder!
Ascendance
Hihi

Sorry for late, no formatting for now ;w; I won't nitpick, the set is nice, just gonna point out stuff I noticed.

General:

  1. HP6.5 doesnt do anything on overdose, make it either 6 or 7 please!
  2. The word "Laevateinn" does not translate to "Leviathan", meaning the top diff name is irrelevant. The song name translates directly to "Lilieze and her Fire Dragon", so maybe something to do with fire would be cool.
  3. Tick Rate 2 would also be good imo
Leviathan:

  1. 00:39:203 (1,2,1,2) - not having a note on 00:39:653 - in the top diff makes this pattern feel awkward with such a long break. Adding a note there to account for the low sound would be nice.
  2. 00:40:703 (1,2,3,4,5,6) - Not a fan of this pattern, the low movement out of such a high impact section really throws me off. I think changing them to repeat sliders would be nice
  3. 00:58:703 (1,2,3,4,5,6) - Same as above I guess
  4. 00:54:503 (1,2,3,4) - x:204? Distance between 00:54:353 (2,1) - seems very high
  5. 01:42:803 (9,10) - x:212 for similar reasons
  6. 01:45:353 (1,2,3) - imo this part is not as intense as the previous parts using these hyperdashes, I think keeping them as high impact regular dashes would be fine with 01:45:653 (3,4,5) - being the hyper pattern.
Overdose:

  1. 00:38:753 (2,3,4,5,6,7,8,9) - The stream is pretty ugly tbh, more curve and movement within it would be great
  2. 01:13:103 (1,2,3) - If I'm honest, I think the triples in this section are too clumped together. It's very easy to overshoot them as they are, so I think moving the second note in each triple out 2 grids or so would be much better. This goes for all of them like this.
  3. nice diff
Rain:

  1. 01:04:703 (1) - pretty aids slider lol not to mention I think it would be better as a repeat slider to hit that red tick sound
  2. 01:20:303 (1,2,3,4,5,6,1,2,3,4,5,6) - 4 Hypers in a row when even the most intense part didn't have this kind of chain is a bit odd to me. I'd just make it into 2 patterns of 6 instead of 3/3/3/3
  3. 01:45:803 (4) - I think that you could split this into 2 and still do the hyperdash thing you've done in the other top diffs
Platter:

  1. 00:34:403 (8,1) - I'd prefer if 1 is tilted more to the right to be able to catch the pattern a bit better
  2. 00:59:153 (2,3) - not a big fan of this, it's kind of antiflow-y since 00:59:153 (2) - goes the opposite way of where the player is expected to move
  3. 01:01:553 (2,3) - copypaste lol
  4. 01:03:353 (5,1) - also pretty hard since 1 is against the wall, could you try moving it away a bit and making it curved for a better catch placement?
Salad:

  1. 00:01:403 (3,4) - Dash here would be nice to that finish
  2. 00:33:953 - I wish was a circle so you could have a dash for it T_T such a strong noise
  3. 00:39:503 - Same here, you dashed to it in the previous sequence but not here
  4. 00:51:503 (1,2,3) - Moving this away from the wall would be great, it's squished rn
  5. 01:14:303 (4,1) - Dash?
  6. 01:20:303 (2,3,4,5,6,7,8,9) - This kind of snapping isn't really recommended in a salad :x This many notes could be a bit too complex.
Cup seems okay I guess, maybe a bit dense but should be okay

GL!
Topic Starter
Kyuare

Ascendance wrote:

Hihi

Sorry for late, no formatting for now ;w; I won't nitpick, the set is nice, just gonna point out stuff I noticed.

General:

  1. HP6.5 doesnt do anything on overdose, make it either 6 or 7 please! alright
  2. The word "Laevateinn" does not translate to "Leviathan", meaning the top diff name is irrelevant. The song name translates directly to "Lilieze and her Fire Dragon", so maybe something to do with fire would be cool. well let's take Laevateinn
  3. Tick Rate 2 would also be good imo okay, did it for overdose and deluge
Leviathan:

  1. 00:39:203 (1,2,1,2) - not having a note on 00:39:653 - in the top diff makes this pattern feel awkward with such a long break. Adding a note there to account for the low sound would be nice. It's actually what I wanted to do, I find that this break coupled by the absence of movement gives an original effect that fit well with the song
  2. 00:40:703 (1,2,3,4,5,6) - Not a fan of this pattern, the low movement out of such a high impact section really throws me off. I think changing them to repeat sliders would be nice I prefer this pattern because it gives more diversity, we already have a repeat slider pattern before: 00:39:803 (2,3) - and you can hear that there are no strong beat on red ticks.
  3. 00:58:703 (1,2,3,4,5,6) - Same as above I guess same
  4. 00:54:503 (1,2,3,4) - x:204? Distance between 00:54:353 (2,1) - seems very high I want this pattern to be catch by holding the dash button, it's really easy if you do it. But I will consider changing it if more people point it out.
  5. 01:42:803 (9,10) - x:212 for similar reasons same thing
  6. 01:45:353 (1,2,3) - imo this part is not as intense as the previous parts using these hyperdashes, I think keeping them as high impact regular dashes would be fine with 01:45:653 (3,4,5) - being the hyper pattern. alright
Overdose:

  1. 00:38:753 (2,3,4,5,6,7,8,9) - The stream is pretty ugly tbh, more curve and movement within it would be great that's rude :( curved a bit more
  2. 01:13:103 (1,2,3) - If I'm honest, I think the triples in this section are too clumped together. It's very easy to overshoot them as they are, so I think moving the second note in each triple out 2 grids or so would be much better. This goes for all of them like this. alright
  3. nice diff
Rain:

  1. 01:04:703 (1) - pretty aids slider lol not to mention I think it would be better as a repeat slider to hit that red tick sound Well it's still a rain, I think that it will be too intense with this BPM. It's also linked with 01:04:703 (1) -
  2. 01:20:303 (1,2,3,4,5,6,1,2,3,4,5,6) - 4 Hypers in a row when even the most intense part didn't have this kind of chain is a bit odd to me. I'd just make it into 2 patterns of 6 instead of 3/3/3/3 they are actually 1/3 so it's less intense than a 1/4, we also have the same pattern before: 01:16:703 (1,2,3,4,5,6) - and 01:17:903 (1,2,3,4,5,6) - so I think that it's fine to have them again. It's also for the spread, because we have antiflow triplets with overdose.
  3. 01:45:803 (4) - I think that you could split this into 2 and still do the hyperdash thing you've done in the other top diffs nice
Platter:

  1. 00:34:403 (8,1) - I'd prefer if 1 is tilted more to the right to be able to catch the pattern a bit better alright
  2. 00:59:153 (2,3) - not a big fan of this, it's kind of antiflow-y since 00:59:153 (2) - goes the opposite way of where the player is expected to move I think that the antiflow is very soft since they are 1/1 sliders, I want to keep them because it really fit the song
  3. 01:01:553 (2,3) - copypaste lol #consistency :^)
  4. 01:03:353 (5,1) - also pretty hard since 1 is against the wall, could you try moving it away a bit and making it curved for a better catch placement? sure
Salad:

  1. 00:01:403 (3,4) - Dash here would be nice to that finish indeed
  2. 00:33:953 - I wish was a circle so you could have a dash for it T_T such a strong noise It's indeed a strong beat but not enough to deserve a dash. The BPM is high too so I'm pretty picky about using the dash
  3. 00:39:503 - Same here, you dashed to it in the previous sequence but not here It's linked with 00:41:603 (5) - because of the new stanza
  4. 00:51:503 (1,2,3) - Moving this away from the wall would be great, it's squished rn indeed
  5. 01:14:303 (4,1) - Dash? 1/3 dash 200BPM are unrankable
  6. 01:20:303 (2,3,4,5,6,7,8,9) - This kind of snapping isn't really recommended in a salad :x This many notes could be a bit too complex. Well I think that it's fine thanks to the linear pattern, it's easy to catch and not intense. I will consider changing it if more people highlight it.
Cup seems okay I guess, maybe a bit dense but should be okay blame BPM :jk:

GL!
Thank you very much for this awesome mod.
-Sh1n1-
Map suggested by Spectator on our queue: "[CTB] Recommend us a beatmap to mod!"



General

  1. 00:34:703 - put kiai on red line too, it's currently unrankable.

Cup

  1. 00:19:403 (5,1) - is really good that you are working with distances now, the quality is very high, but you should work with 2 kind of distances, 1.00x works fine as a normal transition but don't you think that strong sounds / cymbals / high vocal pitches, deserve more enphasis? considering your bpm, I won't suggest you to increase the distance a lot, just something to mark the difference with normal transitions, e.g. what do you think about 1.30x or 1.40x between 00:19:403 (5,1) -? 00:19:703 - is very important cause is the beginning of a new section and should be enphasized with more distance. something as you did on 00:34:403 (5,1) -
  2. 00:44:303 - 01:21:503 - these cymbals are totally different from the rest on the map and should be enphasized with a distance around 1.30x or 1.40x
  3. 01:19:703 (1,2) - reduce to 0.90x (if you could reduce a bit more, it will be better), the sound of 01:19:103 - is stronger than 01:20:303 -, why they have the same distance? also the current movement is a bit unconfortable cause 01:20:303 (2) - is too close to the limit.
  4. Can you give me an explanation of why CS is 2.6? just minor but change to 2.5 please, it will be more confortable for beginners and also will reduce 0.01 stars, and you will need it to keep the easy icon if you apply my previous suggestions.

Salad

  1. 00:08:003 (4,1) - vs 00:08:753 (2,1) - both have the same sound on 00:08:303 - and 00:09:053 - respectively, my suggestion is reduce the distance between 00:08:753 (2,1) - to keep consistency with 00:08:003 (4,1) -
  2. 00:33:653 (2,3) - keep using 1.30x, 00:34:253 - doesn't deserve a jump.
  3. 00:34:703 - the whole first kiai is really confusing cause you are skipping the cymbals, but after taking a look to 00:39:503 -, you can't skip such sound cause this is the beginning of the second half of the kiai and need enphasis as 00:34:403 (4,1) -, also why 00:39:803 - is a jump now while 00:35:003 - was a slider-end? please try to be constant on this kiai
  4. 01:29:303 (3,4) - this part doesn't deserve jump to keep consistency with 01:27:203 (3,4) -, you were using jump every two patterns, 01:26:303 - jump, 01:27:503 - no jump, 01:28:703 - jump, 01:29:603 - no jump, also you weren't following every cymbal, if not take a look to 01:23:903 -, just too much jump in a row for a salad diff.
  5. 01:42:503 (5,6) - reduce this distance, current distance is too long imo, also it have a second purpose cause stack doesn't fit the song on 01:43:103 (6,1) -, so you can press ctrl+h to 01:43:553 (1,2,3,4,5,6,7,8) - and then move everything a bit to the left to re-adjust the distance with 01:43:103 (6) - that should be around 1.30x.

Platter

  1. from 00:20:303 - to 00:29:303 - Can I ask why this part is on 1/3? keep using 1/4 as higher diffs please.
  2. 00:41:903 (6,1) - reduce this distance, keep consistency with 00:39:503 (4,1) -, currently is a tedious movement for a platter diff cause you have an hyperdash before this jump.
  3. 01:05:753 (6,1,2,3,4) - I don't recommend you more distance between 01:05:903 (1,2) - cause you have a hyper dash on the previous objects, so at this kind of diffs, also reconsidering the BPM, It's better to put a normal transition to make smoother movements, then you should reduce to 1.00x at 01:06:503 (3,4) - too cause you are mapping based on consistency as I saw.
  4. 01:10:703 (1,2,3,4) - same as above.

Rain

  1. 00:34:253 (2,3) - I recommend you to remove the current hyperdash, the reason is for spread, Leviathan, Overdose and Rain have the same pattern.
  2. 00:37:103 (1,2) - they doesn't deserve hyperdash, feels overenphasized.
  3. 01:07:853 - add clap
  4. 01:08:153 - remove clap, 01:07:853 - and 01:08:003 - are enough.

Overdose

  1. 01:05:753 - why clap if there isn't a sound that supports it? remove it pls.
  2. 01:08:003 - clap instead of whistle.
  3. 01:08:153 - remove clap here, the current sound isn't strong as 01:07:853 - or 01:08:003 -, so you should demostrate the difference between them

Leviathan

  1. 00:07:553 (1,2,3,4,5) - reduce this distance, I consider this jumps as "edge jumps" cause there is a very large spacing between each objects and the first object must be caught with the edge of the plate in order to catch the second object at all. Following the ranking criteria: Edge dashes may be used with caution for a maximum of three consecutive objects, and should not be used in conjunction with hyperdashes, currently you have more than 3 edge dashes with hyperdashes at the beginning and at the end, so you must reduce the current distances.
  2. 00:08:303 (1,2,3,4,5) - same as above.
  3. 00:34:703 (1) - can you slant it a bit more, the reason is because as I told you on Rain, this part is identically the same as Overdose, but also the movement at Overdose is harder cause there is an antiflow after the hyperdash while here not, so my purpose is adding more distance here, +0.20x of distance is enough imo just to avoid repetitive pattern, I won't be picky on the rest cause this is the most noticeable at playing.
  4. 01:08:003 - clap instead of whistle. This part is very inconsistent throughout the whole set, if you can re-check your hitsounds will be awesome.
  5. 01:41:153 (4,5) - hyperdash should be here, not between 01:41:003 (3,4) -, keeping consistency with your previous patterns, it's weird if you enphasize one sound first and then you put hyperdashes to follow another sound
  6. 01:41:603 (1,2) - same as above, hyperdash here fits the song better, also why only 2 hyperdashes are destroying your consistency? cause 01:42:053 (4,5) - it's perfectly fine and keep consistency with previous patterns.

The set is ready imo, Call me back.
Topic Starter
Kyuare

-Sh1n1- wrote:

Map suggested by Spectator on our queue: "[CTB] Recommend us a beatmap to mod!"



General

  1. 00:34:703 - put kiai on red line too, it's currently unrankable. done

Cup

  1. 00:19:403 (5,1) - is really good that you are working with distances now, the quality is very high, but you should work with 2 kind of distances, 1.00x works fine as a normal transition but don't you think that strong sounds / cymbals / high vocal pitches, deserve more enphasis? considering your bpm, I won't suggest you to increase the distance a lot, just something to mark the difference with normal transitions, e.g. what do you think about 1.30x or 1.40x between 00:19:403 (5,1) -? 00:19:703 - is very important cause is the beginning of a new section and should be enphasized with more distance. something as you did on 00:34:403 (5,1) - indeed, fixed for every new section but I will keep equal spacing for some cymbals for the design (they are actually less intense than a new section so it's fine)
  2. 00:44:303 - 01:21:503 - these cymbals are totally different from the rest on the map and should be enphasized with a distance around 1.30x or 1.40x sure
  3. 01:19:703 (1,2) - reduce to 0.90x (if you could reduce a bit more, it will be better), the sound of 01:19:103 - is stronger than 01:20:303 -, why they have the same distance? also the current movement is a bit unconfortable cause 01:20:303 (2) - is too close to the limit. alright, fixed
  4. Can you give me an explanation of why CS is 2.6? just minor but change to 2.5 please, it will be more confortable for beginners and also will reduce 0.01 stars, and you will need it to keep the easy icon if you apply my previous suggestions. actually it was for the spread but I think that it's fine if it's by 0.1, I also want to keep the easy icon so it's a good idea thanks

Salad

  1. 00:08:003 (4,1) - vs 00:08:753 (2,1) - both have the same sound on 00:08:303 - and 00:09:053 - respectively, my suggestion is reduce the distance between 00:08:753 (2,1) - to keep consistency with 00:08:003 (4,1) - not really we can clearly hear that 00:09:053 - is stronger + it's a new section. I will keep more spacing for it.
  2. 00:33:653 (2,3) - keep using 1.30x, 00:34:253 - doesn't deserve a jump.alright
  3. 00:34:703 - the whole first kiai is really confusing cause you are skipping the cymbals, but after taking a look to 00:39:503 -, you can't skip such sound cause this is the beginning of the second half of the kiai and need enphasis as 00:34:403 (4,1) -, also why 00:39:803 - is a jump now while 00:35:003 - was a slider-end? please try to be constant on this kiai 2 dash in a row for a Salad at 200BPM is way too intense and hard for beginners, I will put only one at the beginning of the kiai for the consistency and the new section but no more because they are really hard.
  4. 01:29:303 (3,4) - this part doesn't deserve jump to keep consistency with 01:27:203 (3,4) -, you were using jump every two patterns, 01:26:303 - jump, 01:27:503 - no jump, 01:28:703 - jump, 01:29:603 - no jump, also you weren't following every cymbal, if not take a look to 01:23:903 -, just too much jump in a row for a salad diff. indeed, fixed
  5. 01:42:503 (5,6) - reduce this distance, current distance is too long imo, also it have a second purpose cause stack doesn't fit the song on 01:43:103 (6,1) -, so you can press ctrl+h to 01:43:553 (1,2,3,4,5,6,7,8) - and then move everything a bit to the left to re-adjust the distance with 01:43:103 (6) - that should be around 1.30x. done

Platter

  1. from 00:20:303 - to 00:29:303 - Can I ask why this part is on 1/3? keep using 1/4 as higher diffs please. 1/3 are less intense than 1/4, I find it important because we have a high BPM song, we can also hear 1/3 sounds at the background so it's justified
  2. 00:41:903 (6,1) - reduce this distance, keep consistency with 00:39:503 (4,1) -, currently is a tedious movement for a platter diff cause you have an hyperdash before this jump. done
  3. 01:05:753 (6,1,2,3,4) - I don't recommend you more distance between 01:05:903 (1,2) - cause you have a hyper dash on the previous objects, so at this kind of diffs, also reconsidering the BPM, It's better to put a normal transition to make smoother movements, then you should reduce to 1.00x at 01:06:503 (3,4) - too cause you are mapping based on consistency as I saw. I made them for the spread between Salad and Rain, the transition is already smooth because there are no tricky antiflows or something similar, reducing it to 1.00x will break the consistency because I use 1.50x for Clap sounds.
  4. 01:10:703 (1,2,3,4) - same as above. same thing

Rain

  1. 00:34:253 (2,3) - I recommend you to remove the current hyperdash, the reason is for spread, Leviathan, Overdose and Rain have the same pattern. done
  2. 00:37:103 (1,2) - they doesn't deserve hyperdash, feels overenphasized. why ? we can clearly hear the strong beat here and i did the same for the next one.
  3. 01:07:853 - add clapalright
  4. 01:08:153 - remove clap, 01:07:853 - and 01:08:003 - are enough. sure

Overdose

  1. 01:05:753 - why clap if there isn't a sound that supports it? remove it pls. done
  2. 01:08:003 - clap instead of whistle. done
  3. 01:08:153 - remove clap here, the current sound isn't strong as 01:07:853 - or 01:08:003 -, so you should demostrate the difference between them it is actually strong too, maybe even stronger than 01:07:853 -

Leviathan

  1. 00:07:553 (1,2,3,4,5) - reduce this distance, I consider this jumps as "edge jumps" cause there is a very large spacing between each objects and the first object must be caught with the edge of the plate in order to catch the second object at all. Following the ranking criteria: Edge dashes may be used with caution for a maximum of three consecutive objects, and should not be used in conjunction with hyperdashes, currently you have more than 3 edge dashes with hyperdashes at the beginning and at the end, so you must reduce the current distances. nerfed the spacing scaling a bit, but actually it's not a edge jump, you just need to keep dashing and it's easy to catch
  2. 00:08:303 (1,2,3,4,5) - same as above. I will keep these spacing for this one because it's clearly stronger than the previous one, it's also easily catchable if you hold the dash button
  3. 00:34:703 (1) - can you slant it a bit more, the reason is because as I told you on Rain, this part is identically the same as Overdose, but also the movement at Overdose is harder cause there is an antiflow after the hyperdash while here not, so my purpose is adding more distance here, +0.20x of distance is enough imo just to avoid repetitive pattern, I won't be picky on the rest cause this is the most noticeable at playing.alright
  4. 01:08:003 - clap instead of whistle. This part is very inconsistent throughout the whole set, if you can re-check your hitsounds will be awesome. alright
  5. 01:41:153 (4,5) - hyperdash should be here, not between 01:41:003 (3,4) -, keeping consistency with your previous patterns, it's weird if you enphasize one sound first and then you put hyperdashes to follow another sound done
  6. 01:41:603 (1,2) - same as above, hyperdash here fits the song better, also why only 2 hyperdashes are destroying your consistency? cause 01:42:053 (4,5) - it's perfectly fine and keep consistency with previous patterns. alright

The set is ready imo, Call me back.
Awesome, thank you very much.
-Sh1n1-
Little re-check before bubble

Kyuare wrote:

-Sh1n1- wrote:

Salad

  1. 00:34:703 - the whole first kiai is really confusing cause you are skipping the cymbals, but after taking a look to 00:39:503 -, you can't skip such sound cause this is the beginning of the second half of the kiai and need enphasis as 00:34:403 (4,1) -, also why 00:39:803 - is a jump now while 00:35:003 - was a slider-end? please try to be constant on this kiai 2 dash in a row for a Salad at 200BPM is way too intense and hard for beginners, I will put only one at the beginning of the kiai for the consistency and the new section but no more because they are really hard. you missunderstand me here, I'm suggesting to enphasize 00:39:503 - with jump, not 00:39:803 - as you did on 00:34:403 (4,1,2) -

Platter

I forgot: AR8 to fix spread.

  1. from 00:20:303 - to 00:29:303 - Can I ask why this part is on 1/3? keep using 1/4 as higher diffs please. 1/3 are less intense than 1/4, I find it important because we have a high BPM song, we can also hear 1/3 sounds at the background so it's justified talked in pm, by your own risk, just pointing out again to don't forget that I told you to avoid 1/3 xd forget it, I'm baka~~

Rain

  1. 01:08:153 - remove clap, 01:07:853 - and 01:08:003 - are enough. sure

Overdose

  1. 01:08:153 - remove clap here, the current sound isn't strong as 01:07:853 - or 01:08:003 -, so you should demostrate the difference between them it is actually strong too, maybe even stronger than 01:07:853 - hmm? remove clap for consistency with your reply on Rain, also with other diffs pls xd.

The set is ready imo, Call me back.
Awesome, thank you very much.
Topic Starter
Kyuare

-Sh1n1- wrote:

Little re-check before bubble

Salad

  1. 00:34:703 - the whole first kiai is really confusing cause you are skipping the cymbals, but after taking a look to 00:39:503 -, you can't skip such sound cause this is the beginning of the second half of the kiai and need enphasis as 00:34:403 (4,1) -, also why 00:39:803 - is a jump now while 00:35:003 - was a slider-end? please try to be constant on this kiai 2 dash in a row for a Salad at 200BPM is way too intense and hard for beginners, I will put only one at the beginning of the kiai for the consistency and the new section but no more because they are really hard. you missunderstand me here, I'm suggesting to enphasize 00:39:503 - with jump, not 00:39:803 - as you did on 00:34:403 (4,1,2) - oh, alright

Platter

I forgot: AR8 to fix spread.

  1. from 00:20:303 - to 00:29:303 - Can I ask why this part is on 1/3? keep using 1/4 as higher diffs please. 1/3 are less intense than 1/4, I find it important because we have a high BPM song, we can also hear 1/3 sounds at the background so it's justified talked in pm, by your own risk, just pointing out again to don't forget that I told you to avoid 1/3 xd forget it, I'm baka~~

Rain

  1. 01:08:153 - remove clap, 01:07:853 - and 01:08:003 - are enough. sure

Overdose

  1. 01:08:153 - remove clap here, the current sound isn't strong as 01:07:853 - or 01:08:003 -, so you should demostrate the difference between them it is actually strong too, maybe even stronger than 01:07:853 - hmm? remove clap for consistency with your reply on Rain, also with other diffs pls xd. whups alright :d

The set is ready imo, Call me back.
Done !
-Sh1n1-
Little IRC with kyuare in game, everything looks fine to me except the thing mentioned on platter xd ayy

ZiRoX
Popping the bubble as I noticed some issues when I testplayed yesterday. Bolded stuff is what I deem most critical, including some unrankables.

[General]
  1. There are conflicting timing points in the Salad at 00:34:703 -. Furthermore, I noticed that the uninherited (red) timing point there actually does nothing: doesn't change the BPM, the offset nor the signature, so it's useless. Delete that uninherited timing point in all diffs.
[Cup]
  1. 00:06:353 (3,1) - I would reduce this distance a bit, as the direction change can make it a bit hard to catch for players of this level.
  2. I'd reduce the distance of some 2/1 spacings a little bit, for example, those in 00:10:103 (1,2) -, 00:11:303 (3,4) -, 00:24:503 (1,2,3) - or 00:49:103 (3,1) - (non-exhaustive listing).
  3. 00:25:703 (3,4) - Reduce this spacing, as it is quite large compared to similar parts and can leave players in an uncomfortable position before moving to the next object, which also involves direction changes.
  4. 00:58:703 (1,2,3,4) - I'd put these a bit closer, to add some leniency on the pattern, especially for (1,2) since it comes after a 1/2 movement. Should also apply for the repetition at 01:01:103 (1) - .
[Salad]
  1. Reduce the distance after 1/2 dashes, to add some leniency should players overshoot the dash. Keep in mind that Salads are intended to teach players to dash, so they don't control it that well. Examples of this are 00:34:703 (1,2) -, 00:39:503 (4,1) -, 00:41:903 (6,1) - and 00:44:303 (1,2) - (again, non-exhaustive listing).
  2. 00:42:653 (2,3,1) - These dashes are inconsistent with previous patterns, so I'd take them out.
  3. 00:48:803 (7) - I think you missed a good chance to add a dash to the downbeat here.
  4. 01:08:003 (4,5,6) - (5) is stronger than (6), so (4,5) should be a larger distance than (5,6).
  5. 01:13:103 (1,2) - This is quite a large distance, in fact it's actually larger than the distance a slider would have, reduce it.
  6. 01:14:303 (4,1,2) - These are 1/3 dashes, which are way too hard for a Salad considering the BPM of this song, so keep the pattern walkable.
  7. 01:30:353 (2,3) - This is a bit hard to catch, and (3) is a really weak sound, so I'd delete it.
  8. 01:43:103 (6,1) - Really ambiguous distance here, I'd reduce it a bit to make it more clearly walkable.
[Platter]
  1. 00:00:503 (1,2,3,4,5) - Feels a bit hard for the start. I'd keep distances such as 00:00:503 (1,2) - at x1.00 and distances like 00:00:803 (2,3) - at x1.70, to make the dashes a bit clearer.
  2. 00:06:803 (1,2) - Reduce the distance a bit, to make it more easily walkable. Also applies for 00:09:053 (1,2) - .
  3. Some sliders are a bit demanding in accuracy, which isn't really fitting for a Platter yet. Some examples are 00:13:103 (3) - , 00:14:303 (3) -, and 00:14:903 (1,3,4) - (again, non-exhaustive listing).
  4. 00:19:303 (3,4,5,6) - Considering the change in snapping, I'd reduce the distances to make it more easily walkable, particularly the 1/4 triplet, which can be easy to miss.
  5. 00:29:303 (1,2,3,4,5) - Not a big fan of these symmetric patterns, as it misses emphasis on some notes. In this case, (2,3) should be larger than (1,2) because (3) is stronger. Also applies for the following patterns.
  6. 00:32:303 (5,6) - Is this intended to be dashed or walked? It feels a bit ambiguous for a Platter as it is now. Similar stuff with 00:37:103 (1,2,3,4,5,6) - and 00:46:703 (1,2,3) - (and it's repetition).
  7. 00:47:603 (5,6) - The sudden increase in distance leaves this with a rather ambiguous and uncomfortable distance, especially considering (6) has an hyperdash on it. Reduce the spacing. Also applies for 00:52:403 (5,6) -
  8. For the whole section starting at 01:14:403 -, I'd reduce the distance because some of the patterns aren't that easy to catch by walking, for example 01:14:803 (7,1,2,3,4,5,6,1) -.
  9. 01:21:403 (6,1) - I think you're missing a good chance to add an HDash to mark the beginning of the Kiai. I would delete 01:21:403 (6) - and move (1) around to create an HDash between 01:21:303 (5,1) - .
  10. 01:43:103 (7,1) - I'd reduce this distance to add some leniency after the HDash.
[Overdose]
  1. 00:40:253 (2) - I would make this a 1/2 repeat slider instead, as a proper fruit is easier to catch than a drop considering the antiflow after the HDash.
  2. 00:46:703 (1) - Why is this a 3/4 slider? Should be a 1/2 one, and even on the top diff you don't have an extended slider. Also applies for 00:51:503 (1) -, 00:53:903 (1) - and 00:56:303 (1) -
[Laevateinn]
  1. 00:39:803 (2) - Same comment as in the Overdose
  2. 00:54:503 (3,4,5,6) - I think the 3/2 sounds are way more strong than the drumroll, so I'd delete (3,5,6). Also applies for 00:56:903 (3,4,5,6) - .
  3. 01:16:703 (1,2,3,4,5,6) - Why are these paired as doublets? The stronger sound is at (4), so they should be split in (1,2,3) and (4,5,6) like you've done, for example, on 01:13:103 (1,2,3,4,5,6) - . Also applies for 01:17:903 (1,2,3,4,5,6) -
  4. 01:41:003 (3,6,3) - These are overmapped. Delete them.
As far as I know Benny is also going to take a look at this. -Sh1n1- should be allowed to rebubble/qualify provided that the bolded issues get fixed.

Good luck!
Topic Starter
Kyuare

ZiRoX wrote:

Popping the bubble as I noticed some issues when I testplayed yesterday. Bolded stuff is what I deem most critical, including some unrankables.

[General]
  1. There are conflicting timing points in the Salad at 00:34:703 -. Furthermore, I noticed that the uninherited (red) timing point there actually does nothing: doesn't change the BPM, the offset nor the signature, so it's useless. Delete that uninherited timing point in all diffs. alright
[Cup]
  1. 00:06:353 (3,1) - I would reduce this distance a bit, as the direction change can make it a bit hard to catch for players of this level. I already nerfed it from 0.10x and I prefer to keep the same spacing for the consistency. The direction change isn't that hard tho, no one shitmissed here.
  2. I'd reduce the distance of some 2/1 spacings a little bit, for example, those in 00:10:103 (1,2) -, 00:11:303 (3,4) -, 00:24:503 (1,2,3) - or 00:49:103 (3,1) - (non-exhaustive listing). same justification I prefer to keep same spacing for consistency and they aren't hard (maybe for the kiai but since it's a intense part i want to keep it sorry)
  3. 00:25:703 (3,4) - Reduce this spacing, as it is quite large compared to similar parts and can leave players in an uncomfortable position before moving to the next object, which also involves direction changes. alright nerfed by ~0.10x
  4. 00:58:703 (1,2,3,4) - I'd put these a bit closer, to add some leniency on the pattern, especially for (1,2) since it comes after a 1/2 movement. Should also apply for the repetition at 01:01:103 (1) - . I agree, nerfed them from ~0.10x
[Salad]
  1. Reduce the distance after 1/2 dashes, to add some leniency should players overshoot the dash. Keep in mind that Salads are intended to teach players to dash, so they don't control it that well. Examples of this are 00:34:703 (1,2) -, 00:39:503 (4,1) -, 00:41:903 (6,1) - and 00:44:303 (1,2) - (again, non-exhaustive listing). They are already easily walkable but I agree that it can be a bit tricky for beginners. I still want to keep some spacing but will just nerf it by ~>0.10x
  2. 00:42:653 (2,3,1) - These dashes are inconsistent with previous patterns, so I'd take them out. It's a new section, there are more strong beats than the previous one, and I wanted to use them for more diversity.
  3. 00:48:803 (7) - I think you missed a good chance to add a dash to the downbeat here. I want to keep it as it is for consistency with other strong beat, it's also for the difficulty spread because a dash here would be really hard.
  4. 01:08:003 (4,5,6) - (5) is stronger than (6), so (4,5) should be a larger distance than (5,6). I prefer to keep equal spacing for the design,
    5 is indeed a bit stronger than 6 but I think that it's fine to keep it.
  5. 01:13:103 (1,2) - This is quite a large distance, in fact it's actually larger than the distance a slider would have, reduce it. It's the same spacing than the other one and they are both fine, it's easily walkable.
  6. 01:14:303 (4,1,2) - These are 1/3 dashes, which are way too hard for a Salad considering the BPM of this song, so keep the pattern walkable. They are actually walkable.
  7. 01:30:353 (2,3) - This is a bit hard to catch, and (3) is a really weak sound, so I'd delete it. I won't delete it because I want to keep 1/2 gap consistency between sections, but I will nerf the spacing to make it easier to catch
  8. 01:43:103 (6,1) - Really ambiguous distance here, I'd reduce it a bit to make it more clearly walkable. alright, nerfed it from ~0.10x
[Platter]
  1. 00:00:503 (1,2,3,4,5) - Feels a bit hard for the start. I'd keep distances such as 00:00:503 (1,2) - at x1.00 and distances like 00:00:803 (2,3) - at x1.70, to make the dashes a bit clearer. yes
  2. 00:06:803 (1,2) - Reduce the distance a bit, to make it more easily walkable. Also applies for 00:09:053 (1,2) - . alright, but not for 00:09:053 (1,2) - since beats are way stronger, I want to keep more spacing than the previous one.
  3. Some sliders are a bit demanding in accuracy, which isn't really fitting for a Platter yet. Some examples are 00:13:103 (3) - , 00:14:303 (3) -, and 00:14:903 (1,3,4) - (again, non-exhaustive listing). fixed, I bent them a bit
  4. 00:19:303 (3,4,5,6) - Considering the change in snapping, I'd reduce the distances to make it more easily walkable, particularly the 1/4 triplet, which can be easy to miss. alright, fixed it by bending the triplet to the right
  5. 00:29:303 (1,2,3,4,5) - Not a big fan of these symmetric patterns, as it misses emphasis on some notes. In this case, (2,3) should be larger than (1,2) because (3) is stronger. Also applies for the following patterns. same justification as 01:08:003 (4,5,6) - for the Salad, I want to keep them with equal spacing for the design and the difference in intensity isn't big because the kick is here to balance with the synth
  6. 00:32:303 (5,6) - Is this intended to be dashed or walked? It feels a bit ambiguous for a Platter as it is now. Similar stuff with 00:37:103 (1,2,3,4,5,6) - and 00:46:703 (1,2,3) - (and it's repetition). It is intended to be walked but I want to keep this spacing to create this ambiguous effect because It really fit the song: we hear stronger beat here, but they not enough to deserve a dash.
  7. 00:47:603 (5,6) - The sudden increase in distance leaves this with a rather ambiguous and uncomfortable distance, especially considering (6) has an hyperdash on it. Reduce the spacing. Also applies for 00:52:403 (5,6) - fixed it in my way, it's now easier to walk and I removed the antiflow too
  8. For the whole section starting at 01:14:403 -, I'd reduce the distance because some of the patterns aren't that easy to catch by walking, for example 01:14:803 (7,1,2,3,4,5,6,1) -. nerfed 1/3 strong beats by 0.15x
  9. 01:21:403 (6,1) - I think you're missing a good chance to add an HDash to mark the beginning of the Kiai. I would delete 01:21:403 (6) - and move (1) around to create an HDash between 01:21:303 (5,1) - . You are right but I actually prefer to keep (6) for the timeline, it also increase the intensity a lot thanks to the 1/3 dash so the beginning of the kiai is already well emphasized
  10. 01:43:103 (7,1) - I'd reduce this distance to add some leniency after the HDash. already reduced it by 0.10x before, I want to keep some spacing for the new section. We also have a big gap in the timeline so it's nice to have some spacing between them.
[Overdose]
  1. 00:40:253 (2) - I would make this a 1/2 repeat slider instead, as a proper fruit is easier to catch than a drop considering the antiflow after the HDash. Here I prefer to follow 1/1 beat with proper fruit to make the following 1/2 repeat slider more intense (to follow the song), I also want to keep this antiflow effect because it really fit the song.
  2. 00:46:703 (1) - Why is this a 3/4 slider? Should be a 1/2 one, and even on the top diff you don't have an extended slider. Also applies for 00:51:503 (1) -, 00:53:903 (1) - and 00:56:303 (1) - indeed, fixed
[Laevateinn]
  1. 00:39:803 (2) - Same comment as in the Overdose same thing, it's here to make the following 1/2 repeat slider stronger
  2. 00:54:503 (3,4,5,6) - I think the 3/2 sounds are way more strong than the drumroll, so I'd delete (3,5,6). Also applies for 00:56:903 (3,4,5,6) - . I will keep them as it is because I want to emphasize them, I used it for 00:55:703 (1,2,3,4,5,6,7,8) - too
  3. 01:16:703 (1,2,3,4,5,6) - Why are these paired as doublets? The stronger sound is at (4), so they should be split in (1,2,3) and (4,5,6) like you've done, for example, on 01:13:103 (1,2,3,4,5,6) - . Also applies for 01:17:903 (1,2,3,4,5,6) - Yes, fixed
  4. 01:41:003 (3,6,3) - These are overmapped. Delete them. whups my bad.
As far as I know Benny is also going to take a look at this. -Sh1n1- should be allowed to rebubble/qualify provided that the bolded issues get fixed.

Good luck!
Thank you so much, It was very useful.

EDIT (talked with ZiRoX in game):
General: Added the timing point because It was here to change the metronome.
Salad: 01:14:303 (4,1,2) - reduced 1/3 spacing to make them easier to walk.
Benita
General
  1. Regarding that timing point ZiRoX made you delete, it resets the metronome so it definately should be there. If you look closely at the timeline you'll notice all downbeats after 00:34:703 - are 2/1 later than the actual downbeat in the song. So yeah, re-add that timing point please lol nvm seems you fixed it again
Cup
  1. 00:01:403 (3,1,2,3,4,1,2,3,4) - aaa all these have strong beats on slider tails!!! :( pls fix so strong beats are either single notes or on slider heads instead
  2. 00:42:203 (2) - this should end 1/2 earlier and add a note here for consistency with the other doubles 00:42:503 -
  3. 01:20:903 (3,1) - this is a tiny bit too long, you have to turn instantly upon hitting (3) which requires a lot of movement control
Salad
  1. 00:01:703 (4,1) - swap nc
  2. 00:02:003 (1,2,4) - same issue as in cup, strong beats are on slider ends
  3. 00:11:753 (4) - 00:14:153 (4) - etc feel really really awkward as 1/2 as the song is actually 1/3 but I guess it's for simplified rhythm or whatever but I'd either try making 1/3 doubles or removing those notes entirely as you're not even consistent with the usage of 1/2 triplets
  4. 00:48:803 (7) - The beat on the slider end here is pretty prominent and you've had a good 1/1 dash to all other downbeats in this section, so maybe try do something similar
  5. 01:12:953 (5,1) - Would really love to see a dash here as 1 is very very strong, but then also reduce 01:13:103 (1,2) -
  6. 01:14:303 (4,1,2) - Here too, would love to see a few dashes
  7. 01:45:353 (6) - nc here? Combo is getting a bit long
Platter
  1. 00:19:703 - This part feels very very awkward when you mix 1/2 with 1/3. I'd try either removing notes on red ticks 00:20:153 (2) - 00:21:353 (2) - 00:23:303 (1,2) - or snap them to 1/3 as well for both better playability but also cause it sounds weird af as it is now
  2. Other than that, this diff lacks normal dashes. Most patterns are easily walkable excluding the hyperdash so please try increasing the distances where you feel there should be a normal dash
Rain
  1. 00:16:703 (3,4,5,6,1) - I think this might be a bit too antiflowy for a Rain, especially when this type of antiflow is found nowhere else in the map
  2. 00:19:103 (3) - You can start with the 1/4 already here cause the piano is bulding up here and not here 00:19:403 - also would fit great to match with 00:28:703 (1,2,3,4,5,6,7,8) -
  3. 00:34:253 (2,3) - I think a hyper here would be fitting considering the strong beat on (3)
  4. 00:34:703 - A lot of rhythm inconsistencies in this first kiai here. 00:34:703 (1,2,3,4) - 00:37:403 (2,3,4) - first all 1/2 then over to 00:39:803 (1,2) - 00:42:203 (1,2) - 1/1 sliders where the music is the exact same. Also you're switching very inconsistently between 1/2 rhythm and 1/1 rhythm. You could try starting all melody resets with two 1/1 sliders and have the rest as 1/2.
  5. 00:38:303 (1,2,3,4) - the violin in the background (i think that's what it is) starts bulding up on here 00:38:903 (4) - not 00:38:753 (2) - so I'd try removing (3) and have a jump between 00:38:753 (2,4) - instead. I feel this fits the music better. same goes here 00:43:403 (3,4,5,6) -
Overdose
  1. 00:34:703 - Same as Rain, a lot of rhythm inconsistencies, you go from all 1/2 00:34:703 (1,2,3,4,5) - to suddenly following the melody with 1/1 sliders 00:39:503 (10,1,2) - . Please fix
  2. 00:36:428 (3) - I don't think you should have a triplet here when you don't have a triplet any other place in this kiai.. Basically remove for consistency
  3. 00:49:103 (1) - Also think this would be better as 1/2 since the piano is mapped everywhere else in this part
  4. 00:49:103 (1) - And same here, doesn't make sense to suddenly use 1/1 slider
  5. 01:21:503 (1,2) - 01:23:903 (1,2) - And again we have the consistency issue, here you have a 1/1 slider with a 1/2 slider repeating once while later on you just use two 1/1 sliders 01:26:303 (1,2) - 01:31:103 (1,2) - stick to one of them pls
  6. 01:24:953 (4,1) - Try adding at least a dash here, it's just a straight line almost with close to no movement
  7. 01:38:453 (2,3,4,1,2,3) - 01:40:853 (2,3,4,1,2,3) - Could you try making these 1/1 curved sliders and see how you feel about that? I feel that connects the map a bit better.
Laevateinn
  1. 00:35:003 (2,3) - I think it would fit better if you delete 3 and put on 1 repeat on both 2 and 4 and have a dash between them to follow the synth, makes it a bit more interesting. At least that's what you've done here 00:40:253 (3,1,2,3,4,5,6,7,8,1) - so please stick solely to either following drums or the synth. This can be done on a lot of other places as well.
  2. 00:36:428 (3) - Same as in Overdose, there's nothing standing out here so I don't see the point of a random triplet
  3. 00:38:303 (7,1) - swap nc
  4. 00:39:503 (1,2) - why is this mapped differently timeline-wise than 00:34:703 (1,2,3,4) - also the fact that 00:39:503 (1,2) - are placed on the exact same grid is kinda flow breaking
  5. 00:41:903 (1,2,3) - same here, sudden rhythm change just feels inconsistent and also same as above with 00:42:203 (2,3) - two notes on the same grid is flowbreaking
  6. 00:58:703 (1,2,3,4,5,6) - very weirdly flowing pattern which I think would work a lot better with its surroundings if you could try moving (2) to the same place as (1) to make a dash to (3) where the pitch is rising and also move (5) to (4). I think this fits the music better
That's all, call me back after u apply
Topic Starter
Kyuare

Benny- wrote:

General
  1. Regarding that timing point ZiRoX made you delete, it resets the metronome so it definately should be there. If you look closely at the timeline you'll notice all downbeats after 00:34:703 - are 2/1 later than the actual downbeat in the song. So yeah, re-add that timing point please lol nvm seems you fixed it again
Cup
  1. 00:01:403 (3,1,2,3,4,1,2,3,4) - aaa all these have strong beats on slider tails!!! :( pls fix so strong beats are either single notes or on slider heads instead fixed
  2. 00:42:203 (2) - this should end 1/2 earlier and add a note here for consistency with the other doubles 00:42:503 - alright
  3. 01:20:903 (3,1) - this is a tiny bit too long, you have to turn instantly upon hitting (3) which requires a lot of movement control nerfed from 1.50x to 1.30x
Salad
  1. 00:01:703 (4,1) - swap nc yes
  2. 00:02:003 (1,2,4) - same issue as in cup, strong beats are on slider ends fixed
  3. 00:11:753 (4) - 00:14:153 (4) - etc feel really really awkward as 1/2 as the song is actually 1/3 but I guess it's for simplified rhythm or whatever but I'd either try making 1/3 doubles or removing those notes entirely as you're not even consistent with the usage of 1/2 triplets fixed in my way
  4. 00:48:803 (7) - The beat on the slider end here is pretty prominent and you've had a good 1/1 dash to all other downbeats in this section, so maybe try do something similar fixed
  5. 01:12:953 (5,1) - Would really love to see a dash here as 1 is very very strong, but then also reduce 01:13:103 (1,2) - it's indeed a strong beat but I prefer to keep consistency with the following strong beat, I also find that a dash would be too much for this density.
  6. 01:14:303 (4,1,2) - Here too, would love to see a few dashes 1/3 dashes are unrankable
  7. 01:45:353 (6) - nc here? Combo is getting a bit long sure
Platter
  1. 00:19:703 - This part feels very very awkward when you mix 1/2 with 1/3. I'd try either removing notes on red ticks 00:20:153 (2) - 00:21:353 (2) - 00:23:303 (1,2) - or snap them to 1/3 as well for both better playability but also cause it sounds weird af as it is now They are actually totally fine and play well o.o I started by 1/3s and finished by 1/4 and we can see the difference in game. I wanted to keep this snapping to create a "slow to fast" effect that fit well with the song.
  2. Other than that, this diff lacks normal dashes. Most patterns are easily walkable excluding the hyperdash so please try increasing the distances where you feel there should be a normal dash managed to put some dash without breaking the whole structure
Rain
  1. 00:16:703 (3,4,5,6,1) - I think this might be a bit too antiflowy for a Rain, especially when this type of antiflow is found nowhere else in the map it is here to introduce the player to easy 1/3 antiflow, we actually have similar pattern here too: 01:16:403 (4,5,6,1) -. 1/3 antiflows are way harder in overdose so I think it's better to put some here, they aren't hard to catch.
  2. 00:19:103 (3) - You can start with the 1/4 already here cause the piano is bulding up here and not here 00:19:403 - also would fit great to match with 00:28:703 (1,2,3,4,5,6,7,8) - It's actually 1/4 here :o
  3. 00:34:253 (2,3) - I think a hyper here would be fitting considering the strong beat on (3) indeed
  4. 00:34:703 - A lot of rhythm inconsistencies in this first kiai here. 00:34:703 (1,2,3,4) - 00:37:403 (2,3,4) - first all 1/2 then over to 00:39:803 (1,2) - 00:42:203 (1,2) - 1/1 sliders where the music is the exact same. Also you're switching very inconsistently between 1/2 rhythm and 1/1 rhythm. You could try starting all melody resets with two 1/1 sliders and have the rest as 1/2. fixed
  5. 00:38:303 (1,2,3,4) - the violin in the background (i think that's what it is) starts bulding up on here 00:38:903 (4) - not 00:38:753 (2) - so I'd try removing (3) and have a jump between 00:38:753 (2,4) - instead. I feel this fits the music better. same goes here 00:43:403 (3,4,5,6) - alright
Overdose
  1. 00:34:703 - Same as Rain, a lot of rhythm inconsistencies, you go from all 1/2 00:34:703 (1,2,3,4,5) - to suddenly following the melody with 1/1 sliders 00:39:503 (10,1,2) - . Please fix fixed
  2. 00:36:428 (3) - I don't think you should have a triplet here when you don't have a triplet any other place in this kiai.. Basically remove for consistency indeed
  3. 00:49:103 (1) - Also think this would be better as 1/2 since the piano is mapped everywhere else in this part indeed
  4. 00:49:103 (1) - And same here, doesn't make sense to suddenly use 1/1 slider
  5. 01:21:503 (1,2) - 01:23:903 (1,2) - And again we have the consistency issue, here you have a 1/1 slider with a 1/2 slider repeating once while later on you just use two 1/1 sliders 01:26:303 (1,2) - 01:31:103 (1,2) - stick to one of them pls alright
  6. 01:24:953 (4,1) - Try adding at least a dash here, it's just a straight line almost with close to no movement the beat isn't that strong to deserve a dash, and I prefer to keep this design.
  7. 01:38:453 (2,3,4,1,2,3) - 01:40:853 (2,3,4,1,2,3) - Could you try making these 1/1 curved sliders and see how you feel about that? I feel that connects the map a bit better. no sorry I already tried that and prefer to use single fruits to create a "stop" effect that fit well with the song.
Laevateinn
  1. 00:35:003 (2,3) - I think it would fit better if you delete 3 and put on 1 repeat on both 2 and 4 and have a dash between them to follow the synth, makes it a bit more interesting. At least that's what you've done here 00:40:253 (3,1,2,3,4,5,6,7,8,1) - so please stick solely to either following drums or the synth. This can be done on a lot of other places as well. changed the timeline here for consistency with the following section
  2. 00:36:428 (3) - Same as in Overdose, there's nothing standing out here so I don't see the point of a random triplet yes
  3. 00:38:303 (7,1) - swap nc sure
  4. 00:39:503 (1,2) - why is this mapped differently timeline-wise than 00:34:703 (1,2,3,4) - also the fact that 00:39:503 (1,2) - are placed on the exact same grid is kinda flow breaking fixed the timeline, but the flow breaking effect is wanted and I'd like to keep it.
  5. 00:41:903 (1,2,3) - same here, sudden rhythm change just feels inconsistent and also same as above with 00:42:203 (2,3) - two notes on the same grid is flowbreaking same thing here too, the timeline is fixed now, and the flowbreaking effect is wanted
  6. 00:58:703 (1,2,3,4,5,6) - very weirdly flowing pattern which I think would work a lot better with its surroundings if you could try moving (2) to the same place as (1) to make a dash to (3) where the pitch is rising and also move (5) to (4). I think this fits the music better sorry I want to keep this pattern to first avoid repetitive pattern because we already have them 2 times in a row after that, but also because I personally really love them.
That's all, call me back after u apply
Awesome, really helpful mod. Thank you very much.

EDIT:
Salad: 01:14:303 (4,1,2) - they are actually 2/3 so nvm xd
Benita
wiii~
JBHyperion
Fulfilling a promise before this gets qualified - requested in my Interesting Queue

General
  1. What's the reason for AR8.2 on the Platter? Easier reading on higher density? Seems weird that you only buffed it on this difficulty, maybe you want to consider AR8 here for an easier transition from the Salad unless you feel it would really affect the playability.

Cup
  1. 00:05:603 (1,2,3,1,2,3,4,1,2,3,4) - I find how you switch between drum and synth rhythms here really weird, and a new player will struggle to understand what you're following here I think. Synth is clearer for me, especially at 00:07:553 (3,4) - and onwards, so I'd move 00:06:353 (3) - forward to the downbeat, 00:07:403 (2) - back to the previous red tick, and 00:07:403 (2) - back 1/2 a tick also. End result something like:
  2. 01:20:903 (3,1) - Unexpectedly high spacing at this BPM, even though this is the kiai start and it deserves emphasis, a little reduction on this wouldn't hurt

Salad
  1. 00:01:403 (3,1) - Not a good idea to introduce your first dash as a 1/2 spacing at 200BPM. Yes the drum sound is intense, but players need more easing into the difficulty before they can be comfortable with something like this. Making (3) a single circle instead to give a 1/1 spacing would be much more lenient
  2. 00:36:353 (6,7) - Sound here isn't really strong enough to deserve dash imo. It's weaker than 00:38:303 (1,2,3) - which didn't have a dash, and since it's followed by a strong walk in the opposite direction, it'll be easy for new players to overshoot and miss here

Platter
  1. 00:22:103 (1,2,3,4,5,6,7,8) - Very repetitive with previous section, feels a bit boring to play. Since pitch is decreasing here, how about an inverted pattern such as - https://osu.ppy.sh/ss/8897157 - to provide some variety? Also, if you could use more of the left side of the screen, that would also break the monotony a bit, since everything here is centre-right at the moment
  2. 00:29:303 (1,2,3) - 00:30:503 (5,6,7) - Are these intended to be walkable? They're a little tight at the moment, and I really wouldn't recommend double 1/2 dash at 200BPM here, so try reducing these just a little
  3. This diff looks so much better than it did when I last saw it months ago. Good job.

Rain
  1. Nothing to complain about here, great diff.

Overdose
  1. 00:40:253 (2) - Music here isn't intense enough to justify such a sharp antiflow curve compared to 00:40:703 (3,4) - imo, consider making this one a little bit more vertical so that large drop isn't quit so annoying to hit
  2. 01:16:703 (1,2,3,4,5,6) - Transitioning into a half regular, half antiflow pattern here with hypers is really jarring when your previous ones were either both regular flow (e.g. 01:15:503 (1,2,3,4,5,6) -) or both antiflow (e.g. 01:16:103 (1,2,3,4,5,6) -). For consistency and given the pitch is increasing here, making (4,5,6) regular flow makes more sense and is more "expected" by the player based on what came before. Easy fix by moving 01:17:103 (5) to x-120
I'm too rusty to give anything helpful on the top diff, but hopefully these suggestions help you in some way. Good luck! (:
Topic Starter
Kyuare

JBHyperion wrote:

Fulfilling a promise before this gets qualified - requested in my Interesting Queue

General
  1. What's the reason for AR8.2 on the Platter? Easier reading on higher density? Seems weird that you only buffed it on this difficulty, maybe you want to consider AR8 here for an easier transition from the Salad unless you feel it would really affect the playability. yeah you got it, AR8 with this density make it too hard to read, especially for 1/3 streams.

Cup
  1. 00:05:603 (1,2,3,1,2,3,4,1,2,3,4) - I find how you switch between drum and synth rhythms here really weird, and a new player will struggle to understand what you're following here I think. Synth is clearer for me, especially at 00:07:553 (3,4) - and onwards, so I'd move 00:06:353 (3) - forward to the downbeat, 00:07:403 (2) - back to the previous red tick, and 00:07:403 (2) - back 1/2 a tick also. End result something like:
    that's a good idea
  2. 01:20:903 (3,1) - Unexpectedly high spacing at this BPM, even though this is the kiai start and it deserves emphasis, a little reduction on this wouldn't hurt alright

Salad
  1. 00:01:403 (3,1) - Not a good idea to introduce your first dash as a 1/2 spacing at 200BPM. Yes the drum sound is intense, but players need more easing into the difficulty before they can be comfortable with something like this. Making (3) a single circle instead to give a 1/1 spacing would be much more lenient sure
  2. 00:36:353 (6,7) - Sound here isn't really strong enough to deserve dash imo. It's weaker than 00:38:303 (1,2,3) - which didn't have a dash, and since it's followed by a strong walk in the opposite direction, it'll be easy for new players to overshoot and miss here indeed

Platter
  1. 00:22:103 (1,2,3,4,5,6,7,8) - Very repetitive with previous section, feels a bit boring to play. Since pitch is decreasing here, how about an inverted pattern such as - https://osu.ppy.sh/ss/8897157 - to provide some variety? Also, if you could use more of the left side of the screen, that would also break the monotony a bit, since everything here is centre-right at the moment alright, i also fixed the following triplet for consistency
  2. 00:29:303 (1,2,3) - 00:30:503 (5,6,7) - Are these intended to be walkable? They're a little tight at the moment, and I really wouldn't recommend double 1/2 dash at 200BPM here, so try reducing these just a little nerfed them from 0.10x
  3. This diff looks so much better than it did when I last saw it months ago. Good job. thank you :D

Rain
  1. Nothing to complain about here, great diff. thank you :D

Overdose
  1. 00:40:253 (2) - Music here isn't intense enough to justify such a sharp antiflow curve compared to 00:40:703 (3,4) - imo, consider making this one a little bit more vertical so that large drop isn't quit so annoying to hit curved it more, did the game for the next section since it's the same slider
  2. 01:16:703 (1,2,3,4,5,6) - Transitioning into a half regular, half antiflow pattern here with hypers is really jarring when your previous ones were either both regular flow (e.g. 01:15:503 (1,2,3,4,5,6) -) or both antiflow (e.g. 01:16:103 (1,2,3,4,5,6) -). For consistency and given the pitch is increasing here, making (4,5,6) regular flow makes more sense and is more "expected" by the player based on what came before. Easy fix by moving 01:17:103 (5) to x-120 no sorry, it's a new section and the following pattern is the same so consistency is fine. I also prefer to keep this half regular, half antiflow pattern for more diversity.
I'm too rusty to give anything helpful on the top diff, but hopefully these suggestions help you in some way. Good luck! (:
Thank you very much, it was really helpful !
-Sh1n1-
Fixed a couple of things on cup, rebubbled~~

Benita
aaaand qualified!
Kimitakari
AYYYYYY CONGRATS <3
Kurokami
You did not need me after all. :P
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