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Reol - Gokusaishiki

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Topic Starter
Pho

Regraz wrote:

[Easy]
AR+1 OD+1 AR seems fine to me for this difficulty, OD should fine be as well.
00:35:154 (4) - Should start at 00:34:935 (4) - to be consistent with previous parts. (Follow the instrument that you followed in previous parts)
00:54:862 Better add a note here for the coherence of the map. It's done to logically seperate both segments of the music, keeping flow constant here would make it 'plain'.

[Normal]
00:34:935 Should follow the instrument here. I prefer my pattern here as it follows the stronger beat.
00:48:511 (3,1) - It's not wise to have such overlaps in Normal.
00:54:424 (1,2,3) - Do not stack them. The rhythm change from 1/2 to 1/1 here. Stacking the 1/1 would make new players confused with the rhythm change here. Also you have many 1/2 stacks in latter parts. It's better to keep only one rhythm for stacking patterns.
01:32:964 (1,4) - You could avoid the slight overlap pattern by adjusting the position of 4.
01:43:037 (5,6) - Spacing error.
01:57:489 (4,5) - Spacing error.

[Hard]
The gap between Normal and Hard is too large imo. Also the huge gap in AR from 5 to 8 is really intolerable. Triplets could be seen almost everywhere in hard diff. I guess you should decrease the amount of triplet (by replacing some of them with reverse sliders) or simply adding an advanced diff. True. Decreased the general number of triplets and replaced them with repeatsliders where they would cause too much of a difficulty spike & decreased AR by 1 in the progress. Spread should be fine now.
01:26:395 (4,5) - Do not stack them. Notes stacked on slider-ends are for 3/4 rhythms according to previous parts mapped by you. Considering the music switched to a calmer mood and with less beat intensity i'm sure players are aware of this rhythm switch. I'll keep the pattern since it works really well with the vocal, but added NC to provide better readability.
01:53:986 (1,2,3) - Do not stack these three either. Similar reason as above.

[Insane]
00:09:971 (5,1) - 00:13:475 (5,1) - Spacing too large for 1/4 rhythms.

Good Luck!
Thanks for checking Regraz! :) Fixed all the non-commented points.
Karen
Bubbled

you forgot to kudosu Regraz's mod o_o
IamKwaN
No idea if the romanisation of the title is Gokusaishiki or Gokusaishoku, anyone ?
Topic Starter
Pho
I couldn't find any official romanization for 極彩色 , it either goes by 'Gokusaishiki' or 'Gokusaishoku' and no translation is provided on the official site either:
http://www.jvcmusic.co.jp/reol/ . So I just went with the one HW suggested. Not 100% sure if it is valid but I really couldn't find any evidence which one is actually used.
alacat
Pho asked me to check the title ~

I can find the official romanised title from music video around 0:40. Reol said "Gokusaishiki" to this song.

http://www.nicovideo.jp/watch/sm26723977

and i asked my japanese friend (Asahina Momoko) to double-check for this. Thanks!

Then, "Gokusaishiki" is a word http://dictionary.goo.ne.jp/jn/76847/meaning/m0u/

Good luck! :)
IamKwaN
*bow*
Topic Starter
Pho
Thank you two for your support, updated the song title! :)
Karen
When Kwan appears in your bubbled/qualified map thread
Asahina Momoko
gogo :)
Underforest
rip not-delayed qualify
pishifat
hey pho do you spin spinners clockwise
Len
ddx
Topic Starter
Pho
what happens if i say yes
pishifat
saying yes means i understand how you can play 01:32:964 (1,2,3,1,2,3,4,5,1,2,3,1,2,3,4,5,1,2,3,1,2,3,1,2,3,1,2,1,2,3,4,5,6,7,8,9,10,11,1,2,3,4,1,2,3,4,5,6) - without extreme mouse drift, since it's 10 seconds of rotation in the same direction

it's easier for me to handle long amounts of rotation counter clockwise since i spin that direction, so i was thinking it could be the same for you

balance movement better:(
Topic Starter
Pho
Oh, how come I didn't notice that. Yes, I feel most comfortable when playing clock-wise circular motion. I'll try to work around this to make it manageable for both sides, thanks for noticing!
Okoratu
[general]
i think hitsounding from 00:40:409 - onwards could be louder in general, especially the stuff on 00:54:862 - to next downbeat could use buffs.

[overstimulation]
the only thing that actually annoys me are the "i go back over my own path"-sliders
such as 00:40:847 (2,3) - 00:45:446 (1) - 00:47:855 (2,3) - i would prefer if you used sliders that were actually made to be followed to some degree (as in unwiggle them)
00:46:322 (1,1) - no idea what to do with this they aren't made to be actually followed but are more like weird holds
oh yes in the middle of this i realised why i struggle so much with passing it can you please use AR 9.3 on this, it makes the less dense parts less of a pain to read while not impacting the dense parts too much
01:00:555 (1,2,3,4,5) - this somehow works and i assume you're aware that this can screw people up really really hard
01:31:212 - did you do anything about this yet if so i don't see it because now everything in 01:32:964 - to 01:38:219 - is clockwise still you should flip like one of the triangle 1/3 jumps and change direction in one pattern from 01:34:716 - to 01:36:468 - to have this more balanced imo.
01:37:635 (3) - is this intentionally small i thought you were going for building up spacing o.o
01:45:008 (7,2,3) - this overlap makes so many reading things so much more complicated, would try to avoid it
00:29:241 (6,7,8,9,10) - i think just following this the same way insane does it (doubles) instead of a quint has more impact

[insane]
00:45:446 (1,3,5) - aAAaaa
01:31:212 (1,2,3,1,2,3,4,5,1,2,3,1,2,3,4,5,1,2,3,1,2,3,4,5,1,2,3,1,2,3) - extra complaint applies.
01:57:490 (1) - less self overlap would be cooler

[hard]
will look at this last, because right now i have no clue what to do with it

[normal]
with the amount of dense patterns that you basically spam in this diff you should probably consider a higher AR to fit density better.
01:02:307 (6,2) - these look like they were supposed to be parallel but aren't :(
Topic Starter
Pho

Okorin wrote:

[general]
i think hitsounding from 00:40:409 - onwards could be louder in general, especially the stuff on 00:54:862 - to next downbeat could use buffs.

[overstimulation]
the only thing that actually annoys me are the "i go back over my own path"-sliders
such as 00:40:847 (2,3) - 00:45:446 (1) - 00:47:855 (2,3) - i would prefer if you used sliders that were actually made to be followed to some degree (as in unwiggle them) I prefer to keep these, they fit really well to the overall gimmicky nature of this map and I can't see that much of an issue playing these.
00:46:322 (1,1) - no idea what to do with this they aren't made to be actually followed but are more like weird holds That's actually my intention here. I can lower down SV for them if you want, but again, it's for the gimmicks.
oh yes in the middle of this i realised why i struggle so much with passing it can you please use AR 9.3 on this, it makes the less dense parts less of a pain to read while not impacting the dense parts too much
01:00:555 (1,2,3,4,5) - this somehow works and i assume you're aware that this can screw people up really really hard worth xd
01:31:212 - did you do anything about this yet if so i don't see it because now everything in 01:32:964 - to 01:38:219 - is clockwise still you should flip like one of the triangle 1/3 jumps and change direction in one pattern from 01:34:716 - to 01:36:468 - to have this more balanced imo. I changed the direction of 01:34:716 - this jump segment instead. I don't like the idea of suddenly changing direction in the 1/3 part, I like the pattern to go in one flow. Feels way more natural.
01:37:635 (3) - is this intentionally small i thought you were going for building up spacing o.o shouldn't be...? should be fixed.
01:45:008 (7,2,3) - this overlap makes so many reading things so much more complicated, would try to avoid it
00:29:241 (6,7,8,9,10) - i think just following this the same way insane does it (doubles) instead of a quint has more impact

[insane]
00:45:446 (1,3,5) - aAAaaa I still believe it's a nice gimmick.
01:31:212 (1,2,3,1,2,3,4,5,1,2,3,1,2,3,4,5,1,2,3,1,2,3,4,5,1,2,3,1,2,3) - extra complaint applies. It's just scaled jumping, too overdone? :c
01:57:490 (1) - less self overlap would be cooler Fixed... i think

[hard]
will look at this last, because right now i have no clue what to do with it

[normal]
with the amount of dense patterns that you basically spam in this diff you should probably consider a higher AR to fit density better.
01:02:307 (6,2) - these look like they were supposed to be parallel but aren't :(
Sorry for late reply lol. Fixed the uncommented stuff.
Okoratu
01:31:212 (1,2,3,1,2,3,4,5,1,2,3,1,2,3,4,5,1,2,3,1,2,3,4,5,1,2,3,1,2,3) - extra complaint applies. It's just scaled jumping, too overdone? :c
it's going in the same direction lol
Okoratu
doublepost

would be cool if colors 1,2,5,7 were brighter
could get higher resolution bg

[overstimulation]
00:40:847 (2,3) - 00:45:446 (1) - 00:47:855 (2,3) - would be cool if you moved the slidertail a bit out from under the sliderhead so that the path is easier to comprehend
01:00:993 (5) - idk if this helps much but comboing this one would be an idea to increase its readability for people that play with colors which is vast majority

[hard]
needs higher AR and OD, increasing both by .5 works way better for me

diff lacks contrast between really calm and intense sections, in fact the beginning is sometimes more spaced than the kiai, using a relative spacing of 1.6x in the beginning and then going for 1.1 in the kiai makes the beginning or more precisely 00:08:438 - to 00:40:409 - as well as 01:24:205 - to 01:31:212 - feel out of place because the circle patterns in it are sometimes more intense than the buildups and things that preceed/follow it
00:22:453 (1,2,3,4,5) - this looks kinda broken lol

[normal]
lacks rhythm contrast in the same way hard lacks spacing contrast in the beginning, also could use less sliders to have the diff more balanced (just replacing some of the long 1/2 sliderchains with circles would also make the diff more interesting to follow)
Topic Starter
Pho
basically yes to all things mentioned
normal and hard gonna need some rework, but that's not gonna happen too soon cuz im lazy lol
will stay in graveyard for a while, thanks for the recheck thoko
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