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welcome to 2016Spectator wrote:
Shiirn maps CtB
Chara wrote:
welcome to 2016Spectator wrote:
Shiirn maps CtB[P l a n e t f a l l]
- Change AR and OD to 9.4/9.5, change HP drain to 4-5. (suggestion) Change to 9.4 AR and 4.2 HP. The very low HP value was for playtest purposes.
- 00:21:292 (2,3,4) - Make the spacing consistent between these three, the current pattern looks odd. ok
- 00:37:516 (1,2) - Either move (1) to the left or (2) to the right, just make sure that they aren't at the same place (since a sudden stop after a hyper isn't really too good). ok
- 00:37:618 (2,1) - Make this a hyperjump for emphasis, since it is the start of a new measure. ok
- 00:52:618 (1,2) - Also make this a hyper, the current jump is quite hard. ok
- 01:07:312 (1,2) - Decrease the distance by a little bit. ok
- 01:08:741 (2) - Ctrl+G this, to make the jump from the previous object to this a little bit more bearable. ok
- 01:08:945 (3,1,2,3) - Either make (1) closer to the first (3), or make (2) closer to (1). ok
- 01:27:720 (3,4) - Either make the jump between these two sliders smaller, or turn it into a hyper. ok
- 02:22:210 (2,3) - These should be moved a lot closer to the next object. ok
- 02:24:251 (1,2,1) - These sliders are a little bit too short. I think you meant for them to be 1/2 sliders yeah woops snapping rip
- 02:55:374 (1,2) - Quite a large non-hyper, and the pattern makes it even harder. Lessen distance, or turn it into a hyper. ctrl+g'd
- 03:30:986 - 03:44:047 - I suggest lowering the volume of sliderticks here. rip my free time
- 03:35:884 (1,2,3,4) - Make it so that the 1/6 short stream at the end is moving constantly in one direction. The intention of these was to have precise platter position rather than movement. I'll wait and see what others say. If they ever say. T_T
- 03:42:414 (1,2,3,4) - Same as above, preferably make it go to the left since the next object (5) is at the left. same
03:44:047 (1) - hoyl shit that creeped the hell out of mesexy yandere- 04:39:149 (1,2) - Do the same thing that you did on 00:37:516 (1,2) - , just with different directions. ok
- 05:07:925 (1,2,3,4,5) - Flip this pattern horizontally (but don't move it away from its current position). ok
A final suggestion would be to add a little bit of movement on some of the stacks. i'll try >.<
i tried not to mess with too much stuff to keep the map's originality
also i haven't modded in a while
now clsw should map for std :>
Absolute Zero wrote:
looks nice, didn't want to mess around with things too much.
[Planetfall]
00:11:802 (1,2) - Movement here is a little awkward, lower distance between the slider end of (1) and (2)? k
00:16:700 (1) - (Trivial) Was expecting a little more material after this slider after the buildup you've implied with the other hitcircles. k
00:28:129 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - I would personally put more movement into these patterns, because there's quite the buildup and the loud voice comes in, but the catcher is stuck in one section of the whole board... k
00:53:129 (5,6,1,2,3,4) - Add more movement here, too--the sudden stop feels a little strange. Right now all of these are in relatively the same area, but the jump goes from a 1.30x snap from (5,6) to a 0.15x snap from (6,1). k
00:55:884 (1,1,1,1,1,1) - Remove these NCs? Easier if all of them are a single combo, considering there's no movement. i think it's fine. I don't want fruits stacking up quickly here, this way they all fall off the instant they're caught.
01:06:904 (1,1,1,1) - (Trivial) Make these all one combo? ^
01:44:863 (1,1) - Make more movement between the tail of the first (1) and the head of the next (1)? k
01:51:394 (1,2,1,2,1,2,1,2) - Have this pattern move to the left to create more of a dynamic flow as the section progresses? You can keep the basic structure, but just take each combo (1,2) and shift their position? k
02:09:353 (1) to 02:10:884 (1) - This is more personal opinion, but give this stream more of a back-forth Z-like movement rather then having the catcher stand idle? i kinda disagree, the music fits 'standing still' perfectly fine to me, players will need to move if they don't position themselves perfectly at the start anyway
02:15:476 (1) - Perhaps Ctrl+G to make the movement from (3) and (2) smoother. ok
02:43:843 (3,4,5,6,7,8,9,10) - Remove (8,9,10) to keep consistency with the next stack as well as follow the music better.
03:08:129 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - This pattern feels a little repetitive and bland compared to the next (1,2,3,4) after it. Perhaps you can add a little more directional change as the music builds up.
03:10:986 (1,1,1,1,1,1,1,1,1,1,1) - This stack breaks the movement of the catcher and seems like a strange stop as the catcher flies to the next note. Perhaps put a little bit more movement here? I understand that the point was to make sure that there was no insane hyper stuff, but a little more movement would help.k
03:57:720 (4,5) - Increase to 0.59x spacing? The momentum feels a little broken if this distance isn't also augmented.
04:50:986 (1) to 04:51:700 (13) - Lack of movement here is a little awkward. I would suggest adding a little movement because the stack is a little strange. k
04:55:476 (1,2,3,4) - This pattern could be made a little more interesting by offsetting (3,4)?
05:45:271 (1,2,3,4,1,2,3,4,1,2,3,4) - Increase the distancing as the combo continues? It would be more interesting to show some form of a buildup as the music increases. this makes it get into very weird pixeldash territory T_T
06:19:761 (2) - Make this a 2/1 slider to keep up consistency. disagree
06:39:965 (1) - For consistency, why not also keep this a slider, too? slider doesn't fit to me, and the transition between beats and the fading out is hard to do >.< need suggestions
06:53:027 (1) - Make this a single hitcircle? I don't hear the end of this slider hit anything. Disagree. This slider follows the entire 'turn off' sound and fades out just fine.
: If you have any questions about any of the comments, feel free to ask me in-game or over forums! I'd be glad to answer them.
: This better get ranked to satisfy those who want a challenge. Pressure's on!
It's for the best if you don't follow the Meta-evolution; trust me, but I'm definitly already a fan of your styleShiirn wrote:
I have completely missed 4+ years of ctb mapping and gameplay meta evolution and look forward to learning it.