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Camellia - PLANET//SHAPER [CatchTheBeat]

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Topic Starter
Shiirn
This map has been deleted on the request of its creator. It is no longer available.
Ongaku
Bah bahn!
Ascendance
its time
DeletedUser_500696
haven't played it yet but yes YES YES
Ambient
I THOUGHT IT WOULD BE PLANET SHAPER >:(
Spectator
Shiirn maps CtB
Vincs
ok gonna finish what I started in chat :^)

[Planetfall]
(already sent u the first stuff but I'll put it here too)
02:37:108 (1,2) - turn the sliders into 2 notes and increase the spacing between the first and second note, feels better ingame.
03:17:516 (1,2,3,4,5) - a bit overkill, lowering the spacing between the first and second note makes it way easier imo.
04:21:904 (2) - making the spacing a little bigger here would feel pretty good, it feels like a hyperdash is missing, rotating it to +30 seems to fit quite nice too.
04:27:312 (1,2,3,4,1,2,3,4,1,2,3,4,5,1,2,3,4) - this part is pretty hard, I think it fits really nice but most people would say this needs a nerf.
05:07:925 (1,2,3,4,5) - this stream feels "fat" :^) makes it kinda hard to catch after the hyperdash just before it, might be a good idea to make it a bit easier to land on.
05:20:373 (1) - kinda hard to get this one and then the triple right after, turn it into a hyperdash or lower the spacing a bit so it gets easier.

I feel like overall, this is a pretty nice map with original patterns, liked it a lot.
CelegaS
Nice map, it's cool to see funny ctb map. Good job ;)
Luel Roseline
Somebody call ExGon...
Equim

Spectator wrote:

Shiirn maps CtB
:o


placeholder
Clana_old
Map gets better every update
Topic Starter
Shiirn
I'd hope so!
Bunnrei

Spectator wrote:

Shiirn maps CtB
welcome to 2016

[P l a n e t f a l l]

  1. Change AR and OD to 9.4/9.5, change HP drain to 4-5. (suggestion)
  2. 00:21:292 (2,3,4) - Make the spacing consistent between these three, the current pattern looks odd.
  3. 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).
  4. 00:37:618 (2,1) - Make this a hyperjump for emphasis, since it is the start of a new measure.
  5. 00:52:618 (1,2) - Also make this a hyper, the current jump is quite hard.
  6. 01:07:312 (1,2) - Decrease the distance by a little bit.
  7. 01:08:741 (2) - Ctrl+G this, to make the jump from the previous object to this a little bit more bearable.
  8. 01:08:945 (3,1,2,3) - Either make (1) closer to the first (3), or make (2) closer to (1).
  9. 01:27:720 (3,4) - Either make the jump between these two sliders smaller, or turn it into a hyper.
  10. 02:22:210 (2,3) - These should be moved a lot closer to the next object.
  11. 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?
  12. 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.
  13. 03:30:986 - 03:44:047 - I suggest lowering the volume of sliderticks here.
  14. 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.
  15. 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.
  16. 03:44:047 (1) - hoyl shit that creeped the hell out of me
  17. 04:39:149 (1,2) - Do the same thing that you did on 00:37:516 (1,2) - , just with different directions.
  18. 05:07:925 (1,2,3,4,5) - Flip this pattern horizontally (but don't move it away from its current position).

    A final suggestion would be to add a little bit of movement on some of the stacks.

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 :>
Topic Starter
Shiirn

Chara wrote:

Spectator wrote:

Shiirn maps CtB
welcome to 2016

[P l a n e t f a l l]

  1. 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.
  2. 00:21:292 (2,3,4) - Make the spacing consistent between these three, the current pattern looks odd. ok
  3. 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
  4. 00:37:618 (2,1) - Make this a hyperjump for emphasis, since it is the start of a new measure. ok
  5. 00:52:618 (1,2) - Also make this a hyper, the current jump is quite hard. ok
  6. 01:07:312 (1,2) - Decrease the distance by a little bit. ok
  7. 01:08:741 (2) - Ctrl+G this, to make the jump from the previous object to this a little bit more bearable. ok
  8. 01:08:945 (3,1,2,3) - Either make (1) closer to the first (3), or make (2) closer to (1). ok
  9. 01:27:720 (3,4) - Either make the jump between these two sliders smaller, or turn it into a hyper. ok
  10. 02:22:210 (2,3) - These should be moved a lot closer to the next object. ok
  11. 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
  12. 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
  13. 03:30:986 - 03:44:047 - I suggest lowering the volume of sliderticks here. rip my free time
  14. 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
  15. 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
  16. 03:44:047 (1) - hoyl shit that creeped the hell out of me sexy yandere
  17. 04:39:149 (1,2) - Do the same thing that you did on 00:37:516 (1,2) - , just with different directions. ok
  18. 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 :>

thanks for mod!
Hareimu
this is so beautiful I can't even
Absolute Zero
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)?
00:16:700 (1) - (Trivial) Was expecting a little more material after this slider after the buildup you've implied with the other hitcircles.
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...
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).
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.
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)?
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?
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?
02:15:476 (1) - Perhaps Ctrl+G to make the movement from (3) and (2) smoother.
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.
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.
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.
06:19:761 (2) - Make this a 2/1 slider to keep up consistency.
06:39:965 (1) - For consistency, why not also keep this a slider, too?
06:53:027 (1) - Make this a single hitcircle? I don't hear the end of this slider hit anything.

:?: : 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! :D
Topic Starter
Shiirn

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! :D

thanks for your time!
Rockageek
Hello, after testing your map I could say that you have a lot of inspiration, which is a really good point for a future ctb mapper.
But for now you need to learn a little more how to make a ctb map matching ranking criteria and people opinion.
Your map could be good but you need to make it more proper in my opinion, some patterns are really original and I like it.

But first, you have to add more time between the end of a spin and a new note, otherwise it makes trollspins, and it's not good to have trollspins for a ctb map.

I wish you good luck with modding and maybe see this map qualified in the future !
Topic Starter
Shiirn
As it stands, the biggest hurdle for the map is the scattered, unintentional pixeldashes. I am not new to CtB mapping; I was part of the group that helped make ctb-only rankable in the first place. (Although I was far from being an important part of it like Deif)

This map is largely something I feel would qualify as an amateur ctb map. Basic ideas and functions, not necessarily advanced techniques, because I haven't mapped with ctb in mind for 4 years. But with some help from more experienced mappers and modders I'm sure I can get this map to be quite rankable. I have completely missed 4+ years of ctb mapping and gameplay meta evolution and look forward to learning it.
Luel Roseline
Hi Shiirn!

Some suggestion(?)

[Approval]
04:50:986 (1) - Are you sure? I think this stream is to easy for any players...
http://puu.sh/piJUR/c1fcebe6b4.jpg
Ascendance
Get cucked jbh
JBHyperion
Sexy mod type thing coming up - better late than never #KeepTheFaith

General:

  1. I notice that you use a lot of NCs where they're not really necessary, such as 00:24:455 (1,1,1,1) - 00:50:986 (1,1) - 00:55:884 (1,1,1,1,1,1,1,1,1) - (this one and similar such as 01:46:088 (1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1) are hilarious tbf xD) - Whilst it does give a nice HP boost, unlike in Std, too many NCs can sometimes be a bad thing, as fruit continually bouncing off the plate can get incredibly distracting for the player. A good rule of thumb in CtB is to NC at least once every measure (up to ~16 objects in an Overdose) - remember that slider tails and repeats count as "objects" too, as they stack up on the plate the same as slider heads and circles. Additional NCs can be used before or during tricky or dense sections, but don't need to be "spammed" as such.
  1. Also ,try to avoid placing hyper destinations close to the screen border, e.g 05:27:925 (2,3) - As the catcher is forcibly stopped upon reaching the border, it can be very unsettling to recover flow, especially if there are patterns following that require major movement. Where possible, try and leave at least 16px of space between the hyper destination and the screen border (x:16 / x:496).
  1. The one you really want to avoid first and foremost in almost any map, regardless of difficulty, is strong hyerpdash followed by an "almost-hyperdash", e.g 01:04:353 (5,1,2) - These require near-perfect timing and are almost always exceptionally uncomfortable and annoying to play. Either make these kind of patterns back-to-back hypers, or reduce the spacings to give a little more leniency. Even otherwise "normal" spacings such as 01:14:047 (2,1,2) can become near-impossible when the previous movement is overly harsh (a 1/8 hyper in this case).

Patterns and Flow:

Planetfall
  1. 00:15:067 (1,2,3) - From an aesthetic point of view, almost everything so far has been on the left side of the map. Ctrl+H these and move to x-392 for a little variety, and optionally Ctrl+G 00:16:700 (1) for a little more movement after this
  1. 00:20:680 (5,6,1) - Combining two hypers of different snap and strength like this is very hard to control, especially when 00:21:292 (2,3,4) requires a delicate antiflow movement right aftyer it. Given how calm the music is here it's not really fitting, so moving (6) to x-304 would play much better
  1. 00:27:720 (1,1) - Aaah the lesser-spotted timing jump (or "edge dash" as they are called now). Super annoying to play, especially when combined with antiflow like this as you can't just hold dash and continue with the flow. Make this a hyper by moving 00:26:292 (1,1,2,3,4,1) to x-160
  1. 00:40:476 (1) - Given the banana formation is mostly on the left and your next pattern starts on the right, it's easy to get trapped here. The optimal path through this particular formation is kinda lame anyway, so it might just be best to replace this with a slider, but if you want to keep it, consider Ctrl+H 00:41:190 (1,2,3,4,1,2,3,1,2,3,4,1,2,3) - so the flow out of the spinner is better
  1. 00:41:190 - Here's where things start getting a bit fiddly. You have some jups that are too harsh by being edge dashes, and others that are hypers, but so strong they slingshot you way past a comfortable point. Either buff the spacing (for hypers) or reduce (for normal dash) on 00:41:802 (3,1) - 00:42:618 (3,1) - and then reduce the hyper strength on 00:45:067 (3,1) - as this is noticeably stronger than other hypers here
  1. 00:51:088 (1,2,3) - Combinations of different strength and snap hypers again - try 00:50:986 (1,1) at x-272 for less harsh movement
  1. 00:57:618 (2,3,4) - 00:57:925 (5,1,2) - Yikes, triple edge dash into hyper is pretty painful to hit, (3) at x-232 is more sane... but then you have 1/8 hyper into more strong antiflow dashes. 00:57:925 (5,1) - is unnecessary as a hyper imo, a regular wiggle (e.g 00:58:129 (1,2,3,4) - to x-120) would be fine
  1. 01:05:271 (4,5,1) - Stop-start dashing like this can work, but usually creates excessive "stuttering" which feels awkward to play. Either move (1) to the left, or reduce these hyper strengths for better flow
  1. 01:13:435 (1) - Consider splitting into 1/2 or 3/4 slider and circle to afford a jump to that downbeat, it's really strong and having it as low-movement slidertail takes away a lot of emphasis
  1. 01:16:700 (1,1,2) - Yee double edge dash is annoying to hit, move 01:17:108 (1) to the right to lessen this please
  1. 01:29:251 (1,2,3,4) - 01:42:313 (1,2,3) - Double hyper into strong wiggle is an interesting idea, but it's too harsh, Ctrl+H (3) and move to x-184 / x-328 respectively for a smoother movement that also emphasizes the clap on 01:29:761 (4) with a hyper
  1. 01:58:537 (2,1) - 01:58:537 (2,1) - Watch out for more edge dashes in these slider streams, as it throws off the whole flow when you can reach the next hyper. Here and in similar patterns, You'll want to make hypers ~ 4.00x DS and regular jumps ~ 2.00x. Move or rotate slider tails to obtain best spacing and flow without having to remap everything
  1. 02:01:802 (4,1) - Edge dash alert, 1/2 timeline spacing makes this larger than it seems. You'll want to make this and 02:09:251 (4,1) - hypers to be consistent with your other patterns I think
  1. 02:12:414 (4,1) - You'll definitely want a jump here after all the hype buildup, it's kinda sad that there's so little emphasis on the section transition
  1. 02:36:700 (3,4,1) - Strong dash folowed by antiflow leading into strong hyper is very fiddly to play, making (3,4) horizontal sliders with (3) facing right and (4) facing left flows so much better. Additionally, try weakening the hyper into 02:37:108 (1) since the high SV antiflow here makes this difficult to read, let alone play
  1. 04:22:210 (1,2) - Placing (2) on the left means that (1) becomes a flowstop which is a little uncomfortable to play for no real reason. Ctrl+H 04:22:516 (2,1) - and then Ctrl+G (1) would play a little better
  1. 04:42:414 (3,4,1) - Reverse stair 1/4 hypers can die in a fire. The level of precision required here is ridiculous lol. Ctrl+G (4) and move to x-312, and also move (3) left a little, since 04:42:210 (2,3) feels a bit too sharp right now
  1. 04:50:986 - Just wanted to say that watching this pattern in the editor is literal sex. It plays alright in game too, though I would prefer a little more lateral movement, and you'll probably want a hyper between 04:50:884 (1,1) since this jump caught me by surprise many times when following the previous stream
  1. 05:06:904 (3,4) - Unexpectedly tight after (3)'s antiflow, (4) feels better at x-96 or so to me
  1. 05:39:047 (5,1) - Tight dash leading into antiflow, drop this spacing a bit for more fluid flow
  1. 05:54:659 (1,2) - I feel (2) deserves a hyper - though spacing is tight here anyway. Try 05:54:455 (4,1) at x-184

This is all from me. Note that anything I mentioned might well be applicable elsewhere, and the kiai section in general might need a more detailed look as I'm just not skilled enough as a player to judge some patterns fully in their current format (this is not saying they are bad, just that I am unable to say whether the map is to blame or myself lol). If you have any questions or want to discuss things further, please don't hesitate to get back to me and I'll see what I can do to help.

Good luck! (:
Topic Starter
Shiirn
stuff
Blushing
Planetfall
03:08:946 (1,2,3,4,1,2) - Spacing seems a little straining for the player to move the catcher in time to react to it, my suggestion on it would be either be to make the space in between the combo before the stated time above closer or remove the space stream on that in general and make it a regular diagonal stream.

04:10:169 (1,2,3,4,5) - In my opinion the doubles make that area of the map really "sweaty" and especially if it's coming right out of more relaxed part of the song, the player should have some time to relax on a long song like this, I would suggest making the double either non-existent or closing the gap so it doesn't cause unneeded strain and map reading.

P.S. I liked the ending that they had to Dash for it, definitely going to make some people mad that they missed that ending because they thought the song was over!
Kingkevin30

Shiirn wrote:

I have completely missed 4+ years of ctb mapping and gameplay meta evolution and look forward to learning it.
It's for the best if you don't follow the Meta-evolution; trust me, but I'm definitly already a fan of your style
Topic Starter
Shiirn
I'll try to get more checks or input on this over time.
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