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Demetori - Plastic Mind ~ Alice in Underground [CatchTheBeat

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Topic Starter
JBHyperion
This beatmap was submitted using in-game submission on 08 November 2017 at 18:35:07

Artist: Demetori
Title: Plastic Mind ~ Alice in Underground
Source: 東方怪綺談 ~ Mystic Square
Tags: 東方Project 東方プロジェクト Touhou Kaikidan Bizarre Romantic Story PC-98 Stage 3 Boss theme アリス・マーガトロイド Margatroid Girl Death Forest Magic doll Makai BEGIERDE DES ZAUBERER Desire of the Magician Comiket 81 guitar metal
BPM: 260
Filesize: 10586kb
Play Time: 06:15
Difficulties Available:
  1. Phantom of the Grand Guignol (7.34 stars, 2035 notes)
Download: Demetori - Plastic Mind ~ Alice in Underground
Information: Scores/Beatmap Listing
---------------



He who fights with monsters should be careful lest he thereby become a monster.
And if thou gaze long into an abyss, the abyss will also gaze into thee.


Frederich Nietzsche




3rd approved

- Benny-
- Deif

[WHAT'S THIS?]
Touhou - Metal Instrumental
Original Song: プラスチックマインド ~ Plastic Mind
東方怪綺談 ~ Mystic Square, Alice Margatroid's Stage 3 Boss Theme

4K mania set by puxtu - here

[CURRENT STATUS]
Phantom of the Grand Guignol - 100%

[CHANGELOG]
23/04/16 - Submitted map with Phantom of the Grand Guignol 100% complete including hitsounds, fixed metadata, IRC mod with snowball112
26/04/16 - Applied mod by koliron
27/04/16 - Hitsound update
09/05/16 - Applied mod by xi-False
15/05/16 - Did some self-modding improving stream shapes and making regular dash patterns more lenient
02/06/16 - Applied mod by Setomi
16/06/16 - Applied mod by Chara
26/07/16 - Applied mod by Razor Sharp
27/07/16 - Applied mod by rew0825
18/08/16 - Applied mod by Catch The Beat
15/11/16 - Changed to new HQ background
28/11/16 - Applied mod by Deif
06/01/17 - Applied mod by BoberOfDarkness
18/03/17 - Applied mod by Ponchiwi
10/05/17 - Applied recheck by Deif,
19/05/17 - Applied mod by Benny- ,
04/06/17 - Disqualified to fix metadata
03/10/17 - Revived from Eternal Slumber, fixed metadata, applied mod by - Magic Bomb -
09/10/17 - Applied check by Benny- +
08/11/17 - Applied check by Deif +

METADATA STUFF
◊ Title: プラスチックマインド ~ Alice in Underground
◊ Original title: プラスチックマインド (Plastic Mind)
◊ Source: 東方怪綺談 ~ Mystic Square.
◊ Circle: Demetori
◊ Album: BEGIERDE DES ZAUBERER (Desire of the Magician)
◊ Release Date: December 31, 2011 (Comiket 81)

SEXY MODDERS AND SUPPORTERS ;)
koliron - Mod + 20
snowball112 - IRC suggestions
- Magic Bomb - - 5 + Mod
ursa - 2
xi-False - Mod
Setomi - Mod
Chara - Mod
Razor Sharp - Mod
rew0825 - Mod
Catch The Beat - Mod
Deif - 3 Mods + +
BoberOfDarkness - Mod
Ponchiwi - Mod
Benny- - 3 Mods + +
Ascendance
ok

edit: post 800 nice
koliron
mod soontm
Bunnrei

koliron wrote:

mod soontm
20 stars what the fcuk
Topic Starter
JBHyperion

Chara wrote:

koliron wrote:

mod soontm
20 stars what the fcuk
koli pls D:
Riari
“Mapping is dead. Mapping remains dead. And we have killed it."
koliron
HYPEEE

General
  1. mh, well the bpm is 260, but almost all the map is in 1/2, i think this is easy to read even in ar 9.5, buuut ok we could consider that high ar fit correctly with hard maps i'd suggest to reduce the ar to 9.6 or 9.7, 9.8 is unnecessary imo
  2. i think the preview point could be better in 02:35:665 - , or if you want to keep it with the most intense section then 04:39:357 - would be nice too
  3. consider add "7" in tags because this song is of touhou 7 (and oyu already added "touhou"), btw "Alice" is not necessary because its in the title
  4. inherited points:
    02:34:280 - 02:34:742 - 02:50:088 - 02:57:473 - 04:39:012 - mmh these points seems unnecessary, has the same svm, sample and volume as the previous, maybe you forgot to change the sample of volume?

Phantom of the Grand Guignol

  • About distances and patterns:
  1. 00:09:473 (1,2,3) - this pattern feels weird, i think would be better without dash, or with an obvious dash, i mean.. for example
    then the jump is obvious, do not forget: in hiiigh bpms like this song, i think is recommendable to do noticeable jumps, players could doubt if is necessary in patterns like this one
  2. 00:18:935 (2) - is a minor change, but this slider seems like you need use the dash but you could miss the 2nd note if you jump, so i think would be better 100% horizontal
  3. 00:21:473 (4,5,6,7) - mh in my opinion you oculd improve this pattern, the dash are to 00:21:473 - 00:21:704 - 00:21:820 - 00:22:050 - , is not hard, but is uncomfortable v.v
  4. 00:22:397 (1,2,3,4) - i get your idea here, is because the sounds are increacing right? then probably would be easier to notice this if you 00:22:166 (8) - change this slider, because... with this seems like a pattern with random directions, maybe with ctrl+g (and to the left, to not miss the hyper) the next pattern seems better
  5. 00:23:320 (1,2) - also, to not break ^ this beautiful pattern, i'd like to see 00:23:550 (2) - like (1), or if you want to follow the strong drum there, more horizontal is a good way too
  6. 00:23:781 (3,4,5,6,7,8) - c.c i think you could do a better stream, the current is a bit unaesthetic, here is an example
  7. 00:27:358 (6,7,8,1) - really hard pattern! x.x antiflow with double hyper is just so evil xD i'd suggest 00:27:358 (6) - ctrl+g and to the left, also maybe 00:27:935 (1) - more vertical, its just a lot of antiflow here x_x
  8. 00:28:166 (2,3) - if you want to keep the direction of these sldiers, would be better even more vertical, another option is just do them 100% horizontal, i mean, the current position is like a walk, walk with antiflow seems AND feels weird when you play it (specially with high bpms aaa)
  9. 00:30:012 (2,3,4,5,6,7) - nice idea, buuut the distances in the second pattern are hard to catch, at least after a hyper, mh probably if you reduce a bit the distances in 00:30:012 (2,3,4) - and in 00:30:358 (5,6,7) - a bit (like 20 grids, would be more than enough) would be easier (still a hard pattern with that, but obviously, following the music this patterns deserves hard movements!)
  10. 00:42:935 (4,5,6) - mmh well to me the jumps feels weird with the music xD would be better with 3 and 3
  11. 00:44:204 (15,16,17,1) - well i understand than fit with the song but aaaa D: so hard and sudden! i'd suggest to reduce the distance or make them in a row, like this
  12. 00:45:935 (7,8) - aaa 00:46:166 (8) - in x 356 as (7) plays better imo, the current distance FEELS like a pixel jump (with "feels" i mean, no is not, but when you are playing, all distances are harder than when you test it x.x individually the distance is not hard i guess xD)
  13. 00:46:397 (1,2) - you need stop the movement here, so would be easier to miss the tail of (1) or the head of (2), maybe more close?
  14. 00:49:627 (3,4) - a hyper here feel good imo
  15. 00:51:934 (1,2,3,4) - to notice that these sounds are increacing, something like this looks much better
  16. 00:52:396 (1,2,3) - i'd like to see same distances here, the current is a dash but is not so obvious, with 00:52:742 (2) - a bit to the left would be beter imo, same in 00:59:780 (1,2,3) -
  17. 00:54:588 (2,3) - aaa hard jump x.x maybe reduce a bit?
  18. 01:03:473 (1,2,3) - nice pattern, but maybe a bit more close? consider that you need stop in every slider, this could help the players to not miss here
  19. 01:14:203 (7,8) - i think would be better to replace this with circle - slider, because there are 2 strong sounds in 01:14:319 - which i think would be nice to emphasize
  20. 01:17:780 (7,8) - maybe without hyper? (8) is soo low
  21. 01:25:626 (1,2,3) - this pattern would be fine if is a platter, or maybe a rain, but here you need walk/dont move in (1), in (3) dash and in (2) probably is walk but hard to know XnX i'd suggest do all of these like (1) or like (3)
  22. 01:45:357 (6,7) - i'd suggest to reduce this distance? probably same distances feels much better, currently (7) is not pixel but still a hard jump
  23. 01:49:857 (2,3,4,5,6,7) - well i'd suggest the same suggestion as 00:30:012 (2,3,4,5,6,7) - , but here the difference between these distances is not noticeable imo, maybe you could make 01:49:857 (2,3,4) - as a walk/dash and then 01:50:203 (5,6,7) - dash/hard dash
  24. 01:50:780 (2,3,4,5,6,1) - i understand what you tried here, but if you test it, is not possible to notice the increacing of the distances, that is because there is a hyper in 01:50:780 (2) - , so the hyper to (3) is stronger than to (4), and because 01:51:242 (5,6,1) - are the same distance, here is an example which would be more aesthetic
  25. 01:51:473 (1,2,3) - 01:53:319 (1,2,3) - 02:08:088 (1,2,3) - 02:13:626 (1,2,3) - 02:15:473 (1,2,3) - 02:32:088 (1,2,3) - 02:35:780 (1,2,3) - same as above, same distances plays better, there is already a dash to (2), so make different distancesi n a row of dash is weird to me
  26. im dumb i know buuut why not 02:03:011 (3) - ctrl+g? looks better :v
  27. 02:03:242 (4,5,6,7) - aaa hard dash pattern x.x maybe reduce distances? for example with 6 bit to the right
  28. 02:12:473 (4,5,6) - aaa hard dash too D: why not 02:12:703 (5,6) - a bit to the left?
  29. 02:18:011 (4,5,6,7) - i htink reducing the distance a bit to (5) and a hyper to (6) would be nice, that sound is totally noticeable in game so i think should be emphasized
  30. 02:19:396 (4,8) - some grids to the left(? because you need stop in 02:19:165 (1,2,3,5,6,7) - , so this could prevent dumb misses
  31. 02:28:396 (1,2,3,4,5,6) - 02:29:319 (1,2,3,4,5,6) - mh ok are interesting streams but still a bit hard because after the hyper, probably you will miss 02:28:473 (2,2) - , would be better if oyu reduce these distances, ooor make something like this:
  32. 02:39:819 (2,3) - hard jump! x.x you tried to add a hyper here? because the sound in (3) could be
  33. 02:43:165 (1,2,3) -02:44:088 (5,6,7) - same as above, i think would be better with same distances, or anyway a bit less to the third note, those jumps are uncomfortable after the previous jump
  34. 02:51:819 (6,7) - why suddenly so short distance? ono, specially in the middle of a kiai, i think plays awkward
  35. 02:57:242 (5,6) - just for aesthetic, x95 looks better, similar in 04:01:857 (6,7) - with x194 if you like it :3 also would be easier to read
  36. 03:01:050 (5,6) - hard distance again x__x map in 260 is so hard! D: you should consider that all patterns need less distance than other overdoses which you did like go4it, this is an usual problem xD for example i remember when i mapped a 210 bpm song, and then a 170, the dash of 170 were almost all walkables lol is hard to get used to the bpm x_x with the next time, i suggest you to test the first idstances, many times, to find the best distance of hyper and dash
  37. 03:07:165 to 03:10:857 - wooow this seciton is so intense! but the hypers are the same as before ): why not more distance? i think increace this hypers is good way to notice the intensity of this section
  38. 03:26:242 (9,10,11,12) - why not same distances(? hard paterns like this deserves be easy to read
  39. 03:26:550 (1,2) - aaa x1.5 so evil! XD i'd suggest finish these sliders in 1/6 (fit correctly ith the guitar, and looks like you tried to follow it, instead of the drum), the the hyper is still hard but feels better
  40. 03:54:242 (5,6,7,8) - aaa hard jump lkfdjs why not 03:54:357 (6,8) - some grids to the left?
  41. 03:58:857 (1,2) - i really like curves like these in sliders, buut is like you need walk here, i'd like to see curves with dash, these sliders fit with the intense guitar here, so i think would be nice
  42. 04:01:165 (3,4,5) - is a weird movement imo mh maybe would be better with 04:01:396 (4) - ctrl+g and a bit to the left
  43. 04:24:242 (4,5) - aaa hard jump again x_x you are probably bored of this suggestion ;w;
  44. 04:33:242 (4,5,6,7) - huhh is not hard but would be interesting with 04:33:473 (5,6,7) - ctrl+g and like x 460~ or something like that, thats a movement which you didnt use
  45. 04:46:165 (5,6) - 04:46:626 (8,9) - hyperion the new evil mapper confirmed ;A; please reduce this, consider that only needs 14 grids to be a pixel jump, is thats so close xD i'd suggest at leeast 10 grid less
  46. 04:50:896 (2) - ctrl+g (? and maybe more distance, dont forget that this is kiai c.c more distance is allowed aaa
  47. 04:53:780 (5,6,7,8) - e.e the current movement is dash-walk-dash mmh, here is some examples of good patterns which fit correctly with the song and feels better, to me:
  48. 05:00:934 (5,6) - 05:01:396 (8,9) - 05:04:165 (3,4) - 05:05:088 (7,8) - as 4:46
  49. 05:09:011 - since here, you used 1.75 of svm, thats fine, but consider that some distances like 05:11:550 (4) - are so hard, dont forget that in 226+ bpm, 1/2 sliders dont have seeds, so seems like 2 circles, i'd suggest do these sliders a bit less horizontal, here some examples: 05:13:396 (6) - 05:15:242 (3) - 05:17:088 (4) - 05:17:780 (7,8) - 05:18:934 (3) - 05:20:780 (3) - ~wait! this one is 2.00
  50. 05:44:550 (4,5,6,7) - aaa if you want to keep a pattern like this please 05:44:896 (7) - in the same position as (5) to be easier to read ;w;
  51. 05:45:473 (3,4,5,6) - i thi would be better with ctrl+g ctrl+h, because these sounds are decreacing, not increacing (and the drum is exactly the same c.c)
  52. 05:52:165 (11,12,1,2,3,4,5,6,7,8,9,10,11,12) - well usuallyi dont like to suggest big changes, but this pattern is basically impossible ;__; first because 05:52:165 (11,12,1,2) - this is double antiflow with hyper, and then the rhythm changes 1/4 to 1/6, is really uncomfortable, with 05:52:396 (1,2,3,4,5,6,7,8,9,10,11,12) - ctrl+h would be much better, but still this pattern is weird because, ok i understand that you followed the decreacing of the guitar and drum here, but this patterns are not acceptable in 1/4 or 1/3 imo, make all of them like 05:52:857 (7,8,9) - would be better, if you still want to follow this sounds, here is an example:
  53. 05:59:088 (2,3,4) - maybe reduce these distances a bit too? is still hard, at least some grids x_x
  54. 06:00:703 - in this section, well feels like should have STROONG distances, since 06:04:396 - even more distance and hard patterns fits better, since 06:08:088 - here.. wow i'd add the distances which you used in 04:46:165 (5,6) - , here fits correctly, is the best moment to add such distances combined with hard patterns and distances... since 06:11:780 - here... just
    and for 06:13:626 - this section, here is an example, i think feels good :^)
    hahah everything of this last suggestion was a joke, srsly that was funny TO ME
    anyway increace the difficulty in distances and patterns would be nice


    About notes:
  55. 00:11:666 - mmmh, well the sound in 00:11:550 - finish here, maybe, but the rhythm is pretty obvious in this section, to be consistent with 00:03:935 (1,2,3) - 00:05:781 (1,2) - 00:07:627 (1,2,3) - , i think would be better remove this note
  56. 00:37:454 (4,8) - even in 25%, i cant notice sounds here, feels like overmap
  57. 00:42:762 (2) - 05:57:069 (2) - huh yeah these notes would be nice here, but feels like overmap too
  58. 00:50:089 (5) - why no notes here? ono they are 1/3 too
  59. 01:21:473 (5,6,7,8,9,10,11,12) - ): i cant hear sounds in 1/4 x.x if you want to add another note, could be in 01:21:444 - (yeah its 1/8, the typical rhythm changes of the guitar in demetori)
  60. 02:05:780 (8,9,10) - humm, im not sure about this, i can hear some sounds there but idk if this fit lol why not just 1/1 and 1/2? that fit correctly with the drum
  61. 02:28:934 (8,9) - 02:29:626 (5,6) - 02:29:626 (5,6) - 02:30:088 (5,6) - 02:30:780 (8,9) - i cant listen sounds here ;__; so sad if you need change this patterns
  62. 04:29:780 (3,4,5,6,7,8,9,10) - o.o maybe you did this following the sounds in 04:30:242 - ? until there, there is sound in like every 1/4 lol but here i think no, if you want to make a stream like this, would be better in 04:30:242 (1,2,3,4,5,6) -
  63. 05:08:319 (2,3,4,5) - is 1/6 until 1/2 i think
  64. 05:29:319 - i'd suggest to reduce the volume, ok there are sounds in 1/4 but until 05:30:011 - is just imposibble to listen in game, at least with the hitsounds
  65. 05:51:761 (4,8) - huh idk here these sounds are weird, but still feels like overmap, following the drum, i think would be like 05:52:165 (11,12,1) -
  66. 05:59:780 (1,2,3,4,5,6) - this is 1/4 Ono maybe you suppsed that this is 1/3 becasue there is not a sound in 05:59:953 - but in 06:00:011 - you can hear clearly 4 sounds until 06:00:184 -

    About hitsounds:
  67. 00:15:127 (3) - i think a clap fit good here, following the drum
  68. 00:24:012 (6) - maybe a finish here? as you did in 00:23:781 (3) - feels better following the guitar imo
  69. 00:45:704 (4) - finish here too? in combination with 00:45:473 (1) - feels good, also because could help the hyper to this note
  70. 01:21:473 (5) - a finish here feels weird imo, why not clap? maybe clap in 01:21:703 (9) - too
  71. 02:20:088 (1) - mh i think this note would be better without clap, following the next stream, shouldn't be here, here the drum is as 02:20:165 (2,3,4,5,6) -
  72. 04:39:011 (5,7) - in my opinion sounds better with clap in these notes, following the guitar
  73. 06:13:626 - considering the strong sounds of this section, i think you could add more finish, in 06:14:319 - 06:15:126 - fit good and sounds better, is a good way to notince the intensity of this section
    lmao sorry if there are not very few suggestion about this, im a bit exhausted XD

    About ncs:
    well, to me all ncs fit good, just i will suggest about the combo with 16+, thats just a lot of fruits in the ryuuta! >...<! (ok there are a lot of 14-16 c.c)
  74. 00:42:704 (1,2,3,4,5,6,7,8,9,10,11,12,13,14) - 17 here kfjdshjkd maybe in nc 00:43:627 (7) - ?
  75. 01:20:088 (1,2,3,4,5,6,7,8,9,10,11) - 18 x.x +nc in 01:21:473 (5) - feels good to me
  76. 01:27:473 (1,2,3,4,5,6,7,8) - 18, please consider that with hypers, have a lot of fruitsi n the ryuuta could be really hard
  77. 04:00:703 (1,2,3,4,5,6,7,8,9) - wow nice gap, here is x18, maybe you could reaplce 04:01:626 (5) - this slider and add 2 notes to have a nc in 04:01:742 - , fit good following the drum
  78. 05:37:626 (1,3) - here is the only place which i think you could change the nc, in (3) fits better imo
  79. 05:57:011 (1,2,3,4,5,6,7,8,9,10,11,12,13,14) - 17 ayy, ok would be 16 if you accepted my suggestion about 05:57:069 - this note

well maybe some hypers dont fit correctly with the song, but i didnt suggest them because wow, i dont want to make this mod even longer hahah
ok, good luck! \:D/
Topic Starter
JBHyperion

koliron wrote:

im trying to suggest all things i can find, hahah dont hate me ): if you dont want a long mod, feel free to say it and i will do a normal mod for the rest of the map
long mods are fine with me - as long as they're helpful xD

The fact that you're modding so soon is already more than I could have asked for, feel free to give whatever kind of mod you like and I'll happily go through it all.
Yumeno Himiko
BPM = 260 :O

It reminds me of some dragonforce maps
Topic Starter
JBHyperion
Le epic textwall of texty goodness

koliron wrote:

HYPEEE HYPEEE

General
  1. mh, well the bpm is 260, but almost all the map is in 1/2, i think this is easy to read even in ar 9.5, buuut ok we could consider that high ar fit correctly with hard maps i'd suggest to reduce the ar to 9.6 or 9.7, 9.8 is unnecessary imo Whilst I was mapping I did all my testing at 9.6 and it played fine, but several testplayers asked for it to be higher. I'll consider this with future mods - also changed HP to 5 as discussed in Discord chat
  2. i think the preview point could be better in 02:35:665 - , or if you want to keep it with the most intense section then 04:39:357 - would be nice too I'd prefer to keep the current preview point, since I can get both kiai parts (the 05:31:165 - section is my favourite part of the song) and am still at the most intense part
  3. consider add "7" in tags because this song is of touhou 7 (and oyu already added "touhou"), btw "Alice" is not necessary because its in the title Added and removed, respectively
  4. inherited points:
    02:34:280 - 02:34:742 - 02:50:088 - 02:57:473 - 04:39:012 - mmh these points seems unnecessary, has the same svm, sample and volume as the previous, maybe you forgot to change the sample of volume? I think I had a different sampleset here at some point to layer the drum sounds, but I moved some sounds around so they aren't necessary now - removed all

Phantom of the Grand Guignol

  • About distances and patterns:
  1. 00:09:473 (1,2,3) - this pattern feels weird, i think would be better without dash, or with an obvious dash, i mean.. for example
    [box=something like this]
then the jump is obvious, do not forget: in hiiigh bpms like this song, i think is recommendable to do noticeable jumps, players could doubt if is necessary in patterns like this one Removed to also give more emphasis to 00:09:935 (4)00:18:935 (2) - is a minor change, but this slider seems like you need use the dash but you could miss the 2nd note if you jump, so i think would be better 100% horizontal Done, also moved 00:19:281 (3) right slightly to keep the distance differentiation00:21:473 (4,5,6,7) - mh in my opinion you oculd improve this pattern, the dash are to 00:21:473 - 00:21:704 - 00:21:820 - 00:22:050 - , is not hard, but is uncomfortable v.v Moved the notes in each pair closer and put a slightly larger spacing between the pairs to clearly indicate dash. I prefer to keep the sweeping pattern you suggested for the most intense parts, like I used at 00:30:012 (2,3,4,5,6,7)
00:22:397 (1,2,3,4) - i get your idea here, is because the sounds are increacing right? then probably would be easier to notice this if you 00:22:166 (8) - change this slider, because... with this seems like a pattern with random directions, maybe with ctrl+g (and to the left, to not miss the hyper) the next pattern seems better Done to give more structure to the following sliderjumps, moved 00:22:050 (7) to the left and flipped 00:22:166 (8)00:23:320 (1,2) - also, to not break ^ this beautiful pattern, i'd like to see 00:23:550 (2) - like (1), or if you want to follow the strong drum there, more horizontal is a good way too Made symmetrical, drum sounds are equally intense here00:23:781 (3,4,5,6,7,8) - c.c i think you could do a better stream, the current is a bit unaesthetic, here is an example I actually really like the current pattern, the S shape fits the changing pitch of the guitar patter very well and it provides a nice contrast with a lot of my other streams which are more simple curves
00:27:358 (6,7,8,1) - really hard pattern! x.x antiflow with double hyper is just so evil xD i'd suggest 00:27:358 (6) - ctrl+g and to the left, also maybe 00:27:935 (1) - more vertical, its just a lot of antiflow here x_x Wasn't intending to include hyperwalks but meh, I'll see how people react to it00:28:166 (2,3) - if you want to keep the direction of these sldiers, would be better even more vertical, another option is just do them 100% horizontal, i mean, the current position is like a walk, walk with antiflow seems AND feels weird when you play it (specially with high bpms aaa) I feel if I make these more horizontal, the map has no variety because everything requires dash. I'll see what others think about these, I actually don't find them too bad00:30:012 (2,3,4,5,6,7) - nice idea, buuut the distances in the second pattern are hard to catch, at least after a hyper, mh probably if you reduce a bit the distances in 00:30:012 (2,3,4) - and in 00:30:358 (5,6,7) - a bit (like 20 grids, would be more than enough) would be easier (still a hard pattern with that, but obviously, following the music this patterns deserves hard movements!) Reduced this considerably, and also reduced 00:31:166 (3,4,5,6) to regular dashes with another suggestion00:42:935 (4,5,6) - mmh well to me the jumps feels weird with the music xD would be better with 3 and 3 Your suggested pattern is pretty much an exact copy of what I do immediately after this xD I think this amount of variety for following the drum instead of guitar is fine, but will see what others suggest
00:44:204 (15,16,17,1) - well i understand than fit with the song but aaaa D: so hard and sudden! i'd suggest to reduce the distance or make them in a row, like this Reduced the hyper strength on 00:44:320 (13,14,1) - I want to avoid a walking pattern here to emphasize the end of the kiai, also NC'd 00:43:627 (7) as this was at 17 fruits anyway
00:45:935 (7,8) - aaa 00:46:166 (8) - in x 356 as (7) plays better imo, the current distance FEELS like a pixel jump (with "feels" i mean, no is not, but when you are playing, all distances are harder than when you test it x.x individually the distance is not hard i guess xD) Fair enough, reduced distance slightly00:46:397 (1,2) - you need stop the movement here, so would be easier to miss the tail of (1) or the head of (2), maybe more close? Sure, reduced a few of these distances slightly for the lower intensity in this section00:49:627 (3,4) - a hyper here feel good imo Gave it a try, adds a nice buildup feel to this section00:51:934 (1,2,3,4) - to notice that these sounds are increacing, something like this looks much better Done
00:52:396 (1,2,3) - i'd like to see same distances here, the current is a dash but is not so obvious, with 00:52:742 (2) - a bit to the left would be beter imo, same in 00:59:780 (1,2,3) - 00:52:396 (1,2) - is not intended to be a dash and can be caught easily by walking00:54:588 (2,3) - aaa hard jump x.x maybe reduce a bit? I don't find this direction change too difficult, but fair enough01:03:473 (1,2,3) - nice pattern, but maybe a bit more close? consider that you need stop in every slider, this could help the players to not miss here Reduced to 1.8x01:14:203 (7,8) - i think would be better to replace this with circle - slider, because there are 2 strong sounds in 01:14:319 - which i think would be nice to emphasize Would do if I hadn't already done it at 01:12:357 (7,8) - I prefer a little variety in the rhythm to highligh this double hyper01:17:780 (7,8) - maybe without hyper? (8) is soo low Yeah, Ctrl+G'd 01:18:011 (8)01:25:626 (1,2,3) - this pattern would be fine if is a platter, or maybe a rain, but here you need walk/dont move in (1), in (3) dash and in (2) probably is walk but hard to know XnX i'd suggest do all of these like (1) or like (3) Fine, made them all horizontal but added SV increases to successive sliders because I'm a meanie01:45:357 (6,7) - i'd suggest to reduce this distance? probably same distances feels much better, currently (7) is not pixel but still a hard jump Forgot I had increased SV here, so this jump is bigger than DS value shows - fixed01:49:857 (2,3,4,5,6,7) - well i'd suggest the same suggestion as 00:30:012 (2,3,4,5,6,7) - , but here the difference between these distances is not noticeable imo, maybe you could make 01:49:857 (2,3,4) - as a walk/dash and then 01:50:203 (5,6,7) - dash/hard dash Reduced spacings a bit, though not quite as much as before to give a buildup effect in successive kiais01:50:780 (2,3,4,5,6,1) - i understand what you tried here, but if you test it, is not possible to notice the increacing of the distances, that is because there is a hyper in 01:50:780 (2) - , so the hyper to (3) is stronger than to (4), and because 01:51:242 (5,6,1) - are the same distance, here is an example which would be more aesthetic These hdash strengths look pure evil, I love it >:]
01:51:473 (1,2,3) - 01:53:319 (1,2,3) - 02:08:088 (1,2,3) - 02:13:626 (1,2,3) - 02:15:473 (1,2,3) - 02:32:088 (1,2,3) - 02:35:780 (1,2,3) - same as above, same distances plays better, there is already a dash to (2), so make different distancesi n a row of dash is weird to me As discussed before, I'm happy with the current spacing, making everything even would draw emphasis away from those drum sounds and (2) is walkable in any caseim dumb i know buuut why not 02:03:011 (3) - ctrl+g? looks better :v I am the dumb one :v - fixed02:03:242 (4,5,6,7) - aaa hard dash pattern x.x maybe reduce distances? for example with 6 bit to the right Sure thing02:12:473 (4,5,6) - aaa hard dash too D: why not 02:12:703 (5,6) - a bit to the left? Moved (5) to the left, want to avoid too strong a hyper to 02:12:934 (7) - (which I removed an odd sliderbody whistle from)02:18:011 (4,5,6,7) - i htink reducing the distance a bit to (5) and a hyper to (6) would be nice, that sound is totally noticeable in game so i think should be emphasized Sorry, I only want to hyper to the strong drum sounds here, they're far more prominent than anything else and adding more hypers would reduce their emphasis. Besides, this is a calmer section, so a simpler 1/2 "stream" is very fitting I think02:19:396 (4,8) - some grids to the left(? because you need stop in 02:19:165 (1,2,3,5,6,7) - , so this could prevent dumb misses Yeah, reduced distance to both of these slightly02:28:396 (1,2,3,4,5,6) - 02:29:319 (1,2,3,4,5,6) - mh ok are interesting streams but still a bit hard because after the hyper, probably you will miss 02:28:473 (2,2) - , would be better if oyu reduce these distances, ooor make something like this: Decided to combine the two, streams now decrease in spacing with successive notes, giving an "L" shape that is more comfortable to flow into
02:39:819 (2,3) - hard jump! x.x you tried to add a hyper here? because the sound in (3) could be Wasn't intending to, but adding a hyper is the easiest option here and it does fit, so sure we'll give it a go02:43:165 (1,2,3) -02:44:088 (5,6,7) - same as above, i think would be better with same distances, or anyway a bit less to the third note, those jumps are uncomfortable after the previous jump As before, no change besides consistency with ^02:51:819 (6,7) - why suddenly so short distance? ono, specially in the middle of a kiai, i think plays awkward Ew what the heck is this doing here, must be a mistake on my part... Fixed02:57:242 (5,6) - just for aesthetic, x95 looks better, similar in 04:01:857 (6,7) - with x194 if you like it :3 also would be easier to read Are you sure you mean x95? This is a huge change in hyper strength and plays very awkwardly. Kept as it is for now, though I did remove the hyper between 02:57:357 (6,7)03:01:050 (5,6) - hard distance again x__x map in 260 is so hard! D: you should consider that all patterns need less distance than other overdoses which you did like go4it, this is an usual problem xD for example i remember when i mapped a 210 bpm song, and then a 170, the dash of 170 were almost all walkables lol is hard to get used to the bpm x_x with the next time, i suggest you to test the first idstances, many times, to find the best distance of hyper and dash Please, I did do this and I do it on every single map I make. To be honest, I didn't find this distance that difficult, it's used consistently throughout the kiai, but I ended up changing it anyway for consistency with a previous suggestion03:07:165 to 03:10:857 - wooow this seciton is so intense! but the hypers are the same as before ): why not more distance? i think increace this hypers is good way to notice the intensity of this section Sure, amped up some distances here to make it feel more intense03:26:242 (9,10,11,12) - why not same distances(? hard paterns like this deserves be easy to read This looked weird anyway, fixed03:26:550 (1,2) - aaa x1.5 so evil! XD i'd suggest finish these sliders in 1/6 (fit correctly ith the guitar, and looks like you tried to follow it, instead of the drum), the the hyper is still hard but feels better You mean 1/3? Guitar snap is kinda ambiguous there but I think it's justifiable. Does play much more smoothly so ended them at 03:26:703 and 03:26:93403:54:242 (5,6,7,8) - aaa hard jump lkfdjs why not 03:54:357 (6,8) - some grids to the left? Moved (7) right slightly as well, this should be much more comfortable now03:58:857 (1,2) - i really like curves like these in sliders, buut is like you need walk here, i'd like to see curves with dash, these sliders fit with the intense guitar here, so i think would be nice Hmm, I went with a little more movement, but I don't want it to be too extreme. See if it's enough for you xd04:01:165 (3,4,5) - is a weird movement imo mh maybe would be better with 04:01:396 (4) - ctrl+g and a bit to the left Gave it a try04:24:242 (4,5) - aaa hard jump again x_x you are probably bored of this suggestion ;w; "Hard jump" is a problem, not a suggestion xD I made them a weaker dash instead,don't really feel a hyper fits here04:33:242 (4,5,6,7) - huhh is not hard but would be interesting with 04:33:473 (5,6,7) - ctrl+g and like x 460~ or something like that, thats a movement which you didnt use Sorry, this antiflow plays super awkwardly for me since you have to 1/3 hyper into immediate horizontal direction change. I didn't use this little zig-zag before either so I feel there's good variety here04:46:165 (5,6) - 04:46:626 (8,9) - hyperion the new evil mapper confirmed ;A; please reduce this, consider that only needs 14 grids to be a pixel jump, is thats so close xD i'd suggest at leeast 10 grid less Dropped both to 2.5x hyper and 1.3x normal jump (down from 2.7/1.4)04:50:896 (2) - ctrl+g (? and maybe more distance, dont forget that this is kiai c.c more distance is allowed aaa done aaa04:53:780 (5,6,7,8) - e.e the current movement is dash-walk-dash mmh, here is some examples of good patterns which fit correctly with the song and feels better, to me: I could just move (6,8) right a bit no? Sloping slider streams like Example (1) feel clunky to me and I'd rather just do a normal stream in that situiation, but that would be too boring here. Example (2) is more fitting for me, but due to the increased angle I still find it more awkward that what I have currently I'm afraid
05:00:934 (5,6) - 05:01:396 (8,9) - 05:04:165 (3,4) - 05:05:088 (7,8) - as 4:46 First two pairs nerfed as 4:46, second two pairs nerfed further as intensity is decreasing here (2.0/1.1x)05:09:011 - since here, you used 1.75 of svm, thats fine, but consider that some distances like 05:11:550 (4) - are so hard, dont forget that in 226+ bpm, 1/2 sliders dont have seeds, so seems like 2 circles, i'd suggest do these sliders a bit less horizontal, here some examples: 05:13:396 (6) - 05:15:242 (3) - 05:17:088 (4) - 05:17:780 (7,8) - 05:18:934 (3) - 05:20:780 (3) - ~wait! this one is 2.00 Changed all except 05:18:934 (3) -and 05:20:780 (3) - the solo climax really demands the spacing here05:44:550 (4,5,6,7) - aaa if you want to keep a pattern like this please 05:44:896 (7) - in the same position as (5) to be easier to read ;w; Done, also reduced 05:44:319 (2,3,4) spacing slightly as I did at the start05:45:473 (3,4,5,6) - i thi would be better with ctrl+g ctrl+h, because these sounds are decreacing, not increacing (and the drum is exactly the same c.c) Good point, done05:52:165 (11,12,1,2,3,4,5,6,7,8,9,10,11,12) - well usuallyi dont like to suggest big changes, but this pattern is basically impossible ;__; first because 05:52:165 (11,12,1,2) - this is double antiflow with hyper, and then the rhythm changes 1/4 to 1/6, is really uncomfortable, with 05:52:396 (1,2,3,4,5,6,7,8,9,10,11,12) - ctrl+h would be much better, but still this pattern is weird because, ok i understand that you followed the decreacing of the guitar and drum here, but this patterns are not acceptable in 1/4 or 1/3 imo, make all of them like 05:52:857 (7,8,9) - would be better, if you still want to follow this sounds, here is an example: Ctrl+H'd, changed (7-12) into shorter repeat sliders, kept (1,6) as circles but reduced spacing between objects and hyper strength between triplets and made it a little less impossible in general (^:
05:59:088 (2,3,4) - maybe reduce these distances a bit too? is still hard, at least some grids x_x Made it the same as the previous iteration, with marginal increase in spacing06:00:703 - in this section, well feels like should have STROONG distances, since 06:04:396 - even more distance and hard patterns fits better, since 06:08:088 - here.. wow i'd add the distances which you used in 04:46:165 (5,6) - , here fits correctly, is the best moment to add such distances combined with hard patterns and distances... since 06:11:780 - here... just
and for 06:13:626 - this section, here is an example, i think feels good :^)
hahah everything of this last suggestion was a joke, srsly that was funny TO ME
anyway increace the difficulty in distances and patterns would be nice
Added missing hyper at 06:06:473 (2,3) - buffed spacings slightly after 06:08:088 (1) and significantly after 06:11:780 (1) - escalation in spacing and intensity should be much better now to fit the climax

About notes:00:11:666 - mmmh, well the sound in 00:11:550 - finish here, maybe, but the rhythm is pretty obvious in this section, to be consistent with 00:03:935 (1,2,3) - 00:05:781 (1,2) - 00:07:627 (1,2,3) - , i think would be better remove this note Keeping for the held guitar sound and to provide ample buildup to the intensity00:37:454 (4,8) - even in 25%, i cant notice sounds here, feels like overmap I feel it's justified, the kick burst is very fitting here as a continuous pattern and I'd be left with awkward single + triplet hyper patterns here if I removed them00:42:762 (2) - 05:57:069 (2) - huh yeah these notes would be nice here, but feels like overmap too Cymbal crash + reverb of the kick drum sound, provided for variety in the kiai climax00:50:089 (5) - why no notes here? ono they are 1/3 too Originally to give more emphasis to the cymbal on (5) but when used only once like this it feels inconsistent - made into two 1/3 triples01:21:473 (5,6,7,8,9,10,11,12) - ): i cant hear sounds in 1/4 x.x if you want to add another note, could be in 01:21:444 - (yeah its 1/8, the typical rhythm changes of the guitar in demetori) First half is to accent the ghosted pull off of the guitar note, second half is an attempt to mirror this with the drum. It doesn't work as well as with the guitar but it sounds better than 1/4 + 1/2 to me02:05:780 (8,9,10) - humm, im not sure about this, i can hear some sounds there but idk if this fit lol why not just 1/1 and 1/2? that fit correctly with the drum I assumeda direct mirror of 02:05:319 (4,5,6,7) but there is only 1/2 here, replaced triplet with a 1/2 slider02:28:934 (8,9) - 02:29:626 (5,6) - 02:29:626 (5,6) - 02:30:088 (5,6) - 02:30:780 (8,9) - i cant listen sounds here ;__; so sad if you need change this patterns There's a faint but noticeable guitar reverb sound on these, and as you say it would suck to have to change this. Taking notes out would add emphasis to 02:29:088 (10) etc. that is really undersrved, creating odd rhythms. I feel a simpler constant 1/3 pattern is the most logical here04:29:780 (3,4,5,6,7,8,9,10) - o.o maybe you did this following the sounds in 04:30:242 - ? until there, there is sound in like every 1/4 lol but here i think no, if you want to make a stream like this, would be better in 04:30:242 (1,2,3,4,5,6) - Stream there would lead me back into a guitar part in the middle of a combo which would be a very odd rhythm change. Reverb effects again here, more noticeable than before, and the NC serves to distinguish the rhythm change very easily05:08:319 (2,3,4,5) - is 1/6 until 1/2 i think This is all 1/4 drum, though 05:08:492 (5) is exceptionally weak. Skipping this wouldn't be the worst since I could put a more readable dash to 05:08:550 (6) so I'll give it a go05:29:319 - i'd suggest to reduce the volume, ok there are sounds in 1/4 but until 05:30:011 - is just imposibble to listen in game, at least with the hitsounds Tried 30% for the guitar stream bit05:51:761 (4,8) - huh idk here these sounds are weird, but still feels like overmap, following the drum, i think would be like 05:52:165 (11,12,1) - Similar circle + triplet pattern as before - if I have to change that I'll do the same here too but I prefer the constant 1/4 rhythm for following the flow here05:59:780 (1,2,3,4,5,6) - this is 1/4 Ono maybe you suppsed that this is 1/3 becasue there is not a sound in 05:59:953 - but in 06:00:011 - you can hear clearly 4 sounds until 06:00:184 - ohoho good ears, changed to 1/4 with identical patterning

About hitsounds:00:15:127 (3) - i think a clap fit good here, following the drum Done00:24:012 (6) - maybe a finish here? as you did in 00:23:781 (3) - feels better following the guitar imo Used DC:3 whistle instead so it doesn't overlap other hitsounds so much00:45:704 (4) - finish here too? in combination with 00:45:473 (1) - feels good, also because could help the hyper to this note Same as above01:21:473 (5) - a finish here feels weird imo, why not clap? maybe clap in 01:21:703 (9) - too DC:3 finish for the open snare sound is a great burst of energy to begin the roll imo. As for the rest, I don't feel anything is that prominent to require a clap, whistle kick feels more fitting to me02:20:088 (1) - mh i think this note would be better without clap, following the next stream, shouldn't be here, here the drum is as 02:20:165 (2,3,4,5,6) - Removed, kept as just whistle kick 04:39:011 (5,7) - in my opinion sounds better with clap in these notes, following the guitar Sure, I'm building spacing anyway so these louder claps fit really well06:13:626 - considering the strong sounds of this section, i think you could add more finish, in 06:14:319 - 06:15:126 - fit good and sounds better, is a good way to notince the intensity of this section Prefer not to overload with finish here, clap is still a powerful sound and can provide emphasis in it's own right. Volume is enough to draw out the extra intensity here imo
lmao sorry if there are not very few suggestion about this, im a bit exhausted XD

About ncs:
well, to me all ncs fit good, just i will suggest about the combo with 16+, thats just a lot of fruits in the ryuuta! >...<! (ok there are a lot of 14-16 c.c)00:42:704 (1,2,3,4,5,6,7,8,9,10,11,12,13,14) - 17 here kfjdshjkd maybe in nc 00:43:627 (7) - ? Dobne with a previous suggestion01:20:088 (1,2,3,4,5,6,7,8,9,10,11) - 18 x.x +nc in 01:21:473 (5) - feels good to me Done01:27:473 (1,2,3,4,5,6,7,8) - 18, please consider that with hypers, have a lot of fruitsi n the ryuuta could be really hard Added NC to 01:28:857 (7) for the strongest jumps and 1/3 rhythm switch04:00:703 (1,2,3,4,5,6,7,8,9) - wow nice gap, here is x18, maybe you could reaplce 04:01:626 (5) - this slider and add 2 notes to have a nc in 04:01:742 - , fit good following the drum Good idea, done05:37:626 (1,3) - here is the only place which i think you could change the nc, in (3) fits better imo Done with a previous suggestion05:57:011 (1,2,3,4,5,6,7,8,9,10,11,12,13,14) - 17 ayy, ok would be 16 if you accepted my suggestion about 05:57:069 - this note NC'd 05:57:934 (7) for now, will see how that one goes (^:well maybe some hypers dont fit correctly with the song, but i didnt suggest them because wow, i dont want to make this mod even longer hahah ayyy
ok, good luck! \:D/ \:D/
Thanks for the epic mod koli! Applied nearly everything, wish I could give you more than 1 kudosu lol xD
xi-False
MOD

Phantom of the Grand Guignol
-These two notes throw me off when going into the slider 00:15:704 (4) -
place this note 00:15:704 (4) - at x:144 and 00:15:858 (6) - at x:76

Also i feel like the slider feels like it can use more movement
So Ctrl+G+1 (tiny) Then start the slider at x456 then one click at x:264 then double click at x:200 another double click at x:104 and lastly finish it off at x:176 the slider should look like this (Image)
(To map this slider place notes before making the slider because the x-Axis does not show the change when making a slider)


-From the looks of it I'm guessing you want these patterns to look this way 00:17:435 (3,4) - 00:18:127 (6,7) -
but if not, move 00:17:666 (4) - to x:428 and 00:18:358 (7) - to x:372

-00:25:743 (7) - Move to x:184


-I find it easier to land this jump 00:29:089 (5,6) - with an H-Dash, Select these two notes 00:28:858 (4,5) - and move to x:416
OR
You can move this pattern to the left 00:28:858 (4,5) - at x:364

These patterns trigger me 00:37:397 (3,4,5,6,7,8,9,10) -
They are Fine but, me personally i would move them Like so and Ctrl+G+2
~ 00:37:397 (3) - x:120
~ 00:37:455 (4) - x:72
~ 00:37:513 (5) - x:72
~ 00:37:570 (6) - x:120
&
~ 00:37:627 (7) - x:376
~ 00:37:685 (8) - x:424
~ 00:37:743 (9) - x:424
~ 00:37:800 (10) - x:376

-Misplaced note 01:04:511 (5) - move to x:224

This pattern 01:21:473 (1,2,3,4,5,6,7,8) - also Triggers me but it's fine.
i still highly recommend you move these note like the template down below
~ 01:21:473 (1) - x:264
~ 01:21:530 (2) - x:304
~ 01:21:588 (3) - x:312
~ 01:21:646 (4) - x:272
~ 01:21:703 (5) - x:212
~ 01:21:761 (6) - x:152
~ 01:21:819 (7) - x:124
~ 01:21:876 (8) - x:144
Looks like this ---> (Image)


-move 01:31:780 (9) - to x:28

-again not sure if you want the patterns like this 01:37:280 (3,4) - 01:37:973 (6,7) -
But if not move 01:37:511 (4) - to x:84 and 01:38:203 (7) - x:140

-For this stream 02:25:626 (1,2,3,4,5,6) - mess around with it yourself to smooth it out a bit or follow this template
~ 02:25:626 (1) - x:64
~ 02:25:703 (2) - x:32
~ 02:25:780 (3) - x:52
~ 02:25:857 (4) - x:100
~ 02:25:934 (5) - x:136
~ 02:26:011 (6) - x:72

- Move 03:05:780 (7) - to x:132"

-After playing this section many times I noticed i missed most on this slider 03:09:588 (4) - try and change it to look like this (Image)

- 03:21:530 (10) - Move to x:424
unless you want that small curve in the pattern

-Just a quick suggestions that contradict its self These patterns 03:39:934 (7,8,9,10,1) - 03:39:934 (7,8,9,10) - 03:41:780 (5,6,7,8) -
I think are almost frame perfect jumps, Me personally I would keep them since their so hard to land, but maybe Nerf a little bit?
(lol don't Nerf)

- This pattern seems fine but move 04:35:319 (3) - to x:240

(Hint: I recommend to make all these changes or none at all)
Ctrl+G+3
Place note here 04:46:223 (6) - at x:256
and here 04:46:684 (10) - at x:256
then move 04:46:165 (5) - to x:208 and 04:46:280 (7) - to x:304
same thing with this note 04:46:626 (9) - to x:304 and 04:46:742 (11) - to x:208



(Hint: I recommend to make all these changes or none at all)z
This adds more notes to your pattern and make it easier to land plus it looks nice!
Ctrl+G+1
start this slider 04:52:396 (1) - at x:179 and end at x:111
Straighten this slider starting at x:224 and end at x:96
Move this slider 04:52:857 (3) - over to x:372
Should look like this (Image)
I feel like these changes really smooths out this section



-instead of having the ends of these slider 04:53:896 (6,8) - going Left maybe make them go right so that it creates an H-Dash. for me makes it smooth!

This is a really well-made beatmap JBHyperion
Just about every second of this map is really challenging.
Good luck for Ranked!
:)
Topic Starter
JBHyperion
Back from weekend break with decent internet - aiming to respond to this tonight when I have more than five seconds free to actually ducking think straight |:

Almost a week later...

xi-False wrote:

MOD

Phantom of the Grand Guignol
-These two notes throw me off when going into the slider 00:15:704 (4) -
place this note 00:15:704 (4) - at x:144 and 00:15:858 (6) - at x:76 Did it slightly differently, but the transition into 00:15:704 (4,5,6) - is less sharp now

Also i feel like the slider feels like it can use more movement
So Ctrl+G+1 (tiny) Then start the slider at x456 then one click at x:264 then double click at x:200 another double click at x:104 and lastly finish it off at x:176 the slider should look like this (Image)
(To map this slider place notes before making the slider because the x-Axis does not show the change when making a slider)
[/color]


-From the looks of it I'm guessing you want these patterns to look this way 00:17:435 (3,4) - 00:18:127 (6,7) -
but if not, move 00:17:666 (4) - to x:428 and 00:18:358 (7) - to x:372 If I did this I might as well use repeat sliders. The circles have slightly more spacing due to the increase in guitar pitch

-00:25:743 (7) - Move to x:184 ^


-I find it easier to land this jump 00:29:089 (5,6) - with an H-Dash, Select these two notes 00:28:858 (4,5) - and move to x:416
OR
You can move this pattern to the left 00:28:858 (4,5) - at x:364
Moved to the left, I want to avoid hdash here to highlight the lower, less intense sounds

These patterns trigger me 00:37:397 (3,4,5,6,7,8,9,10) -
They are Fine but, me personally i would move them Like so and Ctrl+G+2
~ 00:37:397 (3) - x:120
~ 00:37:455 (4) - x:72
~ 00:37:513 (5) - x:72
~ 00:37:570 (6) - x:120
&
~ 00:37:627 (7) - x:376
~ 00:37:685 (8) - x:424
~ 00:37:743 (9) - x:424
~ 00:37:800 (10) - x:376
Why do they trigger you? What specifically is the problem with two curved streams made using Ctrl+Shft+F with hypers between them? Do they look ugly? Do they flow poorly? And how do your suggestions improve this section? I'll need some more information here since this plays pretty nicely to me at the moment

-Misplaced note 01:04:511 (5) - move to x:224 Misplaced how? It's snapped correctly to the kick drum sound and is already placed at x-224

This pattern 01:21:473 (1,2,3,4,5,6,7,8) - also Triggers me but it's fine.
i still highly recommend you move these note like the template down below
~ 01:21:473 (1) - x:264
~ 01:21:530 (2) - x:304
~ 01:21:588 (3) - x:312
~ 01:21:646 (4) - x:272
~ 01:21:703 (5) - x:212
~ 01:21:761 (6) - x:152
~ 01:21:819 (7) - x:124
~ 01:21:876 (8) - x:144
Looks like this ---> (Image)
As before, what's wrong with the current pattern and how is yours better? I want a tight curve here since the drumroll changes in intensity rapidly, a shallow curve would lose some emphasis

-move 01:31:780 (9) - to x:28 Done, makes the stream look nicer with a shallower curve here

-again not sure if you want the patterns like this 01:37:280 (3,4) - 01:37:973 (6,7) -
But if not move 01:37:511 (4) - to x:84 and 01:38:203 (7) - x:140
Intentioanl as explained previously

-For this stream 02:25:626 (1,2,3,4,5,6) - mess around with it yourself to smooth it out a bit or follow this template
~ 02:25:626 (1) - x:64
~ 02:25:703 (2) - x:32
~ 02:25:780 (3) - x:52
~ 02:25:857 (4) - x:100
~ 02:25:934 (5) - x:136
~ 02:26:011 (6) - x:72
Messed around with this a bit, should look neater now

- Move 03:05:780 (7) - to x:132" This makes the hyper too strong and easy to overshoot, only went to x-144

-After playing this section many times I noticed i missed most on this slider 03:09:588 (4) - try and change it to look like this (Image)
Didn't make it angular, but made the curve more of an even C-shape, should get the same effect with a smoother flow

- 03:21:530 (10) - Move to x:424
unless you want that small curve in the pattern Eww, didn't realise how ugly this looked, fixed lol

-Just a quick suggestions that contradict its self These patterns 03:39:934 (7,8,9,10,1) - 03:39:934 (7,8,9,10) - 03:41:780 (5,6,7,8) -
I think are almost frame perfect jumps, Me personally I would keep them since their so hard to land, but maybe Nerf a little bit?
(lol don't Nerf)
Moved 03:39:819 (6) to the right slightly and reduced 03:41:665 (4,5) a little, but these are all either small dashes or hypers, as long as you can switch direction quick enough there's nothing too difficult about them

- This pattern seems fine but move 04:35:319 (3) - to x:240 Done, the previous hyper was a little too strong so I reduced that a bit too

(Hint: I recommend to make all these changes or none at all)
Ctrl+G+3
Place note here 04:46:223 (6) - at x:256
and here 04:46:684 (10) - at x:256
then move 04:46:165 (5) - to x:208 and 04:46:280 (7) - to x:304
same thing with this note 04:46:626 (9) - to x:304 and 04:46:742 (11) - to x:208
I prefer to keep the crash cymbal sounds as single objetcs, the drums are very intense here so I want to use many direction changes to emphasize the changing sounds. Forcing a triplet would do the opposite of this


(Hint: I recommend to make all these changes or none at all)z
This adds more notes to your pattern and make it easier to land plus it looks nice!
Ctrl+G+1
start this slider 04:52:396 (1) - at x:179 and end at x:111
Straighten this slider starting at x:224 and end at x:96
Move this slider 04:52:857 (3) - over to x:372
Should look like this (Image)
I feel like these changes really smooths out this section
But this removes the necessary hyper 04:52:280 (7,1) - and adds an unnecessary hyper between weak beats 04:52:626 (2,3) - ... Instead I reduced the spacing between 04:52:396 (1,2,3,4) slightly, hopefully should have the desired effect


-instead of having the ends of these slider 04:53:896 (6,8) - going Left maybe make them go right so that it creates an H-Dash. for me makes it smooth! Moved these right instead, didn't intend for there to be hdashes here lol

This is a really well-made beatmap JBHyperion
Just about every second of this map is really challenging.
Good luck for Ranked!
:)
Thanks for the mod!
Moeruattack
HYPE HYPE 8-)
puxtu
DE ME TO RI
RI DE ME TO
TO RI DE ME
ME TO RI DE
Setomi
Setomi Mod


Note Placement

  1. 00:04:627 (4) - Flow break here
  2. 00:07:627 (1,2,3) - Don't think these should be anti flow, maybe ctrl+g (1,2) and put (3) on 1, but anti flow doesn't fit here
  3. 00:10:166 (5) - Move a bit closer to (4)
  4. 00:12:473 (5) - Move a bit closer to (4)
  5. 00:17:089 (2) - Maybe flow break here
  6. 00:18:935 (2,3) - Reduce the spacing on these, difficult having these widely spaced and then trying to emphesize 00:19:627 (5,6) - because you've been holding dash all the time
  7. 00:20:550 (1) - make vertical
  8. 00:25:166 (5,6,7,8) - I think u can could use a similar pattern here like the one at 00:28:858 (4,5,6,7) - I tried this out and it added some nice variety and movement, also fits well with the sounds.
    (circle, slider, slider, circle)
  9. 00:26:089 (1) - Make vertical and move accordingly
  10. 00:26:320 (2,3) - This part felt a bit weird due to low movement, making the (2) into a slider and circle (circle being at x:456~) made it quite nice, if you don't like that make a bit more movement
  11. 00:29:204 (6,7) - Add more distance from (4,5)
  12. 00:27:012 (6,7,8,9) - Some kind of flow break should be added here
  13. 00:35:550 (2,3,4) - Make these more close to eachother and move them to the right, example: (2:344) (3:380) (4:416).
  14. 00:36:243 (8,9) - If you don't apply previous mod, make these more seperated
  15. 00:45:473 (1,2,3) - Due to the difficulty of the last pattern I think you should revisit 00:45:473 (1,2,3) - and make those a bit easier
  16. 00:50:550 (1,2,3,4) - This part feels a bit awkward to play, consider ctrl + g (1,2) and move accordingly, then ctrl + g (3,4) and make them further away from eachother, this also makes 00:51:934 (1,2,3,4,1) - not as toxic.
    It becomes "hard" with the (1,2) being anti flow, then "easy" with the far away (3,4) and then "hard" with the last combo, not like before when it was easy hard hard.
  17. 01:06:011 (3) - Make this vertical
  18. 01:12:473 (8,1) - ctrl + g one of these
  19. 01:13:973 (6) - ctrl + g
  20. 01:14:203 (7) - ctrl + g
  21. 01:22:857 (5,6,7,8) - I understand you want more of a "calm" part in this upcoming segment but I'd still recommend spacing these a bit more
  22. 01:27:473 (1,2,3,4,5,6) - These could be a bit more difficult since the music builds up here
  23. 01:34:165 (4,5,6) - Maybe ctrl+g these, feels nice to have flow break here
  24. 01:35:780 (7,8,9) - Maybe move a bit to the left
  25. 01:40:626 (2,3) - This pattern doesn't feel very nice to play, maybe ctrl+h (2) and ctrl+h (3) and move accordingly
  26. 01:56:665 (7,8) - This pattern could be a bit more spaced out/difficult
  27. 01:57:357 (2,3,4,5) - Big sounds but not very difficult, maybe revisit these
    making the (7,8) into (7,8,9) and have them spaced makes a good transition into upcming (1)
  28. 02:03:703 (6) - move to x:468
  29. 02:27:934 (7,8,9,10) - make these into something like this - plays better with the music
  30. 02:57:473 (7) - Move this closer to (6)
  31. 03:07:165 (1) - Could make this a bit more vertical
  32. 03:09:934 (5) - Could split this up into a slider & note and create great distance between them, then moving upcoming notes accordingly
  33. 03:12:703 (1) - Either make this vertical or move more to the left (to create hdash) or more to the right for easier catch
  34. 03:18:934 (6) - Move this more to the left too undo the HDash
  35. 03:19:626 (8) - These three sounds that this slider covers are all big sounds so I think you could create more movement
  36. 03:20:088 (1,2,3,4) - Same goes with these
  37. 03:36:242 (7) - This could get some big distance jump like other ones
  38. 03:41:780 (5,6,7,8) - This is a bit to much gimmicky after the difficult jumps previously, consider either changing this pattern or close the distance a bit
  39. 03:50:550 (5) - Move a bit more to the left
  40. 03:56:203 (7,8,9) - This pattern is a bit gimmicky due to its spacing and doesn't flow very well. I think you should either change distances or revisit pattern
  41. 04:02:088 (4,5) - Maybe consider changing these two a bit because they are both on pretty big sounds. Maybe something like this
This is it for now, will revisit in the future :)
Been a bit busy with school hence the delay and might have affected quality a bit
Topic Starter
JBHyperion

Setomi wrote:

Setomi Mod


Note Placement

  1. 00:04:627 (4) - Flow break here Intended to be walkable due to the strength of neighbouring (5) with snare drum
  2. 00:07:627 (1,2,3) - Don't think these should be anti flow, maybe ctrl+g (1,2) and put (3) on 1, but anti flow doesn't fit here I disagree, it works well with the alternating high and low guitar sounds - and consistency with 00:03:935 (1,2,3)
  3. 00:10:166 (5) - Move a bit closer to (4) Moved (4) right to reduce hyper strength
  4. 00:12:473 (5) - Move a bit closer to (4) ^ but left
  5. 00:17:089 (2) - Maybe flow break here To start the kiai I'd prefer a normal flow so players can identify the rhythm, making later more complicated patterns more manageable
  6. 00:18:935 (2,3) - Reduce the spacing on these, difficult having these widely spaced and then trying to emphesize 00:19:627 (5,6) - because you've been holding dash all the time dONE
  7. 00:20:550 (1) - make vertical Not the kind of emphasis I was going for originally but sure, this works too
  8. 00:25:166 (5,6,7,8) - I think u can could use a similar pattern here like the one at 00:28:858 (4,5,6,7) - I tried this out and it added some nice variety and movement, also fits well with the sounds.
    (circle, slider, slider, circle) Here the guitar and drums are of similar intensity, so I paired them together, whereas in the other section, the guitar is much softer so it helped to separate them for emphasis
  9. 00:26:089 (1) - Make vertical and move accordingly Keeping horizontal as vertical would be incosistent with the previous iteration which used vertical for crash cymbal sound (which I added at 00:27:935 (1) - I did reduce the hyper strength howerver
  10. 00:26:320 (2,3) - This part felt a bit weird due to low movement, making the (2) into a slider and circle (circle being at x:456~) made it quite nice, if you don't like that make a bit more movementMoved (3) left for hopefully better flow
  11. 00:29:204 (6,7) - Add more distance from (4,5) Done
  12. 00:27:012 (6,7,8,9) - Some kind of flow break should be added here Given the technical flow in the next combo, I wanted something more natural here to offset the difficulty
  13. 00:35:550 (2,3,4) - Make these more close to eachother and move them to the right, example: (2:344) (3:380) (4:416). Guitar sounds are low here, no hdash for consistency with previous patterns
  14. 00:36:243 (8,9) - If you don't apply previous mod, make these more seperated Made a stronger dash
  15. 00:45:473 (1,2,3) - Due to the difficulty of the last pattern I think you should revisit 00:45:473 (1,2,3) - and make those a bit easier Reduced hyper strength and made a smoother curve
  16. 00:50:550 (1,2,3,4) - This part feels a bit awkward to play, consider ctrl + g (1,2) and move accordingly, then ctrl + g (3,4) and make them further away from eachother, this also makes 00:51:934 (1,2,3,4,1) - not as toxic.
    It becomes "hard" with the (1,2) being anti flow, then "easy" with the far away (3,4) and then "hard" with the last combo, not like before when it was easy hard hard. This takes away a good amount of emphasis I want to build with increasing difficulty at the kiai's conclusion. Instead I reduced hyper strength so the 1/2 hypers are less annoying to hit
  17. 01:06:011 (3) - Make this vertical Done
  18. 01:12:473 (8,1) - ctrl + g one of these Done (8) for the double kick sound
  19. 01:13:973 (6) - ctrl + g Done to aid the buildup and provide variety
  20. 01:14:203 (7) - ctrl + g ^
  21. 01:22:857 (5,6,7,8) - I understand you want more of a "calm" part in this upcoming segment but I'd still recommend spacing these a bit more Fair enough
  22. 01:27:473 (1,2,3,4,5,6) - These could be a bit more difficult since the music builds up here It's still not really intense enough to warrant additional hypers imo, I prefer to save the major difficulty spikes for the kiai and surroundings
  23. 01:34:165 (4,5,6) - Maybe ctrl+g these, feels nice to have flow break here I prefer the natural flow here to offset the next pattern's "snappy" difficulty
  24. 01:35:780 (7,8,9) - Maybe move a bit to the left Sure
  25. 01:40:626 (2,3) - This pattern doesn't feel very nice to play, maybe ctrl+h (2) and ctrl+h (3) and move accordingly Gives a more natural flow fitting the lower, less intense guitar sounds
  26. 01:56:665 (7,8) - This pattern could be a bit more spaced out/difficult I wanted these to be linear in play to ease flow, adding extra spacing in the direction of flow doesn't look as nice to me
  27. 01:57:357 (2,3,4,5) - Big sounds but not very difficult, maybe revisit these
    making the (7,8) into (7,8,9) and have them spaced makes a good transition into upcming (1) Made (2,3,4) inverted and added a hyper to (5), split 01:58:626 (8) into two circles with hdash for the snare sounds
  28. 02:03:703 (6) - move to x:468 Yeah, not sure why I skipped the hyper here
  29. 02:27:934 (7,8,9,10) - make these into something like this - plays better with the music Agreed, the guitar pitch is changing here so this gives a nice emphasis
  30. 02:57:473 (7) - Move this closer to (6) Moved 02:57:357 (6) right slightly and reduced hyper strength
  31. 03:07:165 (1) - Could make this a bit more vertical Yeah, pitch and intensity are lower here
  32. 03:09:934 (5) - Could split this up into a slider & note and create great distance between them, then moving upcoming notes accordingly The head is by far the strongest part of (5), I don't think either of the other two beats is strong enough to warrant a large spacing here, and they belong to the same guitar rhythm so I'll keep them together
  33. 03:12:703 (1) - Either make this vertical or move more to the left (to create hdash) or more to the right for easier catch There's a hdash here already
  34. 03:18:934 (6) - Move this more to the left too undo the HDash I find this plays much more smoothly with both hdashes, and it's consistent with surrounding similar patterns
  35. 03:19:626 (8) - These three sounds that this slider covers are all big sounds so I think you could create more movement Split into cirle + slider with hdash between
  36. 03:20:088 (1,2,3,4) - Same goes with these Disagree here, since the strong sounds are 03:20:088 (1,4) and are already hdashed
  37. 03:36:242 (7) - This could get some big distance jump like other ones Split into circles with even hdash pairing
  38. 03:41:780 (5,6,7,8) - This is a bit to much gimmicky after the difficult jumps previously, consider either changing this pattern or close the distance a bit Decreased these spacings a little
  39. 03:50:550 (5) - Move a bit more to the left Done
  40. 03:56:203 (7,8,9) - This pattern is a bit gimmicky due to its spacing and doesn't flow very well. I think you should either change distances or revisit pattern Rearranged some patterns here to balance hdash strength and make jump pattern more intuitive
  41. 04:02:088 (4,5) - Maybe consider changing these two a bit because they are both on pretty big sounds. Maybe something like this I don't find (4) that strong, my hyper pattern here is to strong guitar sounds and snares so I'll keep the current pattern for consistency
This is it for now, will revisit in the future :) (:
Been a bit busy with school hence the delay and might have affected quality a bit
Thanks for the mod!
Bunnrei
1/10 needs more mg

placholdrea modded after 20 min anyway x d

[same]
00:07:743 (2,3) - increase distance by a bit since the other parts earlier like this have larger spacing
00:13:166 (1) - increase inclination by a bit
00:13:627 (3,4,5,6) - you could try not placing this too close to the edge, on my playthrough i always end up suddenly stopping at one point there (cause the catcher is at the limit) which feels kinda awkward for me
(also try increasing spacing slightly)
00:20:320 (7,8) - spacing might be a liiiiitle bit too intense, try making it have 2.4x distance (current is at 2.5x)
00:28:512 (3) - incline this slider more for a bit of build-up
00:35:666 (3,4) - move this a bit to the right for some smoothness (the next 1/2 triple is fine to keep)
00:42:820 (3,4) - make this a hyper or make it closer by a bit
02:05:088 (3,4) - mayb confusing because the previous jump is a hyper, then (3,4) is a large non-hyper so some players might misread this as a hyper (i know i did xd), try turning this too into a hyper or reducing distance
02:05:665 - increase tick volume here
02:22:857 (1,2,3,4,5,6,7,8,9,10,11,12) - increase spacing by a bit
03:07:165 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,8) - this is just a pure suggestion from me which you can disregard, but can you make it so that there is a gradual increase in slider velocity for each slider here (maybe up to 1.3x)? doesn't really make anything easier or harder but might highlight the build-up in tone here xd

my fingers hurt from this map, true story

yayaya

been a bit succ, might affect modding quality a lott
Topic Starter
JBHyperion

Chara wrote:

1/10 needs more mg mg mod my map you clown

placholdrea modded after 20 min anyway x d nice me me

[same]
00:07:743 (2,3) - increase distance by a bit since the other parts earlier like this have larger spacing Done
00:13:166 (1) - increase inclination by a bit Done
00:13:627 (3,4,5,6) - you could try not placing this too close to the edge, on my playthrough i always end up suddenly stopping at one point there (cause the catcher is at the limit) which feels kinda awkward for me Sure, moved these all to the right slightly and increased curve a little
(also try increasing spacing slightly)
00:20:320 (7,8) - spacing might be a liiiiitle bit too intense, try making it have 2.4x distance (current is at 2.5x) Went for 2.4x
00:28:512 (3) - incline this slider more for a bit of build-up Given how fiddly 00:28:858 (4,5,6,7) following is I want these to be the symmetrical to offset the difficulty a little
00:35:666 (3,4) - move this a bit to the right for some smoothness (the next 1/2 triple is fine to keep) made spacing decrease throughout 00:35:550 (2,3,4,5,6,7)
00:42:820 (3,4) - make this a hyper or make it closer by a bit Reduced spacing a little as guitar pitch goes down here
02:05:088 (3,4) - mayb confusing because the previous jump is a hyper, then (3,4) is a large non-hyper so some players might misread this as a hyper (i know i did xd), try turning this too into a hyper or reducing distance Reduced distance, should be more readable now
02:05:665 - increase tick volume here Intended to dampen slidertail as I'm following guitar instead of drums
02:22:857 (1,2,3,4,5,6,7,8,9,10,11,12) - increase spacing by a bit I think spacing here is fine, these are intended to be walkable after the hdashes
03:07:165 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,8) - this is just a pure suggestion from me which you can disregard, but can you make it so that there is a gradual increase in slider velocity for each slider here (maybe up to 1.3x)? doesn't really make anything easier or harder but might highlight the build-up in tone here xd Sure, I did something similar towards the end kiai so would fit here as well

my fingers hurt from this map, true story same tbh

yayaya

been a bit succ, might affect modding quality a lott
Thanks for the mod!
Razor Sharp
here mod is found

  • Phantom of the Grand Guignol
  1. 00:03:243 (6,7) - Im not too huge of a fan of this distance. Consider reducing it a little.
  2. 00:28:858 (4,5,6,7) - I find this pretty uncomfortable to play tbh. Its a stop-move-stop-move-change motion. And i would not suggest having it here.
  3. 00:31:166 (3,4) - Distance again. Me and some i have told to test it miss alot here.
  4. 00:37:397 (3,4,5,6,7,8,9,10) - Keyword: ctrl+f on sliders. Please make these streams smoother, for both astethics and playability.
  5. 00:42:704 (1,2,3,4,5,6) - I find this section weird to play. This i am saying as i follow the music to construct movement. And this doesent quite follow the music in patterning.
  6. 01:10:165 (6,7) - This is a tiny bit uncomfortable due to a tap dash motion.
  7. 01:21:473 (1,2,3,4,5,6,7,8) - This doesent look quite nice while playing. Try to combine 2 sliders and convert them here instead!
  8. 01:51:357 (6) - This one hits the invis wall D:
  9. 02:05:780 (8) - Increase the slider velocity here. The jump from 02:05:550 (7) - makes this very uncomfortable.
  10. 02:19:165 (1,2,3,5,6,7) - For these, i would suggest a curve-ish motion instead of the stop motion.
  11. 02:33:934 (1,2,3,4,5,6,7,8,9) - Why is this decreasing in distance? Shouldnt it be a increasing distance pattern instead? Would suggest it to empathize the start of the kiai.
  12. 03:14:319 (2,1,2) - Oh boy. This i wouldnt allow. This is just a completely killer. Strongly suggest to change this.
  13. 03:15:357 (5,6) - I also think this is too big distance.
  14. 03:28:280 (4,5,6,7,8,9) - I find this a little weird to play. Might just be me tho,
  15. 03:41:665 (4,5) - Im not too sure about this one. Might be a little too high?
  16. 03:58:857 (1,2) - WOAH! This is pretty hard to keep track of. Maybe change atleast one of these?
  17. 04:33:934 (1,2,3,4,5,6,7,8) - Alot of fast movement, then a sudden stop pattern? Nah, this is too evil.
  18. 04:53:780 (5,6,7,8) - Whilst this is alright. This pattern does not look nice at all. Maybe try THIS instead?
  19. 05:08:550 (5,6,7,8) - Make these point more up, for astethics.
  20. 05:23:319 (5,6,7,8) - While the 2 first notes are ok, i would heavly suggest to move (7) too x328 and (8) too x112. This will also make it prettier and not a timing jump-ish place.
  21. 05:43:165 (4,5,6,7) - I find this pretty uncomfortable to play tbh. Its a stop-move-stop-move-change motion. And i would not suggest having it here.
  22. 05:52:396 (1,2,3,4,5,6) - Man, you really like to give us shitmiss endings? Well, i would suggest making it more of a curve that goes towards the middle, instead of a straight line.
  23. 06:14:896 (7,8) - You hit the invisible wall with BOTH of these. STRONGLY suggest to change this to make it comfortable and not a rage part.

    JBH made something hard. what.

I really love how you have strucktured this map. Keep up the good work CLSW JBH!
Topic Starter
JBHyperion

Razor Sharp wrote:

here mod is found achievement get

  • Phantom of the Grand Guignol
  1. 00:03:243 (6,7) - Im not too huge of a fan of this distance. Consider reducing it a little. Done
  2. 00:28:858 (4,5,6,7) - I find this pretty uncomfortable to play tbh. Its a stop-move-stop-move-change motion. And i would not suggest having it here. Kept the pattern but removed the antiflow, since several other people disliked this part as well. Much less annoying now \o/
  3. 00:31:166 (3,4) - Distance again. Me and some i have told to test it miss alot here. Dropped it a tiny bit, though personally I find this fine to play
  4. 00:37:397 (3,4,5,6,7,8,9,10) - Keyword: ctrl+f on sliders. Please make these streams smoother, for both astethics and playability. These were all made with convert slider to stream. The high BPM causes sharp angles which I am manually fixing
  5. 00:42:704 (1,2,3,4,5,6) - I find this section weird to play. This i am saying as i follow the music to construct movement. And this doesent quite follow the music in patterning. Made the three 1/2 sliders into two 1/2 slider + circle pairs, follows drum better
  6. 01:10:165 (6,7) - This is a tiny bit uncomfortable due to a tap dash motion. Moved (7) left slightly to avoid this
  7. 01:21:473 (1,2,3,4,5,6,7,8) - This doesent look quite nice while playing. Try to combine 2 sliders and convert them here instead! That's what I did! \o/Remade it though with a more even S-shaped curve
  8. 01:51:357 (6) - This one hits the invis wall D: Reduced these screen hypers to bring (6) well away from the wall
  9. 02:05:780 (8) - Increase the slider velocity here. The jump from 02:05:550 (7) - makes this very uncomfortable. Done, but also reduced 02:05:550 (7,8) a little for a less harsh hyper
  10. 02:19:165 (1,2,3,5,6,7) - For these, i would suggest a curve-ish motion instead of the stop motion. I feel a flowstop fits the harsh nature of the snare hits well, and these hypers aren't so strong as to become jarring
  11. 02:33:934 (1,2,3,4,5,6,7,8,9) - Why is this decreasing in distance? Shouldnt it be a increasing distance pattern instead? Would suggest it to empathize the start of the kiai. Didn't want this to be 8 consecutive screen hypers, so I made two pairs of hyper-hyper-dash-dash instead, with more spacing on the second 4plet
  12. 03:14:319 (2,1,2) - Oh boy. This i wouldnt allow. This is just a completely killer. Strongly suggest to change this. Moved 03:14:088 (1,2) much closer together, and weakened 03:14:319 (2,1,2) hypers
  13. 03:15:357 (5,6) - I also think this is too big distance. Weakened similar to fixes from above
  14. 03:28:280 (4,5,6,7,8,9) - I find this a little weird to play. Might just be me tho I changed rhythm to follow the guitar here, so the slider pattern varies between on and off-beat. Thankfully it's the strongest instrument here, so it should be fairly easy to grasp the change in rhythm
  15. 03:41:665 (4,5) - Im not too sure about this one. Might be a little too high? Reduced a little, and also made 03:41:203 (8,1) a hyper, since this was really annoying as a regular dash and ruined the flow into this section
  16. 03:58:857 (1,2) - WOAH! This is pretty hard to keep track of. Maybe change atleast one of these? Kept the pattern for now, but made the wiggles much less sharp. We'll see if this is okay or if it still needs to be changed a little
  17. 04:33:934 (1,2,3,4,5,6,7,8) - Alot of fast movement, then a sudden stop pattern? Nah, this is too evil. Made more horizontal patterns as previously, should flow better now
  18. 04:53:780 (5,6,7,8) - Whilst this is alright. This pattern does not look nice at all. Maybe try THIS instead? I honestly prefer the current pattern, this is a drumroll with continuous similar sound, so it makes sense for the pattern to be structured the same throughout
  19. 05:08:550 (5,6,7,8) - Make these point more up, for astethics. Doesn't change much visually imo, but does make these a little smoother to play I guess
  20. 05:23:319 (5,6,7,8) - While the 2 first notes are ok, i would heavly suggest to move (7) too x328 and (8) too x112. This will also make it prettier and not a timing jump-ish place. The fact that this dropped SR by .05 confused me, but yeah, done xD
  21. 05:43:165 (4,5,6,7) - I find this pretty uncomfortable to play tbh. Its a stop-move-stop-move-change motion. And i would not suggest having it here. Removed the antiflow with a similar pattern as at the beginning of the map
  22. 05:52:396 (1,2,3,4,5,6) - Man, you really like to give us shitmiss endings? Well, i would suggest making it more of a curve that goes towards the middle, instead of a straight line. Done, and also reduced hyper strengths a little here
  23. 06:14:896 (7,8) - You hit the invisible wall with BOTH of these. STRONGLY suggest to change this to make it comfortable and not a rage part. Reduced these hypers a fair bit and brought stuff away from the wall

    JBH made something hard. what. ikr

I really love how you have strucktured this map. Keep up the good work CLSW JBH!
Thanks for the mod! Troll patterns are disappearing every step! I also went through on my own and brought several strong hdash targets away from the border throughout, so hopefully fewer destabilizing flowstops now \o/
rew0825
Hi from My Modding Queue :D

[Phantom of the Grand Guignol]

  1. 00:37:858 (11,12) - How about move 00:37:858 (11) - to x:172 and 00:38:031 (12) - to x:128?
  2. 00:38:666 (4,5) - Between it is so far. I think move 00:38:781 (5) - to x:256 would be better?
  3. 01:58:626 (8) - How about move to x:356?
  4. 03:10:280 (6,7) - I think between it is far a bit. How about move 03:10:511 (7) - to x:280
  5. 03:54:703 (9,11) - ctrl+g?
  6. 05:22:857 (1,2,3,4) - I think it so hard. How about move it to near more?
  7. 05:23:319 (5,6) - Add Hdash between it.
  8. 05:45:473 (3,4,5,6) - How about change pattern Far>Near to Near>Far

Hope My mod can help you. Good luck :D
Topic Starter
JBHyperion

rew0825 wrote:

Hi from My Modding Queue :D

[Phantom of the Grand Guignol]

  1. 00:37:858 (11,12) - How about move 00:37:858 (11) - to x:172 and 00:38:031 (12) - to x:128? Sure, it's quite easy to miss that (12) atm
  2. 00:38:666 (4,5) - Between it is so far. I think move 00:38:781 (5) - to x:256 would be better? Did something slightly different here by removing the hdashes, since the intensity decreases through this pattern
  3. 01:58:626 (8) - How about move to x:356? Agreed, this was a bit excessive for following the guitar
  4. 03:10:280 (6,7) - I think between it is far a bit. How about move 03:10:511 (7) - to x:280 I want to build distance with intensity here, so I need this to be larger than 03:09:934 (5,6) - I don't find this unmanageble
  5. 03:54:703 (9,11) - ctrl+g? Done, distance increases with each note instead of decreases to fit the drum buildup
  6. 05:22:857 (1,2,3,4) - I think it so hard. How about move it to near more? Reduced a little to bring 05:23:203 (4) away from the screen border
  7. 05:23:319 (5,6) - Add Hdash between it. Done
  8. 05:45:473 (3,4,5,6) - How about change pattern Far>Near to Near>Far Decreasing distance is better here to match the decrease in guitar pitch

Hope My mod can help you. Good luck :D
Thanks for the suggestions!
Kowaii_ne
M4M request. Sorry for late
Phantom of the Grand Guignol
  1. 01:17:780 (7) - How about Ctrl+G and move to x:244
  2. 01:33:473 (3) - Ctrl+G make more fun Notice Hitsound
  3. 01:33:703 (4) - ^
  4. 02:34:165 (3,4,5,6,7,8) - How about add clap(D:C2) hitsound all note
  5. 03:23:550 (4) - add clap
  6. 03:49:396 (8) - add finish
  7. Suggest Pattern you can ignore this
    04:07:780 (8) - x:256, 04:07:934 (9) - x:472, 04:08:088 (1) - Ctrl+H, 04:09:934 (1) - x:264 or more long distance
  8. 04:33:549 (6) - x:272, 04:33:626 (7) - x:296 it make looks good flow :)
  9. 04:34:473 (6) - x:172, 04:34:550 (7) - x:144 ^
  10. 04:46:626 (8) - add finish
anyway this is my second mod... sorry i'm bad modder ;_;
Topic Starter
JBHyperion

Catch The Beat wrote:

M4M request. Sorry for late
Phantom of the Grand Guignol
  1. 01:17:780 (7) - How about Ctrl+G and move to x:244 Added a direction change, but hyper with antiflow here felt very forced so I tried to keep the spacing as it was
  2. 01:33:473 (3) - Ctrl+G make more fun Notice Hitsound These sounds are all the same, adding antiflow wouldn't make much sense to me. Prefer to emphasize buildup with more spacing only
  3. 01:33:703 (4) - ^ ^ Same
  4. 02:34:165 (3,4,5,6,7,8) - How about add clap(D:C2) hitsound all note I varied hitsounding here to match the change in drum sounds, I think it sounds better than using just the one
  5. 03:23:550 (4) - add clap Done, swapped with whistle
  6. 03:49:396 (8) - add finish Good catch, fixed
  7. Suggest Pattern you can ignore this
    04:07:780 (8) - x:256, 04:07:934 (9) - x:472, 04:08:088 (1) - Ctrl+H, 04:09:934 (1) - x:264 or more long distance I want to keep these direction changes to emphasise the change in the drum intensity, but I did reduce the hyper strengths quite a lot since it was easy to overshoot (1)
  8. 04:33:549 (6) - x:272, 04:33:626 (7) - x:296 it make looks good flow :) I find this to be quite cramped personally, since I'm not using dash to this triplet, more spacing helps to maintain the flow
  9. 04:34:473 (6) - x:172, 04:34:550 (7) - x:144 ^ ^ same
  10. 04:46:626 (8) - add finish only a snare drum sound here, better with clap only imo
anyway this is my second mod... sorry i'm bad modder ;_;
Thanks for the mod! (:
Deif
RIP my fingers ;__;

[General]
  1. Timing: Why do you have a negative offset when you could've started the metronome at 00:01:166 - instead? Either way, your current offset sounds late. I've tried it with 1160 (-6ms) and it seems to be more accurate.
[Evil mapper JBH]
  1. 00:05:089 (6,7) - I believe that both sliders need to be more vertical to have softer transitions. Your map is full of these kind of anti-flow patterns, but being at the very beginning of the difficulty it's quite harsh to have such structure. Just moving the tail of (6) more to the left would do the trick probably.
  2. 00:31:166 (3,4,5,6) - This is quite tricky to catch after that previous hard pattern, which conditions the position you need to face this zigzag. Either reduce the distance of the previous hdash or reduce a bit more the distance (3,4) to soften the direction change.
  3. 00:36:589 (9) - If possible, I'd move that slider a bit more to the left to soften the required dash. It's kinda hard to get after the sudden direction changes of the previous slider.
  4. 00:51:242 (3,4,1,2,3,4) - This is a potential section to fail the map. I'm not against using those zigzags with the chained hdashes, but if you want to keep those you'd probably need to change the direction of (4) to improve the flow in order to face the chained hdashes more comfortably.
  5. 00:52:742 (2) - Minor, but moving this note to x:364 would make that transition softer to get after the previous pattern. That'd keep the movement of the catcher constant instead of dashing again.
  6. 01:00:126 (2) - Something similar to this note can be applied as in the previous suggestion, but it'd be on x:182 in this case.
  7. 01:02:780 (6) - It can sound stupid, but tilting this slider more to the left would make a better transition to the next slider after the hdash. I'd suggest moving the slider tail to x:120 or so.
  8. 01:46:857 (5,6,7,8,9) - This part is quite easy to miss unless you know it by heart. Even knowing it, the notes (6,7,8) are way too distanced to get them all properly after the hdash (5,6). eg placing (7) at x:224 and (8) at x:328 would make this part not so frustrating to play.
  9. 02:10:857 (3,4,5) - I wouldn't go with that sudden hdash and direction change after the relatively easy kicksliders you placed before. Keeping the hdash between (5,6) is okay, but you should try to soften this part by removing the one at (3,4).
  10. 02:26:088 (7,8,9) - This part doesn't look bad, but you could nevertheless reduce the strenght of that double hdash by moving (8) more to the right. It's quite hard to read after only having soft 1/3 hdashes on the previous stream and then suddenly BOOM! 3 strong 1/2 hdashes.
  11. 03:21:703 (4) - Care moving this slider to the right or changing its shape at least? The whole section consists of 1/2-1/3 jumps and you suddenly placed a 6.96x 1/4 one. Not cool :^(
  12. 03:24:126 (2) - Just a suggestion, but you should consider making this slider face to the left instead. You'll need quite a lot of precision for the jump 03:23:703 (6,1) - and removing the antiflow element afterwards would definitely help some clumsier players.
  13. 03:25:626 (1,2,3,4,5,6,7,8,9,10,11,12) - Think of something different for this section. I'd definitely go for a hdash between (6,7) and not (7,8) as you did to follow the main beats in this tercial rhythm. I'm also not against the end 03:26:242 (9,10,11,12) - being a strong zigzag, but at least try to have a softer transition to face those notes. The current one implies a new direction change after the hdash (7,8) which is kinda troll.
  14. 03:28:857 (7,8) - You have dashes of that kind throughout all this section and they all make me cringe because they're always combined with other minor dashes and constant direction changes. Consider moving (8) more to the right to soften the dash.
  15. 03:30:588 (6,7,8) - In this case the sequence of dashes is almost as extreme as the previous one, but there are less direction changes. Something like this works a bit better.
  16. 03:36:126 (6,7) - Another example where you can reduce the dash to avoid shitmisses sudden edgy direction changes. This also could work like in the example, where I kept the same distance (5,6) by tilting the slider https://osu.ppy.sh/ss/6644220 .
  17. 03:38:088 (7,8,9,10) - I'm not against patterns like this one, but the distance (9,10) could've been handled better in this case. It's quite close to the hdash trigger and should be reduced.
  18. 03:44:550 (2) - What's this shape dude? Make a simple loop to the next slider instead of doing some slider art. Players expect lenient slider shapes after the hard dashy section.
  19. 03:54:242 (5,6,7,8,9,10,11,12) - Definitely a no-go. You'll need a hdash for (8,9) at least after the extremely difficult dashy pattern you made. Otherwise there's a high chance to miss the next hdashes.
  20. 03:58:857 (1,2) - Try to soften the curves of both sliders. They're quite edgy at the moment and frustrating to catch after the previous torture ;__;
  21. 04:07:550 (6,7,8,9,1) - I'm not 100% sure it would work to have those consecutive 1/3 hdashes after the 1/6 one. I'd go for moving (8) to roundabout x:192 and keep just one of those.
  22. 04:14:203 (3) - Please move this slider a bit more to the left to have a not-so-extreme dash in this section.
  23. 04:20:088 (5,6,7,8,9) - I'm having a déjà-vu from 01:46:857 (5,6,7,8,9) - . You should apply the suggestion here too if you accepted the previous one.
  24. 04:38:319 (7,8,1,2,3) - Please no! Don't be so mean and place (2) at least at the right side of (1). The previous part combined with the next one is already evil, moreover if you have such a transition in here.
  25. 04:53:780 (5,6,7,8) - After the succession of hdashes you expect players to catch these sliders properly? I'm not into sections that involve a luck factor, so you should try to balance the distances between those sliders because the current (6,7) is too short and the (5,6) and (7,8) are too long. Something similar like in this example is still difficult to do, yet more lenient to play http://osu.ppy.sh/ss/6644316 .
  26. 05:09:934 (5,6,7) - This is also a bit confusing since you expect with the slider shape of (5) to move to the left instead. What about something similar to this? https://osu.ppy.sh/ss/6644339 .
  27. 05:23:780 (1,2,3) - Not like this after the 1/4 hdashes... Consider moving (2) at the left side of that slider instead and fixing the distance with (3) afterwards.
  28. 05:25:973 (2) - Dat troll droplet ;__;
  29. 05:29:319 (1,2,3) - Overmapped. There are no audible 1/4s but on the kickslider (4), so you'd need to go for 1/2s instead.
  30. 05:49:857 (2,3,4) - Move these notes more to the right to reduce the distance (4,5). It's one of those I mentioned previously with the direction change and stuff.
  31. 05:59:088 (2,3,4) - Those spreaded notes are again a potential spot to fail the map since they're combined with an extreme antiflow. Reduce the distance between them please.
[]
Get some more tests from experienced players/modders before pushing this beatmap further. I wasn't able to test it properly since I kept failing on the last kiai so I'm not sure if I was helpful with the previous suggestions. Anyway, feel free to call me after some more mods and I'll be happy to recheck it!
Topic Starter
JBHyperion

Deif wrote:

RIP my fingers ;__;

[General]
  1. Timing: Why do you have a negative offset when you could've started the metronome at 00:01:166 - instead? Either way, your current offset sounds late. I've tried it with 1160 (-6ms) and it seems to be more accurate. Since it was one full 4/4 measure behind 00:02:089 - where the offset would be if I didn't want to play with hitsounds on 00:01:627 (3) - I didn't know if this was necessary or not but it's an easy fix I guess. And yes, I suck at offsets.
[Evil mapper JBH]
  1. 00:05:089 (6,7) - I believe that both sliders need to be more vertical to have softer transitions. Your map is full of these kind of anti-flow patterns, but being at the very beginning of the difficulty it's quite harsh to have such structure. Just moving the tail of (6) more to the left would do the trick probably. Gave both 20 degrees anticlockwise
  2. 00:31:166 (3,4,5,6) - This is quite tricky to catch after that previous hard pattern, which conditions the position you need to face this zigzag. Either reduce the distance of the previous hdash or reduce a bit more the distance (3,4) to soften the direction change. Reduced 00:30:583 (7,1,2,3) - hyper strengths and also flipped 00:31:852 (2) - for less strict flow out of that pattern
  3. 00:36:589 (9) - If possible, I'd move that slider a bit more to the left to soften the required dash. It's kinda hard to get after the sudden direction changes of the previous slider. Moved 00:36:237 (8) - right as this made the hdash more lenient also
  4. 00:51:242 (3,4,1,2,3,4) - This is a potential section to fail the map. I'm not against using those zigzags with the chained hdashes, but if you want to keep those you'd probably need to change the direction of (4) to improve the flow in order to face the chained hdashes more comfortably. I don't feel the antiflow is especially unfair considering I can hit it reasonably consistently, but I did reduce the hyper strengths on the antiflowing parts to give a little extra leniency
  5. 00:52:742 (2) - Minor, but moving this note to x:364 would make that transition softer to get after the previous pattern. That'd keep the movement of the catcher constant instead of dashing again. Fair point, (3) isn't especially strong
  6. 01:00:126 (2) - Something similar to this note can be applied as in the previous suggestion, but it'd be on x:182 in this case. I'll do the same thing for more of these since I remember this being a fairly common piece of the music
  7. 01:02:780 (6) - It can sound stupid, but tilting this slider more to the left would make a better transition to the next slider after the hdash. I'd suggest moving the slider tail to x:120 or so. This is nice and walkable now
  8. 01:46:857 (5,6,7,8,9) - This part is quite easy to miss unless you know it by heart. Even knowing it, the notes (6,7,8) are way too distanced to get them all properly after the hdash (5,6). eg placing (7) at x:224 and (8) at x:328 would make this part not so frustrating to play. Agreed, feels less troll now
  9. 02:10:857 (3,4,5) - I wouldn't go with that sudden hdash and direction change after the relatively easy kicksliders you placed before. Keeping the hdash between (5,6) is okay, but you should try to soften this part by removing the one at (3,4). Okay, moved 02:09:928 (1,2,3) - to the right slightly, making that hdash more comfortable also leading into this pattern
  10. 02:26:088 (7,8,9) - This part doesn't look bad, but you could nevertheless reduce the strenght of that double hdash by moving (8) more to the right. It's quite hard to read after only having soft 1/3 hdashes on the previous stream and then suddenly BOOM! 3 strong 1/2 hdashes. Good point, brought (8,9) closer together to make these less harsh
  11. 03:21:703 (4) - Care moving this slider to the right or changing its shape at least? The whole section consists of 1/2-1/3 jumps and you suddenly placed a 6.96x 1/4 one. Not cool :^( Made it more cool and less mean
  12. 03:24:126 (2) - Just a suggestion, but you should consider making this slider face to the left instead. You'll need quite a lot of precision for the jump 03:23:703 (6,1) - and removing the antiflow element afterwards would definitely help some clumsier players. Reworked this section a lot to incorporate fewer antiflow elements and less harsh hypers
  13. 03:25:626 (1,2,3,4,5,6,7,8,9,10,11,12) - Think of something different for this section. I'd definitely go for a hdash between (6,7) and not (7,8) as you did to follow the main beats in this tercial rhythm. I'm also not against the end 03:26:242 (9,10,11,12) - being a strong zigzag, but at least try to have a softer transition to face those notes. The current one implies a new direction change after the hdash (7,8) which is kinda troll. Changed the hdash to (6,7), couldn't find a way to keep the zig-zag whilst not making it ridiculously hard so opted for a simpler left-right pattern instead
  14. 03:28:857 (7,8) - You have dashes of that kind throughout all this section and they all make me cringe because they're always combined with other minor dashes and constant direction changes. Consider moving (8) more to the right to soften the dash. Nerfed the 1.8x jumps to 1.4/1.5x, and the following 1.5/1.6x were lowered to a more comfortable 1.2x in general
  15. 03:30:588 (6,7,8) - In this case the sequence of dashes is almost as extreme as the previous one, but there are less direction changes. Something like this works a bit better. Duly noted, still reduced (7,8) slightly anyway
  16. 03:36:126 (6,7) - Another example where you can reduce the dash to avoid shitmisses sudden edgy direction changes. This also could work like in the example, where I kept the same distance (5,6) by tilting the slider https://osu.ppy.sh/ss/6644220 . Did something like this combined with the previous fix
  17. 03:38:088 (7,8,9,10) - I'm not against patterns like this one, but the distance (9,10) could've been handled better in this case. It's quite close to the hdash trigger and should be reduced. Sure thing, dropped the spacing throughout this pattern and 03:32:544 (7,8,9,10) - before it
  18. 03:44:550 (2) - What's this shape dude? Make a simple loop to the next slider instead of doing some slider art. Players expect lenient slider shapes after the hard dashy section. Art is dead and so are my hopes and dreams. Do you have any idea how long it took me to make this shape? I hope you're happy.
  19. 03:54:242 (5,6,7,8,9,10,11,12) - Definitely a no-go. You'll need a hdash for (8,9) at least after the extremely difficult dashy pattern you made. Otherwise there's a high chance to miss the next hdashes. Whoops, unintentional edge dash alert! Moved 03:54:236 (5,6,7,8) - left and 03:54:697 (9,11) - right slightly so these second set of 4 are all hypers
  20. 03:58:857 (1,2) - Try to soften the curves of both sliders. They're quite edgy at the moment and frustrating to catch after the previous torture ;__; Curves reduced for the third time and counting
  21. 04:07:550 (6,7,8,9,1) - I'm not 100% sure it would work to have those consecutive 1/3 hdashes after the 1/6 one. I'd go for moving (8) to roundabout x:192 and keep just one of those. These are 1/3 > 2/3 rather than 1/6 to 1/3, but I get your point, removing these makes 04:07:928 (9,1) - more prominent anyway, so done
  22. 04:14:203 (3) - Please move this slider a bit more to the left to have a not-so-extreme dash in this section. Moved 04:13:851 (2) - right instead to weaken the hyper and fix both issues at the same time
  23. 04:20:088 (5,6,7,8,9) - I'm having a déjà-vu from 01:46:857 (5,6,7,8,9) - . You should apply the suggestion here too if you accepted the previous one. I absolutely did not copypaste this in any way
  24. 04:38:319 (7,8,1,2,3) - Please no! Don't be so mean and place (2) at least at the right side of (1). The previous part combined with the next one is already evil, moreover if you have such a transition in here. But being mean is what I do best! Flipped all of 04:38:544 (1,2,3,4,5,6,7,8,1) - to remove that initial antiflow segment
  25. 04:53:780 (5,6,7,8) - After the succession of hdashes you expect players to catch these sliders properly? I'm not into sections that involve a luck factor, so you should try to balance the distances between those sliders because the current (6,7) is too short and the (5,6) and (7,8) are too long. Something similar like in this example is still difficult to do, yet more lenient to play http://osu.ppy.sh/ss/6644316 . Alright, made spacing more balanced
  26. 05:09:934 (5,6,7) - This is also a bit confusing since you expect with the slider shape of (5) to move to the left instead. What about something similar to this? https://osu.ppy.sh/ss/6644339 . Done, and also moved all of 05:09:467 (3,4,5,6,7) left slightly to give greater contrast between strengths of 05:10:390 (7,8,1) - and then did similar for 05:13:620 (7,8) -
  27. 05:23:780 (1,2,3) - Not like this after the 1/4 hdashes... Consider moving (2) at the left side of that slider instead and fixing the distance with (3) afterwards. As above
  28. 05:25:973 (2) - Dat troll droplet ;__; LOL why was this pointing the wrong way, made normal flow
  29. 05:29:319 (1,2,3) - Overmapped. There are no audible 1/4s but on the kickslider (4), so you'd need to go for 1/2s instead. Hmm, maybe I was just imagining a 1/4 guitar sound here... Changed the first 3 to 1/2s with a still walkable pattern, changed 05:30:005 (4) - to a 1/3 kickslider for the kick drum sounds
  30. 05:49:857 (2,3,4) - Move these notes more to the right to reduce the distance (4,5). It's one of those I mentioned previously with the direction change and stuff. Sure thing
  31. 05:59:088 (2,3,4) - Those spreaded notes are again a potential spot to fail the map since they're combined with an extreme antiflow. Reduce the distance between them please. Done
[]
Get some more tests from experienced players/modders before pushing this beatmap further. I wasn't able to test it properly since I kept failing on the last kiai so I'm not sure if I was helpful with the previous suggestions. Anyway, feel free to call me after some more mods and I'll be happy to recheck it!
Thanks for the help! I'll try and get some more pro feedback and see where it leads.
BoberOfDarkness
Few things that I catch up.

  1. 00:01:160 - 70% feels way to loud for those drums at 00:01:160 (1,2) - maybe change volume to 40%?
  2. 00:31:160 (3,4,5,6) - the movement here is way too hard, I played it many times and feels not fun to play, maybe try hyperchain here instead? Placing: 00:31:160 (3) - x:192 00:31:275 (4) - x:416 00:31:391 (5) - x:220 00:31:506 (6) - x:392. It works nicely for me.
  3. 00:32:198 (3,4,5,6,7,8) - I am not into using almost same triplet 3 times in row, maybe you could 00:32:891 (7) - place sliders tail on the right side of head that would flow better I guess
  4. 00:34:044 (3,4,5,6,7,8) - same^, I but at 00:34:044 - I would put that pattern https://osu.ppy.sh/ss/6745528
  5. 01:04:851 (7,8,9) - pretty nazi but I don't feel like straight triplet fit here
  6. I am sure that you could make that part better with curving sliders cause linear doesn't flow here, at least to me. Try something like those: https://osu.ppy.sh/ss/6745545, http://osu.ppy.sh/ss/6745550 (probably with higher spacing)
  7. 01:36:005 (10,11) - thats would be cooler with that shaping - https://osu.ppy.sh/ss/674555702:37:044 (6,7) -
  8. 02:37:044 (6,7) - distance feels a bit too high between those
  9. 03:14:544 (1,2,3,4,5,6) - I would spaced them too make more hyperdashes which flows nicely in that section
  10. 03:23:313 (1,2,3,1,2,3) - linear triplets with sharp direcition change dash makes it very easy-to-miss, try this - https://osu.ppy.sh/ss/6745578
  11. 04:04:851 (1,2,3,4,5,6) - maybe you could put here some hypered doublets? like https://osu.ppy.sh/ss/6745589
  12. 04:22:274 (6) - x:276 to trigger hyperdash with previous note, now feels very uncomfortable
  13. 04:53:659 (4) - x:336 to make easier 'into' to that 1/4 death doublets :D
I would place NC every new stanza here since the song is pretty dense so it would make plate twice clearer.


Good luck!
Topic Starter
JBHyperion

BoberOfDarkness wrote:

Few things that I catch up.

  1. 00:01:160 - 70% feels way to loud for those drums at 00:01:160 (1,2) - maybe change volume to 40%? Done, mistake from fixing the initial offset
  2. 00:31:160 (3,4,5,6) - the movement here is way too hard, I played it many times and feels not fun to play, maybe try hyperchain here instead? Placing: 00:31:160 (3) - x:192 00:31:275 (4) - x:416 00:31:391 (5) - x:220 00:31:506 (6) - x:392. It works nicely for me. Intensity is unfitting for a hyperchain here, so I reduced the return dash spacing instead
  3. 00:32:198 (3,4,5,6,7,8) - I am not into using almost same triplet 3 times in row, maybe you could 00:32:891 (7) - place sliders tail on the right side of head that would flow better I guess Fits the descending pitch on guitar better to have these movements the same, and is for consistency with 00:34:391 (5,6,7,8,9) - I feel this plays fine
  4. 00:34:044 (3,4,5,6,7,8) - same^, I but at 00:34:044 - I would put that pattern https://osu.ppy.sh/ss/6745528 As above
  5. 01:04:851 (7,8,9) - pretty nazi but I don't feel like straight triplet fit here Why not? What would you replace it with? This plays perfectly fine leading into the long hyperchains 01:05:082 (10,1,2) -
  6. I am sure that you could make that part better with curving sliders cause linear doesn't flow here, at least to me. Try something like those: https://osu.ppy.sh/ss/6745545, http://osu.ppy.sh/ss/6745550 (probably with higher spacing) Yeah, as above. I want a slingshot feeling here for the held guitar that curved sliders just can't accomplish. Straight sliders work better here
  7. 01:36:005 (10,11) - thats would be cooler with that shaping - https://osu.ppy.sh/ss/6745557 These sounds are short and sharp, I don't feel like antiflow really fits here. If the tail on 01:36:236 (11) were stronger I would consider an antiflowing hyper, but with the sound there it would feel very forced
  8. 02:37:044 (6,7) - distance feels a bit too high between those Reduced slightly
  9. 03:14:544 (1,2,3,4,5,6) - I would spaced them too make more hyperdashes which flows nicely in that section Reduced (2,3) and (5,6) slightly instead, since I switched to emphasising (2,5) I want to avoid having too many hypers in this calmer section
  10. 03:23:313 (1,2,3,1,2,3) - linear triplets with sharp direcition change dash makes it very easy-to-miss, try this - https://osu.ppy.sh/ss/6745578 Alright
  11. 04:04:851 (1,2,3,4,5,6) - maybe you could put here some hypered doublets? like https://osu.ppy.sh/ss/6745589 I'm choosing to hyper for the guitar and snare here, I feel your pattern is overcomplicated and would prefer a simpler pattern leading into the pause before the kiai
  12. 04:22:274 (6) - x:276 to trigger hyperdash with previous note, now feels very uncomfortable Reduced instead, since this is lower intensity I want to avoid hypers. This was the same exact spacing as 01:48:697 (4,5,6,7,8) - btw, so I fixed that the same xD
  13. 04:53:659 (4) - x:336 to make easier 'into' to that 1/4 death doublets :D Reduced it significantly, though not quite as much as you suggested to keep the previous hyper pattern
I would place NC every new stanza here since the song is pretty dense so it would make plate twice clearer. NC is used where there is a strong change in sound, intensity, or spacing for emphasis, rather than purely just to divide up the stanzas. No combos reach over 16 fruits in length, which should be more than manageable for the intended target audience regardless of density or speed

Good luck!
Thanks for the mod!
Ponchiwi
Phantom of the Grand Guignol

  1. I feel these notes are better here 00:03:929 (1) - x=272 y= 224 / 00:04:044 (2) - x=188 y=180
  2. Maybe you should give a little more conform to this stream 00:23:775 (3,4,5,6,7,8) - Like this ->Click Here<- It's just an example
  3. This note approach more, If you approach it, do not lose the hyper 00:25:044 (4) -
  4. I like this slider more slanted 00:27:929 (1) -
  5. Another thing ... I feel that low the intensity in these notes 00:27:929 (1,2,3) -
    it's just a suggestion, I say it in the opinion of the player>< Check it out a these notes->Click Here <-
  6. I see that here try to make a chain without crazy moves (? Why do not you try this 01:22:851 (5,6,7) - ->Click Here<- As well as that it gives more difficulty to that part, because in the notes that you had before were something simple
  7. Maybe Ctrl +H(? 01:35:313 (3,4,5,6) -
  8. My opinion to play, I really don't like to stay stop with my the ryuuta for a long time, and in this case is what happens, try to put it horizontal so that the slider is more fluid x.x 02:09:928 (1) -
  9. Horizontal this slider(? 02:11:082 (5) - To can dance better with the ryuuta. okno xd
  10. Same Here to Dance better (? 02:57:467 (7,8) - ->Click Here<-
  11. 03:14:082 (1,2,1,2) - And if you try with this>Click Here<
  12. >Horizontal 03:28:851 (7) -
  13. Maybe should copy the shape of this slider 03:50:313 (4) - for this slider 03:50:544 (5) -
  14. It feels a little strange these sliders 03:58:851 (1,1) - Change the shape maybe?->Click Here<-

    Awesome map! Very entertaining
Topic Starter
JBHyperion

Ponchiwi wrote:

Phantom of the Grand Guignol

  1. I feel these notes are better here 00:03:929 (1) - x=272 y= 224 / 00:04:044 (2) - x=188 y=180 I want to emphasise the downbeat on 00:03:929 (1) - more than (3) the upbeat, so I'll keep the current hyper placement
  2. Maybe you should give a little more conform to this stream 00:23:775 (3,4,5,6,7,8) - Like this ->Click Here<- It's just an example Not really a strong sound to warrant splitting this up, it sounds better as a single stream imo. However, I did make this much less ugly than before lol
  3. This note approach more, If you approach it, do not lose the hyper 00:25:044 (4) - Sure, made 00:24:814 (3,4) - closer for better flow
  4. I like this slider more slanted 00:27:929 (1) - Angled it a bit
  5. Another thing ... I feel that low the intensity in these notes 00:27:929 (1,2,3) - it's just a suggestion, I say it in the opinion of the player>< Check it out a these notes->Click Here <- Decided to reduce the spacing here instead since the musi is "calmer" lol, removed 00:27:929 (1,2) - this hyper so it's the same as 00:28:160 (2,3) -
  6. I see that here try to make a chain without crazy moves (? Why do not you try this 01:22:851 (5,6,7) - ->Click Here<- As well as that it gives more difficulty to that part, because in the notes that you had before were something simple The music isn't as intense here, so I feel this is better for an easier pattern
  7. Maybe Ctrl +H(? 01:35:313 (3,4,5,6) - I had to get a direction change here or the next pattern wouldn't really fit, so 01:35:082 (2,3) - was the best for it since it's less intense
  8. My opinion to play, I really don't like to stay stop with my the ryuuta for a long time, and in this case is what happens, try to put it horizontal so that the slider is more fluid x.x 02:09:928 (1) - Didn't put it horizontal since I want there to be an increase in movement with 02:09:928 (1,2,6) - but I did make it more horizontal so you can't standstill so easily anymore
  9. Horizontal this slider(? 02:11:082 (5) - To can dance better with the ryuuta. okno xd Lol, I made this more vertical so it's not so harsh, 02:11:313 (6) - is a wiggle pattern right afterwards so it would be mean to make another one here I think
  10. Same Here to Dance better (? 02:57:467 (7,8) - ->Click Here<-
  11. 03:14:082 (1,2,1,2) - And if you try with this>Click Here< I want to emphasise both of the circles here, since they are equally strong, so I have to use a more spaced pattern instead
  12. >Horizontal 03:28:851 (7) - Done, was weird being the only kinda vertical slider here
  13. Maybe should copy the shape of this slider 03:50:313 (4) - for this slider 03:50:544 (5) - (5) is less intense, so I don't want the wiggle to be quite so strong
  14. It feels a little strange these sliders 03:58:851 (1,1) - Change the shape maybe?->Click Here<- Sorry, I want to keep the wiggle sliders for the guitar sounds and I've already nerfed these a lot from their original form lol

    Awesome map! Very entertaining
Thanks for the mod!
Deif
Recheck time!

[General]
  1. Metadata: Shall we change the Source field into "東方怪綺談 ~ Mystic Square." to fit the newer ranked beatmaps? About the Title, the official source doesn't offer any English names: http://demetori.xii.jp/products.html . Anyway, romanising the katakana (プラスチック=~ "purasuchikku" ; マインド =~ "maindo") should get more or less the title you used. Better get it confirmed by someone more proficient in metadata though.
[whatever whatever Guignol]
  1. 00:34:391 (5,6,7,8) - I believe you'd have to change the flow of that part by inverting the direction of the sliders. It makes more sense if you start with an antiflow structure and finish with a softer one and not the other way around, taking into account that the important beat lays on 00:34:390 - . Something similar can be applied to 00:41:775 (5,6) - afterwards.
  2. 00:42:756 (2) - Move this note a bit more to the left to help the catcher with the movement after the hyper?
  3. 01:06:774 (9) - Similar case for this note, but for this one it's more than recommendable that you move it more to the right since the previous movement comes after an even stronger hyper. x:312 should do the trick.
  4. 01:27:236 (5,6) - Create a double hyper for those notes? The current dashes are quite extreme and we can make something different to cultimate the zigzag patterns you made. Try placing (5) at x:272 and (6) at x:86 to create this effect.
  5. 01:40:620 (2,3) - The distance between those sliders can be reduced so the antiflow of (3) can be performed a bit more comfortably. Moving (2) a bit more to the left would keep the previous hyper as well, so that could be an option to think about.
  6. 03:01:044 (5,6) - I don't know if you'd be open to change those sliders into 1/3 streams to follow the background drums from 03:01:159 - on, but it'd be a nice touch for the ending of this chorus.
  7. 03:58:851 (1,2) - I always get a mini-heart attack while performing those sliders because of the sharp curve. Care to soften at least the 1st curve of each slider a bit?
  8. 05:15:467 (4,5,6,7,8,9) - Consider reducing a bit the intensity of those hyper chains. It's one of those killing patterns of this last chorus that are quite easy to miss.
  9. 05:21:928 (1,2,3,4) - A bit less of distance between the pairs of sliders (1,2) and (3,4) would be beneficial in order to perform the next hyper chain. Try to tilt a bit (1) and (3), for example.
  10. 05:45:467 (3,4,5,6) - Chains of hypers that decrease the distance gradually are a potential source of misses since the hyper tries to gain strength with each direction change. Try placing (5) on x:108 and (6) on x:404 so the distance between all those notes doesn't decrease so drastically.
[]
Oh lord... Call me back after checking my mod, and I'll see what I can do.
Topic Starter
JBHyperion

Deif wrote:

Recheck time!

[General]
  1. Metadata: Shall we change the Source field into "東方怪綺談 ~ Mystic Square." to fit the newer ranked beatmaps? About the Title, the official source doesn't offer any English names: http://demetori.xii.jp/products.html . Anyway, romanising the katakana (プラスチック=~ "purasuchikku" ; マインド =~ "maindo") should get more or less the title you used. Better get it confirmed by someone more proficient in metadata though. Updated the Source to a more accurate game-spec version. Regarding the naming, I did speak to KwaN about romanisation a couple of months back and we decided that yeah, since these are basically loan words the current title should be fine
[whatever whatever Guignol]
  1. 00:34:391 (5,6,7,8) - I believe you'd have to change the flow of that part by inverting the direction of the sliders. It makes more sense if you start with an antiflow structure and finish with a softer one and not the other way around, taking into account that the important beat lays on 00:34:390 - . Something similar can be applied to 00:41:775 (5,6) - afterwards. Alright, made the first of each an antiflow structure followed by an easier natural flow
  2. 00:42:756 (2) - Move this note a bit more to the left to help the catcher with the movement after the hyper? Wanted to keep even spacing here for a tidier aesthetic, so I reduced the strength of 00:42:467 (7,1) - instead so there's more spacing on the triplet and less momentum from the hyper
  3. 01:06:774 (9) - Similar case for this note, but for this one it's more than recommendable that you move it more to the right since the previous movement comes after an even stronger hyper. x:312 should do the trick. ^ Did the same as above, this 1/4 was really strong
  4. 01:27:236 (5,6) - Create a double hyper for those notes? The current dashes are quite extreme and we can make something different to cultimate the zigzag patterns you made. Try placing (5) at x:272 and (6) at x:86 to create this effect. Alright
  5. 01:40:620 (2,3) - The distance between those sliders can be reduced so the antiflow of (3) can be performed a bit more comfortably. Moving (2) a bit more to the left would keep the previous hyper as well, so that could be an option to think about. Done, the guitar is lower here so less spacing is a fair solution
  6. 03:01:044 (5,6) - I don't know if you'd be open to change those sliders into 1/3 streams to follow the background drums from 03:01:159 - on, but it'd be a nice touch for the ending of this chorus. I can only hear 1/3 on 03:01:390 (6) - and it's really hard to pick out behind the guitar. For the sake of simplicity and consistency, I'd prefer to stick with the guitar
  7. 03:58:851 (1,2) - I always get a mini-heart attack while performing those sliders because of the sharp curve. Care to soften at least the 1st curve of each slider a bit? Nerfed these for the 100th time and also made the preceeding hyper pattern a bit less strong
  8. 05:15:467 (4,5,6,7,8,9) - Consider reducing a bit the intensity of those hyper chains. It's one of those killing patterns of this last chorus that are quite easy to miss. Bumped em down a touch
  9. 05:21:928 (1,2,3,4) - A bit less of distance between the pairs of sliders (1,2) and (3,4) would be beneficial in order to perform the next hyper chain. Try to tilt a bit (1) and (3), for example. Done
  10. 05:45:467 (3,4,5,6) - Chains of hypers that decrease the distance gradually are a potential source of misses since the hyper tries to gain strength with each direction change. Try placing (5) on x:108 and (6) on x:404 so the distance between all those notes doesn't decrease so drastically. Alright
[]
Oh lord... Call me back after checking my mod, and I'll see what I can do.
Thanks for the recheck!
Deif
EVERYTHING HERE IS ANTI FLOW AND UNPLAYABLE

jk you did an awesome job and got crowned as an evil mapper. Let's get things rolled here:

#1

PD: If someone's still getting an alert from MA about the "delayed hitsound" drum-hitwhistle4.wav the beginning has been cropped to the point where the sound starts, but it's still being detected by the program somehow. Judge by yourselves: https://puu.sh/vLzRT/a3478923cc.png
Ascendance
haha guys let's icon each others demetori maps wouldnt that be cool XD

This map definitely has issues and I don't think it's ready for a bubble. There's several parts in the map where it's nearly impossible for a human player to be able to hit the patterns and the amount of antiflow abuse really hurts the emphasis that antiflow is supposed to bring. When you say "everything here in antiflow and unplayable", it really goes beyond a meme at this point considering that the overabundance of antiflow just ruins the map. In my opinion, this map is a severe case of what happens when someone cannot test the patterns that they put into the editor.

Placeholder~
MBomb

Ascendance wrote:

haha guys let's icon each others demetori maps wouldnt that be cool XD

This map definitely has issues and I don't think it's ready for a bubble. There's several parts in the map where it's nearly impossible for a human player to be able to hit the patterns
TIL i can hit nearly impossible patterns with ease
BoberOfDarkness
After playing on newest version I have to admit that impossible patterns disappeared.
@ascendance just pop the bubble :^)))
Benita
hello i have arrived

Phantom of the Grand Guignol
  1. 00:02:775 (4,5,6) - I think generally for the intro, the hypers are very long followed with long dashes. Fits better with less hyperstrength for the intro of the song as some of these hypers are stronger than kiai hypers.
  2. 00:08:775 (5,6,7) - Kinda unfitting double hyper considering the beats on 5,6 is the exact same as 00:08:314 (4) - so I’d remove the hyper from 5,6
  3. 00:09:698 (3) - There's no beat on slider end, same on last repeat on this 00:11:314 (1) - and imo they aren’t needed. As of now I feel they’re just there to add strength to the hyper?
  4. 00:19:967 (6) - I’d tilt this the other way because there’s only guitar on slider start, like on this 00:19:621 (5) - you can hear the guitar on slider repeat as well so it works a lot better for emphasisis
  5. 00:20:314 (7,8) - I find this distance a tiny bit too far with the full stop movement on 00:20:544 (1) - so maybe either try reducing the distance a bit or tilt the next slider a bit to the right to ease the movement.
  6. 00:38:256 - Could add a note here as you did 00:38:025 (12) -
  7. 00:42:756 (2) - random triplet? I can't see the reason behind it so I'd like to see it removed lmao
  8. 00:44:314 (7,8) - This should be dash instead of hyper, it’s the same sound as 00:20:314 (7,8) - and that’s a dash. Having it as a dash also helps the overall flow into the next pattern so it plays better as well imo
  9. 00:44:775 (2,3,4,5,6,7) - This distance feels very overdone, especially coming straight from a direction change hyper, it just feels overdone. And the distance is extremely high if you compare it to 00:30:006 (2,3,4,5,6,7) -
  10. 00:51:928 (1,2,3,4,1) - Spacing here is bigger than any other hyperchains, even bigger than the ones in the ending and considering the songs intensity at this point, it shouldn’t be this big
  11. 00:58:967 (5,6,7,8) - It feels weird to have the guitar on slider ends when other parts follow the guitar rather than the drums 01:00:928 (6,7,8) -
  12. 01:04:505 (5,6) - Awkward distance, I think it works better placing 6 to the left, maybe at around x50
  13. 01:09:928 (5,6,7) - I’d put hyper between 6,7 instead of 5,6 for the guitar
  14. 01:13:505 (4,5,6,7,8) - Same as before, I'd focus on guitar
  15. 01:57:813 (4,5,6,7,8,9) - I think you should either focus on emphasising drums or emphasising guitar, this double dash kind of ruins the mood here 01:58:390 (7,8,9) -
  16. 02:12:697 (5,6) - Feels weird as hyper when 02:10:851 (3,4) - is a dash. Also imo works better for emphasising on 02:13:390 (9,10,1) - to keep the other two as dashes.
  17. 02:16:390 (6,7,8) - Since the snares are building up, I feel it would fit better to the music if the first two beats were a slider and the last two were notes with hypers
  18. 02:22:236 (5,6) - 02:23:467 (9,10) - If you're following the guitar in the stream, the hyper should be between these notes, if not, you should remove the hyper here 02:22:390 (7,8) -
  19. 03:14:313 (2,1,2) - The hyper between 1,2 seems a bit too much, especially when similar sounds don't have hyper, example 03:15:236 (4,5) -
  20. 03:49:620 - 03:52:505 - I think here you can make a similar timeline to these sliders 03:42:236 - as the music doesn't change
  21. 04:46:159 (5,6) - 04:46:620 (8,9) - 04:49:390 (3,4) - These feel weird when the music isn't changing and the rest of these sounds are just a 1/2 slider and these are double hypers, I could understand some of them, like 04:50:313 (8,9) - as a build-up to the finisher on 04:50:544 (1) - but seeing as 04:51:236 (3) - is a normal slider and has the exact same strength, it just feels inconsistent.
  22. 04:53:774 (5,6,7,8) - 05:08:544 (5,6,7,8) - 05:23:313 (5,6,7,8) - I really can't hear 1/4 here and I don't find them fitting as the music isn't that strong, would be better with 1/2 dashes or something
  23. 05:12:755 (2) - 05:57:063 (2) - random triplet again?

I have to disagree with Ascendance. I don't think any part of this map is "nearly impossible" to hit and it's definately ready for ranking. call me back~
Razor Sharp

Ascendance wrote:

haha guys let's icon each others demetori maps wouldnt that be cool XD

This map definitely has issues and I don't think it's ready for a bubble. There's several parts in the map where it's nearly impossible for a human player to be able to hit the patterns and the amount of antiflow abuse really hurts the emphasis that antiflow is supposed to bring. When you say "everything here in antiflow and unplayable", it really goes beyond a meme at this point considering that the overabundance of antiflow just ruins the map. In my opinion, this map is a severe case of what happens when someone cannot test the patterns that they put into the editor.

Placeholder~
I disagree with you completely Ascendance. This map is not only executing the antiflow flawlesly, but its also challenging you with stamina and cordination. Nothing is "impossible" to hit, and its all buildt in a way that makes sense. I personally have FCd this map several times without any problem what so ever. So calling this "nearly impossible for a human player to be able to hit the patterns" is a false statement.

Ascendance wrote:

In my opinion, this map is a severe case of what happens when someone cannot test the patterns that they put into the editor.
Now i do agree that most people who cant play what they map, dont make something good. But the case here is different. JBHyperion did not only get top players to test this, he also adjusted it to feedback. And i am also sure he can hit most of the patterns himself. Maybe not in one go, but induvidualy.

All in all i personally think this map is more than ready for the ranking page. JBH you did an awesome job, making a new fun and challenging map for us! Keep it up man!
Topic Starter
JBHyperion

Benny- wrote:

hello i have arrived spooky

Phantom of the Grand Guignol
  1. 00:02:775 (4,5,6) - I think generally for the intro, the hypers are very long followed with long dashes. Fits better with less hyperstrength for the intro of the song as some of these hypers are stronger than kiai hypers. Alright, made this and 00:04:621 (4,5) - 00:06:467 (3,4) - 00:08:314 (4,5) - less harsh
  2. 00:08:775 (5,6,7) - Kinda unfitting double hyper considering the beats on 5,6 is the exact same as 00:08:314 (4) - so I’d remove the hyper from 5,6 Fixed with the above
  3. 00:09:698 (3) - There's no beat on slider end, same on last repeat on this 00:11:314 (1) - and imo they aren’t needed. As of now I feel they’re just there to add strength to the hyper? They're used to gradually build pattern density leading into the more intense drumming section at 00:13:160 (1) - so for now I just made the ends a bit quieter
  4. 00:19:967 (6) - I’d tilt this the other way because there’s only guitar on slider start, like on this 00:19:621 (5) - you can hear the guitar on slider repeat as well so it works a lot better for emphasis Sure, the guitar is weaker there
  5. 00:20:314 (7,8) - I find this distance a tiny bit too far with the full stop movement on 00:20:544 (1) - so maybe either try reducing the distance a bit or tilt the next slider a bit to the right to ease the movement. Reduced it a little
  6. 00:38:256 - Could add a note here as you did 00:38:025 (12) - The previous stream was mapping the kick drum blasts, which are much stronger than the sound here. I prefer to skip this one
  7. 00:42:756 (2) - random triplet? I can't see the reason behind it so I'd like to see it removed lmao I tried to emphasise the last measure in the kiai with a different rhythm, (2) following the transition between the lower and higher pitched guitar sounds. I agree it's a little "improvised, so if you really feel it's that weird or unneeded, I'll change it
  8. 00:44:314 (7,8) - This should be dash instead of hyper, it’s the same sound as 00:20:314 (7,8) - and that’s a dash. Having it as a dash also helps the overall flow into the next pattern so it plays better as well imo Was trying to give the kiai end more emphasis, but you're right, it does play better as a regular dash
  9. 00:44:775 (2,3,4,5,6,7) - This distance feels very overdone, especially coming straight from a direction change hyper, it just feels overdone. And the distance is extremely high if you compare it to 00:30:006 (2,3,4,5,6,7) - Reduced the first triplet a little, but it's really not that much stronger than the other section you mentioned in terms of distance, despite the music being stronger here on the kiai end, so I feel this is justified
  10. 00:51:928 (1,2,3,4,1) - Spacing here is bigger than any other hyperchains, even bigger than the ones in the ending and considering the songs intensity at this point, it shouldn’t be this big Agreed, reduced this to a more sensible level so it's less spiky
  11. 00:58:967 (5,6,7,8) - It feels weird to have the guitar on slider ends when other parts follow the guitar rather than the drums 01:00:928 (6,7,8) - This section was following the offbeat drum pattern as a continuation of 00:56:082 (1,2,3,4,5,6,7,8) - but I found a way to make this transition work and add variety by switching to normal flow on the guitar sounds
  12. 01:04:505 (5,6) - Awkward distance, I think it works better placing 6 to the left, maybe at around x50 Antiflow didn't feel right to me here,
    so I rearranged 01:04:159 (4,5) - to make a hyper here instead
  13. 01:09:928 (5,6,7) - I’d put hyper between 6,7 instead of 5,6 for the guitar Pitch on the guitar is quite low here, I prefer the current drum pattern emphasis
  14. 01:13:505 (4,5,6,7,8) - Same as before, I'd focus on guitar Done
  15. 01:57:813 (4,5,6,7,8,9) - I think you should either focus on emphasising drums or emphasising guitar, this double dash kind of ruins the mood here 01:58:390 (7,8,9) - This isn't a difficult pattern switch to follow, and it builds on stuff the player has seen before in the (now consistent)
    sections above. I feel it's a cool way to increment the difficulty slightly whilst still being relatable to the previous time it was encountered
  16. 02:12:697 (5,6) - Feels weird as hyper when 02:10:851 (3,4) - is a dash. Also imo works better for emphasising on 02:13:390 (9,10,1) - to keep the other two as dashes. Agreed, makes it more consistent with 02:10:851 (3,4,5) - anyway
  17. 02:16:390 (6,7,8) - Since the snares are building up, I feel it would fit better to the music if the first two beats were a slider and the last two were notes with hypers Alright
  18. 02:22:236 (5,6) - 02:23:467 (9,10) - If you're following the guitar in the stream, the hyper should be between these notes, if not, you should remove the hyper here 02:22:390 (7,8) - Was following drums, so removed (7,8) hyper
  19. 03:14:313 (2,1,2) - The hyper between 1,2 seems a bit too much, especially when similar sounds don't have hyper, example 03:15:236 (4,5) - Made this and 03:15:236 (4,5) - less sharp on the dash
  20. 03:49:620 - 03:52:505 - I think here you can make a similar timeline to these sliders 03:42:236 - as the music doesn't change I mapped the first part less densely to emphasise the interesting guitar sounds, but also to give a slight relief on the jump patterns, whereas the second part returns to the normal drum rhythm to help build intensity again
  21. 04:46:159 (5,6) - 04:46:620 (8,9) - 04:49:390 (3,4) - These feel weird when the music isn't changing and the rest of these sounds are just a 1/2 slider and these are double hypers, I could understand some of them, like 04:50:313 (8,9) - as a build-up to the finisher on 04:50:544 (1) - but seeing as 04:51:236 (3) - is a normal slider and has the exact same strength, it just feels inconsistent. I feel they're a great emphasis tool for building intensity at the midpoint of each stanza, and it allows me to highlight the stronger drum and cymbal sounds here than in previous measures
  22. 04:53:774 (5,6,7,8) - 05:08:544 (5,6,7,8) - 05:23:313 (5,6,7,8) - I really can't hear 1/4 here and I don't find them fitting as the music isn't that strong, would be better with 1/2 dashes or something The 1/4 beats are used to map the pull-off guitar sounds and provide a unique touch to the most intense part of the song. I find them totally justifiable
  23. 05:12:755 (2) - 05:57:063 (2) - random triplet again? First one was unfitting so removed, second one same argument as the one in the first kiai. Will remove if you really think it's not necessary

I have to disagree with Ascendance. I don't think any part of this map is "nearly impossible" to hit and it's definately ready for ranking. call me back~
Thanks for the mod! Feel free to decide whether you are ok with those two triplets or not and I'll change them to 1/2 sliders if necessary.
Benita
Okay so I tried explaining this in an easy way but seems my mind doesn’t work like that lool

04:46:159 (5,6) - 04:46:620 (8,9) - 04:49:390 (3,4) - These feel weird when the music isn't changing and the rest of these sounds are just a 1/2 slider and these are double hypers, I could understand some of them, like 04:50:313 (8,9) - as a build-up to the finisher on 04:50:544 (1) - but seeing as 04:51:236 (3) - is a normal slider and has the exact same strength, it just feels inconsistent. I feel they're a great emphasis tool for building intensity at the midpoint of each stanza, and it allows me to highlight the stronger drum and cymbal sounds here than in previous measures
Great for emphasising if you actually emphasise beats that stand out, but the way the hyperdash usage is as of now, it's quite random and some times it just doesn't follow the music very well.

These should all be double hypers because of the finishers and follows the music pretty well with the finishers:
04:46:159 (5,6) - 04:46:620 (8,9) -
05:00:928 (5,6) - 05:01:390 (8,9) -
05:15:697 (5,6) - 05:16:159 (8,9) -

These can be double hypers as a buildup to the reset in the music, maybe gradually increase it like only having double hypers on the last in each section and stronger dashes on the other and on the last three, double hypers on all:
04:50:313 (8,9) - 04:51:236 (3) - 04:52:159 (6,7) -
05:05:082 (7,8) - 05:06:005 (3) - 05:06:928 (6,7) -
05:19:851 (6,7) - 05:20:774 (3) - 05:21:697 (6,7) -

These are 100% unfitting as double hypers and just feel inconsistent and random because of the other beats like this being 1/2 sliders
04:49:390 (3,4) - 04:59:544 (6,7) - 05:11:774 (5,6) -

04:53:774 (5,6,7,8) - 05:08:544 (5,6,7,8) - 05:23:313 (5,6,7,8) - I really can't hear 1/4 here and I don't find them fitting as the music isn't that strong, would be better with 1/2 dashes or something The 1/4 beats are used to map the pull-off guitar sounds and provide a unique touch to the most intense part of the song. I find them totally justifiable
"Emphasising everything is the same as emphasising nothing"
04:53:774 (5,6,7,8) - 05:23:313 (5,6,7,8) - meaning in these streams, the movement of the stream is the exact same as the pattern before which doesn’t follow the guitar very well, which is what you stated you are following. Like, I’m not up for the 1/4’s at all because I think it’s purely overmapped but if you must keep them, I’d try to change the patterns leading into the streams.
05:08:544 (5,6,7,8) - This works a lot better because of the patterns leading up to the stream isn’t all back and forth and also the sliders aren’t as snappy.

As for the two triplets, I would like to see them removed as well cause they’re not snapped to an actual beat and I feel they’re just too random

call me back x2?
Topic Starter
JBHyperion
04:46:159 (5,6) - 04:46:620 (8,9) -
05:00:928 (5,6) - 05:01:390 (8,9) -
05:15:697 (5,6) - 05:16:159 (8,9) -

These feel overdone as double hypers, I am emphasising only the strong sounds here - in the first example:
04:45:928 (4) - Guitar, high pitch
04:46:159 (5) - Crash cymbal
04:46:390 (7) - On-beat kickdrum
04:46:620 (8) - Snare drum

The other sounds here are less significant offbeat kick drum sounds, so it makes no sense to add hypers to them also

04:50:313 (8,9) - 04:51:236 (3) - 04:52:159 (6,7) -
05:05:082 (7,8) - 05:06:005 (3) - 05:06:928 (6,7) -
05:19:851 (6,7) - 05:20:774 (3) - 05:21:697 (6,7) -

The second in each of these is a slider following the guitar, since the switch from drum emphasis makes it more varied, so I won't split these. The first and third in each are all double hypers to follow the drum (I fixed 05:05:082 (7,8) - since it was the only one that wasn't before) - although I want to get a buildup effect, this whole section is too intense for normal dashes on these, so I opted for increasing the strength as well as SV through each repetition to provide the increased intensity

04:49:390 (3,4) - 04:59:544 (6,7) - 05:11:774 (5,6) -

Agree that each of these didn't really need the double hyper, since only the first sound (guitar) was strong

04:53:774 (5,6,7,8) - 05:08:544 (5,6,7,8) - 05:23:313 (5,6,7,8) - "Emphasising everything is the same as emphasising nothing"

I'm not emphasising everything though, I'm literally emphasising these three parts, one at the end of each stanza in the last kiai. The movement is similar to the 1/2 pattern before it in each case because wildly varying the flow on a 260BPM 1/4 hyperchain plays horribly. The reason 05:08:544 (5,6,7,8) - feels more varied is because the drum rhythm before it is actually completely different here. I can't very well force significant variety in rhythm when the song doesn't support it at all

Triplets

have been removed

Thanks for the discussion!
Benita
Although I still disagree on the 1/4 parts, I guess your reasoning is good enough.

#2
Raiden
oh boy
Benita
Qualified.
celerih

Raiden wrote:

oh boy
oh boy
MBomb
Placeholder. Whilst I love this map, I have some very strong concerns about quality which really need to be addressed.
Ascendance
BIG FUCKING QUESTION MARK LOL



Also per the new rules, maps with bubbles already on them still must adhere to the 3 bubble nomination system if they're by beginner nominators (Hello, Benny). It was a good attempt I guess ^^
clayton
D: uh oh

good luck on qualification again!
wonjae
Intresting.
Benita

Ascendance wrote:

Also per the new rules, maps with bubbles already on them still must adhere to the 3 bubble nomination system if they're by beginner nominators (Hello, Benny). It was a good attempt I guess ^^
Not tier 2* but ok
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