mod soontm
20 stars what the fcukkoliron wrote:
mod soontm
koli pls D:Chara wrote:
20 stars what the fcukkoliron wrote:
mod soontm
long mods are fine with me - as long as they're helpful xDkoliron 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
koliron wrote:
HYPEEE HYPEEEGeneral
- 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
- 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
- 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
- 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 allPhantom of the Grand Guignol
About distances and patterns:
- 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]
Thanks for the mod!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!Setomi wrote:
Setomi ModThis is it for now, will revisit in the future (:Note Placement
- 00:04:627 (4) - Flow break here Intended to be walkable due to the strength of neighbouring (5) with snare drum
- 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)
- 00:10:166 (5) - Move a bit closer to (4) Moved (4) right to reduce hyper strength
- 00:12:473 (5) - Move a bit closer to (4) ^ but left
- 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
- 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
- 00:20:550 (1) - make vertical Not the kind of emphasis I was going for originally but sure, this works too
- 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- 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
- 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
- 00:29:204 (6,7) - Add more distance from (4,5) Done
- 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
- 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
- 00:36:243 (8,9) - If you don't apply previous mod, make these more seperated Made a stronger dash
- 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
- 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- 01:06:011 (3) - Make this vertical Done
- 01:12:473 (8,1) - ctrl + g one of these Done (8) for the double kick sound
- 01:13:973 (6) - ctrl + g Done to aid the buildup and provide variety
- 01:14:203 (7) - ctrl + g ^
- 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
- 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
- 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
- 01:35:780 (7,8,9) - Maybe move a bit to the left Sure
- 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
- 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
- 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- 02:03:703 (6) - move to x:468 Yeah, not sure why I skipped the hyper here
- 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
- 02:57:473 (7) - Move this closer to (6) Moved 02:57:357 (6) right slightly and reduced hyper strength
- 03:07:165 (1) - Could make this a bit more vertical Yeah, pitch and intensity are lower here
- 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
- 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
- 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
- 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
- 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
- 03:36:242 (7) - This could get some big distance jump like other ones Split into circles with even hdash pairing
- 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
- 03:50:550 (5) - Move a bit more to the left Done
- 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
- 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
Been a bit busy with school hence the delay and might have affected quality a bit
Thanks for the mod!Chara wrote:
1/10 needs more mg mg mod my map you clownplacholdreamodded 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! 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/Razor Sharp wrote:
here mod is found achievement get
- Phantom of the Grand Guignol
- 00:03:243 (6,7) - Im not too huge of a fan of this distance. Consider reducing it a little. Done
- 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/
- 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
- 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
- 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
- 01:10:165 (6,7) - This is a tiny bit uncomfortable due to a tap dash motion. Moved (7) left slightly to avoid this
- 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
- 01:51:357 (6) - This one hits the invis wall D: Reduced these screen hypers to bring (6) well away from the wall
- 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
- 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
- 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
- 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
- 03:15:357 (5,6) - I also think this is too big distance. Weakened similar to fixes from above
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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 suggestions!rew0825 wrote:
Hi from My Modding Queue[Phantom of the Grand Guignol]
- 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
- 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
- 01:58:626 (8) - How about move to x:356? Agreed, this was a bit excessive for following the guitar
- 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
- 03:54:703 (9,11) - ctrl+g? Done, distance increases with each note instead of decreases to fit the drum buildup
- 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
- 05:23:319 (5,6) - Add Hdash between it. Done
- 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
Thanks for the mod! (:Catch The Beat wrote:
M4M request. Sorry for latePhantom of the Grand Guignolanyway this is my second mod... sorry i'm bad modder ;_;
- 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
- 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
- 01:33:703 (4) - ^ ^ Same
- 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
- 03:23:550 (4) - add clap Done, swapped with whistle
- 03:49:396 (8) - add finish Good catch, fixed
- 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)- 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
- 04:34:473 (6) - x:172, 04:34:550 (7) - x:144 ^ ^ same
- 04:46:626 (8) - add finish only a snare drum sound here, better with clap only imo
Thanks for the help! I'll try and get some more pro feedback and see where it leads.Deif wrote:
RIP my fingers ;__;
[General][Evil mapper JBH]
- 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.
[]
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 03:36:126 (6,7) - Another example where you can reduce the dash to avoid
shitmissessudden 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- 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
- 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.
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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) -
- 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
- 05:25:973 (2) - Dat troll droplet ;__; LOL why was this pointing the wrong way, made normal flow
- 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
- 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
- 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 mod!BoberOfDarkness wrote:
Few things that I catch up.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
- 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
- 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
- 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
- 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
- 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) -
- 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
- 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
- 02:37:044 (6,7) - distance feels a bit too high between those Reduced slightly
- 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
- 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
- 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
- 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
- 04:53:659 (4) - x:336 to make easier 'into' to that 1/4 death doublets Reduced it significantly, though not quite as much as you suggested to keep the previous hyper pattern
Good luck!
Thanks for the mod!Ponchiwi wrote:
Phantom of the Grand Guignol
- 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
- 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
- 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
- I like this slider more slanted 00:27:929 (1) - Angled it a bit
- 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) -
- 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
- 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
- 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
- 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
- Same Here to Dance better (? 02:57:467 (7,8) - ->Click Here<-
- 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
- >Horizontal 03:28:851 (7) - Done, was weird being the only kinda vertical slider here
- 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
- 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 recheck!Deif wrote:
Recheck time!
[General][whatever whatever Guignol]
- 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
[]
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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.
TIL i can hit nearly impossible patterns with easeAscendance 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
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:
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~
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.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.
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.Benny- wrote:
hello i have arrived spookyPhantom of the Grand Guignol
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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- 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
- 01:13:505 (4,5,6,7,8) - Same as before, I'd focus on guitar Done
- 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- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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~
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 measuresGreat 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.
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"