Le epic textwall of texty goodnesskoliron wrote:
HYPEEE HYPEEE
General- 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 all
Phantom 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]
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 curves00:27:358 (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 suggest00:44:204 (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 anyway00:45:935 (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
Done00:52:396 (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 into02:39:819 (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 afraid05:00:934 (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 climaxAbout 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 patterningAbout 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 imolmao 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/ mod koli! Applied nearly everything, wish I could give you more than 1 kudosu lol xD