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Demetori - Kuuchuu ni Shizumu Kishinjou ~ Counter-Clock Worl

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Topic Starter
nooblet
This beatmap was submitted using in-game submission on September 10, 2016 at 8:10:37 PM

Artist: Demetori
Title: Kuuchuu ni Shizumu Kishinjou ~ Counter-Clock World
Source: 東方Project
Tags: 東方輝針城 ~ Double Dealing Characterthe shining needle castle sinking in the air seija kijin 鬼人 正邪
BPM: 185
Filesize: 15383kb
Play Time: 05:17
Difficulties Available:
  1. Stage 5 (5.64 stars, 1840 notes)
Download: Demetori - Kuuchuu ni Shizumu Kishinjou ~ Counter-Clock World
Information: Scores/Beatmap Listing
---------------
6/18 changed diff name to stage 5 since it's stage 5 theme xd

1/4 sliderse cuz cursor movements follow guitar and hitsounds follow drums
-Atri-
m4m

[scrub]
  1. Maybe consider HP 7, There's not pretty much slow parts to drain the HP much
  2. Hmmmmm... Is the diff name "scrub" really describe well to the song? I don't really find this fits to the song itself
  3. 00:01:799 (1) - Hmmmmm... I do see some ranked maps with this technique, but i don't recommend this, It only give a pretty short time to react, so players can break on this slider for the first time
  4. 00:12:177 (1) - Kinda not enough clear path there, I know it's to separate the flow to emphasize the cymbal but you can have an other way to emphasize it, It also give weird motion, too
  5. 00:21:582 (4,5,6) - Try this, i feel it's kinda weird, This also gives better transition with 00:22:069 (1,2) -
  6. 00:22:312 (2) - X:377 Y:162 , nothing necessary to emphasize with jumps, compared with 00:21:420 (3,4,5,6) -
  7. 00:24:501 (4,5,6,7,8) - Continue the tornado triangle pattern here
  8. 00:27:014 (4,5,6) - The distance is almost the same as 00:25:798 (6,7) - ... And since have a short interval so player might get confused there easily

    Unlike Prima Stella, which mostly have a 3/4 slider before it, and it's easily be recognize the distance the 1/4 distance if you're experienced on it, but for repeating slider, it's harder to tell when it ends since the amount of repeat arrow varies a lot, so it could be little tricky

    Also, in Prima Stella, the interval is kinda long so it won't easy to get used to the previous pattern
  9. 00:32:285 (5,6) - Same problem from above, since i have so many kinds of this problem so i won't mention them all
  10. 00:46:393 (2,3,4) - Not sure is a drum finish really necessary there...
  11. 00:53:852 (1,2,3,4,5,6,7,8) - No buildup jumps? D: Making them have same spacing doesn't fit there imo
  12. 00:55:960 (10) - Hey boy, the drum stream doesn't end there :p
  13. 01:00:177 (1,4) - visible overlaps D:
  14. 01:17:204 - Continue the kiai to 01:27:582 -
  15. 01:24:501 (3,1) - Kinda touching in game
  16. 01:57:744 (2,4) - Visible overlaps there too
  17. 02:01:150 (1) - Nazi, but try this:
  18. 02:22:393 (3,4) - Kinda look more like 1/4
  19. 02:40:231 - and 02:39:258 - , Unnecessary green lines
  20. 02:52:717 (8) - Slider ends on downbeat which have sounds supporting it, so nope
  21. 03:11:204 (1) - Not sure why you ignore all the drums here....
  22. 03:24:339 (1) - ^
  23. 03:50:933 (4,5,6,7,8,9,10,11,1) - The space-decreasing stream doesn't fit well, it have the same strongness and the pitch hasn't go down smoothly
  24. 05:05:527 (3,4,5,6,7,8,9) - Maybe try to continue the zig-zag jumps here?
  25. 05:15:905 (1,2,3,4) - Same thing mentioned on 00:21:582 (4,5,6) -
  26. While the basics is clear enough for me, This map really needs more work, What i can see the spacing is kinda random and there's so many messy rhythms, NC placement and Hitsounding, especially the part on 01:06:988 - Just spamming with drum finishes which doesn't really support the song well, yet it will lost the level of emphasis, Also, try to avoid unintended overlaps in game

As always, Good luck~
Topic Starter
nooblet
Thank you for modding! :D
SPOILER

KuranteMelodii wrote:

m4m

[scrub]
  1. Maybe consider HP 7, There's not pretty much slow parts to drain the HP much
    Yeah 5 is too low, I'll increase it eventually. Just don't want people dying on test plays xP
  2. Hmmmmm... Is the diff name "scrub" really describe well to the song? I don't really find this fits to the song itself
    mhm
  3. 00:01:799 (1) - Hmmmmm... I do see some ranked maps with this technique, but i don't recommend this, It only give a pretty short time to react, so players can break on this slider for the first time
    It's the first note though, ez retry
  4. 00:12:177 (1) - Kinda not enough clear path there, I know it's to separate the flow to emphasize the cymbal but you can have an other way to emphasize it, It also give weird motion, too
    Changed stuff after it. The slider is an extension of the pattern, and it's a long note with plenty of time to react
  5. 00:21:582 (4,5,6) - Try this, i feel it's kinda weird, This also gives better transition with 00:22:069 (1,2) -
    Can't do this, the distance between 4 and 5 is too large. It's similar to 00:11:042 (3,4,5,6) - , I want it to play like a square and variations of this occur 4 times in the map. Changed followup though
  6. 00:22:312 (2) - X:377 Y:162 , nothing necessary to emphasize with jumps, compared with 00:21:420 (3,4,5,6) -
    Yeah
  7. 00:24:501 (4,5,6,7,8) - Continue the tornado triangle pattern here
    Sure
  8. 00:27:014 (4,5,6) - The distance is almost the same as 00:25:798 (6,7) - ... And since have a short interval so player might get confused there easily

    Unlike Prima Stella, which mostly have a 3/4 slider before it, and it's easily be recognize the distance the 1/4 distance if you're experienced on it, but for repeating slider, it's harder to tell when it ends since the amount of repeat arrow varies a lot, so it could be little tricky
    The reason I used a kick slider instead of more streams is to map and emphasize both drums and guitar, the 1/4 rhythm based on the beat and the circle/slider choices based on the instrument. Furthermore, all 3-beat kick sliders end in reverse flow, and 4-beat kick sliders end in forwards flow. This part was thought out pretty carefully

    Also, in Prima Stella, the interval is kinda long so it won't easy to get used to the previous pattern
  9. 00:32:285 (5,6) - Same problem from above, since i have so many kinds of this problem so i won't mention them all
  10. 00:46:393 (2,3,4) - Not sure is a drum finish really necessary there...
    Whoops, was just supposed to be clap on head of 2 and tail of 3 xP
  11. 00:53:852 (1,2,3,4,5,6,7,8) - No buildup jumps? D: Making them have same spacing doesn't fit there imo
    Yeah
  12. 00:55:960 (10) - Hey boy, the drum stream doesn't end there :p
    I wanted to emphasize drums, but bleh more streams why not
  13. 01:00:177 (1,4) - visible overlaps D:
    Fixed
  14. 01:17:204 - Continue the kiai to 01:27:582 -
    Sure
  15. 01:24:501 (3,1) - Kinda touching in game
    Fixed
  16. 01:57:744 (2,4) - Visible overlaps there too
    Intentional
  17. 02:01:150 (1) - Nazi, but try this:
    Sure, I love nazi
  18. 02:22:393 (3,4) - Kinda look more like 1/4
    But there's twice the space and it's separated already ;w; Remapped anyways
  19. 02:40:231 - and 02:39:258 - , Unnecessary green lines
    Forgot, used to be stuff there xd
  20. 02:52:717 (8) - Slider ends on downbeat which have sounds supporting it, so nope
    Remapped
  21. 03:11:204 (1) - Not sure why you ignore all the drums here....
    It was to emphasize guitar, mapped them in now
  22. 03:24:339 (1) - ^
    This one I'm keeping cuz the guitar sound is MUCH more interesting than the drums
  23. 03:50:933 (4,5,6,7,8,9,10,11,1) - The space-decreasing stream doesn't fit well, it have the same strongness and the pitch hasn't go down smoothly
    b-but it still does a glissando at the end, I kept the decrease factor constant for aesthetics. It's also emphasis for the downbeat on the theme
  24. 05:05:527 (3,4,5,6,7,8,9) - Maybe try to continue the zig-zag jumps here?
    But that's boring, this is also a variation of the previous pattern at the start
  25. 05:15:905 (1,2,3,4) - Same thing mentioned on 00:21:582 (4,5,6) -
    This time the ending has emphasis though!
  26. While the basics is clear enough for me, This map really needs more work, What i can see the spacing is kinda random and there's so many messy rhythms, NC placement and Hitsounding, especially the part on 01:06:988 - Just spamming with drum finishes which doesn't really support the song well, yet it will lost the level of emphasis, Also, try to avoid unintended overlaps in game
Working on it! Not sure what you mean with the hitsounds though, those drum finishes are all in the song :?
As always, Good luck~
Thanks!
Darth_Mula
xd
BanchoBot
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