forum

Ayase Rie - Yuima-ru*World TVver.

posted
Total Posts
112
Topic Starter
Fycho
This beatmap was submitted using in-game submission on 2016年9月15日 at 10:09:23

Artist: Ayase Rie
Title: Yuima-ru*World TVver.
Source: はいたい七葉
Tags: haitai nanafa yuimaru
BPM: 180
Filesize: 14285kb
Play Time: 00:42
Difficulties Available:
  1. Easy (1.34 stars, 36 notes)
  2. Extra (5.36 stars, 178 notes)
  3. Hard (2.92 stars, 122 notes)
  4. Insane (4.11 stars, 155 notes)
  5. Normal (1.99 stars, 72 notes)
  6. Ultimate (6.1 stars, 200 notes)
Download: Ayase Rie - Yuima-ru*World TVver.
Information: Scores/Beatmap Listing
---------------
Hai-tai nanafa OP

The Story of 七叶草之恋
这是我找的七叶草
女娲造人的第三个世纪,世界上出现了第一对恋人,带着七叶草至死不渝的爱情。

相传,女娲在造人时曾经遗落了一颗幸福的泪水。这颗泪水脱离仙体后坠入凡间,凝聚了尘埃云气、日月精华,最终滴落在长白山脚下一湾浅浅的水潭边,幻化成守湖精灵——遥。那是女娲造人的第一个世纪。

遥遥是个只有三寸高的小精灵,湖边的草丛编织起来的小窝,就是她的家。守着一湾清潭,也是守着一个寂寞的世界,日复一日……遥遥无期。但是,小精灵却很开心,每天遥望着长白山顶缭绕的云雾,她想,那也许就是仙境。与那一片寂静的湖水聊天,每一棵草每一滴露珠,都是她所守护的亲人,空谷翩飞的彩蝶,同样是她最好的玩伴。

她在月夜里醒来,数着星辰迎接天明时的露水,又在晨曦中睡去,就这样,过了一百年。

那是初七月半弯的深夜,遥遥醒来时,发现月夜下的湖边,倒映着一个陌生的背影。遥遥悄悄从她的小草窝里钻出来,轻声地移动到那个影子旁边。月光在他的侧脸缠绕出唯美的光圈,遥遥凝望着那张陌生的脸,突然就有种那么熟悉的感觉。

这是个人类男子,对于小精灵来说,是那么的高大。他仍然维持着最初的姿势,就那样坐着,凝望着长白山顶。月色里,遥遥看不清他的表情,她想知道,是什么让他如此向往,精灵,总是特别容易就能感觉到憧憬。于是,她在他身边悄悄坐下,如同潭中无声的鱼。凝望,第一次,她希望触碰到一个人的心。

不知道过了多久,身边悠然响起清澈的声音,“你住在这里很久了吗?”遥遥诧异地回头,对上了那双如月光般柔亮的眼眸。

“你看得见我?”遥遥疑惑了。他并不是第一个出现的人类,但却是第一个发现她的人类。

“是感觉。你有着与我不同的气息。从你站到我身边的时候,我就发现了。”男子回头看着身边小小的精灵,微笑地开口。

“你是第一个发现我的人类……”遥遥也看着他。“我是遥,这里的守湖精灵。”

“你一直是住在这里的么?”

“恩,一百年。”

“一百年,真漫长……不曾寂寞?”男子望着身边在月光下有点透明的身影,好奇她是如何穿越了如此遥远的时光。

“寂寞?那是什么……也许没有吧。”是啊,精灵是不懂寂寞的。

“呵呵……有一天你会明白的,寂寞,是一种复杂的感觉,出现时,你自然会明白。”仍然是清澈如水的微笑。“绯,我的名字,我的家就在山背面的另一个湖边。”

“绯?那是晚霞的颜色……”遥遥想起了夕阳里的漫天云霞,就这样轰轰烈烈地燃烧了那一片宁静的天际,蔓延。

“恩。寂静里独自燃烧的色彩。我在寻找我的幸福。”此时,月神已经隐没在长白山顶,周围瞬时暗淡了许多。浓烈的憧憬,遥遥能够感受得到。

“那……你的幸福在哪里?找到了吗?”

“恩。在我走到这个地方的时候,我想,我的幸福在这里。”说到这,绯摊开了手掌心,里面躺着一颗安静的种子,透明的红色,如同一抹跳跃的心情。

“这就是幸福?”遥遥仰起脸问道。

“还不是,这是幸福的种子。有一天,它会开出幸福。我想把它种在这里。”

“你会回来看它吗?”

“会,在它发芽长成后,我想,我能感觉到它对我的想念。”绯说完这些,把它埋进了身边的泥土里,刚好就在遥遥的小窝前。

“遥,能替我照看好它吗?发芽时,我会回来。

人们一直在寻找四叶草的幸运,但是,我想我的幸福不会只有四叶那么孤单。所以,我把它养在这里,也许有一天,你会和我一样,明白幸福的意义。”

“好。我还会在这里住好久好久,我想,我可以等到它发芽的时候,也可以等到你回来。”遥遥看着他,笑容清澈。

天微光,周围是一层淡淡的水气。他要走了,回到他的湖边,又是一个漫长的过程。遥遥看着他的背影渐渐消失在远方,突然有种莫名的哀伤,很久以后,她才明白,那样的感觉,叫不舍。

又是一百年,那颗种子始终安静地沉睡着。小精灵每天醒来,都在期待门口会突然出现一抹破土而出的绿意,可惜没有。但是,她并没有失望,一百年,她始终记得曾经出现在她生命中那份浓浓的憧憬。她相信,绯说的每一句话,都是真的。幸福,总有到来的一天。

遥遥每天都为它浇水,闲来无事时,她就坐在它旁边,和它聊天,或是安静的凝望山顶,和它的主人一样。也会想起那个曾经出现的人,于是心中涌起一股复杂的感觉,即使长白山偶尔仍然有人来人往,但是她明白,那样的感觉,叫寂寞,一个她那时没能领会的词。原来,寂寞与爱共生,有爱时,才会有寂寞,那是思念的果实。

又是这样过了一百年。时间在等待里,总是显得短暂,却又漫长。

精灵是不会苍老的生灵,但却也不可避免地要走向消亡。遥遥已经逐渐感受到身体的日渐轻盈,她明白,也许再过不了多久,她便会化作最初的状态,一丝水气飘往天际。只是,幸福还没有发芽……

她仍然每天为它浇水,陪它聊天。三百年,她的心已经和那潭湖水一样,深邃而宁静。只是执着地相信着,总有一天,幸福会来敲门,即使是在她离去之后。她相信,幸福的声音,她会听到。就像绯说过,他也在等待幸福发芽的那一刻。

又是一个初七的月夜,今天遥遥没有回到她的小窝。她就坐在种子旁,此刻,月光已经能够穿透她的身体,她明白,明天清晨前,她就会化成最初的水气,回到初生的地方。“你会发芽的吧。我相信。就算在天上,我仍然能感受到你的幸福。”遥遥看着身边平坦的泥土,心里默默想着。

天边逐渐明亮,遥遥也在阳光中越来越透明,飘飞的瞬间,她似乎感受到了幸福就在不远处,一步一步靠近。

再次睁开双眼时,已经在天界。女娲,一如三百年前她从她眼中滚落时一般清丽动人。“你回来了。”女娲看着手心中的遥遥,满是怜爱。

“是,回来了。”

“就这样三百年了……天界,不过是几日的日月沉浮。遥,你变了。”

“也许,是因为看见了幸福。”

“是呵……人间让你感受到了幸福么,后悔回天界吗?”

“不。呵呵……我只是一直在等待。我想,幸福它在我手上也在我心里。不论我在哪里,总有一天,它会来敲门的。”遥遥望着女娲,笑容灿烂。

“你仍然是我幸福的那颗泪水,也许一切并没有改变。遥,虽然你从我眼睛里滑落,但……我却是到今天才明白,你滑落的意义。跟我过来吧。”说完,女娲带着站在她手心上的遥遥,来到一面镜子前。

只见她轻轻一挥,镜子里随即出现了一幅美好的景象。那是长白山脚下,遥遥曾经守护的那片湖。

此时,有个熟悉的背影正坐在她坐了三百年的地方,旁边,是棵莹莹小草,嫩绿的茎上,开着七叶。

“绯……”遥遥看着镜子里的背影,喃喃低语。

“我原以为,人类终究熬不过轮回。幸福不过是颗转瞬即逝的泪水,蒸发了,也便消失了。可是他,每一世,却都不曾忘记你……”

“我知道,他说的每句话都会变成现实。他说,幸福发芽时,他会出现,那就一定会出现。”

“回去吧孩子,天界只有宁静,却不曾有爱情。”女娲对着手心中的小人,柔柔地说着。

“我可以回去吗?”

“恩。三百年的坚定,任何人都无法阻止你的幸福不是吗。你是我的泪水,我又怎么忍心,让你不幸。”

……

一道光滑落,遥遥感觉到身体重新拥有了重量,缓缓坠落。

绯坐在湖边,望着身边发芽的小草,虽然不知道遥遥为什么消失,但是他相信,他的精灵只是暂时离开。因为她答应过自己,会等待他同幸福一起回来。

就在此时,天边泛起一抹瑰丽的云霞,阳光自长白山顶倾泻而下,他看到,光线中有熟悉的身影。

慢慢靠近,他看清楚了那个答应过替她守护幸福的精灵,虽然,她现在不再只有三寸高。但是,熟悉的气息,他知道,她回来了。

“遥……”

“是我。”

沉默里,是深深的拥抱。身边,七叶草开放。

我找到了我的七叶草
Skystar
[500pp]
00:00:726 (1,2,3,4,5) - 比如一上來就幾個圈就是很蛋疼的事情
00:05:059 (3,1,2,3) - 這個flow超級蛋疼
00:06:059 (1,2,3,1,2,3) - 這個也是
00:08:059 (1,2,3,4) - 這個順序其實也超級蛋疼
00:10:559 (2) - 遮擋自殺
沒了
Meg
Artist: 綾瀬 理惠→綾瀬 理恵

D:
alacat
Lolicon Fycho 8-)
KaedekaShizuru
[General]
MP3的问题还是我的幻觉?感觉副歌里伴奏里有个声部弦乐音量很大把主旋律和鼓都要盖过去

[Extra]
00:19:392 (1) - 放点读图坑吧 将其跟00:18:225 (2,2,2) 放在同一直线上
00:19:725 (1,1,1) - ↑随之向上移
00:22:392 (2,2,3) - 不相互stack一下吗
00:32:725 (1) - 相对于00:31:725 (1,1,1) 歪了不太好看
00:36:892 (2,2) - 没叠好
跳太大了……没必要

[Insane]
00:03:059 - 加一个circle叠00:03:392 (1,2) 上面

美丽
这个幼女控
Topic Starter
Fycho
thank you for star, alacat!!
fixed metadata thank you meg o/
Metadata discussed with KwaN
The image that official provides uses all lowercase are most likely for the logo or some designs, it even conflic the artist's official blog(Uppercase the first letter), so we use uppercase the first letter for title, as they are not the reference at first
09kami

09kami wrote:

M4M

[Extra]

00:10:725 (1,2) - 这个地方人声是个拉长音 鼓音第二个红线的也没有白线部分的明显 可以考虑换成一个滑条?

00:20:892 (1,2,1,2) - 这里的跳和前面的跳比起来 突如转换角度 感觉有点不妥

00:24:225 (3,4) - 这个地方最好归类成一组节奏来处理

00:37:392 (5) - 这里也应该是两个1/4滑条才对吧 其实觉得00:37:392 (5,1,2,1) - 这里应该换成一组连打会更好



[Insane]

00:09:892 (6) - 这里换个位置貌似会顺手点 比如这里
http://puu.sh/p6IZx/8306f59405.png

00:10:725 (3,4) - 这里换成两个1/4滑条流畅点 也比较和人声匹配

[Hard]

00:00:726 (1,1,1,2) - 只有中上这个位置 感觉这里显得很单调

00:20:392 (4,1) - 这里叠起来的话会不会好读一点 对于hard来说
Pata-Mon
摸不出啥,强行说点送sp

宽屏要关吗?
视频……tv size最好是要的吧

[Insane]
  1. 00:09:725 (5,6) - 太远,这里的音乐没给我需要放远的感觉
[Ex]
  1. 00:34:892 (3,4) - 有点近
  2. 00:37:225 (4,5) - 合成一个滑条,突出一下人声
Crystal
[Extra]
00:34:892 (3,4) - 间距是不是略小

[Insane]
00:19:392 (1,2,3,4,1,2,3,4) - 这种四边形跳有点卡 既然送pp就改成锐角跳吧
00:34:225 (2) - 170|232? 你之前那个也没stack嘛
00:36:892 (2,3) - ^

[Normal]
00:33:392 (2,3) - 72|155 209|236? 有的没的随便说说

好像没了
Nathan

alacat wrote:

Lolicon Fycho 8-)
Little
UU :o
Topic Starter
Fycho
@Kaedekashizuru, 读图坑就不放了为了送,叠也不叠了 不好看 别的都改了
@09kami,那个地方突出鼓,所以是俩circle,00:37:392 (5) - 不可能是俩1/4啊不过这里换了别的, hard里00:20:392 (4,1) 这个再说吧 容我考虑下
@Pata-Mon,没video,别的all fix
@Crystal,ex改了,insane想不到好跳 不过四角也不难啊我觉得,再简单就没的玩了

thanks for modding
Nakano Itsuki
[1k pp?!?!?!]
00:35:725 (2,1) - 只差這個不知能否dt

待會送個模為sp

摸不動了,射個星 gl
Lanturn
Hi Fy!
^ can't unhear now. Forever Hi Fy.

the beginning of this song kinda reminds me of the beginning of Omakase Guardian from Shugo Chara.

Now for the mod.

[General]
Metadata: Going off of this, You may want to use lowercase for yuima-ru world as it's the only romanization I could find. The artist field shouldn't matter as she capitalizes everywhere else, or if you wanted to swap given / family, you can. websites and such: http://riemelo.itigo.jp/profile

Maybe add Ending ED or Theme Song to the tags? It does play at the end of the episode.

Video: http://puu.sh/pHv43.avi Offset should be about -141 to match the beat and the video I downloaded, or 425 to match the online episode I was going off of. (I prefer -141)

Maybe raise the settings of Easy/Normal a little so the gap isn't so big from Normal -> Hard. Easy also feels like it should be AR3 because of the 180 bpm 1/1s in the Kiai.


[Easy]
00:31:725 - There's a pointless SVM change in the middle of this slider. I highly suggest deleting it! You can also delete 00:32:725 - and 00:11:059 - if want. (Check Normal and Hard as well)
  1. 00:00:726 (1) - Try rotating this twice and then place it at x382 y161. It gets the slider off the left wall and sort of creates a blanket for the upcoming 00:03:392 (3) - | Move 00:02:725 (2) - to x220 y90 afterwards to fix DS.
  2. 00:30:059 (1) - Consider reducing this by 1/2 to end at 00:30:725 - to match the downbeat and capture the strong vocal here. It gives more emphasis on the hit at 00:31:225 (2) - as well since it makes a nice 3/2 gap.
  3. 00:33:392 (2) - If you'd like, you can rotate this about -10 so it blankets over the long 00:31:225 (2) - slider. You may have to move 00:32:725 (1) - slightly to the left.
[Normal]
  1. Consider changing a few of your 3/2 sliders like 00:23:892 (6) - and 00:34:559 (5) - to 1/1 and then add a circle after it. It'll add a bit more variety.
  2. 00:15:392 (1) - You can remove this NC.
  3. 00:31:725 (3) - Is the speedup here intentional? It seems like a leftover from Insane that you forgot to change for Easy/Normal/Hard.
  4. 00:34:059 (3) - x197 y231 for DS.
[Hard]
  1. 00:14:392 - It's pretty hard to purposely ignore this beat. There's both vocals and a powerful clap playing here. Consider adding a circle?
  2. 00:34:059 (1,2) - The majority of the kiai follows the vocals, but these make a dominant vocal play on the tail of (2) and you're clicking on a non-vocal. Maybe swap? If you do so here, maybe 00:23:392 (1,2) - as well.
[Extra]
  1. 00:13:392 (3) - In insane, you emphasis this with a bigger jump. You should definitely consider doing it here as well!
  2. 00:19:392 (1,2,1,2,1,2,1,2,1,2,1,2) - Consider reducing these down to around 4.0. The rest of this diff only goes up to 3.75DS so this is a huge difficulty spike. a 0.9 scale from the selection center works nicely.
  3. 00:42:225 (1,2,3,4,5) - A bit underwhelming to be honest. Try moving the triplet to at least x274 y170 (stacks with 00:40:392 (5) - )
[Ultra Ultimate]
  1. 00:32:725 (1,2) - Make these mirror rotates? (preferably using the (2))
That's about it. Hopefully something helps! Good luck
Topic Starter
Fycho

StarrStyx wrote:

[1k pp?!?!?!]
00:35:725 (2,1) - 只差這個不知能否dt 这里很简单啊

待會送個模為sp

摸不動了,射個星 gl

Lanturn wrote:

Hi Fy!
^ can't unhear now. Forever Hi Fy.

the beginning of this song kinda reminds me of the beginning of Omakase Guardian from Shugo Chara.

Now for the mod.

[General]
Metadata: Going off of this, You may want to use lowercase for yuima-ru world as it's the only romanization I could find. The artist field shouldn't matter as she capitalizes everywhere else, or if you wanted to swap given / family, you can. websites and such: http://riemelo.itigo.jp/profile

Maybe add Ending ED or Theme Song to the tags? It does play at the end of the episode. Metadata discussed with other QAT member, so..

Video: http://puu.sh/pHv43.avi Offset should be about -141 to match the beat and the video I downloaded, or 425 to match the online episode I was going off of. (I prefer -141) added

Maybe raise the settings of Easy/Normal a little so the gap isn't so big from Normal -> Hard. Easy also feels like it should be AR3 because of the 180 bpm 1/1s in the Kiai.
Easy's 1/1 are very few, AR2 fits better. and the hard OD/HP are 5, Normal are 3, Easy are 1, gap is fine imo

[Easy]
00:31:725 - There's a pointless SVM change in the middle of this slider. I highly suggest deleting it! You can also delete 00:32:725 - and 00:11:059 - if want. (Check Normal and Hard as well)
  1. 00:00:726 (1) - Try rotating this twice and then place it at x382 y161. It gets the slider off the left wall and sort of creates a blanket for the upcoming 00:03:392 (3) - | Move 00:02:725 (2) - to x220 y90 afterwards to fix DS.
  2. 00:30:059 (1) - Consider reducing this by 1/2 to end at 00:30:725 - to match the downbeat and capture the strong vocal here. It gives more emphasis on the hit at 00:31:225 (2) - as well since it makes a nice 3/2 gap.uh, vocal sounds more natural for me
  3. 00:33:392 (2) - If you'd like, you can rotate this about -10 so it blankets over the long 00:31:225 (2) - slider. You may have to move 00:32:725 (1) - slightly to the left.
[Normal]
  1. Consider changing a few of your 3/2 sliders like 00:23:892 (6) - and 00:34:559 (5) - to 1/1 and then add a circle after it. It'll add a bit more variety.i dont want to make nm too hard as the hard diff is a simple hard
  2. 00:15:392 (1) - You can remove this NC.
  3. 00:31:725 (3) - Is the speedup here intentional? It seems like a leftover from Insane that you forgot to change for Easy/Normal/Hard.
  4. 00:34:059 (3) - x197 y231 for DS.
[Hard]
  1. 00:14:392 - It's pretty hard to purposely ignore this beat. There's both vocals and a powerful clap playing here. Consider adding a circle?hmm i followed the drums on the former rhythms, it's for consistent
  2. 00:34:059 (1,2) - The majority of the kiai follows the vocals, but these make a dominant vocal play on the tail of (2) and you're clicking on a non-vocal. Maybe swap? If you do so here, maybe 00:23:392 (1,2) - as well. I can hear vocals at these red beats, for example "a" is here
[Extra]
  1. 00:13:392 (3) - In insane, you emphasis this with a bigger jump. You should definitely consider doing it here as well!
  2. 00:19:392 (1,2,1,2,1,2,1,2,1,2,1,2) - Consider reducing these down to around 4.0. The rest of this diff only goes up to 3.75DS so this is a huge difficulty spike. a 0.9 scale from the selection center works nicely. hm but it's pretty not hard to play from test players, its flow naturally
  3. 00:42:225 (1,2,3,4,5) - A bit underwhelming to be honest. Try moving the triplet to at least x274 y170 (stacks with 00:40:392 (5) - )
[Ultra Ultimate]
  1. 00:32:725 (1,2) - Make these mirror rotates? (preferably using the (2))
That's about it. Hopefully something helps! Good luck
no comment = fix, thanks!
Sonnyc
~Hard~
  1. 00:37:725 (4,5,6) - Similar opinion for higher diffs too: the clap spam felt too loud compared to the music.
~Extra~
  1. 00:16:392 (1) - Consider removing NC as you've done at Insane.
  2. 00:17:725 (3) - Consider adding new combo, and making the path parallel with the flow of 00:17:392 (1,2). That would give a consistent feeling of a zigzag pattern along 00:18:059 (1,2,1,2,1,2,1).
Topic Starter
Fycho
all fixed thanks.
Seems like we need more inputs about playability of UL diff from higher ranking players, I will have test players given their opinion here.
Hicool
The ul diff plays quite fine,the flow and jumps are well designed and natural to play,i didn't see any playability issues
Kencho
Ultimate

A little suggestion
00:10:725 (1,2) - Maybe ctrl+G will be more smooth
00:20:892 (1,4,1) - Stack it better

All in all I think this diff is fine, pattern and flow is well. Even I'm 6K rank player, I can also play it.
Topic Starter
Fycho

Kencho wrote:

Ultimate

A little suggestion
00:10:725 (1,2) - Maybe ctrl+G will be more smooth 00:10:725 - is lower pitch than00:10:392 (2) - , so I wanna put it lower than that
00:20:892 (1,4,1) - Stack it better k

All in all I think this diff is fine, pattern and flow is well. Even I'm 6K rank player, I can also play it.
thanks!
Monstrata
Express mod~

Ultimate

00:01:892 (1) - Feels a bit odd not making that downbeat clickable since you're following the vocals. 00:02:059 - Marks the beginning of a new vocal phrase, so I think making it clickable is better. Maybe 00:01:892 (1,2,3) - Ctrl+G this rhythm.
00:18:059 (1,2,1,2,1,2,1,2) - These just don't fit imo... the instruments haven't doubled yet, not until 00:19:392 - . You can hear drums so the 1/2 circle rhythm is justified, but the spacing is too big, it makes 00:19:392 - not feel any more intense, when in the music its quite a step up.
00:20:559 (2) - You could make this a 1/2 slider if you want, It would make the movement to the next circle less flow-breaky since you won't be travelling at like half the speed going back the left.

Extra

00:06:392 (3) - Ctrl+G flows better imo.
00:08:559 (4) - Blanket with slider 2? And maybe try a rhombus structure here, it'll look better imo. Circles are closer together so irregular polygons are more obvious.
00:14:059 (1,2,3,4) - This just looks poorly constructed. Can you make it more even?
00:19:059 (1) - 1/2 slider instead? You can still hear a bass on 00:19:225 - even tho its faint. and like Ultimate, better movement.
00:29:892 (6,1) - Try and put a jump here if you can. Since you emphasized 00:27:892 - 00:29:225 - 00:31:225 - in such close proximity.
00:34:725 (2,3,4) - The angle from 3>4 kinda sucks imo xP. Try stacking the slider on 00:34:059 (1) - .
00:37:725 (1,2) - Kinda odd to only use kicksliders here and not on other places where this sound occurs like 00:32:225 - . I would just go with circles, or maybe circle and triplet, since theres definitely a note on 00:37:975 - .

Insane

00:16:059 (3,4) - You stack them, but 3 and 4 sound really different when considering the drums. I would put a jump here instead since stacks generally suggest a similar note/sound being repeated.
00:19:059 (6) - Try positioning this more left and up on the screen so you have a larger jump from 5>6. It'll fit the pitch increase better. Also, it'll give a larger emphasis onto 00:19:392 (1) - .
00:37:809 (6) - I think, since this is an Insane already (and it's not trying to be a difficult Insane) you should remove this note, cuz it's an overmap. It's fine on higher diffs, since it makes sense with the music, but you can simplify to circle > triplet here.

Hard

00:14:059 (1) - I would make this a 1/1 slider instead to map 00:14:392 - on a slider-end. The gap here is a bit odd imo. I think undermapping is fine, but let the player hold on a slider instead of just pausing. Like, 00:11:392 (1) - long sliders are still really good here imo.
00:15:559 (2) - 1/2 slider please. This kind of rhythm is quite confusing because theres a clear note on 00:15:725 - that you're skipping. You're mapping to drum, and you want players to follow that, but you can still maintain the clicking rhythm with drums, while letting players play through other instruments to passive objects like slider-ends. It'll eliminate the questionable gap.
00:37:809 (5) - The triplet is on 00:37:975 - .

Normal

00:15:392 (3,4) - I would make this a 3/2 slider instead. It's weird to introduce 1/2 clicking rhythm on a calm section. Up until now, all the 1/2 rhythms are sliderend > circle so the clicking density hasn't actually been 1/2.
Topic Starter
Fycho

Monstrata wrote:

Express mod~

Ultimate

00:01:892 (1) - Feels a bit odd not making that downbeat clickable since you're following the vocals. 00:02:059 - Marks the beginning of a new vocal phrase, so I think making it clickable is better. Maybe 00:01:892 (1,2,3) - Ctrl+G this rhythm. Hm I'd like to follow drums in higher diffs, which makes rhythm more interesting and various to play imo
00:18:059 (1,2,1,2,1,2,1,2) - These just don't fit imo... the instruments haven't doubled yet, not until 00:19:392 - . You can hear drums so the 1/2 circle rhythm is justified, but the spacing is too big, it makes 00:19:392 - not feel any more intense, when in the music its quite a step up.so I made 00:18:059 - to 00:19:392 - easier to play, they are almost manually stacked, people is easy to read because the "read memory" during playing, not like the jumps that are in different place, that's why back and forth easie. Also the pitch from 00:18:059 - is starting being higher than 00:17:392 - , so I don't think that make them larger space are not fit
00:20:559 (2) - You could make this a 1/2 slider if you want, It would make the movement to the next circle less flow-breaky since you won't be travelling at like half the speed going back the left.hm prefer a break here to let players not that heavy to play, same to Extra diff.

Extra

00:06:392 (3) - Ctrl+G flows better imo. 00:06:059 (1,2,3,1,2,3) - is a whole as clockwise flow, if ctrl+g, the flow would be break, and 00:06:225 (2,3) - the space would be random too
00:08:559 (4) - Blanket with slider 2? And maybe try a rhombus structure here, it'll look better imo. Circles are closer together so irregular polygons are more obvious.ok
00:14:059 (1,2,3,4) - This just looks poorly constructed. Can you make it more even?ok
00:19:059 (1) - 1/2 slider instead? You can still hear a bass on 00:19:225 - even tho its faint. and like Ultimate, better movement.
00:29:892 (6,1) - Try and put a jump here if you can. Since you emphasized 00:27:892 - 00:29:225 - 00:31:225 - in such close proximity.ok
00:34:725 (2,3,4) - The angle from 3>4 kinda sucks imo xP. Try stacking the slider on 00:34:059 (1) - . moved to another place
00:37:725 (1,2) - Kinda odd to only use kicksliders here and not on other places where this sound occurs like 00:32:225 - . I would just go with circles, or maybe circle and triplet, since theres definitely a note on 00:37:975 - . I followed the background melody music here not drums, make rhythm consistent but various with 00:27:059 (5,6,7,8) - , and it's good to play, so wanna keep it

Insane

00:16:059 (3,4) - You stack them, but 3 and 4 sound really different when considering the drums. I would put a jump here instead since stacks generally suggest a similar note/sound being repeated. probably I just wanted to make some stacks in this part to not make the difficulty too hard, 00:14:392 (2,3) - is a different beat stack too
00:19:059 (6) - Try positioning this more left and up on the screen so you have a larger jump from 5>6. It'll fit the pitch increase better. Also, it'll give a larger emphasis onto 00:19:392 (1) - .ok
00:37:809 (6) - I think, since this is an Insane already (and it's not trying to be a difficult Insane) you should remove this note, cuz it's an overmap. It's fine on higher diffs, since it makes sense with the music, but you can simplify to circle > triplet here. try 25% you will hear the background melody here, it's not to follow drums, and a 5 cirlces stream is definely not hard for insane diff :D

Hard

00:14:059 (1) - I would make this a 1/1 slider instead to map 00:14:392 - on a slider-end. The gap here is a bit odd imo. I think undermapping is fine, but let the player hold on a slider instead of just pausing. Like, 00:11:392 (1) - long sliders are still really good here imo. 00:14:059 (1,2) - rhythm is same as 00:11:392 (1,2) - ‘s, and I generally use the equal space(1.3x) for this part, it wouldn't be hard to read
00:15:559 (2) - 1/2 slider please. This kind of rhythm is quite confusing because theres a clear note on 00:15:725 - that you're skipping. You're mapping to drum, and you want players to follow that, but you can still maintain the clicking rhythm with drums, while letting players play through other instruments to passive objects like slider-ends. It'll eliminate the questionable gap.since the part is quite quiet, so more blank rhythm will fit more imo, constant 1/2 rhythm would be more boring imo
00:37:809 (5) - The triplet is on 00:37:975 - . 00:37:809 - there is a beat as I mentioned in other diff, they sound same natural as red-tick triplets from my experience, since we usually use red-tick triplets, I'd like to make a white-tick triplet to make the map not too similar as others, and it's fine to play, also not overmapped, so I kept it.

Normal

00:15:392 (3,4) - I would make this a 3/2 slider instead. It's weird to introduce 1/2 clicking rhythm on a calm section. Up until now, all the 1/2 rhythms are sliderend > circle so the clicking density hasn't actually been 1/2. If I do that, the rhythm of 00:14:059 - 00:15:059 -would be same as 00:15:392 - 00:16:392 - , they felt quite boring to play. Like this 00:11:392 (1,2,3,4,5) - , they are just different rhythm, but they fit music well, and decent for normal difficuilty. I usually make various rhythm in my maps lmao.
Thanks for modding!
Monstrata

Fycho wrote:

Monstrata wrote:

Express mod~

Ultimate

00:18:059 (1,2,1,2,1,2,1,2) - These just don't fit imo... the instruments haven't doubled yet, not until 00:19:392 - . You can hear drums so the 1/2 circle rhythm is justified, but the spacing is too big, it makes 00:19:392 - not feel any more intense, when in the music its quite a step up.so I made 00:18:059 - to 00:19:392 - easier to play, they are almost manually stacked, people is easy to read because the "read memory" during playing, not like the jumps that are in different place, that's why back and forth easie. Also the pitch from 00:18:059 - is starting being higher than 00:17:392 - , so I don't think that make them larger space are not fit I still don't think the song supports such a drastic increase in spacing just yet :P. People notice spacing a lot more than "read memory" even though they are easy to play, because the player won't have to concentrate much on aim, the movement they demand is still a really big step up from the previous jumps. Can you at least do an in between? The spacing here is very similar to the spacing in the next section, with the exception of angle changes in the next section. If you want to capture the pitch increase, a better way is to gradually increase spacing imo.

Normal

00:15:392 (3,4) - I would make this a 3/2 slider instead. It's weird to introduce 1/2 clicking rhythm on a calm section. Up until now, all the 1/2 rhythms are sliderend > circle so the clicking density hasn't actually been 1/2. If I do that, the rhythm of 00:14:059 - 00:15:059 -would be same as 00:15:392 - 00:16:392 - , they felt quite boring to play. Like this 00:11:392 (1,2,3,4,5) - , they are just different rhythm, but they fit music well, and decent for normal difficuilty. I usually make various rhythm in my maps lmao. I think rhythm variance is fine. my concern here though is that you're using 1/2 clicking rhythm, as in theres a circle, and another slider that are only 1/2 apart so the player has to click twice, half a beat apart. The density here is quite different from other 1/2 patterns where you just have to release, and click within 1/2 a beat. I think you should still simplify the rhythm because right now its too dense for a section that's not supposed to be that difficult.
Thanks for modding!
Topic Starter
Fycho

Monstrata wrote:

Express mod~

Ultimate

00:18:059 (1,2,1,2,1,2,1,2) - These just don't fit imo... the instruments haven't doubled yet, not until 00:19:392 - . You can hear drums so the 1/2 circle rhythm is justified, but the spacing is too big, it makes 00:19:392 - not feel any more intense, when in the music its quite a step up.so I made 00:18:059 - to 00:19:392 - easier to play, they are almost manually stacked, people is easy to read because the "read memory" during playing, not like the jumps that are in different place, that's why back and forth easie. Also the pitch from 00:18:059 - is starting being higher than 00:17:392 - , so I don't think that make them larger space are not fit I still don't think the song supports such a drastic increase in spacing just yet :P. People notice spacing a lot more than "read memory" even though they are easy to play, because the player won't have to concentrate much on aim, the movement they demand is still a really big step up from the previous jumps. Can you at least do an in between? The spacing here is very similar to the spacing in the next section, with the exception of angle changes in the next section. If you want to capture the pitch increase, a better way is to gradually increase spacing imo.well I do think there are some unfitty, do you have any good examples? I feel much poor to come about a better pattern

Normal

00:15:392 (3,4) - I would make this a 3/2 slider instead. It's weird to introduce 1/2 clicking rhythm on a calm section. Up until now, all the 1/2 rhythms are sliderend > circle so the clicking density hasn't actually been 1/2. If I do that, the rhythm of 00:14:059 - 00:15:059 -would be same as 00:15:392 - 00:16:392 - , they felt quite boring to play. Like this 00:11:392 (1,2,3,4,5) - , they are just different rhythm, but they fit music well, and decent for normal difficuilty. I usually make various rhythm in my maps lmao. I think rhythm variance is fine. my concern here though is that you're using 1/2 clicking rhythm, as in theres a circle, and another slider that are only 1/2 apart so the player has to click twice, half a beat apart. The density here is quite different from other 1/2 patterns where you just have to release, and click within 1/2 a beat. I think you should still simplify the rhythm because right now its too dense for a section that's not supposed to be that difficult.okay I will consider another rhythm here

Thanks for modding!
Monstrata
I lowered the AR so it's easier to see:

00:18:225 (2) - My concern is just that these jumps are too big compared to 00:17:392 (1,2,1,2) -00:18:225 (2,2,2,2) - More to the right of the screen. The result is a small from to 6.56 stars. You can make some of the other jumps slightly bigger if you want that 6.66 star rating xD. Basically, the change would just make the spacing not feel so forced.

00:18:225 (2) - is on 151||239 if you want the coordinates. I moved all 4 circles together.


Anyways, let me know how things go, and when I can recheck to see your changes~
Topic Starter
Fycho

Monstrata wrote:

I lowered the AR so it's easier to see:

00:18:225 (2) - My concern is just that these jumps are too big compared to 00:17:392 (1,2,1,2) -00:18:225 (2,2,2,2) - More to the right of the screen. The result is a small from to 6.56 stars. You can make some of the other jumps slightly bigger if you want that 6.66 star rating xD. Basically, the change would just make the spacing not feel so forced.

00:18:225 (2) - is on 151||239 if you want the coordinates. I moved all 4 circles together.


Anyways, let me know how things go, and when I can recheck to see your changes~

changed a bit to a increase space pattern for more match to the show.
Monstrata
00:00:726 -

On all diffs, red line and green line volumes are conflicting.

That's all~ Bubbling when its fixed! (sorry so many rechecks lol)
Monstrata
Bubbled!
Sonnyc
Nominated.
Underforest

I excepted something nice, I like this map even it's short and difficult (not sarcasm)
haters gonna hate :p
fieryrage
are you serious lol

why is the ar 9.3? it's 6.66 stars, make it 9.6 at the VERY LEAST

00:03:392 (1,2,3,4,1,2,3,4) - for a relatively calm part in the song these are pretty spaced, don't really understand why
00:08:059 (1,2,3,4) - literally nothing in the song is intense here, the intensity is the exact same as 00:06:059 (1,2,3,4,1,2,3,4) - and yet you have these kind of jumps? what is this supposed to be following?
00:17:392 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - please tell me how these are in ANY WAY, SHAPE OR FORM fitting towards a 180 bpm fairly-mellow-in-terms-of-rhythmic-intensity song. the jumps should intensity, that part i agree with, but are you serious LOOK AT THIS WHY ARE YOU DOING ACROSS THE SCREEN JUMPS AND WHY ARE YOU INCREASING THE INTENSITY OF 00:19:392 (1,2,1,2,1,2,1,2) - THESE WHEN THERE IS ABSOLUTELY NOTHING CHANGING IN THE RHYTHM
00:20:892 (1,2,3,4) - and then THESE are consistent even when the rhythm changes?????
00:31:725 (1,2,1,2,1,2) - i would go in-depth about how much these across-the-screen jump patterns don't follow the music at all but i'd be writing an entire essay and quite frankly i'm too amazed that this even got qualified to do so

actually i'll just do it anyway
the fact that you blatantly overspace jumps like these (with CONSISTENT SPACING) is actually disgusting. in no way, shape or form does this song call for across-the-screen jumps. this is a 47 second 180 bpm tv size map for an anime. the song itself isn't as intense as, for say, my hero even during the buildup at the end of the kiai. so why is there literal across-the-screen jumps. please, for the love of christ, do not think you're able to get away with this just because you mapped Best FriendS tv size amongst other tv size farm maps. i can attribute the previous maps giving more pp than it should to your mapping style and the pp system, which is fine, but what is this?

00:36:392 (3,4,1,2) - this overlap is pretty misleading and ugly since you never did it before in the song
00:38:559 (1,1) - why not just make this 1 slider instead of a slider that ends on a blue tick + circle? also why is the slider nc'd here?
00:39:892 (1,1) - ^
00:40:725 (1,2,1,2,1,2,1,2) - again completely unnecessary and quite frankly overmapped back and forth across-the-screen jumps, why are these here? granted this is the most intense part of the song so i can understand high spacing, and i can MAYBE understand across-the-screen jumps here if it were intense enough to warrant it. and no, the song doesn't. nothing in this song calls for across-the-screen jumps, nothing in the song calls for it to be mapped to 6.66 stars, NOTHING IN THE SONG WARRANTS A DIFFICULTY SPIKE LIKE THIS.

you take out all the back-and-forths in the beginning, drops to 6.28 stars. further in the chorus, 5.99 stars. the ending jumps, 5.46 stars. you have, quite literally, boosted the star rating of this map by 1.2 stars simply by adding unnecessary back-and-forths that serve no purpose other than "hey let's map pp maps so i can get the most plays and be famous".

this is actually appalling.

this should've just ended at extra.
jodmangel
Regardless of the map itself, the audio sounds like shit.
Looking at the frequencies ( http://a.pomf.cat/aoyxgr.png ), the cutoff is around 12k Hz. To my knowledge, actual 192kbps files most often have a cutoff at around 19k Hz and 128kpbs files around 16k Hz. This seems like a <100kbps transcode.
Nyanaro
lol who would've thought that the first 800pp score would be done by a touchscreen
Girl

Nyanaro wrote:

lol who would've thought that the first 800pp score would be done by a touchscreen
nah there's NO WAY this is getting past qualification
captin1
i think you memed a little too hard here fycho my man
Girl
这只是个玩笑而已
Bonsai
Hey there, I have a few questions I'd like to ask regarding most of the pp-jump-sections in Ultimate (do I need timestamps?)
  1. 00:17:392 (1,2,1,2,1,2,1,2,1,2,1,2) - From the first combo to the last combo, the spacing literally doubled - Why? I see zero justification for any increase of spacing at all in the song as every aspect of the song is as intense at the last combo as it is in the first one.
    Also, I'd like to know what the jumps of basically all of the (2)s plus 00:19:559 (2,2,2) are mapped to - Whether the bass has beats seemed to be completely irrelevant to the map so far as you never differentiated whether combos have many bass-beats or not, and you didn't even map it at 00:16:892 -, so why suddenly here? Neverminding that 00:17:892 (2) doesn't have any bass at all.
    Same goes for 00:19:392 (1,2,1,2,1,2,1,2) which is way more extreme, not only does the spacing increase a lot again, it also switches from vertical jumps to horizontal jumps, which is much harder to play for most players afaik.
  2. 00:31:725 (1,2,1,2,1,2) - Why are those mapped with cross-screen-circle-jumps here when they were mapped with sliders and half the spacing at 00:22:725 (1,2) and 00:25:392 (1,2) -? That doesn't seem logical to me at all.
  3. 00:40:725 (1,2,1,2,1,2,1,2) - Can you please tell me what part of the song these spacings are supposed to represent? The music seems to be the exact same as at 00:30:059 (1,2,1,2,3,4) with the only difference being that the vocals have more notes, which would logically be expressed by a higher amount of jumps, which is already the case as you mapped circles instead of sliders, but the spacing is almost doubled again, why?
I don't think detailed explanation for any of these points was actually needed for you to understand why they seem unfitting, but since BNs seemingly don't mind any of these aspects anymore and most of the community is probably too frustrated and hopeless to post anything serious I felt the need to do that.

I remember way back when people were actually saying "Don't call Fycho a pp-mapper, it's not their fault that their maps tend to give a lot of pp." I haven't heard anyone saying that for a long time now. I wonder why.
show more
Please sign in to reply.

New reply