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Kaneko Chiharu - Yuki Onna [CatchTheBeat]

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Topic Starter
Shinzo-
This beatmap was submitted using in-game submission on 20 December 2018 at 07:58:19

Artist: Kaneko Chiharu
Title: Yuki Onna
Source: SOUND VOLTEX II -infinite infection-
Tags: SDVX KONAMI BEMANI FLOOR 夏だ!休みだ!自由研究オリジナル楽曲コンテスト It's Summer! It's Holiday! Independent Research Original Song Contest
BPM: 200
Filesize: 3169kb
Play Time: 01:55
Difficulties Available:
  1. Platter (2.67 stars, 402 notes)
  2. Rain (4.21 stars, 388 notes)
  3. Salad (2.1 stars, 246 notes)
Download: Kaneko Chiharu - Yuki Onna
Information: Scores/Beatmap Listing
---------------
1st CTB Map
Hope you like it~

Overdose by: ursa WIP
Zoe
[General]
  1. I think towards the end of the rain may need to be tweaked a bit to fit the spread.
  2. There are some parts just after the break in the middle where the sliders can be removed and mapped with notes or shortened to fit what you're mapping(check the points below).

[Rain]
  1. 00:27:627 (1) - I'd prefer this to be changed to a '<' shape instead of '>'.
  2. 01:00:327 (1) - Consider ending the slider at 01:01:077 and silencing the tail and map from 01:01:227.
  3. 01:02:727 (1) - Same as above, ending at 01:03:477 and mapping from 01:03:627.
  4. 01:05:127 (1) - End slider at 01:05:727 and start notes at 01:06:027
  5. 01:07:527 (1) - You can change this to two sliders with a break between 01:08:427 - 01:08:727
  6. 01:25:227 (1) - I'd prefer this to be changed to a '<' shape instead of '>'.
  7. 01:43:902 (1,2) - Some of the last kiai time has these kind of small anti-flow patterns that I would recommend changing.

Sorry for the short mod, I haven't been very active lately. Best of luck with this mapset!
ursa
2nd post , feel free to ask me for advice & mods :)
Topic Starter
Shinzo-

Zoe wrote:

[General]
  1. I think towards the end of the rain may need to be tweaked a bit to fit the spread.
  2. There are some parts just after the break in the middle where the sliders can be removed and mapped with notes or shortened to fit what you're mapping(check the points below).

[Rain]
  1. 00:27:627 (1) - I'd prefer this to be changed to a '<' shape instead of '>'. ok
  2. 01:00:327 (1) - Consider ending the slider at 01:01:077 and silencing the tail and map from 01:01:227.
  3. 01:02:727 (1) - Same as above, ending at 01:03:477 and mapping from 01:03:627.
  4. 01:05:127 (1) - End slider at 01:05:727 and start notes at 01:06:027
  5. 01:07:527 (1) - You can change this to two sliders with a break between 01:08:427 - 01:08:727
  6. 01:25:227 (1) - I'd prefer this to be changed to a '<' shape instead of '>'. ok
  7. 01:43:902 (1,2) - Some of the last kiai time has these kind of small anti-flow patterns that I would recommend changing.

Sorry for the short mod, I haven't been very active lately. Best of luck with this mapset!
thanks for mod :D :D :)
no reply means willbe reconsider or will fix soon xD
Surono

ursa wrote:

2nd post , feel free to ask me for advice & mods :)
69th

gg fruits swwweeeeettt get noticed after tacos LOTIS you :P

GL Shin Chan otw std set :v woahh pro all mode mapper!! Ge Ge We Pe!
SpectorDG
Hue banana-onna
Hollow Wings
as your req

Rain

  1. 00:27:627 (1,2) - shouldn't these are 1/3 beats? wrong rhythm here... (you did 00:36:327 (1,2,3,4,5,6,1,2,3) - right thou) same to 01:25:227 (1,2) - as well.
  2. 00:33:777 (2,1) - and 00:34:677 (2,1) - are too large for their length since there's some part with higher tension requiring that big jump imo, just like 00:35:277 (3,1) - or later strong piano beats followed imo.
  3. 00:36:927 (1,2,3) - do ctrl+h and arrange ds? 00:36:827 (6,1) - can be shorter jump here imo.
  4. 00:37:227 (1) - change this into 1/4 repeating sllider? and end it at 00:37:452.
  5. 00:51:777 has a heated beat which should be emphasised by a jump maybe? idk how you can deal with that but i think change the rhythm of 00:51:327 (1,2) - to 1/2 repeating slider with 1 arrow + 1/2 slider can be better to me.
  6. 00:56:127 (1,2) - jump here can be larger as you did at 00:55:827 (6,7) - .
  7. 01:11:127 (1,2) - i recommend you do ctrl+g here to emphasis 01:11:277 (2) - after 01:11:127 (1) - with reversed jumps.
  8. 01:13:977 missed a note? and i think these parts of pianos should have much more larger jumps for their higher tensions.
  9. 01:21:027 (1) - ctrl+g to shorter jump before cuz that's not necessary maybe.
  10. 01:24:477 (4) - ctrl+g to larger jump before cuz that's some kind of necessary maybe.
  11. 01:26:427 (3) - ctrl+g to start another violin track with larger jump before. (and idk how nc works in ctb... maybe arrange them to downbeats or consistant style after that)
  12. 01:34:527 (1,2,3) - ctrl+g for avoid jump at 01:34:427 (6,1) - ? not really some reason supporting that.
  13. well idk ctb very well, sry if some of mods above are annoying lol...
don't know how to mod lower diffs yet... maybe that's it <3

good luck!
Topic Starter
Shinzo-

Hollow Wings wrote:

as your req

Rain

  1. 00:27:627 (1,2) - shouldn't these are 1/3 beats? wrong rhythm here... (you did 00:36:327 (1,2,3,4,5,6,1,2,3) - right thou) same to 01:25:227 (1,2) - as well.
  2. 00:33:777 (2,1) - and 00:34:677 (2,1) - are too large for their length since there's some part with higher tension requiring that big jump imo, just like 00:35:277 (3,1) - or later strong piano beats followed imo.
  3. 00:36:927 (1,2,3) - do ctrl+h and arrange ds? 00:36:827 (6,1) - can be shorter jump here imo.
  4. 00:37:227 (1) - change this into 1/4 repeating sllider? and end it at 00:37:452.
  5. 00:51:777 has a heated beat which should be emphasised by a jump maybe? idk how you can deal with that but i think change the rhythm of 00:51:327 (1,2) - to 1/2 repeating slider with 1 arrow + 1/2 slider can be better to me.
  6. 00:56:127 (1,2) - jump here can be larger as you did at 00:55:827 (6,7) - .
  7. 01:11:127 (1,2) - i recommend you do ctrl+g here to emphasis 01:11:277 (2) - after 01:11:127 (1) - with reversed jumps.
  8. 01:13:977 missed a note? and i think these parts of pianos should have much more larger jumps for their higher tensions.
  9. 01:21:027 (1) - ctrl+g to shorter jump before cuz that's not necessary maybe.
  10. 01:24:477 (4) - ctrl+g to larger jump before cuz that's some kind of necessary maybe.
  11. 01:26:427 (3) - ctrl+g to start another violin track with larger jump before. (and idk how nc works in ctb... maybe arrange them to downbeats or consistant style after that)
  12. 01:34:527 (1,2,3) - ctrl+g for avoid jump at 01:34:427 (6,1) - ? not really some reason supporting that.
  13. well idk ctb very well, sry if some of mods above are annoying lol...
don't know how to mod lower diffs yet... maybe that's it <3

good luck!
thanks Hollow Wings :D
everything applied thanks for mod >w<
-Atri-
LOL Hollow wings modding ctb
Adot
kenny4allmode
Amiichii
Tobat mania ken? :'v
-Sh1n1-


Just something in general cause I'm a bit busy these days and you requested me this loooooong time ago, sorry for late uwu <3 also because I feel that you have the same goal as me, have at least one ranked map on every mode, right? :3 I did a few months ago, so keep it up.

General

  1. 00:00:927 - Can you explain me why Rain has spin, Platter has slider and Salad nothing? be consistent throughout the whole set please.
  2. Why are you using different Combo Colours on every diff? also at Rain, avoid white and black, they are unrankable in std and ctb.
  3. 01:00:027 - About this section in general: Salad has 2 spins then notes, Platter no spins and only notes, Rain has more spinners than Salad, keep consistency please, for example: spinners of Salad at pretty good, so remove 01:00:327 (1,2) - and 01:02:727 (1,2) - at platter, 01:00:327 (1) - should finish at 01:01:827 - at Rain, also 01:05:127 (1) - and 01:07:527 (1) - should be removed and changed into notes at Rain too.

Salad

  1. 00:12:027 (1,1,2) - why if 00:12:027 (1) - is a stronger sound, 00:12:027 (1,1) - have more distance than 00:11:427 (2,1) -?
  2. 00:15:177 (1,2,3,4,5,6) - reduce distances here a bit, keep using distances around 1.0x or 1.20x.
  3. 00:20:127 (2,3,4,5) - same as above about distances.
  4. 00:21:027 (6,1,2) - two problems here:
    . First of all the distance, the power of the sounds are represented by distances on ctb, as I told you before on the first point, if 00:21:627 - is a prominent sound, also the beginning of kiai, why 00:21:627 (1,2) - have the same distance as 00:21:027 (6,1) -?
    . The second one is the movement, if you jump to catch 00:21:627 (1) -, will be difficult to newcomers to return to the left with another jump, also 00:21:627 (1,2) - is an antiflow, so I recommend you to press Ctrl+G to 00:21:927 (2) -.
  5. 00:23:277 (5,1) - 00:25:677 (5,1) - etc, avoid stacks on ctb unless is really necessary, it's breaking your consistency and the difference between converts std maps and ctb specific difficulties is: ryuuta shouldn't stop moving on ctb.
  6. 00:21:927 (2,3,4,5) - I wanna talk about this kind of patterns, after seeing I feel like you mapped it based on o!m, I wanna give you a general idea, the rest should be finished by you okie?
    . for example, we will change 00:21:627 (1,2,3) - into a ctb/std structure, remove such objects first, then add 1 slider from 00:21:627 - to 00:21:927 -, another one from 00:22:077 - to 00:22:377 - and finally a note on 00:22:527 -, keep in mind that distance should be normal transitions between 1.20x or 1.30x, test it.
    . 00:22:827 (4,5,1) - mmm, we will change the pattern here to add a little bit of variation, also if you hear the sound of 00:24:027 -, you can recognize that it deserves a jump/movement, so to this part I recommend you to remove the mentioned notes first, then add 1 slider from 00:22:827 - to 00:23:127 -, 1 note at 00:23:277 - and finally a slider from 00:23:427 - to 00:23:727 -, keep the same distance as the previous one here for consistency.
    . from 00:24:027 - you will make the same, two 1/1 sliders and 1 note then 1 slider, 1 note and 1 slider again.
    . from 00:26:427 - you could add 1 slider from 00:26:427 - to 00:26:727 -, keep 00:26:877 (1) -, remove 00:27:477 (2) - and add 1 note at 00:27:477 -.
    . from 00:27:627 - to 00:28:527 - I suggest you a slow movement in curve, follow me step by step to understand what I mean:
    l make a slider from 00:27:627 - to 00:28:527 - like this:
    l select your slider and press ctrl+shift+F and choose Beat Snap Divisor on 1/1
    l keep in mind that the previous note should be on the opposite, if your curve is going to the left, the previous note should be on the right.
  7. 00:29:727 - add a note, the rhythm is on 1/1 so it's necessary cause feel empty.
  8. 00:31:227 (1,2,3,4,5,1,2,3,4,5,6,7,1,2,3,4,5,1,1) - I hope you know what to do with this now :3 remenber, keep the structure but add some directions changes on movements.
  9. 00:50:427 (1,2,3,4,5,1,2,3,4,5,6,1,2,1,2,3,4,5,6) - Keep the idea of 1/1 and 1/2 rhythms as we did previously, remenber that cymbals and strong sounds like 00:55:227 - need a movement/jump to be enphasized.
  10. Rest is basically the same idea, avoid 1/4 rhythms ( 01:38:877 (4,5) - 01:47:277 (2,3,4) - ) at lower diffs (cup/salad).

Platter

  1. 00:00:927 (1) - spinner feels better tbh (if you apply this, do it at all diffs please, also spin should finish at 00:02:127 - cause the sound of 00:02:427 - deserve a note tbh.
  2. 00:02:727 (1,2,3,4,5,6,1,2) - why this transitions are easiers than Salad? as an imaginary example, if you use 1.2x of distance between doublets on salad, platter could have 1.4 and rain 1.6 for a better spread, keep in mind please.
  3. 00:31:227 - this is an strong sound and deserve hyper dash, but hyperdashes on 1/4 at platters are unrankable so we normally remove the last note to make a 1/2 hyperdash, so remove 00:31:152 (2) - and add hyperdash between 00:31:077 (1) - and 00:31:227 (3) -.
  4. 00:57:027 (1) - simplify the rhythm into 1/4, just for a better spread, use 1/8 on Rain only.
  5. 01:28:227 (3,4,5,1,2,3,1,2,3) - same about the missing hyperdash on 01:28:827 - but I wanna talk about visual quality, the current one looks unsightly and messy tbh, make something atractive to the eyes, I recommend you to watch some ranked maps to make an idea.
  6. 01:42:477 (1,2,1,2,3,4) - structure is good but you are not emphasizing the melody with your movements, the main problem stars at 01:41:727 (1) - cause the sound of 01:42:027 - deserve a better movement, not reverse, 01:42:177 (2) - isn't a prominent sound but is a jump and doesn't fit the melody of the song, transition between 01:42:177 (2,3,1,2,1,2) - is too straigh, that's why you are not reflecting the song with movements.
  7. Find your prominent sounds and put jumps there, otherwise this diff isn't at all bad, remove some notes to have a better spread (talking about structure), or change some notes into sliders to simplify the rhythm, for example: 00:21:627 (4,5,1) - could be changed into 1 slider.
  8. Try to enphasize the strongest sounds with hyperdash, for example these are a good place to add:
    . 00:21:627 -
    . 00:31:227 -
    . 00:55:227 -
    . 01:28:827 -
Best of Lucks, currently busy, that's all what Can I do for you now, get mods from experienced people and feel free to call me back when you feel that you are done <3
Topic Starter
Shinzo-

-Sh1n1- wrote:



Just something in general cause I'm a bit busy these days and you requested me this loooooong time ago, sorry for late uwu <3 also because I feel that you have the same goal as me, have at least one ranked map on every mode, right? :3 I did a few months ago, so keep it up. yea xD

General

  1. 00:00:927 - Can you explain me why Rain has spin, Platter has slider and Salad nothing? be consistent throughout the whole set please. okay
  2. Why are you using different Combo Colours on every diff? also at Rain, avoid white and black, they are unrankable in std and ctb.ok i'll make the colour same
  3. 01:00:027 - About this section in general: Salad has 2 spins then notes, Platter no spins and only notes, Rain has more spinners than Salad, keep consistency please, for example: spinners of Salad at pretty good, so remove 01:00:327 (1,2) - and 01:02:727 (1,2) - at platter, 01:00:327 (1) - should finish at 01:01:827 - at Rain, also 01:05:127 (1) - and 01:07:527 (1) - should be removed and changed into notes at Rain too.done :D

Salad

  1. 00:12:027 (1,1,2) - why if 00:12:027 (1) - is a stronger sound, 00:12:027 (1,1) - have more distance than 00:11:427 (2,1) -? fixed
  2. 00:15:177 (1,2,3,4,5,6) - reduce distances here a bit, keep using distances around 1.0x or 1.20x. okii
  3. 00:20:127 (2,3,4,5) - same as above about distances. okay
  4. 00:21:027 (6,1,2) - two problems here:
    . First of all the distance, the power of the sounds are represented by distances on ctb, as I told you before on the first point, if 00:21:627 - is a prominent sound, also the beginning of kiai, why 00:21:627 (1,2) - have the same distance as 00:21:027 (6,1) -?
    . The second one is the movement, if you jump to catch 00:21:627 (1) -, will be difficult to newcomers to return to the left with another jump, also 00:21:627 (1,2) - is an antiflow, so I recommend you to press Ctrl+G to 00:21:927 (2) -.
  5. 00:23:277 (5,1) - 00:25:677 (5,1) - etc, avoid stacks on ctb unless is really necessary, it's breaking your consistency and the difference between converts std maps and ctb specific difficulties is: ryuuta shouldn't stop moving on ctb.
  6. 00:21:927 (2,3,4,5) - I wanna talk about this kind of patterns, after seeing I feel like you mapped it based on o!m, I wanna give you a general idea, the rest should be finished by you okie?
    . for example, we will change 00:21:627 (1,2,3) - into a ctb/std structure, remove such objects first, then add 1 slider from 00:21:627 - to 00:21:927 -, another one from 00:22:077 - to 00:22:377 - and finally a note on 00:22:527 -, keep in mind that distance should be normal transitions between 1.20x or 1.30x, test it.
    . 00:22:827 (4,5,1) - mmm, we will change the pattern here to add a little bit of variation, also if you hear the sound of 00:24:027 -, you can recognize that it deserves a jump/movement, so to this part I recommend you to remove the mentioned notes first, then add 1 slider from 00:22:827 - to 00:23:127 -, 1 note at 00:23:277 - and finally a slider from 00:23:427 - to 00:23:727 -, keep the same distance as the previous one here for consistency.
    . from 00:24:027 - you will make the same, two 1/1 sliders and 1 note then 1 slider, 1 note and 1 slider again.
    . from 00:26:427 - you could add 1 slider from 00:26:427 - to 00:26:727 -, keep 00:26:877 (1) -, remove 00:27:477 (2) - and add 1 note at 00:27:477 -.
    . from 00:27:627 - to 00:28:527 - I suggest you a slow movement in curve, follow me step by step to understand what I mean:
    l make a slider from 00:27:627 - to 00:28:527 - like this:
    l select your slider and press ctrl+shift+F and choose Beat Snap Divisor on 1/1
    l keep in mind that the previous note should be on the opposite, if your curve is going to the left, the previous note should be on the right.
  7. 00:29:727 - add a note, the rhythm is on 1/1 so it's necessary cause feel empty.
  8. 00:31:227 (1,2,3,4,5,1,2,3,4,5,6,7,1,2,3,4,5,1,1) - I hope you know what to do with this now :3 remenber, keep the structure but add some directions changes on movements.
  9. 00:50:427 (1,2,3,4,5,1,2,3,4,5,6,1,2,1,2,3,4,5,6) - Keep the idea of 1/1 and 1/2 rhythms as we did previously, remenber that cymbals and strong sounds like 00:55:227 - need a movement/jump to be enphasized.
  10. Rest is basically the same idea, avoid 1/4 rhythms ( 01:38:877 (4,5) - 01:47:277 (2,3,4) - ) at lower diffs (cup/salad).

Platter

  1. 00:00:927 (1) - spinner feels better tbh (if you apply this, do it at all diffs please, also spin should finish at 00:02:127 - cause the sound of 00:02:427 - deserve a note tbh.
  2. 00:02:727 (1,2,3,4,5,6,1,2) - why this transitions are easiers than Salad? as an imaginary example, if you use 1.2x of distance between doublets on salad, platter could have 1.4 and rain 1.6 for a better spread, keep in mind please.
  3. 00:31:227 - this is an strong sound and deserve hyper dash, but hyperdashes on 1/4 at platters are unrankable so we normally remove the last note to make a 1/2 hyperdash, so remove 00:31:152 (2) - and add hyperdash between 00:31:077 (1) - and 00:31:227 (3) -.
  4. 00:57:027 (1) - simplify the rhythm into 1/4, just for a better spread, use 1/8 on Rain only.
  5. 01:28:227 (3,4,5,1,2,3,1,2,3) - same about the missing hyperdash on 01:28:827 - but I wanna talk about visual quality, the current one looks unsightly and messy tbh, make something atractive to the eyes, I recommend you to watch some ranked maps to make an idea.
  6. 01:42:477 (1,2,1,2,3,4) - structure is good but you are not emphasizing the melody with your movements, the main problem stars at 01:41:727 (1) - cause the sound of 01:42:027 - deserve a better movement, not reverse, 01:42:177 (2) - isn't a prominent sound but is a jump and doesn't fit the melody of the song, transition between 01:42:177 (2,3,1,2,1,2) - is too straigh, that's why you are not reflecting the song with movements.
  7. Find your prominent sounds and put jumps there, otherwise this diff isn't at all bad, remove some notes to have a better spread (talking about structure), or change some notes into sliders to simplify the rhythm, for example: 00:21:627 (4,5,1) - could be changed into 1 slider.
  8. Try to enphasize the strongest sounds with hyperdash, for example these are a good place to add:
    . 00:21:627 -
    . 00:31:227 -
    . 00:55:227 -
    . 01:28:827 -
Best of Lucks, currently busy, that's all what Can I do for you now, get mods from experienced people and feel free to call me back when you feel that you are done <3
ii'm sorry, should i really reply all the mods ? coz i apply all of it.. all the suggestion, and every problem that being mentioned is fixed according to what you said...

so.... THANKS SO MUCH FOR ALL THE HELP !!! :* :* :* :* :* :* :* :* :* :*
also thanks for spend your time even you're currectly busy hehe :3
Aerene
mod will be up this weekend ;w;
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