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Ben Prunty - Earth in a Jar [CatchTheBeat]

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Topic Starter
MBomb
This beatmap was submitted using in-game submission on 06 October 2016 at 00:29:44

Artist: Ben Prunty
Title: Earth in a Jar
Tags: MBomb soundtrack chiptunes cinematic Campbell violin piano drums Fragments FTL Faster Than Light
BPM: 130
Filesize: 1498kb
Play Time: 00:42
Difficulties Available:
  1. Cup (1.24 stars, 65 notes)
  2. Fragmentation (3.19 stars, 90 notes)
  3. Platter (2.4 stars, 76 notes)
  4. Salad (1.6 stars, 67 notes)
Download: Ben Prunty - Earth in a Jar
Information: Scores/Beatmap Listing
---------------
Amazing song.

New mp3 as of 19/08/2016.

As we lose fragments of ourselves, other fragments may come to fill in the gap. However, these can still leave us feeling empty, even if the feeling is weakened.
SYAHME
Yeay, can't wait.
Ascendance
>hitsounds by me

nuke the thread boys, he's stealing hitsounds
no way he did his own
SYAHME

Ascendance wrote:

>hitsounds by me

nuke the thread boys, he's stealing hitsounds
no way he did his own
Agree xD
DeletedUser_6709840
A mod for my darling <3

General

Suggested tags to used based on the website and personal opinion: chiptune, electronic, cinematic, violin, piano, drums.
Fix your audio bitrate, it's over 192 kbps, so lower it.

Cup

00:16:598 (1,2,3) – The tone lowers slightly on (2), so maybe you could move (2) more to the left as well as maybe (3) to reflect that?

Salad

00:28:136 (2,3,4,5,6) – For some reason, this played awkwardly for me. Well specifically,this didn't really curve well as I expected it to while playing. Maybe move (5) to X=480 so it curves a little better or something.

Platter

00:17:982 (4,1) – I know you're not against antiflow h-dashes and aren't gonna change it, but I'll point it out anyway.
00:35:982 (3,4) – I feel this like would be better at 2.00x or 2.10x spacing snap so it's not so jarring to catch. Perhaps put (4) on X=40 and then move 00:36:905 (1,2) to X=424.

Fragmentation

00:04:598 (3,4) – This is the same case with maybe making the jump less jarring to catch by using 2.10x snap between these. Maybe move (4) to X=72 and then move 00:05:521 (1) to X=344.


I don't much to say, good luck. Thanks for giving me a map where I don't have to say much.
Topic Starter
MBomb

RoseusJaeger wrote:

A mod for my darling <3

General

Suggested tags to used based on the website and personal opinion: chiptune, electronic, cinematic, violin, piano, drums. - Yup, added tags.
Fix your audio bitrate, it's over 192 kbps, so lower it. - I'm retarded lo

Cup

00:16:598 (1,2,3) – The tone lowers slightly on (2), so maybe you could move (2) more to the left as well as maybe (3) to reflect that? - Changed in a way to emphasise this.

Salad

00:28:136 (2,3,4,5,6) – For some reason, this played awkwardly for me. Well specifically,this didn't really curve well as I expected it to while playing. Maybe move (5) to X=480 so it curves a little better or something. - Changed differently.

Platter

00:17:982 (4,1) – I know you're not against antiflow h-dashes and aren't gonna change it, but I'll point it out anyway. - The note here is really strong, and moving in the opposite direction here feels more comfortable than standing still, in my opinion.
00:35:982 (3,4) – I feel this like would be better at 2.00x or 2.10x spacing snap so it's not so jarring to catch. Perhaps put (4) on X=40 and then move 00:36:905 (1,2) to X=424. - This is easily catchable, and I like the way it emphasises the strong pitch on 4, so I feel it's fine.

Fragmentation

00:04:598 (3,4) – This is the same case with maybe making the jump less jarring to catch by using 2.10x snap between these. Maybe move (4) to X=72 and then move 00:05:521 (1) to X=344. - This jump also isn't really that strong.


I don't much to say, good luck. Thanks for giving me a map where I don't have to say much.
Thanks for the mod!
Absolute Zero
Timing: Change it for every non-cup diff, you seem to have an issue after 00:22:136....

I know we caught it in discord, but I’m going to put it here again:
The mp3 is only changed for the cup, please change it for the other difficulties!

[Cup]
Not really any comments, a really nice cup!

[Salad]
00:12:905 (1) – While you are following the melody, it is a little jarring to stop following the other notes, as it creates a strange pause overall.
00:40:136 (5,1) – For the highest note in the piece, you use a surprisingly lower distance compared to the other big transitions (like the one at 00:22:136).

[Platter]
00:13:598 (2,3) – Ctrl+G (2) for a little more challenge. You can then move (3) to x=480.
00:18:444 (1,2,3,4) – Reflect the pattern on 00:19:367 (5,6,7,8) , where there is a “cushion note” (5 to 6) so that the player can have some error margin when HDashing.
00:38:290 (4,1,2) – The movement to (4,1) is equal to the movement to (1,2), even though (1,2) goes to a much higher pitch. Either make (4,1) smaller or (1,2) larger.

[Fragmentation]
00:11:059 (1,2,3,4,5) - The phrasing here suggests more of a pattern divided into 3-3-2, rather than 2-3-3. Make (2,3) into a single slider.
00:14:751 (1,2,3,4,5) - Same story—the placement of (1,2,3,4) makes it so it appears that the phrase is divided differently in the low synth.
00:27:675 (1,2) – Increase distancing here so that it reflects the buildup.
00:38:751 (1,2,3,1) – In this section, you simply use the edges of the board, which feels like almost a waste of all that nice space in the middle. I get you’re trying to make the jumps more challenging, but it might be nice to consider a stair-esque pattern (1/2 stairs, of course).
Topic Starter
MBomb

Absolute Zero wrote:

Timing: Change it for every non-cup diff, you seem to have an issue after 00:22:136....

I know we caught it in discord, but I’m going to put it here again:
The mp3 is only changed for the cup, please change it for the other difficulties!

[Cup]
Not really any comments, a really nice cup!

[Salad]
00:12:905 (1) – While you are following the melody, it is a little jarring to stop following the other notes, as it creates a strange pause overall. - I felt as though the 1/2 notes were weaker here, hence why I just used a slider.
00:40:136 (5,1) – For the highest note in the piece, you use a surprisingly lower distance compared to the other big transitions (like the one at 00:22:136). - Increased distance.

[Platter]
00:13:598 (2,3) – Ctrl+G (2) for a little more challenge. You can then move (3) to x=480. - I feel as though using this as it currently is is fine, because I use antiflow quite commonly in this map, so not using it here adds a bit of variety into the map.
00:18:444 (1,2,3,4) – Reflect the pattern on 00:19:367 (5,6,7,8) , where there is a “cushion note” (5 to 6) so that the player can have some error margin when HDashing. - Whilst I understand the consistency may seem off here, I actually like it because this note is a lot stronger than the last one, and so the antiflow is actually really fitting for the intensity of the song, in my opinion.
00:38:290 (4,1,2) – The movement to (4,1) is equal to the movement to (1,2), even though (1,2) goes to a much higher pitch. Either make (4,1) smaller or (1,2) larger. - The strong violin sound on 1 makes the intensity strong enough for a similar distance, in my opinion.

[Fragmentation]
00:11:059 (1,2,3,4,5) - The phrasing here suggests more of a pattern divided into 3-3-2, rather than 2-3-3. Make (2,3) into a single slider. - I'll ask about this later, I don't really understand what you mean here.
00:14:751 (1,2,3,4,5) - Same story—the placement of (1,2,3,4) makes it so it appears that the phrase is divided differently in the low synth. - Same here.
00:27:675 (1,2) – Increase distancing here so that it reflects the buildup. - Whilst I understand why the buildup could point to some extra distancing, I feel as though just following the sounds alone, this current distance seems better.
00:38:751 (1,2,3,1) – In this section, you simply use the edges of the board, which feels like almost a waste of all that nice space in the middle. I get you’re trying to make the jumps more challenging, but it might be nice to consider a stair-esque pattern (1/2 stairs, of course). - That type of pattern would really make much sense here, as the strong distances are being used for the high pitches, and using stairs instead for these wouldn't make much sense, as it would emphasise the wrong notes.
Thanks for the mod!
JBHyperion

Ascendance wrote:

>hitsounds by me

nuke the thread boys, he's stealing hitsounds
no way he did his own
Omg who did your hitsounds are you cheating on me this is an outrage :<

All suggestions are for the highest diff and therefore some may not apply to lower diffs depending on what you did/didn't map:
  1. 00:06:951 - Whistle would be nice here for the pitch increase, and also to contrast with the surrounding two finishes
  2. 00:14:336 - ^
  3. 00:19:413 - 00:20:336 - 00:21:259 - whistles please, the hitsounding is very sparse here so you could do with some more feedback, these piano sounds are all stronger than the surrounding ones so make for a nice rhythm
  4. 00:24:028 - 00:24:490 - 00:24:951 - as above, but focusing on string instrument here
  5. 00:28:644 - 00:29:105 - ^
  6. 00:40:874 - Don't forget to fade spinner volume out along with the song
Just as a little aside:
  1. 00:36:836 - There's a 1/8 triplet here you may want to map here in the Rain(?) diff - if so, a chime/jingle hitsound would fit nicely here for the reverberation effect (or just be lazy and use 2/3 whistles lol)
Cool.
Riari
Pretty sure this is an instrumental version of the Teletubbies theme, recheck your metadata please.
Topic Starter
MBomb

JBHyperion wrote:

Ascendance wrote:

>hitsounds by me

nuke the thread boys, he's stealing hitsounds
no way he did his own
Omg who did your hitsounds are you cheating on me this is an outrage :<

All suggestions are for the highest diff and therefore some may not apply to lower diffs depending on what you did/didn't map:
  1. 00:06:951 - Whistle would be nice here for the pitch increase, and also to contrast with the surrounding two finishes - Sounds good.
  2. 00:14:336 - ^ - ^
  3. 00:19:413 - 00:20:336 - 00:21:259 - whistles please, the hitsounding is very sparse here so you could do with some more feedback, these piano sounds are all stronger than the surrounding ones so make for a nice rhythm - Done.
  4. 00:24:028 - 00:24:490 - 00:24:951 - as above, but focusing on string instrument here - Done first and third, second sounds better without imo.
  5. 00:28:644 - 00:29:105 - ^ - Done first but not second.
  6. 00:40:874 - Don't forget to fade spinner volume out along with the song - Yup.
Just as a little aside:
  1. 00:36:836 - There's a 1/8 triplet here you may want to map here in the Rain(?) diff - if so, a chime/jingle hitsound would fit nicely here for the reverberation effect (or just be lazy and use 2/3 whistles lol) - As explained in PM, didn't do this because this would cause a 1/8 HDash, which is unrankable at this bpm in rain.
Cool.
Thanks for the hitsound mod!
Xinnoh
Cup
00:25:644 (5) - Could move to x=188 for spacing
00:27:721 (1) - Is this hitsounded correctly here? Could increase note density to match the next combo maybe

Salad
00:27:259 (5) - imo doesn't look nice, but I don't know how to fix it.
00:28:182 (2) - Move NC to here to keep consistent with others, but idk if there's too many fruits in the combo
There's also a slight hitsound issue here, compare 00:26:567 (2,3,4,5,1) - with 00:28:182 (2,3,4,5,6), both of them have the same music but different hitsounds
00:36:721 (5,6) - Could add notes here Reread other mods before posting, that's 1/8 :/

Platter
00:15:721 (3,4) - This part feels a tiny bit messy imo, but not too much.
00:25:413 (4,5) - This is the only dash->hyperdash on the map, might want to remove for consistency
00:20:336 (1,2,3) - The music is identical for both sets of sliders, but have different slider types. Would suggest combing 2,3 since they have the same shape anyway.

Fragmentation (I can play rain now \o/)
00:34:413 (3) - too far by a smudge
00:35:105 (1,2) - Is it me or is this little part much harder than it should be
00:37:413 (2) - This is too close
00:37:644 (3,1) - Optional: could put them on the same x value
Topic Starter
MBomb

Sinnoh wrote:

Cup
00:25:644 (5) - Could move to x=188 for spacing - Spacing difference is intentional, 1 is a stronger note so a higher distance makes sense to it.
00:27:721 (1) - Is this hitsounded correctly here? Could increase note density to match the next combo maybe - Whistle is for the piano, note density increases at next part for the usage of main melody there.

Salad
00:27:259 (5) - imo doesn't look nice, but I don't know how to fix it. - I don't see how it doesn't, honestly.
00:28:182 (2) - Move NC to here to keep consistent with others, but idk if there's too many fruits in the combo - NCs have been consistently on downbeats, so leaving the NC for consistency.
There's also a slight hitsound issue here, compare 00:26:567 (2,3,4,5,1) - with 00:28:182 (2,3,4,5,6), both of them have the same music but different hitsounds - Hitsounds here were used for slight differences in the music (such as the clap on the end of 00:25:874 (1) - being for the drums).
00:36:721 (5,6) - Could add notes here Reread other mods before posting, that's 1/8 :/

Platter
00:15:721 (3,4) - This part feels a tiny bit messy imo, but not too much. - Decreased distance to 4 a tiny bit.
00:25:413 (4,5) - This is the only dash->hyperdash on the map, might want to remove for consistency - Double drumhit calls for this type of pattern in my opinion.
00:20:336 (1,2,3) - The music is identical for both sets of sliders, but have different slider types. Would suggest combing 2,3 since they have the same shape anyway. - I would've had 2 repeat sliders here, but I wanted a variety in pattern, hence why I didn't, and comboing 2,3 goes against the NC pattern I've been following, so I'd rather not do that.

Fragmentation (I can play rain now \o/)
00:34:413 (3) - too far by a smudge - This is consistent distance with other dash sections I've used.
00:35:105 (1,2) - Is it me or is this little part much harder than it should be - ^
00:37:413 (2) - This is too close - Curved 1 a bit differently.
00:37:644 (3,1) - Optional: could put them on the same x value - I'd rather not have the hyper too strong, as the antiflow from it could end up being annoying.
Thanks for the mod!
Xinnoh
wow savage /s
tbh it was difficult to find problems because it's mapped pretty well.
Qiyana
SYAHME

Dyl-Byl wrote:

This is creepy
Qiyana

SYAHME wrote:

Dyl-Byl wrote:

This is creepy
I'm just memeing for a new platter.
Ascendance
new laptop so i dont have any formatting or a ctb skin or a will to live
cashing in on the filthy 2x kd

cup

  1. 00:12:951 (1) - could really use some extra distance with that high noise, x:304?
  2. 00:28:644 (2,3) - not a fan of this density, I'd just make it a single repeat slider at 00:28:644 - and leave a break at 00:29:336 - if you want to keep the unique aspect of this pattern
  3. mbomb style 00:32:105 (2) - maybe move this 2 grids to the right?
salad

  1. imo this diff is a bit TOO dense. At the very least, there's patterns with a bit too much movement, which makes the spread from cup to salad quite poor.
  2. 00:05:105 (3,1) - Maybe you could add a dash here? Seems strong enough for it. Also, this beginning part is kind of lacking dashes completely :\
  3. 00:09:259 (1) - x:208 for some additional dash distance?
  4. 00:11:105 (1,2) - similar to the cup, I'd make this a repeat instead.
  5. 00:12:951 (1) - not only is this shape really ugly, but it's missing a lot of noises in it. You could do a repeat slider here too :D
  6. 00:14:797 (1,2) - This is the only time you changed the rhythm here,I'd really keep this consistent with your other parts.
  7. 00:18:028 (4) - x:32 for the memes
  8. 00:22:182 (1) - the dash antiflow is NOT good for a salad, especially at this distance. I'd flip the repeat slider so that way it removes the antiflow.
  9. 00:25:874 - Starting from here, the density gets really really high for a salad. I've given some examples of how to fix these dense parts in the past 2 diffs, but try to remove some extra notes that you feel aren't as important :)
  10. 00:40:644 (1) - x:112 for some added emphasis?
platter

  1. 00:16:644 (1,2,3,4) - these distances are actually quite high, they even tripped me up a bit. I'd reduce all of them by maybe 2 grids each? It game some more leniency that way.
  2. 00:20:336 (1) - a bit too meme for me, I'd ctrl+g this for the better flow into and out of this structure
  3. 00:25:413 (4,5) - TOO HIGH DI9STANCE SDFKGHAASDKLG try moving 00:25:413 (4) - to x:272
  4. 00:36:490 (4) - I'd move this away from the wall (it also kinda sucks since it's antiflow by the wall lolz) you might need to move around the patterns following that afterwards.
cuckville

  1. 00:06:259 (2) - I really don't hear anything at 00:06:490 - , if you want to keep this as a slider, you should either extend it to 00:06:721 - or repeat it.
  2. 00:12:028 (5) - kind of plays awkwardly, I'd make this a fully horizontal slider to not make it such an awkward flowbreak
  3. 00:25:644 (6,1) - AAAAAAAAAAAAAAAAA too close to the wall for 00:25:874 (1) - so pleaSe fix that ;; it makes the catcher slam into the wall which can play extremely badly
  4. 00:36:894 - you should probably add a 1/8 circle here, since the song seems to support it and it plays quite nicely :D
yea ok
Topic Starter
MBomb

Ascendance wrote:

new laptop so i dont have any formatting or a ctb skin or a will to live
cashing in on the filthy 2x kd

cup

  1. 00:12:951 (1) - could really use some extra distance with that high noise, x:304? - Curved slider a bit differently and increased this distance a lot more.
  2. 00:28:644 (2,3) - not a fan of this density, I'd just make it a single repeat slider at 00:28:644 - and leave a break at 00:29:336 - if you want to keep the unique aspect of this pattern - Pretty simplistic 1/2 stream here, pretty easy even for this difficulty, so I think it's fine.
  3. mbomb style 00:32:105 (2) - maybe move this 2 grids to the right? - I did more than 2 grids because I'm a rebel xddd
salad

  1. imo this diff is a bit TOO dense. At the very least, there's patterns with a bit too much movement, which makes the spread from cup to salad quite poor.
  2. 00:05:105 (3,1) - Maybe you could add a dash here? Seems strong enough for it. Also, this beginning part is kind of lacking dashes completely :\ - I wanted to avoid using dashes in the intro, to give an effect of difficulty increasing the further you get into the map.
  3. 00:09:259 (1) - x:208 for some additional dash distance? - Same as above.
  4. 00:11:105 (1,2) - similar to the cup, I'd make this a repeat instead. - I like this idea.
  5. 00:12:951 (1) - not only is this shape really ugly, but it's missing a lot of noises in it. You could do a repeat slider here too :D - The 1/2 notes here are slightly weaker than the previous one here, so I think this is a nice way to keep density slightly lower. Changed that shape though.
  6. 00:14:797 (1,2) - This is the only time you changed the rhythm here,I'd really keep this consistent with your other parts. - This is consistent timeline with 00:11:105 (1) - though?
  7. 00:18:028 (4) - x:32 for the memes - Perfect reasoning, done.
  8. 00:22:182 (1) - the dash antiflow is NOT good for a salad, especially at this distance. I'd flip the repeat slider so that way it removes the antiflow. - SV is low here, so the antiflow isn't really strong, and also the dash is easily catchable, even with some delay, so it should be fine.
  9. 00:25:874 - Starting from here, the density gets really really high for a salad. I've given some examples of how to fix these dense parts in the past 2 diffs, but try to remove some extra notes that you feel aren't as important :) - These are all 1/1 and 1/2 patterns, which I feel are fine at this bpm for a salad, and most of this is following the piano to start with (Which I'm assuming is where you're saying the density is too high, as that is the highest point), so I feel it's fine.
  10. 00:40:644 (1) - x:112 for some added emphasis? - Done.
platter

  1. 00:16:644 (1,2,3,4) - these distances are actually quite high, they even tripped me up a bit. I'd reduce all of them by maybe 2 grids each? It game some more leniency that way. - I'm not really sure how they tripped you up, they're even possible to be overdashed as they are now...
  2. 00:20:336 (1) - a bit too meme for me, I'd ctrl+g this for the better flow into and out of this structure - Antiflow was intentional, however I have reduced distance slightly to make it more lenient.
  3. 00:25:413 (4,5) - TOO HIGH DI9STANCE SDFKGHAASDKLG try moving 00:25:413 (4) - to x:272 - Again, I'm confused as to how this is too high distance, this is easily possible, and even possible to overdash.
  4. 00:36:490 (4) - I'd move this away from the wall (it also kinda sucks since it's antiflow by the wall lolz) you might need to move around the patterns following that afterwards. - It's 16 pixels away from the wall, and because of how the slider goes to the right after this, you basically never end up touching the wall.
cuckville

  1. 00:06:259 (2) - I really don't hear anything at 00:06:490 - , if you want to keep this as a slider, you should either extend it to 00:06:721 - or repeat it. - Sound at the slider end is the reverb from the sound on the head, however I also think it just sounds nice for how this sound is held, and extending it makes it sound a lot weirder to me.
  2. 00:12:028 (5) - kind of plays awkwardly, I'd make this a fully horizontal slider to not make it such an awkward flowbreak - Was like this because of the SV being awkward to do a nice play afterwards if this was horizontal, but I fixed it with a quick SV change.
  3. 00:25:644 (6,1) - AAAAAAAAAAAAAAAAA too close to the wall for 00:25:874 (1) - so pleaSe fix that ;; it makes the catcher slam into the wall which can play extremely badly - Moved away from wall.
  4. 00:36:894 - you should probably add a 1/8 circle here, since the song seems to support it and it plays quite nicely :D - After discussion with JBH on whether this'd be fine, I've added it.
yea ok
Thanks for the mod!
Deif
I suck at this:

[General]
  1. Tags: You can remove "electronic" from there. It'll be applied as a genre after the qualification, so it'll be possible to search for the map using that word.
[Fragmentation]
  1. 00:25:644 (6) - I'd move that note a bit to the right to avoid a possible hit-the-wall case, moreover if it's part of a double hyperdash. At about x:32 should make the deal. If the hyperdash with (5) cancels, you can also move (4,5) enough to the right to generate the hyperdash again.
  2. 00:36:894 - Either delete this note or avoid creating a 1/8 hyper at all. The BPM is above 120 and the rest of the map just contains 1/2 hypers all the way, so it's completely out of place.
[Platter]
  1. 00:03:721 (1,2) - What about applying Ctrl-G to those first 2 notes? That'd avoid the antiflow with the next slider (3).
[]
There's not much more to say about it. Pretty relaxing and balanced mapset!
Topic Starter
MBomb

Deif wrote:

I suck at this:

[General]
  1. Tags: You can remove "electronic" from there. It'll be applied as a genre after the qualification, so it'll be possible to search for the map using that word. - Done.
[Fragmentation]
  1. 00:25:644 (6) - I'd move that note a bit to the right to avoid a possible hit-the-wall case, moreover if it's part of a double hyperdash. At about x:32 should make the deal. If the hyperdash with (5) cancels, you can also move (4,5) enough to the right to generate the hyperdash again. - Done.
  2. 00:36:894 - Either delete this note or avoid creating a 1/8 hyper at all. The BPM is above 120 and the rest of the map just contains 1/2 hypers all the way, so it's completely out of place. - Changed it back to a 1/4 HDash, didn't consider there wasn't any in the map at this point already.
[Platter]
  1. 00:03:721 (1,2) - What about applying Ctrl-G to those first 2 notes? That'd avoid the antiflow with the next slider (3). - Antiflow is intentional as I think it's quite easy movement, especially with the amount of reaction time given, and it makes the pattern more fun in my eyes, so I'd prefer to leave it.
[]
There's not much more to say about it. Pretty relaxing and balanced mapset!
Thanks for the mod!
Deif
Bubbled!
JBHyperion
Oh shit I forgot MBomb made maps

General Comments:

  1. Song Folder: No issues
  2. Song Setup: No issues
  3. Metadata: Seems this isn't from FTL or something like that so k
  4. Timing: No issues
  5. Hitsounds: I forgot I even modded hitsounds on this lol
  6. AImod: No issues

Difficulty-Specific Comments:

Cup
  1. 00:16:644 (1,2,3,4) - I'd bring these a tiny bit closer together, since 00:18:028 (4,1) - is quite large spacing it would be helpful for players to not have to overexert here
  2. 00:32:105 (2,3,1) - Similar deal here, with (2,3) being a 3/2 spacing it's deceptively large, bringing (3) to the right a little would make this more comfortable
  3. 00:36:490 (4,1) - Maybe this one too a teensy touch
  4. 00:38:105 (3,1) - I'd prefer if this had more spacing instead of the antiflow, emphasis feels a bit weird in this way to me. Could flip 00:38:797 (1,2,3,1) - to make a natural flow here

Salad
  1. 00:11:105 (1,2) - Intended as dash? It's a borderline walkable spacing atm so could be confusing. Personally I don't think it warrants a dash so maybe reduce this a tad
  2. 00:18:490 (1,2) - Quite high for a walkable spacing after that strong dash, move this right a bit so it's more comfortable
  3. 00:33:721 (2,3) - Bit of an odd flowbreak here, maybe you could move 00:34:413 (3,4,5) - right a bit so this plays more smoothly? Evenly spacing out 00:34:644 (4,5,1) - or simply adding a dash to (1) would help emphasise that a little better too

Platter
  1. 00:23:567 (3,1) - Not a fan of this antiflow, the sound here is quite weak without the drum hits, so you have to wiggle after a reasonably strong dash. Antiflow would be more manageable on 00:24:028 (1,2) - where there are only walkable, easier to control movements
  2. 00:25:413 (4,5) - I find this speed up required quite odd, especially when it then leads into a hyper. Placing a direction change after (4) would be more comfortable imo
  3. 00:36:028 (3,4) - This caught me by surprise a little, I'd prefer if (3) was moved slightly further left to make this easier to react to. The piano sound on (3) is strong, but not necessarily strong enough to warrant a dash of that size
  4. 00:36:490 (4,1) - Really not a fan of this hyper into antiflow, it comes as very unexpected given your previous hyper usage, and I feel this would play better with no loss of emphasis as a natural flow

Rain
  1. 00:04:644 (3,4) - Quite a large spacing right after hyper at the start, considering the 1/1 gap. I'd move 00:03:721 (1,2,3) - left a touch
  2. 00:25:644 (6,1) - This hyper strength is very unexpected after 00:25:413 (5,6) - and considering these two notes aren't that different in intensity, I feel making (5,6) a strong dash instead of a hyper would feel much more natural here. (6) at x-96 plays pretty nicely imo
  3. 00:28:644 (3,4,5,6) - I like the idea of the curve, but I think it currently can cause the player to stop partway to avoid overwalking. Perhaps try extending it a bit further to the right for better flow
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Topic Starter
MBomb

JBHyperion wrote:

Oh shit I forgot MBomb made maps

General Comments:

  1. Song Folder: No issues
  2. Song Setup: No issues
  3. Metadata: Seems this isn't from FTL or something like that so k - Adding it to tags for reasons discussed on discord xd
  4. Timing: No issues
  5. Hitsounds: I forgot I even modded hitsounds on this lol
  6. AImod: No issues

Difficulty-Specific Comments:

Cup
  1. 00:16:644 (1,2,3,4) - I'd bring these a tiny bit closer together, since 00:18:028 (4,1) - is quite large spacing it would be helpful for players to not have to overexert here - Whilst it is bigger than the other distances used, it is still possible to catch in the centre of your plate without dashing, which I'd say means that it'd have enough reaction time for an average cup player, and this is definitely one of the strongest notes in the song.
  2. 00:32:105 (2,3,1) - Similar deal here, with (2,3) being a 3/2 spacing it's deceptively large, bringing (3) to the right a little would make this more comfortable - Moved a bit to the right.
  3. 00:36:490 (4,1) - Maybe this one too a teensy touch - Done.
  4. 00:38:105 (3,1) - I'd prefer if this had more spacing instead of the antiflow, emphasis feels a bit weird in this way to me. Could flip 00:38:797 (1,2,3,1) - to make a natural flow here - The antiflow has plenty of reaction time, so I think it was fine, but I did actually still increase the distance to it, I feel it's nice.

Salad
  1. 00:11:105 (1,2) - Intended as dash? It's a borderline walkable spacing atm so could be confusing. Personally I don't think it warrants a dash so maybe reduce this a tad - I thought this was still easy without dashing, but reduced slightly anyway just in case.
  2. 00:18:490 (1,2) - Quite high for a walkable spacing after that strong dash, move this right a bit so it's more comfortable - Done.
  3. 00:33:721 (2,3) - Bit of an odd flowbreak here, maybe you could move 00:34:413 (3,4,5) - right a bit so this plays more smoothly? Evenly spacing out 00:34:644 (4,5,1) - or simply adding a dash to (1) would help emphasise that a little better too - Added some distance, didn't add a dash however, as I prefered to keep those on the drum(?) sounds in this difficulty.

Platter
  1. 00:23:567 (3,1) - Not a fan of this antiflow, the sound here is quite weak without the drum hits, so you have to wiggle after a reasonably strong dash. Antiflow would be more manageable on 00:24:028 (1,2) - where there are only walkable, easier to control movements - I feel as if the antiflow movement helps to emphasise the drum beats, and it's not too difficult to hit (However I'd agree it was too hard if this was a HDash instead of a normal dash).
  2. 00:25:413 (4,5) - I find this speed up required quite odd, especially when it then leads into a hyper. Placing a direction change after (4) would be more comfortable imo - Instead, I increased distance to 4 and decreased distance to 5, so that the speedup is less strong.
  3. 00:36:028 (3,4) - This caught me by surprise a little, I'd prefer if (3) was moved slightly further left to make this easier to react to. The piano sound on (3) is strong, but not necessarily strong enough to warrant a dash of that size - Decreased.
  4. 00:36:490 (4,1) - Really not a fan of this hyper into antiflow, it comes as very unexpected given your previous hyper usage, and I feel this would play better with no loss of emphasis as a natural flow - I think it's fine because it's not too difficult, given the low SV, and it adds some variety to the patterns.
Yo also quick thing I added a HDash to 00:38:797 (1) - I hope that's fine xd

Rain
  1. 00:04:644 (3,4) - Quite a large spacing right after hyper at the start, considering the 1/1 gap. I'd move 00:03:721 (1,2,3) - left a touch - Sure.
  2. 00:25:644 (6,1) - This hyper strength is very unexpected after 00:25:413 (5,6) - and considering these two notes aren't that different in intensity, I feel making (5,6) a strong dash instead of a hyper would feel much more natural here. (6) at x-96 plays pretty nicely imo - I say the double HDash as it is right now makes a nice buildup effect, and it feels nice with the increasing strength of claps in my opinion.
  3. 00:28:644 (3,4,5,6) - I like the idea of the curve, but I think it currently can cause the player to stop partway to avoid overwalking. Perhaps try extending it a bit further to the right for better flow - Done.
Call me back.
Thanks for the mod!
JBHyperion
Heart in a Beatmap Thread

Qualified~
DeletedUser_6709840
Good stuff! congratz
Qiyana
Lol, fast

Gemu-
Congrats Magic Bomb :33
Pachiru
Omg I remember now this song! Thanks for making such a great map :)
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