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Hanazawa Kana - Meiwaku Spectacle (TV Size) [Ca...

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Topic Starter
Arlecchino
This beatmap was submitted using in-game submission on Sunday, October 10, 2021 at 4:00:38 PM

Artist: Hanazawa Kana
Title: Meiwaku Spectacle (TV Size)
Source: となりの関くん
Tags: Tonari no Seki-kun yokoi rumi supekutakuru op pop jpop j-pop opening theme no uta asuna anime japanese My Neighbor 横井るみ Sekikun
BPM: 157
Filesize: 2131kb
Play Time: 00:42
Difficulties Available:
  1. Cup (1.51 stars, 81 notes)
  2. Disruption (5.01 stars, 198 notes)
  3. Light Overdose (3.95 stars, 167 notes)
  4. Overdose (4.29 stars, 176 notes)
  5. Platter (2.74 stars, 130 notes)
  6. Rain (3.43 stars, 155 notes)
  7. Salad (2.01 stars, 102 notes)
Download: Hanazawa Kana - Meiwaku Spectacle (TV Size)
Information: Scores/Beatmap Listing
---------------
ah sht hre we go agen Finally, such a long journey 2k16-2k21

All done by me

Special thanks to Du5t for the high quality audio and autofanboy who guide me through this

Thanks you so much to these awesome nominators autofanboy and -Luminate for giving this set the chances to get here and to every modders who get involved in improving the set!


Please, Yameten't helping me in the future as well :)
MickeyTran
Here's the NM that you requested


General

All good except, remove widescreen support.

Cup
Change HP to 3.5

IMPORTANT BECAUSE UNRANKABLE: Remove the unused green inheritted timing such as:
00:15:716 - unless you wanted to add a note there.

  1. 00:09:410 (4) - NC
  2. 00:16:289 (1) - Replace Clap with Whistle because the clap hitsound doesn't necessarily fit with the 3rd white tick + you put whistle hitsound on every 3rd white tick during Kiai time, so it does make sense to put it there.
  3. 00:16:863 - I'm kind of sad that there is no note here xD. I suggest adding a note on this red tick because the kiai time appears there + a finish hitsound to it.
  4. 00:28:519 (1) - Replace Clap with Whistle. Same reason as the first suggestion.
  5. 00:40:366 (1) - IMPORTANT BECAUSE UNRANKABLE: Make sure spinner is 1 bar away from the end. drag the end of the spinner to red tick so it is 1 bar away from the object to fulfill the spinner rule for cup
Good Cup btw!

Salad
Change HP to 4.5

  1. 00:16:289 (2) - Replace Clap with whistle
  2. 00:16:672 (4) - Whistle
  3. 00:21:449 (4) - NC
  4. 00:28:519 (3) - Replace Clap with whistle
  5. 00:33:678 (1) - NC
  6. 00:40:366 (1) - IMPORTANT BECAUSE UNRANKABLE: Spinner must be 1 bar away from the note.
Can't find much problems with Salad. I love the patterns though :D
Dash is required (Cannot fc without a dash). Good job!

Platter
Change HP to 5.5 because the time is shorter than a minute.
  1. 00:16:289 (4) - Again, replace clap with whistle because the hitsound doesn't really fit. ><
  2. 00:28:137 (2) - Make this one clap instead
  3. 00:28:519 (4) - Replace clap with whistle
  4. 00:28:901 (6) - Clap

Rain
Okay, so here's a little spread problem:
Platter has a CS 4, Rain has CS 4, and Disruption has CS 4.2. Consider changing Rain to CS 4.5 and Disruption to CS 5.

Change HP to 6.5

  1. 00:16:289 (3) - Replace clap with whistle
  2. 00:28:519 (4) - Replace clap with whistle
  3. 00:28:901 (6) - Clap

Disruption
  1. 00:01:003 (3,4) - Hmm, I reccommend making these 2 a bit further into an H-dash because it emphasizes a drum-finish sound, so its strong there.
  2. 00:41:703 (1,2,3) - I don't know if you would want this, but maybe try making these 3 H-dashes? or you can make this note 00:42:086 (3) - into H-dash instead xD.
  3. 00:16:289 (3) - Replace clap with whistle
  4. 00:28:519 (6) - Replace clap with whistle, also the tail should be clap instead (the 4th white tick)

Overall, very good map btw :D
Topic Starter
Arlecchino

MickeyTran wrote:

Here's the NM that you requested


General

All good except, remove widescreen support.

Cup
Change HP to 3.5

IMPORTANT BECAUSE UNRANKABLE: Remove the unused green inheritted timing such as:
00:15:716 - unless you wanted to add a note there. unused?! its used definitely for 00:16:289 (1) - i guess

  1. 00:09:410 (4) - NC Nope, i NC'd everything on the stanza consistently, NC-ing here would made an inconsistent
  2. 00:16:289 (1) - Replace Clap with Whistle because the clap hitsound doesn't necessarily fit with the 3rd white tick + you put whistle hitsound on every 3rd white tick during Kiai time, so it does make sense to put it there. ok fixed
  3. 00:16:863 - I'm kind of sad that there is no note here xD. I suggest adding a note on this red tick because the kiai time appears there + a finish hitsound to it. there is definitely a note 00:16:863 (2) - , i made similar rhythm with next part, maybe u just accidentally delete the note, so there isn't a note on there*PICT
  4. 00:28:519 (1) - Replace Clap with Whistle. Same reason as the first suggestion.oki doki
  5. 00:40:366 (1) - IMPORTANT BECAUSE UNRANKABLE: Make sure spinner is 1 bar away from the end. drag the end of the spinner to red tick so it is 1 bar away from the object to fulfill the spinner rule for cup remove the note, and extend the spinner
Good Cup btw!

Salad
Change HP to 4.5 i think i've did it for best spread, since Cup, Salad, Platter, Rain, Overdose = 3,4,5,6,7 HP

  1. 00:16:289 (2) - Replace Clap with whistle
  2. 00:16:672 (4) - Whistle
  3. 00:21:449 (4) - NC
  4. 00:28:519 (3) - Replace Clap with whistle
  5. 00:33:678 (1) - NC
  6. 00:40:366 (1) - IMPORTANT BECAUSE UNRANKABLE: Spinner must be 1 bar away from the note.
Can't find much problems with Salad. I love the patterns though :D
Dash is required (Cannot fc without a dash). Good job!

fixed all those hitsound suggestion, also NC. about spin, hmm k, i'll make it same with cup

Platter
Change HP to 5.5 because the time is shorter than a minute. same reason tho, but after a consider i think i would add 1 HP on every diff, since the time is shorter than a minute also the diff itself seems quite easy
  1. 00:16:289 (4) - Again, replace clap with whistle because the hitsound doesn't really fit. ><
  2. 00:28:137 (2) - Make this one clap instead
  3. 00:28:519 (4) - Replace clap with whistle
  4. 00:28:901 (6) - Clap
    fixed those hitsound mod

Rain
Okay, so here's a little spread problem:
Platter has a CS 4, Rain has CS 4, and Disruption has CS 4.2. Consider changing Rain to CS 4.5 and Disruption to CS 5. current CS spread feels comfortable for me

Change HP to 6.5

  1. 00:16:289 (3) - Replace clap with whistle
  2. 00:28:519 (4) - Replace clap with whistle
  3. 00:28:901 (6) - Clap
    this is also

Disruption
  1. 00:01:003 (3,4) - Hmm, I reccommend making these 2 a bit further into an H-dash because it emphasizes a drum-finish sound, so its strong there. doesnt seems fit for an emphatizer, no, its more like it doesnt has potential to be hdashed instead
  2. 00:41:703 (1,2,3) - I don't know if you would want this, but maybe try making these 3 H-dashes? or you can make this note 00:42:086 (3) - into H-dash instead xD.nope, the sound is too weak, and hdashes is doesnt make a sense here xd
  3. 00:16:289 (3) - Replace clap with whistle
  4. 00:28:519 (6) - Replace clap with whistle, also the tail should be clap instead (the 4th white tick)
    fixed those hitsound

Overall, very good map btw :D
Thanks for mod!
wonjae
FOREVER PENDING PogChamp



General: Remove widescreen support,

Its kinda annoying to look at combo color 1 also (the gray one) since it matches the BG of the song.

cup
00:04:824 (1) - i feel like this slider would play better if it had a curve to it instead of just being a straight one.

00:10:939 (1) - ^

00:27:372 (2) - start this guy at x=268 instead? idk i just feel like its a wierd jump/ transition to the next note.

salad
00:17:818 (3) - spacing for this slider is kinda wierd tbh, i think it would be better if it was closer to the slider before it.

00:40:366 (1) - to stay consistant with the spread, add things at 00:41:703 , 00:41:895 , and 00:42:086?

good salad, not much things that are bad.


platter
00:39:602 (7,8) - spacing for these guys is inconsistant with the little circle u made there.

00:41:703 (1,2,3) - put this pattern closer to the center? it feels wierd since i gravitated to the left side when i caught spinner but pattern is in right side. also i think you can afford to space them out farther.


small mod , no kudos if want helpful
Xinnoh
My first nm for my mod queue :D This was made before the other two guys modded, so some things may be redundant.
Isn't it strange how replies suddenly flood in after the bonus kudosu comes in after a week of nothing. Thanks mr. pepper

For harder levels, you could increase distance spacing at 00:41:703 (1,2,3), just feels like a weak finish.
Widescreen is on, might as well turn it off why not.

Cup
00:07:500 (1) - No music on this note, nothing in salad either. Could remove
00:19:347 (3) - I actually missed slider end a couple times, maube change slider direction or curve
00:38:455 (1) - Would sound better if it looked like this
Salad
Yeah i got nothing

Platter
00:00:239 (1,2,3,4) - Increase distance spacing
00:11:321 (2) - Optional: Too close, either rotate 180 + move or move more left

Rain
00:18:774 (2) - Could rotate 180
00:22:977 (1) - Found myself stopping just before the slider frequently
00:23:360 (2) - Harder than it looks/feels. Could ctrl-g 00:22:977 (1,2) + move a little
00:25:270 (3,4) - There's small back and forth, but quickly changes to larger. Try flipping 3, x=114, flip 4, x=404
00:31:003 (2) - Awkward to do

For disruption, I would reccomend 00:41:703 (1,2,3) - to be hyperdashes
Topic Starter
Arlecchino

Paranoid Grapes wrote:

FOREVER PENDING PogChamp



General: Remove widescreen support,

Its kinda annoying to look at combo color 1 also (the gray one) since it matches the BG of the song.

cup
00:04:824 (1) - i feel like this slider would play better if it had a curve to it instead of just being a straight one. i dont want restrict the movement, though its still a cup

00:10:939 (1) - ^ ^ for consistently

00:27:372 (2) - start this guy at x=268 instead? idk i just feel like its a wierd jump/ transition to the next note. i dont think so, the break is long enough to prepare the transition, beginner could catch them correctly without any strange

salad
00:17:818 (3) - spacing for this slider is kinda wierd tbh, i think it would be better if it was closer to the slider before it. probably i'll consider about it more, i did it for an emphasize to the vocal

00:40:366 (1) - to stay consistant with the spread, add things at 00:41:703 , 00:41:895 , and 00:42:086? there are a note, but i decide to remove them because unrankable after spin stuff, so i leave cup and salad has longer spinner to fill the "Y A M E T E" meme lyrics

good salad, not much things that are bad.


platter
00:39:602 (7,8) - spacing for these guys is inconsistant with the little circle u made there. repair this section, also adding spacing between 00:39:028 (4,5) - for more dynamic purpose

00:41:703 (1,2,3) - put this pattern closer to the center? it feels wierd since i gravitated to the left side when i caught spinner but pattern is in right side. also i think you can afford to space them out farther. it intentionally like that


small mod , no kudos if want helpful

Sinnoh wrote:

My first nm for my mod queue :D This was made before the other two guys modded, so some things may be redundant.
Isn't it strange how replies suddenly flood in after the bonus kudosu comes in after a week of nothing. Thanks mr. pepper

For harder levels, you could increase distance spacing at 00:41:703 (1,2,3), just feels like a weak finish.
Widescreen is on, might as well turn it off why not.

Cup
00:07:500 (1) - No music on this note, nothing in salad either. Could remove Sure.
00:19:347 (3) - I actually missed slider end a couple times, maube change slider direction or curve its not that hard, isnt it? it has similar spacing with the other that make it fine i guess
00:38:455 (1) - Would sound better if it looked like this yes seems good, but i follow the main music instead of the vocal
Salad
Yeah i got nothing

Platter
00:00:239 (1,2,3,4) - Increase distance spacing could try
00:11:321 (2) - Optional: Too close, either rotate 180 + move or move more left seems fine for me

Rain
00:18:774 (2) - Could rotate 180 actually for my mapping style, this should be like that, because it has better flow. But for this map, i want to try something different (style) on my map, so i want to try adding flow path change. As long as it still fun to play and still catchable, im fine with that
00:22:977 (1) - Found myself stopping just before the slider frequently this something one of an example for reason in above?
00:23:360 (2) - Harder than it looks/feels. Could ctrl-g 00:22:977 (1,2) + move a little the difficulty level is still reasonable for a Rain diff i guess, so it should be fine
00:25:270 (3,4) - There's small back and forth, but quickly changes to larger. Try flipping 3, x=114, flip 4, x=404 its ok, it played well on this diff
00:31:003 (2) - Awkward to do seems fine, i still can catch them correctly, and i think they still readable

For disruption, I would reccomend 00:41:703 (1,2,3) - to be hyperdashes sry, i think it doesnt has potential to be hyperdashes, the sound isnt strong enough, though its for emphasizing the ending

Thanks for mod you both!!
MMBan
My first mod from queue request:

Cup
No issues at all just tiny suggestion to slider at
* 00:38:455 (1) - Moving middle white square to x:384 y:200
Plus.. newcombo?
00:30:047 - Put here and remove nc from 00:30:621 -
00:31:576 - Nc and Remove nc from 00:32:129 -
Salad
00:17:812 - New combo if follows vocal?
00:25:270 (3) - Reduce Distance. Its may be difficult to catch for new players Suggestion to have it distance 2,80 (Move to x:392)
Platter
Looks solid
00:16:289 - New Combo
00:32:129 (1) - Suggesting it to being a catch from hdash from previous slider but idk where to move it
Rain
No issues with patterning Looks solid like Platter.
Disruption Mini overdose
Somewhat some of those Hdash reminds me Pixel jumps.. idk why
00:38:445 (1,2,3,4,5,6,7,8) - Little suggestion to nerf this pattern. I'm not fan of Pixel jumps.

OverAll: Looks solid.
Topic Starter
Arlecchino

MMBan wrote:

My first mod from queue request:

Cup
No issues at all just tiny suggestion to slider at
* 00:38:455 (1) - Moving middle white square to x:384 y:200 hmm, ok curved it more
Plus.. newcombo?
00:30:047 - Put here and remove nc from 00:30:621 -
00:31:576 - Nc and Remove nc from 00:32:129 -
fixed those NC mod
Salad
00:17:812 - New combo if follows vocal? no, follow stanza
00:25:270 (3) - Reduce Distance. Its may be difficult to catch for new players Suggestion to have it distance 2,80 (Move to x:392) i'll try
Platter
Looks solid
00:16:289 - New Combo im not follow lyrics
00:32:129 (1) - Suggesting it to being a catch from hdash from previous slider but idk where to move it there is hyper previosly, but i remove it becuz i think there are too much hypers for a platter diff, so i reduce it
Rain
No issues with patterning Looks solid like Platter.
Disruption Mini overdose
Somewhat some of those Hdash reminds me Pixel jumps.. idk why
00:38:445 (1,2,3,4,5,6,7,8) - Little suggestion to nerf this pattern. I'm not fan of Pixel jumps. im not fan of pixel jumps too. but i want to try map something new on my map, well i'll consider about it

OverAll: Looks solid.
Thanks for mod!
SYAHME
Fun mod, not from my modding queue.
[General]
  1. 아주 NICE
[Cup]
  1. 00:14:379 (2,3) - maybe you can make it horizontal a little bit like 00:05:971 (2) - 00:27:372 (2) - these but make it to the left.
  2. Nice cup
[Salad]
  1. 00:00:239 (1,2,3,4) - I don't know it feel a little bit awkward to start play with these stack, maybe make some movement?
  2. 00:15:334 (4) - maybe you can move this note to x:408, to emphasize the next strong note & make the distance symmetrical with previous notes.
  3. 00:19:347 (3,1) - maybe these isn't suppose to have such a strong hyper despite no strong vocal/beat/sound.
  4. 00:25:844 (4,1) - ^.
  5. 00:27:563 (1,2) - maybe move to x:305 to make the pattern consistence since there's no strong beat after that.
  6. 00:31:958 (4) - maybe move to x:338 since there's no strong beat.
  7. 00:36:735 (1,2,3,4,5,1,2,3,4,5,6,7,8) - why not you map these close to each other like mostly pattern in this diff, no need to make hyper.
[Platter]
  1. 00:07:500 (2) - this is 1/8 right? note density should follow a mostly 1/2 and/or 1/3 pattern - 1/4 and/or 1/6 patterns can be used sparingly in platter.
  2. 00:14:379 (2,3) - maybe you want to make a pause here.
  3. 00:18:774 (2) - why not you make it consistence like 00:24:888 (2) - 00:31:003 (2) - these.
  4. 00:41:703 (1,2,3) - YAMETE
[Rain]
  1. 00:03:296 (1) - this is mostly hard to catch, please reduce the distance.
  2. 00:06:162 (1) - maybe you can make this slider more curve like this - 'C'.
  3. 00:28:328 (3,4,5,6) - I wish you can make these a little bit far by move to x:328.
  4. 00:31:576 (4) - move this to x:308 to make it balance between previous and next note.
  5. 00:41:703 (1,2,3) - YAMETE
[Disruption]
  1. 00:01:385 (4) - this slider is a little bit awkward, make more curve.
  2. 00:05:971 (5) - move to the left a little bit to avoid colliding with the wall.
  3. 00:25:270 (5) - this pattern make the flow become weird.
  4. 00:35:589 (2) - I wish you can make this a little bit far by move to x:408 or Ctrl + H and put back in the same place.
  5. 00:37:117 (2) - make this more horizontal.
  6. 00:39:602 (7,8) - I dislike this pattern, please change.
  7. 00:41:703 (1,2,3) - why this YAMETE pattern have less movement than lower diff, please add some movement.
  8. Tbh, this diff is kinda confused, maybe you can re-check.
Good luck on ranking this.
Topic Starter
Arlecchino

SYAHME wrote:

Fun mod, not from my modding queue.
[General]
  1. 아주 NICE
[Cup]
  1. 00:14:379 (2,3) - maybe you can make it horizontal a little bit like 00:05:971 (2) - 00:27:372 (2) - these but make it to the left. did it but i prefer to the right
  2. Nice cup
[Salad]
  1. 00:00:239 (1,2,3,4) - I don't know it feel a little bit awkward to start play with these stack, maybe make some movement? its ok, let beginner do preparation
  2. 00:15:334 (4) - maybe you can move this note to x:408, to emphasize the next strong note & make the distance symmetrical with previous notes. ok
  3. 00:19:347 (3,1) - maybe these isn't suppose to have such a strong hyper despite no strong vocal/beat/sound. idk but i put a dash in stanza, but i'll consider it, i just reduce distance for now
  4. 00:25:844 (4,1) - ^. for emphasize the drum?
  5. 00:27:563 (1,2) - maybe move to x:305 to make the pattern consistence since there's no strong beat after that. consistent? which one? i think there is strong beat, so i put dash with finish
  6. 00:31:958 (4) - maybe move to x:338 since there's no strong beat. i put it consistent with previous section
  7. 00:36:735 (1,2,3,4,5,1,2,3,4,5,6,7,8) - why not you map these close to each other like mostly pattern in this diff, no need to make hyper. i have reason, but i guess i cant explain it correctly. eemm i want to make the ending feels more dynamic?
[Platter]
  1. 00:07:500 (2) - this is 1/8 right? note density should follow a mostly 1/2 and/or 1/3 pattern - 1/4 and/or 1/6 patterns can be used sparingly in platter. i guess it can be an exception xd, well fixed to 1/4
  2. 00:14:379 (2,3) - maybe you want to make a pause here. pause? no i dont
  3. 00:18:774 (2) - why not you make it consistence like 00:24:888 (2) - 00:31:003 (2) - these. c'mon if i need to consistent the whole of map, it will be boring
  4. 00:41:703 (1,2,3) - YAMETE Y A M E T E
[Rain]
  1. 00:03:296 (1) - this is mostly hard to catch, please reduce the distance. i'll try
  2. 00:06:162 (1) - maybe you can make this slider more curve like this - 'C'. No, this shape is already fit and feels comfortable for me
  3. 00:28:328 (3,4,5,6) - I wish you can make these a little bit far by move to x:328. x:336 instead, and i ctrl+g'd previous triplet
  4. 00:31:576 (4) - move this to x:308 to make it balance between previous and next note. its intended to be a dash
  5. 00:41:703 (1,2,3) - YAMETE Y A M E T E
[Disruption]
  1. 00:01:385 (4) - this slider is a little bit awkward, make more curve. its fine i guess
  2. 00:05:971 (5) - move to the left a little bit to avoid colliding with the wall. its already has distance atleast x:16 osu!pixel from the edge, so its fine imo
  3. 00:25:270 (5) - this pattern make the flow become weird. im intended made an anti-flow, yes this is not my mapping style but i want to try something new to this map, so i could try to did sth like dis
  4. 00:35:589 (2) - I wish you can make this a little bit far by move to x:408 or Ctrl + H and put back in the same place. ^
  5. 00:37:117 (2) - make this more horizontal. for consistent?
  6. 00:39:602 (7,8) - I dislike this pattern, please change. to what?
  7. 00:41:703 (1,2,3) - why this YAMETE pattern have less movement than lower diff, please add some movement. switch pattern with other diff
  8. Tbh, this diff is kinda confused, maybe you can re-check. they still catchable and still readable imo
Good luck on ranking this.
Thanks for mod!
rew0825
Hi from my Modding Queue <3

[
Salad
]
  1. 00:00:239 (1,2,3,4) - On this i think it's can have more movement to use. How about (2) - x:244 , (3) - x:132
[
Platter
]
  1. 00:00:239 (1,2,3,4) - Same Salad.
  2. 00:40:175 (1,1,2,3) - I think it's look sudden to catch notes // YAMETE <3
[
Rain
]
  1. 00:07:882 (1,2) - How about change this to same rhythm on 00:01:767 (1,2,3,4) -
  2. 00:27:946 (2) - How about change slider move to left?
[
Disruption
]
  1. 00:01:767 (1) - I think it's sudden to catch. How about change 00:01:385 (4) - in 1/2 and add note on 00:01:672 x:352

Overall it's look so good. Good luck <3 Yamete
Topic Starter
Arlecchino

rew0825 wrote:

Hi from my Modding Queue <3

[
Salad
]
  1. 00:00:239 (1,2,3,4) - On this i think it's can have more movement to use. How about (2) - x:244 , (3) - x:132 intentionally put less movement for a preparation
[
Platter
]
  1. 00:00:239 (1,2,3,4) - Same Salad. same as salad tho
  2. 00:40:175 (1,1,2,3) - I think it's look sudden to catch notes // YAMETE <3 its ok, its already a platter, 1/2 bar after spin is fine imo
[
Rain
]
  1. 00:07:882 (1,2) - How about change this to same rhythm on 00:01:767 (1,2,3,4) - yes i want, im forget the reason why i put it difference xd, i'll try
  2. 00:27:946 (2) - How about change slider move to left? current seems more comfortable for a rain, i have sth like this on disruption i guess
[
Disruption
]
  1. 00:01:767 (1) - I think it's sudden to catch. How about change 00:01:385 (4) - in 1/2 and add note on 00:01:672 x:352 should be fine since this is hardest diff

Overall it's look so good. Good luck <3 Yamete
Thanks for mod!
M O D Y A M E N A I ! ! kek
Kagari
obligatory placeholder coz HanaKana <3

these are only suggestions from me, don't kd me if most of my suggestions isnt helping the map to improve >.<

[Disruption]
  1. 00:12:086 (5,1) and 00:13:041 (4,5) - it will be awesome if you add hypers for these two parts... my suggestion is to move 00:12:468 (1,2,3,4) - to the left (x:168)
  2. 00:13:232 (5,6,7,8,9) - for some reason this part is kinda dull for me... maybe re-pattern them a bit? it's okay if you decided to keep it
  3. 00:13:996 (1,2,3,4,5) - i suggest you to add more distance between these notes especially here 00:14:379 (2,3) -
  4. 00:20:493 (3,4,5) - replace the repeating slider at (4) with 3 circles and place it like this and this
    00:20:493 (3) - x:216
    00:20:684 (4) - x:64
    00:20:875 (5) - x:316
    00:21:067 (6) - x:160
    00:21:258 (7) - x:412
  5. 00:26:608 (3,4) - why not moving this to the right instead (x:392) to give some fun h-dash pattern from 2 to 3 and 4 to 5
  6. 00:36:162 (4) - move this to the right (x:392) too for dash variability
  7. 00:41:703 (1,2,3) - didnt expect this troll end lmao but i suggest moving them a bit to the center to avoid players getting caught off guard.
    and also add some more distance at 000:41:703 (1,2) and 00:41:895 (2,3) - (like for example 1.56x distance for this 00:41:703 (1,2) - and 2.00x distance for this 00:41:895 (2,3) - . play around with the distance to get the most suitable jump for that 3 notes
there are quite a few parts where you can emphasize more by adding more dashes and h-dashes since this is the hardest difficulty... nonetheless, this diff is quite fun for me to play :D

[Rain]
  1. 00:28:328 (3,4,5,6) - not really fond of this pattern since you can add more movement on this particular part... try moving this 00:28:710 (5) - to the left (x:260) to add more movement and some dashes at this part
  2. 00:41:703 (1,2,3) - aaaaa another troll end lel try ctrl+h this so that it's in line with the last banana spinner
really fun rain to play :3

[Platter]
no comment on this.... looks like a very clean platter to me :)

[Salad]
  1. 00:40:366 (1) - why not end the spinner at 00:41:703 - and add a circle at the center of the play field on this timeline 00:42:086 (1) - ? x)
other than that, the diff looks solid to me

[Cup]
same as platter, no comment on this diff too :3


that's all from me~ :3
good luck~! \ :) /

HanaKana is love, HanaKana is lyfe
Topic Starter
Arlecchino

Kagari wrote:

obligatory placeholder coz HanaKana <3

these are only suggestions from me, don't kd me if most of my suggestions isnt helping the map to improve >.<

[Disruption]
  1. 00:12:086 (5,1) and 00:13:041 (4,5) - it will be awesome if you add hypers for these two parts... my suggestion is to move 00:12:468 (1,2,3,4) - to the left (x:168) i know this is hardest diff, idk but i want to make this diff still playable as possible, and i think the sound at there isnt too loud to be a hyper
  2. 00:13:232 (5,6,7,8,9) - for some reason this part is kinda dull for me... maybe re-pattern them a bit? it's okay if you decided to keep it seems fine, since i want to make playable diff
  3. 00:13:996 (1,2,3,4,5) - i suggest you to add more distance between these notes especially here 00:14:379 (2,3) - it looks good, but i think i want keep it for now ;w;
  4. 00:20:493 (3,4,5) - replace the repeating slider at (4) with 3 circles and place it like this and this let me keep this diff still playable pls
    00:20:493 (3) - x:216
    00:20:684 (4) - x:64
    00:20:875 (5) - x:316
    00:21:067 (6) - x:160
    00:21:258 (7) - x:412
  5. 00:26:608 (3,4) - why not moving this to the right instead (x:392) to give some fun h-dash pattern from 2 to 3 and 4 to 5 but i dont follow the vocal
  6. 00:36:162 (4) - move this to the right (x:392) too for dash variability ^
  7. 00:41:703 (1,2,3) - didnt expect this troll end lmao but i suggest moving them a bit to the center to avoid players getting caught off guard.
    and also add some more distance at 000:41:703 (1,2) and 00:41:895 (2,3) - (like for example 1.56x distance for this 00:41:703 (1,2) - and 2.00x distance for this 00:41:895 (2,3) - . play around with the distance to get the most suitable jump for that 3 notes c'mon, notes after spin end is ofc purposely for trolling kek, hhm ok i move them a bit to left then, but i dont agree with the spacing since the rhythm is similar w/o any difference
there are quite a few parts where you can emphasize more by adding more dashes and h-dashes since this is the hardest difficulty... nonetheless, this diff is quite fun for me to play :D sorry if i seem almost reject all of your mod, it isnt like your mod is bad, im absolutely agree with some suggestion. but in my case, i want to keep this diff in order to be still playable, maybe i'll consider to add more hardest diff that has hard things on it. So some player wont be disappointed. xd

[Rain]
  1. 00:28:328 (3,4,5,6) - not really fond of this pattern since you can add more movement on this particular part... try moving this 00:28:710 (5) - to the left (x:260) to add more movement and some dashes at this part since this is low SR rain, i think this deserve has something like this *teehee
  2. 00:41:703 (1,2,3) - aaaaa another troll end lel try ctrl+h this so that it's in line with the last banana spinner Y A M E T E, let see how people says about this. im not too sure to fix it, so i have to see how people think about it tho
really fun rain to play :3

[Platter]
no comment on this.... looks like a very clean platter to me :)

[Salad]
  1. 00:40:366 (1) - why not end the spinner at 00:41:703 - and add a circle at the center of the play field on this timeline 00:42:086 (1) - ? x) ii was thought about it previously, but i decide to map it with spin rather than adding a note, because it feels kinda empty by leaving "Yame" word and only map the "te"
other than that, the diff looks solid to me

[Cup]
same as platter, no comment on this diff too :3


that's all from me~ :3
good luck~! \ :) /

HanaKana is love, HanaKana is lyfe

Thanks for mod! i'll try to add hardest diff
Lacrima
[Cup]
  1. 00:21:449 (1,2,3,4) - what about to turning this into 2 sliders? so it's going to be more readable for newbie players!
  2. 00:33:678 (1,2,3,4) - ^
[Salad]
  1. 00:25:270 (3,4,1) - might cause some troubles for newbie players because of this amount of fast moves, reduce the distance a little bit? I really think you should decrease the distance here a lot, or at least a little :P
  2. 00:28:519 (3,1) - decrease the distance a little bit, just like here 00:30:047 (3,1)
[Platter]
  1. 00:21:449 (1,2,3,4) - hmm, might be a liitle bit hard for platter players, consider reducing the distance? but this 00:33:678 (1,2,3,4) - plays tottaly fine 'cuase there's a hd leading to this pattern.
  2. 00:39:028 (4,5) - what about to make a hd here?
  3. 00:39:793 (8,1) - ^
  4. 00:41:703 (1,2,3) - I don't like the view of this pattern a lot! what about to make something like this?
[Rain]
perfect

[Overdose]
  1. 00:12:086 (5,1) - I think a HD would be pretty fine here, since there's not much HD at all.
  2. 00:20:493 (3,4) - another place for hd?
  3. 00:25:079 (4,5) - what about a hd here?
[Disruption]
  1. 00:15:907 (3,4) - I want a hd here! cx
  2. 00:28:137 (5,6) - ^
  3. 00:32:913 (5) => x436
Topic Starter
Arlecchino

Myle wrote:

[Cup]
  1. 00:21:449 (1,2,3,4) - what about to turning this into 2 sliders? so it's going to be more readable for newbie players! its already has 1/1 bar break time and i think beginner could read it properly
  2. 00:33:678 (1,2,3,4) - ^ ^
[Salad]
  1. 00:25:270 (3,4,1) - might cause some troubles for newbie players because of this amount of fast moves, reduce the distance a little bit? I really think you should decrease the distance here a lot, or at least a little :P it has reduced previously, but ok decrease it
  2. 00:28:519 (3,1) - decrease the distance a little bit, just like here 00:30:047 (3,1) it has difference at the strength level of the sound, so i put different spacing, but i move (1) a bit to left for consistently
[Platter]
  1. 00:21:449 (1,2,3,4) - hmm, might be a liitle bit hard for platter players, consider reducing the distance? but this 00:33:678 (1,2,3,4) - plays tottaly fine 'cuase there's a hd leading to this pattern. they are both has similar pattern on hdash placement, they only has difference on movement, but i believe platter players could handle it properly, since this is not an edge dash
  2. 00:39:028 (4,5) - what about to make a hd here? Sure, seems has potential to be hyper
  3. 00:39:793 (8,1) - ^ idk, it has less power and i dont think it deserve a hyper, but let me consider about it
  4. 00:41:703 (1,2,3) - I don't like the view of this pattern a lot! what about to make something like this? i'll keep mind for some reason
[Rain]
perfect

[Overdose]
  1. 00:12:086 (5,1) - I think a HD would be pretty fine here, since there's not much HD at all. why do i need to have lot HD? i put HD on the place that deserve a HD
  2. 00:20:493 (3,4) - another place for hd? this is light overdose so let me keep this diff still playable, its an HD on Disruption diff
  3. 00:25:079 (4,5) - what about a hd here? i think you had know my reason
[Disruption]
  1. 00:15:907 (3,4) - I want a hd here! cx it would feels kinda too sudden and doesnt fit with the song imo
  2. 00:28:137 (5,6) - ^ ^
  3. 00:32:913 (5) => x436 move to x:424 instead
Thanks for m4m
Cowboy
From my queue~

[General]
  1. All is fine, but you have a sound with delay at 5ms: soft-hitwhistle3.wav
[Cup]
  1. 00:14:952 (4,5) - I feel a bit stacked, just move a bit (5) to the left.
  2. The rest seems fine, have a good flow.
[Salad]
  1. 00:00:239 (1,2,3,4) - It's better if you give some movement to these notes, an example: 4 is in the same position as 2, well, if you want to more a great start, you will add a jump 00:01:385 (4,1) - on this.
  2. 00:16:863 (1) - I feel that it will be better if you do a little slider vertically.
  3. It's all, nice flow too.
[Platter]
  1. 00:01:385 (4,1) - Great place to add a jump, 00:02:149 (2,3) - not here, so then reduce a bit the distance.
  2. 00:14:379 (2,3) - Stacked, move a bit (3) to the right.
  3. 00:41:895 (2,3) - Stacked too, move a bit (3) to the left.
  4. Nice platter, not serious comments here.
[Rain]
  1. 00:11:321 (2) - Ctrl+G seems fine.
  2. 00:24:888 (2,3) - This pattern feels a little strange, try to replace it with something more comfortable and easy to play.
  3. 00:27:946 (2,3) - This can also be applied to what i mentioned above.
  4. 00:31:003 (2,3) - ^, here too.
  5. The rest seems fine to me, nice rain.
[Overdose]
  1. 00:02:531 (1,2,3,4,5,6) - This pattern I feel a little uncomfortable to play, could do something like:
  2. 00:08:264 (3,4,5,6,1,2,3,4) - This stream could be separated like this:
  3. 00:24:888 (2,3,4,5) - It's a bit difficult that jump, i recommend you change it to h-dash.
  4. 00:35:589 (2) - This feels odd and even number could lose the combo here, I recommend making a triplet horizontally toward the right to make a h-dash with the following note.
  5. Nice flow, i like it.
[Disruption]
Good name for this type of song lol
  1. 00:12:277 (7,1) - It is very rare and difficult position of these notes, try to give them some space.
  2. 00:21:831 (2,3,4) - Ctrl+G seems better.
  3. Nice diff too.
Good luck on ranking!
Topic Starter
Arlecchino

Jusenkyo wrote:

From my queue~

[General]
  1. All is fine, but you have a sound with delay at 5ms: soft-hitwhistle3.wav *Should be fine?
[Cup]
  1. 00:14:952 (4,5) - I feel a bit stacked, just move a bit (5) to the left. k
  2. The rest seems fine, have a good flow.
[Salad]
  1. 00:00:239 (1,2,3,4) - It's better if you give some movement to these notes, an example: 4 is in the same position as 2, well, if you want to more a great start, you will add a jump 00:01:385 (4,1) - on this. i'll keep it for now, i need to consider about it, i think its reasonable since this is a salad, it gives preparation to catch next notes
  2. 00:16:863 (1) - I feel that it will be better if you do a little slider vertically. oki
  3. It's all, nice flow too.
[Platter]
  1. 00:01:385 (4,1) - Great place to add a jump, 00:02:149 (2,3) - not here, so then reduce a bit the distance. added jump, but i didnt reduce spacing on the second section
  2. 00:14:379 (2,3) - Stacked, move a bit (3) to the right. i indeed want to reduce the movement, but i'll consider if there are some ppl which pointed about it tho
  3. 00:41:895 (2,3) - Stacked too, move a bit (3) to the left. ^
  4. Nice platter, not serious comments here.
[Rain]
  1. 00:11:321 (2) - Ctrl+G seems fine. i want to keep the hyper also i put it on one way because vocal
  2. 00:24:888 (2,3) - This pattern feels a little strange, try to replace it with something more comfortable and easy to play. most of my maps is based on flow, i just want to try something different (style) for this map, so i put some anti-flow on some spot that need an emphasized
  3. 00:27:946 (2,3) - This can also be applied to what i mentioned above. ^
  4. 00:31:003 (2,3) - ^, here too. ^, also there isnt space :c
  5. The rest seems fine to me, nice rain.
[Overdose]
  1. 00:02:531 (1,2,3,4,5,6) - This pattern I feel a little uncomfortable to play, could do something like: Its an overdose, its fine imo
  2. 00:08:264 (3,4,5,6,1,2,3,4) - This stream could be separated like this: i want to made a dynamical rhythm, i also put it consistent with 00:09:793 (3,4,1,2,3,4) -
  3. 00:24:888 (2,3,4,5) - It's a bit difficult that jump, i recommend you change it to h-dash. in my case, i dont want to use my usual style for this map, i keep trying to avoid similar rhythm or pattern, so i put difference between first kiai and second kiai
  4. 00:35:589 (2) - This feels odd and even number could lose the combo here, I recommend making a triplet horizontally toward the right to make a h-dash with the following note. could try this
  5. Nice flow, i like it.
[Disruption]
Good name for this type of song lol
  1. 00:12:277 (7,1) - It is very rare and difficult position of these notes, try to give them some space. move 00:12:277 (7) - a bit to left
  2. 00:21:831 (2,3,4) - Ctrl+G seems better. its fine imo, current pattern seems more fun for me
  3. Nice diff too.
Good luck on ranking!
Thank you for mod!
Xinnoh
No kudosu please. Recheck because I wasn't that great at modding two months ago, and I do want this ranked.

Cup
  1. 00:05:971 (2) - Could look better if it was just vertical, no movement. Optional
  2. 00:22:977 (1) - Feels a little out of place compared to other sliders, only one like this aside from the finale
You often push NCs pretty close to 7-8, would prefer if it was a little lower, but not an issue.

Salad
  1. 00:22:977 (1) - 00:35:207 (1) - No sound on the slider end, doesn't work on the lower note density. Easy fix to just combine the end with the next circle.
Platter
  1. 00:15:334 (5) - I feel this should be farther, since "no" breaks the flow of the other lyrics
  2. 00:33:678 (1,2,3,4) - Some distance snaps are inconsistent here, but I can't tell you exactly what since my old version of Osu doesn't go above 2.0x snap
  3. 00:41:703 (1,2,3) - Should move left, since final bananas are there
Rain
  1. 00:08:646 (5,6) - Too close to each other, 1.0x should be enough
  2. 00:13:996 (1) - Probably a bit too far imo, x=420-430 should be fine
  3. 00:26:226 (1,2) - I personally think 1.5x is just a bit too large for this, 1.4x should be fine.
  4. 00:24:888 (2,3,4) - Going to second that the two sliders around this felt weird. I'm more concerned about sliders 00:24:506 (1,5) - though, they don't have enough movement imo. More so on the second slider. Feel free to disagree though
  5. 00:37:117 (2) - Might be better facing the other way, but you can keep the anti flow if you want
Disruption
Had to change to AR 9.2, too high to read. The lowest AR 9.5 map I could find was 5.67*, probably too high for this diff. AR 9.5 on this map was totally unreadable for me, but I FCd with 9.2 (new pp record if ranked :o).

Looks nearly BN ready, star from me :)
Topic Starter
Arlecchino

Sinnoh wrote:

No kudosu please. Recheck because I wasn't that great at modding two months ago, and I do want this ranked. Thanks for recheck

Cup
  1. 00:05:971 (2) - Could look better if it was just vertical, no movement. Optional seems more fit with a little movement
  2. 00:22:977 (1) - Feels a little out of place compared to other sliders, only one like this aside from the finale i dont really think its an issue, so i'll keep it instead
You often push NCs pretty close to 7-8, would prefer if it was a little lower, but not an issue. yes, i think 8 still reasonable for a cup, 8 isnt too cover the plate, so its fine

Salad
  1. 00:22:977 (1) - 00:35:207 (1) - No sound on the slider end, doesn't work on the lower note density. Easy fix to just combine the end with the next circle. Sure, Done.
Platter
  1. 00:15:334 (5) - I feel this should be farther, since "no" breaks the flow of the other lyrics Ok.
  2. 00:33:678 (1,2,3,4) - Some distance snaps are inconsistent here, but I can't tell you exactly what since my old version of Osu doesn't go above 2.0x snap its ok, i've adjust the distance to be catchable
  3. 00:41:703 (1,2,3) - Should move left, since final bananas are there it doesnt matter, bananas could be fickle over mod coming (if the pattern is changed)
Rain
  1. 00:08:646 (5,6) - Too close to each other, 1.0x should be enough Done.
  2. 00:13:996 (1) - Probably a bit too far imo, x=420-430 should be fine idk y this note is here, moved to x:400 instead
  3. 00:26:226 (1,2) - I personally think 1.5x is just a bit too large for this, 1.4x should be fine. seems fine, regardless from SR, this still a Rain diff
  4. 00:24:888 (2,3,4) - Going to second that the two sliders around this felt weird. I'm more concerned about sliders 00:24:506 (1,5) - though, they don't have enough movement imo. More so on the second slider. Feel free to disagree though well i just want try sth different (mapstyle) since i map based on flow. So i try to put some anti-flow on this map
  5. 00:37:117 (2) - Might be better facing the other way, but you can keep the anti flow if you want current seems fine imo
Disruption
Had to change to AR 9.2, too high to read. The lowest AR 9.5 map I could find was 5.67*, probably too high for this diff. AR 9.5 on this map was totally unreadable for me, but I FCd with 9.2 (new pp record if ranked :o). You might be haven't re-download this mapset, i was added new difficulty level, so maybe your 'disruption' is old overdose and you updated it (became a deluge). I switch diffname since this diff has higher SR. But if you want to play an overdose with lower AR on this map, you still can find atleast 9.3 AR (if you re-download it). And, i will keep disruption has 9.5 AR since this is hardest diff and lower than 9.5 seems kinda slow imo

Looks nearly BN ready, star from me :)
Thanks for Recheck and star, really appreciated! Dont forget to Re-download :)
Electoz
[General]

  1. Hitsounds with possible delay > 5ms:
    1. soft-hitwhistle3.wav (for a less delay, this one should do the trick)
[Cup]

  1. 00:05:398 - Shouldn't be skipped imo, I suggest ending a slider here and then add a circle on 00:05:589 . Same applies to 00:11:512 .
  2. 00:23:933 (3,1,2,3,4,5,1) - The rhythm chain here is kinda dense compared to the rest in the diff, should be nerfed a bit. How about this rhythm instead of 00:25:270 (3,4,5) ?
  3. 00:37:691 - Kinda inconsistent when you mapped this but not 00:25:461 . If you decide to skip 00:37:691 then I would suggest a circle + 1/1 slider instead of 00:37:309 (2) .
[Salad]

  1. 00:12:277 (4,1,2) - Personal preference but Ctrl+G rhythm would fit vocal better.
  2. 00:22:213 (3,4) - 00:34:442 (3,4) - Spacing can be more consistent I guess, personally I prefer 00:22:213 (3,4) cuz it gives a better emphasis for 00:22:977 (1) .
[Platter]

  1. 00:07:882 (1) - Was expecting a more emphasis on this, at least you should differentiate 00:07:882 (1) from 00:07:500 (2) more by either adding a dash or make 00:07:882 (1) more horizontal to involve more movement.
  2. 00:24:888 (2,3) - 00:37:309 (2,3) - Uhh the spacings feel uncomfortable maybe you could reduce them a bit maybe
  3. 00:22:595 (4,1) - Isn't this unrankable cuz it's a hyperdash into an antiflow in platter? Correct me if I'm wrong.
  4. 00:39:793 (8,1) - Optional but you can add hyperdash here like what you did with most cymbal sounds.
[Rain]

  1. 00:02:531 (1) - Is this NC intentional? At least you didn't NC on 00:08:646 (5) so it's kinda inconsistent.
  2. 00:23:551 (2) - Kinda curious what are you emphasizing with hyperdash here.
Good luck~
Topic Starter
Arlecchino

Electoz wrote:

[General]

  1. Hitsounds with possible delay > 5ms:
    1. soft-hitwhistle3.wav (for a less delay, this one should do the trick) Thanks, replaced it
[Cup]

  1. 00:05:398 - Shouldn't be skipped imo, I suggest ending a slider here and then add a circle on 00:05:589 . Same applies to 00:11:512 . Sure, i will try
  2. 00:23:933 (3,1,2,3,4,5,1) - The rhythm chain here is kinda dense compared to the rest in the diff, should be nerfed a bit. How about this rhythm instead of 00:25:270 (3,4,5) ? do it like this instead because i think i should not leave 00:25:461 - empty
  3. 00:37:691 - Kinda inconsistent when you mapped this but not 00:25:461 . If you decide to skip 00:37:691 then I would suggest a circle + 1/1 slider instead of 00:37:309 (2) . yes, i decide to map 00:25:461 - as in above
[Salad]

  1. 00:12:277 (4,1,2) - Personal preference but Ctrl+G rhythm would fit vocal better. Sure.
  2. 00:22:213 (3,4) - 00:34:442 (3,4) - Spacing can be more consistent I guess, personally I prefer 00:22:213 (3,4) cuz it gives a better emphasis for 00:22:977 (1) . im intentionally gives different spacing on 00:34:442 (3,4,1) - because this section build up the sound, how i can explain it. on this section the sound is increased over time not like previous section that downpitch on 00:22:595 (4,1) - , hope i explain it crearly xd
[Platter]

  1. 00:07:882 (1) - Was expecting a more emphasis on this, at least you should differentiate 00:07:882 (1) from 00:07:500 (2) more by either adding a dash or make 00:07:882 (1) more horizontal to involve more movement. repair this little stream, gives some movement on it. i'll repair this over time till got comfortable pattern
  2. 00:24:888 (2,3) - 00:37:309 (2,3) - Uhh the spacings feel uncomfortable maybe you could reduce them a bit maybe
  3. 00:22:595 (4,1) - Isn't this unrankable cuz it's a hyperdash into an antiflow in platter? Correct me if I'm wrong. Tts fine imo, but probably i need to comfirm about it
  4. 00:39:793 (8,1) - Optional but you can add hyperdash here like what you did with most cymbal sounds. Yea, sure. I will try
[Rain]

  1. 00:02:531 (1) - Is this NC intentional? At least you didn't NC on 00:08:646 (5) so it's kinda inconsistent. Oops my fault, Fixed.
  2. 00:23:551 (2) - Kinda curious what are you emphasizing with hyperdash here. the drum?! i think its deserve to have a hyper since the sound is quite loud and seems have potential to be a hyper
Good luck~
Done. Thanks for mod!
Tyrell
A mod on a few diffs...

Cup
00:15:334 (5) - This should be further away from the previous note, feels like awkward spacing where it is now.
00:27:372 (2,1) - There should be something inbetween these notes, fill this in with a long slider or something.

Not much else I find wrong with this cup. Pretty solid and easy.

Salad
00:00:239 (1,2,3,4) - I feel like there should be movement for all these notes, not just some of them.
00:16:863 (1) - reduce the jump to this, feels so stiff and forced for a salad

The only real problem I have with this map is the overall dashing distance feels a bit much and should be reduced a bit imo. Other than that, seems fine to me

Platter
I think this is a solid diff all around, only problem is the notes after the spinner at the end. I would argue that it's unnecessary but keep it if you want.

Rain
00:06:162 (1) - I feel like this should be straight up vertical or slightly curved to the left
00:18:774 (2) - shouldn't this go to the right for better flow?

I feel like this is a solid Rain. Great job. :D

Other diffs are a bit much for me, but I think this set is pretty polished. Good luck with ranking.
Topic Starter
Arlecchino

Tyrell wrote:

A mod on a few diffs...

Cup
00:15:334 (5) - This should be further away from the previous note, feels like awkward spacing where it is now. it should be fine since this is slow part
00:27:372 (2,1) - There should be something inbetween these notes, fill this in with a long slider or something. i'll consider, since im intentionally leave it for little break

Not much else I find wrong with this cup. Pretty solid and easy.

Salad
00:00:239 (1,2,3,4) - I feel like there should be movement for all these notes, not just some of them. since other ppl pointed about it tho, i will try sth
00:16:863 (1) - reduce the jump to this, feels so stiff and forced for a salad ok

The only real problem I have with this map is the overall dashing distance feels a bit much and should be reduced a bit imo. Other than that, seems fine to me

Platter
I think this is a solid diff all around, only problem is the notes after the spinner at the end. I would argue that it's unnecessary but keep it if you want.

Rain
00:06:162 (1) - I feel like this should be straight up vertical or slightly curved to the left current seems more interest
00:18:774 (2) - shouldn't this go to the right for better flow? i could consider it, since other ppl seems annoyed about it tho, i intentionally made it like that though

I feel like this is a solid Rain. Great job. :D

Other diffs are a bit much for me, but I think this set is pretty polished. Good luck with ranking.
Thanks for mod!
Yumeno Himiko
Hi Asuna~ From my queue

[General]
HP in all diffs, especially Overdose and Disruption are high, the map is easy, consider HP-1 for all diffs
The difference of Overdose and Disruption seems a bit tiny, consider make Disruption diff a bit harder by adding some anti-flows?

[Cup]
00:04:824 (1) - tbh the downbeat at 00:05:207 is stronger than 00:05:398, so I think it's better to end this slider at 00:05:207.
00:10:939 (1) - same for this one
00:14:952 (4) - I think you can add ds a bit since it's 1 beat gap, to about 1.5x
00:38:455 (1,2) - Feeling a bit strange by having two 3/2 sliders, I think you can make it 2 1/1 sliders or slider+circle patterns.

[Salad]
00:01:767 (1,2,3) - For patterns like this, my suggestion is decrease ds at 00:01:767 (1,2) and increase ds at 00:02:340 (2,3) so that you can emphasize the downbeat.
00:10:939 (1) - not knowing why dash here but no dash at 00:09:410 (1). better if you make it consistent.
00:16:289 (2,3,4) - I think make the pattern here more vertical/curved will make a better flow and also easier for newbies to catch the dash.
00:24:888 (2,3) - tho the high tune calls for a larger movement, 2 continuous dashes seem a bit much in your salad since you rarely use dashes, I suggest just make this one a walk with a larger ds. something like 00:28:137 (2,3)
00:39:219 (5,6,7,8) - move a bit left, seems a bit squeezed

[Platter]
00:06:926 (1) - try ctrl+G? It'll decrease the ds at 00:06:162 (5,1) and feels more like a stop
00:18:774 (2) - make it lean a bit, my suggestion 00:19:920 (1) - a clear dash?
00:23:360 (2,3) - better decrease ds here, not calling for a dash

[Rain]
00:11:321 (2) - missing dash

[Overdose]
00:12:468 (1) - what about remove this note? It can make a 1/1 beat gap and follows the song pretty well.
00:26:990 (5) - dash here, make more movement

[Disruption]
00:12:468 (1) - remove this, same reason as stated in overdose

Nice set~ Good luck on ranking this.
Topic Starter
Arlecchino

Yumeno Himiko wrote:

Hi Asuna~ From my queue

[General]
HP in all diffs, especially Overdose and Disruption are high, the map is easy, consider HP-1 for all diffs because the map is easy, it also has only 40s length, so i have a reason to increase the HP
The difference of Overdose and Disruption seems a bit tiny, consider make Disruption diff a bit harder by adding some anti-flows? previously, i just map this from cup until overdose, and some ppl said that the overdose seems quite easy so i added disruption diff that have more spacing, movements, and hypers as well, but keep it mind that it's still an overdose. Probably its more familiar with "deluge", but "deluge difficulty" itself is if there is 2 or more overdoses, the hardest one could be called "deluge". Although the difference is only a little or the SR only difference 0.05.

[Cup]
00:04:824 (1) - tbh the downbeat at 00:05:207 is stronger than 00:05:398, so I think it's better to end this slider at 00:05:207. Does slider tick not enough? ;w; Regardless of that, i shortening the slider and add circle on previous tail to keep follow the vocal
00:10:939 (1) - same for this one ^.^
00:14:952 (4) - I think you can add ds a bit since it's 1 beat gap, to about 1.5x done with 1.3x, it still a cup, i dont want to force beginner too much.
00:38:455 (1,2) - Feeling a bit strange by having two 3/2 sliders, I think you can make it 2 1/1 sliders or slider+circle patterns. Im a bit interested with 2 1/1 slider with a circle. But i will keep on it, until someone mention it tho

[Salad]
00:01:767 (1,2,3) - For patterns like this, my suggestion is decrease ds at 00:01:767 (1,2) and increase ds at 00:02:340 (2,3) so that you can emphasize the downbeat. I tried, hope i've done corretly
00:10:939 (1) - not knowing why dash here but no dash at 00:09:410 (1). better if you make it consistent. the tone at 00:09:219 (4,1) - indeed a bit louder rather than others, but its only temporary (Just for "Da" syllable), compared with 00:10:557 (4,1) - which indeed has difference on the tone. I did 00:09:219 (4,1) - with horizontal for emphasized it with movement (though there is no spacing on it xd)
00:16:289 (2,3,4) - I think make the pattern here more vertical/curved will make a better flow and also easier for newbies to catch the dash. Sure.
00:24:888 (2,3) - tho the high tune calls for a larger movement, 2 continuous dashes seem a bit much in your salad since you rarely use dashes, I suggest just make this one a walk with a larger ds. something like 00:28:137 (2,3) Done, i decrease the spacing on (3)
00:39:219 (5,6,7,8) - move a bit left, seems a bit squeezed Sure.

[Platter]
00:06:926 (1) - try ctrl+G? It'll decrease the ds at 00:06:162 (5,1) and feels more like a stopSure. Ctrl+G'd
00:18:774 (2) - make it lean a bit, my suggestion it plays nice to me, it lost movement before the flow path changing 00:19:920 (1) - a clear dash? not supposed to be dash, since the previous part has stronger sound. It makes this section feels less power imo, i did it consistent with 00:31:767 (4,1) - as well
00:23:360 (2,3) - better decrease ds here, not calling for a dash this is already has vertical shape, so it less of movement, but well i make it more vertically and put consistent spacing between those ;)

[Rain]
00:11:321 (2) - missing dash intentionally decrease spacing for no dash, because there is hyper afterward

[Overdose]
00:12:468 (1) - what about remove this note? It can make a 1/1 beat gap and follows the song pretty well. but it feels empty imo, when i dont leaves this sound at platter and rain as well ;w;
00:26:990 (5) - dash here, make more movement its fine imo

[Disruption]
00:12:468 (1) - remove this, same reason as stated in overdose ^,^

Nice set~ Good luck on ranking this. Thank you for mod, see you again. Lets met with m4m for another time ;D (hope i could finish my WIP map soon)
autofanboy


Greetings!

█ Optional to change --- █ Suggested to change --- █ Unrankable

[ General]

  • Difficulty
  1. The HP are quite high for Overdoses. From your response to the previous mod, there is a point for having such high HP amount, yet would it be better if you reduce them by 0.5? i.e. ENHIXX having HP amounts of 3.5, 4.5, 5.5, 6.5, 7.5, 7.5 respectively. In addition, Overdose difficulty with HP 7 and Disruption with HP 7.5 would be the best option too.

    Tags
  2. Remove: OP (It can still help searching this map because 'op' is included at the beginning of the word 'opening').

[ Cup]

  • Gameplay
  1. 00:14:570 (3,4,5) - I think it is better to have the distance of (3,4) decreased and that of (4,5) increases, like this: *Screenshot. The current one is quite strange to me as the movement at (4,5) is so small but that of (3,4) is big. A fix like what I have suggested balances out their distances.
  2. 00:19:347 (4,1,2,3) - A bit dense here with the 1/2 notes. It might be difficult for beginners. An easy fix is to change 00:19:920 (1) - into a circle only, so the note density here would not be too much.
  3. 00:23:933 (3,1,2,3) - ^, in addition 00:24:506 (1) - is a bit too much for a Cup. It is for rhythm purposes but I see you tried to match the vocals, maybe you can change 00:24:506 (1) - to two circles at the head and tail of this slider (more recommended), or a 1/1 slider? Slider would be less appreciated as a seed is still present at the middle.
  4. 00:31:576 (4,1,2,3) - ^, better change 00:32:149 (1) - into a circle. The rhythm is too much and it is better to focus at vocals.
  5. 00:38:455 (1,2,3) - I know you tried to map it for rhythm, but it sounds weird and not consistent because you mapped for the vocals before. From what I hear, I suggest placing the notes in such timeline: *Screenshot. Making such change also help emphasizing the cymbal at 00:39:984 (3) - because you can increase the distance between the last two circles. Consider such change, and if not you can also change to another simple timeline.

[ Salad]

  • Gameplay
  1. 00:01:385 (4,1) - Perhaps you can add a dash here to emphasize the strong cymal? It wouldn't be a difficult thing as you can drag 00:00:239 (1,2,3,4) - altogether to the left until this part becomes a dash.
  2. 00:04:442 (4,1) - The dash here is quite hard to hit because (4) gives no tendency to players, that they may miss the tail of (4) when they are trying to catch (1) in a hurry. Try fixing it like this: *Screenshot. Note that you can drag 00:04:824 (1,2,3,4) - altogether to the right slightly when you fix the slider as mentioned.
  3. 00:10:557 (4,1) - ^
  4. 00:12:850 (1,2,3,1) - Feels too plain without any dashing at this moment. How will it sound if you put a dash at either 00:12:850 (1,2) - or 00:13:614 (3,1) - ? You can drag 00:13:232 (2,3,1,2,3,4) - to the right or 00:13:996 (1,2,3,4) - to the right for the corresponding improvements. Note that such change can also increase the distance of 00:15:334 (4,1) - , which is still reachable without dashing currently, so it can become a dash.
  5. 00:20:875 (3,1,2) - This is not really a good one. Players oftenly have to dash twice here, one for (3,1) and one for (1,2). Although it is still catchable without dashing for (1,2), players would have to make a really quick turn and dash moderately and controllably. I suggest reducing the distance for (1,2) and gradually increase for 00:21:449 (1,2,3,4) - , which will enhance the rhythm here. For instance, *Screenshot. It is also better to have 00:22:595 (4,1) - as a dash, so my suggestion works out well here.
  6. 00:28:137 (2,3) - I don't know if you are trying to put a dash here, but it doesn't work well. It is still reachable without dashing. In addition, I don't think it is a good place to have dash, it would be better if you reduce the distance here and focus at the dash only at 00:28:519 (3,1) - .
  7. 00:33:105 (3,1,2) - Same thing for 00:20:875 (3,1,2) - .
  8. 00:38:455 (1,2,3,4,5,6,7,8,1) - I think the dash at 00:39:028 (4,5) - can be reduced, so that 00:38:455 (1,2,3,4,5,6,7,8) - turns to become a nice S-shaped circle-stream. (5) is not really a good beat to be emphasized, but 00:39:984 (1) - because of a strong cymbal. So such suggestion can favor such kind of requirements.

[ Platter]

  • Gameplay
  1. 00:01:767 (1,2,3,4,1,2,3,4) - I wonder if you can change some of the patterns here. Despite having different note placements like 1 reversed slider + 1 circle and 2 sliders, the movements here are exactly the same, which are left-right movements. Perhaps you can do some patterns like reversed sliders for 4 1/2 beats. It is better to remap this part if you wish to do so.
  2. 00:05:589 (3,4) - It would be better in flow if you move (4) a bit right from the tail of (3) here. Feels hard to dash for 00:05:971 (4,5) - . You can fix this by moving 00:05:971 (4,5) - altogether to the right slightly.
  3. 00:13:232 (3,4,5,1) - ^, would be better if you move (4) to x:356, so a nice reversed slider is made.
  4. 00:15:716 (1,2,3) - This is too boring because they can be caught without moving! I suggest changing (1,2) and head of (3) to a horizontal triplet, like this: *Screenshot.
  5. 00:19:729 (4,1) - What about a dash here? I know it is not strong enough for a HDash but it seems too boring at this part without any dashing. If you know what I mean, 00:18:774 (2,3,4,1,2,3) - can be FC'ed without dashing.
  6. 00:27:563 (1,2) - Better increase the distance here, I can still reach (2) without dashing. You may fix this by moving 00:28:137 (2,3,4,5,6) - altogether to the right.
  7. 00:31:767 (4,1) - Again, add a dash here maybe.
  8. 00:39:028 (4,5) - I don't think it is a good place for a HDash. Firstly, it is inconsistent with the previous Kiai Time's ending, i.e. 00:26:799 (4,5) - which is not a HDash. Secondly, (5) here is not strong enough for a emphasis, it is not with those cymbals like 00:30:621 (1) - and 00:35:207 (1) - .

[ Rain]

  • Gameplay
  1. 00:01:767 (1,2,3,4,5,6,1,2,3,4) - This part is really strange with the timeline. From the audio, the rhythm for 00:01:767 (1,2,3,4) - is exactly the same as 00:02:531 (5,6,1,2,3,4) - , but the timeline are different. Perhaps you are not going to put 1/4 streams here, I understand, but maybe you can simplify a bit. What about something like this *Screenshot? In that way this part will be more consistent and it is not too much with notes.
  2. 00:07:882 (1,2,3,4,5,6,7,1,2,3,4) - ^
  3. 00:13:232 (3,4) - Better to make this into a curve or something, the distance between the tail of (3) and the head of (4) is quite large comparing to the inner distances of (4). Making a curve would be the best choice here.

    It is a pretty solid diff there. Keep it up!

[ Overdose]

  • Gameplay
  1. 00:07:882 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6) - The timing for HDashes are different from 00:01:767 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4) - , which is quite inconsistent there. For this part, you add HDashes for emphasizing each drum beats, but you add HDashes in the first part every 4 beats. I think you should unify the usage of them. Feels a bit weird to have different HDash patterning across a difficulty.
  2. 00:16:863 (1,2) - Why is this one different from 00:18:391 (1,2,3,4) - ? From what I have heard, the rhythms are exactly the same in the audio, I think they should have similar timeline, but patterns can be different to enable variety.
  3. 00:28:519 (6) - Just a minor thing. Maybe you want to replace this with pattern like this one: *Screenshot
  4. 00:29:092 (1,2) - Same thing as 00:16:863 (1,2) - .

    Not a bad diff too! Good job!

[ Disruption]

  • Gameplay
  1. 00:11:990 (6) - I know you are putting a new pattern here but there is a sound at 00:12:086 - which is a beat. It would be better if you change 00:11:990 (6) - into a triplet instead, maybe something like this one: *Screenshot.
  2. 00:16:863 (1,2) - Like the same as Overdose, this is inconsistent with 00:18:391 (1,2,3,4) - .
  3. 00:29:092 (1,2) - ^

Good luck!
Topic Starter
Arlecchino

alienflybot wrote:



Greetings! Hellow!

█ Optional to change --- █ Suggested to change --- █ Unrankable

[ General]

  • Difficulty
  1. The HP are quite high for Overdoses. From your response to the previous mod, there is a point for having such high HP amount, yet would it be better if you reduce them by 0.5? i.e. ENHIXX having HP amounts of 3.5, 4.5, 5.5, 6.5, 7.5, 7.5 respectively. In addition, Overdose difficulty with HP 7 and Disruption with HP 7.5 would be the best option too. Fair enough

    Tags
  2. Remove: OP (It can still help searching this map because 'op' is included at the beginning of the word 'opening'). Ahh, i see. Removed

[ Cup]

  • Gameplay
  1. 00:14:570 (3,4,5) - I think it is better to have the distance of (3,4) decreased and that of (4,5) increases, like this: *Screenshot. The current one is quite strange to me as the movement at (4,5) is so small but that of (3,4) is big. A fix like what I have suggested balances out their distances. I think the tone here is like fading down, so i let (3,4) has bigger spacing than (4,5) because the sound is going down. Kinda agree with you about the movement at (4,5), but your suggestion is kinda doesnt fit with the music imo, so i put (4) a bit away from (3) and move (5) a bit to left as well so that the pattern is clear and not too dense
  2. 00:19:347 (4,1,2,3) - A bit dense here with the 1/2 notes. It might be difficult for beginners. An easy fix is to change 00:19:920 (1) - into a circle only, so the note density here would not be too much. Sure.
  3. 00:23:933 (3,1,2,3) - ^, in addition 00:24:506 (1) - is a bit too much for a Cup. It is for rhythm purposes but I see you tried to match the vocals, maybe you can change 00:24:506 (1) - to two circles at the head and tail of this slider (more recommended), or a 1/1 slider? Slider would be less appreciated as a seed is still present at the middle. I will try with 2 circles instead
  4. 00:31:576 (4,1,2,3) - ^, better change 00:32:149 (1) - into a circle. The rhythm is too much and it is better to focus at vocals. oki doki
  5. 00:38:455 (1,2,3) - I know you tried to map it for rhythm, but it sounds weird and not consistent because you mapped for the vocals before. From what I hear, I suggest placing the notes in such timeline: *Screenshot. Making such change also help emphasizing the cymbal at 00:39:984 (3) - because you can increase the distance between the last two circles. Consider such change, and if not you can also change to another simple timeline. Done with it, i want to try use 2 1/1 with circle as Himiko's mod, but i think this one feels more fun

[ Salad]

  • Gameplay
  1. 00:01:385 (4,1) - Perhaps you can add a dash here to emphasize the strong cymal? It wouldn't be a difficult thing as you can drag 00:00:239 (1,2,3,4) - altogether to the left until this part becomes a dash. Done, i think 1.75x ds is quite fine for a little dash
  2. 00:04:442 (4,1) - The dash here is quite hard to hit because (4) gives no tendency to players, that they may miss the tail of (4) when they are trying to catch (1) in a hurry. Try fixing it like this: *Screenshot. Note that you can drag 00:04:824 (1,2,3,4) - altogether to the right slightly when you fix the slider as mentioned. I dont really it would be missed to often, but i rotate it for safety sake
  3. 00:10:557 (4,1) - ^ Done with ctrl+h
  4. 00:12:850 (1,2,3,1) - Feels too plain without any dashing at this moment. How will it sound if you put a dash at either 00:12:850 (1,2) - or 00:13:614 (3,1) - ? You can drag 00:13:232 (2,3,1,2,3,4) - to the right or 00:13:996 (1,2,3,4) - to the right for the corresponding improvements. Note that such change can also increase the distance of 00:15:334 (4,1) - , which is still reachable without dashing currently, so it can become a dash. I did move 00:13:232 (2) - more to left to add more spacing between those (though it still can be catched w/o shift, but it will require an edge dash so i think beginner would read it as a jump), im also move 00:13:996 (1,2,3,4) - a bit more to left as well to add little dash between those
  5. 00:20:875 (3,1,2) - This is not really a good one. Players oftenly have to dash twice here, one for (3,1) and one for (1,2). Although it is still catchable without dashing for (1,2), players would have to make a really quick turn and dash moderately and controllably. I suggest reducing the distance for (1,2) and gradually increase for 00:21:449 (1,2,3,4) - , which will enhance the rhythm here. For instance, *Screenshot. It is also better to have 00:22:595 (4,1) - as a dash, so my suggestion works out well here. I got the issue, i decrease spacing between (1,2) and adjusting spacing for next notes, i didnt use your suggestion because i believe that the tone get down at (4), so it doesnt make a sense if i put (3,4) with larger spacing than (2,3). But it will get different for the second kiai, which is the music is building-up, i hope i could explain my opinion clearly
  6. 00:28:137 (2,3) - I don't know if you are trying to put a dash here, but it doesn't work well. It is still reachable without dashing. In addition, I don't think it is a good place to have dash, it would be better if you reduce the distance here and focus at the dash only at 00:28:519 (3,1) - . Its not supposed to be a dash, its just huge walk. you know, sometimes we do press arrow key without releasing, this is what i wanted to do, we used to pressing key arrow little by little on low diff, because its only a movement. I want to add a huge walk, but no dash as what i do at 00:23:933 (3,1) -
  7. 00:33:105 (3,1,2) - Same thing for 00:20:875 (3,1,2) - . As what i've mentioned above, i just move (2) for decrease the spacing so the rhythm is build-up
  8. 00:38:455 (1,2,3,4,5,6,7,8,1) - I think the dash at 00:39:028 (4,5) - can be reduced, so that 00:38:455 (1,2,3,4,5,6,7,8) - turns to become a nice S-shaped circle-stream. (5) is not really a good beat to be emphasized, but 00:39:984 (1) - because of a strong cymbal. So such suggestion can favor such kind of requirements. I did it previously, since himiko said that it's kinda squeezed i arranged it xd yea move back 00:39:219 (5,6,7,8,1) - bit to right

[ Platter]

  • Gameplay
  1. 00:01:767 (1,2,3,4,1,2,3,4) - I wonder if you can change some of the patterns here. Despite having different note placements like 1 reversed slider + 1 circle and 2 sliders, the movements here are exactly the same, which are left-right movements. Perhaps you can do some patterns like reversed sliders for 4 1/2 beats. It is better to remap this part if you wish to do so. well, current pattern seems fine imo, regardless of similar movement, the feel when you know its 2 sliders or a slider reverse + circle is kinda different, and i do variety for dynamic purpose
  2. 00:05:589 (3,4) - It would be better in flow if you move (4) a bit right from the tail of (3) here. Feels hard to dash for 00:05:971 (4,5) - . You can fix this by moving 00:05:971 (4,5) - altogether to the right slightly. i'd moved 00:00:239 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3) - a bit to left instead XD
  3. 00:13:232 (3,4,5,1) - ^, would be better if you move (4) to x:356, so a nice reversed slider is made. Done.
  4. 00:15:716 (1,2,3) - This is too boring because they can be caught without moving! I suggest changing (1,2) and head of (3) to a horizontal triplet, like this: *Screenshot. why is ppl seems kinda dislike non-moving pattern, i let it triplet on the same place for giving a little break after some anti flow at the beginning. yesh this is a platter, it also easy diff, but who knows this little break would help beginner by letting them prepare for kiais time
  5. 00:19:729 (4,1) - What about a dash here? I know it is not strong enough for a HDash but it seems too boring at this part without any dashing. If you know what I mean, 00:18:774 (2,3,4,1,2,3) - can be FC'ed without dashing. 00:19:729 (4,1) - and 00:31:767 (4,1) - . they was a dashes previously. But sound at 00:18:200 (4,1) - etc is quite strong (i added a hyper as well), so it makes this part kinda less power.
  6. 00:27:563 (1,2) - Better increase the distance here, I can still reach (2) without dashing. You may fix this by moving 00:28:137 (2,3,4,5,6) - altogether to the right. Its not a dash, its normal spacing. I use 1.5x DS for main spacing, it might be looks like a dash since the next notes has less spacing. Regardless of that, 1.5x ds seems works well to emphasize sound at 00:28:137 (2) - , because the sound is not that loud
  7. 00:31:767 (4,1) - Again, add a dash here maybe. ^.^, if my reason can't fit with the ranking process or at least somebody else have shoot suggestion to repair it. I will consider
  8. 00:39:028 (4,5) - I don't think it is a good place for a HDash. Firstly, it is inconsistent with the previous Kiai Time's ending, i.e. 00:26:799 (4,5) - which is not a HDash. Secondly, (5) here is not strong enough for a emphasis, it is not with those cymbals like 00:30:621 (1) - and 00:35:207 (1) - . Someone wanted me to add hypers her lolo, removed hypers anyway

[ Rain]

  • Gameplay
  1. 00:01:767 (1,2,3,4,5,6,1,2,3,4) - This part is really strange with the timeline. From the audio, the rhythm for 00:01:767 (1,2,3,4) - is exactly the same as 00:02:531 (5,6,1,2,3,4) - , but the timeline are different. Perhaps you are not going to put 1/4 streams here, I understand, but maybe you can simplify a bit. What about something like this *Screenshot? In that way this part will be more consistent and it is not too much with notes. It sounds kinda weird to me xd. I'm intentionally put 1/4 stream for emphasize the remaining sound of cymbal, i stopped at 00:02:531 (5) - because i think it back to main melody so i normally map it with 1/2.
  2. 00:07:882 (1,2,3,4,5,6,7,1,2,3,4) - ^ ^.^ I didnt map it based on vocal too much, i map it with 1/4 just for emphasize the cymbal
  3. 00:13:232 (3,4) - Better to make this into a curve or something, the distance between the tail of (3) and the head of (4) is quite large comparing to the inner distances of (4). Making a curve would be the best choice here. I prefered this one

    It is a pretty solid diff there. Keep it up!

[ Overdose]

  • Gameplay
  1. 00:07:882 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6) - The timing for HDashes are different from 00:01:767 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4) - , which is quite inconsistent there. For this part, you add HDashes for emphasizing each drum beats, but you add HDashes in the first part every 4 beats. I think you should unify the usage of them. Feels a bit weird to have different HDash patterning across a difficulty. i do emphasize the drum, but i prioritize the vocal. I did 1/2 at 00:02:531 (1) - because it follow vocal. And i dont adding HDash at 00:08:551 (6,1) - because it was near with snap vocal on 00:09:028 (5,6,1) -
  2. 00:16:863 (1,2) - Why is this one different from 00:18:391 (1,2,3,4) - ? From what I have heard, the rhythms are exactly the same in the audio, I think they should have similar timeline, but patterns can be different to enable variety. Its totally has difference, try to listen with earphone or at least try with effect volume 0% and music volume 100% (25% Playback Rate if needed)
  3. 00:28:519 (6) - Just a minor thing. Maybe you want to replace this with pattern like this one: I will keep on it for now*Screenshot
  4. 00:29:092 (1,2) - Same thing as 00:16:863 (1,2) - . ^.^

    Not a bad diff too! Good job!

[ Disruption]

  • Gameplay
  1. 00:11:990 (6) - I know you are putting a new pattern here but there is a sound at 00:12:086 - which is a beat. It would be better if you change 00:11:990 (6) - into a triplet instead, maybe something like this one: *Screenshot. did it with different way
  2. 00:16:863 (1,2) - Like the same as Overdose, this is inconsistent with 00:18:391 (1,2,3,4) - . Same answer as overdose tho
  3. 00:29:092 (1,2) - ^ ^.^

Good luck! Thanks a lot!
Updated!
Dilectus
From queue

Disruption
00:06:162 - convert into note and make it into a hdash for emphasize on the finish?
00:06:926 (2,3) - note into a slider represents the synth better
00:17:436 (2,3) - since vocal starts on 00:17:627 - , this rhythm would follow that better https://puu.sh/vHAiN/c2e10c7d3e.jpg
00:29:665 (2,3) - ^
00:35:780 (4) - hdash?
00:41:703 (1,2,3) - since most of the majority of the bananas from the spinner are on the left side, it makes for a harsh dash towards these 3 notes. preferably would be if you put these in the middle to clear up confusion.

Overdose
00:05:971 (5) - convert into note and make it into a hdash for emphasize on the finish?
00:12:277 - ^ for vocal emphasize
00:17:436 (2,3) - since vocal starts on 00:17:627 - , this rhythm would follow that better https://puu.sh/vHAiN/c2e10c7d3e.jpg
00:29:665 (2,3) - ^
00:41:703 (1,2,3) - same as disruption for consistency

Rain
00:17:436 (2,3) - since vocal starts on 00:17:627 - , this rhythm would follow that better https://puu.sh/vHAiN/c2e10c7d3e.jpg
00:29:665 (2,3) - ^
00:41:703 (1,2,3) - same as overdose and disruption. you could also make it simular to those diffs by stacking 3 on 1?

Platter
well done. i like the usage of hyper dash

Salad
00:00:239 (1,2,3,4) - make consistent ds like youve done on your other diffs? i feel like 00:00:621 (2,4) - aren't emphasized for being such loud beats
00:01:385 (4,1) - doesnt require dashing, increase spacing
00:06:162 (4) - space it out for emphasize?
00:24:888 (2) - replace with 1 note and move 00:25:270 (3) - to 00:25:079 - for proper rhythm
00:35:207 (1) - make dashable?

Cup
00:00:239 (1) - convert into notes instead as there are no beats as there are no sound inbetween the beats
00:09:219 - missing vocal beat
00:21:067 - ^
00:23:742 - ^
00:29:856 - ^
00:33:296 - ^

----

decent set. but i feel like more effort got put into the higher difficulties than the lower ones.
good luck!
Topic Starter
Arlecchino

DavidEd wrote:

From queue

Disruption
00:06:162 - convert into note and make it into a hdash for emphasize on the finish? It seems useless since the beat is not strong enough to be emphasized with a hyper
00:06:926 (2,3) - note into a slider represents the synth better i dont get this one :?
00:17:436 (2,3) - since vocal starts on 00:17:627 - , this rhythm would follow that better https://puu.sh/vHAiN/c2e10c7d3e.jpg i did it with 1/2 slider because the first vocal ("da") is started with low sound and fade in to louder one, and i put on a hyper for emphasizing it. Your timeline will works better for osu!std, but i think the current one is fit enough with the rhythm
00:29:665 (2,3) - ^ ^
00:35:780 (4) - hdash? its kinda overuses, i dont want to overusing hyper by putting it on every place that has potential to be
00:41:703 (1,2,3) - since most of the majority of the bananas from the spinner are on the left side, it makes for a harsh dash towards these 3 notes. preferably would be if you put these in the middle to clear up confusion. It's up to you to make decision about bananas flow path, but actually it would randomly arranged if i make change on the diff, so it wouldnt be that way forever as long as there is a mod coming :)

Overdose
00:05:971 (5) - convert into note and make it into a hdash for emphasize on the finish? i think it has same answer on disruption diff
00:12:277 - ^ for vocal emphasize ^
00:17:436 (2,3) - since vocal starts on 00:17:627 - , this rhythm would follow that better https://puu.sh/vHAiN/c2e10c7d3e.jpg ah this was same point as on disruption, and i think my answer is keep the same
00:29:665 (2,3) - ^ ^
00:41:703 (1,2,3) - same as disruption for consistency this one majority was on the right side, but i have same reason as disruption

Rain
00:17:436 (2,3) - since vocal starts on 00:17:627 - , this rhythm would follow that better https://puu.sh/vHAiN/c2e10c7d3e.jpg yes, im intentionally wanted to put a hyper for emphasized the "i" since it has louder sound than "da"
00:29:665 (2,3) - ^ ^
00:41:703 (1,2,3) - same as overdose and disruption. you could also make it simular to those diffs by stacking 3 on 1? i wanted give a difference on the movement according the difficulty level

Platter
well done. i like the usage of hyper dash thank you

Salad
00:00:239 (1,2,3,4) - make consistent ds like youve done on your other diffs? i feel like 00:00:621 (2,4) - aren't emphasized for being such loud beats Done, i did it with 1.0x ds for consistency sake as well
00:01:385 (4,1) - doesnt require dashing, increase spacing yes because we are pro, but i think beginner would read it as a jump because it will require an edge dash to catch it perfectly without any dash
00:06:162 (4) - space it out for emphasize? Sure
00:24:888 (2) - replace with 1 note and move 00:25:270 (3) - to 00:25:079 - for proper rhythm did it with a little different
00:35:207 (1) - make dashable? did it consistent though it has louder sound

Cup
00:00:239 (1) - convert into notes instead as there are no beats as there are no sound inbetween the beats Done.
00:09:219 - missing vocal beat i dont want to map 1/2 too much for cup diff and i dont follow detailed vocal, only the main beat
00:21:067 - ^ ^
00:23:742 - ^ ^
00:29:856 - ^ ^
00:33:296 - ^ ^

----

decent set. but i feel like more effort got put into the higher difficulties than the lower ones. Thank you very much for take a look
good luck!
ZiRoX
Mod requested in my queue.

[Disruption]
  1. 00:11:703 (1,2,3) - Why is the HDash between (1,2) instead of (2,3)? (3) is stronger than (2).
  2. 00:17:436 (2,3) - I think this doesn't follow the vocals the right way. A circle + two 1/2 sliders follows vocals in a better way.
  3. 00:23:551 (2,3,4) - Again, I feel like this doesn't follow the vocals the best possible way. A circle + 1/2 repeat slider + circle or circle + two 1/2 sliders could work better here.
  4. 00:24:506 (1,2) - I think the bell sound isn't that strong to guarantee an HDash here, so I'd move 00:24:888 (2,3,4) - to the left to make it a dash instead.
  5. 00:29:665 (2,3) - Same comment as in 00:17:436 (2,3) -
  6. 00:32:723 (4,5,6) - For the similar sounds at 00:20:684 (3,4) - you didn't use HDashes, so I'd move (5) to the left to make it a normal dash instead for consistency.
[Overdose]
  1. 00:08:551 (6,1) - This should have an HDash, both for consistency with 00:02:436 (8,1) - and because there's a strong drum beat.
  2. 00:09:984 (4,1) - ^Same for this one, based on 00:03:965 (6,1) -
  3. 00:12:468 (1,2,3,4,5,6,7,8,9) - This is honestly underwhelming, it lacks a lot of movement. Even the Rain has larger distances here.
  4. 00:14:379 (2,3) - ^Same for this.
  5. 00:17:436 (2,3) - Same comment as in the previous diff.
  6. 00:18:965 (4,5) - I'd increase the distance a bit here, to make it clearer that you need to dash to it after the HDash.
  7. 00:23:551 (2,3) - Same comment as in the previous diff.
  8. 00:24:506 (1,2,3,4,5) - This pattern is really inconsistent. The distance between each bell sounds are inconsistent (00:24:506 (1,2) - is x1.5, 00:25:079 (4,5) - is x2.0 and 00:25:270 (5,6) - is x1.2), and 00:24:888 (2,3,4) - requires movement, when the surrounding sliders do not. I'd make the 00:24:888 (2,3,4) - triplet more vertical, and also move 00:25:270 (5) - to the left to make the distances more equal.
  9. 00:26:226 (1,2,3,4,5) - Another place where even the Rain has more movement than this diff, so add more movement!
  10. 00:29:665 (2,3) - Same comment as in previous diff.
  11. 00:35:207 (1,2) - I don't think the HDash is really fitting here, as (2) isn't a really strong beat.
  12. 00:35:971 (5,6,7,8) - Again, even the Rain is more interesting in this part, add some movement.
  13. 00:39:219 (5,6,7) - Why does this have more hyperdashes than the top diff? Remove the extra ones.
[Rain]
  1. 00:02:531 (5,6) - This distance is a bit ambiguous, do you intend it to be a dash? If so, increase it a bit. Same applies for 00:03:678 (2,3) - and 00:08:837 (6,7) - .
  2. 00:17:436 (2,3) - Same comment as in the previous diffs.
  3. 00:18:391 (1,2) - I'd make this a 1/1 slider + two circles instead, as there's a held vocal that goes beyond the big white tick. Making the first slider a 1/1 would follow this vocal better. Also, the antiflow on 00:18:774 (2) - feels really weird because there isn't any strong sound there in the repeat.
  4. 00:19:920 (1,2) - (2) isn't a really strong beat to deserve the dash into antiflow IMO, so I'd try something different here.
  5. 00:23:551 (2,3) - Same comment as in the previous diffs.
  6. 00:24:888 (2,3) - The repeat slider isn't really fitting here because it imposes a small antiflow movement that the song doesn't call for. I'd just replace it with a 1/2 slider.
  7. 00:27:946 (2) - ^Similar stuff here, the repeat isn't really fitting. I'd go for a circles triplet going in a single direction.
  8. 00:29:665 (2,3) - Same comment as in previous diffs.
  9. 00:31:003 (2,3) - Similar comment as 00:27:946 (2) -
[Platter]
  1. 00:04:060 (3,4) - Until now, all your walkable were x1,00 and your dashes were x2,00. Here you throw a x1,500 that's really ambiguous, so either decrease or increase it according to what you intend the player to do.
  2. 00:07:691 (4,5,1) - I'm really not fond when mappers waste chances to add an HDash to a strong beat in Platters because they added a 1/4 note. I'd prefer you remove 00:07:786 (5) - and use that chance to add an HDash.
  3. 00:08:264 (2) - Another distance that's kinda ambiguous. And there's another one on 00:08:646 (3,4) - . I won't point them out from now on, so check yourself for these kind of ambiguous distances.
  4. 00:17:436 (2,3,4) - Same comment as all the previous diffs.
  5. 00:18:200 (4,1) - HDash into antiflow, which is currently unrankable according to the RC. One option would be to make (1) go to the right or vertical. I would also make 00:18:774 (2) - a circle triplet going to the left, since you will have to move (1) to the right to trigger the HDash again.
  6. 00:19:729 (4,1) - Should have a larger distance to better emphasize the vocal.
  7. 00:21:449 (1,2) - Feels a bit large compared to the previous dashes, which makes it hard considering it's after an HDash. I'd move 00:21:831 (2) - to x:204 or so.
  8. 00:22:977 (1,2,3) - Ambiguous distances again, reduce them or increase them to make the intention clearer.
  9. 00:24:888 (2) - I'd make this a simple 1/2 slider, to add some simplicity in comparison with the higher diffs.
  10. 00:26:799 (4,5) - This dash is a little large, so it requires a better timing than previous dashes. I'd move 00:26:990 (5,6) - to the left a bit and adjust 00:27:563 (1) - to keep the HDash.
  11. 00:29:665 (2,3,4) - Same comment as in previous diffs.
  12. 00:33:678 (1,2,3,4) - Reduce the distance of these dashes a bit, they're a bit tight.
  13. 00:35:971 (3,4) - Again, this dash is a bit on the large side, so I'd reduce it a bit.
  14. 00:36:735 (1,2,3,4) - Why didn't you use the same rhythm as 00:24:506 (1,2,3,4,5) - ? Feels really weird right now.
[Salad]
  1. 00:01:385 (4,1) - You can probably make this slightly larger (around x2.0 spacing) to make the dash even clearer to the player.
  2. 00:05:589 (3,4) - This one could be a bit larger to make it clearer.
  3. 00:09:219 (4,1) - I think this high pitched and strong vocal would be a good place to put a dash.
  4. 00:12:850 (1,2,3) - I'd make them slightly shorter, to make them a clearer walk. Also, it's weird that 00:13:614 (3,1) - is shorter than those distances, even though (1) lands on a strong downbeat with a finish hitsound, so I'd even make it larger.
  5. 00:15:334 (4,1) - Really ambiguous distance, I'd reduce it a bit to make it more easily walkable.
  6. 00:17:436 (2,3) - I'd reduce this distance a bit to make it a clearer walk.
  7. 00:22:595 (4,1) - This clearly deserves a larger distance, as the vocal on (1) is really strong. Try to add a dash here!
  8. 00:23:933 (3,4) - I'd try to make this distance larger (you've used x2.5 spacing for other 1/2 dashes) to make it clearer.
  9. 00:25:079 (1,2) - I don't get what this dash is mapped to, it's inconsistent with what you've done, so I'd take it out.
  10. 00:28:137 (2,3,1) - First distance is a bit unclear, while the second dash feels a bit large. I think you could move 00:28:519 (3) - to x:144 to make the first distance walkable and the dash slightly more lenient.
  11. 00:34:824 (4,1) - Same comment as in 00:22:595 (4,1) -
  12. 00:36:735 (1,2,3,4,5) - Same comment as in the previous diff. Also, I wouldn't add dashes here because the bells aren't that strong.
[Cup]
  1. 00:14:570 (3,4,5) - The (3,4) distance feels a bit too large compared to the previous ones, so I'd move 00:14:952 (4,5) - a bit to the left. Additionally, 00:14:952 (4,5) - falls a bit short, so I'd move (5) even a bit further left. This also prevents 00:15:334 (5,1) - stacking.
  2. 00:17:818 (1) - In the same line as with previous diffs, I think this is better on 00:17:627 - as it will follow the strongest vocals that way. You'd have to move this slider a bit if you do this.
  3. 00:25:079 (6,7) - I'd prefer you take the same approach as in other diffs and place the emphasis on the bells. That would mean deleting this and placing a circle on the red tick at 00:25:270 - .
  4. 00:29:856 (1) - Same comment as in 00:17:818 (1) -
Topic Starter
Arlecchino

ZiRoX wrote:

Mod requested in my queue.

[Disruption]
  1. 00:11:703 (1,2,3) - Why is the HDash between (1,2) instead of (2,3)? (3) is stronger than (2). Fixed.
  2. 00:17:436 (2,3) - I think this doesn't follow the vocals the right way. A circle + two 1/2 sliders follows vocals in a better way. I want to emphasized the "i" vocal, I use the "da" for the trigger since it has lower tone. I decided to use reverse because the tone is going lower at 00:18:009. It fit the vocal enough imo (though it doesnt follow perfectly)
  3. 00:23:551 (2,3,4) - Again, I feel like this doesn't follow the vocals the best possible way. A circle + 1/2 repeat slider + circle or circle + two 1/2 sliders could work better here. i have trouble when fixing it, had to spend few min to remap the pattern xd. Fixed with a circle and 2 1/2 sliders anyway
  4. 00:24:506 (1,2) - I think the bell sound isn't that strong to guarantee an HDash here, so I'd move 00:24:888 (2,3,4) - to the left to make it a dash instead. i think it would be fine since this is hardest diff, i make it a hyperdash because the overdose haven't a hyper dash on this part, so i made a difference by adding a hyper
  5. 00:29:665 (2,3) - Same comment as in 00:17:436 (2,3) - I did it consistent, so it hasthe same reason like before
  6. 00:32:723 (4,5,6) - For the similar sounds at 00:20:684 (3,4) - you didn't use HDashes, so I'd move (5) to the left to make it a normal dash instead for consistency. Sure.
[Overdose]
  1. 00:08:551 (6,1) - This should have an HDash, both for consistency with 00:02:436 (8,1) - and because there's a strong drum beat. Actually i just want to prioritize the vocal, i do follow the drum but i dont put a hyper because this was nearly with the snap vocal at 00:09:219 (6,7) - , i think afb has pointed about this tho. And after long thought, i deciced to add hyper here, Fixed anyway
  2. 00:09:984 (4,1) - ^Same for this one, based on 00:03:965 (6,1) - decided to add hyper
  3. 00:12:468 (1,2,3,4,5,6,7,8,9) - This is honestly underwhelming, it lacks a lot of movement. Even the Rain has larger distances here. Done.
  4. 00:14:379 (2,3) - ^Same for this. Seems fine, im intend to not add large distance like highest diff
  5. 00:17:436 (2,3) - Same comment as in the previous diff. Same answer as in the previous diff
  6. 00:18:965 (4,5) - I'd increase the distance a bit here, to make it clearer that you need to dash to it after the HDash. Move it into the left more abit
  7. 00:23:551 (2,3) - Same comment as in the previous diff. Done with circle + 2 1/2 sliders
  8. 00:24:506 (1,2,3,4,5) - This pattern is really inconsistent. The distance between each bell sounds are inconsistent (00:24:506 (1,2) - is x1.5, 00:25:079 (4,5) - is x2.0 and 00:25:270 (5,6) - is x1.2), and 00:24:888 (2,3,4) - requires movement, when the surrounding sliders do not. I'd make the 00:24:888 (2,3,4) - triplet more vertical, and also move 00:25:270 (5) - to the left to make the distances more equal. The bells sound itself has different power, i put it in inconsistent spacing because it makes those movement more soft, since we hear the power of each bell differently. But ok, i love consistent patterning tho, i always turned on Distance Snap tool everywhen i mapped my maps. Moved 00:24:888 (2,3,4,5,6) - a bit to right and rotate the triplet as well
  9. 00:26:226 (1,2,3,4,5) - Another place where even the Rain has more movement than this diff, so add more movement! Then i will decrease the movement on the rain diff instead, since the pattern on rain diff is kinda weirdly
  10. 00:29:665 (2,3) - Same comment as in previous diff. Same answer as in the previous diff
  11. 00:35:207 (1,2) - I don't think the HDash is really fitting here, as (2) isn't a really strong beat. Done with ctrl+h and adjusting the placement
  12. 00:35:971 (5,6,7,8) - Again, even the Rain is more interesting in this part, add some movement. Oki done, arranged the spacing add little jump
  13. 00:39:219 (5,6,7) - Why does this have more hyperdashes than the top diff? Remove the extra ones. removed hyper on (6)
[Rain]
  1. 00:02:531 (5,6) - This distance is a bit ambiguous, do you intend it to be a dash? If so, increase it a bit. Same applies for 00:03:678 (2,3) - and 00:08:837 (6,7) - . No, i dont. it is just a normal spacing.
  2. 00:17:436 (2,3) - Same comment as in the previous diffs. Same answer as in the previous diff
  3. 00:18:391 (1,2) - I'd make this a 1/1 slider + two circles instead, as there's a held vocal that goes beyond the big white tick. Making the first slider a 1/1 would follow this vocal better. Also, the antiflow on 00:18:774 (2) - feels really weird because there isn't any strong sound there in the repeat. Changed (1) into 1/1 slider
  4. 00:19:920 (1,2) - (2) isn't a really strong beat to deserve the dash into antiflow IMO, so I'd try something different here. well done
  5. 00:23:551 (2,3) - Same comment as in the previous diffs.
  6. 00:24:888 (2,3) - The repeat slider isn't really fitting here because it imposes a small antiflow movement that the song doesn't call for. I'd just replace it with a 1/2 slider. Chagned into 1/2 slider, but keeping the antiflow to the next object
  7. 00:27:946 (2) - ^Similar stuff here, the repeat isn't really fitting. I'd go for a circles triplet going in a single direction. done.
  8. 00:29:665 (2,3) - Same comment as in previous diffs. Same answer as in the previous diffs
  9. 00:31:003 (2,3) - Similar comment as 00:27:946 (2) - I will just make the triplet vertical
[Platter]
  1. 00:04:060 (3,4) - Until now, all your walkable were x1,00 and your dashes were x2,00. Here you throw a x1,500 that's really ambiguous, so either decrease or increase it according to what you intend the player to do. i just will move 00:00:239 (1,2,3,4,1) - a bit to left, because 1.5000x is my main spacing, and 2.000x for a jump, i use 1.0000x is because i want the spacing between circle and sliders reverse keep the same, it works similar with 2 1/2 sliders with 1.000x ds. idk how 2 explain, my eng is really suck, i think i have reply about the reason on previous modder
  2. 00:07:691 (4,5,1) - I'm really not fond when mappers waste chances to add an HDash to a strong beat in Platters because they added a 1/4 note. I'd prefer you remove 00:07:786 (5) - and use that chance to add an HDash. Nope, i dont want hyper atm. I just feel enough with hyper XD
  3. 00:08:264 (2) - Another distance that's kinda ambiguous. And there's another one on 00:08:646 (3,4) - . I won't point them out from now on, so check yourself for these kind of ambiguous distances. Its my main spacing. I use 1.0x is only when i think the "circle" should has slider spacing
  4. 00:17:436 (2,3,4) - Same comment as all the previous diffs.
  5. 00:18:200 (4,1) - HDash into antiflow, which is currently unrankable according to the RC. One option would be to make (1) go to the right or vertical. I would also make 00:18:774 (2) - a circle triplet going to the left, since you will have to move (1) to the right to trigger the HDash again. Dpme.
  6. 00:19:729 (4,1) - Should have a larger distance to better emphasize the vocal. Tried to add a dash
  7. 00:21:449 (1,2) - Feels a bit large compared to the previous dashes, which makes it hard considering it's after an HDash. I'd move 00:21:831 (2) - to x:204 or so. Done.
  8. 00:22:977 (1,2,3) - Ambiguous distances again, reduce them or increase them to make the intention clearer. Done.
  9. 00:24:888 (2) - I'd make this a simple 1/2 slider, to add some simplicity in comparison with the higher diffs. Done
  10. 00:26:799 (4,5) - This dash is a little large, so it requires a better timing than previous dashes. I'd move 00:26:990 (5,6) - to the left a bit and adjust 00:27:563 (1) - to keep the HDash. I will move (5) into the left, i dont care how people read it as a jump or not, it has my jump spacing and it consistent
  11. 00:29:665 (2,3,4) - Same comment as in previous diffs. Same answer
  12. 00:33:678 (1,2,3,4) - Reduce the distance of these dashes a bit, they're a bit tight. should be fine, its corus, and it still could be caugth properly, btw is this not anti flow 00:34:824 (4,1) - ?
  13. 00:35:971 (3,4) - Again, this dash is a bit on the large side, so I'd reduce it a bit. oe ayay, done
  14. 00:36:735 (1,2,3,4) - Why didn't you use the same rhythm as 00:24:506 (1,2,3,4,5) - ? Feels really weird right now. dne
[Salad]
  1. 00:01:385 (4,1) - You can probably make this slightly larger (around x2.0 spacing) to make the dash even clearer to the player. done
  2. 00:05:589 (3,4) - This one could be a bit larger to make it clearer. done
  3. 00:09:219 (4,1) - I think this high pitched and strong vocal would be a good place to put a dash. no follow vocal atm, i just focus consistent with the previous section
  4. 00:12:850 (1,2,3) - I'd make them slightly shorter, to make them a clearer walk. Also, it's weird that 00:13:614 (3,1) - is shorter than those distances, even though (1) lands on a strong downbeat with a finish hitsound, so I'd even make it larger. decided to increase spacing according preivous modder
  5. 00:15:334 (4,1) - Really ambiguous distance, I'd reduce it a bit to make it more easily walkable. moved abit to the right
  6. 00:17:436 (2,3) - I'd reduce this distance a bit to make it a clearer walk. done
  7. 00:22:595 (4,1) - This clearly deserves a larger distance, as the vocal on (1) is really strong. Try to add a dash here! tryin to add
  8. 00:23:933 (3,4) - I'd try to make this distance larger (you've used x2.5 spacing for other 1/2 dashes) to make it clearer. let me keep this now, i need consider. i wanted a huge walk, but not dash
  9. 00:25:079 (1,2) - I don't get what this dash is mapped to, it's inconsistent with what you've done, so I'd take it out. removed
  10. 00:28:137 (2,3,1) - First distance is a bit unclear, while the second dash feels a bit large. I think you could move 00:28:519 (3) - to x:144 to make the first distance walkable and the dash slightly more lenient. done, this is what i need. a suggestion with the fixing way
  11. 00:34:824 (4,1) - Same comment as in 00:22:595 (4,1) - done
  12. 00:36:735 (1,2,3,4,5) - Same comment as in the previous diff. Also, I wouldn't add dashes here because the bells aren't that strong. done
[Cup]
  1. 00:14:570 (3,4,5) - The (3,4) distance feels a bit too large compared to the previous ones, so I'd move 00:14:952 (4,5) - a bit to the left. Additionally, 00:14:952 (4,5) - falls a bit short, so I'd move (5) even a bit further left. This also prevents 00:15:334 (5,1) - stacking. I decrease the spacing between (3,4,5). But i will keep the pattern because i believe the sounds is fading out.
  2. 00:17:818 (1) - In the same line as with previous diffs, I think this is better on 00:17:627 - as it will follow the strongest vocals that way. You'd have to move this slider a bit if you do this. is that "da" really strong? i started it on "i" because its stronger imo. I leave 00:17:627 empty because it feels kinda too dense for a cup diff
  3. 00:25:079 (6,7) - I'd prefer you take the same approach as in other diffs and place the emphasis on the bells. That would mean deleting this and placing a circle on the red tick at 00:25:270 - . change (5) into 1/2 slider and remove (6)
  4. 00:29:856 (1) - Same comment as in 00:17:818 (1) - Same answer as well
10Q very much, it took a few hours because i need to repatterning some part XD

Sorry for my bad english
Re-replied as i did considering and add some minor change
Spectator
  1. Difficulty Spread : fine
  2. Unsnapped objects : fine
  3. Audio bitrate over 192 kbps : fine
  4. Misc. Setting : disable "widescreen support" things
  5. Metadata Issues : fine
  6. Timeline Issues : fine
  7. Combo Colors : fine
Cup
  1. looking fine
Salad
  1. 00:27:372 (7,1) - jump here is harsh for the salad. please reduce the distance a little
Platter
  1. 00:10:748 (4,1) - jump here is kinda unexpected. please move 4 to the right slightly
  2. 00:24:888 (2,3) - missing HDash here
  3. 00:36:735 (1,2) - The jump here feels like an edge one. Add hdash or please reduce the distance
  4. 00:41:703 (1,2,3) - notes here should be at left-side because spinner ends at left
  5. 00:42:086 (3) - why not place this note on the same x position with (1)
Rain
  1. nothing special to mention about this diff
Overduose
  1. change diff name into overdose
  2. 00:13:041 (4,5) - would be good if you put a HDash between them. You can do it by moving 5~9 to the right
  3. 00:13:471 (6,7,8,9) - stream here feels a bit weird to me. try this?
  4. 00:24:888 (2,3,4,5,6) - spacing here are inconsistent. How about this instead?
  5. 00:36:544 (8) - move this to x:74 for the sake of nicer flow
  6. 00:37:117 (2) - I'd make this slider the same one as 3 but reversed horizontally placed at aroung x:336. current vertical one makes the movement pretty awkward
Disruption
  1. 00:05:971 (5) - make this more horizontal
  2. 00:14:379 (2,3) - imo the jump between 2 and 3 feels a bit large to me
  3. 00:17:818 (3) - maybe you can put some normal-whistles with lower volume since they'll fit with the sifflet sounds in music
  4. 00:41:703 (1,2,3) - should be left-sided since spinner ends on the left

good luck!
Topic Starter
Arlecchino

Spectator wrote:

  1. Difficulty Spread : fine
  2. Unsnapped objects : fine
  3. Audio bitrate over 192 kbps : fine
  4. Misc. Setting : disable "widescreen support" things Done
  5. Metadata Issues : fine
  6. Timeline Issues : fine
  7. Combo Colors : fine
Cup
  1. looking fine
Salad
  1. 00:27:372 (7,1) - jump here is harsh for the salad. please reduce the distance a little Done.
Platter
  1. 00:10:748 (4,1) - jump here is kinda unexpected. please move 4 to the right slightly i will move (1) a bit to left instead
  2. 00:24:888 (2,3) - missing HDash here done
  3. 00:36:735 (1,2) - The jump here feels like an edge one. Add hdash or please reduce the distance added hdash
  4. 00:41:703 (1,2,3) - notes here should be at left-side because spinner ends at left idk, if its neccesary because spinner path could be changed automatically, anyway i ctrl+h'd 00:41:703 (1,2,3) -
  5. 00:42:086 (3) - why not place this note on the same x position with (1) i want to keep it less distance for better spread. this part has difference on every diff anyway
Rain
  1. nothing special to mention about this diff
Disruption Overduse
  1. change diff name into overdose "overduse" xd done
  2. 00:13:041 (4,5) - would be good if you put a HDash between them. You can do it by moving 5~9 to the right Sure
  3. 00:13:471 (6,7,8,9) - stream here feels a bit weird to me. try this? i prefer the current one
  4. 00:24:888 (2,3,4,5,6) - spacing here are inconsistent. How about this instead? 00:25:270 (5,6) - has different spacing because it has different sounds, i added a dash to emphasize the bell
  5. 00:36:544 (8) - move this to x:74 for the sake of nicer flow done
  6. 00:37:117 (2) - I'd make this slider the same one as 3 but reversed horizontally placed at aroung x:336. current vertical one makes the movement pretty awkward i'd just tilt 00:37:117 (2) - abit more
Disruption
  1. 00:05:971 (5) - make this more horizontal Its fine, imo. Its already stopped well
  2. 00:14:379 (2,3) - imo the jump between 2 and 3 feels a bit large to me seems fine imo, still could be caught properly
  3. 00:17:818 (3) - maybe you can put some normal-whistles with lower volume since they'll fit with the sifflet sounds in music added with 40% volume, hope i did it well
  4. 00:41:703 (1,2,3) - should be left-sided since spinner ends on the left i'd ctrl+h'd for a while

good luck!
10Q very much spec~
Topic Starter
Arlecchino
meh, tfw slow internet
sry doublepost
CLSW
[General]
Audio quality is pretty questionable, especially I hear the noisy broken sounds around 00:39:410 so if you have better quality of audio I'd highly recommend to change it(well if it was intended ignore this)

[Rain]
00:06:162 (1) - Meaningless vertical slider, I'd make it curved to left
00:36:162 (4) - imo this could be better if placed on same spot as 00:35:589 (2)

[Overdose]
00:15:716 (1,2) - Needs more movement for natural flow, try to place 00:15:716 (1) - on more left side until possible
00:24:506 (1,2,3,4,5,6) - Here you've used vertical one but the rest of the pattern concept were horizontal and there's nothing special sounds compared with the other parts, so this looks kinda odd. I highly recommend to change it into horizontal flow

[Disruption]
00:33:678 (1,2,3,4) - So this has a same concept with 00:21:449 (1,2,3,4) - , but will be better if the current one's direction is opposite. Try to ctrl+g each other.



:idea:
Topic Starter
Arlecchino

Minato Yukina wrote:

[General]
Audio quality is pretty questionable, especially I hear the noisy broken sounds around 00:39:410 so if you have better quality of audio I'd highly recommend to change it(well if it was intended ignore this) took jona's mp3

[Rain]
00:06:162 (1) - Meaningless vertical slider, I'd make it curved to left curved it a bit to left
00:36:162 (4) - imo this could be better if placed on same spot as 00:35:589 (2) Sure

[Overdose]
00:15:716 (1,2) - Needs more movement for natural flow, try to place 00:15:716 (1) - on more left side until possible tried move (1,2)
- more to left

00:24:506 (1,2,3,4,5,6) - Here you've used vertical one but the rest of the pattern concept were horizontal and there's nothing special sounds compared with the other parts, so this looks kinda odd. I highly recommend to change it into horizontal flow skew it more horizontally and i tried to add hyper as previous mods req

[Disruption]
00:33:678 (1,2,3,4) - So this has a same concept with 00:21:449 (1,2,3,4) - , but will be better if the current one's direction is opposite. Try to ctrl+g each other. only did ctrl+g on (1) and (2) for keeping hyper on (4)



:idea:
10Qformod
update
Topic Starter
Arlecchino
rechecking previous mod, and did minor change
lets start once again, i love hanazawa kana so much <3
-Luminate
Hi! A little check from my q
Your map plays fine from my aspect, so I would make a little suggestion here. don't give kudos if you think it's not much of help
Platter
  1. 00:01:414 (4,1) - seems too far, reduce a little
  2. 00:15:745 (1,2,3) - I suggest moving on the left side of (5) instead, I think it's more convenient to play and make 00:16:318 (4) - bent to left side to emphasize the vocal like this or something alike
  3. 00:25:299 (3) - trigger distance or at least make them closer while maintaing Hdash
  4. 00:39:822 (4,1) - hyper on (4) to make a grand finale before spinner
Rain
  1. 00:02:560 (5,6,1,2,3,4) - and 00:09:439 (1,2,3,4,1,2) - I think it's too plain to use 1/2 notes here try adding a note between these sliders? it should be arranged like this or similar
  2. 00:35:236 (1,2) - hyper between these or make (2) more further as the sound is intense here
Disruption
  1. 00:16:318 (5) - antiflow? you use antiflow on Rain and Overdose then it's no point in making it easier this way
  2. 00:26:255 (1,2,3,4) - zigzag-dash pattern with hyper on(4) might be more challenging for top diff(I suggest (3) on x:44), that is too forgiveable imo
  3. 00:39:248 (5,6,7,8,1) - make it zigzag-like, it look just like final part of Rain with more distance which your Overdose's is more suitable try making it more jumpy!
Cup, Salad, and Overdose is fine I think
Hope this helps
GL! :)
Topic Starter
Arlecchino

-Luminate wrote:

Hi! A little check from my q
Your map plays fine from my aspect, so I would make a little suggestion here. don't give kudos if you think it's not much of help Thank you for your time, i appreciate anyhelp!
Platter
  1. 00:01:414 (4,1) - seems too far, reduce a little moved 00:00:268 (1,2,3,4) - more to left
  2. 00:15:745 (1,2,3) - I suggest moving on the left side of (5) instead, I think it's more convenient to play and make 00:16:318 (4) - bent to left side to emphasize the vocal like this or something alike i just likes the current one >,<
  3. 00:25:299 (3) - trigger distance or at least make them closer while maintaing Hdash repattterning them for better flow
  4. 00:39:822 (4,1) - hyper on (4) to make a grand finale before spinner ok
Rain
  1. 00:02:560 (5,6,1,2,3,4) - and 00:09:439 (1,2,3,4,1,2) - I think it's too plain to use 1/2 notes here try adding a note between these sliders? it should be arranged like this or similar somewhat strange for me, i don't really wanted to follow the music intensely
  2. 00:35:236 (1,2) - hyper between these or make (2) more further as the sound is intense here yes, but that's would kinda fast despite this is a rain diff, i could understand if that's on higher difficulty but i dont think so on rain
Disruption
  1. 00:16:318 (5) - antiflow? you use antiflow on Rain and Overdose then it's no point in making it easier this way okay i will try it although it doesn't fit well to me, i could understand since others people think a challenge is a good thing
  2. 00:26:255 (1,2,3,4) - zigzag-dash pattern with hyper on(4) might be more challenging for top diff(I suggest (3) on x:44), that is too forgiveable imo let me keep it for a while, since i think the hyper direction change between (4) and (5) looks more fun imo
  3. 00:39:248 (5,6,7,8,1) - make it zigzag-like, it look just like final part of Rain with more distance which your Overdose's is more suitable try making it more jumpy! okay, rearrange the pattern
Cup, Salad, and Overdose is fine I think
Hope this helps
GL! :)
Thank you for mod!
Divine Cake
Responding to NM

General
Is this not a tv size version? why did you remove (TV size)

Cup
  1. 00:06:000 (4) - i would personally tilt this more to the right, feel it creates better flow to have real movement instead of potential movement if im too far to the left.
  2. 00:17:847 - This is a pretty strong sound but green line volume is on 40%. i would increase this volume. goes for all diffs.
  3. 00:20:331 (6,7) - note density is pretty high here, i would consider having the 7 be in flow with 6. so either: https://puu.sh/z8Cmy/7f1eb617c4.png or https://puu.sh/z8Cna/68dc4d8689.png. Same goes for 00:32:560 (6,7) - so maybe use one of each pattern?
  4. 00:24:917 (5,6) - pretty clear sound on 00:25:108 - i would have a single beat on 00:24:917 - and a 1 beat slider on 00:25:108 - instead
  5. 00:35:236 (1,2,3,1,2) - note density pretty high again. You could try replacing 00:35:809 (2,3) - with 3 beats on 00:36:000 - 00:36:191 - and 00:36:382 -
  6. 00:38:484 (1,2,3) - looks a bit awk, i would keep 1x distance between 00:38:484 (1,2,3,4) - instead
Salad
  1. 00:04:089 (3,4) - these vertical sliders to a jump seems a bit harsh for newer players, i would tilt 3 and 4 to the right and to the left respectivly. making for more fluid movement instead of tapping.
  2. 00:10:204 (3,4) - ^
  3. 00:17:847 (3) - strong beat on the white tick not the red so weird that direction change is after the white tick. would move 3 to the other side of 2.
  4. 00:25:490 (2,3) - no movement here is a bit awk
Platter
  1. 00:05:618 (3,4) - would move 4 a bit more to the right.
  2. 00:18:420 (1) - no movement after a hyper can be a bit hard to hit for a platter. i would tilt 1 out to the right edge.
  3. 00:19:185 (5) - maybe just personal prefrence, but since the vocals starts up at 00:19:376 - i would use a single beat on 00:19:185 - and a 1/2 beat slider
  4. on 00:19:376 - can keep the same movement, but feel a single beat and a slider fits better than 1/2 repeat.
  5. 00:21:478 (1) - tilt to the left same reason as point 2. would also tilt 00:21:860 (2) - to the right.
  6. 00:24:917 (2,3) - pretty weak sound on three to justify a hyper at a platter diff.
Rain
  1. 00:02:560 (5,6,1,2,3,4) - feels this gets a bit repetetive on the left rights, would ctrl + h 00:04:089 (3,4) - so you get some variaty in the movement.
  2. 00:13:261 (3,4) - looks pretty awk, i would either move the tail of 00:13:500 (4) - so it lines up with the tail of 00:13:261 (3) -
  3. 00:24:917 (2) - pretty clear sound on both head and tail. i would reverse direction of this slider to make both sounds stand out instead of just the head sound.
Overdose
  1. 00:05:618 (3,4) - more my wish than anything, but i would really like it if you could remap it so that you can have 4 on the right side of 3's tail and still get a hyper to 00:06:000 (5) - i think 00:11:732 (3,4) - would fit better with the beat on the left side of the slider.
Disruption
  1. 00:07:529 (3) - possible to add some more movement here?
  2. 00:27:210 (6) - ^
Topic Starter
Arlecchino

Divine Cake wrote:

Responding to NM thank you very much for coming

General
Is this not a tv size version? why did you remove (TV size) I did metadata check on discord and decided to add tv size into tags instead

Cup
  1. 00:06:000 (4) - i would personally tilt this more to the right, feel it creates better flow to have real movement instead of potential movement if im too far to the left.i will make it more vertical instead XD. I feel standing still will emphasized the music very well imo
  2. 00:17:847 - This is a pretty strong sound but green line volume is on 40%. i would increase this volume. goes for all diffs. i did it as spec's mod for a normal-whistle, i think the hitsound is louder enough to cover the low volume of the hitnormal? well i will consider it further more
  3. 00:20:331 (6,7) - note density is pretty high here, i would consider having the 7 be in flow with 6. so either: https://puu.sh/z8Cmy/7f1eb617c4.png or https://puu.sh/z8Cna/68dc4d8689.png. Same goes for 00:32:560 (6,7) - so maybe use one of each pattern? note density is fine imo, since its kiais time. also you took a pict of flow path changes, you dont give me your timeline :( . I dont see the point about this, should i change the flow path or the note density? Anyway, i dont really think its too dense. It has reasonable 1/2s notes density, i am also leaving a strong beat as 00:20:140 - to control the density
  4. 00:24:917 (5,6) - pretty clear sound on 00:25:108 - i would have a single beat on 00:24:917 - and a 1 beat slider on 00:25:108 - instead changed that 1/1 slider and circle into 2 1/2s sliders
  5. 00:35:236 (1,2,3,1,2) - note density pretty high again. You could try replacing 00:35:809 (2,3) - with 3 beats on 00:36:000 - 00:36:191 - and 00:36:382 - i will only change 00:35:809 (2) - into a circle
  6. 00:38:484 (1,2,3) - looks a bit awk, i would keep 1x distance between 00:38:484 (1,2,3,4) - instead its purely fine imo XDDDD
Salad
  1. 00:04:089 (3,4) - these vertical sliders to a jump seems a bit harsh for newer players, i would tilt 3 and 4 to the right and to the left respectivly. making for more fluid movement instead of tapping. rotate them 15 degrees
  2. 00:10:204 (3,4) - ^ ^
  3. 00:17:847 (3) - strong beat on the white tick not the red so weird that direction change is after the white tick. would move 3 to the other side of 2. ok
  4. 00:25:490 (2,3) - no movement here is a bit awk its like a preparation for beginner to prepare jump afterward
Platter
  1. 00:05:618 (3,4) - would move 4 a bit more to the right. no i guess
  2. 00:18:420 (1) - no movement after a hyper can be a bit hard to hit for a platter. i would tilt 1 out to the right edge. how that could be? why is only for platter? because low ar? i agree with this if you put a DT, but i dont think so on nomod. im sure its clearly catchable, even for platter players. It doesnt makes player lost control of ryuuta, because the jump is not that far. I will try to request a testplay to platter player to check it out.
    had done testing it to a platter player and seems to be fine
  3. 00:19:185 (5) - maybe just personal prefrence, but since the vocals starts up at 00:19:376 - i would use a single beat on 00:19:185 - and a 1/2 beat slider
  4. on 00:19:376 - can keep the same movement, but feel a single beat and a slider fits better than 1/2 repeat. lets try
  5. 00:21:478 (1) - tilt to the left same reason as point 2. would also tilt 00:21:860 (2) - to the right. vertical slider banzai
  6. 00:24:917 (2,3) - pretty weak sound on three to justify a hyper at a platter diff. removed hyper
Rain
  1. 00:02:560 (5,6,1,2,3,4) - feels this gets a bit repetetive on the left rights, would ctrl + h 00:04:089 (3,4) - so you get some variaty in the movement.all hail natural flow
  2. 00:13:261 (3,4) - looks pretty awk, i would either move the tail of 00:13:500 (4) - so it lines up with the tail of 00:13:261 (3) - it is not imo, it doesnt affect the gameplay that much though
  3. 00:24:917 (2) - pretty clear sound on both head and tail. i would reverse direction of this slider to make both sounds stand out instead of just the head sound. is that how antiflow works for? sorry, i dont like that kind of flow qq
Overdose
  1. 00:05:618 (3,4) - more my wish than anything, but i would really like it if you could remap it so that you can have 4 on the right side of 3's tail and still get a hyper to 00:06:000 (5) - i think 00:11:732 (3,4) - would fit better with the beat on the left side of the slider. could you make a better reason, the current one is fit enough with the beat i guess
Disruption
  1. 00:07:529 (3) - possible to add some more movement here? its ok, its emphasized the music well imo
  2. 00:27:210 (6) - ^ ^
Thank you very much for modding and your time! :)
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