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

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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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