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9mm Parabellum Bullet - Inferno [CatchTheBeat]

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BoberOfDarkness
adding video in 2k16 LUL
Topic Starter
MBomb
Oh right, yeah actually, I was considering that but I never did it because I forgot.

I'll try and get it but i'm shit at that kind of thing xd

Edit: Added video, JBH is a god.
Deif

- Magic Bomb - wrote:

JBHyperion wrote:

Platter
  1. 00:21:613 (3,4) - Hyper into a complex slider with antiflow is inviting annoying droplet misses, please remove the antiflow elements here or simplify the slider - The movement on this slider is pretty simple, especially with the now weaker movement of the beginning of the slider due to the slant.
I'd like to see this spot fixed anyway before I can rebubble the beatmap. You can try to make the beginning of the long slider completely vertical to avoid that antiflow element of that hdash. The chances of getting all those droplets are rather low at the moment if you don't make the right movement.

Also you should rename the video file to something else that doesn't contain unicode characters. For some reason my PC renamed the file into "9mm Parabellum Bullet - âCâôâtâFâïâm.avi" so it's not being shown in any difficulty at all.
Topic Starter
MBomb
Made the slider almost vertical and changed video name to "video.avi" to fix issue. That should be fine now.
Deif
It's back!
Monstrata
Qualified! Good luck~
Shiguri
Qualified! Good luck~
Topic Starter
MBomb
Why do you people meme me ;w;

Thanks for the rebubble deif <3
-Sh1n1-


Cup

  1. 00:49:613 (3,4,1) - why 00:49:613 (3,4) - have more distance than 00:50:228 (4,1) - when the strong sound is on 00:50:536 -, keep consistency with 00:47:766 (3,4,1) - 00:45:920 (3,1) -, I suggest you to move 00:50:228 (4) - to x:255 and 00:50:536 (1) - to x:407
  2. 00:55:766 (5,1) - move to x:200, the current distance between 00:55:459 (4,5) - is too short and looks unsightly, the high drum pitch at 00:55:766 - doesn't deserve less distance imo.
  3. 01:20:997 (2,1,2,3,4) - what are u following here? guitar, right? but guitar pitch at 01:21:920 - isn't stronger than 01:22:536 -? I think that 1.49x of ds should be at 01:21:920 - 01:22:843 - and 01:23:766 -, in the other hand sounds like 01:22:536 - and 01:23:459 - deserve 1.28x


Salad

  1. 00:19:151 (1,2,3) - I don't believe that 00:19:151 (1,2) - have more distance than 00:19:766 (2,3) - while guitar is very strong at 00:20:074 -, what do you think about move 00:20:074 (3,4) - to x:392, consistency with 00:15:459 (1,2,3) -
  2. 00:20:690 (4,1) - distance here could be increased too, move 00:20:997 (1,2,3) - to x:400
  3. 00:25:613 (6,1) - the current jump is a bit hard cause the jump is suddenly to the other side, also there is an antiflow in the transition between 00:25:613 (6,1) -, I recommend you to reduce the distance, something as you did at 00:23:766 (6,1) -, not equal just something similar cause the sounds at 00:26:536 - is a stronger than 00:24:690 -, so 00:26:536 (1) - at x:80 might looks nicer.
  4. 00:34:228 (3,4) - 1.50x of distance between such notes is enough imo, also 00:35:766 - have a similar pitch as 00:33:920 - and 00:34:843 -, why the current distance between 00:35:151 (6,1) - is 1.17x? you should re arrange the position of 00:34:843 (4,5,6) - to fix it imo.
  5. 00:45:459 (2,3) - don't you want to add a little bit of more distance? same as 00:47:305 (2,3) - pls.
  6. 00:48:690 (1,2,3) - why you decreassed distance here? keep consistency with your previous patterns please.
  7. 01:13:613 (3,4) - the current jump is too long, also the pattern in general is too much for a salad diff imo, 01:13:613 (3,4,1) - double jump could be complicated for newcomers, at least reduce the distance between 01:13:613 (3,4) -, to fix it I suggest you to move 01:13:920 (4,1,2) - to x:392
  8. 01:25:613 (1,2,3) - why distances are too different while sounds are similar? I recommend you to move 01:26:074 (2) - to x:304 and 01:26:536 (3,1,2,3,4,5,6,1) - to x:488

Platter

  1. 00:13:459 (6,1) - don't you want to add more distance here, something like, at least increase a bit, obviously will be better if you keep consistency with 00:12:536 (6,1) - but I'll leave it to you.
  2. 00:39:459 (3,4) - why not continue the pattern with slider?
  3. 00:40:382 (5) - don't you want to change into note? the you could add a slider from 00:40:690 - to 00:40:843 -, the second step is optional, you could add reverse or note to enphasize 00:40:997 -, tbh note follow better the sound here cause 00:40:997 - is a bit stronger compared with the previous sounds.
  4. 00:52:382 (1,2) - try to add more distance here, the current difference between 00:53:305 (3,4) - and 00:52:382 (1,2) - is too high imo when they are very similar, I don't know what do you think about move 00:52:997 (2,3) - to x:224
  5. 00:50:228 (5,1) - antiflow here is kinda hard for platter imo, if you can change it will be awesome, but if u wanna keep is still acceptable, the problem here is the next object 00:50:997 (2) -, if the previous movement was a bit hard, plus the transition between 00:50:536 (1,2) -, this pattern reminds me to Rain diffs tbh, I suggest you to reduce the distance between 00:50:536 (1,2) -, also for consistency try to reduce the distance between 00:48:690 (1,2) - a little bit too.
  6. Why if 00:56:997 - 00:57:920 - 00:58:843 - have the same sound, 00:56:074 (1,2) - have less distance? it's very noticeable at testing cause intruments are more prominent than vocal.
  7. 01:08:382 (2,3) - I don't understand why you added more distance here while you were following these kind of sounds with distance around 1.30x and 1.50x, e.g: 01:03:766 (2,3) - 01:04:690 (2,3) - 01:05:613 (2,3) - 01:06:536 (2,3) - etc... the current movement is unsightly and is breaking your consistency imo.
  8. 01:09:305 (2,3) - same as above, especially when u have 01:09:920 (1,2,3,1) - following the distances mentioned above.
  9. 01:13:613 (4) - why not follow drums? they are very noticeable also I feel that you added a hyperdash for that reason, I suggest you to change 01:13:613 (4,5) - into something like 00:13:920 (3,4,5,6) -
  10. 01:27:459 (1,2,3,1) - having all the ones horizontally makes the pattern hard for a platter diff imo, is like pressing the dash button all the time to catch everything, I recommend you to change 01:27:459 (1,2,3) - into vertical.

Ok, finishing...
SYAHME
Yeay, added video
Topic Starter
MBomb
I have a dream.
Xinnoh
sh1n1 pls
Ascendance
Ascendance to the rescue as usual

[
General
]

  1. Difficulty Spread : Both Overdoses being cs4 is kinda lame. I'd up the 2nd overdose up to CS4.2 (or make the lower overdose CS3.8?), and also lower the AR to 9.6 for a cleaner AR spread? Also why is every diff HP6 holy moly please give the top diff some challenge and make it HP7
  2. Background Size : Maybe you can find a 1920x1080 one but my god i fucking lvoe anime
  3. Unsnapped objects : None
  4. Audio bitrate over 192 kbps : Good
  5. Metadata Issues : Fine
  6. Timeline Issues : The hyperchains in the top diff could really be refined. As of right now, some of them create more harm than good
  7. Combo Colors : Combo Colors 2 and 4 look too similar, I'd suggest a type of brown for one of them.
  8. Unused Hitsounds : None
  9. Hitsounds Issues : Monstrata
  10. Unused Files / Other : My main issue in the lower diffs is some of the antiflow used that makes the difficulties inappropriate. Like, the antiflow itself isn't bad, but sometimes it's so sharp or harsh that it can be really difficult for a new player to deal with. My goal is hopefully to point out a few instances of where it can be made a bit more loose without ruining your intended antiflow.

[
Cup
]

General



  1. 00:08:074 (1) - x:192 here? Really strong downbeat and vocal emphasis, the note could definitely use some more space.
  2. 00:18:228 (2) - Are you sure about an antiflow slider that's this sharp? I'd suggest a curve instead, but if you want to keep it, I'd suggest adjusting the angle to make it a bit more lenient.
  3. 00:28:690 (2) - ctrl+h and move to x:360? I think just a normal movement would be nice here rather than a 4-point back and forth.
  4. 00:33:612 (6,1) - A bit sharp for the distance you have it at. I'd reduce the distance between the two here to maybe 1.40 or at least create a bit more tilt on 00:33:920 (1) - .
  5. 00:36:074 (2) - Same as the previous point I made about this pattern
  6. 00:40:074 (4) - I know why you put this note, but I'd suggest deleting it. Since you have a similar pattern at 00:40:997 (6) - which emphasizes the drum hit, it's kind of odd to have a sudden switch to vocal emphasis instead of the downbeats.
  7. 00:54:228 (1,2) - Some slight tilt here would be nice for enhancing directional flow, maybe something like this?
  8. 01:08:074 (2) - Another pretty strong antiflow, maybe tilt it a bit?
  9. 01:17:305 (4) - Fully horizontal? You know how I feel about vertical repeat sliders ;c Less intuitive to play!
  10. 01:20:997 (2) - Strong guitar, x:160?
  11. 01:27:151 (5,1) - The entry point of this "stream" is honestly pretty harsh. The distance is high and the angle of approach has little leniency for a new player who would probably react quite late. Although it looks weird, I feel something like this not only gives an appropriate amount of leniency for a new player, but also creates more spacing emphasis on the last 3, most important notes.

[
Salad
]

General



  1. 00:04:074 (4,1) - Pretty hard dash antiflow this early into the difficulty, whereas in the cup it has no more significant emphasis than the other notes. I'd just make the directions of 00:04:074 (4,1,2) - reversed (ctrl+g them individually), and then adjust 00:05:305 (3) - 's position afterwards.
  2. 00:05:920 (4,1) - Aaaa I'd lower the distance here by bringing 00:05:920 (4,1) - to x:184. This keeps the dash but makes the distance not as intense.
  3. 00:18:228 (5) - How does something like this look? Removes the sharp movement into the antiflow and instead creates a bit of a safety net for catcher repositioning. You can probably do that for similar cases of this.
  4. 00:19:151 (1) - plz ctrl+g, there's no real reason for this to be antiflow :(
  5. 00:21:920 (5) - can you make the droplet formation less aids here? A simpler curve would be nice so the big droplet doesn't stick out.
  6. 00:26:536 (1,2) - I'll say it again, I really don't think these small, high distance wiggles, as easy as they are, are suitable for a diff of this level. If you want to keep it, at the very least lower the distance to give ample movement time for it.
  7. 00:31:459 (5,6) - ??? what is this lol.. Even though the guitar starts on the 2nd note, I'd really suggest making it 2 notes -> dash to 1 instead of 1 -> dash to 2. The current pattern is really awkward and even threw me off guard for a second as to why it was there. Not only that, but the current distance is really high as well, and can easily be misleading coming out of a slow 1/1 pattern chain. I'd highly suggest making this change. This goes for the rest of the map with this pattern as well.
  8. 00:44:997 (1) - 2 grids to the right and then a leftwards tilt would be really nice here for leniency and a directional safety net. Players usually don't have the catcher control to stop for a full vertical slider at this level.
  9. 00:54:228 (1) - why me
  10. 01:17:920 (7) - It's walkable (which is good), but I'd suggest making it a bit less of an edge case for a walk. How about x:384?
  11. 01:25:613 (1) - a
  12. 01:26:074 (2) - x:296 and a bit more upwards tilt? that way the catcher isn't forced to move too far left.
  13. 01:28:382 (1) - It might take a rework of your last pattern there, but I'd recommend a dash to this note in the direction of the stream. For example, something like this.

[
Platter
]

General



  1. 00:04:843 (2,3) - Wouldn't recommend a 2x back-forth here, it can be kind of tricky (even for me cuz im noob). I'd move 00:05:305 (3) - to x:304. This would probably cause you to have to ctrl+h your map, or you could do something like this.
  2. 00:06:690 (2,3) - Same goes for here, I really don't recommend this.
  3. 00:12:690 (1,2,3) - Maybe instead of such a sharp entrance point to the next stream, you could try this?
  4. 00:14:536 (1,2) - I really don't like this pattern, mainly due to the curve and the sharp nature of the dash backwards into hdash, but I couldn't find a way to fix it in a way that you might like. I think you could probably find something better though.
  5. 00:20:997 (1,2,3) - Distance is a bit too high here, I find myself moving off of notes too early and missing the tails. Maybe 00:21:305 (2) - to x:176?
  6. 00:40:382 (5,1) - Antiflow hyperdash in a platter is unrankable unfortunately, I'd suggest just making it a simple C-slider
  7. 00:44:074 (4,1) - Even worse case of the same rulebreak :( It also breaks a guideline of hyperdashes near the wall, so this should definitely be fixed.
  8. 00:55:459 (4) - x:456? Moves the edge away from the wall and gives a fair bit of leniency to the harsh jump. You'll need to adjust the slider in order to keep the hdash though.
  9. 01:03:151 (2) - x:104 makes it a more full "reverse slider" pattern here
  10. 01:04:074 (3,1) - Really high distance, try x:264 instead.
  11. I really dislike the amount of back and forths in this platter and I felt like the amount of, or at the very least, the intensity of, the antiflow could be toned down a bit. However, it is your style so I can't say much.

[
Rain
]

General



  1. 00:16:074 (3,4) - Why are you using hyperchains in a rain? Even though they're technically allowed, it's really really really not recommended. It's made even worse by the fact you have the hyperchain going into a steep antiflow pattern that can be easily missed in 00:16:382 (1) - . Please rethink it :(
  2. 01:19:766 (3,4,1) - sad, really harsh pattern, same as above. If you want to keep the hyperchains, they should at least be lenient enough to be incorporated into a rain's setting. This is an introduction to advanced patterns, we shouldn't be trying to kill people with hyperchain antiflows. Just ctrl+g the reverse slider and move it around.
  3. Really awesome diff, I just feel like the two antiflow hypers should be fixed/adjusted to properly fit a rain's difficulty.

[
Overdose
]

General



  1. 00:15:766 (5,6,7,8) - I'd start these jumps as smaller than the other ones to emphasize the build in intensity. Still keep them hyperdashes, but try to lower their distance to make it noticeable that the song is building up.
  2. 00:22:228 (2) - Pretty far for a normal jump, maybe x:376 here is better?
  3. 00:39:459 (3,4) - I really don't see a need for an hdash here. There's no noticeable shift in intensity or even a different sound that could be classified as unique. Just make it a normal jump?
  4. 00:42:228 (2,3) - 3 is really easy to overshoot as it is now. I'd move 00:42:228 (2) - to x:128 and 00:42:997 (3) - to x:272 (if it's not already there, I forgot where I was moving things).
  5. 01:17:920 (4,5) - Maybe over to 216? It's hard to catch this if you don't hold dash immediately out of the previous pattern.
  6. Also pretty good difficulty

[
Conflagration
]

General



  1. 00:05:305 (1,2,3,4) - The single most cancer pattern in this whole mapset and what originally enticed me to mod this. First of all, what the hell is the point of it? It's only aim is to be fucking gay. Not only is it completely different than every other pattern you used here, but it has such a terrible shape that you get fucked regardless of how you approach it. Please for the love of god change this. Something very similar but much much cleaner to play would be something like this. Please do it or I'm gonna put my turtle in the microwave and I don't even own a turtle. I will go out and buy a turtle and execute it if you do not change this pattern.
  2. 00:10:843 (4) - A perfect curve here looks a bit better with your pattern I think. Just drag the anchor to the middle and make it so the head and tail are on the same X-axis coordinate and it should be much better. The way the shape works now is kind of odd since the tail is so close it forces a flowstop.
  3. 00:18:997 (7,8,9) - I don't hear 1/8 here? Unsnap or overmap? Either way, I'd suggest just a 1/4 pattern. A hyperchain could work well as well.
  4. 00:21:459 (6,7) - Original contender for the most cancer pattern but after a tough decision I gave it to 00:05:305 (1,2,3,4) -. Anyways, this slider doesn't really do much except exist, and nothing in the song really calls for something this homosexual. I'd suggest changing the pattern to a reverse-stair style to better fit the guitar shift maybe? Something like this plays really nicely here in my opinion.
  5. 00:27:920 (4) - x:376 would even out the distance between the previous and following note. Just a small aesthetic thing, plus it makes it harder to overshoot here.
  6. 00:48:074 (5,6,7,8) - Would you consider changing this to a double slider L-shape instead? I think the stronger right-facing movement would be really nice here with the motion you're intending, rather than the shallow curve.
  7. 00:50:459 (8,1,2) - Not sure why this is a hyperchain. I'm pretty sure 00:50:536 (1) - should be with 00:50:613 (2,3,4,5,6) - , as they're all part of the same vocal line.
  8. 00:55:459 (6,7) - Make this a hyper or lower the distance please, it's really high and very very easy to miss.
  9. 00:58:536 (2) - x:152 to remove overshoot potential?
  10. 01:02:536 (7) - Over 3 grids and leftward tilt? The fully vertical slider makes it kind of odd since you have to wait to move the catcher a split second longer rather than constantly move it in a fast paces section.

Okay done~ Good luck!
Xinnoh
placeholder
Topic Starter
MBomb

-Sh1n1- wrote:



Cup

  1. 00:49:613 (3,4,1) - why 00:49:613 (3,4) - have more distance than 00:50:228 (4,1) - when the strong sound is on 00:50:536 -, keep consistency with 00:47:766 (3,4,1) - 00:45:920 (3,1) -, I suggest you to move 00:50:228 (4) - to x:255 and 00:50:536 (1) - to x:407 - Pitch is stronger of 4 than previous patterns, I also did the exact same thing in the intro with a higher distance to 4 because the pitch calls for it.
  2. 00:55:766 (5,1) - move to x:200, the current distance between 00:55:459 (4,5) - is too short and looks unsightly, the high drum pitch at 00:55:766 - doesn't deserve less distance imo. - It's not that the drum deserves a lower distance, it's the lack of other instruments which makes a lower distance make more sense here, which is why I'd prefer to leave it as it is.
  3. 01:20:997 (2,1,2,3,4) - what are u following here? guitar, right? but guitar pitch at 01:21:920 - isn't stronger than 01:22:536 -? I think that 1.49x of ds should be at 01:21:920 - 01:22:843 - and 01:23:766 -, in the other hand sounds like 01:22:536 - and 01:23:459 - deserve 1.28x - Pitch definitely sounds high enough to indicate the same distance on 2 to me.


Salad

  1. 00:19:151 (1,2,3) - I don't believe that 00:19:151 (1,2) - have more distance than 00:19:766 (2,3) - while guitar is very strong at 00:20:074 -, what do you think about move 00:20:074 (3,4) - to x:392, consistency with 00:15:459 (1,2,3) - - They have the same distance currently, and not only do I think that's fine considering the pitch on 2, but that's also the exact same as the pattern you told me to keep consistency with in the first place.
  2. 00:20:690 (4,1) - distance here could be increased too, move 00:20:997 (1,2,3) - to x:400 - Did x:392 instead, but increased.
  3. 00:25:613 (6,1) - the current jump is a bit hard cause the jump is suddenly to the other side, also there is an antiflow in the transition between 00:25:613 (6,1) -, I recommend you to reduce the distance, something as you did at 00:23:766 (6,1) -, not equal just something similar cause the sounds at 00:26:536 - is a stronger than 00:24:690 -, so 00:26:536 (1) - at x:80 might looks nicer. - The amount of reaction time given is more than enough, considering the strength of this sound indicating a dash anyway, and the higher distance doesn't really make much of a difference because of the distance on the tiemline being so big.
  4. 00:34:228 (3,4) - 1.50x of distance between such notes is enough imo, also 00:35:766 - have a similar pitch as 00:33:920 - and 00:34:843 -, why the current distance between 00:35:151 (6,1) - is 1.17x? you should re arrange the position of 00:34:843 (4,5,6) - to fix it imo. - Firstly, this distance is the exact same as the distance used earlier on for similar sounds, so it's more consistent how it is now, and secondly, 1 is not only weaker than 4, but comes after a harder pattern, so the smaller distance to that makes more sense to me.
  5. 00:45:459 (2,3) - don't you want to add a little bit of more distance? same as 00:47:305 (2,3) - pls. - As pitch in the guitars increases, the distancing does too.
  6. 00:48:690 (1,2,3) - why you decreassed distance here? keep consistency with your previous patterns please. - Increased this one.
  7. 01:13:613 (3,4) - the current jump is too long, also the pattern in general is too much for a salad diff imo, 01:13:613 (3,4,1) - double jump could be complicated for newcomers, at least reduce the distance between 01:13:613 (3,4) -, to fix it I suggest you to move 01:13:920 (4,1,2) - to x:392 - I think the pattern is fine, there's definitely a lot harder ones for new players in the map, however I did decrease distances slightly.
  8. 01:25:613 (1,2,3) - why distances are too different while sounds are similar? I recommend you to move 01:26:074 (2) - to x:304 and 01:26:536 (3,1,2,3,4,5,6,1) - to x:488 - Changed it around a bit.

Platter

  1. 00:13:459 (6,1) - don't you want to add more distance here, something like, at least increase a bit, obviously will be better if you keep consistency with 00:12:536 (6,1) - but I'll leave it to you. - Guitar is weaker there and so is vocal, so I'd prefer to leave it as a non-dash.
  2. 00:39:459 (3,4) - why not continue the pattern with slider? - Sliders previously indicated the held notes, and the slider end wasn't on the sound of a new note, here, if a slider was used, it would break that pattern and be confusing from a musical point of view, but doing 3 as a 1/1 slider doesn't sound good to me either.
  3. 00:40:382 (5) - don't you want to change into note? the you could add a slider from 00:40:690 - to 00:40:843 -, the second step is optional, you could add reverse or note to enphasize 00:40:997 -, tbh note follow better the sound here cause 00:40:997 - is a bit stronger compared with the previous sounds. - Focus is on guitar in this section, switching to the drums doesn't seem right to me.
  4. 00:52:382 (1,2) - try to add more distance here, the current difference between 00:53:305 (3,4) - and 00:52:382 (1,2) - is too high imo when they are very similar, I don't know what do you think about move 00:52:997 (2,3) - to x:224 - Moved 2 a tiny bit to the right but the sound on 4 definitely deserves quite a bit more emphasis due to te pitch there.
  5. 00:50:228 (5,1) - antiflow here is kinda hard for platter imo, if you can change it will be awesome, but if u wanna keep is still acceptable, the problem here is the next object 00:50:997 (2) -, if the previous movement was a bit hard, plus the transition between 00:50:536 (1,2) -, this pattern reminds me to Rain diffs tbh, I suggest you to reduce the distance between 00:50:536 (1,2) -, also for consistency try to reduce the distance between 00:48:690 (1,2) - a little bit too. - Tilt on 1 makes the pattern fine to me, however I reduced the 1,2 distance.
  6. Why if 00:56:997 - 00:57:920 - 00:58:843 - have the same sound, 00:56:074 (1,2) - have less distance? it's very noticeable at testing cause intruments are more prominent than vocal. - Yes, the instruments are more prominent, and the pitch changes of those instruments are also prominent which is why these distances are done differently.
  7. 01:08:382 (2,3) - I don't understand why you added more distance here while you were following these kind of sounds with distance around 1.30x and 1.50x, e.g: 01:03:766 (2,3) - 01:04:690 (2,3) - 01:05:613 (2,3) - 01:06:536 (2,3) - etc... the current movement is unsightly and is breaking your consistency imo. - Pitch on vocal here calls for a bigger distance to me.
  8. 01:09:305 (2,3) - same as above, especially when u have 01:09:920 (1,2,3,1) - following the distances mentioned above. - Even more so on this one with the vocal pitch being notably higher, and so a higher distance being nicer.
  9. 01:13:613 (4) - why not follow drums? they are very noticeable also I feel that you added a hyperdash for that reason, I suggest you to change 01:13:613 (4,5) - into something like 00:13:920 (3,4,5,6) - - Was following vocals here, and the HDash was for the pitch change in the vocal.
  10. 01:27:459 (1,2,3,1) - having all the ones horizontally makes the pattern hard for a platter diff imo, is like pressing the dash button all the time to catch everything, I recommend you to change 01:27:459 (1,2,3) - into vertical. - Made them slanted, but not completely vertical.

Ok, finishing...
Thanks for the mod! I'll give kudosu once you finish your mod.

Ascendance wrote:

Ascendance to the rescue as usual

[
General
]

  1. Difficulty Spread : Both Overdoses being cs4 is kinda lame. I'd up the 2nd overdose up to CS4.2 (or make the lower overdose CS3.8?), and also lower the AR to 9.6 for a cleaner AR spread? Also why is every diff HP6 holy moly please give the top diff some challenge and make it HP7 - The mapping style used in the highest difficulty feels nicer with CS4 to me, I don't know why but any higher just ended up feeling off to me. As for AR, the way those 1/4 streams were mapped in the highest difficulty, especially the last kiai, feel really weird on a lower AR to me. For HP, even on this high of a difficulty, I don't want it to be "miss a HDash in a stream and you die", but with the speed of the streams, that's how it would end up being at HP7
  2. Background Size : Maybe you can find a 1920x1080 one but my god i fucking lvoe anime - If someone gives me one I will, but it's not really necessary imo and the current size is fine (As you know, just stating to avoid getting flamed for this xd).
  3. Unsnapped objects : None
  4. Audio bitrate over 192 kbps : Good
  5. Metadata Issues : Fine
  6. Timeline Issues : The hyperchains in the top diff could really be refined. As of right now, some of them create more harm than good - I assume you give examples and reasoning in your mod, the flow on them seems fine to me, but I will look at them and answer to them accordingly in your mod.
  7. Combo Colors : Combo Colors 2 and 4 look too similar, I'd suggest a type of brown for one of them. - I think they're fine difference and also the fact that they never show up in a row makes it seem fine to me even if they are a tiny bit similar.
  8. Unused Hitsounds : None
  9. Hitsounds Issues : Monstrata
  10. Unused Files / Other : My main issue in the lower diffs is some of the antiflow used that makes the difficulties inappropriate. Like, the antiflow itself isn't bad, but sometimes it's so sharp or harsh that it can be really difficult for a new player to deal with. My goal is hopefully to point out a few instances of where it can be made a bit more loose without ruining your intended antiflow. - As with the hyperchains, I'll look at your examples given, but with antiflow, it tends to just be how I map lower difficulties. I'll see what you say and accept if I think it works better that way though.

[
Cup
]

General



  1. 00:08:074 (1) - x:192 here? Really strong downbeat and vocal emphasis, the note could definitely use some more space. - Increased a bit but not that much.
  2. 00:18:228 (2) - Are you sure about an antiflow slider that's this sharp? I'd suggest a curve instead, but if you want to keep it, I'd suggest adjusting the angle to make it a bit more lenient. - Considering the low SV, I think this one plays fine.
  3. 00:28:690 (2) - ctrl+h and move to x:360? I think just a normal movement would be nice here rather than a 4-point back and forth. - Considering the guitar here being quite strong for this section, the antiflow makes sense to me.
  4. 00:33:612 (6,1) - A bit sharp for the distance you have it at. I'd reduce the distance between the two here to maybe 1.40 or at least create a bit more tilt on 00:33:920 (1) - . - Yeah, reduced it slightly.
  5. 00:36:074 (2) - Same as the previous point I made about this pattern - Same as previously.
  6. 00:40:074 (4) - I know why you put this note, but I'd suggest deleting it. Since you have a similar pattern at 00:40:997 (6) - which emphasizes the drum hit, it's kind of odd to have a sudden switch to vocal emphasis instead of the downbeats. - It wasn't for the vocal emphasis though, it was for the guitar, but I think it'd sound weird to leave it unmapped because of that.
  7. 00:54:228 (1,2) - Some slight tilt here would be nice for enhancing directional flow, maybe something like this? - Done.
  8. 01:08:074 (2) - Another pretty strong antiflow, maybe tilt it a bit? - Again, I think it's fine because of the low SV.
  9. 01:17:305 (4) - Fully horizontal? You know how I feel about vertical repeat sliders ;c Less intuitive to play! - I think the sound staying the same like this in this type of difficulty can be nice to leave stacked.
  10. 01:20:997 (2) - Strong guitar, x:160? - Sure, done.
  11. 01:27:151 (5,1) - The entry point of this "stream" is honestly pretty harsh. The distance is high and the angle of approach has little leniency for a new player who would probably react quite late. Although it looks weird, I feel something like this not only gives an appropriate amount of leniency for a new player, but also creates more spacing emphasis on the last 3, most important notes. - Did something similar.

[
Salad
]

General



  1. 00:04:074 (4,1) - Pretty hard dash antiflow this early into the difficulty, whereas in the cup it has no more significant emphasis than the other notes. I'd just make the directions of 00:04:074 (4,1,2) - reversed (ctrl+g them individually), and then adjust 00:05:305 (3) - 's position afterwards. - I think the reaction time makes this fine, and the pitch of the guitar here indicated a different movement to me.
  2. 00:05:920 (4,1) - Aaaa I'd lower the distance here by bringing 00:05:920 (4,1) - to x:184. This keeps the dash but makes the distance not as intense. - Done something similar with the same idea.
  3. 00:18:228 (5) - How does something like this look? Removes the sharp movement into the antiflow and instead creates a bit of a safety net for catcher repositioning. You can probably do that for similar cases of this. - I think the direction changes like this are fine, considering the reaction time given and the usage of similar patterns (spreadwise) in the cup.
  4. 00:19:151 (1) - plz ctrl+g, there's no real reason for this to be antiflow :( - Feels more fun to play as it is for me, and doesn't really feel any more difficult to play to a salad player.
  5. 00:21:920 (5) - can you make the droplet formation less aids here? A simpler curve would be nice so the big droplet doesn't stick out. - The droplets here feel nice to me for flow, and the big droplet sticking out was intentional to keep this curve movement stuck to.
  6. 00:26:536 (1,2) - I'll say it again, I really don't think these small, high distance wiggles, as easy as they are, are suitable for a diff of this level. If you want to keep it, at the very least lower the distance to give ample movement time for it. - Look at my explanation to Sh1n1, same concept as his mod was used in this for the distancing, as for the pattern, as you said, it's not really hard, and compared to other patterns in the map, they're pretty easy to play given the reaction time, so it feels suitable to me.
  7. 00:31:459 (5,6) - ??? what is this lol.. Even though the guitar starts on the 2nd note, I'd really suggest making it 2 notes -> dash to 1 instead of 1 -> dash to 2. The current pattern is really awkward and even threw me off guard for a second as to why it was there. Not only that, but the current distance is really high as well, and can easily be misleading coming out of a slow 1/1 pattern chain. I'd highly suggest making this change. This goes for the rest of the map with this pattern as well. - I'm sorry, but I'd rather not change this, the dash is to the start of the strong guitar sound, doing otherwise here sounds strange to me. As for the distance being high, it's actually technically possible without dashing, however having it any higher would make it too hard for a salad player in my eyes, so this type of distance seems fine to me, considering it's meant to be a dash. Also, I know it can be a surprising pattern at first but at the same time, if you listen to the song, it has a similar effect, if you were listening to it for the first time, you might not expect the sudden increase in guitar intensity.
  8. 00:44:997 (1) - 2 grids to the right and then a leftwards tilt would be really nice here for leniency and a directional safety net. Players usually don't have the catcher control to stop for a full vertical slider at this level. - Usually I'd agree with you here, but given the reaction time here, I think the type of pattern works fine here.
  9. 00:54:228 (1) - why me - Same here.
  10. 01:17:920 (7) - It's walkable (which is good), but I'd suggest making it a bit less of an edge case for a walk. How about x:384? - This isn't really an edge case at all though, in fact higher distances have been used for non-dashes in the map which you didn't even comment on.
  11. 01:25:613 (1) - a - Same as before.
  12. 01:26:074 (2) - x:296 and a bit more upwards tilt? that way the catcher isn't forced to move too far left. - I think the changes made by Sh1n1's mod stop this from being an issue.
  13. 01:28:382 (1) - It might take a rework of your last pattern there, but I'd recommend a dash to this note in the direction of the stream. For example, something like this. - I think given the rest of the map, as well as the strength of this last note, an antiflow dash makes sense. A lot of the map uses antiflow styled dashes, and so I feel the climax of the map should have a similar effect.

[
Platter
]

General



  1. 00:04:843 (2,3) - Wouldn't recommend a 2x back-forth here, it can be kind of tricky (even for me cuz im noob). I'd move 00:05:305 (3) - to x:304. This would probably cause you to have to ctrl+h your map, or you could do something like this. - It's not really difficult how it is now, just a simple 1/2 wiggle which in this difficulty is fine. It also fits the increased pitch to have a slightly harder movement.
  2. 00:06:690 (2,3) - Same goes for here, I really don't recommend this. - Same as above, but this one's even easier to play because it doesn't have an antiflow entrance.
  3. 00:12:690 (1,2,3) - Maybe instead of such a sharp entrance point to the next stream, you could try this? - Just decreased distances slightly instead, feels a lot nicer to me now.
  4. 00:14:536 (1,2) - I really don't like this pattern, mainly due to the curve and the sharp nature of the dash backwards into hdash, but I couldn't find a way to fix it in a way that you might like. I think you could probably find something better though. - Decreased distance between curve and note slightly.
  5. 00:20:997 (1,2,3) - Distance is a bit too high here, I find myself moving off of notes too early and missing the tails. Maybe 00:21:305 (2) - to x:176? - Changed in a different way.
  6. 00:40:382 (5,1) - Antiflow hyperdash in a platter is unrankable unfortunately, I'd suggest just making it a simple C-slider - This isn't strong enough to be counted as an antiflow HDash, especially considering the start of the slider is essnetially vertical, so this pattern doesn't break the ranking criteria.
  7. 00:44:074 (4,1) - Even worse case of the same rulebreak :( It also breaks a guideline of hyperdashes near the wall, so this should definitely be fixed. - I explained why this one is fine in response to Sh1n1, but the slant on the slider is enough to make it fine to play and not strong enough to be considered antiflow, and it's 16 pixels away from the wall, which is what the guideline states.
  8. 00:55:459 (4) - x:456? Moves the edge away from the wall and gives a fair bit of leniency to the harsh jump. You'll need to adjust the slider in order to keep the hdash though. - Moved a bit closer but not that close.
  9. 01:03:151 (2) - x:104 makes it a more full "reverse slider" pattern here - Done.
  10. 01:04:074 (3,1) - Really high distance, try x:264 instead. - This is the same distancing as the other dashes.
  11. I really dislike the amount of back and forths in this platter and I felt like the amount of, or at the very least, the intensity of, the antiflow could be toned down a bit. However, it is your style so I can't say much. - Yeah, sorry, but this is just how I like to map platters, I find it more fun to play and I don't think I really did it in too difficult of a way to play for this level of player. However, I made a few more minor adjustments to some distancing just to be sure.

[
Rain
]

General



  1. 00:16:074 (3,4) - Why are you using hyperchains in a rain? Even though they're technically allowed, it's really really really not recommended. It's made even worse by the fact you have the hyperchain going into a steep antiflow pattern that can be easily missed in 00:16:382 (1) - . Please rethink it :( - The HDash chain fits well in my opinion, however I did change the slider to keep a linear flow, I guess it could be too hard to get out of a chain like that for a rain player.
  2. 01:19:766 (3,4,1) - sad, really harsh pattern, same as above. If you want to keep the hyperchains, they should at least be lenient enough to be incorporated into a rain's setting. This is an introduction to advanced patterns, we shouldn't be trying to kill people with hyperchain antiflows. Just ctrl+g the reverse slider and move it around. - Yeah, done.
  3. Really awesome diff, I just feel like the two antiflow hypers should be fixed/adjusted to properly fit a rain's difficulty.

[
Overdose
]

General



  1. 00:15:766 (5,6,7,8) - I'd start these jumps as smaller than the other ones to emphasize the build in intensity. Still keep them hyperdashes, but try to lower their distance to make it noticeable that the song is building up. - Whilst the song in general builds up quite a bit here, these particular notes actually stay at around the same intensity throughout the repeating section, at least to me.
  2. 00:22:228 (2) - Pretty far for a normal jump, maybe x:376 here is better? - This one is very easy to hit though, not really anywhere near a HDash.
  3. 00:39:459 (3,4) - I really don't see a need for an hdash here. There's no noticeable shift in intensity or even a different sound that could be classified as unique. Just make it a normal jump? - The vocal here and the change in pitch to the 4th one makes it stand out enough for a HDash to make sense to me.
  4. 00:42:228 (2,3) - 3 is really easy to overshoot as it is now. I'd move 00:42:228 (2) - to x:128 and 00:42:997 (3) - to x:272 (if it's not already there, I forgot where I was moving things). - Would agree if that note was intended to be dashed to, but the gap of 2,3 was intended to be a walk, and right now it feels more comfortable to walk then your change.
  5. 01:17:920 (4,5) - Maybe over to 216? It's hard to catch this if you don't hold dash immediately out of the previous pattern. - It doesn't seem that hard to catch, even with a bit of delay on pressing dash, to me.
  6. Also pretty good difficulty

[
Conflagration
]

General



  1. 00:05:305 (1,2,3,4) - The single most cancer pattern in this whole mapset and what originally enticed me to mod this. First of all, what the hell is the point of it? It's only aim is to be fucking gay. Not only is it completely different than every other pattern you used here, but it has such a terrible shape that you get fucked regardless of how you approach it. Please for the love of god change this. Something very similar but much much cleaner to play would be something like this. Please do it or I'm gonna put my turtle in the microwave and I don't even own a turtle. I will go out and buy a turtle and execute it if you do not change this pattern. - Wasn't really sure about how to change this pattern because I didn't think your suggestion really improved it too much either, however I think that the change I did end up with in the end leaves a much more comfortable to play pattern which you'll be fine with.
  2. 00:10:843 (4) - A perfect curve here looks a bit better with your pattern I think. Just drag the anchor to the middle and make it so the head and tail are on the same X-axis coordinate and it should be much better. The way the shape works now is kind of odd since the tail is so close it forces a flowstop. - Didn't do an exact curve but made it a bit closer to that.
  3. 00:18:997 (7,8,9) - I don't hear 1/8 here? Unsnap or overmap? Either way, I'd suggest just a 1/4 pattern. A hyperchain could work well as well. - I can hear 1/8 in the drums here.
  4. 00:21:459 (6,7) - Original contender for the most cancer pattern but after a tough decision I gave it to 00:05:305 (1,2,3,4) -. Anyways, this slider doesn't really do much except exist, and nothing in the song really calls for something this homosexual. I'd suggest changing the pattern to a reverse-stair style to better fit the guitar shift maybe? Something like this plays really nicely here in my opinion. - Not really in agreement about this one I'm afraid. I've adjusted this pattern a lot to the point where now I think it plays just fine, and fits the climactic end of the section here.
  5. 00:27:920 (4) - x:376 would even out the distance between the previous and following note. Just a small aesthetic thing, plus it makes it harder to overshoot here. - I like how the distances feel here, and it's consistent with the previous line.
  6. 00:48:074 (5,6,7,8) - Would you consider changing this to a double slider L-shape instead? I think the stronger right-facing movement would be really nice here with the motion you're intending, rather than the shallow curve. - I think the shallow curve helps to really make this feel nicer to play whilst still keeping the idea intended, I think your method would end up feeling a bit too hard, or end up not really fitting what the aim was.
  7. 00:50:459 (8,1,2) - Not sure why this is a hyperchain. I'm pretty sure 00:50:536 (1) - should be with 00:50:613 (2,3,4,5,6) - , as they're all part of the same vocal line. - Was a hyperchain for the strong drum on 2.
  8. 00:55:459 (6,7) - Make this a hyper or lower the distance please, it's really high and very very easy to miss. - Decreased slightly.
  9. 00:58:536 (2) - x:152 to remove overshoot potential? - Moved it slightly to the left, but that much puts unnecessary emphasis onto the note in my eyes.
  10. 01:02:536 (7) - Over 3 grids and leftward tilt? The fully vertical slider makes it kind of odd since you have to wait to move the catcher a split second longer rather than constantly move it in a fast paces section. - I view this as a kind of 1/8 curve but without the middle note, and I think it flows fine with that kind of movement.

Okay done~ Good luck!
Thanks for the mod! Updated.
BoberOfDarkness
00:05:305 (1,2,3,4) - I pointed this twice :^

you can try something like



or

Topic Starter
MBomb

BoberOfDarkness wrote:

00:05:305 (1,2,3,4) - I pointed this twice :^

you can try something like



or

Both of these ideas completely destroy the antiflow concept that this movement is supposed to represent, and so don't really fit my idea. I think my change fixed the issues anyway.
Ascendance
Yeah, I like 00:05:305 (1,2,3,4) - a lot better now. I still think it's a bit shallow though. Would you mind moving 00:05:382 (2,3,4) - over to the right a bit? I think something like this is a bit better since it gives some more movement to contribute to the antiflow, rather than a standstill.
Topic Starter
MBomb
Alright done.
Ascendance

- Magic Bomb - wrote:

Alright done.


c:
Riari
Placeholder for reals
-Sh1n1-


Conflagration

  1. 00:04:305 (12,1) - I don't understand the reason of the sudden increase of distance here while other similar parts have a noticeable less distance ( 00:02:459 (12,1) - 00:06:151 (12,1) - )
  2. 00:04:382 (1,2) - nazi jump, don't you want to reduce it? same reason as before.
  3. 00:10:843 (4,5,6) - this movement is kinda unconfortable, the current transition is too straigh after the unconfortable antiflow at 00:10:843 (4) - don't you want to continue with mirrored sliders as you were doing at 00:08:997 (2,3) -
  4. 00:13:613 (1,2,3,4,5,6) - hyperdash between each note is unnecessary, first of all cause instruments through 00:11:766 (1,2,3,4,5,6,1,2,3,4,5,6) - are the same, if you wanna add this kind of pattern: 00:13:613 (1,2,3,4,5,6) -, could be at 00:12:690 - cause vocal takes a little break and you can enphasize drums a bit.
  5. 00:19:036 (8) - what are you following here cause I can't hear something special, also I didn't see something similar on monstrata's std map (I'm not saying that you should remove only because monstrata's ones doesn't have such note, it's an additional only.)
  6. 01:08:997 (1,2) - the current distance between such notes are kinda unconfortable, why not reduced a bit? cause the all sliders 01:07:151 (1,2,3,4,5,6) - are totally horizontal, that means 1.00x between head and tail of sliders, then if you change to 1.68 the movement becomes harder.
  7. 01:28:074 (5) - move a bit to the left? this part is already hard why not try to keep a little bit of consistency with 01:27:459 (1,2) - that is 3.04x of ds, hyperdash is ok and I see that you are not increasing the distance gradually on each note cause 01:27:766 (3,4) - and 01:28:228 (6,1) - are exactly the same, just a little bit of less distance won't kill you.
  8. Also I'm not sure if you can reduce the number of fruits for each NewCombo, around 8 could be ok, it's a difficult diff plus long combos, result: less visibility, specially for this kind of patterns: 00:13:613 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - 16 fruits already and it's easy to miss a droplet in the transition between 00:15:074 (14,15) -

Overdose

  1. 00:07:690 (8,9) - missing hyperdash, if you wanna keep the current distance remove at Rain for a better spread, it's up to you.
  2. Same as higuer diff about NewCombos, taking 00:06:228 (1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,6,7,8,9,10,11,12) - as an example, you could add NC at 00:06:843 -, remove at 00:07:151 - and finally add at 00:07:459 - one more time.

Kds to my previous post please, Call me back and sorry for the long delay :(
Ascendance
Finally

where is the proof sh1n1 has the skill to play this :^)
Topic Starter
MBomb

-Sh1n1- wrote:



Conflagration

  1. 00:04:305 (12,1) - I don't understand the reason of the sudden increase of distance here while other similar parts have a noticeable less distance ( 00:02:459 (12,1) - 00:06:151 (12,1) - ) - It's to emphasise the stronger pitch change here in the guitar. I did change around a few distances to make it more noticable however.
  2. 00:04:382 (1,2) - nazi jump, don't you want to reduce it? same reason as before. - Reduced with changes made in previous part.
  3. 00:10:843 (4,5,6) - this movement is kinda unconfortable, the current transition is too straigh after the unconfortable antiflow at 00:10:843 (4) - don't you want to continue with mirrored sliders as you were doing at 00:08:997 (2,3) - - Mirrored sliders weren't use because the 1/4 drumroll here deserved notes to emphasise it in my eyes. However, distances were changed slightly to make the movement more comfortable.
  4. 00:13:613 (1,2,3,4,5,6) - hyperdash between each note is unnecessary, first of all cause instruments through 00:11:766 (1,2,3,4,5,6,1,2,3,4,5,6) - are the same, if you wanna add this kind of pattern: 00:13:613 (1,2,3,4,5,6) -, could be at 00:12:690 - cause vocal takes a little break and you can enphasize drums a bit. - The drums increase in volume at this section to me, plus you can feel the intensity in the music increasing so the HDash structure increasing feels nice.
  5. 00:19:036 (8) - what are you following here cause I can't hear something special, also I didn't see something similar on monstrata's std map (I'm not saying that you should remove only because monstrata's ones doesn't have such note, it's an additional only.) - I hear a drum on the 1/8 there, it seems strange because I can't hear it at any other point in the song but I can hear it here so I mapped it.
  6. 01:08:997 (1,2) - the current distance between such notes are kinda unconfortable, why not reduced a bit? cause the all sliders 01:07:151 (1,2,3,4,5,6) - are totally horizontal, that means 1.00x between head and tail of sliders, then if you change to 1.68 the movement becomes harder. - Yeah, I noticed this whilst testplaying, reduced it a tiny bit.
  7. 01:28:074 (5) - move a bit to the left? this part is already hard why not try to keep a little bit of consistency with 01:27:459 (1,2) - that is 3.04x of ds, hyperdash is ok and I see that you are not increasing the distance gradually on each note cause 01:27:766 (3,4) - and 01:28:228 (6,1) - are exactly the same, just a little bit of less distance won't kill you. - Done.
  8. Also I'm not sure if you can reduce the number of fruits for each NewCombo, around 8 could be ok, it's a difficult diff plus long combos, result: less visibility, specially for this kind of patterns: 00:13:613 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - 16 fruits already and it's easy to miss a droplet in the transition between 00:15:074 (14,15) - - Made a few adjustments, but for the most part I think it's fine to have 12 in this type of difficulty, like mentioned in overdose.

Overdose

  1. 00:07:690 (8,9) - missing hyperdash, if you wanna keep the current distance remove at Rain for a better spread, it's up to you. - Weakened HDash in the rain and added one here.
  2. Same as higuer diff about NewCombos, taking 00:06:228 (1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,6,7,8,9,10,11,12) - as an example, you could add NC at 00:06:843 -, remove at 00:07:151 - and finally add at 00:07:459 - one more time. - I think 12 notes is fine for a combo in a map like this, doesn't really distract too much from playing in my opinion.

Kds to my previous post please, Call me back and sorry for the long delay :(
Thanks for the check!
Bunnrei
evryething here is antifllow and upnlayable
-Sh1n1-
Fixed minor stuff on irc, It's more than ready to go



Enjoy free pp.
Topic Starter
MBomb

-Sh1n1- wrote:

Fixed minor stuff on irc, It's more than ready to go



Enjoy free pp.
Thanks so much <3

Hope everyone enjoys this, was a very fun song to map for me :D
Yumeno Himiko
awesome set, gratz
Monstrata
I was going to say "wow, including the video? but it literally depicts gore torture and rape?" then i saw which video you meant... lmaooo good job
Kimitakari
Thank Mr. Magic Momb
-rage
gratz mb :3
Kamikaze

Chara wrote:

evryething here is antifllow and upnlayable
hey that's my meme
Vincs
last diff mod :
00:05:305 (1,2,3,4) - really feels awkward to play, especially when everything before flows nicely .
00:18:997 (7,8,9) - I get it that this triple is used to emphasize the guitar but it really feels like it's too much and doesn't really follow the song.
00:21:613 (7) - same as my first point.
00:51:459 (1,2,3) - wouldn't 2 doubles be enough here? you use a lot of doubles before it so it would feel normal to put one there as well.
00:59:459 (6,1) - this jump feels way too big, especially with the anti-flow slider right after it.
01:23:766 (1,2,3,4,5,6,7) - while the the hyper chains at 01:17:305 (1,2,3,4) - and 01:17:920 (5,6,7,8) - feel justified and are on strong beat, this one feels unnecessary.
01:24:536 (2,3,4,5) - kinda the same but this one feels a bit more natural.
01:24:382 (1,2,3,4,5,6,7,8,9,10) - NC?

sorry if it looks bad I'm not used to modding :^)

Edit:
00:04:843 (6) - almost forgot this little bad boy here, sliderend is 2px from being rankable :^)
Topic Starter
MBomb

Vincs wrote:

last diff mod :
00:05:305 (1,2,3,4) - really feels awkward to play, especially when everything before flows nicely . - Mentioned this a lot of times already and even after adjusting this pattern so much my reasoning stays the same, the flick back makes this pattern feels relatively comfortable whilst still providing a variety in pattern and matching the effect of a slight antiflow here.
00:18:997 (7,8,9) - I get it that this triple is used to emphasize the guitar but it really feels like it's too much and doesn't really follow the song. - It isn't used to emphasise the guitar, there's a clear drum beat on the 1/8 there, and it follows that fine.
00:21:613 (7) - same as my first point. - Again, I've explained this a lot already, this movement looks pretty awkward at first but by playing it you can notice how it flows fine and also emphasises the end of this section well in my eyes.
00:51:459 (1,2,3) - wouldn't 2 doubles be enough here? you use a lot of doubles before it so it would feel normal to put one there as well. - Clear drum beats on both 2 and 3 that indicate HDashes to me.
00:59:459 (6,1) - this jump feels way too big, especially with the anti-flow slider right after it. - Jump is a strong HDash to indicate the change in section, with the non-linear flow being used to add an emphasis on the guitar also being added in here. Plus, there are other sliders with this kind of pattern in the map, so it's not like this is a special case.
01:23:766 (1,2,3,4,5,6,7) - while the the hyper chains at 01:17:305 (1,2,3,4) - and 01:17:920 (5,6,7,8) - feel justified and are on strong beat, this one feels unnecessary. - There are clear strong drum beats here, it feels weirder to me to follow the same HDash pattern when these drums get added in.
01:24:536 (2,3,4,5) - kinda the same but this one feels a bit more natural. - Same thing with the drums.
01:24:382 (1,2,3,4,5,6,7,8,9,10) - NC? - Could be worth changing the nc pattern here if there is a dq, but I see little need in dqing just for this, considering it doesn't even break the guideline.

sorry if it looks bad I'm not used to modding :^)

Edit:
00:04:843 (6) - almost forgot this little bad boy here, sliderend is 2px from being rankable :^) - I know it's a meme but I'll respond seriously because I never meme. The slider head is what would need to be away from the wall, not the slider tail, and also that is just a guideline anyway even if it was the head.
Thanks for the mod! I'm sorry for not really accepting anything, but I just found a lot of the changes weren't suitable for what I was going for and so would feel strange to me, or were for concerns I'd already answered. It's nice to see someone willing to check maps even in qualified though! :D
Haarashi
ecks dee
Des9
WTF, a overmap in qualified? Please no
Topic Starter
MBomb

Destructor09 wrote:

WTF, a overmap in qualified? Please no
If you're willing to explain how this is overmapped in any way, I'd be glad for you to. If you're not going to explain, please don't leave pointless posts on the beatmap thread.
Haarashi
o v e r m a p p e d

Why?

Just play it lul
Haarashi
i can't believe this crap got ranked holy freak. wow. wow. wow. wow. seriously, am I the only thinking this map is really REALLY bad?
Topic Starter
MBomb

Haarashi wrote:

i can't believe this crap got ranked holy freak. wow. wow. wow. wow. seriously, am I the only thinking this map is really REALLY bad?
If you had concerns, why not bring them up whilst qualified? You didn't have the smartest mindset if you thought staying silent about any concerns you had would stop this from getting ranked... and now it's too late to attempt to improve the map.

And to everyone else, to quote a comment on xeno:

"Please no pp comments guys, it's extremely rude. respect the mapper and appreciate the maps for what they are and not how much pp they give, because it really doesn't matter."
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