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Asriel - Kegare Naki Yume [CatchTheBeat|Osu]

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Total Posts
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Topic Starter
Kibbleru
This beatmap was submitted using in-game submission on March 6, 2017 at 10:20:44 PM

Artist: Asriel
Title: Kegare Naki Yume
Source: 11eyes -罪と罰と贖いの少女
Tags: eroge visual novel Lass 5pb.games kokomi kurose keisuke unveil Vert yf_bmp CLSW Crystal
BPM: 223
Filesize: 11283kb
Play Time: 05:02
Difficulties Available:
  1. Crystal's Dereliction (7.45 stars, 1095 notes)
  2. Delusion (7.29 stars, 1386 notes)
  3. Vert's Lunatic (6.53 stars, 1346 notes)
Download: Asriel - Kegare Naki Yume
Information: Scores/Beatmap Listing
---------------
This is 5 minutes, count spinner drain time.

Storyboard - yf_bmp ~wip~

Delusion - Me
Lunatic - Vert
Fruits - CLSW

Thank Kocari BG~

Thank Mr.Monstrata for help with mp3~ Here's a slider dedicated to you


i need a storyboard :(
Topic Starter
Kibbleru
THIS MAP IS FOR YOU @KOCARI
Satellite
I LOVE YOU
KuroNeko1509
NM
Nice map, good luck on ranking this :3


Ex
00:18:408 (2) - I think you should move this note a little closer to the slider, since they are 1/4 beats apart
00:27:018 (2) - same here
00:22:310 (2) - I feel like this slider doesn't really fit so well (?) ,replacing it with a single note instead will fit better imo
00:28:228 - this feels empty to me, adding a note will look more consistent with 2 previous notes and also play nicer -> http://puu.sh/qZd2L/6052a84536.jpg
00:55:065 (2) - delete this note, I feel like this part doesn't have a sound(beat) there to make it a triple
01:21:701 (6) - same ^
02:41:337 (6) - same here ^
03:15:640 (6) - same here ^ (lol whats up with those 6's that are overmaped )
02:43:490 (6) - same as here ^ lol these triples feel a bit over mapped ><;;
01:19:212 (1) - i think you should move this slider a little closer to the slider "2" because its placed too far making it i guess uncomfortable to play, plus it looks like that distance is 1/2 when its actually 1/4. So moving it a little to the left shouldn't hurt
01:33:068 (1,2,3,4) - why are these jumps spaced so far apart? the set of jumps right before this is significantly smaller, and I don't understand why this set was made so widely spread apart... i don't see a change in music that's becoming intense to make those jumps, making them a bit smaller will probably be better :?
01:33:606 (1,2) - move note 2 a little closer to the slider ><;;
01:34:413 (5,1) - same here, note 1 should be a little closer to the slider
02:52:704 (1,2,3,4) - I think these jumps are overmapped in terms of distance, decreasing it a little should play better
Overall its a really fun map, but i think there is too many overmapping, and some of those include previously listed triple overmaps, there are more like this .. but i think you intentionally overmapped that lol
Shad0w1and
mark
I will surely mod it later.
plz forgive me for been late...

00:54:729 - to me better as 02:39:252 (2) - could have higher DS, like your did on 01:19:616 (2) -
02:41:674 (3,1) - these two beats are stronger with vocal and drum, 02:41:808 (4) - should have a smaller jump, and 02:41:943 (1) - should be highlighted
03:28:352 (4) - you cut flow here with made this slider harder to follow, I suggest you reduce the jump a bit, like make 03:28:217 (3) - -148 -360
03:36:154 (5) - same to 00:54:729 -
03:40:593 (1,2,1,2,1,2) - guess it is your pattern, but I really do not like it,, it feels weird while playing, as those heavier beats are not highlighted with bigger jumps
00:59:168 - 02:18:805 - copy paste really not good. try re-shape some sliders

seems fine to me, some more test plays maybe.
Topic Starter
Kibbleru

Shad0w1and wrote:

mark
I will surely mod it later.
plz forgive me for been late...
no rush



KuroNeko1509 wrote:

NM
Nice map, good luck on ranking this :3


Ex
00:18:408 (2) - I think you should move this note a little closer to the slider, since they are 1/4 beats apart
00:27:018 (2) - same here
00:22:310 (2) - I feel like this slider doesn't really fit so well (?) ,replacing it with a single note instead will fit better imo its to emphasize the next slider with a finish note also this section because it sounds a little different
00:28:228 - this feels empty to me, adding a note will look more consistent with 2 previous notes and also play nicer -> http://puu.sh/qZd2L/6052a84536.jpg i don't really wan to add something when there actually isnt any beat in between, it will take away from the feel
00:55:065 (2) - delete this note, I feel like this part doesn't have a sound(beat) there to make it a triple listen closely for this one u can hear a kick
01:21:701 (6) - same ^ these ones are purposely added to follow the vocal as well as transitioning to the next section
02:41:337 (6) - same here ^
03:15:640 (6) - same here ^ (lol whats up with those 6's that are overmaped ) this is for the guitar stream thing
02:43:490 (6) - same as here ^ lol these triples feel a bit over mapped ><;;
01:19:212 (1) - i think you should move this slider a little closer to the slider "2" because its placed too far making it i guess uncomfortable to play, plus it looks like that distance is 1/2 when its actually 1/4. So moving it a little to the left shouldn't hurt its hard to misread this at higher level, also sliders are lenient so its okay
01:33:068 (1,2,3,4) - why are these jumps spaced so far apart? the set of jumps right before this is significantly smaller, and I don't understand why this set was made so widely spread apart... i don't see a change in music that's becoming intense to make those jumps, making them a bit smaller will probably be better :? i tried to follow the vocal buildup so they get progressively bigger, also to be consistent. but maybe if more ppl complain ill see about it
01:33:606 (1,2) - move note 2 a little closer to the slider ><;;
01:34:413 (5,1) - same here, note 1 should be a little closer to the slider
02:52:704 (1,2,3,4) - I think these jumps are overmapped in terms of distance, decreasing it a little should play better as before
Overall its a really fun map, but i think there is too many overmapping, and some of those include previously listed triple overmaps, there are more like this .. but i think you intentionally overmapped that lol
no comment fix
Gloria Guard
6 (Six)
sahuang
At least you need a sb as good as yf's :>
Topic Starter
Kibbleru

sahuang wrote:

At least you need a sb as good as yf's :>
agree ;w;

idk who i can ask D:
sahuang
idk either :(
good luck on this :w:
anna apple
ask naitoshi



x d
cedar
I hope this gets ranked, not enough 7+ star maps ranked

mod is in box

SPOILER
00:06:001 (2) - why not make this the start of a new combo?
00:20:695 (2,3) - this stack fits the music, but everything else is jumpy, so it's a bit awkward
00:38:721 (1) - why is this a new combo?
00:59:168 (1,2,1,2,1,2) - the spacing changes here, why? 3x>1.5x>3.8x>1.4x, it's uncomfortable, and I hear nothing in the music that supports an awkward structure
01:13:428 (3,4) - again, why does the spacing change so suddenly here?
01:50:017 (1) - why a new combo?
02:18:805 (1,2,1,2,1,2) - same as 00:59:168 (1,2,1,2,1,2)
03:40:593 (1,2,1,2,1,2) - again, same as above
03:43:822 (1,2,1,2,1,2) - um. I wouldn't say this is bad, but.. It doesn't seem right
04:28:214 (2,3,1) - spacing goes 3.4x>1.1x why?

Best of luck :)
Topic Starter
Kibbleru

Shad0w1and wrote:

mark
I will surely mod it later.
plz forgive me for been late...

00:54:729 - to me better as great idea, had trouble with that part02:39:252 (2) - could have higher DS, like your did on 01:19:616 (2) -
02:41:674 (3,1) - these two beats are stronger with vocal and drum, 02:41:808 (4) - should have a smaller jump, and 02:41:943 (1) - should be highlighted for me this way is better to highlight the change in patterning
03:28:352 (4) - you cut flow here with made this slider harder to follow, I suggest you reduce the jump a bit, like make 03:28:217 (3) - -148 -360
03:36:154 (5) - same to 00:54:729 -
03:40:593 (1,2,1,2,1,2) - guess it is your pattern, but I really do not like it,, it feels weird while playing, as those heavier beats are not highlighted with bigger jumps this spacing change helps to seperate the pattern into segments of 2
00:59:168 - 02:18:805 - copy paste really not good. try re-shape some sliders

seems fine to me, some more test plays maybe.

burntcedar13 wrote:

I hope this gets ranked, not enough 7+ star maps ranked

mod is in box

SPOILER
00:06:001 (2) - why not make this the start of a new combo? want to be consistent with the downbeat NCs
00:20:695 (2,3) - this stack fits the music, but everything else is jumpy, so it's a bit awkward but it fits imo
00:38:721 (1) - why is this a new combo? to stay consistent
00:59:168 (1,2,1,2,1,2) - the spacing changes here, why? 3x>1.5x>3.8x>1.4x, it's uncomfortable, and I hear nothing in the music that supports an awkward structure spacing change is used to emphasize the beats in pairs of 2
01:13:428 (3,4) - again, why does the spacing change so suddenly here? ^
01:50:017 (1) - why a new combo? consistency
02:18:805 (1,2,1,2,1,2) - same as 00:59:168 (1,2,1,2,1,2) ^
03:40:593 (1,2,1,2,1,2) - again, same as above ^
03:43:822 (1,2,1,2,1,2) - um. I wouldn't say this is bad, but.. It doesn't seem right
04:28:214 (2,3,1) - spacing goes 3.4x>1.1x why?

Best of luck :)
no comment = fix

thx for mods!
Pururut
love KOKOMI's voice
cedar
I noticed something last night (forgot to mention it, so you may have changed it by now) It looks like you have a different thumbnail than bg
Topic Starter
Kibbleru

burntcedar13 wrote:

I noticed something last night (forgot to mention it, so you may have changed it by now) It looks like you have a different thumbnail than bg
looks normaltome o.o
Net0
I love this song <3

[Delusion]
  1. 00:01:024 (1,2,3,4) - I have two suggestions here; first is stack all singletap on the slider 00:01:427 (4) - . I'd do that so the player might understand at first sight what speed he's playing without having to worry about aiming. I know it's a seven star difficulty map, but having like 1 second of easy stuff just for the sake of getting confortable with the speed could be really useful. If you don't want to apply this I'll go to my second suggestion; move 00:01:293 (3) - to x:134 y:117 to improve DS, really small change.
  2. I think you can stack 00:02:369 (2,3) - with this 00:01:158 (2,3) - . Small structure improvement, but I know you will need to fix the entire pattern to do that so I'll mention what will be needed to apply it:
    1)Select this 00:02:907 (4,5,1,2,3,4,5) - then move it until you stack 00:03:310 (2) - with 00:04:118 (1) -
    2)After that you will see that there's a small overlap going here 00:02:503 (3,4) - . Move 00:02:907 (4) - to x:53 y:276
  3. Do something similar here 00:07:212 (4,5,1,2,3,4) - in this case you will have to stack 00:07:212 (4) - with 00:04:118 (1) - sliderend
  4. Blanket here could be improved 00:15:718 (5,1,3) -
  5. ^ 00:28:094 (2,2) -
  6. The jump distance here is kinda weird 01:01:590 (1,2,1,2,1,2) - imo. Mainly because this jump section is working in pairs, the first one 01:01:590 (1,2) - is bigger than the second 01:01:859 (1,2) - and the final one is the bigger 01:02:128 (1,2) - . I can really picture the distance increase in this section, but it went from 2,85x to 2,51x to 3,70x. I've checked previous patterns and I can't see structure reasons for the position as well. My suggestion is; either you make the first two the same distance and increase the final pair or you make continuous increase. Therefore;
    1)Move 01:01:993 (2) - to x:435 y:241
    2)Stack 01:01:724 (2) - with 01:01:052 (5) - . This is probably my favorite choice but it's all up to you.
    Same idea applies to this 02:21:226 (1,2,1,2,1,2) - .
  7. Rotate this 01:03:204 (3) - "-3º" to improve blanket with 01:03:473 (1) - as well as making the distance between the slider end of 01:03:204 (3) - more visual equal in terms of spacing in between this 01:03:069 (1,1) - .
  8. Few suggestions about this jump pattern 01:04:549 (1,2,3,4,1,2,3,4) - ;
    Move 01:04:953 (4) - to x:272 y:281 to make it more star shaped as well as avoiding its 'overlap' with this 01:03:473 (1) - . That will also buff the distance from this jump 01:04:953 (4,1) - , that currently is kinda small
    After that 01:04:549 (1,2,3,4,1,2,3,4) - select all of this and move by -4 in the "x" axis to improve structure.
  9. Sorry about blanket suggestion but I really point this stuff -w- 01:15:580 (3,4) -
  10. This is purely optional, really personal suggestion here; 01:28:763 (1,2,3,4,5,6,7,8) - and here 02:48:400 (1,2,3,4,5,6,7,8) - having both with the same value is really good for consistency mapping. But a really small increase could really make things interesting. Maybe not buffing the value but doing the first 0,8 or 0,9x and then in the next chorus do the 1,0x could work great as well or even make them 0,8x -> 0,9x since you've mapped the hardest part of the music already with streams in 1,0x.
  11. Rotate this 02:34:678 (6) - "-1º" to improve blanket
  12. Move this slider end 02:49:745 (6) - from the current point x:377 y:252 to x:375 y:255 it will look like this: https://puu.sh/rIZ6W.jpg
  13. Another personal suggestion: making a triple here 03:01:179 (2,3,4) - kinda kills the slow mapping you made on this respective slow part of the song. Your choice is not wrong itself, but tapping a 220 bpm triple here while in the main chorus you didn't do that is a little weird in terms of what you're tapping. A reverse slider here works just fine too.
  14. This overlap 04:50:554 (1,1) - could be re-worked into a blanket, would look great that way instead of how it is now http://puu.sh/rIZPc.jpg

I really like the rhythm choices you made in this sections 01:09:930 (1,1,2,1,2,1) - and I hope people won't complain about it, they're really following the song in a great way. Can't wait to see this ranked, too bad I can't testplay it :3
Good luck o/
Topic Starter
Kibbleru

Net0 wrote:

I love this song <3

[Delusion]
  1. 00:01:024 (1,2,3,4) - I have two suggestions here; first is stack all singletap on the slider 00:01:427 (4) - . I'd do that so the player might understand at first sight what speed he's playing without having to worry about aiming. I know it's a seven star difficulty map, but having like 1 second of easy stuff just for the sake of getting confortable with the speed could be really useful. If you don't want to apply this I'll go to my second suggestion; move 00:01:293 (3) - to x:134 y:117 to improve DS, really small change. the first suggestion kinda ruins the section's structure i was going for. the circles are fast moving and the sliders are very slow to demonstrate a held piano note
  2. I think you can stack 00:02:369 (2,3) - with this 00:01:158 (2,3) - . Small structure improvement, but I know you will need to fix the entire pattern to do that so I'll mention what will be needed to apply it: as above, not going for stacks in this section here
    1)Select this 00:02:907 (4,5,1,2,3,4,5) - then move it until you stack 00:03:310 (2) - with 00:04:118 (1) -
    2)After that you will see that there's a small overlap going here 00:02:503 (3,4) - . Move 00:02:907 (4) - to x:53 y:276
  3. Do something similar here 00:07:212 (4,5,1,2,3,4) - in this case you will have to stack 00:07:212 (4) - with 00:04:118 (1) - sliderend ^
  4. Blanket here could be improved 00:15:718 (5,1,3) -
  5. ^ 00:28:094 (2,2) -
  6. The jump distance here is kinda weird 01:01:590 (1,2,1,2,1,2) - imo. Mainly because this jump section is working in pairs, the first one 01:01:590 (1,2) - is bigger than the second 01:01:859 (1,2) - and the final one is the bigger 01:02:128 (1,2) - . I can really picture the distance increase in this section, but it went from 2,85x to 2,51x to 3,70x. I've checked previous patterns and I can't see structure reasons for the position as well. My suggestion is; either you make the first two the same distance and increase the final pair or you make continuous increase. Therefore;
    1)Move 01:01:993 (2) - to x:435 y:241
    2)Stack 01:01:724 (2) - with 01:01:052 (5) - . This is probably my favorite choice but it's all up to you.
    Same idea applies to this 02:21:226 (1,2,1,2,1,2) - . i think musically wise, the first one stands out moderately, the middle pair should be the least significant, and the last one should be most significant.
  7. Rotate this 01:03:204 (3) - "-3º" to improve blanket with 01:03:473 (1) - as well as making the distance between the slider end of 01:03:204 (3) - more visual equal in terms of spacing in between this 01:03:069 (1,1) - .
  8. Few suggestions about this jump pattern 01:04:549 (1,2,3,4,1,2,3,4) - ;
    Move 01:04:953 (4) - to x:272 y:281 to make it more star shaped as well as avoiding its 'overlap' with this 01:03:473 (1) - . That will also buff the distance from this jump 01:04:953 (4,1) - , that currently is kinda small
    After that 01:04:549 (1,2,3,4,1,2,3,4) - select all of this and move by -4 in the "x" axis to improve structure. imo not very necessary because it doesn't change how it plays that much and i was kind of going for 2 seperate patterns here
  9. Sorry about blanket suggestion but I really point this stuff -w- 01:15:580 (3,4) -
  10. This is purely optional, really personal suggestion here; 01:28:763 (1,2,3,4,5,6,7,8) - and here 02:48:400 (1,2,3,4,5,6,7,8) - having both with the same value is really good for consistency mapping. But a really small increase could really make things interesting. Maybe not buffing the value but doing the first 0,8 or 0,9x and then in the next chorus do the 1,0x could work great as well or even make them 0,8x -> 0,9x since you've mapped the hardest part of the music already with streams in 1,0x. i prefer having consistency
  11. Rotate this 02:34:678 (6) - "-1º" to improve blanket
  12. Move this slider end 02:49:745 (6) - from the current point x:377 y:252 to x:375 y:255 it will look like this: https://puu.sh/rIZ6W.jpg
  13. Another personal suggestion: making a triple here 03:01:179 (2,3,4) - kinda kills the slow mapping you made on this respective slow part of the song. Your choice is not wrong itself, but tapping a 220 bpm triple here while in the main chorus you didn't do that is a little weird in terms of what you're tapping. A reverse slider here works just fine too. good suggestion.
  14. This overlap 04:50:554 (1,1) - could be re-worked into a blanket, would look great that way instead of how it is now http://puu.sh/rIZPc.jpg

I really like the rhythm choices you made in this sections 01:09:930 (1,1,2,1,2,1) - and I hope people won't complain about it, they're really following the song in a great way. Can't wait to see this ranked, too bad I can't testplay it :3
Good luck o/
no comment = fix
CLSW
great thing
I hope if I can map fruit stuff here :!:
Rixia Mao
03:23:375 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1,2,3,4,5,6,7,8,1) - LOL
CLSW
Sorry for late!

http://puu.sh/tnqSH/7ac3ec02a3.zip

if i need new bg let me find some

edit : http://puu.sh/tnXzH/8595a62e68.zip take this new one

re-edit : http://puu.sh/tplzQ/cacd4cc176.zip
Topic Starter
Kibbleru

CLSW wrote:

Sorry for late!

http://puu.sh/tnqSH/7ac3ec02a3.zip

if i need new bg let me find some ur choice

edit : http://puu.sh/tnXzH/8595a62e68.zip take this new one

re-edit : http://puu.sh/tplzQ/cacd4cc176.zip
o didnt see this post xD
will add asap when i get home
Ascendance
@CLSW

I really admire your work and your ability to create innovative, new, and fun ways to play CTB, but this map really feels like a mess to me. There's a lot of overemphasis where there shouldn't be, hitsound misuse (loud hitsounds but soft music), and patterns that make the quality of the map suffer rather than make it fun to play. I know it's meant to be a challenge, but there is better ways to make challenge than to make everything harder to play. With that, it becomes less of a game and more of a struggle to understand what's going on and why.

That being said, I'm always a fan of your mapping. I think this map is very good, as well. But I don't think it's what the song calls for, and I don't think it will be possible to rank in the current state. I'd suggest really taking a look at the map and removing severe cases of breakneck flow, overmapping, and overemphasis (looking mostly at hyperchains and cross screen jumps that don't fit). This feels like an 8* map when the song calls for something more like 6*.

Also please don't use 1.40x SV in the kiai, it's awful.

If you have any concerns you'd like to bring up with me, or if you'd like to run some new ideas by me, feel free to contact me! I'd be happy to see this map become better.

@Kibb you know where to find me if things get rough :d
autofanboy

Ascendance wrote:

@CLSW

I really admire your work and your ability to create innovative, new, and fun ways to play CTB, but this map really feels like a mess to me. There's a lot of overemphasis where there shouldn't be, hitsound misuse (loud hitsounds but soft music), and patterns that make the quality of the map suffer rather than make it fun to play. I know it's meant to be a challenge, but there is better ways to make challenge than to make everything harder to play. With that, it becomes less of a game and more of a struggle to understand what's going on and why.

That being said, I'm always a fan of your mapping. I think this map is very good, as well. But I don't think it's what the song calls for, and I don't think it will be possible to rank in the current state. I'd suggest really taking a look at the map and removing severe cases of breakneck flow, overmapping, and overemphasis (looking mostly at hyperchains and cross screen jumps that don't fit). This feels like an 8* map when the song calls for something more like 6*.

Also please don't use 1.40x SV in the kiai, it's awful.
Exactly the same thought for me (I tested with Ascendance in multiplayer)

This map is not really bad but I am really sure that it could be much better!
CLSW
Don't make me wrong, I felt this song is enough to get intense hyperdash flows in overall due to strong violin pitch and drum. If you feel that this song has low tense then it's your sense, not my sense though, and also it doesn't disagree any kind of ranking criteria nowadays. Even I get tons of hate comments I'll keep my own style until its ranked, this is what I supposed to be. (inb4 i would like to believe that std difficulties are also having same direction of flow as my diff)

I love the style which I've mapped for this, and the gameplaying works well for players. At least I've tried to let several people to testplay and all they said it was a fun and good map. If you don't like the map, just don't play it. I'm okay with someone is hating against something about my mapping style.
Ascendance

CLSW wrote:

Don't make me wrong, I felt this song is enough to get intense hyperdash flows in overall due to strong violin pitch and drum. If you feel that this song has low tense then it's your sense, not my sense though, and also it doesn't disagree any kind of ranking criteria nowadays. Even I get tons of hate comments I'll keep my own style until its ranked, this is what I supposed to be. (inb4 i would like to believe that std difficulties are also having same direction of flow as my diff)

I love the style which I've mapped for this, and the gameplaying works well for players. At least I've tried to let several people to testplay and all they said it was a fun and good map. If you don't like the map, just don't play it. I'm okay with someone is hating against something about my mapping style.
I feel like you've missed my point :( I don't hate you or your mapping style. Yes, the map is objectively rankable but that doesn't mean it is at an optimal quality to be ranked. As alienflybot said, the map can definitely be improved by a lot. The intense flow can remain, but honestly it feels more of a struggle to play than it should be. Some of it feels random and overemphasized. You didn't address my comments about the hitsounding either.

Please don't believe I am attacking you. I'm a fan of your mapping and you have a high amount of experience, which is why I hope you'll realize this map is far below the quality of your usual works.
CLSW
If this map is rankable and if modders try to improve my maps without hurting its style, then it's always be welcomed! Who actually said this map could be insta qualified without any mods?
I was afraid that you were going to do such like protest mod in HW's mapset...
Well it depends on what you're going to touch

But I cannot agree with this map has lower quality than the other raw maps of mine, to make it simple I think this map is better than my United.
If you're saying that 'some patterns' were overemphasized then it's okay, but if it was 'overall', i would like to disagree. That's what I wanna talk about.
Ascendance

CLSW wrote:

If this map is rankable and if modders try to improve my maps without hurting its style, then it's always be welcomed! Who actually said this map could be insta qualified without any mods?
I was afraid that you were going to do such like protest mod in HW's mapset...
Well it depends on what you're going to touch

But I cannot agree with this map has lower quality than the other raw maps of mine, to make it simple I think this map is better than my United.
If you're saying that 'some patterns' were overemphasized then it's okay, but if it was 'overall', i would like to disagree. That's what I wanna talk about.
I think by lower quality, what I want to say is that you've mapped for difficulty instead of mapping to the song. As I said, there's a lot of examples of overemphasis in places where it doesn't fit, and breakneck flow where it can be substituted for something more calm. I'd really like to see a more smooth map, a rework of hitsound volumes, and a change in the basic design of the map. I can't check anything right now, but the 1.40x SV in the kiai is really harsh and makes the map really one-dimensional. You're required to hold dash through the entire kiai in order to catch everything. Another example is the hyperchains that don't fit, mostly in calm vocal sections, which you try to justify by background noise which isn't as strong as the vocal. Basically, I'd like to see the map be nerfed to a level that fits the song itself, instead of it being mapped just to be a hard map.

I really hope you can understand my intentions, I'd like to see this map be great!
CLSW
I still think it has really hard intensity to be a hard map, you're feeling on instrumental intensity is calm thing but in my sight it looks really a harsh thing so this map is deserved to be hard map. Please respect my way.

edit : some parts were fixed with lower
Vert
I'm late XD
and just find sth in ctb
Sakary
Hello CLSW,

Playing your diff as my warm-up everyday.
One thing that I noticed was that your diff is better if it is AR9.5/9.4 instead of what it is right now.
AR9.7 and CS4.4 at the same time is not comfortable and pretty much uninteresting to play as it is very difficult. Small circle size and fast approach rate is not good at all, in my opinion.

Overall, the difficulty is super fun to play despite of it being hard as hell.

A very good luck with the map!
Please resurrect this.
BanchoBot
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