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posted
Unused hitsounds in folder:
normal-hitnormal.wav , normal-hitwhistle.wav

[Cup]
Lookin' sharp my dude.

[Salad]
HP 4 cuz decimal HP makes me sad.
00:33:616 (3,1,2) - Small thing--not sure if these hitsounds are consistent with 00:27:094 (1,2,3,4).
01:23:615 (4,5) - Could use some antiflow here just to make things a little more interesting at the end--consider flipping (5) around its head and placing (1) to the RIGHT of (5).

[Platter]
00:54:920 (1,2,3,4) - (3,4) followed by the hyper seems kind of difficult for a platter to me. Consider making (1,2,3,4) all equal distances.

[Rain]
00:13:470 and 00:13:543 - I think there's a sound here--you hit it at 00:20:354 (2), but ignore it here. Consider hitting these two sounds.
00:37:818 and 00:37:891 - Same as before--you hit 00:44:702 (7).
00:44:702 (7) - Speaking of such--make this a repeat 1/6 slider twice because this is snapped incorrectly.
00:51:767 (4,5) - I don't see a justification for this hyper. Lower distancing. Sorry if I suggested the opposite earlier.
01:22:528 (4,1) - This distance feels a little low for the highest trumpet note. Increase spacing slightly.

[Evanent's Rain]
01:07:093 (1,2,3,4,1,2,3,4) - Feels kinda weird that you treat these two differently in patterning. I would do the first combo like the second one, but facing the opposite way (I agree with ZiRoX's suggestion).
01:12:093 (4,1) - This is larger than 01:15:572 (6,1) in terms of spacing, even though it's not emphasized in the music as much! Consider respacing both of them in context.

[Blooming Flowers]
01:09:702 (1,2,3,4,5,6,7,8) - Repattern this so that (5,6) is grouped with (7,8) because the trumpet starts at (5).
posted

Halfsmashed wrote:

[Evanent's Rain]
01:07:093 (1,2,3,4,1,2,3,4) - Feels kinda weird that you treat these two differently in patterning. I would do the first combo like the second one, but facing the opposite way (I agree with ZiRoX's suggestion). - Well, I think they need to be different because of the "finish sound" in 01:07:963 (3) for example, I want to keep them as they are now because it looks better in my opinion. Also I mirroed these 01:07:093 (1,2,3) -
01:12:093 (4,1) - This is larger than 01:15:572 (6,1) in terms of spacing, even though it's not emphasized in the music as much! Consider respacing both of them in context. - This was quite hard but I fixed the distances and to make them more in context I remapped some of the patterns.
Thank you very much (^ o ^)

UPDATE
osu file format v14

[General]
AudioFilename: kaoru.mp3
AudioLeadIn: 0
PreviewTime: 789
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 0.8
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2.899999

[Metadata]
Title:Kaoru Jiyoka
TitleUnicode:香る樹葉花
Artist:Akiyama Uni
ArtistUnicode:あきやま うに
Creator:murutattack
Version:Evanent's Rain
Source:東方Project
Tags:Touhou th10.5 fxt Twilight Frontier Tasofro 黄昏フロンティア zun Scarlet Weather Rhapsody jun Fragrant Plants チルノ Cirno murumuru breathless YukaRei
BeatmapID:1119599
BeatmapSetID:508690

[Difficulty]
HPDrainRate:5
CircleSize:3.8
OverallDifficulty:9
ApproachRate:9
SliderMultiplier:2.1
SliderTickRate:2

[Events]
//Background and Video events
0,0,"Cirno.full.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
1007,434.782608695652,4,2,1,70,1,0
1007,-100,4,2,1,70,0,0
7963,-100,4,2,1,80,0,0
35789,-100,4,2,2,70,0,0
49702,-100,4,2,1,70,0,0
53615,-83.3333333333333,4,2,1,70,0,0
54485,-100,4,2,1,70,0,0
56659,-83.3333333333333,4,2,1,80,0,1
70354,-83.3333333333333,4,2,1,80,0,0
70572,-83.3333333333333,4,2,1,80,0,1
84485,-100,4,2,1,60,0,0


[Colours]
Combo1 : 234,234,234
Combo2 : 167,253,130
Combo3 : 109,145,56
Combo4 : 136,153,102

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333,58,52528,2,0,L|281:58,1,52.5,0|2,0:0|0:0,0:0:0:0:
400,144,52746,2,0,L|452:144,1,52.5,8|0,0:0|0:0,0:0:0:0:
371,92,52963,2,0,L|423:92,1,52.5,2|0,0:0|0:0,0:0:0:0:
250,236,53180,6,0,L|194:236,1,52.5,2|0,0:0|0:0,0:0:0:0:
108,211,53398,2,0,L|164:211,1,52.5,0|2,0:0|0:0,0:0:0:0:
274,182,53615,2,0,L|336:182,3,62.9999980773926,8|0|2|0,0:0|0:0|0:0|0:0,0:0:0:0:
221,141,54050,6,0,L|159:141,3,62.9999980773926,2|0|0|2,0:0|0:0|0:0|0:0,0:0:0:0:
281,95,54485,2,0,L|337:95,1,52.5,8|0,0:0|0:0,0:0:0:0:
429,120,54702,2,0,L|373:120,1,52.5,2|0,0:0|0:0,0:0:0:0:
204,340,54920,5,4,0:0:0:0:
152,340,55028,1,2,0:0:0:0:
204,340,55137,1,8,0:0:0:0:
256,340,55246,1,0,0:0:0:0:
52,340,55354,5,4,0:0:0:0:
0,340,55463,1,2,0:0:0:0:
52,340,55572,1,8,0:0:0:0:
104,340,55680,1,0,0:0:0:0:
308,340,55789,5,4,0:0:0:0:
360,340,55898,1,2,0:0:0:0:
308,340,56006,1,8,0:0:0:0:
256,340,56115,1,0,0:0:0:0:
460,340,56224,5,4,0:0:0:0:
512,340,56333,1,2,0:0:0:0:
460,340,56441,1,8,0:0:0:0:
408,340,56550,1,0,0:0:0:0:
240,39,56659,5,4,0:0:0:0:
180,43,56767,1,0,0:0:0:0:
136,83,56876,1,0,0:0:0:0:
124,139,56985,1,2,0:0:0:0:
205,209,57093,2,0,L|269:209,1,62.9999980773926,8|0,0:0|0:0,0:0:0:0:
141,220,57311,2,0,L|97:264,1,62.9999980773926
343,347,57528,6,0,L|407:347,1,62.9999980773926,4|0,0:0|0:0,0:0:0:0:
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246,232,57963,2,0,L|182:232,1,62.9999980773926,8|0,0:0|0:0,0:0:0:0:
354,176,58180,2,0,L|418:176,1,62.9999980773926,2|0,0:0|0:0,0:0:0:0:
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272,97,58615,2,0,L|336:97,1,62.9999980773926,0|2,0:0|0:0,0:0:0:0:
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84,256,59485,1,2,0:0:0:0:
144,240,59593,1,0,0:0:0:0:
388,344,59702,1,12,0:0:0:0:
440,324,59811,1,0,0:0:0:0:
428,256,59920,1,2,0:0:0:0:
368,240,60028,1,0,0:0:0:0:
196,184,60137,5,4,0:0:0:0:
216,128,60246,1,0,0:0:0:0:
268,100,60354,1,0,0:0:0:0:
328,96,60463,1,2,0:0:0:0:
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390,220,61006,5,4,0:0:0:0:
454,220,61115,1,0,0:0:0:0:
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293,195,61333,1,0,0:0:0:0:
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449,306,61876,6,0,L|514:306,1,62.9999980773926,4|0,0:0|0:0,0:0:0:0:
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387,165,62746,5,2,0:0:0:0:
373,246,62854,1,8,0:0:0:0:
310,297,62963,1,2,0:0:0:0:
228,291,63072,1,0,0:0:0:0:
415,343,63180,5,4,0:0:0:0:
406,268,63289,1,0,0:0:0:0:
361,208,63398,1,2,0:0:0:0:
292,179,63506,1,0,0:0:0:0:
103,278,63615,5,4,0:0:0:0:
119,218,63724,1,0,0:0:0:0:
163,174,63833,1,0,0:0:0:0:
223,158,63941,1,2,0:0:0:0:
318,121,64050,2,0,L|247:121,1,62.9999980773926,8|0,0:0|0:0,0:0:0:0:
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380,332,64485,6,0,L|442:332,1,62.9999980773926,4|8,0:0|0:0,0:0:0:0:
497,263,64702,2,0,L|435:263,1,62.9999980773926,2|0,0:0|0:0,0:0:0:0:
348,203,64920,2,0,L|308:155,1,62.9999980773926,8|0,0:0|0:0,0:0:0:0:
412,139,65137,2,0,L|428:79,1,62.9999980773926,2|0,0:0|0:0,0:0:0:0:
229,29,65354,6,0,L|165:29,1,62.9999980773926,4|0,0:0|0:0,0:0:0:0:
86,105,65572,2,0,L|106:165,1,62.9999980773926,0|2,0:0|0:0,0:0:0:0:
283,156,65789,2,0,L|319:208,1,62.9999980773926,8|0,0:0|0:0,0:0:0:0:
496,197,66006,6,0,L|464:253,1,62.9999980773926,0|2,0:0|0:0,0:0:0:0:
292,346,66224,1,2,0:0:0:0:
231,331,66333,1,8,0:0:0:0:
188,286,66441,1,2,0:0:0:0:
175,225,66550,1,0,0:0:0:0:
472,340,66659,5,4,0:0:0:0:
484,284,66767,1,0,0:0:0:0:
460,228,66876,1,2,0:0:0:0:
408,200,66985,1,8,0:0:0:0:
236,131,67093,5,4,0:0:0:0:
168,131,67202,1,0,0:0:0:0:
236,131,67311,1,0,0:0:0:0:
406,116,67528,1,8,0:0:0:0:
267,195,67746,5,2,0:0:0:0:
335,195,67854,1,0,0:0:0:0:
164,99,67963,1,4,0:0:0:0:
347,177,68180,1,2,0:0:0:0:
183,274,68398,6,0,L|247:274,1,62.9999980773926,8|0,0:0|0:0,0:0:0:0:
316,235,68615,2,0,L|252:235,1,62.9999980773926,8|0,0:0|0:0,0:0:0:0:
431,163,68833,6,0,L|447:103,1,62.9999980773926,4|0,0:0|0:0,0:0:0:0:
359,47,69050,1,0,0:0:0:0:
283,47,69159,1,2,0:0:0:0:
215,87,69267,1,8,0:0:0:0:
183,159,69376,1,0,0:0:0:0:
277,331,69485,6,0,L|285:267,1,62.9999980773926
389,279,69702,2,0,L|409:219,1,62.9999980773926,2|8,0:0|0:0,0:0:0:0:
313,207,69920,2,0,L|293:147,1,62.9999980773926,2|0,0:0|0:0,0:0:0:0:
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104,240,70354,1,0,0:0:0:0:
35,240,70463,1,0,0:0:0:0:
272,39,70572,5,4,0:0:0:0:
332,43,70680,1,0,0:0:0:0:
376,83,70789,1,0,0:0:0:0:
388,139,70898,1,2,0:0:0:0:
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266,232,71876,2,0,L|330:232,1,62.9999980773926,8|0,0:0|0:0,0:0:0:0:
158,176,72093,2,0,L|94:176,1,62.9999980773926,2|0,0:0|0:0,0:0:0:0:
272,71,72311,6,0,L|336:71,1,62.9999980773926,4|0,0:0|0:0,0:0:0:0:
240,97,72528,2,0,L|176:97,1,62.9999980773926,0|2,0:0|0:0,0:0:0:0:
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163,158,72963,2,0,L|227:195,1,62.9999980773926
388,344,73180,5,2,0:0:0:0:
440,324,73289,1,8,0:0:0:0:
428,256,73398,1,2,0:0:0:0:
368,240,73506,1,0,0:0:0:0:
124,344,73615,1,12,0:0:0:0:
72,324,73724,1,0,0:0:0:0:
84,256,73833,1,2,0:0:0:0:
144,240,73941,1,0,0:0:0:0:
316,184,74050,5,4,0:0:0:0:
296,128,74159,1,0,0:0:0:0:
244,100,74267,1,0,0:0:0:0:
184,96,74376,1,2,0:0:0:0:
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122,220,74920,5,4,0:0:0:0:
58,220,75028,1,0,0:0:0:0:
134,195,75137,1,0,0:0:0:0:
219,195,75246,1,0,0:0:0:0:
388,264,75354,2,0,L|452:264,1,62.9999980773926,8|0,0:0|0:0,0:0:0:0:
349,166,75572,2,0,L|285:166,1,62.9999980773926,2|0,0:0|0:0,0:0:0:0:
63,306,75789,6,0,L|-2:306,1,62.9999980773926,4|0,0:0|0:0,0:0:0:0:
171,231,76006,2,0,L|236:231,1,62.9999980773926,0|2,0:0|0:0,0:0:0:0:
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125,165,76659,5,2,0:0:0:0:
139,246,76767,1,8,0:0:0:0:
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284,291,76985,1,0,0:0:0:0:
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106,268,77202,1,0,0:0:0:0:
151,208,77311,1,2,0:0:0:0:
220,179,77420,1,0,0:0:0:0:
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393,218,77637,1,0,0:0:0:0:
349,174,77746,1,0,0:0:0:0:
289,158,77854,5,2,0:0:0:0:
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72,317,78506,1,8,0:0:0:0:
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52,205,78724,1,0,0:0:0:0:
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426,105,79485,2,0,L|406:165,1,62.9999980773926,0|2,0:0|0:0,0:0:0:0:
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187,248,80246,1,8,0:0:0:0:
230,203,80354,1,0,0:0:0:0:
291,188,80463,1,2,0:0:0:0:
40,340,80572,5,4,0:0:0:0:
28,284,80680,1,0,0:0:0:0:
52,228,80789,1,2,0:0:0:0:
104,200,80898,1,0,0:0:0:0:
276,131,81006,5,4,0:0:0:0:
344,131,81115,1,0,0:0:0:0:
276,131,81224,1,0,0:0:0:0:
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177,195,81767,1,0,0:0:0:0:
348,100,81876,1,4,0:0:0:0:
165,177,82093,1,2,0:0:0:0:
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262,61,82963,1,0,0:0:0:0:
357,65,83072,1,2,0:0:0:0:
281,125,83180,1,8,0:0:0:0:
181,129,83289,1,0,0:0:0:0:
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200,180,83833,2,0,L|136:180,1,62.9999980773926,0|2,0:0|0:0,0:0:0:0:
245,213,84050,6,0,L|289:257,1,62.9999980773926,8|0,0:0|0:0,0:0:0:0:
198,294,84267,1,2,0:0:0:0:
287,307,84376,1,2,0:0:0:0:
482,264,84485,1,4,0:0:0:0:
posted

Halfsmashed wrote:

Unused hitsounds in folder:
normal-hitnormal.wav , normal-hitwhistle.wav deleted lol

[Cup]
Lookin' sharp my dude.

[Salad],
HP 4 cuz decimal HP makes me sad. sed :c But OK (3 > 4 > 5 > 6 > 6 (maybe i ask YukaRei change to 6) > 6 )
00:33:616 (3,1,2) - Small thing--not sure if these hitsounds are consistent with 00:27:094 (1,2,3,4). Fixed
01:23:615 (4,5) - Could use some antiflow here just to make things a little more interesting at the end--consider flipping (5) around its head and placing (1) to the RIGHT of (5). I hope this distance ain`t OP xp

[Platter]
00:54:920 (1,2,3,4) - (3,4) followed by the hyper seems kind of difficult for a platter to me. Consider making (1,2,3,4) all equal distances. Okay

[Rain]
00:13:470 and 00:13:543 - I think there's a sound here--you hit it at 00:20:354 (2), but ignore it here. Consider hitting these two sounds. OK fixed
00:37:818 and 00:37:891 - Same as before--you hit 00:44:702 (7). Originally it was Overdose mapset with similar beat sounding, but OK, changed
00:44:702 (7) - Speaking of such--make this a repeat 1/6 slider twice because this is snapped incorrectly. ^
00:51:767 (4,5) - I don't see a justification for this hyper. Lower distancing. Sorry if I suggested the opposite earlier. Its ok :3 Fixed, copy-pasta from 1,2,3,4 to 5,6,7,8.
01:22:528 (4,1) - This distance feels a little low for the highest trumpet note. Increase spacing slightly. Kinda added PP lol, seems better :3

[Evanent's Rain]
01:07:093 (1,2,3,4,1,2,3,4) - Feels kinda weird that you treat these two differently in patterning. I would do the first combo like the second one, but facing the opposite way (I agree with ZiRoX's suggestion).
01:12:093 (4,1) - This is larger than 01:15:572 (6,1) in terms of spacing, even though it's not emphasized in the music as much! Consider respacing both of them in context.

[Blooming Flowers]
01:09:702 (1,2,3,4,5,6,7,8) - Repattern this so that (5,6) is grouped with (7,8) because the trumpet starts at (5). Looks better now :3
Done, I already PM about HP on breathless rain btw just in case :p
posted
⑨ ⑨ ⑨ ⑨ ⑨ ⑨ ⑨ ⑨ ⑨ ⑨ ⑨ ⑨ ⑨ ⑨ ⑨
posted
Nice, murut
posted
⑨ :q
posted
owo. Hype
posted
rank sennen

metadata: http://www.tasofro.net/touhou105/cd.html (Original Disc track 6)
posted
I don't think this map is ready to be qualified at all. The top diff has emphasis issues that are all over the place and it feels like an eternal struggle to even play the map.

General

Difficulty settings spread issue
  1. The current difficulty settings are very odd to me. Why are there .5s on all the lower diffs? We normally reserve stuff below or above the standard ARs (6/7/8/9) for songs with low or high BPM respectively, and this is a pretty energetic and fast paced song. A bump up on all of those to standard values is welcomed.
  2. Why is Evanent's Rain CS3.8? It breaks spread pretty heavily here considering the top diff is CS5. Moving this to CS4.5 would fit the gap so much more nicely and create a much better spread. (I don't really agree that the top diff should even be CS5, it doesn't play very well with it.)
Blooming Flowers

Emphasis and structure
  1. The beginning of this map is really really bad. You start HDashing to what everyone expects between 00:01:333 (4,5) - . Suddenly, there's no HDash between the next instance of this, at 00:02:202 (4,5) - , but what's even worse is that there's an HDash between 00:02:419 (6,7) - . Why? There's nothing there that's more powerful than what is already established to the player on the first HDash.
  2. 00:03:615 (1,2,3,4,5) - These HDashes are just random really. At first, I was like "oh, these are mapped to the drums, it's fine I guess". Then I realized that the drums are just hitsounds. There's literally nothing there to HDash to. This artificial emphasis is very hard on a player who doesn't play with these hitsounds. This also breaks the standard structure you've been using.
  3. Even if there were sounds there, in the VERY NEXT SEGMENT, you break consistency again and there's no HDashes on any of the previous sounds you were HDashing to 00:05:354 (1,2,3,4,5,6) - .
  4. 00:35:789 - This section here follows a barely hearable background instead of the main melody of the map. This (in my opinion) is fundamentally flawed and should be 100% changed. I shouldn't be straining to hear a background melody to play along to the map.
  5. The kiai is pretty nice, but it has some really huge places where jumps are REALLY overemphasized in comparison to jumps of the same sound. Distances of jumps could 100% be made to be more consistent.


Hitsounding
  1. 00:49:702 - Hitsounding in this section is BARELY hearable, a different hitsound is recommended here to be able to more clearly hear the music.


Additional Modding (bigger issues only)
  1. 00:01:441 (5,6,7,8,1,2,3,4,5,6) - The spacing in these streams is really awkward. Some places in the stream force the player to dash and that can be uncomfortable when there isn't a consistent basis for those dashes. I'd suggest making these streams more structured.
  2. 00:14:050 (1,2) - These are pretty uncomfortable to play due to the angle of 2 and the awkward shape of 00:14:485 (3) - . Curving 3 more and tilting 2 more to the left would be really nice here.
  3. 00:17:528 (9,1) - No clue why this is an HDash
  4. 00:26:224 (5,6) - Pretty dumb edge dash, try to reduce here.
  5. 00:33:072 (4,5) - No HDash here breaks consistency

I'm willing to provide additional modding on all difficulties should this be DQ'd. I think the issues are quite major and are detrimental to the map's quality.
posted
00:16:659 (7) - this combo is 20 objects long on the top diff
posted
In the description it still says "breathless", maybe it is better to update it to "YukaRei" since that is his current name?
posted

Ascendance wrote:

I don't think this map is ready to be qualified at all. The top diff has emphasis issues that are all over the place and it feels like an eternal struggle to even play the map.

General

Difficulty settings spread issue
  1. The current difficulty settings are very odd to me. Why are there .5s on all the lower diffs? We normally reserve stuff below or above the standard ARs (6/7/8/9) for songs with low or high BPM respectively, and this is a pretty energetic and fast paced song. A bump up on all of those to standard values is welcomed. (I might stick with current AR since BPM is kinda low, but If it gets DQ'ed 6 > 9.4 seems fine)
  2. Why is Evanent's Rain CS3.8? It breaks spread pretty heavily here considering the top diff is CS5. Moving this to CS4.5 would fit the gap so much more nicely and create a much better spread. (I don't really agree that the top diff should even be CS5, it doesn't play very well with it.) (Originally planned for CS5, since CS 4 or 4.5 is too common. 4.5 will do, but still need major remake with H-Dash issues. But still... I stay with CS5 as it was Original Idea since beginning.)
Blooming Flowers

Emphasis and structure
  1. The beginning of this map is really really bad. You start HDashing to what everyone expects between 00:01:333 (4,5) - . Suddenly, there's no HDash between the next instance of this, at 00:02:202 (4,5) - , but what's even worse is that there's an HDash between 00:02:419 (6,7) - . Why? There's nothing there that's more powerful than what is already established to the player on the first HDash. Maybe because back then I never did H-Dash on Stream, so Dashing instead, fixed later on.
  2. 00:03:615 (1,2,3,4,5) - These HDashes are just random really. At first, I was like "oh, these are mapped to the drums, it's fine I guess". Then I realized that the drums are just hitsounds. There's literally nothing there to HDash to. This artificial emphasis is very hard on a player who doesn't play with these hitsounds. This also breaks the standard structure you've been using. Hmm... Maybe I take Rain Pattern instead as referrence.
  3. Even if there were sounds there, in the VERY NEXT SEGMENT, you break consistency again and there's no HDashes on any of the previous sounds you were HDashing to 00:05:354 (1,2,3,4,5,6) - . (Hmm, I editted this back, I still remain Stream Pattern but Consistent Version for now.)
  4. 00:35:789 - This section here follows a barely hearable background instead of the main melody of the map. This (in my opinion) is fundamentally flawed and should be 100% changed. I shouldn't be straining to hear a background melody to play along to the map. (Oh yea HS issues here, fix later)
  5. The kiai is pretty nice, but it has some really huge places where jumps are REALLY overemphasized in comparison to jumps of the same sound. Distances of jumps could 100% be made to be more consistent. (Maybe Ctrl+C Ctrl+V later, just in-case of inconsistency but after 01:21:007 (1,2,1,2,1,2,1,2,3,4,1,2,3,4,1,2,3,4,5,1) - I added more distance as for the last climax so no change on this section. Also, nerfed a bit on 01:02:528 (6) and related..)


Hitsounding
  1. 00:49:702 - Hitsounding in this section is BARELY hearable, a different hitsound is recommended here to be able to more clearly hear the music. Lol fixed


Additional Modding (bigger issues only)
  1. 00:01:441 (5,6,7,8,1,2,3,4,5,6) - The spacing in these streams is really awkward. Some places in the stream force the player to dash and that can be uncomfortable when there isn't a consistent basis for those dashes. I'd suggest making these streams more structured. (Originally I map Stream (No H-Dash) but a little bit distance on a stronger beat while keeping distance flow, btw done remap from 00:01:007 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,1,2,3,4,5,6,7,8,1,2,3,4,5,6,1,2,3,4,1,2,3,4,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4) and also did completely follow the sound on 00:06:767 (6) as it seems fit for this diff. .
  2. 00:14:050 (1,2) - These are pretty uncomfortable to play due to the angle of 2 and the awkward shape of 00:14:485 (3) - . Curving 3 more and tilting 2 more to the left would be really nice here. (Fixed)

    Some self-mod : 00:20:354 (2,3,4,5) using stream instead.
  3. 00:17:528 (9,1) - No clue why this is an HDash ([color=#0000F F]Gameplay wise, removed H-Dash only use Dash.[/color])
  4. 00:26:224 (5,6) - Pretty dumb edge dash, try to reduce here. (Fixed alongside similar pattern)
  5. 00:33:072 (4,5) - No HDash here breaks consistency (Fixed ^)

I'm willing to provide additional modding on all difficulties should this be DQ'd. I think the issues are quite major and are detrimental to the map's quality.
Seems like I might need a lot of time (maybe 1-2 days) considering ranking this kind of Controversial Map, but back then modder kinda less,
But I took all the suggestion up here, can DQ later on :3

Sinnoh wrote:

00:16:659 (7) - this combo is 20 objects long on the top diff
eh nani!?

Sanyi wrote:

In the description it still says "breathless", maybe it is better to update it to "YukaRei" since that is his current name?
Sure
posted
eh nani!? haha, just want to increase my posts
posted
it seems you wish to apply some mods, go ahead
posted

Ascendance wrote:

I don't think this map is ready to be qualified at all. The top diff has emphasis issues that are all over the place and it feels like an eternal struggle to even play the map.

  1. Why is Evanent's Rain CS3.8? It breaks spread pretty heavily here considering the top diff is CS5. Moving this to CS4.5 would fit the gap so much more nicely and create a much better spread. (I don't really agree that the top diff should even be CS5, it doesn't play very well with it.) - Well, the original idea was to have a CS2 Overdose in the set, then I made this CS3.8 Rain, I want to keep it like this because I like it.
CS5 maps are fun.

Let's go murumuru!! ♥
posted
As I said @murut the map is pretty good apart from the really glaring issues in the mod. Poke me when you’ve finished fixing the notable sections and I can go through with a full mod to get this back to qualified ASAP :)
posted

Ascendance wrote:

As I said @murut the map is pretty good apart from the really glaring issues in the mod. Poke me when you’ve finished fixing the notable sections and I can go through with a full mod to get this back to qualified ASAP :)
All done, some edits on previous mod note I left, since it seems like I wanted to stay CS5 as Intended to (idk I felt like something wrong if it was 4 and 4.5), the beginning map already remapped,
I think its done :)
posted
I like the diff with CS5, I like all the mapset, It feels really frustrating that because someone doesn't like it makes murumuru to remap the highest diff or makes changes that could be made long time ago, the diff was modded in base of that CS, remapping now is what doesn't make any sense. Ctb mapping is really getting standardized, this is dissapointing.

It seems like someone is only coming to mapsets to get them disqualified...


S U B J E C T I V E
posted
I think this maps can re-qualified
posted

YukaRei wrote:

I like the diff with CS5, I like all the mapset, It feels really frustrating that because someone doesn't like it makes murumuru to remap the highest diff or makes changes that could be made long time ago, the diff was modded in base of that CS, remapping now is what doesn't make any sense. Ctb mapping is really getting standardized, this is dissapointing.

It seems like someone is only coming to mapsets to get them disqualified...


S U B J E C T I V E
Different mapper have different opinion I guess, but yes, remapping could be frustrating if others have no problem with it.
As if CS5 not fit to the map, but it was already in my intention to map CS5 since beginning.

Mappers strive to find new ideas so they have their own identity, but some are half-baked or might just improvise old idea and make it different or just make something copy-paste and done, which they became a barrier to old/new mapper nowdays. I did map just for fun, but I did a lot of test-play, finding ways to find appropriate pattern, and as the result, this is what it came to my mind. I know its half-baked and repetitive stuff, but thats how mod works.

I accept modders opinion and players opinion, but sometimes I tend to accept something that makes it breaks original purpose, but that also give something for future mapping I could do some...years.

For now, lets just see how it goes ;)

SYAHME wrote:

I think this maps can re-qualified
It can already, but since I already poke Ascendance, i wait for this week :p
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