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Nekomata Master+ - encounter

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Natsu
btw about the yellow combos in your hardest diff, I really think you should use it only for the 1/6s - 1/3s, because if you use it at some 1/4 streams then having a warning becomes more confusing than having no warning

anyways i really strongly recomend you to use it only for the 1/6s or remove the warning from the op, finding a new combo color for the 1/6s also can work tho!
Irreversible

Natsu wrote:

Hi

Another
[]
  1. 00:12:115 (1) - unsnapped
  2. 00:14:326 (1) - *
  3. 00:15:273 (5) - *
  4. 00:15:431 (6) - *
  5. 01:32:562 (4) - * fixed all, that was really random
  6. 01:32:957 (1,1,1,1,1,1,1,1,1,1,1) - The NC spam is really unnecessary tbh, there are no weird snaps or sv changes, also the pattern is a normal one. The song really couldn't be any more special here... I'd like to keep it.
  7. 01:35:957 (1,1,1,1,1) - 01:38:483 (1,1,1,1,1) - 01:48:589 (1,1,1,1,1) - 01:51:115 (1) - Same I've chosen to NC them to make it visually more appealing here, the song always sounds the same in these sections!
  8. 01:35:642 (1,2,3,4) - are the current hitsounds intended? I redid the hitsounding.
  9. 01:54:431 (1) - reduce the volume a bit in the body of this slider? slider ticks sounds a bit annoying. okay!
Thank you Natsu :3

http://puu.sh/sg1hS/1c442d2d9f.txt
Irreversible
Arutsuki:

31s: No fix, because I think it stresses the player very well before a part changes.
1m25s: Mapped something small there
1m34s: you're right

http://puu.sh/sgKC7/a74fa02e93.txt
Topic Starter
Low

Natsu wrote:

btw about the yellow combos in your hardest diff, I really think you should use it only for the 1/6s - 1/3s, because if you use it at some 1/4 streams then having a warning becomes more confusing than having no warning

anyways i really strongly recomend you to use it only for the 1/6s or remove the warning from the op, finding a new combo color for the 1/6s also can work tho!
i fixed the combo colors so that yellow is only 1/3 now (added a new sky blue color for the chorus to replace yellow). also updated irre's diff; should be ready
Natsu
EXL

  1. 00:21:904 (1) - I don't think is a good idea to end this in 1/6, since the strong beats are going in 1/4, I don't mind the color that much, but I don't agree with the 1/6
Insane

  1. 00:54:589 (5) For this I still think your rhythm don't represent the music that well, what about :
Normal

  1. 00:06:587 (5,6) - unsnapped
  2. 00:53:800 (3,1) - spacing
  3. 01:09:273 (3,4) - ^
  4. 01:17:484 (5,1) - ^
  5. 01:38:483 (4,5) - ^
  6. 01:41:010 (4,5) - ^
  7. 01:51:115 (4,5) - ^
DeletedUser_423548
From my queue :o

I could not mod
I'm sorry...

I will send a star instead

Good luck!
Topic Starter
Low

Natsu wrote:

EXL

  1. 00:21:904 (1) - I don't think is a good idea to end this in 1/6, since the strong beats are going in 1/4, I don't mind the color that much, but I don't agree with the 1/6
Insane

  1. 00:54:589 (5) For this I still think your rhythm don't represent the music that well, what about :
Normal

  1. 00:06:587 (5,6) - unsnapped
  2. 00:53:800 (3,1) - spacing
  3. 01:09:273 (3,4) - ^
  4. 01:17:484 (5,1) - ^
  5. 01:38:483 (4,5) - ^
  6. 01:41:010 (4,5) - ^
  7. 01:51:115 (4,5) - ^
fixed all
Natsu
The normal diff still have the unsnapped objects 00:06:587 (5) - 00:06:745 (6) - , also check the spacing at 00:34:695 (4,5) -

call me back
Natsu
NCs in the hardest diffs looks a bit spammy, but they make sense with theme of the song and patterns, everything seems fine for me.
Topic Starter
Low
thanks for everything :oops:
Saturnalize
lol I have not even mod this

well good luck then
Pentori
hi
the sections at 00:00:747 - 00:37:378 - and 01:54:431 - need to be timed properly before this moves forward as there are clear changes in bpm

once u've done that call me back
Topic Starter
Low

Pentori wrote:

hi
the sections at 00:00:747 - 00:37:378 - and 01:54:431 - need to be timed properly before this moves forward as there are clear changes in bpm

once u've done that call me back
i'm not entirely sure how to properly go about timing sections like these, so if you could help me out or find someone to assist me that would be cool :o
Rumia-
try this

[TimingPoints]
747,315.789473684211,4,2,1,5,1,0
116957,428.571428571429,4,2,1,5,1,0
117132,461.538461538462,4,2,1,100,1,0
118340,631.578947368421,4,2,1,100,1,0
118734,555.555555555556,4,2,1,100,1,0
118872,705.882352941176,4,2,1,5,1,0
119048,821.917808219178,4,2,1,100,1,0
119253,666.666666666667,4,2,1,100,1,0
119419,882.352941176471,4,2,1,100,1,0
119639,857.142857142857,4,2,1,100,1,0
119853,923.076923076923,4,2,1,5,1,0
120083,923.076923076923,4,2,1,5,1,0
120198,1090.90909090909,4,2,1,100,1,0

for snap confirmation
[HitObjects]
224,288,116957,1,0,0:0:0:0:
256,192,117132,1,0,0:0:0:0:
256,192,117362,1,0,0:0:0:0:
256,192,117593,1,0,0:0:0:0:
224,192,117824,1,0,0:0:0:0:
256,192,117997,1,0,0:0:0:0:
288,96,118257,1,0,0:0:0:0:
224,256,118340,1,0,0:0:0:0:
224,256,118497,1,0,0:0:0:0:
352,192,118655,1,0,0:0:0:0:
352,256,118734,1,0,0:0:0:0:
224,160,118872,1,0,0:0:0:0:
128,224,119048,1,0,0:0:0:0:
160,96,119253,1,0,0:0:0:0:
224,256,119419,1,0,0:0:0:0:
320,192,119639,1,0,0:0:0:0:
256,128,119853,1,0,0:0:0:0:
352,96,120083,1,0,0:0:0:0:
192,192,120198,1,0,0:0:0:0:
288,256,120334,1,0,0:0:0:0:

looking forward to see this rank soon!!
Topic Starter
Low

Rumia- wrote:

try this

[TimingPoints]
747,315.789473684211,4,2,1,5,1,0
116957,428.571428571429,4,2,1,5,1,0
117132,461.538461538462,4,2,1,100,1,0
118340,631.578947368421,4,2,1,100,1,0
118734,555.555555555556,4,2,1,100,1,0
118872,705.882352941176,4,2,1,5,1,0
119048,821.917808219178,4,2,1,100,1,0
119253,666.666666666667,4,2,1,100,1,0
119419,882.352941176471,4,2,1,100,1,0
119639,857.142857142857,4,2,1,100,1,0
119853,923.076923076923,4,2,1,5,1,0
120083,923.076923076923,4,2,1,5,1,0
120198,1090.90909090909,4,2,1,100,1,0

for snap confirmation
[HitObjects]
224,288,116957,1,0,0:0:0:0:
256,192,117132,1,0,0:0:0:0:
256,192,117362,1,0,0:0:0:0:
256,192,117593,1,0,0:0:0:0:
224,192,117824,1,0,0:0:0:0:
256,192,117997,1,0,0:0:0:0:
288,96,118257,1,0,0:0:0:0:
224,256,118340,1,0,0:0:0:0:
224,256,118497,1,0,0:0:0:0:
352,192,118655,1,0,0:0:0:0:
352,256,118734,1,0,0:0:0:0:
224,160,118872,1,0,0:0:0:0:
128,224,119048,1,0,0:0:0:0:
160,96,119253,1,0,0:0:0:0:
224,256,119419,1,0,0:0:0:0:
320,192,119639,1,0,0:0:0:0:
256,128,119853,1,0,0:0:0:0:
352,96,120083,1,0,0:0:0:0:
192,192,120198,1,0,0:0:0:0:
288,256,120334,1,0,0:0:0:0:

looking forward to see this rank soon!!
thank you, but i'm not entirely sure that's correct. i'll try to see what i can do
Topic Starter
Low
update: timing should be fine now
Ayumiita
Hey ;)
[Basic]
  1. 00:24:747 (1,2,3) - 3 seems badly placed, im pretty sure its not nice to play
[Hyper]
  1. 00:56:719 - i think this sound is too heavy for me, for leaving it empty, specialy cause you hit the sound at 00:56:956
  2. 1:20:325 (1) - The sound is still the same here so i wouldnt change the slider style aswell, even more cause it seems for me that you used the rythm of it at 01:19:456 (2,3,4) but correct me if im wrong.
  3. 01:43:298 (3,4,5,6,7,8) - seems not correct in terms of rythm for me. More like i dont se a point of doing the stream here
but to be real your map looks really great, it needs nearly no changes and i had a lot of fun test playing the map.

sorry but i dont find more time to mod this atm, school and stuff.
Pentori
^ make sure you reply to the above mod
[Normal]
00:52:534 (1,2,3,1,2,3) - why is this mapped so differently from everything else? feels more like laziness than creativity here as nothing in the music supports this
01:17:165 (4,5) - the blue tick synths are a lot more noticeable here so 01:17:481 (5) - will probably get clicked early because of that. perhaps you could replace this with a 3/4 slider to follow those sounds and do a rhythm like http://puu.sh/sqqAY/ffaef42e16.jpg

[Hyper]
00:07:773 (6) - why use white tick triplets? there are no percussion sounds here, yet there is a hihat on 00:07:615 - which you should probably use
00:24:115 (3) - i cant really agree with the streams here.. at this bpm an 8 note stream isn't really appropriate in hyper, especially because hard doesn't include any streams or triplets at all. maybe use a maximum of 5 note streams, and fill the rest with repeat sliders
00:26:720 (5) - again, can't really agree with this because there is nothing here and 00:26:641 - is so much more powerful than 00:26:799 - making the triplet feel uncomfortable. using a rhythm like http://puu.sh/sqrZc/b09367cf32.jpg follows the snares better, or you could just remove the triplet
00:31:062 (1) - 00:31:220 - really powerful beat, and the highlight of this section. so why not make this clickable? similar to how you did 00:26:010 (1,2)
01:03:586 (1,2,3,4) - there's a lot more you can follow here other than the 1/2. why not use the repeating 3/4 rhythms? 01:03:823
01:09:271 (3,4) - not really consistent that you included these repeats sliders here but no where else 01:04:218 (3,4) - 01:14:323 (3,4)
01:43:692 (3) - probably reduce this
01:51:192 (3,4,5) - bit too confusing to read, i'd be better if you spaced these out more like 01:48:744 (4,5)

[Insane]
00:15:115 (3) - feels quite undermapped, at least make this 1/2 slider + circle?
00:20:957 (1,1,1,1) - 1/12 snap really isn't appropriate. the sound ends on the blue tick, so why not map it like that? i guess if you want to keep the effect, use 1/8 at max
00:40:749 (1,1,1,1,1) - why do you need nc spam here? aren't your intention of ncs for difficult rhythms?
00:41:798 (1) - should be snapped to blue tick
01:24:902 (2) - nc? for hp reasons

[Another]
00:37:477 (1) - should probably be snapped to something
01:54:588 - 01:55:694 - should be 8% vol to dampen slider ticks
01:54:429 (1) - the end of the slider looks weird, probably could be tidied up by removing the red node or increasing the length of the tail

blame low for this xD

[EXL]
bump up od? maybe 8.5
00:20:957 (1) - same as insane
00:39:075 (1,2,3,4,5,6) - snapping could probably be better here. if you keep the same amount of ms between each object is becomes playable http://puu.sh/squ8r/ace36d8113.jpg. since the rhythm is pretty weird here, following it exactly makes really hard to acc. this is a rhythm game after all
00:41:171 (3) - end this on blue tick? i hear a feint snare on 00:41:277 - but nothing on 00:41:312
00:41:382 (4) - probably better to make this a circle instead of a 1/8 since this is all 1/6
00:50:481 (2,3) - 00:50:481 (2) - isn't emphasised very well and 00:50:639 (3) - doesn't really deserve a click in comparison to 00:50:797 . perhaps you could try work with the music better here
00:54:744 - why skip this?
00:56:007 (9) - u should end the stream here with a kick slider because the music moves onto its next phrase
00:56:955 (1,2,3,4) - ctrl g this rhythm? there are two snares, on 00:57:113 - and 00:57:271 . representing them with the same slider would be cool
00:59:955 - why is this skipped too??
01:02:007 (4,5,6,7,8,9,10,11) - you should nc these so they dont appear as duplets
01:08:744 (1) - not sure if this nc is really needed
01:09:165 (1) - ^
01:20:323 (1) - still uses 1/3 so should be pink?
01:24:863 (2) - nc for hp
01:27:586 (7) - ^
01:25:534 (2,3,4) - i really dont like how these are on the red ticks, since the white ticks are more powerful
01:27:586 (7,8,9,10) - doesn't really make sense since you skipped all the drums before 01:26:955 - 01:27:271 - but then start mapping them again
Topic Starter
Low

Lucyyyyyyy wrote:

Hey ;)
[Basic]
  1. 00:24:747 (1,2,3) - 3 seems badly placed, im pretty sure its not nice to play it seems perfectly fine to me
[Hyper]
  1. 00:56:719 - i think this sound is too heavy for me, for leaving it empty, specialy cause you hit the sound at 00:56:956 i'm following the melody of the song here, and there's no sound in the melody here for me to indicate that i should place a note
  2. 1:20:325 (1) - The sound is still the same here so i wouldnt change the slider style aswell, even more cause it seems for me that you used the rythm of it at 01:19:456 (2,3,4) but correct me if im wrong. what? i don't understand this
  3. 01:43:298 (3,4,5,6,7,8) - seems not correct in terms of rythm for me. More like i dont se a point of doing the stream here it's following the sixteenth notes in the dnb of the song
but to be real your map looks really great, it needs nearly no changes and i had a lot of fun test playing the map.

sorry but i dont find more time to mod this atm, school and stuff.

Pentori wrote:

^ make sure you reply to the above mod
[Normal]
00:52:534 (1,2,3,1,2,3) - why is this mapped so differently from everything else? feels more like laziness than creativity here as nothing in the music supports this it's variation of the song's rhythm. the creator of this difficulty changes the rhythm of his mapping every four measures in this section, and this section is no exception. it seems fine to me
01:17:165 (4,5) - the blue tick synths are a lot more noticeable here so 01:17:481 (5) - will probably get clicked early because of that. perhaps you could replace this with a 3/4 slider to follow those sounds and do a rhythm like http://puu.sh/sqqAY/ffaef42e16.jpg i don't want to include a 3/4 rhythm in this normal difficulty, so i just changed the two circles to a 1/1 slider to allow for more leniency in clicking

[Hyper]
00:07:773 (6) - why use white tick triplets? there are no percussion sounds here, yet there is a hihat on 00:07:615 - which you should probably use the hihat sound is not very prominent, and i've mapped the way i did here because of the more prominent dnb sounds
00:24:115 (3) - i cant really agree with the streams here.. at this bpm an 8 note stream isn't really appropriate in hyper, especially because hard doesn't include any streams or triplets at all. maybe use a maximum of 5 note streams, and fill the rest with repeat sliders i disagree. this hyper difficulty is a good step between hard and insane in terms of streaming. the 8 note streams are very sparse in terms of how often they appear and are spaced closely so they are easier to play. i don't want to make the streams easier because i feel i've created a good balance
00:26:720 (5) - again, can't really agree with this because there is nothing here and 00:26:641 - is so much more powerful than 00:26:799 - making the triplet feel uncomfortable. using a rhythm like http://puu.sh/sqrZc/b09367cf32.jpg follows the snares better, or you could just remove the triplet changed this
00:31:062 (1) - 00:31:220 - really powerful beat, and the highlight of this section. so why not make this clickable? similar to how you did 00:26:010 (1,2) made this a slider to keep the variation flowing. i don't think it's all too important to make it clickable
01:03:586 (1,2,3,4) - there's a lot more you can follow here other than the 1/2. why not use the repeating 3/4 rhythms? 01:03:823 i like my simplified rhythm. it's quirky
01:09:271 (3,4) - not really consistent that you included these repeats sliders here but no where else 01:04:218 (3,4) - 01:14:323 (3,4) i like varying the rhythm in this difficulty, so although this is a reasonable suggestion, i'm gonna keep this
01:43:692 (3) - probably reduce this nope for the same reason i mentioned previously
01:51:192 (3,4,5) - bit too confusing to read, i'd be better if you spaced these out more like 01:48:744 (4,5) fixed

[Insane]
00:15:115 (3) - feels quite undermapped, at least make this 1/2 slider + circle? i like this variation here! :-(
00:20:957 (1,1,1,1) - 1/12 snap really isn't appropriate. the sound ends on the blue tick, so why not map it like that? i guess if you want to keep the effect, use 1/8 at max i want to keep the effect. i also think 1/12 is absolutely fine for the effect as well, since 1/16 is too close to the next object and 1/8 isn't close enough for what i'm going for
00:40:749 (1,1,1,1,1) - why do you need nc spam here? aren't your intention of ncs for difficult rhythms? nc = 1/3
00:41:798 (1) - should be snapped to blue tick oops
01:24:902 (2) - nc? for hp reasons yeah

[Another]
00:37:477 (1) - should probably be snapped to something
01:54:588 - 01:55:694 - should be 8% vol to dampen slider ticks
01:54:429 (1) - the end of the slider looks weird, probably could be tidied up by removing the red node or increasing the length of the tail

blame low for this xD note for irre: no!! i had to fiddle with the .osu to get the slider perfectly snapped and changing it will mess everything up! pls leave it

[EXL]
bump up od? maybe 8.5 eh, i want to keep 8 because a lot of the rhythms are really tricky and that would make it even more of a pain to play
00:20:957 (1) - same as insane same as insane
00:39:075 (1,2,3,4,5,6) - snapping could probably be better here. if you keep the same amount of ms between each object is becomes playable http://puu.sh/squ8r/ace36d8113.jpg. since the rhythm is pretty weird here, following it exactly makes really hard to acc. this is a rhythm game after all fixeroo
00:41:171 (3) - end this on blue tick? i hear a feint snare on 00:41:277 - but nothing on 00:41:312 reworked the rhythm here
00:41:382 (4) - probably better to make this a circle instead of a 1/8 since this is all 1/6 it's not 1/6! the circles are all 1/4. plus i really like this
00:50:481 (2,3) - 00:50:481 (2) - isn't emphasised very well and 00:50:639 (3) - doesn't really deserve a click in comparison to 00:50:797 . perhaps you could try work with the music better here i'm moreso following the dnb here
00:54:744 - why skip this? i considered mapping here, but i like the "trip" rhythm i've created here
00:56:007 (9) - u should end the stream here with a kick slider because the music moves onto its next phrase nah, for this whole phrase in the music i am following the unique sixteenth note background sound
00:56:955 (1,2,3,4) - ctrl g this rhythm? there are two snares, on 00:57:113 - and 00:57:271 . representing them with the same slider would be cool
00:59:955 - why is this skipped too?? cool idea, changed
01:02:007 (4,5,6,7,8,9,10,11) - you should nc these so they dont appear as duplets i don't think that's necessary. the spacing combined with the AR should give a player of this caliber the sense that these are just spaced 1/4
01:08:744 (1) - not sure if this nc is really needed you're right that it's not needed. however, i liked the eccentric mix of my yellow and pink comboing so that the player gets the idea that it is 1/3 from the yellow combo while at the same time getting the consistency of pink = that weird "bass"-like sound in the music.
01:09:165 (1) - ^
01:20:323 (1) - still uses 1/3 so should be pink? you mean yellow? and i didn't put it here because i thought the player got the idea by now already, and keeping this yellow would be silly
01:24:863 (2) - nc for hp i think not having an nc here in this diff is fine since the previous pattern is easy to hit and gives the players a good amount of leniency for the hp drain. i also don't want an nc because i want to keep the "continuous" music feeling as opposed to separating the music with a new combo
01:27:586 (7) - ^ same reasoning as above
01:25:534 (2,3,4) - i really dont like how these are on the red ticks, since the white ticks are more powerful just a personal preference, but i really like this pattern. i like the offbeat clicking
01:27:586 (7,8,9,10) - doesn't really make sense since you skipped all the drums before 01:26:955 - 01:27:271 - but then start mapping them again there's a 1/4 cymbal sound here that starts fading in to signify the start of a new verse of music, so i mapped to that.
thanks for modding! waiting for irre
Irreversible
You can fix all of the raised points for me

About the end slider, welllll if it really doesn't work differently it's not so tragic but i'd prefer it without the nod.

Thx! :)
Topic Starter
Low
alright, everything should be ok
Pentori

Low wrote:

Pentori wrote:

[Normal]
00:52:534 (1,2,3,1,2,3) - why is this mapped so differently from everything else? feels more like laziness than creativity here as nothing in the music supports this it's variation of the song's rhythm. the creator of this difficulty changes the rhythm of his mapping every four measures in this section, and this section is no exception. it seems fine to me i dont think you can disregard it as variation when it glosses over most beats in the music
01:17:165 (4,5) - the blue tick synths are a lot more noticeable here so 01:17:481 (5) - will probably get clicked early because of that. perhaps you could replace this with a 3/4 slider to follow those sounds and do a rhythm like http://puu.sh/sqqAY/ffaef42e16.jpg i don't want to include a 3/4 rhythm in this normal difficulty, so i just changed the two circles to a 1/1 slider to allow for more leniency in clicking what do you mean you don't want to include a 3/4 slider..? 01:02:639 (1,2) - 01:05:165 (1,2) - 01:07:692 (1,2) - 01:10:218 (1,2) - what exactly are all these? please provide another reason

[Hyper]
00:07:773 (6) - why use white tick triplets? there are no percussion sounds here, yet there is a hihat on 00:07:615 - which you should probably use the hihat sound is not very prominent, and i've mapped the way i did here because of the more prominent dnb sounds if you're following the "dnb" sound here then why is 00:08:010 - ignored. swapping between layers of music often makes the rhythm really awkward
00:24:115 (3) - i cant really agree with the streams here.. at this bpm an 8 note stream isn't really appropriate in hyper, especially because hard doesn't include any streams or triplets at all. maybe use a maximum of 5 note streams, and fill the rest with repeat sliders i disagree. this hyper difficulty is a good step between hard and insane in terms of streaming. the 8 note streams are very sparse in terms of how often they appear and are spaced closely so they are easier to play. i don't want to make the streams easier because i feel i've created a good balance the issue isn't the frequency of them, but the fact that you have them in the first place. 190 bpm 8 note streams aren't very appropriate when transitioning from a hard that uses no form of clickable 1/4 rhythms

[EXL]
00:50:481 (2,3) - 00:50:481 (2) - isn't emphasised very well and 00:50:639 (3) - doesn't really deserve a click in comparison to 00:50:797 . perhaps you could try work with the music better here i'm moreso following the dnb here still doesn't make sense as to why 00:50:639 (3) - is clicked in prominence to 00:50:797 - perhaps ctrl g 00:50:481 (2,3)
00:54:744 - why skip this? i considered mapping here, but i like the "trip" rhythm i've created here so you're saying you ignore dominant beats to make rhythms tricky? i cant agree at all with that thought process. why dont you just use a kick slider on 00:54:665 - to at least address the beat
00:59:955 - why is this skipped too?? ~
Topic Starter
Low

Pentori wrote:

[Normal]
00:52:534 (1,2,3,1,2,3) - why is this mapped so differently from everything else? feels more like laziness than creativity here as nothing in the music supports this it's variation of the song's rhythm. the creator of this difficulty changes the rhythm of his mapping every four measures in this section, and this section is no exception. it seems fine to me i dont think you can disregard it as variation when it glosses over most beats in the music i still don't see the issue with this. nothing is fundamentally flawed. if anything, the lack of mapping to all of the beats adds a special flare to this section. the song gets repetitive for a bit, and simply mapping to all of the beats can get boring for both the player and the mapper. i think creating sliders like this as a variation is fine and i actually am rather fond of it
01:17:165 (4,5) - the blue tick synths are a lot more noticeable here so 01:17:481 (5) - will probably get clicked early because of that. perhaps you could replace this with a 3/4 slider to follow those sounds and do a rhythm like http://puu.sh/sqqAY/ffaef42e16.jpg i don't want to include a 3/4 rhythm in this normal difficulty, so i just changed the two circles to a 1/1 slider to allow for more leniency in clicking what do you mean you don't want to include a 3/4 slider..? 01:02:639 (1,2) - 01:05:165 (1,2) - 01:07:692 (1,2) - 01:10:218 (1,2) - what exactly are all these? please provide another reasonoops, my bad. yeah, there are other 3/4 sliders. i like the 1/1 rhythm here anyway because i wanted to emphasize the heavy beats of the dnb which land on where the slider is.

[Hyper]
00:07:773 (6) - why use white tick triplets? there are no percussion sounds here, yet there is a hihat on 00:07:615 - which you should probably use the hihat sound is not very prominent, and i've mapped the way i did here because of the more prominent dnb sounds if you're following the "dnb" sound here then why is 00:08:010 - ignored. swapping between layers of music often makes the rhythm really awkward to me, i did not hear the sound as being too prominent at 00:08:010, so i chose to not map it. also, i think the swapping between layers of music in the scenarios it happens throughout the map work well
00:24:115 (3) - i cant really agree with the streams here.. at this bpm an 8 note stream isn't really appropriate in hyper, especially because hard doesn't include any streams or triplets at all. maybe use a maximum of 5 note streams, and fill the rest with repeat sliders i disagree. this hyper difficulty is a good step between hard and insane in terms of streaming. the 8 note streams are very sparse in terms of how often they appear and are spaced closely so they are easier to play. i don't want to make the streams easier because i feel i've created a good balance the issue isn't the frequency of them, but the fact that you have them in the first place. 190 bpm 8 note streams aren't very appropriate when transitioning from a hard that uses no form of clickable 1/4 rhythms fair point. i'll nerf the first one, but i want to keep the 8 note stream in the kiai time because i feel it presents a challenge for the kiai/chorus of the song.

[EXL]
00:50:481 (2,3) - 00:50:481 (2) - isn't emphasised very well and 00:50:639 (3) - doesn't really deserve a click in comparison to 00:50:797 . perhaps you could try work with the music better here i'm moreso following the dnb here still doesn't make sense as to why 00:50:639 (3) - is clicked in prominence to 00:50:797 - perhaps ctrl g 00:50:481 (2,3) it is clicked in prominence because with these two sliders, i like the effect of having the claps of the dnb land on the ends of the sliders. it seems cool to me
00:54:744 - why skip this? i considered mapping here, but i like the "trip" rhythm i've created here so you're saying you ignore dominant beats to make rhythms tricky? i cant agree at all with that thought process. why dont you just use a kick slider on 00:54:665 - to at least address the beat i skipped 00:54:744 because the rhythm in that spot didn't come across as prominent to me. i strongly prefer the rhythm i have now as it is how i interpreted and heard the strong beats of the song. same case with 00:59:955
00:59:955 - why is this skipped too?? ~
Irreversible
excel
Irreversible
when
Topic Starter
Low
soon
Natsu
seems fine, btw sorry for the big delay :(
Topic Starter
Low

Natsu wrote:

seems fine, btw sorry for the big delay :(
thank you :)
Irreversible
hello bns let's go
Topic Starter
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shoob
Aurele
Bubbled mapset

Moved to Pending as it was in WIP
Sonnyc
Basic.
00:22:220 (1) - 00:24:747 (1) - 00:27:273 (1) - 00:29:799 (1) - 00:32:325 (1) - 00:34:220 (1) - These rhythmic concepts are the ones that I'd like to see a change. The current postition the sliders are landing are really vague while there were clear sounds at the music around there. Such rhythm choice felt abstract for this song which could've been better expressed if the slider ends at where an actual clear beat exist.
00:57:586 (1) - Why was this slider having such a different aesthetic concept with other sliders around here? Considering the way you've done at 00:44:955 (1), it felt a bit inconsistent to happen in your structures.

Normal.
00:42:429 (1,2) - 00:43:692 (4,5) - 00:44:955 (1,2) - Not sure if it's intended but if you compare the angle of the linear sliders, each pair aren't really a perfect parallel. I think this detail could've been further polished.

Hard.
00:19:378 (6,1) - Can you place more space to indicate the 1/1 rhythm better than now? It looks a bit too close right now even it looks different in spacing.
01:12:113 (5,1) - I require a larger 1/1 spacing because this anti jump concept was inconsistent with the other spacing of 01:07:060 (5,1).
01:27:902 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,1,2,3,4,5) - Basic, Normal, Hyper, Insane are all having this section in a long spinner and this was the difficulty which had the section mapped with circles and sliders. I can see this is a guest difficulty but such inconsistent beatmap desgin across difficulties felt bad as a mapset.

Hyper.
00:21:904 (4,1) - 00:24:431 (7,1) - 00:27:115 (8,1) - 00:29:641 (8,1) - 00:32:010 (7,1) - Some 1/4 spacings are having an overlap while some is not. Looks like the concept was being in an used/unused/used/unused order. While I see the intentions, I'm not really sure if it was effective because the sounds were basically the similar. Just sticking to one concept would've assured better consistency imo.

Insane.
Several mapping concepts are being used in this difficulty, and I think the usages were quite randomly appearing which didn't form some concrete meanings. For example, 00:10:852 (1,2,3,1,2,3) - this pattern based on a circular flow was consistently used to express the same part of the song. But a similar pattern usage was also spotted at 00:16:852 (1,2,1) which made me feel the pattern usage being less organized.
Another example; The slider of 00:01:694 (3) - was having 2 red anchors in the same angle which was having a pretty different slider concept with other objects but something similar in shape was at 00:58:060 (3). Context differs and the usage wasn't the exact same, but at least they were sharing the same visual aspect while the song wasn't really that similar. This resulted in individual sliders not really representing the song effectively imo.
These are just some fragmentary examples but I feel the similar stuff through out the map. Individual expressions were reflecting the song but as a whole, the structures weren't pretty strong enough.

Another.
00:17:168 (3,1) - What do you think of starting the nc from (3) to express the symmetry in the same combo, and starting the combo at a strong beat?

EXL.
Can I ask what EXL means? Sounds something like a highest diff but not sure what it exactly means owo
00:52:218 (1,2,3) - Can I ask why 00:52:376 was having a smaller spacing? The concept just feels overcomplexed compared to the song imo.
00:54:744 - It's pretty hard to understand why you skipped this beat while the same one was expressed at 00:44:639.

Other diffs felt fine in general, but Insane felt weak for me.
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