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posted

SangKrazF1nal3 wrote:

Well,I saw it. Hmm nice jokes///


Hey WildOne,good luck for your mapset.......

WILL mod when it is done.... :idea:
Always happy for a mod :D

(Just please don't be one of those modders that just say "x:312" "x:120" With no explanation as to why to move the note there ;w;).
posted
Here we go!
Generally,I won't not find so much problem on consistency. Nice one Wild!
Anyway...
00:13:017 (2) - This circle need Cymbal for the warning sound with upcoming next slider on respective place.
00:13:188 (3) - Same as above but cymbal to make it worked well.
01:14:217 (1) - Cymbal tho,so it would follow the rhythm which you does on previous combos.(umm,if you confused ask me by PM)
02:00:845 (1) - Same as above,for better HS to follow directly to another combos.
02:18:674 (1) - Ending it with one whistle.

That's all I could help for now. Hope it would help little. :D
Well,it is personal thoughts.
posted
WILL M4M when it is done.... :idea:
posted
2017-08-30 11:05 WildOne94: Hey Spec XD
2017-08-30 11:05 Spectator: hey xD
2017-08-30 11:07 WildOne94: Thanks for your support on the mapset :D
2017-08-30 11:09 Spectator: np lol
2017-08-30 11:09 Spectator: will try it after playing some maps
2017-08-30 11:10 WildOne94: Okay have fun owo
2017-08-30 11:55 Spectator: The first thing I'd do is to improve the hitsounds
2017-08-30 11:55 WildOne94: You're on Soltar. XD you need to redownload the mapset
2017-08-30 11:55 Spectator: wasn't it soltar
2017-08-30 11:56 WildOne94: I added custom hitsound and a slightly different bg
2017-08-30 11:56 WildOne94: I name changed it
2017-08-30 11:56 Spectator: oo
2017-08-30 11:56 WildOne94: So need to redownload. Sorry I shoul dhave mentioned ;w;
2017-08-30 11:56 Spectator: no problem lol
2017-08-30 11:56 WildOne94: The only difference to the BG is that it's darker around the edges to have a cooler feel
2017-08-30 11:57 WildOne94: (Btw there will eventually be a SB to this)
2017-08-30 12:02 Spectator: ACTION is listening to [https://osu.ppy.sh/b/1116331 Muzzy - Crescendo (feat. MYLK)]
2017-08-30 12:02 Spectator: ACTION is playing [https://osu.ppy.sh/b/1116331 Muzzy - Crescendo (feat. MYLK) [Virus]] <CatchTheBeat> +Hidden
2017-08-30 12:05 Spectator: cool hitsounds
2017-08-30 12:05 WildOne94: Arigatou :3
2017-08-30 12:05 Spectator: the part I missed has edge dash ;3
2017-08-30 12:05 WildOne94: I noticed 2 things I could quickly alter already
2017-08-30 12:05 Spectator: great
2017-08-30 12:05 WildOne94: 2 sliders had weird droplets
2017-08-30 12:06 Spectator: 01:43:017 (1,2,3,4) -
2017-08-30 12:06 WildOne94: Like between the 2 main notes of a slider the droplets had some distance from the rest
2017-08-30 12:06 Spectator: this part needs a bit more emphasizing imo
2017-08-30 12:06 Spectator: because it's crescendo lol
2017-08-30 12:06 WildOne94: I agree! I tried before but I think Kuro mentioned it
2017-08-30 12:07 WildOne94: That I should simplify
2017-08-30 12:07 WildOne94: Any idea you have in mind ?
2017-08-30 12:07 WildOne94: I had it so it completely dropped down before but I think I recall it was a flow stopper
2017-08-30 12:08 Spectator: http://puu.sh/xmVqd/afad8e0420.jpg
2017-08-30 12:08 Spectator: also
2017-08-30 12:09 Spectator: 01:55:017 (6) - sliderend can be x:104
2017-08-30 12:09 Spectator: kinda missing HDash between them
2017-08-30 12:10 WildOne94: isn't 01:43:245 (3,4) - a bit far maybe :O ?
2017-08-30 12:10 WildOne94: On your example
2017-08-30 12:10 Spectator: 02:15:360 (5,6) - remove these?
2017-08-30 12:10 Spectator: yeah it is but its flow is perfect
2017-08-30 12:10 Spectator: you can reduce it if you want :3
2017-08-30 12:11 WildOne94: Okay done! It looks good now :D! onto the other points XD
2017-08-30 12:11 Spectator: http://puu.sh/xmVxy/1a8701d88d.jpg
2017-08-30 12:11 Spectator: timeline should be like this
2017-08-30 12:12 Spectator: 02:15:931 (1,2,3) - http://puu.sh/xmVBa/e331255ac7.jpg
2017-08-30 12:12 WildOne94: http://puu.sh/xmVAF/f6b421e2dd.jpg for 01:55:017 (6) - would this be okay ?
2017-08-30 12:13 Spectator: looks great
2017-08-30 12:14 WildOne94: 02:15:360 (5,6) - I won't remove (6) because that has a strong drum
2017-08-30 12:14 WildOne94: But (5) i could
2017-08-30 12:14 Spectator: okay
2017-08-30 12:14 WildOne94: Well bongo XD
2017-08-30 12:14 Spectator: also 02:15:931 - this part should be way better snapped if you apply the picture I've uploaded so please do xD
2017-08-30 12:15 Spectator: it's pretty much complicated
2017-08-30 12:15 Spectator: 00:05:645 (1,2) - extend these a bit more like the other sliders?
2017-08-30 12:17 Spectator: 01:04:960 (2,3) - this is a bit far
2017-08-30 12:18 WildOne94: I couldn't remove 02:15:931 (1) - because of the bongo again >.<
2017-08-30 12:18 WildOne94: Shortened 02:16:045 (2) -
2017-08-30 12:18 Spectator: okay!
2017-08-30 12:19 WildOne94: Don't know why those were not extended XD
2017-08-30 12:20 WildOne94: Hmm hyper or just move (2) slight more left ? 01:04:960 (2) -
2017-08-30 12:22 WildOne94: It doesn't seem like a terrible jump so maybe just nudge a little left ?
2017-08-30 12:36 WildOne94: Thank you for your time O:
2017-08-30 12:37 Spectator: hyper :p
2017-08-30 12:37 Spectator: or moving it is okay as well
2017-08-30 12:37 Spectator: no problem~
2017-08-30 12:39 WildOne94: Let me know if you want kudos :P


irc mod!

tell me when your mapset feels ready and I'll full mod it :p
posted

Spectator wrote:

2017-08-30 11:05 WildOne94: Hey Spec XD
2017-08-30 11:05 Spectator: hey xD
2017-08-30 11:07 WildOne94: Thanks for your support on the mapset :D
2017-08-30 11:09 Spectator: np lol
2017-08-30 11:09 Spectator: will try it after playing some maps
2017-08-30 11:10 WildOne94: Okay have fun owo
2017-08-30 11:55 Spectator: The first thing I'd do is to improve the hitsounds
2017-08-30 11:55 WildOne94: You're on Soltar. XD you need to redownload the mapset
2017-08-30 11:55 Spectator: wasn't it soltar
2017-08-30 11:56 WildOne94: I added custom hitsound and a slightly different bg
2017-08-30 11:56 WildOne94: I name changed it
2017-08-30 11:56 Spectator: oo
2017-08-30 11:56 WildOne94: So need to redownload. Sorry I shoul dhave mentioned ;w;
2017-08-30 11:56 Spectator: no problem lol
2017-08-30 11:56 WildOne94: The only difference to the BG is that it's darker around the edges to have a cooler feel
2017-08-30 11:57 WildOne94: (Btw there will eventually be a SB to this)
2017-08-30 12:02 Spectator: ACTION is listening to [https://osu.ppy.sh/b/1116331 Muzzy - Crescendo (feat. MYLK)]
2017-08-30 12:02 Spectator: ACTION is playing [https://osu.ppy.sh/b/1116331 Muzzy - Crescendo (feat. MYLK) [Virus]] <CatchTheBeat> +Hidden
2017-08-30 12:05 Spectator: cool hitsounds
2017-08-30 12:05 WildOne94: Arigatou :3
2017-08-30 12:05 Spectator: the part I missed has edge dash ;3
2017-08-30 12:05 WildOne94: I noticed 2 things I could quickly alter already
2017-08-30 12:05 Spectator: great
2017-08-30 12:05 WildOne94: 2 sliders had weird droplets
2017-08-30 12:06 Spectator: 01:43:017 (1,2,3,4) -
2017-08-30 12:06 WildOne94: Like between the 2 main notes of a slider the droplets had some distance from the rest
2017-08-30 12:06 Spectator: this part needs a bit more emphasizing imo
2017-08-30 12:06 Spectator: because it's crescendo lol
2017-08-30 12:06 WildOne94: I agree! I tried before but I think Kuro mentioned it
2017-08-30 12:07 WildOne94: That I should simplify
2017-08-30 12:07 WildOne94: Any idea you have in mind ?
2017-08-30 12:07 WildOne94: I had it so it completely dropped down before but I think I recall it was a flow stopper
2017-08-30 12:08 Spectator: http://puu.sh/xmVqd/afad8e0420.jpg
2017-08-30 12:08 Spectator: also
2017-08-30 12:09 Spectator: 01:55:017 (6) - sliderend can be x:104
2017-08-30 12:09 Spectator: kinda missing HDash between them
2017-08-30 12:10 WildOne94: isn't 01:43:245 (3,4) - a bit far maybe :O ?
2017-08-30 12:10 WildOne94: On your example
2017-08-30 12:10 Spectator: 02:15:360 (5,6) - remove these?
2017-08-30 12:10 Spectator: yeah it is but its flow is perfect
2017-08-30 12:10 Spectator: you can reduce it if you want :3
2017-08-30 12:11 WildOne94: Okay done! It looks good now :D! onto the other points XD
2017-08-30 12:11 Spectator: http://puu.sh/xmVxy/1a8701d88d.jpg
2017-08-30 12:11 Spectator: timeline should be like this
2017-08-30 12:12 Spectator: 02:15:931 (1,2,3) - http://puu.sh/xmVBa/e331255ac7.jpg
2017-08-30 12:12 WildOne94: http://puu.sh/xmVAF/f6b421e2dd.jpg for 01:55:017 (6) - would this be okay ?
2017-08-30 12:13 Spectator: looks great
2017-08-30 12:14 WildOne94: 02:15:360 (5,6) - I won't remove (6) because that has a strong drum
2017-08-30 12:14 WildOne94: But (5) i could
2017-08-30 12:14 Spectator: okay
2017-08-30 12:14 WildOne94: Well bongo XD
2017-08-30 12:14 Spectator: also 02:15:931 - this part should be way better snapped if you apply the picture I've uploaded so please do xD
2017-08-30 12:15 Spectator: it's pretty much complicated
2017-08-30 12:15 Spectator: 00:05:645 (1,2) - extend these a bit more like the other sliders?
2017-08-30 12:17 Spectator: 01:04:960 (2,3) - this is a bit far
2017-08-30 12:18 WildOne94: I couldn't remove 02:15:931 (1) - because of the bongo again >.<
2017-08-30 12:18 WildOne94: Shortened 02:16:045 (2) -
2017-08-30 12:18 Spectator: okay!
2017-08-30 12:19 WildOne94: Don't know why those were not extended XD
2017-08-30 12:20 WildOne94: Hmm hyper or just move (2) slight more left ? 01:04:960 (2) -
2017-08-30 12:22 WildOne94: It doesn't seem like a terrible jump so maybe just nudge a little left ?
2017-08-30 12:36 WildOne94: Thank you for your time O:
2017-08-30 12:37 Spectator: hyper :p
2017-08-30 12:37 Spectator: or moving it is okay as well
2017-08-30 12:37 Spectator: no problem~
2017-08-30 12:39 WildOne94: Let me know if you want kudos :P


irc mod!

tell me when your mapset feels ready and I'll full mod it :p
Thanks Spec :D
Really helped.

As for the other people who posted.

A: The hitsounds were not finished at the time as they were WIP still so it was way too early to mod for hitsounds
B: You can't M4M when I don't want to mod :( or even asked first
posted
M4M for a mostly already polished map. You dont have to mod my map if I wasnt helpful at all.

General

Looks good but the filesize is a little large and spread difference from Platter and Rain, happens *shrug*

Cup

00:13:017 (2,3) – I'm not really a fan of this antiflow because it isn't consistent with the flow you used for most of the Cup. However, I do recognize to fix it it would require a lot of flipping of your patterns.

Salad

01:23:817 (1,2,3,4) – Not a fan of this pattern because the movement is hard to dash when the motion is more expectant to the right than the left.

Platter

Looks good.

Collab Rain

Looks good.

Virus

Looks good.


I know I only did two bullets but the map is mostly polished, should be ranked already :p Good luck
posted

RoseusJaeger wrote:

M4M for a mostly already polished map. You dont have to mod my map if I wasnt helpful at all.

General

Looks good but the filesize is a little large and spread difference from Platter and Rain, happens *shrug* - I know the file size is large but 30mb's is the maximum or so I hear. So managed to squeeze in 29.9mbs :^)

Cup

00:13:017 (2,3) – I'm not really a fan of this antiflow because it isn't consistent with the flow you used for most of the Cup. However, I do recognize to fix it it would require a lot of flipping of your patterns. - It wasn't too hard to fix honestly :3 But yeah this one was pretty bad. Fixed

Salad

01:23:817 (1,2,3,4) – Not a fan of this pattern because the movement is hard to dash when the motion is more expectant to the right than the left. - Fixed

Platter

Looks good.

Collab Rain

Looks good.

Virus

Looks good.


I know I only did two bullets but the map is mostly polished, should be ranked already :p Good luck
Man I should have applied this 6 days ago XD. (Although did mention about the video problems with laptop)
Thanks for the mod :D
posted
Ho ho ho, secret Santa modding

Cup
  1. 00:05:302 (1,1) - why not have a bit of movment between these?
  2. 00:46:788 (1) - imo preffer this ctrl + h and have head at 00:46:445 (3) -
  3. 00:49:531 (1,2) - feel this should have some movment between them.
  4. 01:29:302 (1,2) - imo feel this spacing is a bit high.
  5. 01:55:245 (4,1) - bit uncofertable to catch i feel. i would have 1 to the right of 4 and have it horizontal to the right or left too.
  6. 02:18:674 (1) - dont feel the repeat is best. would rather have the slider be twice as long without the repeat. (this goes for all diffs)
Salad
  1. 00:06:560 (3,4) - maybe a bit uncomfortable to hit?
  2. alot of cases where its hard to tell if you need to dash or just walk to make it. pointing a few out.
  3. 00:09:417 (4,1) -
  4. 00:17:645 (4,1) -
  5. 00:20:388 (4,1) -
  6. 00:34:960 (2,3) -
  7. 00:37:874 (3,1) -
  8. 01:19:702 (1,2) -
    go trough and take a look for yourself. i feel there's alot of them (in between those i pointed out too. I felt it was almost all beats with some higher distance. I could catch alot of them without dash but it was always close).
  9. 00:49:531 (1) - imo have a bit more spacing. (same for 00:52:274 (1) - 00:55:017 (1) - 00:57:760 (1) -
  10. 00:59:873 (2,3,4) - feel spacing is a bit high. if you're a bit to the left when you hit 2 you will have to dash to make 3 and with a 1/6 stream theres a good chance of a miss here.
  11. 01:02:217 (2,3) - same as above.
  12. 02:21:702 (2) - think the sound is on 1/4 blue tick 02:21:674 - (not sure tho >.< its a bit werid if it is. goes for all higher diffs aswell.)
Platter
  1. 00:37:874 (3) - preffer this on the other side of 00:37:531 (2) - tbh.
  2. 00:51:931 (4,1) - spacing a bit low imo.
  3. 01:00:045 (4) - is a bit uncofertable to hit. i would reduce distance to prev to something like 1.25x
  4. 01:08:045 (3,4) - if the player forgets to take the catcher back to the center after 3 they have a good chance of missing 4.
  5. 01:10:445 (4) - i feel the strength of this beat is comparable to the strenght of 01:10:788 (1) - but only one has higher spacing.
  6. 01:58:445 (4,5,6) - this direction change might be a bit to hard. imo reduce spacing between 5 and 6 a bit
.
Collab Rain
Kuro
  1. 00:21:874 (6) - maybe a bit to hard but what about having this back at 00:21:645 (4) - instead.
  2. 01:11:702 (3,4) - almost a hyper, uncofertable to play. Either increase distance to make it a hyper, or decrease to have not as egde-dashy.
  3. 01:12:160 (6,7) - ^ (if you move 7 more to the left be carefull about the distance to 01:12:845 (1) - )
  4. 01:12:845 (1,2) - ^
  5. 01:14:445 (3,4) - ^
  6. 01:14:788 (5,6) - because of the high spacing before, this is also a bit uncomfortable to play. Tho it might get fixed if you do something about the point mentioned above.
  7. 01:14:902 (6,7) - ^
  8. 01:15:588 (1,2) - ^
  9. 01:17:188 (3,4) - ^
  10. 01:17:531 (5,6) - ^
  11. 01:17:645 (6,7) - ^
  12. 01:18:902 (3,4) - ^
  13. 01:19:931 (3,4,5,6) - ^ (between all of these)
  14. 01:21:074 (1,2,3) - ^
  15. 01:22:674 (3,4) - ^
  16. more of them in the first kiai, suggest looking on WildOne's kiai if you need an example. 2nd kiai is good exept for: 01:34:102 (3,4) - and 01:37:531 (1,2) -


Wild
  1. 00:37:188 (1,2,3) - bit booring to play i feel, when i can just hold right to hit everything. maybe ctrl + h 3
Virus
  1. 00:37:188 (1,2) - feel spacing is a bit high between these.
  2. 00:37:531 (3,4,5) - this section sounds a bit wierd/feels a bit wierd to play.
  3. 00:46:788 (1) - would have this one on x:192 like 00:46:445 (5) -
  4. 00:58:102 (2,3,4) - sticks a bit out, sounds a bit wierd to me. Shouldnt 2 be extended by 1/6 delite 3 and move 4 1/6 erlier.
  5. 01:53:988 (1,2,3,4,5) - this section is mapped wrong imo. there is a new sound on every white tick, but you mapped like it was on every other 1/3 tick. i would use 1/3 repeat sliders instead.


Cool diff, i liked it.
posted

Divine Cake wrote:

Ho ho ho, secret Santa modding

Collab Rain
Kuro
  1. 00:21:874 (6) - maybe a bit to hard but what about having this back at 00:21:645 (4) - instead. I dunno, this creates a very uncomfortable and unreasonably hard movement so I rather keep the current one.
  2. 01:11:702 (3,4) - almost a hyper, uncofertable to play. Either increase distance to make it a hyper, or decrease to have not as egde-dashy.
  3. 01:12:160 (6,7) - ^ (if you move 7 more to the left be carefull about the distance to 01:12:845 (1) - )
  4. 01:12:845 (1,2) - ^
  5. 01:14:445 (3,4) - ^
  6. 01:14:788 (5,6) - because of the high spacing before, this is also a bit uncomfortable to play. Tho it might get fixed if you do something about the point mentioned above.
  7. 01:14:902 (6,7) - ^
  8. 01:15:588 (1,2) - ^
  9. 01:17:188 (3,4) - ^
  10. 01:17:531 (5,6) - ^
  11. 01:17:645 (6,7) - ^
  12. 01:18:902 (3,4) - ^
  13. 01:19:931 (3,4,5,6) - ^ (between all of these)
  14. 01:21:074 (1,2,3) - ^
  15. 01:22:674 (3,4) - ^
  16. more of them in the first kiai, suggest looking on WildOne's kiai if you need an example. 2nd kiai is good exept for: 01:34:102 (3,4) - and 01:37:531 (1,2) -
I appreciate your time to look at this difficulty but the concept of my part is to have hard jumps instead of hypers to show that a map can be hard, or even harder without Hypers as well. In these days the only mapping concept to make something hard is to place as many shitty Hyper as possible to increase the overrated SR.

I know some of my jump is hard to get, especially considering the previous patterns but I do not want to remove these or make them Hyper. If anything, I want flow correction and/or suggestions to make some parts easier to access. Nothing more. But thank you for your time!
posted

Divine Cake wrote:

Ho ho ho, secret Santa modding

Cup
  1. 00:05:302 (1,1) - why not have a bit of movment between these? - Done
  2. 00:46:788 (1) - imo preffer this ctrl + h and have head at 00:46:445 (3) - - Nah I prefer it as it is
  3. 00:49:531 (1,2) - feel this should have some movment between them. - I honestly think as it is suites it for the vocals and quiet part
  4. 01:29:302 (1,2) - imo feel this spacing is a bit high. - Reduced
  5. 01:55:245 (4,1) - bit uncofertable to catch i feel. i would have 1 to the right of 4 and have it horizontal to the right or left too. - Fixed
  6. 02:18:674 (1) - dont feel the repeat is best. would rather have the slider be twice as long without the repeat. (this goes for all diffs) - I find this fine
Salad
  1. 00:06:560 (3,4) - maybe a bit uncomfortable to hit? - Changed
  2. alot of cases where its hard to tell if you need to dash or just walk to make it. pointing a few out. - Blast I always do this. (But I know now for my newer mapsets XD)
  3. 00:09:417 (4,1) - - Increased because of last suggestion fixed this as well as 00:06:560 (3,4) -'s
  4. 00:17:645 (4,1) - - Fixed
  5. 00:20:388 (4,1) - - ^
  6. 00:34:960 (2,3) - - I think usuall since it's a 1/4 jump this would be alright but I did nudge it by one grid space
  7. 00:37:874 (3,1) - - This one seems fine to me. Spacing is 2.59x which worked well in play
  8. 01:19:702 (1,2) - - Fixed
    go trough and take a look for yourself. i feel there's alot of them (in between those i pointed out too. I felt it was almost all beats with some higher distance. I could catch alot of them without dash but it was always close). - Went through a lot of them and hopefully a lot better
  9. 00:49:531 (1) - imo have a bit more spacing. (same for 00:52:274 (1) - 00:55:017 (1) - 00:57:760 (1) - - I think I might have tweaked these with last point of improving distances
  10. 00:59:873 (2,3,4) - feel spacing is a bit high. if you're a bit to the left when you hit 2 you will have to dash to make 3 and with a 1/6 stream theres a good chance of a miss here. - ^
  11. 01:02:217 (2,3) - same as above. - ^
  12. 02:21:702 (2) - think the sound is on 1/4 blue tick 02:21:674 - (not sure tho >.< its a bit werid if it is. goes for all higher diffs aswell.) - Oh yeah I think this might be a 1/4 now that you mention it. Fixed on all diffs
Platter
  1. 00:37:874 (3) - preffer this on the other side of 00:37:531 (2) - tbh. - Nah I see no reason for this as it will make things more complicated for next note.
  2. 00:51:931 (4,1) - spacing a bit low imo. - Increased a little
  3. 01:00:045 (4) - is a bit uncofertable to hit. i would reduce distance to prev to something like 1.25x - I find it's fine
  4. 01:08:045 (3,4) - if the player forgets to take the catcher back to the center after 3 they have a good chance of missing 4. - I did change a little bit but not due to your suggestion. I changed it differently because I thought the player had plenty of time to catch the note and notes don't always need to be positioned in the centre to catch another note. The reason I changed it here is because I didn't want it stacked with previous notes (Apart from flipped positions)
  5. 01:10:445 (4) - i feel the strength of this beat is comparable to the strenght of 01:10:788 (1) - but only one has higher spacing. - Made changes
  6. 01:58:445 (4,5,6) - this direction change might be a bit to hard. imo reduce spacing between 5 and 6 a bit - Reduced a little
.
Collab Rain

Wild
  1. 00:37:188 (1,2,3) - bit booring to play i feel, when i can just hold right to hit everything. maybe ctrl + h 3 - I didn't do that because it would mean a lot of changes to the rest of the next upcoming patterns. But I did make a dash between (2) and (3).
Virus
  1. 00:37:188 (1,2) - feel spacing is a bit high between these. - It's snapped below my norma 1.3xl DS so it should be fine. And I find it fine to play too
  2. 00:37:531 (3,4,5) - this section sounds a bit wierd/feels a bit wierd to play. - Ideas ? :thinking:
  3. 00:46:788 (1) - would have this one on x:192 like 00:46:445 (5) - - Nah it's fine
  4. 00:58:102 (2,3,4) - sticks a bit out, sounds a bit wierd to me. Shouldnt 2 be extended by 1/6 delite 3 and move 4 1/6 erlier. - I might be get timing help from BN's soon for this
  5. 01:53:988 (1,2,3,4,5) - this section is mapped wrong imo. there is a new sound on every white tick, but you mapped like it was on every other 1/3 tick. i would use 1/3 repeat sliders instead. - Edit: After discussion with Benny- and some clarification (Since at first I thought you meant the drums were not 1/3 snaps) I have fixed making it so it jumps/hypers at the correct sounds now. Thanks Benny- for clarify XD


Cool diff, i liked it.
Thanks for the mod dude :D
posted
mod req
Virus

  1. I feel like the AR is too high for this BPM, I prefer something like 9.3 or 9.2
  2. Overall HDash spacing is unecessary high, I advise you to nerf it to ~3.40x in general.
  3. 00:05:645 (1,2,3) - Why are you using so much spacing ? You didn't do it for the next similar pattern: 00:07:017 (1,2,3) - I advise you to reduce the spacing a lot, i feel like it is unnecessarily exaggerated. You can also buff the second pattern into a HDash because these beat definitly deserve one.
  4. 00:08:045 (5,1) - Would be nice to have a HDash here.
  5. 00:10:217 (2,3,4,5,6,7,8,9) - That's a point that is valid for all the difficulty, 00:10:674 (6,7,8,9) - are full hypers yet the only one who deserve it is (7).
    Also, the fact you're using so much spacing reduce the impact we get at 00:11:017 (9,1) - who should normally be way stronger. Because you're using HDash and big spacing too easily, the most intense moments of the map seem less highlighted that is should be, making it a "flat" difficulty.
  6. 00:21:760 (7,8,9) - ^
  7. 00:30:674 (3,4) - other example of unecessary and exaggerated HDash, even if there is a voice here, it is not as strong as 00:30:560 (2,3) - for example.
    Since there is many similar points, i'll let you fix all of them if you agree with my point.
  8. 01:00:502 (1,2) - You're using 1.55x spacing which is pretty strong, I would prefer something like 1.45x.
  9. 01:01:874 (1,2) - It's definitly similar than 01:00:502 (1,2) - but you used different spacing, I advise you to use the same for the structure.
  10. 01:24:160 (3,4,5) - You need to pay attention to the use of your jumps, they must all be justified by a good reason. Here for example, there is no strong beat yet you used a really big jump.
  11. If you want an example of which beat deserve one, it's 01:24:045 (2,3) -
    I hope you understand my point, since it's something that is repeated everywhere on the map, I won't list all of them.
Rain Collab

  1. Pixel jumps are something that can fit well in overdoses when used properly and with moderation because they requires really good reflexes and precision, often creating shitmisses. A Pixel jump is way harder than a HDash, this is not something you can put everywhere in a Rain kiai time Kurokami, that's why I highly advise you to either nerf them a lot, either make them HDash. I have a preference for the nerf so Wildone's part will be more intense.
    If you still want to keep them by any mean, you will need to justify all of them with a good reason because some of them does not deserve one:
    01:14:560 (4,5) - Antiflow + Pixel Jump but the beat is definitly not strong enough to deserve one because you used less spacing for a way stronger beat just before.
    01:17:302 (4,5) - ^
    01:20:045 (4,5) - ^
  2. 01:14:102 (4,1) - Why don't you use any jump here ? There is definitly a strong beat on 01:14:217 (1) -
posted

Kyuare wrote:

mod req
Virus

  1. I feel like the AR is too high for this BPM, I prefer something like 9.3 or 9.2 - I will DEFO keep this in mind as due to it was originally 9.3 I think but it got changed to 9.4 due to a player who I can't remember if it was AFB or Spectator. But I will ask around for this and get ideas from people.
  2. Overall HDash spacing is unecessary high, I advise you to nerf it to ~3.40x in general. - I will do some reducing for the non kiai's such as the entire first 50% before the first kiai but I think the distance will be fine for the more intense parts. However if mentioned by others I will reduce more but for now I should hope this is a big change for the time being. Can't do ALL distances to that size though because of complications in positioning.
  3. 00:05:645 (1,2,3) - Why are you using so much spacing ? You didn't do it for the next similar pattern: 00:07:017 (1,2,3) - I advise you to reduce the spacing a lot, i feel like it is unnecessarily exaggerated. You can also buff the second pattern into a HDash because these beat definitly deserve one. - Changed around with previous suggestion
  4. 00:08:045 (5,1) - Would be nice to have a HDash here. - Yeah I noticed this also. I basically saw what drum sounds I missed out beforehand and fixed that with that introduction changing thing I did with previous 2 suggestions also.
  5. 00:10:217 (2,3,4,5,6,7,8,9) - That's a point that is valid for all the difficulty, 00:10:674 (6,7,8,9) - are full hypers yet the only one who deserve it is (7).
    Also, the fact you're using so much spacing reduce the impact we get at 00:11:017 (9,1) - who should normally be way stronger. Because you're using HDash and big spacing too easily, the most intense moments of the map seem less highlighted that is should be, making it a "flat" difficulty. I will see what others day about this section. If it's strongly advised to change then I will have something of what I used to have in the past before this change but I kind of like how it effects the vocal slices honestly atm. But you could be right about the hypers as the chained one COULD be a bit much but we will see. I kinda like the style atm though.
  6. 00:21:760 (7,8,9) - ^ - ^
  7. 00:30:674 (3,4) - other example of unecessary and exaggerated HDash, even if there is a voice here, it is not as strong as 00:30:560 (2,3) - for example.
    Since there is many similar points, i'll let you fix all of them if you agree with my point. - Reduced a bit
  8. 01:00:502 (1,2) - You're using 1.55x spacing which is pretty strong, I would prefer something like 1.45x. - Fixed
  9. 01:01:874 (1,2) - It's definitly similar than 01:00:502 (1,2) - but you used different spacing, I advise you to use the same for the structure. ^
  10. 01:24:160 (3,4,5) - You need to pay attention to the use of your jumps, they must all be justified by a good reason. Here for example, there is no strong beat yet you used a really big jump. - Reduced
  11. If you want an example of which beat deserve one, it's 01:24:045 (2,3) -
    I hope you understand my point, since it's something that is repeated everywhere on the map, I won't list all of them.
I did do some more changes which I think is a lot better now. Thanks :) Although I still like the big jumps in the bigger emphasised places which I hope you understand.

Thanks for the mod Kyuare :D
Sorry for late reply
posted
uuhhhhhh M4M i think for kachou

RISE IT UP LIKE AN ENDLESS CRESCENDOOOOOOOOOOOO

[Cup]
what is this mbomb x-axis mapping bullshit
  1. 00:13:874 (1) - Out of curiousity how come this isn't a 1/3 slider like 00:11:131 (1) - ? Despite the sound not being exactly the same nor as strong I think it still fits really well for consistency.
  2. 00:35:131 (2,3,1) - Reduce distance between these? As is they barely fit on the platter which can throw off new players imo.
  3. Not really much else to say although I am concerned about density in some spots, not confident though so I'll keep quiet


[Salad]
time to mod a salad for the first time in 9 months
  1. 00:06:674 (4,1) - Emphasize with a jump? The vocal sound here sounds as strong as 00:05:645 - yet there's no jump to emphasize (inb4 unrankable and im just really dumb)
  2. 01:11:474 (1,2,3) - jumpy jumpy between (1) and (2) and every other pattern like this after? broad i know but with a song like this for salad i can only point out so much


[I can't map platters let alone mod them i am so sorry]

i was told to not mod rain

[i can't actually play virus properly]

sorry about the small mod but there really wasn't much I could find doesn't help the song is really eccentric and repetitive

oh right also last thing the video never shows up for me it has an error loading up, try removing the "!" from the filename of the video since punctuation marks broke the last video used for one of my maps.

Good luck ranking!
posted

- Magic Girl - wrote:

uuhhhhhh M4M i think for kachou

RISE IT UP LIKE AN ENDLESS CRESCENDOOOOOOOOOOOO - EVERYBODY LET'S GO!!!

[Cup]
what is this mbomb x-axis mapping bullshit
  1. 00:13:874 (1) - Out of curiousity how come this isn't a 1/3 slider like 00:11:131 (1) - ? Despite the sound not being exactly the same nor as strong I think it still fits really well for consistency. - ooo yeah! Fixed
  2. 00:35:131 (2,3,1) - Reduce distance between these? As is they barely fit on the platter which can throw off new players imo. - Moved the whole lot 2 nudges right so reduced spaces between here and easier to catch 00:34:445 (1,2) - Might be a bit different to how you said but I see this works just as fine
  3. Not really much else to say although I am concerned about density in some spots, not confident though so I'll keep quiet - Will see what others say :O


[Salad]
time to mod a salad for the first time in 9 months
  1. 00:06:674 (4,1) - Emphasize with a jump? The vocal sound here sounds as strong as 00:05:645 - yet there's no jump to emphasize (inb4 unrankable and im just really dumb) - Added. Good call
  2. 01:11:474 (1,2,3) - jumpy jumpy between (1) and (2) and every other pattern like this after? broad i know but with a song like this for salad i can only point out so much - Hmmm I find this might be a bit too much and could contain too much dashing. I will see what others say though


[I can't map platters let alone mod them i am so sorry]

i was told to not mod rain

[i can't actually play virus properly]

sorry about the small mod but there really wasn't much I could find doesn't help the song is really eccentric and repetitive

oh right also last thing the video never shows up for me it has an error loading up, try removing the "!" from the filename of the video since punctuation marks broke the last video used for one of my maps. - I did remove it but as we discussed in PM you still had problems with it. I got muruattack to take a look and it was fine for him. Still I did remove the "!" just in case. Hope we can fix this for you!

Good luck ranking!
Thanks for the mod Magic-san :D
Should come to mod your map in a day or 2
posted
Welp #Deadmodder is alive after 1 year of RIP xd

Video maybe need to convert to mp4 or avi type video instead of m4v, might have issues on someone who don`t have K-Lite Codec Pack or something like that.
01:16:274 (4) - The slider shaped makes the Droplet Flows not natural "C", its like /, could follow example like 01:13:532 (4) - or maybe keep it if it was for variation.
01:28:274 (4) - Maybe distance between (4) and (5) a bit high for normal dash, even though it emphasize stronger beat, maybe decrease a bit distance on (4) to x:128
01:52:274 (4,5,6) - I wonder if this have a better emphasis on jump dashing (not-hdash) material instead of stream?

Timing jump is perfection :^)
00:34:788 (2,3) - Wierd, it has h-dash here, but next part 00:35:817 (1,2,3,4) - wasn`t properly H-Dash but same sound strength. Could make some same treatment though, or remove one of the h-dash.
00:57:131 (3) - After checking a bit on timeline, see the Rain/Virus timeline. It was from white tick but this one is from 1/6 tick instead. White tick seems fine too.
02:01:417 (5,6,7,8,9) - Seems I prefer how the 01:42:217 (2,3,4) - was but idk, maybe the flow and distance on 01:42:217 (2,3,4) seems better with same sound. But since there`s same pattern reused on 02:02:788 (5,6,7), maybe could shape a bit on 02:01:417 (5,6,7,8,9), the (7) like a bit left.

I think no problem with platter, alongside jumpy platter :3
00:52:617 (2,2,2) - That some really weird Mid Droplet we get here c: Maybe make one note on the 1/6 part in 00:53:017 (3) and shorten the slider length to 00:52:902 (3).
00:57:131 (3) - Same issues like Platter, after checking a bit on timeline, see the Rain/Virus timeline. It was from white tick but this one is from 1/6 tick instead. White tick seems fine too.
00:53:702 (1) - Slider end didn`t make it through white tick like platter/virus one.

Maybe thats it, no issues :3
00:51:588 (2,2,2) - Like Salad mod, wierd tick droplet fruits, maybe could change to note instead.

Seems fine :3


Maybe I mod CollaboRain after Kurokami done reply previous mod.
Ok thats all, good luck for ranking :D
posted

murutattack wrote:

Welp #Deadmodder is alive after 1 year of RIP xd - Welcome back sir owo7!

Video maybe need to convert to mp4 or avi type video instead of m4v, might have issues on someone who don`t have K-Lite Codec Pack or something like that. hopefully it's better now
01:16:274 (4) - The slider shaped makes the Droplet Flows not natural "C", its like /, could follow example like 01:13:532 (4) - or maybe keep it if it was for variation. - Changed more into a C but I am thinking of alternative shape too for variety. But will have the "C" for now
01:28:274 (4) - Maybe distance between (4) and (5) a bit high for normal dash, even though it emphasize stronger beat, maybe decrease a bit distance on (4) to x:128 - Done. Also nudged 01:28:502 (5) - one left too
01:52:274 (4,5,6) - I wonder if this have a better emphasis on jump dashing (not-hdash) material instead of stream? - Hmmm probably not due to keeping consistent close spacing with the others of this build up stanza. But will see what others say too

Timing jump is perfection :^)
00:34:788 (2,3) - Wierd, it has h-dash here, but next part 00:35:817 (1,2,3,4) - wasn`t properly H-Dash but same sound strength. Could make some same treatment though, or remove one of the h-dash. - Honestly this has enough hypers in this area for the platter already. Also it would co exist well with previous 00:13:874 (1,2,3,4) -. It might be strong but not stronger than those big heavy booms beforehand
00:57:131 (3) - After checking a bit on timeline, see the Rain/Virus timeline. It was from white tick but this one is from 1/6 tick instead. White tick seems fine too. - Oh poop. Fixed all of these!
02:01:417 (5,6,7,8,9) - Seems I prefer how the 01:42:217 (2,3,4) - was but idk, maybe the flow and distance on 01:42:217 (2,3,4) seems better with same sound. But since there`s same pattern reused on 02:02:788 (5,6,7), maybe could shape a bit on 02:01:417 (5,6,7,8,9), the (7) like a bit left. Made it so (7) has some movement value and not left out ;)

I think no problem with platter, alongside jumpy platter :3
00:52:617 (2,2,2) - That some really weird Mid Droplet we get here c: Maybe make one note on the 1/6 part in 00:53:017 (3) and shorten the slider length to 00:52:902 (3). - Did a different way
00:57:131 (3) - Same issues like Platter, after checking a bit on timeline, see the Rain/Virus timeline. It was from white tick but this one is from 1/6 tick instead. White tick seems fine too. - Fixed
00:53:702 (1) - Slider end didn`t make it through white tick like platter/virus one. - I might have tweaked this earlier but can't remember so might have fixed already ? Can't remember though

Maybe thats it, no issues :3
00:51:588 (2,2,2) - Like Salad mod, wierd tick droplet fruits, maybe could change to note instead. - done

Seems fine :3


Maybe I mod CollaboRain after Kurokami done reply previous mod.
Ok thats all, good luck for ranking :D
Thanks for the mod :D
posted
hi i ended up being out longer than expected but i'm posting here to show i didn't forget about this. it's a placeholder!

Hello~

[
General
]

  1. Difficulty Spread : Decimal HP does nothing in ctb, please increase the HP of the Rain to 6
  2. Background Size : Okay
  3. Unsnapped objects : Okay
  4. Audio bitrate over 192 kbps : Okay
  5. Metadata Issues : Okay
  6. Timeline Issues :
    - Not gonna lie I have no idea what the sliders at 02:17:302 - are following in any of the diffs lol.. I'd just replace them with either 1 longer, dynamic slider, or a spinner.
    - The lower diffs have some pretty serious density issues that break guidelines, I'd get around to fixing that
  7. Combo Colors : Could you trade the places of Combo 2 and Combo 3 please? We want to generally separate similar-looking colors.
  8. Unused Hitsounds : Okay
  9. Hitsounds Issues : Okay
  10. Unused Files / Other :
    - The Rain Collab is currently missing the video, please readd it!
    - The current dimensions of the video file are 1365x768, making it unrankable. Video dimensions cannot exceed 1280x720.
    - I'd suggest actually changing the Video to a Storyboard, since the strobes / color enhancement toward the end can be quite bright, and changing it to a storyboard allows for epilepsy warning.
[
Cup
]

General



  1. 00:09:417 (3) - Leaving this as just 1/1 fits the intro better since everything you've done thus far has been 1/1
  2. 00:58:788 (4,1) - Another similar consistency break with the 1/1
  3. 01:01:531 (3,1) - Rhythms like this are really not recommended in Cup difficulties. This just happened in JBH's Secret Energy where the playability was super easy but rhythms like these made it far too dense and complex for a Cup. Please remove all cases of these and simplify as necessary. Sorry :(
  4. 01:19:017 (3,1) - and 01:20:388 (2,1) - are both kinda weird because they both curve away from the next note, which can be confusing to newer players. Please try to fix this by adjusting curves / note locations to fflow a bit better.
  5. 01:40:960 (2,1) - Similar case to the above
  6. 01:54:674 (3) - Unsnapped? doesn't sound rhythmically accurate. If you wanted to simplify that background stuff, just make it 1/1.
[
Salad
]

General



  1. 00:05:302 (1,1) - A tiny bit more distance here would be nice, it's a bit ambiguous
  2. 00:06:560 (3,4) - Compared to the Cup which was all 1/1s, using 1/6 here is a pretty noticeable jump in density. Simplifying these would really be nice here. In fact, simplifying these across the whole difficulty would be welcomed. Ranking Criteria states that 1/6 should only begin being used around the Platter difficulty (Source - Salad)
  3. 00:13:017 (2,3) - This looks like it's meant to be a dash but is easily walkable. Please increase if you intended it to be one!
  4. 00:14:560 (2,1) - Awkward flow with the curves as listed in Cup
  5. 00:28:502 (2,3,1) - Really harsh flow considering it's an antiflow walk into another antiflow dash.
  6. Actually a lot of "dashes" in this difficulty can be easily walked. Please go through and do your best to fix the most obvious occurrences, as I won't point them out anymore in this mod
  7. 01:00:045 (3,4,5,6,7,1) - Tooooo dense here friend, let's get some simplification
  8. 01:01:417 (3,4,5,6,1) - Same here, maybe make the timeline look like this?
  9. 01:02:731 (3,4,5,6,7,8,1) - a (Issue repeats itself multiple times so yeah do that)
  10. 01:21:074 (1,2,3) - A more dense pattern combined with a lot of movement changed could be pretty tricky here. I'd make this a little more simple to follow structurally
  11. 01:35:131 (2,3) - Can't really see why this is a dash :o
  12. 01:37:874 (2,3) - Same here! (And any similar sound)
  13. 01:45:417 (3) - Remove the repeats on these maybe for density issues (basically just make them a full slider instead of a repeat)
  14. 01:53:302 (2,3,4,5,1) - Density check
[
Platter
]

General



  1. 00:46:617 (6,1) - Seems a little too far as it is, I'd reduce a little bit here
  2. 01:06:560 (2,3,4,1,2,3) - The idea is cool but these short and precise dashes might be a bit too much for players at this level. I'd reduce them simply to walks.
  3. 01:11:131 (4) - I don't hear anything on the sliderend
  4. 02:14:902 (4,5,6,1,2) - This consecutive antiflow movement at pretty high distances could be too challenging. I'd reduce the distances or make the movement more standard.
  5. 02:15:931 (1,2) - Shouldn't this start on 02:15:817 - ?
[
Rain Collab
]

General



  1. 00:09:074 - Skipping a key sound that you've been representing the whole time
  2. 01:22:674 (3,4,5) - Unrankable, since hyperdashes of different snaps are being used between consecutive objects 01:22:674 (3,4) - ,01:22:788 (4,5) - , 01:23:017 (5,6) -
  3. 01:23:817 (1,2,3,4) - Any reason you stopped using sliders here? They feel out of place now.
[
Virus
]

General



  1. 00:57:760 (1,2) - distance here is pretty far, and for people who don't know about it, it could lead to a miss. reduce here!
  2. 01:28:274 (4,5) - same here my dude
  3. Shouldn't this be split into 3-3 for consistency with the previous part?

Lower diffs could use some attention. Collab looks much better. Don't really feel comfortable with the snaps on the mapset though. Good luck!
posted

Ascendance wrote:

hi i ended up being out longer than expected but i'm posting here to show i didn't forget about this. it's a placeholder!

Hello~

[
General
]

  1. Difficulty Spread : Decimal HP does nothing in ctb, please increase the HP of the Rain to 6 -Fixed
  2. Background Size : Okay
  3. Unsnapped objects : Okay
  4. Audio bitrate over 192 kbps : Okay
  5. Metadata Issues : Okay
  6. Timeline Issues :
    - Not gonna lie I have no idea what the sliders at 02:17:302 - are following in any of the diffs lol.. I'd just replace them with either 1 longer, dynamic slider, or a spinner. - I did some changes as all of them weren't on the correct times throughout the diffs But if you put in 25% playback rate you can hear sound here.- The lower diffs have some pretty serious density issues that break guidelines, I'd get around to fixing that - Really O-o ? oh no!
  7. Combo Colors : Could you trade the places of Combo 2 and Combo 3 please? We want to generally separate similar-looking colors. - Done
  8. Unused Hitsounds : Okay
  9. Hitsounds Issues : Okay
  10. Unused Files / Other :
    - The Rain Collab is currently missing the video, please readd it! - Added
    - The current dimensions of the video file are 1365x768, making it unrankable. Video dimensions cannot exceed 1280x720.
    - I'd suggest actually changing the Video to a Storyboard, since the strobes / color enhancement toward the end can be quite bright, and changing it to a storyboard allows for epilepsy warning. - Fixed resolution and fps to 60 instead (GOD THIS WAS STRESSFUL)
[
Cup
]

General



  1. 00:09:417 (3) - Leaving this as just 1/1 fits the intro better since everything you've done thus far has been 1/1 - Fixed
  2. 00:58:788 (4,1) - Another similar consistency break with the 1/1 - Fixed
  3. 01:01:531 (3,1) - Rhythms like this are really not recommended in Cup difficulties. This just happened in JBH's Secret Energy where the playability was super easy but rhythms like these made it far too dense and complex for a Cup. Please remove all cases of these and simplify as necessary. Sorry :( - Made changes ;w;
  4. 01:19:017 (3,1) - and 01:20:388 (2,1) - are both kinda weird because they both curve away from the next note, which can be confusing to newer players. Please try to fix this by adjusting curves / note locations to fflow a bit better. - Done
  5. 01:40:960 (2,1) - Similar case to the above - same
  6. 01:54:674 (3) - Unsnapped? doesn't sound rhythmically accurate. If you wanted to simplify that background stuff, just make it 1/1. - Done
[
Salad
]

General



  1. 00:05:302 (1,1) - A tiny bit more distance here would be nice, it's a bit ambiguous - Increased
  2. 00:06:560 (3,4) - Compared to the Cup which was all 1/1s, using 1/6 here is a pretty noticeable jump in density. Simplifying these would really be nice here. In fact, simplifying these across the whole difficulty would be welcomed. Ranking Criteria states that 1/6 should only begin being used around the Platter difficulty (Source - Salad - Alright I will reduce some specially for the intro)
  3. 00:13:017 (2,3) - This looks like it's meant to be a dash but is easily walkable. Please increase if you intended it to be one! - Done. Also adjusted some later ones too by a few nudges too
  4. 00:14:560 (2,1) - Awkward flow with the curves as listed in Cup - Made it so that 00:15:245 (1,2) - are now flipped and will also nicely mirror 00:24:845 (1,2) - too
  5. 00:28:502 (2,3,1) - Really harsh flow considering it's an antiflow walk into another antiflow dash. - Fixed
  6. Actually a lot of "dashes" in this difficulty can be easily walked. Please go through and do your best to fix the most obvious occurrences, as I won't point them out anymore in this mod - Hopefully all better now
  7. 01:00:045 (3,4,5,6,7,1) - Tooooo dense here friend, let's get some simplification - Did all this section differently
  8. 01:01:417 (3,4,5,6,1) - Same here, maybe make the timeline look like this? - ^
  9. 01:02:731 (3,4,5,6,7,8,1) - a (Issue repeats itself multiple times so yeah do that) - ^
  10. 01:21:074 (1,2,3) - A more dense pattern combined with a lot of movement changed could be pretty tricky here. I'd make this a little more simple to follow structurally
  11. 01:35:131 (2,3) - Can't really see why this is a dash :o - I thought the synth was most intense here
  12. 01:37:874 (2,3) - Same here! (And any similar sound) - ^
  13. 01:45:417 (3) - Remove the repeats on these maybe for density issues (basically just make them a full slider instead of a repeat) - I don't find these that bad but will see what others say in the future if mentioned again
  14. 01:53:302 (2,3,4,5,1) - Density check - Made this one better
[
Platter
]

General



  1. 00:46:617 (6,1) - Seems a little too far as it is, I'd reduce a little bit here - Reduced to 2.52x distance instead of 2.75x
  2. 01:06:560 (2,3,4,1,2,3) - The idea is cool but these short and precise dashes might be a bit too much for players at this level. I'd reduce them simply to walks. - I will get a 2nd opinion on these and will change if suggested again
  3. 01:11:131 (4) - I don't hear anything on the sliderend - Made changes
  4. 02:14:902 (4,5,6,1,2) - This consecutive antiflow movement at pretty high distances could be too challenging. I'd reduce the distances or make the movement more standard. - I believe with next suggest this also get's changed so I think fixed
  5. 02:15:931 (1,2) - Shouldn't this start on 02:15:817 - ? - Just added a note at 02:15:817 - instead
[
Rain Collab
]

General



  1. 00:09:074 - Skipping a key sound that you've been representing the whole time
  2. 01:22:674 (3,4,5) - Unrankable, since hyperdashes of different snaps are being used between consecutive objects 01:22:674 (3,4) - ,01:22:788 (4,5) - , 01:23:017 (5,6) -
  3. 01:23:817 (1,2,3,4) - Any reason you stopped using sliders here? They feel out of place now.

    Kurokami informed me that he has fixed all apart from the last suggestion
[
Virus
]

General



  1. 00:57:760 (1,2) - distance here is pretty far, and for people who don't know about it, it could lead to a miss. reduce here! - Made changes
  2. 01:28:274 (4,5) - same here my dude - Reduced here
  3. Shouldn't this be split into 3-3 for consistency with the previous part? - what part XD?

Lower diffs could use some attention. Collab looks much better. Don't really feel comfortable with the snaps on the mapset though. Good luck!
Thanks for the mod :D
posted
Hello!

█ Optional to change --- █ Suggested to change --- █ Unrankable
[ General]

  • Tags
  1. Add: "DnB", "Drum & Bass" (Genre of the song),
  2. Add: "and" as a replacement of & in the "Drum & Bass" keyword.

    Unused Inherited Sections
  3. Remove the unused ones throughout all the difficulties, especially the lower difficulties as a lot of them have repeated volume, SV and sampleset settings.
[Cup]

  • Gameplay
  1. 00:49:531 (1,2) - More movement is expected here as this is the start of another stanza. Maybe move either (1) or (2) away from each other.
  2. 00:51:588 (2,3,1) - Since their timeline gaps are different by a 1/6 snap but having the same distance, perhaps you can move (1) a bit closer to (3), say x:336. You can refer to 00:57:074 (2,3,1) - which includes the suggested approach.
  3. 00:54:331 (2,3,1) - ^
  4. 01:04:960 (2,1) - Reduce the distance here, quite far away to catch by just moving, and often you require to move immediately after catching the previous fruit at edge.
  5. 01:05:988 (1,2,3,4,1) - I am actually thinking if you can increase the distance between every 2 notes gradually here instead of the current pattern. So (1,2) starts with the least distance, then increase ascendingly until (3,4) or (4,1). Doing so provides a great build-up effect right here.
  6. 01:20:388 (2,1) - Reduce the distance slightly as the gap is a bit wide. Same applies to 01:21:417 (2,3) - , so maybe you can reallocate the distances in this wiggling pattern.
  7. 02:04:274 (2,1,2,3,4) - Reduce the distances like the above.
  8. 02:17:302 (1,1,1) - What about flipping this and put at the original position? The movement at 02:16:960 (2,1) - doesn't seem flowy.
[Salad]

  • Gameplay
  1. 00:08:045 (2) - This doesn't seem flowy in the pattern 00:07:017 (1,2,1) - . Perhaps you want to change this to a vertical slider instead, or reform 00:08:045 (2,1) - into another pattern?
  2. 00:31:245 (2,3) - ^
  3. 01:02:217 (2,3) - This gap is similar to 01:00:845 (2,3) - but they are 1/6 away from each other in the timeline if you observe closely. Therefore it is recommended to reduce this distance by ratio or just shorten it, yep.
  4. 01:04:960 (2,3) - ^, maybe reduce this by a little.
  5. 01:05:874 (6,1) - Too tricky to have one more dash here within a stream-like pattern, it can be quite hard for Salad beginners.
[Platter]

  • Gameplay
  1. 00:33:074 (1,2) - Remove the dash here, as it is inconsistent with 00:30:331 (1,2) -, which is a walkable distance.
  2. 01:47:131 (1,2) - ^, which requires dashing but other similar parts like 01:45:760 (1,2) - and 01:48:502 (1,2) - do not (as they get the momentum from the previous dash).
[Rain Collab]

  • Gameplay
    Kurokami
  1. 00:05:302 (1,1) - How about putting a hyperdash here to emphasize the prominent cymbal beat?
  2. 00:08:731 (2,3) - Would be better in aesthetics if (3) is moved further to the right such that the distance of (2,3) is slightly larger than the inner distances of (2).
  3. 00:16:274 (5,1) - Same as 00:05:302 (1,1) - , you can remove the dash at 00:16:617 (1,2) - to apply that, which can be good because it will be less confusing for the players.
  4. 01:12:502 (7,1,2,3) - Too hard with that staircase pattern with 1/4 snaps. How about using other patterns?
  5. 01:21:074 (1,2,3) - The gaps are tooooooooooooo big here... Reduce them please!
  6. 01:20:274 (5,6) - Consider bending the start of (6) to make it less anti-flowy. The current (6) is quite slanted in the playfield, which can be difficult to catch for Rain players.
  7. 01:22:788 (4,5,6) - Holy distance, ouch...
  8. 01:26:217 (7,1,2) - Doesn't flow so well here with the sudden direction change at (7,1). Players will expect left right jumping here by judging their previous pattern, which is 01:25:874 (6,7) - .
  9. 01:29:302 (1,2,3) - Another strange pattern that has weird flows. (1,2) with a large gap and (2,3) an uncomfortable anti-flow jump.
  10. 01:34:102 (3,4) - , 01:34:788 (1,2) - Reduce these jumps as they are quite strong during the gameplay, which require immediate tapping.
  11. 01:36:845 (3,4) - ^

    WildOne94
  12. 01:07:931 (2,3) - Ctrl+G? I am expecting the hyperdash from the right, as the movements 01:06:560 (2,3,4,1) - are back-and-forth jumping, so doing the fix makes it less random.
[Virus]

  • Difficulty Settings
  1. Consider increasing the HP value to 7, to show a gradient in HP values from Cup to Virus.

    Gameplay
  2. 01:43:131 (2,3,4) - Unexpected direction change here, maybe flip the pattern horizontally and place it at original position?
  3. 02:03:131 (8,9) - A hyperdash here would fit nicely and be more consistent with 02:02:445 (3,4) - , which is also emphasizing the strong drum beat at (4) / (9).

Good luck!
posted
My 500th post wooo! :D

alienflybot wrote:

Hello!

█ Optional to change --- █ Suggested to change --- █ Unrankable
[ General]

  • Tags
  1. Add: "DnB", "Drum & Bass" (Genre of the song),
  2. Add: "and" as a replacement of & in the "Drum & Bass" keyword. - done all

    Unused Inherited Sections
  3. Remove the unused ones throughout all the difficulties, especially the lower difficulties as a lot of them have repeated volume, SV and sampleset settings. - Done. Can't believe I had so many
[Cup]

  • Gameplay
  1. 00:49:531 (1,2) - More movement is expected here as this is the start of another stanza. Maybe move either (1) or (2) away from each other. - Done
  2. 00:51:588 (2,3,1) - Since their timeline gaps are different by a 1/6 snap but having the same distance, perhaps you can move (1) a bit closer to (3), say x:336. You can refer to 00:57:074 (2,3,1) - which includes the suggested approach. - Alright
  3. 00:54:331 (2,3,1) - ^ - ^
  4. 01:04:960 (2,1) - Reduce the distance here, quite far away to catch by just moving, and often you require to move immediately after catching the previous fruit at edge. - Nudged a bit to reduce
  5. 01:05:988 (1,2,3,4,1) - I am actually thinking if you can increase the distance between every 2 notes gradually here instead of the current pattern. So (1,2) starts with the least distance, then increase ascendingly until (3,4) or (4,1). Doing so provides a great build-up effect right here. - Good Idea
  6. 01:20:388 (2,1) - Reduce the distance slightly as the gap is a bit wide. Same applies to 01:21:417 (2,3) - , so maybe you can reallocate the distances in this wiggling pattern. - Done as well as the later one.
  7. 02:04:274 (2,1,2,3,4) - Reduce the distances like the above. - ^
  8. 02:17:302 (1,1,1) - What about flipping this and put at the original position? The movement at 02:16:960 (2,1) - doesn't seem flowy. - Sure
[Salad]

  • Gameplay
  1. 00:08:045 (2) - This doesn't seem flowy in the pattern 00:07:017 (1,2,1) - . Perhaps you want to change this to a vertical slider instead, or reform 00:08:045 (2,1) - into another pattern? - Sure
  2. 00:31:245 (2,3) - ^ - I reformed the pattern to face the same direction as the other ones do
  3. 01:02:217 (2,3) - This gap is similar to 01:00:845 (2,3) - but they are 1/6 away from each other in the timeline if you observe closely. Therefore it is recommended to reduce this distance by ratio or just shorten it, yep. - OH SHOOT YEAH! Reduced
  4. 01:04:960 (2,3) - ^, maybe reduce this by a little. - Reduced
  5. 01:05:874 (6,1) - Too tricky to have one more dash here within a stream-like pattern, it can be quite hard for Salad beginners. - I honestly wouldn't think it would be that hard for beginners but I did some adjustments along with the last suggestion so hopefully it's a bit easier at least
[Platter]

  • Gameplay
  1. 00:33:074 (1,2) - Remove the dash here, as it is inconsistent with 00:30:331 (1,2) -, which is a walkable distance.
  2. 01:47:131 (1,2) - ^, which requires dashing but other similar parts like 01:45:760 (1,2) - and 01:48:502 (1,2) - do not (as they get the momentum from the previous dash).
    Fixed both :)
[Rain Collab]

  • Gameplay

    WildOne94
  1. 01:07:931 (2,3) - Ctrl+G? I am expecting the hyperdash from the right, as the movements 01:06:560 (2,3,4,1) - are back-and-forth jumping, so doing the fix makes it less random. - Sure seems good
[Virus]

  • Difficulty Settings
  1. Consider increasing the HP value to 7, to show a gradient in HP values from Cup to Virus. - Alright

    Gameplay
  2. 01:43:131 (2,3,4) - Unexpected direction change here, maybe flip the pattern horizontally and place it at original position? - As mentioned on discord pm I need to talk to you about this
  3. 02:03:131 (8,9) - A hyperdash here would fit nicely and be more consistent with 02:02:445 (3,4) - , which is also emphasizing the strong drum beat at (4) / (9). - I don't really want this because I like how the stream without hypering follows the voicey synths in the song.

Good luck!
Thanks dude :D.
Coming to mod your map as soon as I am done modding AZ's
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