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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
posted

alienflybot wrote:

Hello!

█ Optional to change --- █ Suggested to change --- █ Unrankable
[Rain Collab]

  • Gameplay
    Kurokami

  1. 01:12:502 (7,1,2,3) - Too hard with that staircase pattern with 1/4 snaps. How about using other patterns? I find this to be the easiest among of all staircase patterns I saw. While it does require a dash its not completely horizontal and also, it is 1/3, not 1/4 which makes it a tiny bit easier. Could move them a bit closer tho, might change it if someone else points it out.
  2. 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) - . Can agree that this is weird, although I do not have a better option as of now. Will try to think about it for a later time.
The rest is changed. Thank you



Good luck!
posted
WildOne asked me to check some snaps. Discussed some on IRC, which are already applied:
2018-05-16 23:14 ZiRoX: 00:50:988 (1) -
2018-05-16 23:14 ZiRoX: should start on that 1/4 tick
2018-05-16 23:14 WildOne94: Ah
2018-05-16 23:14 WildOne94: ty
2018-05-16 23:14 WildOne94: xd
2018-05-16 23:15 ZiRoX: should still end on the white tick
2018-05-16 23:16 WildOne94: I got so confused then because the timestamp made me jump to 00:51:417 (2) -
2018-05-16 23:16 ZiRoX: lul
2018-05-16 23:16 WildOne94: I was like... "Is he mad?!"
2018-05-16 23:17 WildOne94: But yeah that 1/4 sounds good
2018-05-16 23:21 ZiRoX: 00:49:874 (2) - this one should end on the blue tick IMO
2018-05-16 23:22 WildOne94: Yeah sounds good
2018-05-16 23:25 ZiRoX: okay


Other dubious snaps:
  1. 00:06:331 (3) - Maybe it should end on the yellow tick? Same for 00:07:931 (4) -.
  2. 00:11:131 (1,2,3,4,5,1,2,3,4,1,2,3,4) - I think this part should be based on binary snaps (1/2, 1/4, 1/8). I think 00:11:131 (1) - should end on the yellow tick at 00:11:345 -, 00:11:474 (2) - should be at the yellow tick at 00:11:517 -, 00:12:045 (4) - should be on the yellow tick at 00:12:031 -, 00:12:160 (5) - should end on the red tick, 00:13:874 (1) - should end on the yellow tick at 00:14:088 -. Similar stuff for the 00:22:102 - section.
  3. 00:17:531 (5,7) - I think these two should be on the yellow ticks. Same for 00:20:602 (6) - .
  4. 01:31:017 (4) Maybe you can split this into a slider ending at the tick at 01:31:274 - and a circle at 01:31:402 - to follow the "rise is up".


Please stop mapping stuff with weird snaps :(
posted

ZiRoX wrote:

WildOne asked me to check some snaps. Discussed some on IRC, which are already applied:
2018-05-16 23:14 ZiRoX: 00:50:988 (1) -
2018-05-16 23:14 ZiRoX: should start on that 1/4 tick
2018-05-16 23:14 WildOne94: Ah
2018-05-16 23:14 WildOne94: ty
2018-05-16 23:14 WildOne94: xd
2018-05-16 23:15 ZiRoX: should still end on the white tick
2018-05-16 23:16 WildOne94: I got so confused then because the timestamp made me jump to 00:51:417 (2) -
2018-05-16 23:16 ZiRoX: lul
2018-05-16 23:16 WildOne94: I was like... "Is he mad?!"
2018-05-16 23:17 WildOne94: But yeah that 1/4 sounds good
2018-05-16 23:21 ZiRoX: 00:49:874 (2) - this one should end on the blue tick IMO
2018-05-16 23:22 WildOne94: Yeah sounds good
2018-05-16 23:25 ZiRoX: okay


Other dubious snaps:
  1. 00:06:331 (3) - Maybe it should end on the yellow tick? Same for 00:07:931 (4) -.
  2. 00:11:131 (1,2,3,4,5,1,2,3,4,1,2,3,4) - I think this part should be based on binary snaps (1/2, 1/4, 1/8). I think 00:11:131 (1) - should end on the yellow tick at 00:11:345 -, 00:11:474 (2) - should be at the yellow tick at 00:11:517 -, 00:12:045 (4) - should be on the yellow tick at 00:12:031 -, 00:12:160 (5) - should end on the red tick, 00:13:874 (1) - should end on the yellow tick at 00:14:088 -. Similar stuff for the 00:22:102 - section.
  3. 00:17:531 (5,7) - I think these two should be on the yellow ticks. Same for 00:20:602 (6) - .
  4. 01:31:017 (4) Maybe you can split this into a slider ending at the tick at 01:31:274 - and a circle at 01:31:402 - to follow the "rise is up".


Please stop mapping stuff with weird snaps :( - I don't find these. They find me :^)
Thanks for the snaps ZiRoX. Was a big help!
Applied all to virus and will apply to the other diffs also.
posted
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