继续防坟(目测没有用
回来部分PART修改
回来部分PART修改
CDFA wrote:
Modding this from #modreqs.
I modded this 11 Months ago. Now I'm back and I'll actually do a real mod.
Overall:
Your claps! Put them on 2 and 4 I LOVE TaQQQQQQQQ so i keep them
Taiko
This red timing section is different then the other diffs~
You have a lot of unsnapped notes! ;~;. Snap them >3<~
oops i got fixed all thx
Another:
00:04:415 (2) - This spacing is like really weird hmm....fixed
00:17:748 (1,2,3) - weird jump o-o 0-0
00:50:415 (3) - Stack this with (2) :3 :3 fixed
01:23:248 (14) - I'm not sure if this is a good idea seeing how there's no signification that there's a slider speed change here
it's follow the rhythm but so many peoples complain they break here i decided to change it x.x
Hyper:
Cool
Beginner:
01:23:748 (1,1) - Remove these~ fixed
skl;l;ksdfj;g it's like your lower diffs are good but once you get to the highest diff, you're trying too hard to overmap, and sometimes it works, but sometimes, it doesn't and makes the map look weird. i dont think so maybe i wil call yyy check it
hoo i m suprised that some MATS will mod this map > <Niva wrote:
Hi DeeN~
Random mod, I love DJ YOSHITAKA's songs :3
[General]
-> There is no space between "feat." and "A/I" - look at this bmIIDX14 CS screenshot:
-> The most critical error imo is the offset - the offset should be on 00:01:081 to make the metronome sounds correctly >_<
-> Set lead-in time manually for all diffs (except beginner) to 1500? (currently is 1511)
-> Yes, this song comes first from GuitarFreaks & DrumMania, so source should be "GuitarFreaks & DrumMania" ("beatmania IIDX" should be in tags)
-> As this song shares a connectivity to this map, add that map's link in creator's words? (:
-> And finally, not a must but it would be nice if you create a lyrics storyboard for this xD (especially on 01:19:081 and so on, it goes really dramatic together with the video... I know some words are "Have you ever heard of two people of the time?" and so on :3)
[Beginner]
-> About the difficulty gap... Hmm, yeah, I feel it too, however I think it's best to make this diff harder (around ~2.75 in star rating, so the diff spread will be N-I-I instead of E-I-I, current Hyper is great already imo) - to start with it, AR and OD +1? (I'll give suggestions how to make this diff harder in this mod, don't worry ^^)...now the difficulty spread should be more balanced (especially if you followed the spinners' suggestion xD) - rename to Normal also if you want (:
- 00:15:081 (2,3,4) - In play mode, (3)'s hitburst still covers your 00:17:748 (3)'s start, perhaps create symmetry like this to avoid overlap?
- 00:19:415 (x), 00:19:748 (x) - The music continues here - add a circle here and start the spinner 1/4 or 1/2 after?
- 00:29:081 (x) - Again here, the music continues - I really recommend to add a note with finish and new combo here, and start the spinner 1/4 or 1/2 after (:
- 00:32:081 (1) - This is too early after spinner for the easiest diff >_< - uhm, end the spinner on 00:30:915 instead? (you can add whistle there!) and add a circle on 00:31:748 (1) :3
- 00:37:748 (5) - (optional) Would be fancy imo if you made this encircle (2) (: - also, whistle on slider's start as well for consistency?
- 00:39:748 (1) - Same here also, add circle with finish and start spinner 1/4 or 1/2 after~
- 00:43:748 (1) - Make this as a 1/2 slider, and put the finish on slider's end to fit the song (:
- 00:58:415 (x) - (optional) Add circle here on ~x:345 y:364? The slight arc there is good for building flow imo :3
- 00:59:748 (1,3) - Also try to apply this shape to these two if you want, it's fancy to build some flow~
- 01:02:415 (1) - Add finish here - there's clearly a finish from the song here :3
- 01:06:415 (3) - (optional) Add a slight arc here (midpoint on ~x:144 y:304, endpoint on ~x:110 y:288)?
- 01:07:748 (x) - Also here, please add circle with finish, the rhythm feels discontinued without it ):
- 01:13:581 (2,4) - Is it intentional to make these two's curve unsymmetrical? If you want to keep this, I think it's best to use a slider wave instead, it gives a more distinctive copy-paste effect imo >_<
- 01:16:248 (2,4,5) - Don't discontinue the whistle here - please add whistle on these three (especially on (4)'s start) to make the part before the break more dramatic :3
- 01:17:081 (4) - (optional) I personally disliked how it overlaps with (5) - make it encircle (3) instead?
- 01:18:415 (6) - Why no finish here orz ._.
- 01:33:081 (3,4) - Hmm, is the whistle on both slider's end required? imo it's best to only use whistles on both slider's start to follow the piano~
- 01:37:081 (1,2,3,4) - (optional) For variation here, try a slider fan for the ending pattern? Also try to gradually increase the whistles' volume, it sounds great (:
- 01:39:748 (1) - Hmm, yep~ Add note with whistle/finish here and start spinner 1/4 or 1/2 after?
[Hyper]
-> Why drain rate so low o.o[Another]
- 00:01:748 (3) - Add whistle also to accompany the accoustic guitar? :3
- 00:07:081 (3) - Same as above~
- 00:09:081 (1,2,3,4) - (optional) Maybe try manual stacking like this? It'll make the map more dramatic imo xD
- 00:14:081 (x) - Add note here, as the guitar continues here? (you can just put it at ~x:281 y:260, so (4)'s end, (6)'s end, and this note forms a diagonal formation)
- 00:19:415 (x) - Same as above, but for this one I suggest to put on x:256 y:47 so there will be a small jump (plays great before the spinner imo (: )
- 00:25:581 (7) - (optional) Create an elbow slider here to make this slider tidier?
- 00:31:581 (1,2,3,4,5,6) - Select these six and move it more to the left? This is to create a diagonal movement from (3) to (1) :3
- 00:40:748 (3) - Rather than a straight slider here, I prefer to slightly curve it like this to continue (2)'s flow:
- 00:43:748 (4,5,6,7,8) - (optional) Create something centered on (3) instead like this? (the key here is rotating each slider by 72° xD)
- 00:57:081 (1) - CTRL+R? It can give a more unique flow imo~
- 00:59:748 (1) - Starting from here idk your whistles sounded quite random... I think it's best to put whistles every time the vocals go high, for example (2,3)'s start, 01:01:081 (1), 01:01:581 (4)'s start, and so on :3
- 01:02:415 (1) - Move it a bit more to the upper-left (~x:239 y:88) to give more space between this slider and (2)?
- 01:03:748 (1,2,3) - (optional) I think for variation something like this won't hurt :3
- 01:10:415 (1) - Why no whistle on repeat as well here? The vocals' pitch even goes higher from (1)~
- 01:12:415 (4) - CTRL+R to create a circular movement on (4,5)?
- 01:17:331 (2,2) - (optional) imo it will play better if you moved the (2)s down a bit, (1,2,3) will form a good arc this way ^^
- 01:37:081 (1,2,3,4) - Would be beautiful if you make the ending part more hectic by increasing the jump's distance, but of course it's not a must~
Sprosive's Hyper is amazing >_< (I'm a fan of his mapping style, to be honest :3) - I can't mod taiko, but I've tested it in AutoPlay and KumaTaiko seems fine~
- 00:00:915 (3,4,1) - On these three, try to use whistle only on (4) - it will be more dramatic this way imo because of the accoustic guitar's start xD
- 00:05:415 (1) - (optional) Stack this below your previous slider's end instead? I think it will also make the map more dramatic :3 (a manual stacking like I pictured on Sprosive's Hyper is also usable~)
- 00:13:415 (3) - Uhm, if you're following the guitar for the N soundsample, there should be N soundsample here as well >_<
- 00:13:748 (6,7,8,9) - (optional) Create a symmetry jump here? I think it flows better:
- 00:17:832 (2,3) - Move 1/4 after and stack to (4) - the guitar's triple are there, actually :3
- 00:21:415 (5) - The N soundsample should be on this slider's start instead of (4) xD
- 00:26:581 (2,3) - Hmm, I think you can play around more with stacking here - I suggest to put (2)'s start stacked to your purple (3) and put 00:26:915 (3)'s end stacked to 00:27:581 (1) :3
- 00:28:748 (2) - Uhm, isn't this should be on x:152 y:216 instead to create a perfect triangle >_<
- 00:29:581 (6) - Please move this upper (~x:255 y:107) because in play mode, 00:28:915 (1) will cover up this note if you don't move this upper (due to stacking's nature xD)
- 00:31:248 (1,2,3) - This clustering is really uncomfortable to read - perhaps a power jump like this would work better? ((1) is a repeating slider, stacked above your pink combo)
- 00:39:081 (6) - Hmm, I don't think putting a soft-hitfinish this early after your previous one is a good idea, if you want to use a soft-hitfinish here perhaps try to remove the one on here and add soft-hitfinishes on 00:39:248 (1,3,4,6) ?
- 00:40:581 (1,1) - (optional) Personally I don't think facing these two downward flows good, I prefer to put the endpoint of 00:40:581 (1) to ~x:480 y:73 and the endpoint of 00:41:248 (1) to ~x:102 y:79 :3
- 00:46:415 (1,2,3,4,5) - Uhm, create a star jump here (few adjustments with CTRL+R will do) to keep it moving? (because your previous (1,2,3,4,5) is a moving flow~)
- 00:49:331 (3) - Move 1/4 earlier - the bass appears 1/4 earlier :3
- 00:59:748 (2) - Stack to (9) instead to make this tidier?
- 01:02:415 (1) - Add finish on slider's start here as there's a cymbal from the song~
- 01:07:915 (3,5) - (optional) Add a slight curve on these two (to the right for (3) and the left for (5)) to improve flow here?
- 01:10:081 (9) - Arrange like this, so (1) will continue the direction given from (9)?
- 01:18:415 (2,4) - Put finish on (2) as there's a cymbal there. Also, (optional) move (2) and (4) further from (6) so there will be a progressive fan pattern here? xD
- 01:25:498 (8,10,12) - Also on these three, move these three a bit so the stream will be zig-zag? Will be fancier this way imo :3
- 01:33:415 (1,2,3,4) - Another fancy thing that you can do here, CTRL+R one by one to improve the circular movement here~
- 01:35:248 (1) - Personally I disliked the cluster with your brown (1) here... Moving this to x:80 to avoid cluster isn't that hard, though (:
But I agree with CDFA here about the highest diff kinda looks weird, imo the weirdness comes from the hitsound (which is being quite random) - I didn't mod Another's hitsound much here, well if you need reference you can just see how Sprosive hitsounded his diff ^^
Good luck DeeN (:
almost fixedNiva wrote:
Hehe, I've told you before, I love DJ YOSHITAKA songs~ This one is a such fun map to mod, actually xD
Hmm, I think to fix the hitsounds on Another, first, it's best to put finishes on the following places:To follow this song's cymbals (:
- 00:17:081 (1) -
- 00:23:748 (1) -
- 00:39:748 (6) -
- 00:57:081 (5) -
- 01:05:081 (4) -
- 01:10:415 (1) -
- 01:11:748 (2) - slider end
- 01:21:581 (4) -
- 01:23:748 (3) -
- 01:26:415 (1) - slider start
- 01:26:998 (3) -
- 01:33:248 (4) -
- 01:34:415 (4) - slider start
----------------------------------------------
For the whistles (I think it's the most random one in the map), especially normal whistles, it's best to use it on parts where the vocals/instruments hits high note (Sprosive already did it in Hyper :3) - for example, I'll take from that "sabakareru~" part:...and so on - for the instrument part, I'll take the guitar chorus (01:18:414 and so on) for example:
- 00:56:415 (1,2,3,4,5) - There are few alternatives here:
Additionally, if you choose the last option, you can to use a gradual volume increase as well (: (20 -> 30 -> 40 -> 50 -> 60)
- Add whistles on everything except (3) and (5)'s end,
- Add whistles on everything except (1), (2) and (5)'s end, and
- Add whistles on everything except (5)'s end
- 00:58:081 (1) -
- 00:58:415 (4) -
- 00:58:915 (7) -
- 00:59:415 (10) -
- 00:59:748 (2) -
- 01:00:248 (6) -
- 01:00:748 (10) -
- 01:01:081 (11) - slider start, with sliderwhistle
- 01:01:581 (12) - slider start
- 01:02:081 (2) -
- 01:02:415 (1) - slider start
- 01:02:915 (2) -
- 01:03:415 (1) - slider start
- 01:03:748 (3) -
- 01:04:248 (7) - slider start, with sliderwhistle
- 01:04:748 (2) -
- 01:05:081 (4) -
- 01:05:581 (7) -
- 01:06:248 (1) -
- 01:07:081 (7) - remove whistle here
- 01:07:415 (11) -
- Put whistles only on these following places - remove your other whistles
...and so on~ Remember, while placing whistles like this, slider whistles in a correct place can make the song much more dramatic (as I've said many times, Sprosive's Hyper is a good example of this technique's usage :3)
- 01:18:748 (4) -
- 01:19:081 (6) -
- 01:19:248 (7) - slider start
- 01:19:581 (8) - slider start
- 01:19:915 (9) - slider start
- 01:20:248 (10) -
- 01:20:581 (13) - (if you want)
- 01:20:748 (14) - slider start
- 01:21:415 (3) -
- 01:21:748 (5) - slider start and end
- 01:22:081 (6) - slider end
- 01:22:581 (3) -
- 01:22:915 (6) -
- 01:23:247 (8) -
- 01:23:415 (9) -
- 01:24:081 (2) -
- 01:22:581 (3) - slider start and end
- 01:24:748 (5) - slider end
- 01:25:081 (6) - slider end
- 01:25:581 (9) -
- 01:26:081 (14) -
----------------------------------------------
Uhm, about the claps... It's good already imo, could be more consistent (like 00:41:915 (1) for example, putting a clap on blue tick is quite weird because there's barely something from the song there) but I've looked to your SigSig map and your clapping style is fine for me~
The mass amount of finishes are also cleverly placed for me, could be tidier but I'll let others look for it :3
Overall needs some more work imo >_<
I'll shoot star for now, though - I really enjoyed your movie and the song itself, and of course that Sprosive's lovely Hyper ^^
XK2238 wrote:
Found this song, and... Almost broke in tears because of the vocal lol
Taiko mod only, can't do std .-.
[KumaTaiko]
At first I'm confused with the 1/6 snapping... But it's really excellent. <3
01:39:415 (228) - I suggest changing this slider to 'D d K', like this:
fixed
01:39:914 - Maybe add a spinner? Ending can be either at 01:42:414 or 01:45:080 nope
That's all, good luck \:D/
292,150,43581,1,0
372,166,43748,2,0,B|444:182,1,70
297,228,44080,2,0,B|304:301,1,70
215,176,44414,2,0,B|147:205,1,70
239,82,44747,2,0,B|190:26,1,70
335,76,45080,1,0
i really suprised u can still give a lot of nice suggestions in this mapNiva wrote:
Wow, this has improved a lot now ^^~
Don't kudosu this post~
(this is just a recheck)
[Normal][Hyper]
- 00:14:415 (1) - I prefer to remove the whistle here, as the piano doesn't go too distinctive here ._.
- 00:19:414 (1,2) - Space it more from (3)'s end with distance snap on (as this is a Normal difficulty, don't create anti-jump here >_<)
- 00:33:748 (5,6) - This also, please space it out correctly with proper distance spacing (you can arrange like this for example, (6) is stacked to your next (4) ^^
- 00:34:415 (6,1) - Hum, also with this note, put new combo on (6) instead of (1)?
- 00:39:747 (6) - Space it more from (5) with proper distance spacing, also new combo here? :3
- 00:44:414 (1) - Finish on slider's end please, you're missing it ._.
- 01:10:415 (1,2,3,4) - The whistles spam here doesn't sound really good, maybe use whistles only on every slider's start?
- 01:37:080 (5) - Should be a new combo here, obvious enough >_<
[Another]
- 00:14:080 (7) - Uhm, is this spacing intentional? Because 00:18:748 (4,5) is a jump I think it would be more intuitive if this is a jump as well (instead of anti-jump):
- 00:31:581 (1,2,3,4,5,6) - If you can please move it more to the bottom-left, I just don't want (5)'s repeat overlaps with your next (2) here >_<
- 00:43:748 (4,5,6,7,8) - My suggestion remains the same about the star-shaped jump, if you're having trouble creating it here's the code:
292,150,43581,1,0
372,166,43748,2,0,B|444:182,1,70
297,228,44080,2,0,B|304:301,1,70
215,176,44414,2,0,B|147:205,1,70
239,82,44747,2,0,B|190:26,1,70
335,76,45080,1,0
...uhm, because Sprosive's whistles are following the vocals, I think it can be improved:- 00:58:081 (6) - Whistle on slider's start and end?
- 00:58:915 (2) - Whistle on slider's start?
- 01:01:581 (4) - Whistle on slider's start?
- 01:02:081 (7) - Whistle here?
- 01:02:415 (1) - Finish here on slider's start (along with the whistle)?
- 01:02:748 (2) - Whistle on slider's end?
- 01:05:081 (1) - Whistle on slider's start?
- 01:05:581 (3) - Whistle here?
- 01:09:248 (7,8) - Put whistle on (7)'s end, remove whistle on (8)
- 01:12:748 (5) - Put the whistle on slider's start (instead of slider's end)
(:
- 00:01:414 (2) - I prefer removing the whistle here because the guitar isn't that strong here >_<
- 00:04:414 (2) - Move the whistle from slider's start to slider's end?
- 00:41:914 (1) - Do you really need the clap on 00:42:164 (blue tick) here? imo it's better without it (so the last clap will be emphasized) orz >_<
- 00:56:414 (1,2,3) - I just got this idea recently, try to create a bigger jump here so (4) can be placed tidily in the middle like this?
- 01:07:414 (11) - Considering you're following the synth here for whistles, please add a whistle here as well, feels discontinued without it :3
- 01:13:081 (5) - Uhm, the new combo should be here instead on your next (1) ^^
- 01:35:747 (5) - Also here, please put the new combo here so your new combo pattern will be consistent with your previous (1,2,3,4)
thank u ur suggestions but nothing changedSaturos-fangirl wrote:
[Normal]
00:57:080 - 01:18:414: kiai time? nope
[Hyper]
00:57:080 - 01:18:414: kiai time? nope
01:14:414 (1,2) - I'm not quite sure how this fits the music it's ok so nope
[Another]
set AR to 8 and reduce HP drain; I'm seeing autoplay drain 1/3 of the way out during some of your slower parts and that's not acceptable. so this is the hardest diff
00:05:997 (2) - the melodic note you're trying to put this on falls on the white tick, not the blue one it's follow the vocal
00:08:247 (3) - I'm not sure what part of the music this is going to but there's a stronger melody on the white tick following it than when it currently is ^
00:27:580 (1,2,3,1,2,3,2) - this pattern is very cluttered and hard to read: http://puu.sh/EpKG no i dont think so sure there's a little bit hard to see but if u r a pro player u can see the note easily
00:50:247 (2) - why is this a jump here? I can't find any musical support for it listen the vocal carefully the vocal up so i use jump here
00:57:080 - 01:18:414: kiai time? nope
01:08:247 (4,2,3,4,5,6,7,8) - same clutter issue same as 00:27:580 (1,2,3,1,2,3,2)
01:13:581 (2,3,4,5,6,7) - this spacing is highly deceptive these not weird
You have several places here where your map gets cluttered up, you might want to work with it a little bit to make it more readable and beautiful.
[Taiko]
00:17:303 (3) - 1/6 snap is unintuitive and does not fit the song; happens throughout the map some taiko modders checked and said these amazing so i think it's fine
01:39:414 (228) - this finish is a bit hard to hit because of the preceding stream nope
Talk to me in IRC if you have any questions or when you are ready for a recheck.
ok i think u r right fixedztrot wrote:
It think it wouldn't kill you to reduce the drain by one tick on the highest diff. if possible please
osu file format v9
[General]
AudioFilename: CaptivAte 123.mp3
AudioLeadIn: 1511
PreviewTime: 56330
Countdown: 0
SampleSet: Normal
StackLeniency: 0.5
Mode: 1
LetterboxInBreaks: 1
[Editor]
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 16
[Metadata]
Title:CaptivAte ~Sabaki~
Artist:DJ YOSHITAKA feat. A/I
Creator:DeeN
Version:KumaTaiko
Source:beatmania IIDX
Tags:kara no kyoukai Lzy sprosive TW-KUMA01 14thGold
[Difficulty]
HPDrainRate:6
CircleSize:5
OverallDifficulty:5
ApproachRate:5
SliderMultiplier:1.4
SliderTickRate:2
[Events]
//Background and Video events
0,0,"bg.jpg"
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples
//Background Colour Transformations
3,100,163,162,255
[TimingPoints]
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all fixedwmfchris wrote:
[Taiko]
- remove letterbox during breaks
00:14:414 - just a vocal transition here but there's no accent on it so remove finish?
00:17:080 - Using 1/6 like this is discouraged. When you're trying to place a xx x pattern usually there would be enough space before the xx so that both notes before and after xx can be highlighted well. In terms of highlighting stuffs in the music, the idea of xx x is usually used on 1/4 like x--xx x. However, in this case it's x xx x which doesn't really fit anything in the music and sounds odd.
00:18:747 - 1/6 intentionally or snapping error? I can hear 1/4 drum sound clearly.
...no wait.
I have an older version of this map and they should be snapped on 1/4, so just fix them by snapping back to 1/4.
00:44:247 - the vocal actually start 1/2 later, so start this one 1/2 later?
00:54:080 - these two notes should be slower too.
01:38:914 - legit usage of 1/6 here but I'll prefer kkkkkkkkd more than kkkkkkk D here.
Proof: (This is the version I get, on 11 Sept 2011)SPOILERosu file format v9
[General]
AudioFilename: CaptivAte 123.mp3
AudioLeadIn: 1511
PreviewTime: 56330
Countdown: 0
SampleSet: Normal
StackLeniency: 0.5
Mode: 1
LetterboxInBreaks: 1
[Editor]
DistanceSpacing: 1.2
BeatDivisor: 4
GridSize: 16
[Metadata]
Title:CaptivAte ~Sabaki~
Artist:DJ YOSHITAKA feat. A/I
Creator:DeeN
Version:KumaTaiko
Source:beatmania IIDX
Tags:kara no kyoukai Lzy sprosive TW-KUMA01 14thGold
[Difficulty]
HPDrainRate:6
CircleSize:5
OverallDifficulty:5
ApproachRate:5
SliderMultiplier:1.4
SliderTickRate:2
[Events]
//Background and Video events
0,0,"bg.jpg"
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples
//Background Colour Transformations
3,100,163,162,255
[TimingPoints]
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Charles445 wrote:
Look at all the pretty stars O_O
Well anyway, this needs to be popped.
GeneralNormal
- Change '14thgold' to '14 gold' in the tags. Those who are looking for beatmania 14 gold will most often keep 'gold' separate. k
- The diff spread could definitely use some work. 2.78 stars to 4.89 is a huge jump. A difficulty in between would be better. ..........
- The clap hitsound doesn't really fit the music. The normal hits sound great, and the soft whistles are lovely, but the claps are just off. that's my style
Hyper
- 00:44:414 (1) - Short multiple repeat sliders like this one are hard for beginners to read because they have to guess the repeats. I recommend doing something else here.
- 01:43:748 - 0% audio is an outdated sound setting. To save yourself some trouble, set this to 5%. k
KumaTaiko
- Tickrate 1. No need for 2, as the Another has 1.
- 00:13:414 (6,7) - This jump feels random and is better off not being a jump at all.
- 00:13:414 (6) - This slider end is unsnapped! k
- 00:18:747 (4,5) - Same as before, random jumps like that aren't that great for a Hyper.
- 00:41:581 (7,8) - This antijump is unexpected. Don't have these stacked.
- 00:45:414 - Map this break. There's no reason to have a break this long this soon on this difficulty.
- 00:57:831 (4) - Overmapped. There isn't a beat at that part.
- 00:58:664 - There isn't a beat here.
- 01:06:414 (1,2,3,4,5,6) - This 3/4 beat may not be immediately readable to players.
- 01:08:497 (4) - Not on a beat.
- 01:17:081 (1,2,3,1,2,3,1) - Again, this 3/4 beat might mess up players who aren't expecting it.
- 01:18:664 - This is an alright place for a break, but it's too long. Map more of this.
- 01:30:414 (6,7) - This antijump is pretty unexpected. Don't stack these, space them out properly.
- 01:35:747 (4,5) - Again, unexpected antijump.
- 01:38:915 (220,221,222,223,224,225,226,227,228,229) - Everything was nice and good up until this part. Why the sudden 1/6? It's way harder than the rest of the map and quite frankly doesn't fit with what you have already done. Keep this 1/4, there's no good reason to screw the player like this. WMF MODED IT
Another
- AR +1. The overall speed and intensity of the map warrants AR 9. u should ask SFG
- Consider OD +1.
- The spacing on this map is extremely varied for seemingly no reason. This makes the map very difficult to read when it shouldn't be. For instance, 00:07:747 (2,3) - is suddenly 3/2 beat spacing instead of 1/1, but the spacing is the same. 00:12:581 (4,5,1) - Is again same old spacing but 1/2 instead of 1/1. There are many more places where this occurs. Spacing variation is fine as long as it's keeping a steady 1/1 or 1/2 beat. In these cases, it's not. u weak
- The combos need work. They are extremely inconsistent, with some combos encompassing many measures and others only one. I suggest redoing them in the entire map making it one every big white tick. u weak
- 00:05:414 (1) - This doesn't end properly. I see you're trying to map to the 'twang' sound but the 'twang' actually ends on the 1/3 at 00:05:525. Either way it's silly to map such a strange beat.
- 00:05:747 (1,2,3,4) - This offbeat part isn't immediately readable. 3/4 is difficult for players to sightread first try (and a lot of the reason why the ranked Sabaki has an 8.9). Converting 1,2,3 into a repeat slider will keep beat spacing 1/2 between objects, which is much easier.
- 00:13:664 (5) - There is no beat here. This is overmapped.
- 00:25:830 (5) - Again, no beat here.
- 00:32:164 (2) - Once again, no beat here.
- 00:38:497 (2) - No beat here.
- 00:39:914 (7,8,9) - Space these out more. Because these objects are overlapping, it looks like a stream.
- 00:41:330 - Beat here? Nope.
- 00:42:414 (1,2,3,1,2,3) - Again, this 3/4 beat may not be immediately readable to the player.
- 00:43:831 (2,4) - These two aren't on any beats.
- 00:55:081 (1,2,3,4,5) - Have these not touch each other. It looks like 1/3 right now when it's not. k
- 00:59:997 (4) - This is not on a beat.
- 01:06:497 (2) - This is not on the correct beat. Move it to 01:06:580 instead.
- 01:10:664 - This isn't on a beat.
- 01:11:164 - Not on a beat.
- 01:17:831 (10) - This isn't on a beat. It's still groups of 3 at this point.
- 01:20:330 (11) - Not a beat. Overmapped.
- 01:22:497 (2) - There is not a beat here.
- 01:27:830 (9) - No beat.
- 01:28:164 (12) - Not a beat.
- 01:29:414 (3,4,1,2,1,2) - I already talked about the spacing but I need to point this particular bit out. It makes no sense at all for the spacing to be like this. It's completely backwards!
- 01:35:497 (3) - This isn't on a beat. The previous stream matched the guitar, but this one doesn't.
- 01:36:497 (7,8) - These two don't fit the beat. In fact it even skips the actual beat in between.
After this it would be wise to get more mods.