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Demetori - Youkai no Yama ~ Mysterious Mountain [CatchTheBea

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Topic Starter
Deif

Raiden wrote:

El SV se cambió a 1.96 en mi diff (como ya te advertí, no abras el AiMod)

Cuando puedas, cámbialo a 1.4 ;__;
ayyyyy

Updated
RuinedChicken
IRC mod :D

SPOILER
14:09 RuinedChicken: me ha gustado el spam de triplets y las partes de 1/3
14:09 RuinedChicken: tambien me molan los 1/6
14:09 Raiden: los mods se basan en eso
14:12 RuinedChicken: odio las big notes pero me parecen adecuados. no abusas para nada
14:12 RuinedChicken: voy
14:13 RuinedChicken: en los kiais
14:14 Raiden: hm
14:14 Raiden: te sorprenderá saber que yo también creo que les falta "chicha" en sentido de más densidad debido al pace que lleva
14:14 Raiden: pero no tengo ni idea de como hacerlo sin destruir el ritmo que quiero crear
14:14 Raiden: de ahí que no lo haya hecho
14:14 RuinedChicken: eso si
14:14 RuinedChicken: lo que va despues del primer kiai
14:15 RuinedChicken: esta perfecto
14:15 Raiden: xDDD
14:15 Raiden: me alegra leer eso
14:18 RuinedChicken: he cogido al azar esa seccion
14:18 RuinedChicken: 03:40:167 (41) -
14:19 RuinedChicken: creo que podria estar mejor aprovechada
14:19 Raiden: mmm
14:19 Raiden: en qué sentido?
14:19 Raiden: pls
14:19 RuinedChicken: parece que ahi la instensidad podria ir en aumento
14:20 RuinedChicken: pero tal y como lo has mapeado se mantiene
Raiden
SPOILER
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Title:Youkai no Yama ~ Mysterious Mountain
TitleUnicode:妖怪の山 ~ Mysterious Mountain
Artist:Demetori
ArtistUnicode:Demetori
Creator:Deif
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Source:東方Project
Tags:Touhou 闡提宗祀 Sendaisoushi Offering to The Sukhavati 射命丸文 Aya Shameimaru 東方風神録 Mountain of Faith comiket75 Raiden
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160,128,271571,1,0,0:0:0:0:
384,256,271734,1,8,0:0:0:0:
160,128,271896,1,0,0:0:0:0:
160,128,271977,1,0,0:0:0:0:
384,256,272058,1,8,0:0:0:0:
160,128,272220,1,0,0:0:0:0:
368,251,272383,1,8,0:0:0:0:
128,112,272545,1,0,0:0:0:0:
128,112,272626,1,0,0:0:0:0:
432,288,272707,1,8,0:0:0:0:
128,112,272869,1,0,0:0:0:0:
432,288,273031,1,8,0:0:0:0:
407,268,273113,1,8,0:0:0:0:
160,128,273193,1,0,0:0:0:0:
411,134,273355,5,12,0:0:0:0:
160,128,273518,1,0,0:0:0:0:
390,61,273680,5,12,0:0:0:0:
128,112,273842,1,0,0:0:0:0:
128,112,273923,1,0,0:0:0:0:
432,288,274004,1,8,0:0:0:0:
128,112,274166,1,0,0:0:0:0:
141,108,274248,1,0,0:0:0:0:
432,288,274328,1,8,0:0:0:0:
160,128,274490,1,0,0:0:0:0:
160,128,274571,1,0,0:0:0:0:
432,288,274652,1,8,0:0:0:0:
160,128,274815,1,0,0:0:0:0:
141,108,274896,1,0,0:0:0:0:
432,288,274977,5,8,0:0:0:0:
160,128,275139,1,0,0:0:0:0:
160,128,275220,1,0,0:0:0:0:
432,288,275301,1,8,0:0:0:0:
160,128,275463,1,0,0:0:0:0:
141,108,275545,1,0,0:0:0:0:
432,288,275625,1,8,0:0:0:0:
160,128,275787,1,0,0:0:0:0:
432,288,275950,5,12,0:0:0:0:
160,128,276112,1,0,0:0:0:0:
160,128,276193,1,0,0:0:0:0:
432,288,276274,1,8,0:0:0:0:
206,153,276356,1,0,0:0:0:0:
160,128,276436,1,0,0:0:0:0:
160,128,276517,1,0,0:0:0:0:
384,256,276598,1,8,0:0:0:0:
368,256,276679,1,8,0:0:0:0:
160,128,276760,1,0,0:0:0:0:
160,128,276842,1,0,0:0:0:0:
384,256,276923,1,8,0:0:0:0:
171,112,277005,1,0,0:0:0:0:
160,128,277085,1,0,0:0:0:0:
160,128,277166,1,0,0:0:0:0:
384,256,277247,1,8,0:0:0:0:
390,279,277329,1,8,0:0:0:0:
160,128,277409,1,0,0:0:0:0:
160,128,277491,1,0,0:0:0:0:
306,272,277572,5,8,0:0:0:0:
131,138,278221,1,0,0:0:0:0:
131,138,278383,1,0,0:0:0:0:
131,138,278545,1,0,0:0:0:0:
416,80,278707,5,4,0:0:0:0:
112,80,279031,1,0,0:0:0:0:
384,288,279193,1,8,0:0:0:0:
416,336,279356,1,8,0:0:0:0:
384,320,279437,1,8,0:0:0:0:
160,144,279518,1,0,0:0:0:0:
160,144,279680,1,0,0:0:0:0:
416,336,279842,1,8,0:0:0:0:
144,112,280004,1,0,0:0:0:0:
144,112,280329,1,0,0:0:0:0:
352,240,280491,1,8,0:0:0:0:
148,103,280653,1,0,0:0:0:0:
160,144,280815,1,0,0:0:0:0:
148,103,280977,1,0,0:0:0:0:
160,144,281058,1,0,0:0:0:0:
400,320,281139,1,8,0:0:0:0:
304,256,281302,1,8,0:0:0:0:
176,144,281626,1,0,0:0:0:0:
336,272,281788,1,8,0:0:0:0:
176,160,281950,1,0,0:0:0:0:
375,252,282112,1,8,0:0:0:0:
344,263,282193,1,8,0:0:0:0:
176,160,282275,1,0,0:0:0:0:
352,304,282437,1,8,0:0:0:0:
128,144,282599,1,4,0:0:0:0:
128,64,282923,1,0,0:0:0:0:
352,288,283085,1,8,0:0:0:0:
128,96,283248,1,0,0:0:0:0:
170,117,283329,1,0,0:0:0:0:
416,288,283410,1,8,0:0:0:0:
160,112,283572,1,0,0:0:0:0:
336,256,283734,1,8,0:0:0:0:
144,112,283896,1,4,0:0:0:0:
152,136,284221,1,0,0:0:0:0:
426,324,284383,1,8,0:0:0:0:
298,239,284545,1,8,0:0:0:0:
352,224,284626,1,8,0:0:0:0:
158,161,284707,1,0,0:0:0:0:
158,161,284869,1,0,0:0:0:0:
430,297,285031,1,8,0:0:0:0:
154,108,285193,1,0,0:0:0:0:
152,136,285518,1,0,0:0:0:0:
426,324,285680,1,8,0:0:0:0:
298,239,285842,1,8,0:0:0:0:
219,123,285923,1,0,0:0:0:0:
409,332,286004,1,8,0:0:0:0:
458,307,286085,1,8,0:0:0:0:
158,161,286166,1,0,0:0:0:0:
430,297,286328,1,8,0:0:0:0:
195,241,286490,5,4,0:0:0:0:
152,136,286815,1,0,0:0:0:0:
426,324,286977,1,8,0:0:0:0:
298,239,287139,1,8,0:0:0:0:
435,320,287221,1,8,0:0:0:0:
374,358,287301,1,8,0:0:0:0:
423,333,287383,1,8,0:0:0:0:
158,161,287463,1,0,0:0:0:0:
430,297,287625,1,8,0:0:0:0:
130,308,287787,5,4,0:0:0:0:
81,123,288112,1,0,0:0:0:0:
358,138,288275,1,8,0:0:0:0:
123,373,288437,1,4,0:0:0:0:
340,284,288599,1,8,0:0:0:0:
360,268,288680,1,8,0:0:0:0:
148,110,288761,1,0,0:0:0:0:
325,265,288923,1,8,0:0:0:0:
416,80,289085,5,4,0:0:0:0:
112,80,289409,1,0,0:0:0:0:
384,288,289571,1,8,0:0:0:0:
109,120,289734,1,0,0:0:0:0:
384,320,289815,1,8,0:0:0:0:
160,144,289896,1,0,0:0:0:0:
160,144,290058,1,0,0:0:0:0:
416,336,290220,1,8,0:0:0:0:
144,112,290382,1,0,0:0:0:0:
144,112,290707,1,0,0:0:0:0:
352,240,290869,1,8,0:0:0:0:
148,103,291031,1,0,0:0:0:0:
160,144,291193,1,0,0:0:0:0:
323,246,291274,1,8,0:0:0:0:
148,103,291355,1,0,0:0:0:0:
160,144,291436,1,0,0:0:0:0:
400,320,291517,1,8,0:0:0:0:
304,256,291680,1,8,0:0:0:0:
176,144,292004,1,0,0:0:0:0:
336,272,292166,1,8,0:0:0:0:
176,160,292328,1,0,0:0:0:0:
375,252,292490,1,8,0:0:0:0:
176,160,292571,1,0,0:0:0:0:
344,263,292653,1,8,0:0:0:0:
352,304,292815,1,8,0:0:0:0:
128,144,292978,1,4,0:0:0:0:
128,64,293301,1,4,0:0:0:0:
352,288,293463,1,8,0:0:0:0:
128,96,293626,1,4,0:0:0:0:
416,288,293788,1,8,0:0:0:0:
160,112,293869,5,0,0:0:0:0:
391,296,293950,1,8,0:0:0:0:
336,256,294112,1,8,0:0:0:0:
123,230,294275,5,4,0:0:0:0:
128,64,294599,1,0,0:0:0:0:
352,288,294761,1,8,0:0:0:0:
128,96,294924,1,0,0:0:0:0:
170,117,295005,1,0,0:0:0:0:
416,288,295086,1,8,0:0:0:0:
391,296,295248,1,8,0:0:0:0:
336,256,295410,1,8,0:0:0:0:
123,230,295573,5,0,0:0:0:0:
128,64,295896,1,0,0:0:0:0:
352,288,296058,1,12,0:0:0:0:
128,96,296221,1,0,0:0:0:0:
416,288,296383,1,8,0:0:0:0:
151,102,296464,1,0,0:0:0:0:
391,296,296545,1,8,0:0:0:0:
123,230,296707,1,0,0:0:0:0:
336,256,296869,5,12,0:0:0:0:
346,292,297356,1,8,0:0:0:0:
138,104,297680,1,0,0:0:0:0:
347,310,298005,1,8,0:0:0:0:
136,129,298329,1,0,0:0:0:0:
340,285,298653,1,8,0:0:0:0:
155,112,298978,1,0,0:0:0:0:
341,257,299302,1,8,0:0:0:0:
356,279,299950,1,8,0:0:0:0:
106,62,300275,1,0,0:0:0:0:
281,203,300599,1,8,0:0:0:0:
328,250,301275,1,8,0:0:0:0:
136,141,301719,1,0,0:0:0:0:
256,192,302163,12,0,311941,0:0:0:0:
Xinnoh
I'll add to the pointless comments at the start because they help get maps qualified faster
Topic Starter
Deif
Updated!
wonjae
another pointless comment :^)

mod req from que

mod
00:54:113 (3,1) - although there is no drum sound here, i think that the guitar is loud enough to warrant a hyper or atleast a distance increase?

01:10:329 (2,3) - this pattern should not be as powerful as 01:15:518 (2,3) - since its way quieter. I would maybe buff the distance on 01:15:518 (2,3) -

01:16:491 (1,2) - when you play these two, you dont really feel the antiflow the sliders are supposed to bring tbh. they also look visually out of place for the whole section so i would tilt them a bit more.

02:22:653 (1) - - eh same thing about the other suggestions about hypers. i know it dosent have a drum but it still fits imo.

02:43:734 (2,3) - same problem as 01:15:518 (2,3). should be a more powerful hyper compared to 02:38:545 (2,3) -

02:44:707 (1,2) - yea same problem with the other scenario. i would tilt it more horizontally to emphasise these unique sliders in the map.

04:07:734 (1) - when catching this spinner i seem to gravitate towards the left. This is a problem as this note is to the right of the spinner and i end up not being able to catch it which can be really punishing foe people who havent played/memorized this part of the map.

04:56:059 (2,3,4,5,6,1) - :^(. The distance between (3) and (4) should be nerfed imo to make the transition of the 1/2 hyper spam smoother.
DeletedUser_6709840
From lazy queue.

General

I don't get the diff name “Bunkachou” but it's probably because I don't like Touhou and don't get the reference.

I don't like the slider velocity changes in the kiais. Your SV is already pretty fast but the 1.25x in the kiais make a lot of the horizontal sliders almost impossible to walk without dashing through them. For example, 01:20:059 (5,1) was practically impossible for me to catch, even with HT, because I couldn't prepare for the dashing through the sliders. I couldn't catch most of the kiai because of the SV changes :/



Bunkachou

00:10:491 (2,3,4,5) – I'd balance out the distances here. (2) and (3) are 2.72x spacing, so wouldn't it make more sense to put (5) on X=80 for 3.69x spacing? That way it's a more balance growth of the hyperdashes.

01:17:464 (3,1,2,3) - How about move (1) to X=368 for some more balance in the growth of the hyper chains? This is more of an aesthetic change because the music rises in tone here.

02:45:680 (3,1,2,3) - ^Similar to above, except move (1) to X=160.



Seems good, good luck with your map.
Topic Starter
Deif
Paranoid Grapes
another pointless comment :^)

mod req from que

[mod]00:54:113 (3,1) - although there is no drum sound here, i think that the guitar is loud enough to warrant a hyper or atleast a distance increase? (Done)

01:10:329 (2,3) - this pattern should not be as powerful as 01:15:518 (2,3) - since its way quieter. I would maybe buff the distance on 01:15:518 (2,3) - (Removed the hdash)

01:16:491 (1,2) - when you play these two, you dont really feel the antiflow the sliders are supposed to bring tbh. they also look visually out of place for the whole section so i would tilt them a bit more. (Alright)

02:22:653 (1) - - eh same thing about the other suggestions about hypers. i know it dosent have a drum but it still fits imo. (I'd keep a normal dash on that one since that section is rather calm)

02:43:734 (2,3) - same problem as 01:15:518 (2,3). should be a more powerful hyper compared to 02:38:545 (2,3) - (I fixed it already by cancelling one of the hdashes on the previous patterns, just like on the suggestion you made before. The double hdash fits here better though)

02:44:707 (1,2) - yea same problem with the other scenario. i would tilt it more horizontally to emphasise these unique sliders in the map. (Fixed here as well)

04:07:734 (1) - when catching this spinner i seem to gravitate towards the left. This is a problem as this note is to the right of the spinner and i end up not being able to catch it which can be really punishing foe people who havent played/memorized this part of the map. (Moved the beginning of the slider more to the centre to be fair with all players)

04:56:059 (2,3,4,5,6,1) - :^(. The distance between (3) and (4) should be nerfed imo to make the transition of the 1/2 hyper spam smoother. (Fair enough. I don't know what I was thinking with that dash :p)
RoseusJaeger
From lazy queue.

General

I don't get the diff name “Bunkachou” but it's probably because I don't like Touhou and don't get the reference. (It's the name of the book where Aya (the character of this theme) writes her notes down. I can change the name in a future if it's misleading)

I don't like the slider velocity changes in the kiais. Your SV is already pretty fast but the 1.25x in the kiais make a lot of the horizontal sliders almost impossible to walk without dashing through them. For example, 01:20:059 (5,1) was practically impossible for me to catch, even with HT, because I couldn't prepare for the dashing through the sliders. I couldn't catch most of the kiai because of the SV changes :/ (Most of the sliders of that kiais aren't walkable but dashable. Increased the SV due to the intensity and to have a little dash-control challenge on those sections)



Bunkachou

00:10:491 (2,3,4,5) – I'd balance out the distances here. (2) and (3) are 2.72x spacing, so wouldn't it make more sense to put (5) on X=80 for 3.69x spacing? That way it's a more balance growth of the hyperdashes. (Fair enough. The last note was placed so far to the left side to create a hdash with the next slider. Anyway, I balanced the distances between those notes as you suggested)

01:17:464 (3,1,2,3) - How about move (1) to X=368 for some more balance in the growth of the hyper chains? This is more of an aesthetic change because the music rises in tone here. (Looks good!)

02:45:680 (3,1,2,3) - ^Similar to above, except move (1) to X=160. (Done as well)



Seems good, good luck with your map.

Thanks for the mods!
MMBan
Requested.
Ratatoskr

No Unsnapped notes.
No Storyboard (Widesupport off)
No unused custom hitsounds

CTB Diff
Few Weird distances and on some sliders easy to drop everything

00:01:086 (1) - Move middle square to x112 y96 and tail square x192 y96. Increase a bit distance to next slider in this way and make antiflow less meah
00:05:950 (4)- x308. Difficult to catch on 2.20x (Srsly)
00:19:248 (1) - Ctrl H and move to x428
00:21:194 (4,5,6,7,8) - This is brutal a little
00:25:734 (1,2,3) - 1 Middle slider square x48 y96 Tail x176 y 128 . 2 x236 . 3 x316 . Give a bit recover
00:29:626 (1) - Ctrh H and move to x96
00:42:599 (4,1) - 4 x128 . 1 Ctrl G Move to x368 Middle slider square x464 y192 . Tail x464 y80
00:45:842 (3) - x64
00:47:950 (1) - For unknown reason i want to stop on that slider causing to drop all droplets and slider tick
01:16:491 (1,2) - Harsh Anti flow caused by 1/4. Ctrl G both. 1 move to x96 . 2 move to x400 (After Ctrl g)
01:20:383 (1) - Difficult to follow reason of SV. I would curve it a little . Same on 01:23:059 - 01:30:923 - 01:33:356 -
01:30:437 (4) - Position of this slider might confuse players. (Slight reminds convert)
01:38:383 (9) - Ctrl G
01:44:383 (7,8,9,10) - Brutal for me
02:35:140 (4) - Small distance fix. Put it on x368
02:44:707 (1,2) - Do like on 01:20:383 suggestion
(Lazy weren't you to and did ctrl C Ctrl V ? My stubbornes would do different part but i don't have motivation and idea)
2nd kiai is ctrl g version so might be similar issues like on 1st
03:15:194 (5) - Ctrl G . Bit harsh anti flow
03:15:950 (2) - Very easy to miss. Move it Slight to left May move 3 too
03:20:059 (2) - Ctrl G ;s
04:11:626 (1) - Harsh SV. Curve ( Same 04:22:005 (1) - )
04:37:410 (12) - Ctrl G ;s

_________________
Help meh you well know with what ;s
F D Flourite
Hi, late mod incoming~

[Raiden's Inner Oni]
  1. I'm not a taiko modder. I'm just here to give out some of my opinions on rhythms (since I cannot play it anyway). Feel free to reject it (or not :D)
  2. 01:21:356 (18,19,20,21,22) - I'm just wondering why you did not use 1/6 rhythm here while the music here is giving out 1/6 beats. From my aspect, you want to make a stream to cover the music here anyway, 1/6 beats can be a better choice.
  3. 01:25:086 (45,46,47,48) - I see you use xx_xx rhythm later on on such 2/3 rhythms (i.e. 01:25:734 (2,3,4,5) - 01:26:383 (7,8,9,10) - ). So why not move 01:25:248 (47) - to 01:25:329 - ?
  4. 01:25:410 (48) - Then I guess you might want to turn this k to d as the pitch here is lower than 01:25:167 (46) - . A comparison of k and d can emphasize this fact if you are gonna use xx_xx rhythm.
  5. 01:32:869 (26,27,28,29) - As I can see the emotion and pitch here is going downward, I think one of 01:33:113 (28,29) - could be changed to d to ensure that no extra emphasis is on these 2 notes.
  6. 01:41:707 - A note can be added here. What I'm trying to do is that I want to emphasize the most intense part starting at 01:41:140 - , and constant triplets/streams can do this job well. So I want you to add a note to make 01:41:626 (5,6) - a triplet as well.
  7. Same suggestion for the next kiai part as the rhythm is quite similar :P
  8. Really decent map. Even I can't play it, I feel the rhythm and drum type you use fitting the music really well.
[Bunkachou]
  1. 00:14:545 (3,4) - I see no movement on these 2 sliders while you're not doing so on others in this part (e.g. 00:13:248 (3,4) - 00:15:842 (3) - ) From my aspect I think movement here makes more sense because the pitch here is highest in this part. (from 00:11:464 - to 00:22:005 - , the following part is the same as you did copy&paste)
  2. 00:37:572 (1,2) - You are doing mercy here :D I thought you would stick to making something like 00:40:167 (1) - but since 00:37:572 (1,2) - is full-screen jump, I think the mercy here is ok. But just my preference, I want something more anti-flow, just like 00:40:167 (1) - because it is the starting stanza of the whole section. The beat here is actually heavier than the following several stanzas, and that's also why you are using such a big jump here.
  3. 00:45:680 (2,3) - This jump is hard for me to catch easily for the anti-flow following a fast moving on 00:45:356 (1,2) -. But I think that's not your intention because even though there is a hit-hat at 00:45:842 (3) - , I don't think it is as important as you want to make difficult to catch. Just stack 00:45:842 (3) - on the slider-reverse point of 00:45:356 (1) - (x: 54) and it will play much easier.
  4. 01:22:978 (1) - I think it is too fast D:. As the drum as well as the pitch here is the weaker one during kiai time, I think the slider reverse should be set at (x208, y256) or somewhere alike.
  5. 01:33:356 (1) - ^ same
  6. 01:27:842 (7,8) - Compared to 01:29:140 (7,8) - , why is the former one more difficult to play (at least imo)? I believe you are trying to make the latter jump larger, as well as more difficult. But the fact is the former pattern is a bit more hard to execute, which just breaks your design. I think switch these 2 patterns (while keep the current distance) would be an option.
  7. Then all suggestions the same for the next part until 03:12:437 - & the final kiai part since you just copy&paste all patterns.
  8. 04:27:842 (5,6) - (comment only) Oh, what a flow here~ evil elite mapper Deif :D
  9. In fact I feel the rhythm in solo time (after the 2nd kiai time) quite weird in the music so I'm afraid I cannot mod that part really well, but nice pattern regardless.
Nice mapset! Hope to see it ranked soon. Good luck~
Raiden

F D Flourite wrote:

Hi, late mod incoming~

[Raiden's Inner Oni]
  1. I'm not a taiko modder. I'm just here to give out some of my opinions on rhythms (since I cannot play it anyway). Feel free to reject it (or not :D)
  2. 01:21:356 (18,19,20,21,22) - I'm just wondering why you did not use 1/6 rhythm here while the music here is giving out 1/6 beats. From my aspect, you want to make a stream to cover the music here anyway, 1/6 beats can be a better choice. They are barely noticeable, plus I never mapped 1/6 to guitar sounds, only percussion. 1/6 here would confuse the player.
  3. 01:25:086 (45,46,47,48) - I see you use xx_xx rhythm later on on such 2/3 rhythms (i.e. 01:25:734 (2,3,4,5) - 01:26:383 (7,8,9,10) - ). So why not move 01:25:248 (47) - to 01:25:329 - ? Guitar chord is more accurate this way. Also, the heavy 3/4 rhythm is more noticeable starting at 01:25:572 - hence why there are no doublets before that bar.
  4. 01:25:410 (48) - Then I guess you might want to turn this k to d as the pitch here is lower than 01:25:167 (46) - . A comparison of k and d can emphasize this fact if you are gonna use xx_xx rhythm. Makes the emphasis on the next beat null. It also flows pretty badly.
  5. 01:32:869 (26,27,28,29) - As I can see the emotion and pitch here is going downward, I think one of 01:33:113 (28,29) - could be changed to d to ensure that no extra emphasis is on these 2 notes. I did like the idea and the explanation behind it, however I tested it and the most ideal pattern being "dk dk d kd kd" makes the last kat not accompass to the pitch, which sounds badly.
  6. 01:41:707 - A note can be added here. What I'm trying to do is that I want to emphasize the most intense part starting at 01:41:140 - , and constant triplets/streams can do this job well. So I want you to add a note to make 01:41:626 (5,6) - a triplet as well. It is left unmapped intentionally, as the triplet in 01:42:275 (10,11,12) - has merely a connective purpose for the longer pattern ahead.
  7. Same suggestion for the next kiai part as the rhythm is quite similar :P
  8. Really decent map. Even I can't play it, I feel the rhythm and drum type you use fitting the music really well. Thank you kindly!
Nice mapset! Hope to see it ranked soon. Good luck~
Topic Starter
Deif
MMBan
Requested.
Ratatoskr

No Unsnapped notes.
No Storyboard (Widesupport off)
No unused custom hitsounds

CTB Diff
Few Weird distances and on some sliders easy to drop everything

00:01:086 (1) - Move middle square to x112 y96 and tail square x192 y96. Increase a bit distance to next slider in this way and make antiflow less meah (There's almost no difference but a slight distance increase)
00:05:950 (4)- x308. Difficult to catch on 2.20x (Srsly) (Like almost every other dashy movement in this section, I don't understand why this one particularly is hard for you)
00:19:248 (1) - Ctrl H and move to x428 (Any reason to get a little antiflow removed?)
00:21:194 (4,5,6,7,8) - This is brutal a little (Yeah well... What do you propose?)
00:25:734 (1,2,3) - 1 Middle slider square x48 y96 Tail x176 y 128 . 2 x236 . 3 x316 . Give a bit recover (The used distances are quite similar to others in this section)
00:29:626 (1) - Ctrh H and move to x96 (Antiflow is love. Also no logical explanation to get it removed)
00:42:599 (4,1) - 4 x128 . 1 Ctrl G Move to x368 Middle slider square x464 y192 . Tail x464 y80 (And the point of this fix is...)
00:45:842 (3) - x64 (Done)
00:47:950 (1) - For unknown reason i want to stop on that slider causing to drop all droplets and slider tick (So no love for antiflow patterns, but also none for the flowed ones. The strenght of the hdash tends to make your catcher try to continue with the movement and therefore the shape of that slider)
01:16:491 (1,2) - Harsh Anti flow caused by 1/4. Ctrl G both. 1 move to x96 . 2 move to x400 (After Ctrl g) (With a 3,2x distance it's not considered "harsh", but close to the hdash distance trigger)
01:20:383 (1) - Difficult to follow reason of SV. I would curve it a little . Same on 01:23:059 - 01:30:923 - 01:33:356 - (Only the sliders following a strong antiflow movement got tilted a bit)
01:30:437 (4) - Position of this slider might confuse players. (Slight reminds convert) (I use it often in my maps. Care to elaborate?)
01:38:383 (9) - Ctrl G (That'd mess up the constant distances)
01:44:383 (7,8,9,10) - Brutal for me (That's probably one of the reasons why CtB is indeed a rhythm game)
02:35:140 (4) - Small distance fix. Put it on x368 (If I would've wanted to stack that beat under that slider, I would've placed a slider with repetition instead. The intention was to soften the distance with the next note (5) instead)
02:44:707 (1,2) - Do like on 01:20:383 suggestion (Yap)
(Lazy weren't you to and did ctrl C Ctrl V ? My stubbornes would do different part but i don't have motivation and idea) (Ctrl C-V-H-J to innovate ¯\_(ツ)_/¯)
2nd kiai is ctrl g version so might be similar issues like on 1st
03:15:194 (5) - Ctrl G . Bit harsh anti flow (Using Ctrl-G would cause a stack between the sliders (5,6). With the current direction of (5) and the position of (6) I'm trying to make a prolongation of (5)'s movement)
03:15:950 (2) - Very easy to miss. Move it Slight to left May move 3 too (Reduced the curve of the triplets a bit)
03:20:059 (2) - Ctrl G ;s (I reduced the distance of the dashes instead. They needed to get toned down for real)
04:11:626 (1) - Harsh SV. Curve ( Same 04:22:005 (1) - ) (Yap)
04:37:410 (12) - Ctrl G ;s (What a boring map would be if all shapes would be perfectly mirrored)

_________________
Help meh you well know with what ;s
F D Flourite
Hi, late mod incoming~

[Bunkachou]
  1. 00:14:545 (3,4) - I see no movement on these 2 sliders while you're not doing so on others in this part (e.g. 00:13:248 (3,4) - 00:15:842 (3) - ) From my aspect I think movement here makes more sense because the pitch here is highest in this part. (from 00:11:464 - to 00:22:005 - , the following part is the same as you did copy&paste) (Alright, tilted those sliders a bit more)
  2. 00:37:572 (1,2) - You are doing mercy here :D I thought you would stick to making something like 00:40:167 (1) - but since 00:37:572 (1,2) - is full-screen jump, I think the mercy here is ok. But just my preference, I want something more anti-flow, just like 00:40:167 (1) - because it is the starting stanza of the whole section. The beat here is actually heavier than the following several stanzas, and that's also why you are using such a big jump here. (I tend to make maps with more flow than antiflow patterns anyway. Since it's introducing this section, I'd rather keep those shaped sliders to have a more comfortable introduction there)
  3. 00:45:680 (2,3) - This jump is hard for me to catch easily for the anti-flow following a fast moving on 00:45:356 (1,2) -. But I think that's not your intention because even though there is a hit-hat at 00:45:842 (3) - , I don't think it is as important as you want to make difficult to catch. Just stack 00:45:842 (3) - on the slider-reverse point of 00:45:356 (1) - (x: 54) and it will play much easier. (Reduced the distance a bit)
  4. 01:22:978 (1) - I think it is too fast D:. As the drum as well as the pitch here is the weaker one during kiai time, I think the slider reverse should be set at (x208, y256) or somewhere alike. (Made those ones more lenient to catch)
  5. 01:33:356 (1) - ^ same
  6. 01:27:842 (7,8) - Compared to 01:29:140 (7,8) - , why is the former one more difficult to play (at least imo)? I believe you are trying to make the latter jump larger, as well as more difficult. But the fact is the former pattern is a bit more hard to execute, which just breaks your design. I think switch these 2 patterns (while keep the current distance) would be an option. (I don't find them much more difficult than the ones you mentioned. Opposed sliders like these ones tend to have more difficulty and that's why I didn't make these sliders so horizontal, whereas the others are easier to catch since they flow better. Distances and inclination of the sliders were made that way to have a balanced level of difficulty)
  7. Then all suggestions the same for the next part until 03:12:437 - & the final kiai part since you just copy&paste all patterns.
  8. 04:27:842 (5,6) - (comment only) Oh, what a flow here~ evil elite mapper Deif :D (You mean lazy mapper :p)
  9. In fact I feel the rhythm in solo time (after the 2nd kiai time) quite weird in the music so I'm afraid I cannot mod that part really well, but nice pattern regardless.
Nice mapset! Hope to see it ranked soon. Good luck~
Thanks for your mod!
Shurelia
this map is breathtaking. Literally

[GeneraL]
  1. the BG is :ok_hand:


[Aya best girl]
  1. 00:01:572 (2,3) - idk maybe this is too much movement for starting , I mean, I have to use quite some dash play on this part yet the song is probably better if I didn't use it. Probably something like this : https://shurelia.s-ul.eu/JSO7s0Gv , would be gut.
  2. 00:02:545 (3) - CTRL + G for better flow? kinda too sharp for me.
  3. 00:06:761 (2,3) - same suggestion.
  4. 00:07:734 (3) - same , CTRL + G would be preferred for me.
  5. 00:21:194 (4,5,6) - Can you reduce the intensity on this one? since it's connected with 00:21:518 (7,8) - not like the others. Probably just do it something like : https://shurelia.s-ul.eu/SwEyZYom
  6. 01:38:383 (9) - CTRL + G so it'll be easier to catch? It's a normal guitar plays after all.
  7. 01:43:410 (7,8) - Yeah, I'm just bad with this kind of rapid jumps so do you mind to move 8 a bit ? Since I did like 5 tries and only once that I did that jump ? probably around x:96 should be fine
  8. 02:38:707 (3,4,5) - lack of movements despite the song need some emphasize , probably add a bit little HD jump from 4 ?
  9. 03:06:599 (9) - same cuz copy pasta.inc
  10. 03:11:950 (1,2,3,4) - hmm, idk but the drum says that it should be like this : https://shurelia.s-ul.eu/PFRjeTzF instead the one that you have one now.
  11. 04:02:869 (2,1,2) - for some reason something like this could work : https://shurelia.s-ul.eu/h0scU818 , It's for better emphasizing the epic slow drum part. oh right don't forget to add one before 04:04:815 (3) - too if you're agree
  12. 04:57:356 (2,2,2) - same thing like what I suggested on the early part , this kind of movement is kinda too much to fit the song properly (for me). Also this one 05:01:275 (2) - , yeah.

Very solid endurance map.
Topic Starter
Deif
Shurelia
this map is breathtaking. Literally

[GeneraL]
  1. the BG is :ok_hand:


[Aya best girl]
  1. 00:01:572 (2,3) - idk maybe this is too much movement for starting , I mean, I have to use quite some dash play on this part yet the song is probably better if I didn't use it. Probably something like this : https://shurelia.s-ul.eu/JSO7s0Gv , would be gut. (That's actually a nice idea. Applied for the next ones as well)
  2. 00:02:545 (3) - CTRL + G for better flow? kinda too sharp for me. (Now that the sliders have been tilted, the sensation of antiflow should've got reduced)
  3. 00:06:761 (2,3) - same suggestion.
  4. 00:07:734 (3) - same , CTRL + G would be preferred for me.
  5. 00:21:194 (4,5,6) - Can you reduce the intensity on this one? since it's connected with 00:21:518 (7,8) - not like the others. Probably just do it something like : https://shurelia.s-ul.eu/SwEyZYom (Okay)
  6. 01:38:383 (9) - CTRL + G so it'll be easier to catch? It's a normal guitar plays after all. (Changed the inclination of the sliders instead to make it easier)
  7. 01:43:410 (7,8) - Yeah, I'm just bad with this kind of rapid jumps so do you mind to move 8 a bit ? Since I did like 5 tries and only once that I did that jump ? probably around x:96 should be fine (Toned down the longer distances overall)
  8. 02:38:707 (3,4,5) - lack of movements despite the song need some emphasize , probably add a bit little HD jump from 4 ? (That's mean! I like it)
  9. 03:06:599 (9) - same cuz copy pasta.inc (Lazy creepy pasta)
  10. 03:11:950 (1,2,3,4) - hmm, idk but the drum says that it should be like this : https://shurelia.s-ul.eu/PFRjeTzF instead the one that you have one now. (You just decreased the SR by 0.02*)
  11. 04:02:869 (2,1,2) - for some reason something like this could work : https://shurelia.s-ul.eu/h0scU818 , It's for better emphasizing the epic slow drum part. oh right don't forget to add one before 04:04:815 (3) - too if you're agree (I'm not a friend of adding extra beats for that reason. The rather edge dashes should be enough)
  12. 04:57:356 (2,2,2) - same thing like what I suggested on the early part , this kind of movement is kinda too much to fit the song properly (for me). Also this one 05:01:275 (2) - , yeah. (Done)

Very solid endurance map.

Glad you liked it. Thanks for your help!
Nitsches
Placeholder for not forget !
Future m4m here ~~

F*ck this i'm late o/

[Bunkawhat]
  1. 00:47:140 (2,3,4,5) - I don't fell good with that, maybe reduce a really bit distance between 2-3 and 4-5
  2. 01:43:734 (7,8,9,10) - Maybe reduce a bit distance between them and between (6,7)
  3. 02:49:896 (1,2,4,5) - this kind of pattern is hard ya know, better not doing a HDash here, between slider and hitcircle
  4. 02:53:788 (1,2,3,4) - Same here
  5. 03:07:896 (10) - Ctrl+g seems to be good here
  6. 03:26:869 (4,5,6) - Care about those spacing, it's like eeeeh, weird sometimes, and you do a lot in the map that i'll not focus on, but just care about them :)
  7. 04:06:923 (1) - This slider well weird, idk why but i thinks with like 2-3 sliders it'll be better in my opinion
In the end the movement feel the same for some sec, like here 04:38:707 (1) - to here 04:55:410 (5) - . I don't say that not good but for the end the same thing like 3-6 times in a row will maybe be really boring, and after hard spacing, intense Hdash right-left and 5min map, I should be missing here :/

Well this map's really really good, but i thinks you can improve more about your spacing, i know you're like that (like acid burst) so i'll not tell you to change every spacing in there BUT ! You can slow down on some part, i thinks that'll be good. However i like your mapping style so i don't mind my mod will be totally 100% rejected :')
Sorry for late mod again but i was doing stuff with school etc etc !
Waiting for you turn to do so o/
Topic Starter
Deif
Nitsches
Placeholder for not forget !
Future m4m here ~~

F*ck this i'm late o/

[Bunkawhat]
  1. 00:47:140 (2,3,4,5) - I don't fell good with that, maybe reduce a really bit distance between 2-3 and 4-5 (Done)
  2. 01:43:734 (7,8,9,10) - Maybe reduce a bit distance between them and between (6,7) (Reduced the intensity of that zigzag)
  3. 02:49:896 (1,2,4,5) - this kind of pattern is hard ya know, better not doing a HDash here, between slider and hitcircle (B-but that's the funny part ;__;)
  4. 02:53:788 (1,2,3,4) - Same here
  5. 03:07:896 (10) - Ctrl+g seems to be good here (I wanted to make a difference from the previous 03:06:437 (8,9) - since those sliders have the same direction already. Having opposing sliders shouldn't be much of an issue if they're not that horizontal like these ones)
  6. 03:26:869 (4,5,6) - Care about those spacing, it's like eeeeh, weird sometimes, and you do a lot in the map that i'll not focus on, but just care about them :) (You're right on this one. Fixed! Also reduced the spacing on some streams in this section as well)
  7. 04:06:923 (1) - This slider well weird, idk why but i thinks with like 2-3 sliders it'll be better in my opinion (The purpose of that spinner is to remark even more the notes at 04:06:437 (1,2,3) - and make a softer transition into the last kiai section)
In the end the movement feel the same for some sec, like here 04:38:707 (1) - to here 04:55:410 (5) - . I don't say that not good but for the end the same thing like 3-6 times in a row will maybe be really boring, and after hard spacing, intense Hdash right-left and 5min map, I should be missing here :/ (I'm probably the less creative mapper of all. Not that the music helped that much on this section, but at least I tried)

Well this map's really really good, but i thinks you can improve more about your spacing, i know you're like that (like acid burst) so i'll not tell you to change every spacing in there BUT ! You can slow down on some part, i thinks that'll be good. However i like your mapping style so i don't mind my mod will be totally 100% rejected :')
Sorry for late mod again but i was doing stuff with school etc etc !
Waiting for you turn to do so o/
Thanks for your help!
YukaRei
Mod 4 fun because I like Demetori very much ♥

Ahora en español e.e (espero no sea un problema ;-;)

La mayoría son solo sugerencias. La verdad no tengo mucha experiencia haciendo mods pero creo que puedo ayudarte un poquito. Bien, aquí vamos.

00:19:734 (3) - ctrl+H a esta no le vendría mal, creo que ese hyperjump que se hace de 2 a 3 se ve bien.

00:31:410 (3) - Creo que podrías acercar un poquito más esta nota a 00:31:248 (2) - sin perder el hyper ya que con el patrón previo y la distancia aumentada siento que se hace un poco más difícil atraparlo.

00:45:356 (1,2,3) - mueve estos sobre 00:45:032 (3) - de esta forma o en x:144 para que me entiendas mejor. No cambia mucho, solo reduces la distancia un poco manteniendo el hyper en 4 a 1 del patrón anterior y de 3 a 4 de ese mismo.

01:34:653 (1,2) - En este, sentí que de 1 a 2 el salto era muy forzado, así que para no perder la simetría te recomiendo que la nota al final del slider 01:34:653 (1) - la dejes en x:80 y:352, te dejo una imagen por si acaso. Como ví que 01:35:140 (2,3) - de 2 a 3 hay un hyper traté que no se perdiera, por eso la sugerencia de ubicación en el plano.

01:39:275 (6) - Mueve esta un poco más hacia la derecha, creo que le daría un poquito más de fluidez al patrón.

02:37:896 (4,5) - Esta disposición como tal no fue un problema pero creo que podrías levantar un poco la colita del slider para acercarlo al 5 o mover el 5 un poco más cerca del final del slider. Si es posible hazlo con estos también: 02:41:788 (4,5) - 02:43:086 (4,5) - .Sé que todos están dispuestos de forma simétrica pero algunos me complicaron más que otros.

03:07:491 (6) - No se que tan igual sea al anterior pero trata de moverlo un poquito a la izquierda para darle fluidez.

03:23:464 (1) - Mueve este un poco más hacia la izquierda. Te recomiendo x:368.

03:28:167 (4) - A esta podrías aplicarle ctrl+H. Le quita dificultad con respecto al patrón anterior así que podrías mover estos dos 03:28:167 (4,5) - un poco más hacia la izquierda si hiciste lo anterior. Te recomiendo x:240. Una Imagen por si no se entendió mucho.

Bien. Para el solo en específico y hacia adelante cree una dificultad aparte para testearlo y la verdad no encontré muchas sugerencias posibles. Te quedó hermoso XD

04:27:842 (5,6) - No sabría como decírtelo pero estas se sienten raras. Al menos todas las veces que jugué, éstos hacia el 04:28:167 (7) - fallaba. Una sugerencia que te puedo hacer es cambiar el 5 por el 6, no usar ctrl+G sino que cambiarlos.

Bueno, esto es todo lo que pude encontrar, espero te sea de ayuda.

El mapa te quedó muy bueno y la canción es hermosa, espero que tengas éxito para rankearlo c:
Topic Starter
Deif
breathless
Mod 4 fun because I like Demetori very much ♥

Ahora en español e.e (espero no sea un problema ;-;)

La mayoría son solo sugerencias. La verdad no tengo mucha experiencia haciendo mods pero creo que puedo ayudarte un poquito. Bien, aquí vamos.

00:19:734 (3) - ctrl+H a esta no le vendría mal, creo que ese hyperjump que se hace de 2 a 3 se ve bien. (No es necesario añadir ese hyper. La nota no es tan relevante para ello)

00:31:410 (3) - Creo que podrías acercar un poquito más esta nota a 00:31:248 (2) - sin perder el hyper ya que con el patrón previo y la distancia aumentada siento que se hace un poco más difícil atraparlo. (Reduje la distancia moviendo la nota anterior)

00:45:356 (1,2,3) - mueve estos sobre 00:45:032 (3) - de esta forma o en x:144 para que me entiendas mejor. No cambia mucho, solo reduces la distancia un poco manteniendo el hyper en 4 a 1 del patrón anterior y de 3 a 4 de ese mismo. (Hecho)

01:34:653 (1,2) - En este, sentí que de 1 a 2 el salto era muy forzado, así que para no perder la simetría te recomiendo que la nota al final del slider 01:34:653 (1) - la dejes en x:80 y:352, te dejo una imagen por si acaso. Como ví que 01:35:140 (2,3) - de 2 a 3 hay un hyper traté que no se perdiera, por eso la sugerencia de ubicación en el plano. (Hecho, y además reduje distancias similares en todo el kiai para que se quedara consistente)

01:39:275 (6) - Mueve esta un poco más hacia la derecha, creo que le daría un poquito más de fluidez al patrón. (Hecho)

02:37:896 (4,5) - Esta disposición como tal no fue un problema pero creo que podrías levantar un poco la colita del slider para acercarlo al 5 o mover el 5 un poco más cerca del final del slider. Si es posible hazlo con estos también: 02:41:788 (4,5) - 02:43:086 (4,5) - .Sé que todos están dispuestos de forma simétrica pero algunos me complicaron más que otros. (Cambié la forma del slider siguiente y reduje la distancia para que dé demasiados problemas)

03:07:491 (6) - No se que tan igual sea al anterior pero trata de moverlo un poquito a la izquierda para darle fluidez. (Hecho también)

03:23:464 (1) - Mueve este un poco más hacia la izquierda. Te recomiendo x:368. (Hecho)

03:28:167 (4) - A esta podrías aplicarle ctrl+H. Le quita dificultad con respecto al patrón anterior así que podrías mover estos dos 03:28:167 (4,5) - un poco más hacia la izquierda si hiciste lo anterior. Te recomiendo x:240. Una Imagen por si no se entendió mucho. (Prefiero mantener el antiflow en esta parte)

Bien. Para el solo en específico y hacia adelante cree una dificultad aparte para testearlo y la verdad no encontré muchas sugerencias posibles. Te quedó hermoso XD

04:27:842 (5,6) - No sabría como decírtelo pero estas se sienten raras. Al menos todas las veces que jugué, éstos hacia el 04:28:167 (7) - fallaba. Una sugerencia que te puedo hacer es cambiar el 5 por el 6, no usar ctrl+G sino que cambiarlos. (Son algo difíciles, sí. Quizá se deba a que la distancia (6,7) es mayor que en los otros jumps similares, así que he intentado que todos tengan la misma distancia. Espero que se solucione así)

Bueno, esto es todo lo que pude encontrar, espero te sea de ayuda.

El mapa te quedó muy bueno y la canción es hermosa, espero que tengas éxito para rankearlo c:
No me esperaba tu mod, pero muchas gracias por la ayuda!
JBHyperion
Guest diff as (not) requested
get b8ed it's actually a m4m

diff name that's not a spellcard ripoff
  1. 00:18:923 (5,1) - 00:29:626 (1) - Not really a fan of these inverted curves, probably since they don't really seem to emphasise anything. You already have antiflow on 00:19:734 (3,4) - and 00:30:113 (3) -for the higher pitch guitar, so this seems a bit forced to me
  2. 00:51:518 (1) - Feels weird to leave this gap here when you're mapping the held guitar which would last until 00:52:491 - or so. I know it's for the drum sound, but I feel guitar is more important since that's what you were originally mapping. You could highlight drum with a slidertick hitsound to do pm the same thing
  3. 01:04:815 (1,2,3) - I expect (2,3) to be walkable due to the pitch reduction but it's equally spaced so I often miss. (3) at x-128 feels much better for me
  4. 01:22:978 (1) - 01:33:356 (1) - These are walkable after the hyper if you have good timing, but it could stand to be a tiny bit more lenient imo since the music isn't especially intense here compared to other places you used it such as 01:30:761 (1) -. Maybe make this a tiny bit more vertical. Same applies to 02:51:194 (1) - 03:01:572 (1) - in the second kiai
  5. 01:25:572 (1,3) - Given the initial antiflow and high hyper strength, it's quite easy to miss the big slider ticks here. Bringing 01:25:572 (1,2,3,4) - in a few grid spaces each would help. Same applies to 02:53:788 (1,2,3,4) - in the second kiai
  6. 02:46:329 (3,4) - Kind of annoying spacing after the previous hyper chain, could you reduce this a tiny bit please?
  7. 03:13:491 (2) - Looks a bit ugly sticking out there, I'd move it left a little
  8. 03:37:005 (3,4) - This really came as a surprise since most other sliders were walkable in this section. Perhaps you could make this a bit more vertical and/or reduce the hyper strength so this isn't such a shock to react to
  9. 03:38:140 (2) - Also ugly twin brother of 03:13:491 (2) -, right a little for a nicer curve please
  10. 04:06:923 (1) - Don't you think this spinner feels a bit arbitrary? This would be a cool place to emphasise that solo guitar sound and build up to the kiai, but you kinda paved over it which makes me sad ):
Hope this helps. Feel free to call me back after you responded to this (:
Topic Starter
Deif

JBHyperion wrote:

Guest diff as (not) requested
get b8ed it's actually a m4m

diff name that's not a spellcard ripoff
  1. 00:18:923 (5,1) - 00:29:626 (1) - Not really a fan of these inverted curves, probably since they don't really seem to emphasise anything. You already have antiflow on 00:19:734 (3,4) - and 00:30:113 (3) -for the higher pitch guitar, so this seems a bit forced to me (aye aye)
  2. 00:51:518 (1) - Feels weird to leave this gap here when you're mapping the held guitar which would last until 00:52:491 - or so. I know it's for the drum sound, but I feel guitar is more important since that's what you were originally mapping. You could highlight drum with a slidertick hitsound to do pm the same thing (I'm not a friend of adding extra hitsounds to sliderticks, but it's worth a try in this case)
  3. 01:04:815 (1,2,3) - I expect (2,3) to be walkable due to the pitch reduction but it's equally spaced so I often miss. (3) at x-128 feels much better for me (Made something different to reduce the distance, but it should work in a similar way)
  4. 01:22:978 (1) - 01:33:356 (1) - These are walkable after the hyper if you have good timing, but it could stand to be a tiny bit more lenient imo since the music isn't especially intense here compared to other places you used it such as 01:30:761 (1) -. Maybe make this a tiny bit more vertical. Same applies to 02:51:194 (1) - 03:01:572 (1) - in the second kiai (Why can't I antiflow stuff without being mean ;__;)
  5. 01:25:572 (1,3) - Given the initial antiflow and high hyper strength, it's quite easy to miss the big slider ticks here. Bringing 01:25:572 (1,2,3,4) - in a few grid spaces each would help. Same applies to 02:53:788 (1,2,3,4) - in the second kiai (Fair enough)
  6. 02:46:329 (3,4) - Kind of annoying spacing after the previous hyper chain, could you reduce this a tiny bit please? (Done)
  7. 03:13:491 (2) - Looks a bit ugly sticking out there, I'd move it left a little (Done)
  8. 03:37:005 (3,4) - This really came as a surprise since most other sliders were walkable in this section. Perhaps you could make this a bit more vertical and/or reduce the hyper strength so this isn't such a shock to react to (You're right. Also added an extra object at 03:37:491 - since it looked rather important to remark)
  9. 03:38:140 (2) - Also ugly twin brother of 03:13:491 (2) -, right a little for a nicer curve please (Alright)
  10. 04:06:923 (1) - Don't you think this spinner feels a bit arbitrary? This would be a cool place to emphasise that solo guitar sound and build up to the kiai, but you kinda paved over it which makes me sad ): (Not the first time it got mentioned. Fixed it)
Hope this helps. Feel free to call me back after you responded to this (:
I'm actually sad it's not a guest diff for real ):
LigerZero
No Kudosu

tags added "DECD-0005 instrimental"
Nwolf
~ Mysterious Lazy Nwolf

[Red Panda's Inner Oni]

00:55:086 (11) - There is nothing here and it should be moved 00:54:923 - to this spot, for both guitar and drums (and consistency).
> 02:23:302 (11) - ^

01:04:816 (1,2,3,4,5,6,7,8) - Seems rather boringly mapped compared to the first half of this part (and also not mapped to guitar). Suggesting to move 01:05:464 (5) - to 01:05:302 - here and maybe change 01:04:816 (1) - to kat. Wouldn't be the first time skipping snare either: 01:01:248 (2,3) -
> 02:33:032 (1,2,3,4,5,6,7,8) - ^

01:08:059 - Uneven SV increase on same snap? Would it hurt to make it look nice and just have it 0.01 increases and starting with 0.94, because I don't!

01:12:843 (22) - I don't think that fits here, sounds more normal 01:12:761 - here. The kiai has enough doublets
> 02:41:059 (22) - ^

01:21:923 (23,24,25,26,27,28,29,30,31,32,33,34) - Feels so empty compared to the rest of the kiai (which is because it is), maybe change this to be more like 01:32:059 (20,21,22,23,24,25,26,27,28,29) - or at least fill notes 01:22:248 - 01:22:896 - here to avoid such a huge density loss. https://osu.ppy.sh/ss/7960496 might also be an option!
> 02:49:896 - ^

01:30:518 - Could add a note (kat might work too!) here to avoid density loss.

01:33:518 - Would add a don here to differentiate it more from the doublets and also because 01:23:140 (31) -
> 03:01:734 - 04:11:788 - 04:22:167 - ^

01:53:545 - Would play nicer if there was one more kat here imo

01:57:518 (14,15,16) - I am very unhappy about this because it doesn't fit to any 1/4 usage prior to this. Would add a note 01:57:437 - here to have a 5-plet starting on white tick again. Also counters the lack of 5-plets right here (01:55:410 - to 02:00:599 - )
> 02:00:032 - Would also add a note here for the sake of more 5-plet, to have a somewhat consistent 5-plet density in this part. Could make this 5-plet kdkkd to avoid repetitiveness with the 5-plet that will probably be at 1:57

02:48:518 - Could add a note here to make 2nd kiai more dense than 1st kiai. (Possibly dkdk, that could conflict with the suggestion at 1:21 and 2:49 though)
> 02:53:545 - ^ 02:58:653 - 02:58:734 - kat+don? 03:00:032 - ^ 03:03:761 - 03:03:842 - dd

03:14:626 - There's a guitar note here kinda so maybe you could add a kat.
> 03:20:302 - ^ 03:28:248 - ^ but don

04:02:869 (32,33,34,35) - BIG DON BIG DON BIG DON BIG DON pls. and no high sv pfft


3rd kiai note additions (some from 2nd kiai)
04:08:707 - 04:08:788 - ^ 04:10:086 - ^ 04:10:896 - 04:11:545 - ^ 04:12:194 - 04:12:275 - 04:12:356 - ^ 04:13:167 - ^ 04:13:815 - 04:13:896 - ^ 04:14:788 - ^ 04:19:086 - 04:19:167 - 04:19:329 - ^ 04:20:464 - ^ 04:21:275 - 04:21:923 - ^ 04:23:545 - ^ 04:24:194 - 04:24:518 - ^ 04:25:167 - ^


04:40:896 - Similar to 01:55:410 - this section I think you are missing out on too many 5-plets, unless that's a feature cause end. 04:40:896 - 04:43:491 - Would be good two spots for additions; 04:49:978 - 04:52:410 - as well (cause nearing end)



weff
Raiden

Nwolf wrote:

~ Mysterious Lazy Nwolf

[Red Panda's Inner Oni]

00:55:086 (11) - There is nothing here and it should be moved 00:54:923 - to this spot, for both guitar and drums (and consistency).
> 02:23:302 (11) - ^

01:04:816 (1,2,3,4,5,6,7,8) - Seems rather boringly mapped compared to the first half of this part (and also not mapped to guitar). Suggesting to move 01:05:464 (5) - to 01:05:302 - here and maybe change 01:04:816 (1) - to kat. Wouldn't be the first time skipping snare either: 01:01:248 (2,3) -
> 02:33:032 (1,2,3,4,5,6,7,8) - ^

01:08:059 - Uneven SV increase on same snap? Would it hurt to make it look nice and just have it 0.01 increases and starting with 0.94, because I don't!

01:12:843 (22) - I don't think that fits here, sounds more normal 01:12:761 - here. The kiai has enough doublets
> 02:41:059 (22) - ^ this one is actually present on the music tho

01:21:923 (23,24,25,26,27,28,29,30,31,32,33,34) - Feels so empty compared to the rest of the kiai (which is because it is), maybe change this to be more like 01:32:059 (20,21,22,23,24,25,26,27,28,29) - or at least fill notes 01:22:248 - 01:22:896 - here to avoid such a huge density loss. https://osu.ppy.sh/ss/7960496 might also be an option!
> 02:49:896 - ^

01:30:518 - Could add a note (kat might work too!) here to avoid density loss.

01:33:518 - Would add a don here to differentiate it more from the doublets and also because 01:23:140 (31) -
> 03:01:734 - 04:11:788 - 04:22:167 - ^

01:53:545 - Would play nicer if there was one more kat here imo

01:57:518 (14,15,16) - I am very unhappy about this because it doesn't fit to any 1/4 usage prior to this. Would add a note 01:57:437 - here to have a 5-plet starting on white tick again. Also counters the lack of 5-plets right here (01:55:410 - to 02:00:599 - )
> 02:00:032 - Would also add a note here for the sake of more 5-plet, to have a somewhat consistent 5-plet density in this part. Could make this 5-plet kdkkd to avoid repetitiveness with the 5-plet that will probably be at 1:57

02:48:518 - Could add a note here to make 2nd kiai more dense than 1st kiai. (Possibly dkdk, that could conflict with the suggestion at 1:21 and 2:49 though)
> 02:53:545 - ^ 02:58:653 - 02:58:734 - kat+don? 03:00:032 - ^ 03:03:761 - 03:03:842 - dd

03:14:626 - There's a guitar note here kinda so maybe you could add a kat.
> 03:20:302 - ^ 03:28:248 - ^ but don

04:02:869 (32,33,34,35) - BIG DON BIG DON BIG DON BIG DON pls. and no high sv pfft


3rd kiai note additions (some from 2nd kiai)
04:08:707 - 04:08:788 - ^ 04:10:086 - ^ 04:10:896 - 04:11:545 - ^ 04:12:194 - 04:12:275 - 04:12:356 - ^ 04:13:167 - ^ 04:13:815 - 04:13:896 - ^ 04:14:788 - ^ 04:19:086 - 04:19:167 - 04:19:329 - ^ 04:20:464 - ^ 04:21:275 - 04:21:923 - ^ 04:23:545 - ^ 04:24:194 - 04:24:518 - ^ 04:25:167 - ^


04:40:896 - Similar to 01:55:410 - this section I think you are missing out on too many 5-plets, unless that's a feature cause end. 04:40:896 - 04:43:491 - Would be good two spots for additions; 04:49:978 - 04:52:410 - as well (cause nearing end)



weff
rest was applied in some way

https://puu.sh/vAPFG.7z
Topic Starter
Deif
It's alive!

LigerZero wrote:

No Kudosu

tags added "DECD-0005 instrimental"
"Instrumental" isn't necessary since that'll be added under "Genre" after the qualification. For the reference number, I would never introduce them to look for a specific map tbh. Thanks for giving a check though.
Nwolf
04:17:788 (22) - probably flows nicer as kat, didn't notice last time


and http://puu.sh/vGMlD/26359332c5.png @Deif
Topic Starter
Deif
My body is ready
Nwolf
call me back after a BN who knows ctb gave an icon~
F D Flourite

Deif wrote:

My body is ready
Move that bo-dy~


re...re...recheck, NO KD

[Bunkachou]
  1. 00:21:680 (8) - I'd say normal-hitwhistle.wav you use here is not a nice choice. It almost blends into the music and is barely noticeable. It's ok when the emphasis is not that strong (like 00:20:383 (5) - ). But when it comes to strong emphasis like this circle I quote, you should use something more catchy. For example, drum-hitclap.
  2. 00:37:248 (4,5) - Different from 00:42:437 (3,4) - , according to the music, this part is a repression of instrument to emphasize the following burst. So I'd suggest you nerf this jump, and remove the clap on 00:37:410 (5) -
  3. 01:54:761 (3,4,5) - ^ similar situation while no clap. Distance could be nerfed to follow the music
  4. 01:08:707 (1,2,3,4) - 01:11:302 (1,2,3,4) - 01:12:599 (1,2,3,4,5) - I don't get how do you set claps here. You mostly set claps for instruments like 01:10:004 (1,3) - , but on these two parts you do the completely opposite way. You don't use claps to emphasize the beginning of instrument sound, but use claps on somewhere that has nothing worth emphasizing. Take 01:11:302 (1,2,3,4) - as an example, I would expect a clap on 01:11:788 (2) - instead of on 01:11:950 (3) - . There isn't anything wrong, but the more important sounds being ignored (by using unnoticeable whistles) doesn't feel really good.
  5. 01:23:464 (2,3,4) - 01:33:842 (2,3) - two ways of rhythm arrangement are both fine. But during gameplay, they have a considerable difference on playing difficulty. Mind nerfing the first pattern? (or buffing the 2nd pattern?)
  6. 01:25:896 (2,4,2) - These claps on sliderhead are improper imo. The instrument you're trying to follow here is going down and has a rather low pitch in general. Using high-pitch claps feels incompatible with the music. (01:30:113 (3,4) - claps during high pitch part like this doesn't make such a problem) You may remove those claps.
  7. 01:36:275 (2,4) - ^ same
  8. 02:36:923 (1,2,3,4) - 02:39:518 (1,2,3,4) - 02:40:815 (1,2,3,4) - same clap thing
  9. The second kiai has the same concern as the first kiai.
  10. 03:16:978 (9,1) - distance and flow is kinda improper considering music here isn't worth such great emphasis. The guitar here is a slide in low pitch, so I can understand the 1/4 overmap. But that big-distance anti-flow isn't really reasonable imo. A solution from my side: http://puu.sh/vIBD5/083a0c64ba.jpg.
  11. 04:14:545 (2,4) - 04:24:923 (2,4) - same clappy thing
call me back
Topic Starter
Deif
F D Flourite

Deif wrote:

My body is ready
Move that bo-dy~

re...re...recheck, NO KD

[Bunkachou]
  1. 00:21:680 (8) - I'd say normal-hitwhistle.wav you use here is not a nice choice. It almost blends into the music and is barely noticeable. It's ok when the emphasis is not that strong (like 00:20:383 (5) - ). But when it comes to strong emphasis like this circle I quote, you should use something more catchy. For example, drum-hitclap. (Applied)
  2. 00:37:248 (4,5) - Different from 00:42:437 (3,4) - , according to the music, this part is a repression of instrument to emphasize the following burst. So I'd suggest you nerf this jump, and remove the clap on 00:37:410 (5) - (Reduced the distance though kept the double hyper)
  3. 01:54:761 (3,4,5) - ^ similar situation while no clap. Distance could be nerfed to follow the music (Reduced a bit)
  4. 01:08:707 (1,2,3,4) - 01:11:302 (1,2,3,4) - 01:12:599 (1,2,3,4,5) - I don't get how do you set claps here. You mostly set claps for instruments like 01:10:004 (1,3) - , but on these two parts you do the completely opposite way. You don't use claps to emphasize the beginning of instrument sound, but use claps on somewhere that has nothing worth emphasizing. Take 01:11:302 (1,2,3,4) - as an example, I would expect a clap on 01:11:788 (2) - instead of on 01:11:950 (3) - . There isn't anything wrong, but the more important sounds being ignored (by using unnoticeable whistles) doesn't feel really good. (Replaced all those claps as you suggested)
  5. 01:23:464 (2,3,4) - 01:33:842 (2,3) - two ways of rhythm arrangement are both fine. But during gameplay, they have a considerable difference on playing difficulty. Mind nerfing the first pattern? (or buffing the 2nd pattern?) (The antiflow slider (the one with a repetition) was nerfed in a previous mod as it felt quite extreme, so buffing it again would also lead to a difficulty peak I don't want to reintroduce. About buffing the two 1/2 sliders doesn't look good either. The current distance they have is quite stable and increasing it would lead to flow issues I'm trying to avoid with these speedy sliders)
  6. 01:25:896 (2,4,2) - These claps on sliderhead are improper imo. The instrument you're trying to follow here is going down and has a rather low pitch in general. Using high-pitch claps feels incompatible with the music. (01:30:113 (3,4) - claps during high pitch part like this doesn't make such a problem) You may remove those claps. (Applied it in all the kiais on similar sections, substitued the claps by whistles which are weaker)
  7. 01:36:275 (2,4) - ^ same
  8. 02:36:923 (1,2,3,4) - 02:39:518 (1,2,3,4) - 02:40:815 (1,2,3,4) - same clap thing
  9. The second kiai has the same concern as the first kiai.
  10. 03:16:978 (9,1) - distance and flow is kinda improper considering music here isn't worth such great emphasis. The guitar here is a slide in low pitch, so I can understand the 1/4 overmap. But that big-distance anti-flow isn't really reasonable imo. A solution from my side: http://puu.sh/vIBD5/083a0c64ba.jpg.
    (I like your suggestion. Applied)
  11. 04:14:545 (2,4) - 04:24:923 (2,4) - same clappy thing
call me back
I do suck at hitsounding
F D Flourite
We finish some other things ingame like metadata (thanks to Kwan <3), wrong snaps, and a specific pattern.

Confirmation from a Taiko BN: p5997644

Metadata source: http://demetori.xii.jp/products.html
http://www16.big.or.jp/~zun/html/th10top.html

Let's try~

#1
Nwolf
#2
Topic Starter
Deif
Auto-popping the bubbles because there's a missing period on the new source and it's somehow important because reasons *shrug*
F D Flourite
RIP

back to #1 because the source has changed
Nwolf
#2


I remember the good old times where 東方Project was used as source (or just Touhou) xd
JBHyperion

Deif wrote:

there's a missing period on the new source and it's somehow important because reasons *shrug*
metadata sucks tbh

will recheck tomorrow
JBHyperion
Discussed a couple of things in PM with Deif on the catch diff, log below:
Things
16:57 *JBHyperion is editing [https://osu.ppy.sh/b/1141714 Demetori - Youkai no Yama ~ Mysterious Mountain [Bunkachou]]
16:57 JBHyperion: 03:56:707 (2,3) - feels a little sharp after those calmer sliders
16:57 JBHyperion: could you maybe tone that hyper strength down a tiny bit
16:58 JBHyperion: feels a bit more comfortable going into the calm section
17:01 Deif: Try this out https://osu.ppy.sh/ss/8044052
17:08 JBHyperion: cool
17:08 JBHyperion: just one other thing I think
17:08 JBHyperion: 04:35:869 (5) - could you move this left a bit? it's kinda uncomfortable to wait the extra beat before making the jump to 04:35:950 (6) -
17:09 JBHyperion: x-432 or so feels much better
17:11 Deif: Alright. Did it as well for the previous 04:35:221 (2) -
17:11 JBHyperion: gotta get dat symmetry
17:11 JBHyperion: ok that should be all
17:15 Deif: I'll ask Raiden if he wants to change something before pressing the button
17:16 JBHyperion: gotcha
17:17 Deif: Last quick check brb
17:18 JBHyperion: aye
17:23 Deif: Alright. Let's do it
17:23 Deif: *drumrolls*

D E M E T O R I
Raiden
owo
Surono
gratz Deif and Raidon, this time I saw Demetori have CtB lol ( DystopiaGround = nao + Demetori, okey 2 times I saw it )

dragonforce when
Ascendance
DEIF RANKING MAPS IN 2017

Unfortunate though T_T


I think it's cause the slider has sampleset: drum on it and the hitsound itself is normal, causing it to go unused :(
Topic Starter
Deif

00:52:167 - Even if the sampleset of the slider is different you can still hear the hitsound, since the timing lines override them. Unfortunate though
show more
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