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Demetori - Youkai no Yama ~ Mysterious Mountain [CatchTheBea

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

Cuando puedas, cámbialo a 1.4 ;__;
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
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160,128,271247,1,0,0:0:0:0:
160,128,271329,1,0,0:0:0:0:
384,256,271409,1,8,0:0:0:0:
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
Ascendance
If you took the time to change the slider sampleset to Normal or even to Auto, you could clearly hear the fact that your hitsound is not present in it's current state, making it unrankable. See what happens when I switch the sampleset to Auto?

Your hitsound isn't there Deif, don't be difficult T_T
Xinnoh
Ascendance
I've gotta say you were a bit rude to me when I'm trying to DQ it early rather than someone catching it so late :P Good luck with requalifying, and I'd also appreciate if you didn't treat me like I know nothing when it comes to this mode tytyty
Topic Starter
Deif
Sure, I'll get it fixed. It was confusing due to the melody having a similar sound at the same spot. I contacted a QAT already about it, not gonna kill my own map \:D/

Ascendance wrote:

I've gotta say you were a bit rude to me when I'm trying to DQ it early rather than someone catching it so late :P Good luck with requalifying, and I'd also appreciate if you didn't treat me like I know nothing when it comes to this mode tytyty
Your attitude didn't sound much better in the previous post. It's more like "hey you qualified something, but look what I found!". Not the best message to start the day, I must say but whatever. It's alright, don't wanna fill this thread with unnecessary drama.
Shadowa Pinkman

Surono wrote:

dragonforce when
JBHyperion
I'm dumb and didn't redownload the set after the hitsound update
Topic Starter
Deif
Petition to rename the song into "~ Mysterious Sampleset-that-came-out-of-nowhere-because-I-don't-like-hitsounding-sliders-at-a-whole-but-their-single-structures"
JBHyperion
Petition denied because then I'd have to DQ again for metadata and that would be sad.

Rogue hitsound fixed, let's try again
Nelly
De :flame: Me :flame: To :flame: Ri
Surono
re-gz for demetoriforce!
MBomb
Sorry Deif, I love this map but some things just really stand out as not fitting ;w;

01:30:113 (3) - This shouldn't be a 3/4 slider at all, there's no sound on the 3/4, the 1/2 fits so much better with both this sound, and how you mapped the rest of the section.
02:04:815 (4,5,6) - The lack of HDash to this sounds very odd considering the strength of the sound, and the drum being there, considering you used a HDash to 02:05:464 (10) - which is a similar strength. (You didn't use a HDash to 02:05:140 (7) - but that makes more sense with the lack of strong drum). Try ctrl+g and then move it to x:336.
02:58:329 (3) - Same as the first one, the drum and guitar are both on the 1/2 here, like the rest of the section.
04:08:383 (3) - And again.
04:18:761 (3) - Same here too.
04:56:545 (5) - Sounds really weird to have a HDash here considering it's so similar to 04:48:761 (5) - , yet you mapped it with different distances.

Alright, that's it, there are a few more minor things that could be changed if this stuff isn't intentional, but none of it is worth dqing over without this.
Topic Starter
Deif
Alright, let's see...

- Magic Bomb - wrote:

Sorry Deif, I love this map but some things just really stand out as not fitting ;w;

01:30:113 (3) - This shouldn't be a 3/4 slider at all, there's no sound on the 3/4, the 1/2 fits so much better with both this sound, and how you mapped the rest of the section. (Talked with MB about it and agreed to remark the drums by shortening the sliders. Additionally, as I still don't want to get the guitar ignored, added an extra note where those sliders used to end, since the guitar note can be interpreted that way and to add diversity to the rhythm of those sections)
02:04:815 (4,5,6) - The lack of HDash to this sounds very odd considering the strength of the sound, and the drum being there, considering you used a HDash to 02:05:464 (10) - which is a similar strength. (You didn't use a HDash to 02:05:140 (7) - but that makes more sense with the lack of strong drum). Try ctrl+g and then move it to x:336. (Ended up adding hypers to the more relevant drums for the sake of consistency)
02:58:329 (3) - Same as the first one, the drum and guitar are both on the 1/2 here, like the rest of the section.
04:08:383 (3) - And again.
04:18:761 (3) - Same here too.
04:56:545 (5) - Sounds really weird to have a HDash here considering it's so similar to 04:48:761 (5) - , yet you mapped it with different distances. (That's due to the drums being more intense before the end of the section. The intensity change can be heared if you compare them to similar parts of the section)

Alright, that's it, there are a few more minor things that could be changed if this stuff isn't intentional, but none of it is worth dqing over without this.
Since MB and I haven't reached an agreement due to the mentioned 3/4 sliders, as in if there's a hearable sound on the blue ticks or not, I'll let people post their opinion on this matter before going further with the qualification process.
Nelly
mb why
Raiden

- Magic Bomb - wrote:

Sorry Deif, I love this map but some things just really stand out as not fitting ;w;

01:30:113 (3) - This shouldn't be a 3/4 slider at all, there's no sound on the 3/4, the 1/2 fits so much better with both this sound, and how you mapped the rest of the section.

I am not an expert in CtB but the song is waaaaaay better represented as a 3/4 slider +2 notes or one 1/2 slider like this

my difficulty has this pattern which goes to mean exactly the same rhythm: focusing the important ticks on 01:30:113 - 01:30:356 - 01:30:599 - and 01:30:761 - plus some improvised notes to make up for the drums

just my useless opinion as a non-ctb guy
Monstrata
01:08:167 (3,4,5,6,7) - Sounds more like 1/4's than 1/3's. I think you can blame the guitarist for being off, but it really sounds like the guitarist makes a pause on 01:08:140 - and again on 01:08:626 - . Also, 01:08:221 - guitar definitely lands on the red and blue tick, but 01:08:464 - and 01:08:545 - are slightly early.
02:36:275 (3,4) - ^

Feel free to get another opinion too~ If its any help, the other ranked set uses 1/4's instead of 1/3's.
-Sh1n1-

Monstrata wrote:

01:08:167 (3,4,5,6,7) - Sounds more like 1/4's than 1/3's. I think you can blame the guitarist for being off, but it really sounds like the guitarist makes a pause on 01:08:140 - and again on 01:08:626 - . Also, 01:08:221 - guitar definitely lands on the red and blue tick, but 01:08:464 - and 01:08:545 - are slightly early.

Feel free to get another opinion too~ If its any help, the other ranked set uses 1/4's instead of 1/3's.
Yeah I was writing something about this too, but monstrata is better at english than me, so I'll say that I'm agree with him, additional I'm in doubt about the current pattern at 00:47:140 (2,3,4,5,6) - cause I don't understand what are you trying to enphasize with hyper dashes like 00:47:788 - or 00:47:464 -, I think that the most relevant sounds are on 00:47:302 - and 00:47:626 -, so I suggest you to re-arrange 00:47:140 (2,3,4,5,6) - with something like this:


and the movements could be something like this:


Acerca del tick azul del que hablaban con Mbomb en Discord, me parece que el actual patron que hiciste esta mucho mejor, yo lo dejaría como esta actualmente.


Ademas...

Raiden's Inner Oni

  1. 02:05:572 (36,37,1) - Incomodo el hecho de que D tenga dos dons previos, aparte que voy a coger solo la seccion desde 02:05:788 - hasta 02:24:437 - para explicar un poco lo que senti al jugar esta seccion. D se siente muy repetitivo cuando hay tonadas donde el platillo es muy fuerte, tales como 02:05:788 - 02:06:275 - 02:16:167 - 02:16:653 - 02:23:950 - 02:24:437 - que desde mi punto de vista sonaria mejor con K, aparte que le brinda una muy buena variedad a toda la seccion.
  2. ¿Era necesario enfatizar 03:36:761 (18,19,20,21,22) - con big notes? no solo eso, la seccion en si es un poco dudosa, es como un cambio repentino de intensidad, mientras que en la seccion anterior y la posterior usas un gran numero de triplets, en esta parte decides seguir solo guitarra y yo me pregunto, ¿Y los drums que estan en 03:36:923 - 03:37:572 - (mas alla de que 03:37:086 - y 03:37:410 - tambien me parezcan mapeables) van a ser ignorados? comparto la idea de que la guitarra es mas prominente en esta seccion pero ¿acaso no lo fue en 03:32:059 (6,7,8,9,10) - tambien y terminaste combinando guitarra y drums? Creo que podrias agregar unas cuantas notas por ahi quitando los finishers.

    Bueno eso fue lo único que me incomodo al testearlo, muy buena diff con la calidad a la que ya nos tienes acostumbrados.


Buena suerte chicos, espero ayudar en algo, si por casualidad alguno de los BNs que rankearon el mapa ya no quieren Iconear, pues sientete libre de llamarme cuando quieras.
Raiden

-Sh1n1- wrote:

Ademas...

Raiden's Inner Oni

  1. 02:05:572 (36,37,1) - Incomodo el hecho de que D tenga dos dons previos, aparte que voy a coger solo la seccion desde 02:05:788 - hasta 02:24:437 - para explicar un poco lo que senti al jugar esta seccion. D se siente muy repetitivo cuando hay tonadas donde el platillo es muy fuerte, tales como 02:05:788 - 02:06:275 - 02:16:167 - 02:16:653 - 02:23:950 - 02:24:437 - que desde mi punto de vista sonaria mejor con K, aparte que le brinda una muy buena variedad a toda la seccion. hay variedad suficiente en los patrones, los D quedan muchísimo mejor. Para nada incómodo el ddD, es bastante hiteable.
  2. ¿Era necesario enfatizar 03:36:761 (18,19,20,21,22) - con big notes? no solo eso, la seccion en si es un poco dudosa, es como un cambio repentino de intensidad, mientras que en la seccion anterior y la posterior usas un gran numero de triplets, en esta parte decides seguir solo guitarra y yo me pregunto, ¿Y los drums que estan en 03:36:923 - 03:37:572 - (mas alla de que 03:37:086 - y 03:37:410 - tambien me parezcan mapeables) van a ser ignorados? comparto la idea de que la guitarra es mas prominente en esta seccion pero ¿acaso no lo fue en 03:32:059 (6,7,8,9,10) - tambien y terminaste combinando guitarra y drums? Creo que podrias agregar unas cuantas notas por ahi quitando los finishers. No voy a quitar los finishers, pero sí a añadir una nota en 03:32:302 - para que la guitarra no pierda ni 1 tick.


    Bueno eso fue lo único que me incomodo al testearlo, muy buena diff con la calidad a la que ya nos tienes acostumbrados. eso es a Deif o a mí? :^)


Buena suerte chicos, espero ayudar en algo, si por casualidad alguno de los BNs que rankearon el mapa ya no quieren Iconear, pues sientete libre de llamarme cuando quieras.
Deif, puedes añadir un don en 03:32:302 - ?
F D Flourite

Monstrata wrote:

01:08:167 (3,4,5,6,7) - Sounds more like 1/4's than 1/3's. I think you can blame the guitarist for being off, but it really sounds like the guitarist makes a pause on 01:08:140 - and again on 01:08:626 - . Also, 01:08:221 - guitar definitely lands on the red and blue tick, but 01:08:464 - and 01:08:545 - are slightly early.
02:36:275 (3,4) - ^

Feel free to get another opinion too~ If its any help, the other ranked set uses 1/4's instead of 1/3's.
In fact I cannot agree tho. In 1/3 rhythm these circles are snapped to the music (and spreadly evenly to the music). If you make it 1/4 rhythm like you've written in the box, circle 6 and 7 will be highly off-beat. About the circle 01:08:167 (3) - you've complained on, the guitar still feels like it's on 1/3 tick instead of 1/4 one, while the drum is on 1/4 tick so it may sound not clear. Also, I don't think 01:08:275 (4) - it should land on blue tick either. It's just fine as it is.




EDIT: and sorry deif. Even you and MBomb had reached an agreement, I still have to say that your previous version on 01:30:113 (3,4) - is better. It has nothing to do with the drum-emphasizing when you just keep following the guitar (when the guitar sound doesn't exceed 1/1 beat) during the kiai, just as something you've done on 01:25:572 (1,2,3,4,1,2) - . If Mbomb insists that those drums worth emphasizing, I have to say there're other similar drums in Kiai that you didn't map too (i.e. 01:32:869 - 01:25:734 - 01:26:383 - ). Changing all of these will probably break the consistency of your rhythm arrangement imo.




-Sh1n1- wrote:

Monstrata wrote:

01:08:167 (3,4,5,6,7) - Sounds more like 1/4's than 1/3's. I think you can blame the guitarist for being off, but it really sounds like the guitarist makes a pause on 01:08:140 - and again on 01:08:626 - . Also, 01:08:221 - guitar definitely lands on the red and blue tick, but 01:08:464 - and 01:08:545 - are slightly early.

Feel free to get another opinion too~ If its any help, the other ranked set uses 1/4's instead of 1/3's.
[b]Yeah I was writing something about this too, but monstrata is better at english than me, so I'll say that I'm agree with him, additional I'm in doubt about the current pattern at 00:47:140 (2,3,4,5,6) - cause I don't understand what are you trying to enphasize with hyper dashes like 00:47:788 - or 00:47:464 -, I think that the most relevant sounds are on 00:47:302 - and 00:47:626 -, so I suggest you to re-arrange 00:47:140 (2,3,4,5,6) - with something like this:


and the movements could be something like this:

I have to agree on the part of 00:47:140 (2,3,4,5,6) - to some extent. In fact for most similar repression part for the following next bursts, Deif just kept mapping similar things. So it's probably mapped for consistency from my aspect. However, I don't mind his changing the dash point (or not), while I'd still expect an anti-direction dash right before the downbeat like the current one (even if it would be not a HDash but just a regular one, that would be fine).
Topic Starter
Deif
01:08:221 (3,4,5,6,7) - 02:36:275 (3,4,5,6,7) - Made the first 3 notes 1/4s and the last two were snapped on 1/3s. It's the closest I get to fit with the guitar. Nevermind, went back to 1/3s for the sake of consistency.
00:47:140 (2,3,4,5) - 02:15:356 (2,3,4,5) - Changed as -Sh1n1- suggested.

F D Flourite wrote:

EDIT: and sorry deif. Even you and MBomb had reached an agreement, I still have to say that your previous version on 01:30:113 (3,4) - is better. It has nothing to do with the drum-emphasizing when you just keep following the guitar (when the guitar sound doesn't exceed 1/1 beat) during the kiai, just as something you've done on 01:25:572 (1,2,3,4,1,2) - . If Mbomb insists that those drums worth emphasizing, I have to say there're other similar drums in Kiai that you didn't map too (i.e. 01:32:869 - 01:25:734 - 01:26:383 - ). Changing all of these will probably break the consistency of your rhythm arrangement imo.
Those were the most pronounced guitar beats. The other ones are rather weak or just covered by the drums and can be enough represented by the slider tick, so I'll keep the other 3/4 sliders as they are.

Thanks for your input guys. Let's get this rolling again!
F D Flourite
Let's try it again~

Pattern issues are properly addressed, and snap issues are ... hmm ... taken care of carefully and properly
-Sh1n1-
as promised, real mod this time.



Bunkachou

  1. 01:27:194 (2,3) - siento que deberias agregar un hyper dash ahi, para esto tengo una hipotesis de lo que derrepente trataste de hacer, la consistencia de esta seccion vendria a ser 01:37:734 (3,4) -, imagino que en la segunda mitad del kiai quisiste agregar mas movimientos y jumps por lo que podria entender que el missing hyper dash entre 01:27:194 (2,3) - es intencionado, pero si seguimos revisando el patron entero, 01:27:194 (2) - es un slider mientras que 01:37:572 (2,3) - es un doble hyper dash si contamos 01:37:572 (2,3,4) -, asi que creo que la diferencia es mas que suficiente como para saltarte un hyper dash entre 01:27:194 (2,3) -, para reforzar mi teoria te quiero dar el ejemplo del ultimo kiai, si bien es cierto que el ultimo kiai puede ser sobre enfatizado, has usado el doble hyper dash en 04:15:842 (2,3,4) - tambien, por lo que pienso que seria justo enfatizar 01:27:518 - con un hyperdash.
  2. 02:55:410 (2,3) - lo mismo.
  3. 03:16:383 (6,7) - ¿por que no agregaste un hyper dash ahi? es un sonido de guitarra muy fuerte que merece ser enfatizado tal como lo hiciste en 03:16:978 -, la solucion mas rapida que se me ocurre es la siguiente: 03:16:167 (4,5,6) - trata de hacer esto mas lineal, de tal manera que se vea un poco mas estirado como para que te de espacio a crear un hyperdash entre 03:16:383 (6,7) -.
  4. 03:16:978 (9,1) - este jump se siente muy forzado, desde mi punto de vista podria ser algo como 03:25:572 (3,4) - ya que la guitarra es la misma en 03:25:734 -, pero ahi no lo enfatizaste.
  5. 03:20:059 (3,4) - aca tambien te voy a pedir que le agreges un hyper dash, la guitarra es diferente y mas prominente si lo comparas con el resto de la seccion en 03:18:761 (2,3,4,5,6,7,8,1,2,3) -.
  6. 03:32:059 (4) - este sonido tambien me parece que es merecedor de un hyper dash, aparte tengo una pequeña duda, esta 03:32:221 (5) - bien snapeado? fue tu intencion dejarlo en 1/4? porque sigue mejor la guitarra y la bateria en 1/2.
  7. desde 04:05:788 - hasta 04:06:437 - la guitarra es prominente, aparte que la intensidad de la seccion esta trabajando como preludio hacia el kiai, me hubiera gustado ver unos buenos streams de 1/4, solo como referencia pero la guitarra es la misma que 04:16:167 (4,5,6,7,8,9) - asi que no seria consistente saltarte ese sonido.
  8. 03:46:653 (1,2,3,4,5,6,7,8,9,10,11,12,13) - bueno las reglas dicen que no excedas de 16 frutas, asi que seria bueno que re-acomodes tus NCs, ya sabes que la gente anda buscando lo minimo para pedir un DQ.
  9. 04:48:599 (4,5) - suena mejor sin sampleset drum imo, lo digo por la consistencia mostrada alrededor de toda esta seccion, esta parte en especifica suena muy diferente al testearlo.

Es todo de mi parte Deif, call me back!, now sleep time :'(
Topic Starter
Deif
-Sh1n1-
as promised, real mod this time.



Bunkachou

  1. 01:27:194 (2,3) - siento que deberias agregar un hyper dash ahi, para esto tengo una hipotesis de lo que derrepente trataste de hacer, la consistencia de esta seccion vendria a ser 01:37:734 (3,4) -, imagino que en la segunda mitad del kiai quisiste agregar mas movimientos y jumps por lo que podria entender que el missing hyper dash entre 01:27:194 (2,3) - es intencionado, pero si seguimos revisando el patron entero, 01:27:194 (2) - es un slider mientras que 01:37:572 (2,3) - es un doble hyper dash si contamos 01:37:572 (2,3,4) -, asi que creo que la diferencia es mas que suficiente como para saltarte un hyper dash entre 01:27:194 (2,3) -, para reforzar mi teoria te quiero dar el ejemplo del ultimo kiai, si bien es cierto que el ultimo kiai puede ser sobre enfatizado, has usado el doble hyper dash en 04:15:842 (2,3,4) - tambien, por lo que pienso que seria justo enfatizar 01:27:518 - con un hyperdash. (Agregado un hyper en ambos kiais en esa parte)
  2. 02:55:410 (2,3) - lo mismo.
  3. 03:16:383 (6,7) - ¿por que no agregaste un hyper dash ahi? es un sonido de guitarra muy fuerte que merece ser enfatizado tal como lo hiciste en 03:16:978 -, la solucion mas rapida que se me ocurre es la siguiente: 03:16:167 (4,5,6) - trata de hacer esto mas lineal, de tal manera que se vea un poco mas estirado como para que te de espacio a crear un hyperdash entre 03:16:383 (6,7) -. (Moví el principio del slider (7) para crear el hyper)
  4. 03:16:978 (9,1) - este jump se siente muy forzado, desde mi punto de vista podria ser algo como 03:25:572 (3,4) - ya que la guitarra es la misma en 03:25:734 -, pero ahi no lo enfatizaste. (No estoy de acuerdo. El drift de la guitarra es bastante prominente y se merece un hyper)
  5. 03:20:059 (3,4) - aca tambien te voy a pedir que le agreges un hyper dash, la guitarra es diferente y mas prominente si lo comparas con el resto de la seccion en 03:18:761 (2,3,4,5,6,7,8,1,2,3) -. (Lo estuve pensando, pero al final me decidí en dejarlo como un dash normal. La guitarra es bastante inconsistente y prefiero agregar hypers en beats más marcados que ese, o al menos no hacer de repente un 1/3 hyper. Debería bastar con el dash que lleva ahora para que no sea muy confuso)
  6. 03:32:059 (4) - este sonido tambien me parece que es merecedor de un hyper dash, aparte tengo una pequeña duda, esta 03:32:221 (5) - bien snapeado? fue tu intencion dejarlo en 1/4? porque sigue mejor la guitarra y la bateria en 1/2. (Solo agregué algo más de distancia con respecto a la nota anterior. No creo que la guitarra necesite muchos hyper en esa parte. Con respecto al snap tienes razón, acorté ese slider moviendo el final al 1/6 previo y ahora suena bastante mejor)
  7. desde 04:05:788 - hasta 04:06:437 - la guitarra es prominente, aparte que la intensidad de la seccion esta trabajando como preludio hacia el kiai, me hubiera gustado ver unos buenos streams de 1/4, solo como referencia pero la guitarra es la misma que 04:16:167 (4,5,6,7,8,9) - asi que no seria consistente saltarte ese sonido. (No lo veo necesario. Intenté acentuar el drum desde 03:57:356 - hasta 04:06:437 - para que la introducción al último kiai sea algo más asequible)
  8. 03:46:653 (1,2,3,4,5,6,7,8,9,10,11,12,13) - bueno las reglas dicen que no excedas de 16 frutas, asi que seria bueno que re-acomodes tus NCs, ya sabes que la gente anda buscando lo minimo para pedir un DQ. (Intenté equilibrar algo los NCs de esa sección entera para que ninguno exceda los 16 combos)
  9. 04:48:599 (4,5) - suena mejor sin sampleset drum imo, lo digo por la consistencia mostrada alrededor de toda esta seccion, esta parte en especifica suena muy diferente al testearlo. (Cambiado)

Es todo de mi parte Deif, call me back!, now sleep time :'(
Thanks for your check!
-Sh1n1-
ok, estoy conforme con las respuestas, no hay necesidad de demorar mas, felicidades chicos.

Ascendance
I actually have to question something concerning the quality of the beatmap. I know this is your kind of "thing" that you do Deif, but I'm really wondering that with all your years of experience that you could just do something more creative...

If you'll watch the video I post below, we see a severe flaw in the integrity of the map. I know for me personally, I would never push forward a map where I've copypasted and flipped patterns, but that's just my style, you know. I know that you tend to do this quite often across different maps, but honestly I feel like this is just upsetting in terms of quality. The entirety of the first two kiais are exactly the same.

Now, correct me if I'm wrong, but you aren't a beginner mapper, and with the title of Elite Mapper, and even MORE than that, a Quality Assurance Team member, you surely have some more creativity built up over the past years to at least try to make the kiais different from each other. The song sounds the same, but there really is no reason to copypaste besides the simple fact of laziness. It's really appalling to see this.

Hopefully you can reconsider this mapping stance, I would really like to see this song mapped to the best it can be, not something that's just lazily put together :/

https://youtu.be/j1htRgp-Y14
Topic Starter
Deif
I won't deny I copypasted entire sections because it's true, nothing new about my lazy uncreative maps. If there's something that works and fits afterwards, I'll surely use it again.

Thanks for testplaying the beatmap!
Ascendance
You should consider learning what "variety" means and how it can improve the quality of a map :< I really love this song and it's a fantastic map, it just hurts to see such little effort put into the climax of the song.. I know and I'm sure you know that you can do something new in that section without ruining your vision of "if it works might as well just make it the same". You can maintain similar emphasis and distances without making patterns (or even the whole section) EXACTLY the same. It's not even an attempted DQ or anything, I'm just.. disappointed.
Trent
Your title should be "Elite Copy Paster"
Katsuragi
i agree with ascendance and qebrus
Raiden
my kiais are literally the same except 2 or 3 extra notes for more impact

if something works, you should probably use it again. I'm not a ctb mapper, but I disagree with you guys.
F D Flourite
You guys surely raised a controversial argument that cannot be discussed throughly in a specific map thread. In fact whether copy+paste a section is a problem has been discussed in many places for many times. Still, no conclusion that everyone accepts (or even most ppl accept) is made. So I'm pretty sure if such a discussion is made here, it cannot be terminated.

Personally, I neither agree nor disagree with the comment. So, if there's still no common view throughout the community, I'll leave the decision to the mapper, because he/she's the one who creates the map.
Monstrata
p/5806463

The same topic was discussed here and resulted in a bubble-pop. I think it's worth discussing. If this passes though, I think we should refer to Deif's argument for future instances of copy/paste since it's very general and can apply to almost all songs. I'm not agreeing or disagreeing with the issue, but if QAT's involved here are mostly for allowing copy pasting sections, then lets use it more often with the same reasoning until it is discussed in Ranking Criteria i guess.

I think a lot of mappers would be for this tbh, since it definitely saves time and energy especially on mapping long songs. Most mappers don't do this right now because modders tend to point this out as being uncreative, but that stance can always change.

---

Reading F D F's comment, I agree. Whether this is allowed/disallowed cannot be concluded in this mapset.

What i'd like to get at though, is whether this mentality should become more widespread. I'd ideally like to see mappers in the future refer to sets like this as a valid reason to reuse patterns that work well. After all, if it plays perfectly fine, the only reason you wouldn't reuse it is because you fee you aren't being creative, or are being lazy for doing so.

Would love to hear some more opinions about this mentality becoming popularized again. I can start including them in my mapsets too to popularize the idea again. Andrea used to do this a lot if I remember haha.
Kurokami
You shouldn't use an osu! mapset as example in a thread of catch/taiko imo. I do understand that copy pasting better be avoided if possible but you, Monstrata, of all people should know the differences between osu! and osu!catch. osu!catch has a much more limited way of expressing the song, therefore re-using patterns could happen. I personally prefer to avoid copy paste but I know Deif's style and he has this for ages already and you probably won't change this no matter what. We are not forcing anyone to change his way of mapping.

I only see that as soon as ascendance appeared waving his hand, a few other popped in, said nothing creative, then disappeared while the rest of the community do not care at all. Then you, Monstrata, came with an unrelated example. No, whatever will be the conclusion of this thread, this must not be used as an example in other mode or even thread and all of you should understand it.

Also, I expect some trolls to appear with a map where they copy pasted sections to get it ranked fast. ¯\_(ツ)_/¯
Ascendance

Kurokami wrote:

You shouldn't use an osu! mapset as example in a thread of catch/taiko imo. I do understand that copy pasting better be avoided if possible but you, Monstrata, of all people should know the differences between osu! and osu!catch. osu!catch has a much more limited way of expressing the song, therefore re-using patterns could happen. I personally prefer to avoid copy paste but I know Deif's style and he has this for ages already and you probably won't change this no matter what. We are not forcing anyone to change his way of mapping.

I only see that as soon as ascendance appeared waving his hand, a few other popped in, said nothing creative, then disappeared while the rest of the community do not care at all. Then you, Monstrata, came with an unrelated example. No, whatever will be the conclusion of this thread, this must not be used as an example in other mode or even thread and all of you should understand it.

Also, I expect some trolls to appear with a map where they copy pasted sections to get it ranked fast. ¯\_(ツ)_/¯
It isn't used as an example, but more as a reference point. There are thousands of ways to express a song, no two mappers would map something the same way. Laziness should not be a "style" and we shouldn't be making excuses for Deif's design choices. We aren't forcing him to change his way of mapping, only for him to reconsider his stance of emphasis on the most powerful point of the song. Devaluing other people's statements when there's active discussion is the opposite of what a QAT should be doing though. As I remember, the job of the QAT now is to help facilitate discussion where it opens up. Why don't we continue discussing instead of saying "osu! =/= osu!catch so it doesn't matter"? Really, I'd like more opinions from people who aren't the mapper / the gder / the nominator. They're obviously biased, and I think outside opinions are nice.
Ideal
wew
Ellyu
p/6011180

Another popped example.

As a mapper I want to know the answer too. Since most of the music have similarity in some parts,does it emphasize the music well by copying the same patterns?

Anyway good map and I really enjoy it. gratz for qualified. :D
Kyuare
I didn't even notice the copypaste while playing it.
I think that copypaste is fine when it fit the song, but no more than one time. (imo)
Nelly
It fits the song what are you talking about
Monstrata
@Kurokami

I'm not using the standard set as an example of what should or should not be done. That's not my intention. I'm referencing it because other BN's in the past have expressed disapproval of copy/pasting whole sections of music. My intention was to show that there is reasonable disagreement about this topic from the BNG. It has nothing to do with expressing songs between standard and catch, so you really just misread me.

As I already stated. My intention isn't to say "we shouldn't allow copy pasta". I'm raising the question "should we start supporting Deif's reply as a valid reasoning for future cases?" Anyways, I'm interested in how the BN"s nominating this set think about the copy/paste too. Perhaps they aren't aware of it. I didn't notice the copy/paste on Ren's map until some people pointed it out xD.
Kurokami
Well, I do not like copy pasting either, I prefer just marking where the jumps should go (consistency) then make something different but at the same time, I know it is Deif's style of mapping and actually, there are quite some people with the similar style. While I do understand why you pointed out that as an example, in osu! doing something different while maintaining some kind of similarity is easier due to having both axis but catch slightly differs in this matter. I do not like using examples across game modes, to be honest. Each BN and community members have a different viewpoint.

That said, I'm against the idea of making his answer an official one.

@Ascendance

I'm not devaluing anyone's opinion, sorry if it felt that way, but there was a DQ request by Monstrata so I just came to answer. As you said, no two mapper will map something the same way, he likes copy pasting patterns and sections and actually I see no fault in that. He mapped the other 4:30 minute by himself and only copied ~25 sec because he thinks it fits well, I do not think that count as laziness.
F D Flourite

Monstrata wrote:

https://osu.ppy.sh/forum/p/5806463

The same topic was discussed here and resulted in a bubble-pop. I think it's worth discussing.
In fact, this example is somehow invalid not due to the mode difference but the situation difference. In the current nomination system, a BN can simply pop a bubble with a reason that he himself believes, even if nobody supports him. But that's not actually the case when a map's going to be disqualified. If a valid conclusion could be barely reached even after the disqualification, I don't see the reason of disqualification.

Besides, if another BN came in after Battle popped that map in the example, the new BN was still allowed to bubble the map with disagreeing Battle's pop. But if a map's disqualified for the same reason, it actually can hardly be bubbled before the discussion is done, which is more harmful to the mapset and the mapper: in the previous case, mappers are still fine to keep their opinions and look for some other BNs that agree with them; while in the latter case, mappers are more likely to be forced to make a change. That's unfair. So I believe bubble pop and disqualification should be considered differently, otherwise those ppl who hold disagreement should allow the mapset to be qualified again even if the "problem" isn't solved.

I'm not biased to support the copy/paste or not. I'm just talking about an available attitude toward controversial arguments. People, and more specificly, nominators, are divided. We all know that we don't easily change our minds during the debate (because we've already had debates and there was no conclusion). And we in fact are actually aware that endless debate on a specific mapset will eventually turn into a gambling: People on each side are hoping that more incoming ppl would support their side, while they know that it's all about luck and the result does not represent the real common sense of this community because most ppl don't even care about this thread. So, I think the real thing we have to do is to make a community discussion (or more badly, community vote), instead of making a specific mapset suffering for this debate.


Ellyu wrote:

As a mapper I want to know the answer too. Since most of the music have similarity in some parts,does it emphasize the music well by copying the same patterns?
The answer is, it depends on different BNs and different cases, as I stated before. BNs are now divided on the opinion of copy/paste and still I believe no general conclusion is made yet.
Natsu
there is nothing wrong with copy paste if the music is the same then we can call it consistency.
Monstrata
Okay fair enough. Seems there is a good amount of support for stuff like this actually. I had expected this to be more widely considered a negative. I don't have anything against it, was just looking for some more discussion which I got, thanks!

I think I will be using this more in the future now haha.
Surono

Natsu wrote:

there is nothing wrong with copy paste if the music is the same then we can call it consistency.
💯 I would do like that too, copypastahhh

its about consistency, if its really repetitive or boring yea variety could be applied ( Optional ), but still better than randomly.
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