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FELT - Runway Drive

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Topic Starter
anna apple
This beatmap was submitted using in-game submission on Tuesday, April 10, 2018 at 2:08:55 PM

Artist: FELT
Title: Runway Drive
Source: 東方永夜抄 ~ Imperishable Night.
Tags: bor touhou eiyashou th8 keine kamishirasawa 上白沢 慧音 plain asia プレインエイジア Silver Drive Maika 舞花 NAGI☆
BPM: 160
Filesize: 7052kb
Play Time: 04:06
Difficulties Available:
  1. Easy (1.53 stars, 297 notes)
  2. Hard (3.21 stars, 621 notes)
  3. Insane (3.94 stars, 763 notes)
  4. Normal (2.18 stars, 453 notes)
Download: FELT - Runway Drive
Information: Scores/Beatmap Listing
---------------
Comments as always are welcome~


Most recent Re DL for hitsounds: May 5th 2017
Voli


[Insane]

  1. 00:10:773 (6,7) - while I understand you wanna emphasize (7) due to the finish sound, the spacing change seemed a bit excessive here if you put it into context with 00:10:773 (6) - 's low sv and your previous 1/2 jumps. It's a bit too sudden imo, the emphasis can be kept easily even when lowering the spacing a bit
  2. 00:12:085 (2,3,4) - i think a pattern like this suits the rhythm better https://voli.s-ul.eu/6pDeMTX4.png
  3. 00:33:648 (1,2,1) - It's more suitable to do something like this https://voli.s-ul.eu/BjH4uWbE.png to illustrate the emphasis on 00:36:648 (1) - better. Your pattern as of now would make me think that the most important sound is on 00:36:460 (2) -
  4. 00:54:460 (4,1) - same as above basically, running out of space here isn't a really a good excuse to not give proper spacing emphasis to 00:54:648 (1) - what about this? https://voli.s-ul.eu/bI1SR1cZ.png (you did it properly here 01:16:960 (10,1) - )
  5. 01:04:398 (5,6) - what if you lowered the slider velocity of these sliders by a bunch? it'd give way more power to these sliders afterwards 01:05:148 (1,2) - , when all the background music kicks in and stuff, rn your sv is the same making 01:05:148 (1,2) - feel very underwhelming as a result (i recommend lowering the spacing on 01:04:398 (5,6) - a bit aswell)
  6. 01:17:148 (1) - i feel like the stronger vocal + drum sound at the end of this slider should have a clickable object, perhaps split this up in 2 sliders
  7. 01:20:710 (2,3) - why are they stacked? o.o thats weird
  8. 01:25:585 (10,11,12) - just space them the same, the pitch height (which i assume thats what you're going for) is exactly the same so theres no need to space 01:25:960 (12) - further than the rest
  9. 01:29:523 (2) - it's up to you, but i'd put a note on the white tick and a slider on the red tick instead of this, the reason is that you captured the first piano sound well with this slider 01:28:960 (1) - but the second one goes ignored here which, to me, could be better
  10. 01:29:898 (3) - if you applied the above, make this one follow the piano properly aswell
  11. 01:44:148 (1,2) - these feel a bit too close, i get that you wanted to stack the sliderend, but perhaps stack it on 01:43:773 (6) - instead so theyre not so clumped in a corner together
  12. 01:58:585 (7,8,9) - there should be more distance between 8 and 9 as they're both strong claps and you spaced 7 and 8 very widely
  13. 02:10:960 (4,1) - same as i said for similar pattern before, as you escalated the spacing, having 02:11:148 (1) - be spaced lower doesnt work too well
  14. 02:20:523 (3) - I think the repeat is unnecessary, there's only two percussion beats not three
  15. 02:41:335 (9,10) - Move them a bit further apart mayb visuals
  16. 02:45:835 (1,2,3,4,5,6,7) - wh why are they so LOW SPACED make them proper jumps? \o/ this buildup sounds pretty intense
  17. 02:51:648 (1,2,3) - https://voli.s-ul.eu/hKnBpvk8.png would be better here imo to emphasize 02:52:210 (3) - correctly
  18. 03:39:085 (8,9,10,1) - cool
  19. 03:54:273 (13) - Maybe a slider from white to blue tick would work well here because of the whoooosh sound (whatever instrument that is), perhaps a round, flowing shape would do well https://voli.s-ul.eu/NYGpEYID.png just an idea tho
Okbai
Topic Starter
anna apple

Voli wrote:



[Insane]

  1. 00:10:773 (6,7) - while I understand you wanna emphasize (7) due to the finish sound, the spacing change seemed a bit excessive here if you put it into context with 00:10:773 (6) - 's low sv and your previous 1/2 jumps. It's a bit too sudden imo, the emphasis can be kept easily even when lowering the spacing a bit its not excessive
  2. 00:12:085 (2,3,4) - i think a pattern like this suits the rhythm better https://voli.s-ul.eu/6pDeMTX4.png maybe, though there is a progression to this part, so I made that clear through my rhythm
  3. 00:33:648 (1,2,1) - It's more suitable to do something like this https://voli.s-ul.eu/BjH4uWbE.png to illustrate the emphasis on 00:36:648 (1) - better. Your pattern as of now would make me think that the most important sound is on 00:36:460 (2) - I've tried this, though there is a sound on 00:36:460 (2) - louder than the cymbal hit.
  4. 00:54:460 (4,1) - same as above basically, running out of space here isn't a really a good excuse to not give proper spacing emphasis to 00:54:648 (1) - what about this? https://voli.s-ul.eu/bI1SR1cZ.png (you did it properly here 01:16:960 (10,1) - ) never ran out of space here. 1 has emphasis because the movement changes from going down/left, to up then right
  5. 01:04:398 (5,6) - what if you lowered the slider velocity of these sliders by a bunch? it'd give way more power to these sliders afterwards 01:05:148 (1,2) - , when all the background music kicks in and stuff, rn your sv is the same making 01:05:148 (1,2) - feel very underwhelming as a result (i recommend lowering the spacing on 01:04:398 (5,6) - a bit aswell) why lower them, there are strong vocals here I want to emphasize, lowering sv would weaken that.
  6. 01:17:148 (1) - i feel like the stronger vocal + drum sound at the end of this slider should have a clickable object, perhaps split this up in 2 sliders long vocal hold is why 1/1, also I put strong sounds to slider ends all over the map. so this one is not out of place .
  7. 01:20:710 (2,3) - why are they stacked? o.o thats weird its roughly the same sound as the slider that was just passed
  8. 01:25:585 (10,11,12) - just space them the same, the pitch height (which i assume thats what you're going for) is exactly the same so theres no need to space 01:25:960 (12) - further than the rest nobody will notice pitch to height, its spacing to pitch.
  9. 01:29:523 (2) - it's up to you, but i'd put a note on the white tick and a slider on the red tick instead of this, the reason is that you captured the first piano sound well with this slider 01:28:960 (1) - but the second one goes ignored here which, to me, could be better the drum sounds are to the slider heads
  10. 01:29:898 (3) - if you applied the above, make this one follow the piano properly aswell
  11. 01:44:148 (1,2) - these feel a bit too close, i get that you wanted to stack the sliderend, but perhaps stack it on 01:43:773 (6) - instead so theyre not so clumped in a corner together it looks fine when I look at it.
  12. 01:58:585 (7,8,9) - there should be more distance between 8 and 9 as they're both strong claps and you spaced 7 and 8 very widely rhythm is now changed.
  13. 02:10:960 (4,1) - same as i said for similar pattern before, as you escalated the spacing, having 02:11:148 (1) - be spaced lower doesnt work too well maybe in your mind, though not mine. explained prior
  14. 02:20:523 (3) - I think the repeat is unnecessary, there's only two percussion beats not three fixed
  15. 02:41:335 (9,10) - Move them a bit further apart mayb visuals looks fine to me.
  16. 02:45:835 (1,2,3,4,5,6,7) - wh why are they so LOW SPACED make them proper jumps? \o/ this buildup sounds pretty intense NO THANKS
  17. 02:51:648 (1,2,3) - https://voli.s-ul.eu/hKnBpvk8.png would be better here imo to emphasize 02:52:210 (3) - correctly it's already emphasized correctly as explained prior prior
  18. 03:39:085 (8,9,10,1) - cool
  19. 03:54:273 (13) - Maybe a slider from white to blue tick would work well here because of the whoooosh sound (whatever instrument that is), perhaps a round, flowing shape would do well https://voli.s-ul.eu/NYGpEYID.png just an idea tho no
Okbai
Aeril
run away drive
Peter
Normal
00:25:585 (3,4,5) and 01:06:273 (2,3,4,5) and 01:57:273 (3,4,5,6,7,8) - a bit too confusing to read for normal
00:54:273 (5,6) - make stack consistent with rest 01:18:273 (2,3,4) and 01:13:023 (6,7,8)

Hard
00:39:648 (10) and 03:57:648 (9) and 04:00:835 (17) and 04:03:648 (25) - Should be NC Third Downbeat
01:40:210 (3,1) - stack these

Insane
Turn off countdown
Dashyy-
hm

normal:
spinner end is unsnapped i think
00:25:585 (3,4,5) - don't think it's a good idea to have this in the lowest diff of set lol. scrubs aren't used to stacks yet and probably can;t even read 5, so i wouldm suggest making a clearer path to 5, maybe something like [ur=https://gyazo.com/bd3315f8d2c63ec7636956d8818fbec1l]this [/url
00:31:585 (3,4,5) - if ur follolwing vocals i think [url=00:31:585 (3,4,5) -]this[/url] rhythm would work better cuz ur current rhythm skips over high pitched vocal on red tick :(
00:51:648 (1,3) - 3 is visable before 1 is gone, so players might have a hard time reading this pattern becuase of it. maybe do something like this to indicate a clearer pattern?
01:06:460 (3,5) - like 00:25:585 (3,4,5) -, making clear patterns in a low diff is a must have for scrubs to be able to read those patterns. moiving 5 slightly up would even be better as it shows the player that 5 is the next object
01:18:273 (2,3,4) - maybe use the same rhythm as 01:06:273 (2,3,4) - ? latter rhythm compliements the vocals better, which you seem to be following

there's a lot of other stacks in the diff (02:11:898 (3,5) - and 02:03:085 (3,5,6) - just to name a few) that suffwer the same problem as 00:25:585 (3,4,5) - and 01:06:460 (3,5) . go through them and try to make clearer paths for the objects.

hard:
00:11:335 (8) - nc this since this is the same ds as the triple before it (00:10:773 (5,6,7) - ), so i feel like it would be better to differentiate the spacing between them
00:17:523 (5,6) - why isn't spacing consistent with 00:14:523 (7,8) - (and don't tell me u have no room that's not an excuse mister)
00:39:648 (10) - shouldn't this be nced cuz u did it here 00:45:648 (1) -
01:10:023 (7) - clap pls

insane:
disable countdown

too big brain for me
Topic Starter
anna apple

PeterEU wrote:

Normal
00:25:585 (3,4,5) and 01:06:273 (2,3,4,5) and 01:57:273 (3,4,5,6,7,8) - a bit too confusing to read for normal
00:54:273 (5,6) - make stack consistent with rest 01:18:273 (2,3,4) and 01:13:023 (6,7,8)

Hard
00:39:648 (10) and 03:57:648 (9) and 04:00:835 (17) and 04:03:648 (25) - Should be NC Third Downbeat no
01:40:210 (3,1) - stack these ok

Insane
Turn off countdown

Dashyy- wrote:

hm

normal:
spinner end is unsnapped i think
00:25:585 (3,4,5) - don't think it's a good idea to have this in the lowest diff of set lol. scrubs aren't used to stacks yet and probably can;t even read 5, so i wouldm suggest making a clearer path to 5, maybe something like [ur=https://gyazo.com/bd3315f8d2c63ec7636956d8818fbec1l]this [/url
00:31:585 (3,4,5) - if ur follolwing vocals i think [url=00:31:585 (3,4,5) -]this[/url] rhythm would work better cuz ur current rhythm skips over high pitched vocal on red tick :(
00:51:648 (1,3) - 3 is visable before 1 is gone, so players might have a hard time reading this pattern becuase of it. maybe do something like this to indicate a clearer pattern?
01:06:460 (3,5) - like 00:25:585 (3,4,5) -, making clear patterns in a low diff is a must have for scrubs to be able to read those patterns. moiving 5 slightly up would even be better as it shows the player that 5 is the next object
01:18:273 (2,3,4) - maybe use the same rhythm as 01:06:273 (2,3,4) - ? latter rhythm compliements the vocals better, which you seem to be following

there's a lot of other stacks in the diff (02:11:898 (3,5) - and 02:03:085 (3,5,6) - just to name a few) that suffwer the same problem as 00:25:585 (3,4,5) - and 01:06:460 (3,5) . go through them and try to make clearer paths for the objects.

hard:
00:11:335 (8) - nc this since this is the same ds as the triple before it (00:10:773 (5,6,7) - ), so i feel like it would be better to differentiate the spacing between them i change nc differently
00:17:523 (5,6) - why isn't spacing consistent with 00:14:523 (7,8) - (and don't tell me u have no room that's not an excuse mister) aaa
00:39:648 (10) - shouldn't this be nced cuz u did it here 00:45:648 (1) - no crash cymbal
01:10:023 (7) - clap pls ok

insane:
disable countdown yeeee

too big brain for me
hypercyte
hm


normal:

04:06:835 (1) - id end spinner on the white tick, since that's where it sounds like it should finish tbh (adjust the green line too)

00:24:648 (1) - id probably add a finish here too but it's not as strong as the others so i'll leave this one to you (maybe lower volume finish)

00:47:523 (4) - add finish

00:59:898 (2) - add finish on second slider reverse?

hard:

i would say split up combo at the end but

insane:

enable countdown
then disable it afterwards thx



too big brain for me
RVMathew
Note: I will apply the above mods soon, but I will probably overhaul the map.
RVMathew

PeterEU wrote:

Normal
00:25:585 (3,4,5) and 01:06:273 (2,3,4,5) and 01:57:273 (3,4,5,6,7,8) - a bit too confusing to read for normal Will be fixed.
00:54:273 (5,6) - make stack consistent with rest 01:18:273 (2,3,4) and 01:13:023 (6,7,8) Will be fixed.

Dashyy- wrote:

hm

normal:
spinner end is unsnapped i think
00:25:585 (3,4,5) - don't think it's a good idea to have this in the lowest diff of set lol. scrubs aren't used to stacks yet and probably can;t even read 5, so i wouldm suggest making a clearer path to 5, maybe something like [ur=https://gyazo.com/bd3315f8d2c63ec7636956d8818fbec1l]this [/url Will be fixed.
00:31:585 (3,4,5) - if ur follolwing vocals i think [url=00:31:585 (3,4,5) -]this[/url] rhythm would work better cuz ur current rhythm skips over high pitched vocal on red tick :( Will be fixed.
00:51:648 (1,3) - 3 is visable before 1 is gone, so players might have a hard time reading this pattern becuase of it. maybe do something like this to indicate a clearer pattern? Will be fixed.
01:06:460 (3,5) - like 00:25:585 (3,4,5) -, making clear patterns in a low diff is a must have for scrubs to be able to read those patterns. moiving 5 slightly up would even be better as it shows the player that 5 is the next object Sure
01:18:273 (2,3,4) - maybe use the same rhythm as 01:06:273 (2,3,4) - ? latter rhythm compliements the vocals better, which you seem to be following Applied.

there's a lot of other stacks in the diff (02:11:898 (3,5) - and 02:03:085 (3,5,6) - just to name a few) that suffwer the same problem as 00:25:585 (3,4,5) - and 01:06:460 (3,5) . go through them and try to make clearer paths for the objects. Will be fixed in the remap.


too big brain for me

hypercyte wrote:

hm


normal:

04:06:835 (1) - id end spinner on the white tick, since that's where it sounds like it should finish tbh (adjust the green line too) Done

00:24:648 (1) - id probably add a finish here too but it's not as strong as the others so i'll leave this one to you (maybe lower volume finish) Hitsounds will be copied from final diff.

00:47:523 (4) - add finish Hitsounds will be copied from final diff.

00:59:898 (2) - add finish on second slider reverse? Hitsounds will be copied from final diff.

I also have to delete a lot of green lines.

too big brain for me
Huge remap underway.
Edit: Done
Topic Starter
anna apple
stuff updated btw
hypercyte
don’t forget to add icekalt to tags !1!1!!11
Halfslashed
[General]
Add Icekalt to tags, also your past name bor.
Source should be: 東方Project or 東方永夜抄 ~ Imperishable Night.
Tags you can add: touhou eiyashou th8 keine kamishirasawa 上白沢 慧音 plain asia プレインエイジア Silver Drive Maika 舞花 NAGI☆

[Hard]
00:39:648 (10) - Add NC.
04:00:835 (17) - Nice reference but I don't find it as fitting as in the other map due to your rhythms, but this works a lot better in the top difficulty. A less extreme way to handle the fadeout representation via NC would be NCing this object, since you typically stick to a NC per two measures rule, and ending with NCing every 4 measures would work well.

Call me back when you're ready.
Topic Starter
anna apple

Halfslashed wrote:

[Hard]
00:39:648 (10) - Add NC. this is copied fr omthe top difficulty, where the nc in this section is to help show the progression on the cymbals, so i will add nc at 00:47:523 -
04:00:835 (17) - Nice reference but I don't find it as fitting as in the other map due to your rhythms, but this works a lot better in the top difficulty. A less extreme way to handle the fadeout representation via NC would be NCing this object, since you typically stick to a NC per two measures rule, and ending with NCing every 4 measures would work well. .

Call me back when you're ready.
sorry i made this delay :(
Topic Starter
anna apple
holy FUCKING shit
RVMathew
Nice
Halfslashed
Its now a one man show
Icekalt
gratz~
Sotarks
make your break time consistent with topdiff, and overall checked map is solid just poke me when you're ready.
Sotarks
ok
Izzywing
Waow
Monstrata
Questionable diff settings tbh lol. I think you forgot to change the OD and HP on Hard? lol OD same as Insane, HP same as Normal. Not unrankable tho but be more careful next ranked set~
Topic Starter
anna apple

Monstrata wrote:

Questionable diff settings tbh lol. I think you forgot to change the OD and HP on Hard? lol OD same as Insane, HP same as Normal. Not unrankable tho but be more careful next ranked set~
also the cs for hard an insane are the same
I think the OD being 7.6 is a decent number to avoid the notelocking for 1/4th beats in both the hard and the insane

as for the HP I probably would have more preffered something like 5 4 3 2 from insane to easy, but also the NC systems between the diffs are pretty unique so HP can be the same setting between diffs and have different effects

thanks for you concern again monstrata! <3 much love :3
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