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kamome sano - </emotional> [CatchTheBeat|Osu]

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jabronski
bu-bu-bu-bu-bu-bu-bu-bu-bu-bu-bu-bu-bu-bu-bu-bu-bu-bu-bu-sb
semaphore
u go dude holy shit
Topic Starter
Girl
so uhhhhhhhh whats happening with ctb
Sc4v4ng3r
afhpodsfhdnsfpaohf sorry for late, doormat asked me to check this so here I am

[Catharsis]
  1. 01:22:077 (7,1) - 01:27:595 (5,1) - I really don't hear anything significant changing in the song here, the only thing which is implicitly shown is the build-up to the next bass drop, which if these are trying to emphasize, is doing it wrong. For how repetitive the sound gets in this section I would rather make them just walks but if you want to add some hypers you could add some towards the end of the section (like at 01:26:301 (8,1) - , not at 01:23:457 (5,1) - ) for build-up.
  2. 03:00:008 (3,1) - Being the calm part of the song, this hyper somehow still has higher than average distance on it. It's not even the chorus yet, so this really doesn't make the mood feel right. Would highly recommend to reduce the distance, same goes for 03:02:767 (3,1) - (did you copypasta)
  3. 04:47:767 (1,2,3,4) - Only double 1/4 hyper that's in this section(including the previous chorus), it's an odd one out compared to 03:58:112 (1,2) - and similar others. It's not too uncomfortable to play, sure, but it being not consistent can throw players off. Would make a hyper only to (3) instead for simplicity.
Honestly I don't see any critical flaws in the map. Movement matches the song well imo and other issues are very minor that it will just be overshadowed during play, so the ctb diffs should be fine.
Ascendance
I'll fix it sunday don't touch don't touch
Dea ex machina
Seeing as how these are all mods for my sections, I'll be applying the mods.

Sc4v4ng3r wrote:

afhpodsfhdnsfpaohf sorry for late, doormat asked me to check this so here I am

[Catharsis]
  1. 01:22:077 (7,1) - 01:27:595 (5,1) - I really don't hear anything significant changing in the song here, the only thing which is implicitly shown is the build-up to the next bass drop, which if these are trying to emphasize, is doing it wrong. For how repetitive the sound gets in this section I would rather make them just walks but if you want to add some hypers you could add some towards the end of the section (like at 01:26:301 (8,1) - , not at 01:23:457 (5,1) - ) for build-up. I agree with this. I've made everything walkable.
  2. 03:00:008 (3,1) - Being the calm part of the song, this hyper somehow still has higher than average distance on it. It's not even the chorus yet, so this really doesn't make the mood feel right. Would highly recommend to reduce the distance, same goes for 03:02:767 (3,1) - (did you copypasta) Reduced distance for both jumps
  3. 04:47:767 (1,2,3,4) - Only double 1/4 hyper that's in this section(including the previous chorus), it's an odd one out compared to 03:58:112 (1,2) - and similar others. It's not too uncomfortable to play, sure, but it being not consistent can throw players off. Would make a hyper only to (3) instead for simplicity. Done!
Honestly I don't see any critical flaws in the map. Movement matches the song well imo and other issues are very minor that it will just be overshadowed during play, so the ctb diffs should be fine.
Thanks for the mod!
updated diff sent to Girl via pm
Ascendance
I knew they taught english in Canada, but what's the issue with basic reading comprehension lol
Dea ex machina

Ascendance wrote:

I knew they taught english in Canada, but what's the issue with basic reading comprehension lol
Common sense would suggest mods directed to me should be applied by me. Whether or not I have given you permission in the past to apply mods for me should have zero impact on my right to revoke that request and apply mods myself at any given time.

That being said, take note that from this point forward I will be applying mods for my sections on my own.
Ascendance
bold italic underline

edit: I don't really want to work with someone who feels entitled to just come back and pick up credit after I've done most of the hard work. The mapset was left to me so I intend to keep it as such. Like, when you give away an item to charity, you can't just say "well oh it was mine originally so it's still mine". If you don't like that, you can suggest for me to remove all your parts and I'll map them myself, to avoid conflict.
Ascendance

Sc4v4ng3r wrote:

afhpodsfhdnsfpaohf sorry for late, doormat asked me to check this so here I am

[Catharsis]
  1. 01:22:077 (7,1) - 01:27:595 (5,1) - I really don't hear anything significant changing in the song here, the only thing which is implicitly shown is the build-up to the next bass drop, which if these are trying to emphasize, is doing it wrong. For how repetitive the sound gets in this section I would rather make them just walks but if you want to add some hypers you could add some towards the end of the section (like at 01:26:301 (8,1) - , not at 01:23:457 (5,1) - ) for build-up. I've adjusted them appropriately as you suggested~
  2. 03:00:008 (3,1) - Being the calm part of the song, this hyper somehow still has higher than average distance on it. It's not even the chorus yet, so this really doesn't make the mood feel right. Would highly recommend to reduce the distance, same goes for 03:02:767 (3,1) - (did you copypasta) Seems like the person in question did indeed copypaste it, so I've fixed it accordingly~
  3. 04:47:767 (1,2,3,4) - Only double 1/4 hyper that's in this section(including the previous chorus), it's an odd one out compared to 03:58:112 (1,2) - and similar others. It's not too uncomfortable to play, sure, but it being not consistent can throw players off. Would make a hyper only to (3) instead for simplicity. Fixed it!
Honestly I don't see any critical flaws in the map. Movement matches the song well imo and other issues are very minor that it will just be overshadowed during play, so the ctb diffs should be fine.
Thank you kindly~

https://puu.sh/wXvmB/cac13b3420.rar
Topic Starter
Girl
updated
AncuL
04:13:974 - i feel that this place is better to put the preview point at
Mamat
Storyboarder: Storyboarder :thinking:
-Sh1n1-


Unused hitsound: drum-hitfinish.wav

Fiance's Catharsis

  1. 00:06:244 (7) - is it on purpose? move to 00:06:258 -
  2. from 00:31:215 - to 00:32:508 - why didn't you follow the 1/4 here? I was wonder while testplaying, if this is an overdose, this kind of sounds shouldn't be skipped imo, but yeah, don't add hyperdashes cause you are still on a calm part.
  3. 00:33:284 - this sound definitely doesn't deserve hyperdash, take 00:33:974 - as a reference cause it is the next strong sound and you should mark the difference between such sounds.
  4. I wanna ask you, wich part is more intense? 00:12:250 - or 00:33:974 -? well it's obviously that 00:33:974 - is the calmest part, right? but why your current hyperdashes are showing me the opposite? idk how high vocal pitches work as hyperdashes now while on the previous sections some parts like 00:25:698 - for example, were simple jumps, remove some hyperdashes like 00:35:008 (3,1) - 00:36:560 (3,1) - 00:37:250 (2,3) - 00:37:939 (4,1) - 00:40:698 (4,1) - 00:45:871 (3,1) -
  5. 00:42:939 (3) - keep following 1/4, looks inconsistent with the rest of notes on this section.
  6. 00:50:181 (4,1) - you missed a hyperdash here, this is a good spot to add something interesting.
  7. 01:00:526 (1,2,3,4,5,1,2,3,4,5,6) - wow this part is perfectly snapped but... it's boring, why everything have the same direction while you could add a movement at 01:00:871 - (some direction change)
  8. 01:10:353 (2,3,4) - it isn't propertly enphasized cause the current transition is too straight, I did some changes and I put the slider-tail of 01:10:353 (2) - to the left of 01:11:733 (3) - and the movement amazing, try it bro.
  9. 01:11:905 (4,5) - nope, remove this hyperdash, first cause the current jump feels forced, second cause 01:12:336 - is similar to 01:11:733 - and you didn't enphasize such jump with hyperdash.
  10. 01:18:112 - this section is the opposite as previous points mentioned on my mod, if you think that my purpose was remove hyperdashes as much as I can, you were wrong, this part lacks of hyperdashes while the instruments are prominent, I wanna suggest you some spots where you can add some hyperdashes: 01:20:871 - 01:26:388 -, if you listen carefully all the ones are working as a beginning of a new stanza same as 01:23:629 -.
  11. 01:28:629 (3,4,5) - mmm hyperdashes are totally unnecesaries here, I think you can keep the hyperdash between 01:28:629 (3,4) - but 01:28:802 (4,5) - don't work at all.
  12. 01:38:974 - works muuuuuch better as a simple note rather than slider, confirmed with test.
  13. 01:47:767 - unrankable, more than 16 fruits.
  14. 02:08:112 (3,4,5,6,7) - ouch, too unconfortable while playing, is a faster change of direction with antiflow, it's totally different as 02:09:491 (2,3,4,5) - , I recommend you something like 02:13:802 (3,4) - instead of 02:08:284 (4,5,6) - to give a little rest and catch the next fruit without troubles.
  15. 02:24:606 (2) - wtf bro, idk what are you following, I'll consider it as unsnapped.
  16. 02:45:871 (2,3) - no hyperdash cause I can't hear something prominent that deserve it, 02:45:957 - understandable cause drums but 02:46:043 - no.
  17. 03:54:664 - NC pls, you really love the risk
  18. 04:13:974 (1,1,1,1) - fruit bounces on the plate, nice fountain effect, I really like it.
  19. 04:46:301 (6,1,2) - you are a savage, if you wanna keep both hyperdashes I recommend you something like 04:45:181 (2,3,4,5) - but you will have problems with this one, you know how is this community bro.
  20. 04:49:836 (1,2,3) - I really hate this patterns from chronoxia and you wanna use it too? please, no bro, I beg you, also 04:49:836 (1,2,3) - it's too fast, totally different as 01:56:043 (1,2,3) - wich is more confortable at gameplay, up to you.

That's all from me, call me back to appled, then Doormat can bubble this, wtf, you are so lucky today :3
Ascendance
Don't touch means don't touch, I'll reply in the morning

-Sh1n1- wrote:



Unused hitsound: drum-hitfinish.wav

Fiance's Catharsis

  1. 00:06:244 (7) - is it on purpose? move to 00:06:258 - I remember it being there for a reason but now I fixed it I guess
  2. from 00:31:215 - to 00:32:508 - why didn't you follow the 1/4 here? I was wonder while testplaying, if this is an overdose, this kind of sounds shouldn't be skipped imo, but yeah, don't add hyperdashes cause you are still on a calm part. Keeping this because I want to continue bringing out the "vocal" parts here. Also this part of the song is pretty calm so ye
  3. 00:33:284 - this sound definitely doesn't deserve hyperdash, take 00:33:974 - as a reference cause it is the next strong sound and you should mark the difference between such sounds. Agreed, fixed.
  4. I wanna ask you, wich part is more intense? 00:12:250 - or 00:33:974 -? well it's obviously that 00:33:974 - is the calmest part, right? but why your current hyperdashes are showing me the opposite? idk how high vocal pitches work as hyperdashes now while on the previous sections some parts like 00:25:698 - for example, were simple jumps, remove some hyperdashes like 00:35:008 (3,1) - 00:36:560 (3,1) - 00:37:250 (2,3) - 00:37:939 (4,1) - 00:40:698 (4,1) - 00:45:871 (3,1) - I didn't remove hyperdashes, but instead I made them a LOT shorter
  5. 00:42:939 (3) - keep following 1/4, looks inconsistent with the rest of notes on this section. Vocal emphasis
  6. 00:50:181 (4,1) - you missed a hyperdash here, this is a good spot to add something interesting. Added
  7. 01:00:526 (1,2,3,4,5,1,2,3,4,5,6) - wow this part is perfectly snapped but... it's boring, why everything have the same direction while you could add a movement at 01:00:871 - (some direction change) I tried lol
  8. 01:10:353 (2,3,4) - it isn't propertly enphasized cause the current transition is too straight, I did some changes and I put the slider-tail of 01:10:353 (2) - to the left of 01:11:733 (3) - and the movement amazing, try it bro. Good idea, fixed!
  9. 01:11:905 (4,5) - nope, remove this hyperdash, first cause the current jump feels forced, second cause 01:12:336 - is similar to 01:11:733 - and you didn't enphasize such jump with hyperdash. That one actually used to be a hyperdash but yeah, I actually like this pattern and I think the emphasis is okay on such strong downbeats.
  10. 01:18:112 - this section is the opposite as previous points mentioned on my mod, if you think that my purpose was remove hyperdashes as much as I can, you were wrong, this part lacks of hyperdashes while the instruments are prominent, I wanna suggest you some spots where you can add some hyperdashes: 01:20:871 - 01:26:388 -, if you listen carefully all the ones are working as a beginning of a new stanza same as 01:23:629 -. Added some
  11. 01:28:629 (3,4,5) - mmm hyperdashes are totally unnecesaries here, I think you can keep the hyperdash between 01:28:629 (3,4) - but 01:28:802 (4,5) - don't work at all. I explained it in an earlier mod, but I think that the hypers here for buildup are pretty good
  12. 01:38:974 - works muuuuuch better as a simple note rather than slider, confirmed with test. good
  13. 01:47:767 - unrankable, more than 16 fruits. Whoops, forgot to add a NC
  14. 02:08:112 (3,4,5,6,7) - ouch, too unconfortable while playing, is a faster change of direction with antiflow, it's totally different as 02:09:491 (2,3,4,5) - , I recommend you something like 02:13:802 (3,4) - instead of 02:08:284 (4,5,6) - to give a little rest and catch the next fruit without troubles. Did something a bit different
  15. 02:24:606 (2) - wtf bro, idk what are you following, I'll consider it as unsnapped. Nice catch, moved it back to 1/4
  16. 02:45:871 (2,3) - no hyperdash cause I can't hear something prominent that deserve it, 02:45:957 - understandable cause drums but 02:46:043 - no. Removed!
  17. 03:54:664 - NC pls, you really love the risk NC'd
  18. 04:13:974 (1,1,1,1) - fruit bounces on the plate, nice fountain effect, I really like it. <3
  19. 04:46:301 (6,1,2) - you are a savage, if you wanna keep both hyperdashes I recommend you something like 04:45:181 (2,3,4,5) - but you will have problems with this one, you know how is this community bro. Let's see how it goes :D
  20. 04:49:836 (1,2,3) - I really hate this patterns from chronoxia and you wanna use it too? please, no bro, I beg you, also 04:49:836 (1,2,3) - it's too fast, totally different as 01:56:043 (1,2,3) - wich is more confortable at gameplay, up to you. Fixed it up a bit!

That's all from me, call me back to appled, then Doormat can bubble this, wtf, you are so lucky today :3
Thanks so much for all your help~

https://puu.sh/x5Q8v/59c6c46e70.rar
Ideal
bubububububububbled soon
Topic Starter
Girl
Updated~ Thanks for the mods
-Sh1n1-
Well everything looks fine now, ctb is ready to go!
Doormat
final check for standard diff was done in irc

after playing that dumb piano trill thing before the first spinner over and over again i actually can't tell if it's 1/3 snap or 1/8 snap since it's really really close to either, lmao. we decided to make it 1/8 for consistency with the ctb diff.

other than that one tidbit the rest of the diff looks good to me. since we now officially got the ctb diff checked over, here's the long awaited bubble, sorry for the wait!

thanks again to sc4v3ng3r and sh1n1 for helping me check the ctb diff uwu
Ascendance
B)
Topic Starter
Girl
🅱)
LowAccuracySS
dab
Voxnola
rude
Lasse
blame ascendance for the pop, he asked me to check it 👀

these slidertracks are so annoying to play with for over 5min
can you try something like SliderTrackOverride : 0,20,40 ?

01:00:526 (1,2,1,2,1,1) - seems like sb colors are off or is that intentional lol
03:52:595 - same with colors here, looks a bit weird to me

idk why your intro uses kick hitnormals when there is nothing in the song to support it
this actually goes for a lot of parts of the map, though in the other parts it seems acceptable to have some additive stuff
could just use no custom hitnormal or default soft for the intro

02:46:733 - this part would also sound much better without kicks, the only really start again from 03:08:457 -
04:59:146 - ^

besides the kick stuff hitsounding is actually pretty nice

00:06:330 (3) - unreadable reverse http://i.imgur.com/VBBW8P7.jpg
Reverse arrows on sliders must not be completely visually obstructed by other hit objects with the default or beatmap-specific skin
also snapping on that sounds a bit weird with 1/12
this whole thing is also really annoying to play with the hitwindow of the reverse slider + weird snap. something like http://i.imgur.com/O8ID6B0.jpg would be nice
00:55:698 (1) - needs more volume
00:58:715 - should be muted / not a kick // 01:15:267 -
02:04:319 (2) - don't really get why this is not a kickslider as it's pretty similar
02:11:215 (1,2,3,4) - 02:22:250 (1,2,1,2) - would be nice to have some consistency here cause it's the same thing
02:23:974 (1) - red tick is very emphasized in the song here but you skip it, why not http://i.imgur.com/vuqAceg.jpg
03:23:974 (2,3,4) - looks really out of place with your other spacing/visual design in this part, just making it even would be cute
03:52:595 - the extremely varying combo lengths seem so weird in this part, I think basing them off half measures instead of full would make this part way nicer (like nc on 03:53:284 (6) - etc) + keeping the current more pattern based ones. just suddenly having these 12+ note combos in the same part is a bit ??
though keeping current comboing on 04:02:250 - is nice cause it fits really well there

04:13:543 (3,4) - should be more spaced, it doesn't stand out from the other things at all despite the noticeable change in the song
04:25:612 (4,1,2,3) - check this with stacking, makes it pretty gross

04:55:353 (1,2,3,4,1,2,3,4) - can you not put random readability spikes with never really used before patterrning 5min into the map

[]
cute map, get it rebubbled and I can qualify
Ascendance
my fault for thinking girl could be competent zzzzzzzz
Topic Starter
Girl

Lasse wrote:

blame ascendance for the pop, he asked me to check it 👀

these slidertracks are so annoying to play with for over 5min
can you try something like SliderTrackOverride : 0,20,40 ? yeah

01:00:526 (1,2,1,2,1,1) - seems like sb colors are off or is that intentional lol intended
03:52:595 - same with colors here, looks a bit weird to me ^

idk why your intro uses kick hitnormals when there is nothing in the song to support it
this actually goes for a lot of parts of the map, though in the other parts it seems acceptable to have some additive stuff
could just use no custom hitnormal or default soft for the intro removed some hitsounds and switched to default soft

02:46:733 - this part would also sound much better without kicks, the only really start again from 03:08:457 -
04:59:146 - ^

besides the kick stuff hitsounding is actually pretty nice

00:06:330 (3) - unreadable reverse http://i.imgur.com/VBBW8P7.jpg

Reverse arrows on sliders must not be completely visually obstructed by other hit objects with the default or beatmap-specific skin
also snapping on that sounds a bit weird with 1/12
this whole thing is also really annoying to play with the hitwindow of the reverse slider + weird snap. something like http://i.imgur.com/O8ID6B0.jpg would be nice okay I have simplified this weird part into your suggestion
00:55:698 (1) - needs more volume made it 70% now
00:58:715 - should be muted / not a kick // 01:15:267 - done
02:04:319 (2) - don't really get why this is not a kickslider as it's pretty similar made it a kickslider now
02:11:215 (1,2,3,4) - 02:22:250 (1,2,1,2) - would be nice to have some consistency here cause it's the same thing okay i made the pattern at 02:11:215 (1,2,3,4) similar to the one at 02:22:250 (1,2,1,2) now
02:23:974 (1) - red tick is very emphasized in the song here but you skip it, why not http://i.imgur.com/vuqAceg.jpg ye sure
03:23:974 (2,3,4) - looks really out of place with your other spacing/visual design in this part, just making it even would be cute wasn't intended to be uneven but i fixed it now :d
03:52:595 - the extremely varying combo lengths seem so weird in this part, I think basing them off half measures instead of full would make this part way nicer (like nc on 03:53:284 (6) - etc) + keeping the current more pattern based ones. just suddenly having these 12+ note combos in the same part is a bit ?? fixed the NC as the way you suggested but kept the 1-2-3-4 NCs for the jump streams as is
though keeping current comboing on 04:02:250 - is nice cause it fits really well there agreed

04:13:543 (3,4) - should be more spaced, it doesn't stand out from the other things at all despite the noticeable change in the song done
04:25:612 (4,1,2,3) - check this with stacking, makes it pretty gross hows about me changing it to this?

04:55:353 (1,2,3,4,1,2,3,4) - can you not put random readability spikes with never really used before patterrning 5min into the map ye sure, i replaced that pattern with a pattern from a similar section from before

[]
cute map, get it rebubbled and I can qualify
Thanks for the help!
Topic Starter
Girl
storyboard fixed
Storyboarder
no u
Doormat
you see those warriors from hammerfell? they've got curved swords. curved. swords.
Mir

Doormat wrote:

you see those warriors from hammerfell? they've got curved swords. curved. swords.
You know I always wondered if that's an innuendo for another curved sword if you know what I'm saying. :bhinking:
Yumeno Himiko
One question on the storyboard, why no tracking circle in the ctb diff but only the std diff?
Also it seems that the tracking circle in the std diff changes color wrongly, e.g.
Topic Starter
Girl

Yumeno Himiko wrote:

One question on the storyboard, why no tracking circle in the ctb diff but only the std diff?
Also it seems that the tracking circle in the std diff changes color wrongly, e.g.
Both diffs had tracking circles but the sb for the ctb diff ran into numerous problems and thus we decided to remove it completely. The colours are intended to be different by the storyboarder.
Yumeno Himiko

Girl wrote:

Yumeno Himiko wrote:

One question on the storyboard, why no tracking circle in the ctb diff but only the std diff?
Also it seems that the tracking circle in the std diff changes color wrongly, e.g.
Both diffs had tracking circles but the sb for the ctb diff ran into numerous problems and thus we decided to remove it completely. The colours are intended to be different by the storyboarder.
I think I didn't make it clear, I know the tracking circle changes color according to nc changes, but it changes wrongly at some timing points.
Lasse
02:34:319 - 02:35:698 - 02:37:077 - 02:38:457 - etc. should probably go over this part again until 02:45:957 - cause it seems to be missing a lot of claps on the snares

get the sb things cleared up and I can qualify
Storyboarder
sb fixed
Topic Starter
Girl

Lasse wrote:

02:34:319 - 02:35:698 - 02:37:077 - 02:38:457 - etc. should probably go over this part again until 02:45:957 - cause it seems to be missing a lot of claps on the snares

get the sb things cleared up and I can qualify
added the claps!
Lasse
osu!catch, formerly known as Catch the Beat or CtB, is a game mode that requires the player to control a character(catcher) who catches falling fruit in tune to the beat.
Ideal
please enable the sb
Stoof
first
Storyboarder
ur mom is fat
show more
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