u go dude holy shit
Thanks for the mod!Sc4v4ng3r wrote:
afhpodsfhdnsfpaohf sorry for late, doormat asked me to check this so here I am
[Catharsis]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.
- 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.
- 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
- 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!
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.Ascendance wrote:
I knew they taught english in Canada, but what's the issue with basic reading comprehension lol
Thank you kindly~Sc4v4ng3r wrote:
afhpodsfhdnsfpaohf sorry for late, doormat asked me to check this so here I am
[Catharsis]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.
- 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~
- 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~
- 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!
Thanks so much for all your help~-Sh1n1- wrote:
Unused hitsound: drum-hitfinish.wavFiance's Catharsis
- 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
- 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
- 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.
- 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
- 00:42:939 (3) - keep following 1/4, looks inconsistent with the rest of notes on this section. Vocal emphasis
- 00:50:181 (4,1) - you missed a hyperdash here, this is a good spot to add something interesting. Added
- 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
- 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!
- 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.
- 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
- 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
- 01:38:974 - works muuuuuch better as a simple note rather than slider, confirmed with test. good
- 01:47:767 - unrankable, more than 16 fruits. Whoops, forgot to add a NC
- 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
- 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
- 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!
- 03:54:664 - NC pls, you really love the risk NC'd
- 04:13:974 (1,1,1,1) - fruit bounces on the plate, nice fountain effect, I really like it. <3
- 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
- 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
Reverse arrows on sliders must not be completely visually obstructed by other hit objects with the default or beatmap-specific skinalso snapping on that sounds a bit weird with 1/12
Thanks for the help!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.jpgReverse arrows on sliders must not be completely visually obstructed by other hit objects with the default or beatmap-specific skinalso 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
You know I always wondered if that's an innuendo for another curved sword if you know what I'm saying. :bhinking:Doormat wrote:
you see those warriors from hammerfell? they've got curved swords. curved. swords.
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 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.
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.Girl wrote:
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 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.
added the claps!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
UndeadCapulet wrote:
hey uh i dont wanna make a scene or anything but the hitsounds in the ctb diff were ripped from naitoshi's version without permission or credit
naitoshi said it was ok to ascendance bc ascendance's set was about to be bubbled, but for various reasons naitoshi doesn't want to be associated with girl's set in any way
girl never asked permission so using them in this set is mapstealing
glad to be here thanks,Girl wrote:
welcome to china-wwwww wrote:
welcome to markham