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Ito Kanako - Uncontrollable [CatchTheBeat]

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Topic Starter
Yumeno Himiko
This beatmap was submitted using in-game submission on 2017年10月28日 at 10:29:17

Artist: Ito Kanako
Title: Uncontrollable
Source: CHAOS;CHILD
Tags: ChäoS;Child opening op tv size 5pb. 科学アドベンチャーシリーズ SCIENCE ADVENTURE SERIES 妄想科学ADV Mousou Kagaku ADV 伊藤香奈子 examination exam
BPM: 210
Filesize: 3059kb
Play Time: 01:29
Difficulties Available:
  1. Gigalomaniacs (5.56 stars, 371 notes)
  2. Platter (3.2 stars, 319 notes)
  3. Rain (4.33 stars, 340 notes)
  4. Salad (1.98 stars, 212 notes)
Download: Ito Kanako - Uncontrollable
Information: Scores/Beatmap Listing
---------------
If you are God, and the delusion becomes reality. About what kind of the noids you get?
Is it the sensual world? The despotic society? The destructive sanctions? Or...



Thanks to Shad0w1and for the video. Sorry I forget to take the video in when it goes to ranked LoL
sxy62146214
O.O
sxy62146214
本不该嘴欠摸图,但是看到你正在上传就下了一下。
OK

[ Chaos]
恩是的,难度如其名,开起来的确有点Chaos :)
00:10:266 (1,2,3) - 感觉莫名其妙的摆法,一个Dash出去然后回到原来的x,(我认为)向来不是一个好选择
00:27:838 (3) - 从"("改成“”“)”?
00:36:266 (7,8,9,10,1,2) - 同1

并不太回摸Overdose,觉得不错。

骗星...3
Shurelia
beep
2017-01-17 17:26 examination: hey
2017-01-17 17:26 Shurelia: yo
2017-01-17 17:26 examination: testplay my new map <3
2017-01-17 17:26 Shurelia: sure !
2017-01-17 17:26 Shurelia: np
2017-01-17 17:26 examination: ACTION is listening to [https://osu.ppy.sh/b/1183358 Itou Kanako - Uncontrollable]
2017-01-17 17:27 Shurelia: d;ing
2017-01-17 17:32 Shurelia: hoooo
2017-01-17 17:33 Shurelia: nice map
2017-01-17 17:33 examination: lol
2017-01-17 17:33 Shurelia: new op?
2017-01-17 17:33 examination: ok finally i have a nice overdose
2017-01-17 17:33 examination: opening of chaos;child tv
2017-01-17 17:33 Shurelia: even though there are some sliders movement that too slow despite of the overall map's movement.
2017-01-17 17:34 Shurelia: probably that jump.
2017-01-17 17:34 Shurelia: need to be nerfed.
2017-01-17 17:34 examination: that jump is intended :o
2017-01-17 17:34 Shurelia: too much emphasis
2017-01-17 17:34 Shurelia: i know.
2017-01-17 17:35 examination: ahh ok
2017-01-17 17:36 Shurelia: 00:05:266 (4) - can you maake it straight instead?
2017-01-17 17:36 Shurelia: currently I need to brake a bit to catch the entire droplets.
2017-01-17 17:37 Shurelia: which is awkward.
2017-01-17 17:37 examination: ok
2017-01-17 17:39 Shurelia: 00:14:552 (6) -
2017-01-17 17:39 Shurelia: moce this to 196
2017-01-17 17:39 Shurelia: would play much better imo
2017-01-17 17:39 examination: I had it fixed now :D
2017-01-17 17:39 Shurelia: 00:05:266 (4,1) - oooo
2017-01-17 17:40 Shurelia: that explain why the random miss.
2017-01-17 17:40 Shurelia: can you extend 4 to end it at blue instead?
2017-01-17 17:40 Shurelia: quite inconsistent rhythm with
2017-01-17 17:40 Shurelia: 00:04:409 (1,2,3) -
2017-01-17 17:40 examination: I remapped that pattern
2017-01-17 17:40 Shurelia: alright then
2017-01-17 17:40 Shurelia: just make sure to not leave 4 and 1 a 1/4 gap. :D
2017-01-17 17:42 examination: ok I updated these two patterns
2017-01-17 17:42 examination: :D
2017-01-17 17:43 Shurelia: 00:16:552 (4,5,6,7) - a pixel
2017-01-17 17:43 Shurelia: *some pixels
2017-01-17 17:44 Shurelia: either reduce the distances or just make a different pattern.
2017-01-17 17:44 examination: good, I gonna reduce the ds a bit
2017-01-17 17:49 Shurelia: 00:36:266 (7,8,9,10) - kinda not fit
2017-01-17 17:49 Shurelia: with the previous hyper
2017-01-17 17:49 examination: hmm
2017-01-17 17:49 Shurelia: just roate it a bit
2017-01-17 17:49 examination: let me try this with a more vertical pattern
2017-01-17 17:49 Shurelia: about 30 or so.
2017-01-17 17:49 Shurelia: since the current stream is too slow
2017-01-17 17:51 examination: I made it easier to catch now
2017-01-17 17:51 Shurelia: alright.
2017-01-17 17:52 Shurelia: don't worry, the 90's jump is fine now
2017-01-17 17:52 Shurelia: I'm just too noob.
2017-01-17 17:53 Shurelia: why my laptop suddenly give me random lags.
2017-01-17 17:53 Shurelia: uuuuu
2017-01-17 17:53 examination: lol
2017-01-17 17:53 examination: mine too
2017-01-17 17:56 Shurelia: 00:57:838 (2) -
2017-01-17 17:56 Shurelia: should start
2017-01-17 17:56 Shurelia: 00:57:909 -
2017-01-17 17:56 Shurelia: at here
2017-01-17 17:56 examination: ok
2017-01-17 17:57 Shurelia: also make the slider ends at 00:58:195 - for better emphasis to kiai
2017-01-17 17:57 Shurelia: basically you can just move the slider to 00:57:909 - and you're done
2017-01-17 17:57 examination: lol
2017-01-17 17:57 examination: I already changed it
2017-01-17 17:59 Shurelia: 01:06:266 (1,2,3,4) - hmmmmm
2017-01-17 17:59 Shurelia: idk but probably 1,2,3,4 all of them need more emphasis
2017-01-17 17:59 examination: hmmmmmm
2017-01-17 17:59 examination: will all of them HDashes be too hard?
2017-01-17 18:00 Shurelia: naah, it won't/
2017-01-17 18:00 Shurelia: the drum will support it well
2017-01-17 18:01 Shurelia: something like this ? https://shurelia.s-ul.eu/Pk22tMW7
2017-01-17 18:03 examination: ok I tried four red fruits and I can catch them all
2017-01-17 18:03 examination: ;w;
2017-01-17 18:03 Shurelia: yep, tested it and it play well.
2017-01-17 18:07 Shurelia: also
2017-01-17 18:07 Shurelia: 01:06:981 (6) -
2017-01-17 18:07 Shurelia: i mean
2017-01-17 18:07 Shurelia: 01:06:838 (5,6,7,8) -
2017-01-17 18:07 Shurelia: make it just like this ?
2017-01-17 18:07 Shurelia: https://shurelia.s-ul.eu/QgUXmj6e ?
2017-01-17 18:08 Shurelia: if you really added the 4 HDs.
2017-01-17 18:15 examination: ahh
2017-01-17 18:15 examination: no
2017-01-17 18:15 examination: I used them too often in other maps
2017-01-19 19:03 Shurelia: ooh you're here
2017-01-19 19:03 Shurelia: wanna irc now?
2017-01-19 19:04 examination: k
2017-01-19 19:04 Shurelia: maa, lemme start with slad first
2017-01-19 19:04 examination: sure
2017-01-19 19:07 Shurelia: 00:19:123 (1) - can you rotate it 45 degree
2017-01-19 19:07 Shurelia: kinda too hard to be read tbh
2017-01-19 19:08 examination: ok
2017-01-19 19:09 Shurelia: 00:36:266 (1,2) - a bit too dangerous
2017-01-19 19:09 Shurelia: might just stack these on 00:37:409 (1) -
2017-01-19 19:10 examination: hmm I'll move them to x:176
2017-01-19 19:10 examination: cut down a bit
2017-01-19 19:10 Shurelia: that's ok
2017-01-19 19:12 Shurelia: 00:57:123 (2) - idk but this one gonna be easy to miss
2017-01-19 19:12 Shurelia: nerf it a bit?
2017-01-19 19:12 Shurelia: also 00:57:695 (3) - might want to try on x:384 ?
2017-01-19 19:12 Shurelia: same reason.
2017-01-19 19:12 Shurelia: looks kinda confusing to me.
2017-01-19 19:13 Shurelia: actually
2017-01-19 19:13 Shurelia: 00:57:695 (3) - is already ok
2017-01-19 19:13 Shurelia: 01:20:838 (1,2,1,2) - buff these.
2017-01-19 19:13 examination: I wish a dash here so I made that 2.6x ds
2017-01-19 19:14 Shurelia: I can catch these without any dash.
2017-01-19 19:14 examination: well I nerf it a bit
2017-01-19 19:14 examination: ok
2017-01-19 19:15 Shurelia: that's all for salad i guess/
2017-01-19 19:15 examination: kkkk
2017-01-19 19:16 Shurelia: ACTION is playing [https://osu.ppy.sh/b/1183877 Itou Kanako - Uncontrollable [Platter]] <CatchTheBeat> +DoubleTime
2017-01-19 19:17 Shurelia: somehow I only able to check a platter whether it's good or not.
2017-01-19 19:17 Shurelia: by playing it with DT lol
2017-01-19 19:17 examination: :o
2017-01-19 19:20 Shurelia: 00:06:838 (2) - can you try to place it at 384 instead
2017-01-19 19:20 Shurelia: kinda awkward for broking my zig-zag movements at here.
2017-01-19 19:21 examination: ok
2017-01-19 19:21 Shurelia: if you do
2017-01-19 19:22 Shurelia: make another zig-zag with placing 00:07:123 (3) - ontop of 00:06:552 (1) - or somewhere else
2017-01-19 19:22 Shurelia: continued with 4
2017-01-19 19:22 Shurelia: but that
2017-01-19 19:22 Shurelia: gonna make 00:07:695 (1) - lost its emphasis
2017-01-19 19:22 Shurelia: 00:05:409 (1,2,3,4,1,2,3,4) - probably you need to re-map this one
2017-01-19 19:24 Shurelia: 00:27:552 (2) - gonna hard for acc xd, but sure
2017-01-19 19:25 examination: ok I remapped that parts
2017-01-19 19:25 examination: lol that's a tricky anti-flow
2017-01-19 19:25 examination: but easy to catch
2017-01-19 19:25 Shurelia: yep lol
2017-01-19 19:27 Shurelia: 01:23:980 (3) -
2017-01-19 19:28 Shurelia: just make it asme like the previous one
2017-01-19 19:28 Shurelia: 01:23:552 (2) -
2017-01-19 19:29 Shurelia: hol
2017-01-19 19:29 Shurelia: y
2017-01-19 19:30 Shurelia: a
2017-01-19 19:30 Shurelia: i just realized
2017-01-19 19:30 Shurelia: that you put HP on all diffs is very low.
2017-01-19 19:30 Shurelia: probably add +1 - 1,2 to all diff.
2017-01-19 19:30 examination: o
2017-01-19 19:30 examination: ok
2017-01-19 19:30 examination: lol
2017-01-19 19:30 Shurelia: ACTION is playing [https://osu.ppy.sh/b/1183490 Itou Kanako - Uncontrollable [Rain]] <CatchTheBeat> +Hidden
2017-01-19 19:30 Shurelia: platter should be all
2017-01-19 19:36 examination: ok
2017-01-19 19:37 Shurelia: 00:03:980 (4,1) -
2017-01-19 19:37 Shurelia: damn
2017-01-19 19:37 Shurelia: this is why i keep missing on this part.
2017-01-19 19:37 Shurelia: can make 00:03:980 (4,1) - to start at 00:04:266 - instead?
2017-01-19 19:37 examination: hmm
2017-01-19 19:37 Shurelia: i mean
2017-01-19 19:37 examination: I was following vocal
2017-01-19 19:37 examination: but it feels a bit awkward lol
2017-01-19 19:38 Shurelia: i know but this is really weird.
2017-01-19 19:38 Shurelia: honestly.
2017-01-19 19:39 examination: fixed
2017-01-19 19:39 examination: also gonna fix this in overdose
2017-01-19 19:39 Shurelia: 00:03:980 (4,1,2,3,4,5) - yeah Hidden player gonna hate this one.
2017-01-19 19:40 Shurelia: 00:05:409 (1) - and you did it correctly at 00:05:409 (1) - here
2017-01-19 19:40 examination: fixed now :D
2017-01-19 19:41 Shurelia: 00:16:980 (1,2,1,2,1,2,1,2) - for some reason the first 1-2 didn't have HD
2017-01-19 19:41 Shurelia: i mean
2017-01-19 19:41 Shurelia: first 2
2017-01-19 19:42 examination: that's intended
2017-01-19 19:42 Shurelia: hoo
2017-01-19 19:44 Shurelia: should be all for now , i guess
2017-01-19 19:44 examination: :D ok
2017-01-19 19:46 examination: time to get your kd
2017-01-19 19:46 Shurelia: aight.
Topic Starter
Yumeno Himiko

sxy62146214 wrote:

本不该嘴欠摸图,但是看到你正在上传就下了一下。
OK

[ Chaos]
恩是的,难度如其名,开起来的确有点Chaos :)
00:10:266 (1,2,3) - 感觉莫名其妙的摆法,一个Dash出去然后回到原来的x,(我认为)向来不是一个好选择 这个pattern不难接 我特地削了距离
00:27:838 (3) - 从"("改成“”“)”? 故意造逆flow很难受
00:36:266 (7,8,9,10,1,2) - 同1

并不太回摸Overdose,觉得不错。

骗星...3
thx for your check

thx a lot for Shurelia's irc mod :)
Xinnoh
boop

get an anime bg, current one isn't that good tbh.

Salad
General: Make more clear distinctions between dashes and walks
There's way too many dashing left/right repetitive patterns in kiai, plate is just going back and forth with the occasional slowdown for a slider. Use smaller spacing in general to have less dash spamming
Would probably look better aesthetically if slider tick was 2
00:01:695 (3,1) - This dash seems larger than the other dashes in the opening. Would suggest to increase the others to this size so it's clearer that they are dashes
00:04:266 (1,2,1) - Second dash should be larger cause the beat starts playing on it
00:06:266 (4,1) - Just make most of the dashes that look like they could be walked bigger so it's clear it's either a dash or a walk
00:07:695 (1,2,3,1) - Spacings should be reversed a little, first ones small, second ones larger. Matches pitch because second is higher
00:21:409 (1,2) - Have a consistent spacing between 1,2 in places like 00:22:266 (3,1) -
00:25:409 (2,3,1) - Little difference between the walk and dash here
00:38:838 (1) - In this general section for the next 10-15 seconds there's a lot of tap dashing. Dashes should more just be used for emphasises with most of it walkable on salad
00:59:409 (2,3,4,1) - Dashing back and forth is overused as I mentioned in the top

Platter
00:44:409 (2) - Move 2 above 1 to simplify this, harder than others atm
00:55:409 (6) - Move left a little for better aesthetic
01:04:266 (4,5,6,7) - Back and forth might be a bit much
01:11:695 (1,2) - Seems a bit farther compared to other walks
01:15:980 (2) - Make this go left to simplify

Rain
00:24:695 (4) - NC somewhere
00:37:409 (1) - Htsound
00:52:838 (3,4,5,1) - Flow is a bit hard to follow here, could nerf around 3,4,5
01:15:409 (2,3) - Underspaced significantly
01:23:123 (1,2) - Could reduce a little, since that last 1/1 threw me off

Chaos
00:03:123 (1,2) - Seems a bit too small to flow well
00:18:695 (3) - Should be closer since the last pattern implies it's stacked
00:36:409 (2,1) - imo 1/1 gaps on the same side are cancer :/ really against the meta
00:56:123 (4) - rotate clockwise a little for leniancy
01:10:409 (1,2,5,6) - These patterns are really hard to follow, change a little
01:14:980 (1) - Up SV a little, easy to miss droplet
01:23:266 (2,1) - cancer

Quality goes up with the difficulty. gj on the top diffs, may want to improve stuff on salad though
Topic Starter
Yumeno Himiko

Sinnoh wrote:

boop

get an anime bg, current one isn't that good tbh. Lazy to search one. In fact it's hard to find a moe girl bg.

Salad
General: Make more clear distinctions between dashes and walks
There's way too many dashing left/right repetitive patterns in kiai, plate is just going back and forth with the occasional slowdown for a slider. Use smaller spacing in general to have less dash spamming
Would probably look better aesthetically if slider tick was 2 kk I'll fix this soon.
00:01:695 (3,1) - This dash seems larger than the other dashes in the opening. Would suggest to increase the others to this size so it's clearer that they are dashes I cut down ds a bit here
00:04:266 (1,2,1) - Second dash should be larger cause the beat starts playing on it fine
00:06:266 (4,1) - Just make most of the dashes that look like they could be walked bigger so it's clear it's either a dash or a walk fixed
00:07:695 (1,2,3,1) - Spacings should be reversed a little, first ones small, second ones larger. Matches pitch because second is higher nerfed a bit
00:21:409 (1,2) - Have a consistent spacing between 1,2 in places like 00:22:266 (3,1) - ok
00:25:409 (2,3,1) - Little difference between the walk and dash here fixed
00:38:838 (1) - In this general section for the next 10-15 seconds there's a lot of tap dashing. Dashes should more just be used for emphasises with most of it walkable on salad ok I'll remap these
00:59:409 (2,3,4,1) - Dashing back and forth is overused as I mentioned in the top fixed

Platter
00:44:409 (2) - Move 2 above 1 to simplify this, harder than others atm ok I also nerfed the ds a bit
00:55:409 (6) - Move left a little for better aesthetic a grid left
01:04:266 (4,5,6,7) - Back and forth might be a bit much moved 01:04:552 (6) and it should be fine now
01:11:695 (1,2) - Seems a bit farther compared to other walks moved a bit
01:15:980 (2) - Make this go left to simplify I think this pattern is fine

Rain
00:24:695 (4) - NC somewhere done
00:37:409 (1) - Htsound ok
00:52:838 (3,4,5,1) - Flow is a bit hard to follow here, could nerf around 3,4,5 hmm I think it's easy to follow here, so I keep it no change
01:15:409 (2,3) - Underspaced significantly Intended, since the later pattern contains large dashes
01:23:123 (1,2) - Could reduce a little, since that last 1/1 threw me off

Chaos
00:03:123 (1,2) - Seems a bit too small to flow well nerfed a bit
00:18:695 (3) - Should be closer since the last pattern implies it's stacked closer now
00:36:409 (2,1) - imo 1/1 gaps on the same side are cancer :/ really against the meta seem fine from my point of view
00:56:123 (4) - rotate clockwise a little for leniancy ok
01:10:409 (1,2,5,6) - These patterns are really hard to follow, change a little not that hard to catch XD
01:14:980 (1) - Up SV a little, easy to miss droplet fixed
01:23:266 (2,1) - cancer still, this is not a really hard pattern imo

Quality goes up with the difficulty. gj on the top diffs, may want to improve stuff on salad though
thx a lot! remapped some parts of the Salad diff.
LiousPL
NM Request Mod. (when I end my new map project, and upload it I messege you for mod, ok?)
  • Itou Kanako - Uncontrollable
    General
    1. Change combo color 5 to a lighter one (It little mixed up with a black background).
    2. I think change wallpaper to anime it's good idea too.

      Chaos
    3. 00:01:980 (1,2) - Little closer.
    4. 00:05:695 (2) - To x:256
    5. 00:09:695 (3,1) - This 1 is hard to pick after this hdash. Reduce the distance.
    6. 00:13:409 (1) - Change this slider like this https://osu.ppy.sh/ss/7112923 becouse this is easier to caught after the 1/4 hdash
    7. 00:35:123 (1,2) - Move 2 closer to 1
    8. 00:35:552 (4,5) - Move 5 closer to 1
    9. 00:35:980 (7) - New combo here is good idea.
    10. 00:48:838 (1,2,3,4) - Hard to pick this all.
    11. 00:53:838 (4,5,6,7) - ^
    12. 01:12:980 (2) - Move to x:380 for better flow
    13. 01:13:123 (3) - Move to x:244
    14. 01:15:695 (1,2,3,4) - Take this all little closer to each other

      Rain
    15. 00:15:980 (2) - Ctrl + H
    16. 00:16:266 (3) - To x:80
    17. 01:00:980 (4) - To x:352 becouse there are better flow.
    18. 01:06:695 (4,5) - Ctrl + H for better beat drop here.

      Platter
    19. 00:09:266 (2) - To x:304 for small break
    20. 00:16:980 (1,2,3,4) - Take them all closer to each one, for better start slower part here.
    21. 00:57:123 (1) - To x:240 for a small break again

      Salad
    22. 00:16:980 (1,2,1,2,1,2,1,2) - - Maybe this first 2 to x:176, second 2 to x:384, third 1 to x:144, fourth 1 to x:416 (and little close them) like https://osu.ppy.sh/ss/7113156
    23. 00:39:695 (1,2,3) - Some more movement here.
    24. 00:58:552 (2) - Ctrl + H for better flow.
    25. 01:29:409 (1) - Maybe curve this slider a little? Like Ctrl + >?
Topic Starter
Yumeno Himiko

LiousPL wrote:

NM Request Mod. (when I end my new map project, and upload it I messege you for mod, ok?) sure, just pm me your map XD
  • Itou Kanako - Uncontrollable
    General
    1. Change combo color 5 to a lighter one (It little mixed up with a black background).
    2. I think change wallpaper to anime it's good idea too. sure gonna find a moe girl bg owo

      Chaos
    3. 00:01:980 (1,2) - Little closer. ok
    4. 00:05:695 (2) - To x:256 I don't think reduce ds here is a nice choice, as I want to emphasize the jump
    5. 00:09:695 (3,1) - This 1 is hard to pick after this hdash. Reduce the distance. 00:09:980 (1,2) - actually the ds here is reduced to make sure that players can easily catch the previous pattern.
    6. 00:13:409 (1) - Change this slider like this https://osu.ppy.sh/ss/7112923 becouse this is easier to caught after the 1/4 hdash On the contrary, I think it'll be harder to catch since the moving speed suddenly decreases here.
    7. 00:35:123 (1,2) - Move 2 closer to 1 ok
    8. 00:35:552 (4,5) - Move 5 closer to 1 ^
    9. 00:35:980 (7) - New combo here is good idea. nice idea
    10. 00:48:838 (1,2,3,4) - Hard to pick this all. ds reduced a bit, should be fine now
    11. 00:53:838 (4,5,6,7) - ^ fixed too
    12. 01:12:980 (2) - Move to x:380 for better flow I just reduced the ds here to make a better flow
    13. 01:13:123 (3) - Move to x:244 ^
    14. 01:15:695 (1,2,3,4) - Take this all little closer to each other This pattern works fine to me since I can hardly miss here, but I'll also wait for other modders' opinions.

      Rain
    15. 00:15:980 (2) - Ctrl + H tho, I can hardly understand the reason for an anti-flow but the current flow feels nice imo
    16. 00:16:266 (3) - To x:80 ^ since that isn't changed
    17. 01:00:980 (4) - To x:352 becouse there are better flow. x:320 instead
    18. 01:06:695 (4,5) - Ctrl + H for better beat drop here. I can understand your reason but I just want to make several challenging small jumps here to emphasize the strong beats.

      Platter
    19. 00:09:266 (2) - To x:304 for small break no, the finish deserves a dash here
    20. 00:16:980 (1,2,3,4) - Take them all closer to each one, for better start slower part here. ok, reduced the ds a bit
    21. 00:57:123 (1) - To x:240 for a small break again same reason, this deserves a dash

      Salad
    22. 00:16:980 (1,2,1,2,1,2,1,2) - - Maybe this first 2 to x:176, second 2 to x:384, third 1 to x:144, fourth 1 to x:416 (and little close them) like https://osu.ppy.sh/ss/7113156 seems better now
    23. 00:39:695 (1,2,3) - Some more movement here. I reduced most dashes in these patterns so I don't think I'll change ds here.
    24. 00:58:552 (2) - Ctrl + H for better flow. made it curved instead
    25. 01:29:409 (1) - Maybe curve this slider a little? Like Ctrl + >? ayy I don't think this is necessary, just keep it a vertical slider.

thx a lot for your mod, very useful and nice suggestions~~
Hunter Howl
appearing out of nowhere to give you mod lol

m4m to this https://osu.ppy.sh/s/547283

Salad
- 00:14:552 (1) - a little far than now?
- 00:16:980 (1,2,1,2,1,2,1,2) - the music itself demand from large distance to small so i guess a little re-arranging is gonna gud xd
- 00:21:409 (1) - shouldn't this have a little more movement? 1 grid to left
- 00:22:266 (3) - ^ (1 grid to right)
- 00:36:409 (2) - i think making this one as a clue for the next note is kinda needed (imo) so a few grids to right
- 00:36:838 (1) - ^
rest seems good

Platter
- 00:16:980 (1,2,3,4) - same ones from salad
- 00:28:695 (3) - the movement from this note is kinda awkward i'd say. maybe move it to right a little?
- 00:33:695 (5,6) - it's better to replace those as slider and having dash at (5)
- 00:34:552 (4) - it's kinda far
- 00:34:980 (5) - if this wasn't for HDash then i'm telling you for moving this between lol

Rain
- 00:02:408 (4,5) - this is way too early for 4 1/2 HDash, shouldn't you reduce them to make Dash instead?
- 00:16:980 (1,2,1,2,1,2,1,2) - these goes well from salad & Platter

just 1 stuff i'm concerned
- 01:21:980 (1,2,3,4) - i didn't see this one from platter in which kinda break the gap between

Chaos
why cs5 and hp7?
- 00:02:266 (2) - if you want to keep this, try to reduce the volume. it's kinda of "not fitting"
- 00:13:409 (1,2,3) - i'd like to see if you can flip this. the movement is kinda annoying lol
- 00:14:552 (1) - flip?
- 00:16:980 (1,2,1,2,1,2,1,2) - you should've know by this lol
- 00:18:838 (4) - Synth (can i reffer it like this?) is continiuos so i guess you can extend the slider to 3/4
- 00:21:409 (1) - it'll be good if you turn this into note with Dash for the next one (by that i mean the tail)
- since next patterns are the sameones i'm gonna say so i guess i'll end it like this

allright. that's all. good luck :D
CLSW
[Platter]
00:55:838 (2) - this part isn't good for its inertia, can you make a bit more distance between 00:55:695 (1,2) - ?

cannot find any of special issues, good work!

[Rain]
00:00:838 (1,2,3) - you actually follow the rest of patterns as instrumental, but this one follows vocal. how about to try with instrumental rhythm instead?
00:16:980 (1,2,1,2,1,2,1,2) - HDash usage order looks like completely opposite, try to HDash on 00:16:980 (1,2,1,2) - and make semi edgedash for 00:17:838 (1,2,1,2) - ?
00:32:980 (2) - antiflow here seems inconsistent with its movement, how about to try straight flow? (ctrl + g and replace on x 512)

[Chaos]
00:59:123 (1) - I expected some more jumpy flow, not repetitive slider. how about to make a jump on 00:59:409 - at least?

good map

:idea:
Topic Starter
Yumeno Himiko

Hunter Howl wrote:

appearing out of nowhere to give you mod lol

m4m to this https://osu.ppy.sh/s/547283

Salad
- 00:14:552 (1) - a little far than now? ok
- 00:16:980 (1,2,1,2,1,2,1,2) - the music itself demand from large distance to small so i guess a little re-arranging is gonna gud xd I know, but it's the easiest diff in my set, so I place small dashes.
- 00:21:409 (1) - shouldn't this have a little more movement? 1 grid to left I think it's fine but 1 grid left can make the flow more artistic
- 00:22:266 (3) - ^ (1 grid to right) ^ done
- 00:36:409 (2) - i think making this one as a clue for the next note is kinda needed (imo) so a few grids to right Just a similar pattern to 00:16:980 (1,2,1,2,1,2,1,2), so keep no change atm
- 00:36:838 (1) - ^ ^
rest seems good

Platter
- 00:16:980 (1,2,3,4) - same ones from salad I can understand, but I've adjusted the ds a bit and think it's nice for platter now :(
- 00:28:695 (3) - the movement from this note is kinda awkward i'd say. maybe move it to right a little? ok
- 00:33:695 (5,6) - it's better to replace those as slider and having dash at (5) the slider tail of 5 is following the vocal ;w;
- 00:34:552 (4) - it's kinda far nerfed a bit
- 00:34:980 (5) - if this wasn't for HDash then i'm telling you for moving this between lol ayy I didn't mean to place HDash here, nice catch

Rain
- 00:02:408 (4,5) - this is way too early for 4 1/2 HDash, shouldn't you reduce them to make Dash instead? You're right here, changed to dash
- 00:16:980 (1,2,1,2,1,2,1,2) - these goes well from salad & Platter lol no change!

just 1 stuff i'm concerned
- 01:21:980 (1,2,3,4) - i didn't see this one from platter in which kinda break the gap between I make these jumps with same ds, so wherever it moves, it keeps the same size jumps.

Chaos
why cs5 and hp7? cuz I mapped this diff with cs5, changed HP to 6.5
- 00:02:266 (2) - if you want to keep this, try to reduce the volume. it's kinda of "not fitting" volume reduced a bit here
- 00:13:409 (1,2,3) - i'd like to see if you can flip this. the movement is kinda annoying lol No lol, I tried my best to make this antiflow easy to catch
- 00:14:552 (1) - flip? ^ same reason
- 00:16:980 (1,2,1,2,1,2,1,2) - you should've know by this lol still same reason
- 00:18:838 (4) - Synth (can i reffer it like this?) is continiuos so i guess you can extend the slider to 3/4 fine
- 00:21:409 (1) - it'll be good if you turn this into note with Dash for the next one (by that i mean the tail) nice suggestion
- since next patterns are the sameones i'm gonna say so i guess i'll end it like this

allright. that's all. good luck :D

CLSW wrote:

[Platter]
00:55:838 (2) - this part isn't good for its inertia, can you make a bit more distance between 00:55:695 (1,2) - ? nerfed this pattern a bit

cannot find any of special issues, good work!

[Rain]
00:00:838 (1,2,3) - you actually follow the rest of patterns as instrumental, but this one follows vocal. how about to try with instrumental rhythm instead? just the beginning part, Platter and Overdose are also following vocal, I think it'fine.
00:16:980 (1,2,1,2,1,2,1,2) - HDash usage order looks like completely opposite, try to HDash on 00:16:980 (1,2,1,2) - and make semi edgedash for 00:17:838 (1,2,1,2) - ? ok, it feels better now
00:32:980 (2) - antiflow here seems inconsistent with its movement, how about to try straight flow? (ctrl + g and replace on x 512) ok

[Chaos]
00:59:123 (1) - I expected some more jumpy flow, not repetitive slider. how about to make a jump on 00:59:409 - at least? remapped a bit

good map

:idea:
thx a lot Hunter Howl and CLSW!
changed to a moegirl bg
草草草为了这个bg下了个cg包然后被剧透了一脸 等汉化完赶紧推游戏
SYAHME

examination wrote:

The Chaos diff is made with cs5, so I won't change the cs :(
Please change the CS to 4 :p, tbh your map set is already good.
Kudosu please
Atrue
My first CTB modding post ever wheeeeeee..
I'll use Chinese tho lol

Unused hitsounds:
soft-slidertick10.wav

没看metadata,见谅

其实我在想不用加个cup吗? Salad有点难 233
[Salad]
总算能打了,但是说不出点所以然。 有点感觉跳的间距比较难把握。
01:06:552 (3) - 我自己打的时候觉得有点难,连着的跳有点撑不住
[Platter]
不挑太多了,有些地方可能是我感觉有问题,比如不是很确定consistency在这里是不是也通用
00:26:552 - 觉得漏了音,可以顺便加一下啊,顺着flow来应该不会太难吧? 考虑到感觉的话弄成了个HD,不知道这样能不能行[Rain]
00:18:695 (3) - 我在考虑如果把这个note就放在2的位置呢? like this:00:36:552 - 这里应该可以顺便带一下,加个note cover一下音?[Chaos]
感觉有点吵诶,不过可能本身击打感需要音效强调,这点跟std不太一样。
00:35:409 (3,4) - 感觉跳大了,因为音乐好像没有那么强烈变化, 其他地方的强调反而没有做到这个地步。可以试试这种pattern00:42:838 (4) - 考虑换成大跳吗? 这里感觉滑条带过没有强调到位。
00:57:195 - 这种情况下一般加不加转盘?

求考试大神详解,祝好运
Topic Starter
Yumeno Himiko

Atrue wrote:

My first CTB modding post ever wheeeeeee..
I'll use Chinese tho lol

Unused hitsounds:
soft-slidertick10.wav 好 删了

没看metadata,见谅

其实我在想不用加个cup吗? Salad有点难 233 人懒 不想做了_(:3」∠)_
[Salad]
总算能打了,但是说不出点所以然。 有点感觉跳的间距比较难把握。
01:06:552 (3) - 我自己打的时候觉得有点难,连着的跳有点撑不住 宝贵的意见,改了改了~
[Platter]
不挑太多了,有些地方可能是我感觉有问题,比如不是很确定consistency在这里是不是也通用
00:26:552 - 觉得漏了音,可以顺便加一下啊,顺着flow来应该不会太难吧? 考虑到感觉的话弄成了个HD,不知道这样能不能行

我倒是觉得这里不用加,Platter我本身塞的已经相对较满了 能空拍的地方我尽量空出来

[Rain]
00:18:695 (3) - 我在考虑如果把这个note就放在2的位置呢? like this: 这个可以有,改了以后flow更顺了

00:36:552 - 这里应该可以顺便带一下,加个note cover一下音?加音确实可以加,不过我现在的梗加了这个note会比较别扭,感

觉这个音也不是必要的
[Chaos]
感觉有点吵诶,不过可能本身击打感需要音效强调,这点跟std不太一样。
00:35:409 (3,4) - 感觉跳大了,因为音乐好像没有那么强烈变化, 其他地方的强调反而没有做到这个地步。可以试试这种pattern

嗯不错,我把两边的稍微倾斜了一下00:42:838 (4) - 考虑换成大跳吗? 这里感觉滑条带过没有强调到位。 确实应该是大跳更好,但我这一段的这个地方都是用的滑

条,另一部分是大跳,可以相对减小一点难度

00:57:195 - 这种情况下一般加不加转盘?rc写的 The spacing between the end of a spinner and the next object must be

at least 1/2 a bar regardless of BPM. 这种情况再加转盘的话太短了,不太容易接受


求考试大神详解,祝好运
谢谢黄书~
Atrue
多谢考试大神!
SYAHME

Atrue wrote:

多谢考试大神!
别客气
JBHyperion
CS5 hype :O

mod coming soon
Xinely
黄书大神 :O
Sc4v4ng3r
That reminds me, I need to finish my mod ;-;

M4M as requested.

[General]
  1. Get an anime bg I mean, I have one which might fit the song's mood nicely, maybe you can check out this (dimension's 1920x1080)
[Salad]
  1. Most of the problematic distances are better but some of them still needs further fixing - they still look like dashes when they are intended to be walkable. I'll point out the excessive ones but those borderline ones you gotta spot them out.
  2. There's quite a lot of back and forth basically throughout the whole map, and variation isn't used too much. This could get really tiring for beginners who somehow are starting off with salads, and due to the high BPM the stress on the arm is built up. Kinda relates back to the first point but try to reduce the overall distance(once again) to avoid this.
  3. 00:05:980 (3) - This distance might feel uncomfortable for newbies as nothing special lands on this note. I would reduce the distance to be like 00:07:123 (3) - .
  4. 00:07:695 (1,2,3) - The whole movement feels quite ambiguous on whether to dash or not - and beginners who plays this difficulty will have trouble. I would suggest you to reduce down this to remove the ambiguity.
  5. 00:18:695 (1,1,2) - Personally I find this flow quite intimidating as the BPM is quite high and double anti-flow like this could be quite hard to execute in such a short amount of window they have. I would place (2) on the right side of 00:19:409 (2) - to make a smoother flow.
  6. 00:30:552 (1) - This distance especially feels quite far due to the flow-stop on 00:29:980 (3) - and a distance slightly above the other similar notes like 00:32:838 (1) - . Reduce the distance.
  7. 00:41:123 (4,1) - Swap NC so that it stays consistent with 00:38:838 (1,2) - .
  8. 00:41:980 (1) - I would reduce the distance here a tiny bit because of how 1/2 full horizontal slider looks in high BPM - it could look quite intimidating, especially with it creating an anti-flow.
  9. 00:43:409 (1) - By doing this you are skipping over that beat at 00:43:695 - , which you have emphasized before at 00:38:838 (1,2) - . I would like to see consistency here, so try to separate this into another circle+1/1 slider.
  10. 00:50:552 (2) - This note's strength(or pitch) is comparatively lower than 00:51:123 (1) - so I don't see a reason why this has an equal distance like that. Reduce it, it is also ambiguous at the same time.
  11. 00:53:409 (1,2,1,2) - Due to how much momentum is created by the horizontal sliders ALL of this distance could be seen as dashes, which could be quite challenging for newbies as consecutive dashing could induce a miss, especially due to the high BPM. I highly recommend you to reduce down all of these distances.
  12. 01:04:838 (1,2,3) - Like the second point, I would reduce the overall distance here for the same reason.
  13. 01:10:552 (1,2) - Not only the pattern is used so many times already, but the distance is yet again ambiguous here. Would reduce the distance, and maybe make alteration to the pattern cause it's so often used lol
  14. 01:14:266 (2) - Nothing really special lands here so I suggest you to reduce the distance here as well.
  15. 01:21:409 (2,1,2,1,2,3) - Again, another pattern which requires constant dashing due to the distance. While this is at the end of the song and accentuating it is fine, but having so much consecutive dashes(even though if they aren't intended) can still tire out the beginners. Seeing that there's no Cup, consecutive dashes can be even more challenging. I again highly suggest you to reduce down the overall distance on this pattern.
[Platter]
  1. 00:00:838 (1,2,3) - Ambiguous distances from the start could be confusing, especially due to these 3 notes being the first 3 notes. I would reduce the overall distance here.
  2. 00:08:552 (2) - Another ambiguous distance that is quite hard to be caught by solely walking. Reduce the distance.
  3. 00:09:980 - 00:16:695 - This whole section feels awkward to play. Some of the downbeats are dashes while others can still be caught by walking - combine this with high BPM and this whole section will be very troublesome to play for Platter players. While the patterns themselves are fine, I do believe that you can lay out your dashes better - you could try to have dashes on big white ticks instead of all downbeats for simplicity, and others could be just distance increment(don't make it an ambiguous distance tho).
  4. 00:18:695 (1) - I suggest you to make this a little bit more vertical as the previous rhythm had a lot of dashes, so transitioning into this slider, then into a hyper could be hard.
  5. 00:22:695 (1,2,3) - Without a dash in middle of (2) you can't catch all the objects for these 3 notes. I highly suggest you to reduce down the overall distance and possibly make (2) a little bit more vertical to avoid this, because this pattern is only used from Rains, and even then very rarely.
  6. 00:27:552 (2,3) - Because of how far the droplet of (2) is sticking out to the right, players are forced to move to the right then to the left, and then a hyper to the right, which can get erratic for a Platter. Remember that Platter is just an introduction for hypers, so complex movements including hypers can get quite out of hand. I suggest you to make (2) a simpler slider shape.
  7. 00:30:552 (1) - There's no special instrument here, and all the other downbeats weren't having hypers like this until the next part transition so I would remove this hyper as it is overemphasizing this tick.
  8. 00:37:409 - to 00:46:552 - I feel that you are placing your dashes in the wrong places. Why is 00:38:838 (1) - this a dash without any strong instruments while 00:37:980 (3) - this with at least an electric guitar and a snare doesn't have any? Heck even the doubles like 00:38:266 (4,5) - could get occasional dashes, but going with the weakest one out of the bunch musically doesn't make sense at all. And also the dashes get inconsistent - 00:40:266 (3) - this gets a dash after a measure for a reason that I don't know. I highly suggest you do re-pattern this whole section so that the dashes are both consistent and are landing on the strong beats, rather than the weak ones.
  9. 00:51:123 (1,2,3,4,1,2,3,4) - I know the instrument's more intense here, but due to how horizontal the notes are placed you will require a dash or two in middle of them(like dashing between (1) and (2) then (2) to (3) to give an example), which generally is somewhat of a difficulty spike. Especially when the BPM is high like this, dash heavy patterns like this can be quite erratic and could make the players miss as well. I would reduce the overall distance at least(or even make the sliders more vertical) so that the dashing and walking distance is clearer.
  10. 00:55:980 (3,4,5) - Being just introduced to hyper, a hyper then a dash towards the other direction could well result in a miss. I suggest you to reduce down the distance between (4) and (5).
  11. 00:57:980 - until the end - The kiai has a total of 23 hypers(in span of 18 seconds), while the previous parts in total only had 17 hypers in span of 58 seconds. That, to me, sounds like a very significant difficulty spike. And even then the hyper counter starts racking up right before the kiai, and yea, it does make sense. However, placing so many hypers just because it is the chorus of the song like this can get out of hand - and especially when platter players are just introduced to hypers the amount of hypers can overwhelm them. I highly suggest you to reduce down the number of hypers.(for instance you can remove hyper on 00:59:123 (1) - and 01:00:266 (1) - as nothing too special lands there. Instead, you can make normal dashes to emphasize on the downbeat.)
  12. 01:01:123 (6) - No clap :c
  13. 01:03:695 (1,2,3,4,5,6) - This movement can be quite hard if you didn't maintain a perfect timing for all notes previously, as the momentum created here again requires the players to dash in the middle if you didn't. I already explained why this can be erratic, so reduce the overall distance here.
  14. 01:06:552 (3,4) - I know you like placing hypers like this on build-ups but the hyper distance between these 2 are almost unrankable - they are quite far for players who just got introduced to hypers as well. I highly suggest you to reduce down the distance here.
  15. At least more variation of movement was used here, so other than this the difficulty is okay. Just try to work on those distances.
[Rain]
  1. Movement gets better by each difficulty lol
  2. 00:29:980 (4,5) - Snare on (5) is having the only hyper for its type of hyper, and it doesn't feel right. I would remove it as nothing special is justifying the hyper. Same goes 00:34:552 (4,5) - .
  3. 00:36:195 (4,1) - For players who first see 1/4 hypers in high BPMs like this, the far distance here can get quite challanging to play around. The trigger distance for 1/4 hyper is 3.3x and this is way above it. This isn't even the kiai, so I highly suggest you to reduce down the distance here.
  4. 00:38:838 (5) - I'm still against dashing towards this even in Rain. It really doesn't have anything special on it, so I really think that you should reduce down the distance here. Same goes for all notes alike, like 00:41:123 (5) - and 00:43:409 (5) - etc..
  5. 00:46:980 (3) - Again, this note doesn't have anything really special on it, but it requires a dashing to catch this. This can take players by surprise so I suggest you to reduce down the distance.
  6. 00:57:623 (2,1) - Another 1/4 hyper that is ridiculously far for this level of play. Sure, its close to the edge and the playfield border can act as a 'safety net', and its also right before the kiai, but you can certainly give a more comfortable but the same effect with a low distance. I suggest you to lower the distance to 6.2x or something.
  7. 01:13:838 (8) - This sticks out quite to the left, when the starting notes were quite vertical to begin with((1), (2) and (3)), which could be surprising as this pattern could be viewed as absolutely symmetrical.
  8. 01:14:838 (5,1) - Quite a strong hyper into an anti-flow dash can be quite challanging to execute, and it is real uncomfortable due to the high BPM. I suggest reducing down the distance for the hyper. Same goes for 01:16:123 (6,1) - .
Can't mod the overdose as it's far above my skill level. I literally die in the first 10 seconds lol ;-;
GL! Sorry for modding lesser than you did ;-;
Atrue

Xinely wrote:

黄书大神 :O
是新人 ;w;
Aerene
From my queue \o
Reduce the volume on the last 2 notes on all diff.
Chaos:
IS 4.5 CS NOT EVEN A THING :< (keep ur cs5 it fits really well)
Comment: Nice diff ;w;
00:05:409 (1,2,3) – I know what you’re trying to do here, but it doesn’t really fit to me It just feels lacking. 00:06:266 (4,1,2,3,4,5,6) – I would just map this section using only 1/1 circle if you want to keep it, or else redo this part.

00:16:980 (1,2,1,2,1,2,1,2) – I know what you’re to do in this section (I love it), but these 00:17:409 (1,1,1) – circles needed alittle bit of movement just to catch them. I would move them closer, but not to the point that notes would lie on the same axis (example is 00:17:123 (2,1) – where 1 is at x:384, this should be avoided, atleast go like x:404). (I hope I’m making sense here ;w;)
01:29:552 (1) –remove the nc
00:18:695 (3,4) – move them closer a bit.
Sorry, stopping my mod here in ur highest diff. It has cool flow that I don’t want to change ;w;
Rain:
Comments: If it’s intentional then just ignore this, but I find some distances awkward. Like 00:48:123 (3,4,5) for example. 3 has a big distance on 4 and 5 suddenly reduce distance. Another example is 01:11:695 (1,2,3) - I don’t wanna post them all, because there is a lot ;w;
00:37:409 (1) to 00:46:552 (1) – has a lot of dashing, reduce them pls ;w;
00:37:409 (1) – move it to the left (grid level 2) to the left
00:39:123 (6,7,1) – I would move 5 distances (grid level 2) to the left,
The reason I would move is because of consistency reasons. 00:41:409 (6,7), 00:41:980 (1,2), 00:44:266 (1,2), etc are 1 distance apart
Platter:
Comments: Looks good. :d
00:07:695 (1) – remove this and just make this like a 2 sliders from all of your diff.
00:27:552 (2,3) – feels uncomfortable too play
00:37:409 (1,2), 00:38:266 (4,5), 00:39:695 (1,2), 00:40:552 (4,5), etc feels kinda boring. Increase the distance, also to be consistent with rain and overdose.
I’m sorry that this mod is small and shitty
rew0825
Hello from M4M <3

Chaos
  1. 00:12:552 (2,3) - I think this is have a lot of distance when compare with other 1/2 notes. Can you change it to near?
  2. 00:14:838 (2,3) - same as top.
  3. 00:33:123 (2) - Can move it to left more? (suggest on x:392)
  4. 00:59:695 (5) - How about move it to x:476?
  5. 01:18:552 (1) - Can change this slider to curve a bit?

Rain
  1. 00:02:408 (4,5) - I think distance of it is very big. Can move 00:01:980 (1,2,3,4) - to left 1-2 grid?
  2. 00:09:266 (2,3) - I think it so far. Can move 00:09:266 (2) - to x:416 and 00:09:695 (3) - to x:96?

Platter
  1. 01:00:266 (1,2,3,4) - It's look hard because it antiflow. Can you move 01:00:409 (2) - to x:32, 01:00:552 (3) - to x:80 and 01:00:695 (4) - to x:160?
  2. 01:01:123 (6) - forget add clap?
  3. 01:03:695 (1) - this end slider too. lol
  4. 01:09:409 (1,2,3,4) - Can you reduce about this distance? 01:09:552 (2) - x:352 and 01:09:695 (3) - x:320

Salad
  1. I think it's pecfect <3

Good luck for rank <3
-rage
placeholder, i'll mod once you have fixed stuff from other mods <3
Topic Starter
Yumeno Himiko

Sc4v4ng3r wrote:

That reminds me, I need to finish my mod ;-;

M4M as requested.

[General]
  1. Get an anime bg I mean, I have one which might fit the song's mood nicely, maybe you can check out I completed the game and find this BG fits the song too >v< (Also it's hard to find nice BG for cc so leave this one for std mappers lel)this (dimension's 1920x1080)
[Salad]
  1. Most of the problematic distances are better but some of them still needs further fixing - they still look like dashes when they are intended to be walkable. I'll point out the excessive ones but those borderline ones you gotta spot them out.
  2. There's quite a lot of back and forth basically throughout the whole map, and variation isn't used too much. This could get really tiring for beginners who somehow are starting off with salads, and due to the high BPM the stress on the arm is built up. Kinda relates back to the first point but try to reduce the overall distance(once again) to avoid this.sure, I'll try my best
  3. 00:05:980 (3) - This distance might feel uncomfortable for newbies as nothing special lands on this note. I would reduce the distance to be like 00:07:123 (3) - .nerfed a bit
  4. 00:07:695 (1,2,3) - The whole movement feels quite ambiguous on whether to dash or not - and beginners who plays this difficulty will have trouble. I would suggest you to reduce down this to remove the ambiguity.agree, also fixed the later pattern
  5. 00:18:695 (1,1,2) - Personally I find this flow quite intimidating as the BPM is quite high and double anti-flow like this could be quite hard to execute in such a short amount of window they have. I would place (2) on the right side of 00:19:409 (2) - to make a smoother flow.ok
  6. 00:30:552 (1) - This distance especially feels quite far due to the flow-stop on 00:29:980 (3) - and a distance slightly above the other similar notes like 00:32:838 (1) - . Reduce the distance.nerfed a bit
  7. 00:41:123 (4,1) - Swap NC so that it stays consistent with 00:38:838 (1,2) - . done
  8. 00:41:980 (1) - I would reduce the distance here a tiny bit because of how 1/2 full horizontal slider looks in high BPM - it could look quite intimidating, especially with it creating an anti-flow.also nerfed a bit
  9. 00:43:409 (1) - By doing this you are skipping over that beat at 00:43:695 - , which you have emphasized before at 00:38:838 (1,2) - . I would like to see consistency here, so try to separate this into another circle+1/1 slider.following vocal, I use an additional green line to follow the beat <3
  10. 00:50:552 (2) - This note's strength(or pitch) is comparatively lower than 00:51:123 (1) - so I don't see a reason why this has an equal distance like that. Reduce it, it is also ambiguous at the same time.nice catch, reduced
  11. 00:53:409 (1,2,1,2) - Due to how much momentum is created by the horizontal sliders ALL of this distance could be seen as dashes, which could be quite challenging for newbies as consecutive dashing could induce a miss, especially due to the high BPM. I highly recommend you to reduce down all of these distances.oh I thought it was a nice pattern QAQ
  12. 01:04:838 (1,2,3) - Like the second point, I would reduce the overall distance here for the same reason.fixed too
  13. 01:10:552 (1,2) - Not only the pattern is used so many times already, but the distance is yet again ambiguous here. Would reduce the distance, and maybe make alteration to the pattern cause it's so often used loluhh yeah ;w;
  14. 01:14:266 (2) - Nothing really special lands here so I suggest you to reduce the distance here as well.ok
  15. 01:21:409 (2,1,2,1,2,3) - Again, another pattern which requires constant dashing due to the distance. While this is at the end of the song and accentuating it is fine, but having so much consecutive dashes(even though if they aren't intended) can still tire out the beginners. Seeing that there's no Cup, consecutive dashes can be even more challenging. I again highly suggest you to reduce down the overall distance on this pattern.reduced
[Platter]
  1. 00:00:838 (1,2,3) - Ambiguous distances from the start could be confusing, especially due to these 3 notes being the first 3 notes. I would reduce the overall distance here.reduced a bit
  2. 00:08:552 (2) - Another ambiguous distance that is quite hard to be caught by solely walking. Reduce the distance.tbh I don't think this is ambiguous if you press dash correctly at finishes.
  3. 00:09:980 - 00:16:695 - This whole section feels awkward to play. Some of the downbeats are dashes while others can still be caught by walking - combine this with high BPM and this whole section will be very troublesome to play for Platter players. While the patterns themselves are fine, I do believe that you can lay out your dashes better - you could try to have dashes on big white ticks instead of all downbeats for simplicity, and others could be just distance increment(don't make it an ambiguous distance tho). [#FF0000]I already placed all dashes every 2 beats except for 00:13:980 (5,6) since I need to emphasize the downbeat, I don't think press a dash every 2 beats is a challenge for Platter players. (dash every 1 beat in Rain)[/color]
  4. 00:18:695 (1) - I suggest you to make this a little bit more vertical as the previous rhythm had a lot of dashes, so transitioning into this slider, then into a hyper could be hard.ok
  5. 00:22:695 (1,2,3) - Without a dash in middle of (2) you can't catch all the objects for these 3 notes. I highly suggest you to reduce down the overall distance and possibly make (2) a little bit more vertical to avoid this, because this pattern is only used from Rains, and even then very rarely.
  6. 00:27:552 (2,3) - Because of how far the droplet of (2) is sticking out to the right, players are forced to move to the right then to the left, and then a hyper to the right, which can get erratic for a Platter. Remember that Platter is just an introduction for hypers, so complex movements including hypers can get quite out of hand. I suggest you to make (2) a simpler slider shape.
  7. 00:30:552 (1) - There's no special instrument here, and all the other downbeats weren't having hypers like this until the next part transition so I would remove this hyper as it is overemphasizing this tick.hyper removed
  8. 00:37:409 - to 00:46:552 - I feel that you are placing your dashes in the wrong places. Why is 00:38:838 (1) - this a dash without any strong instruments while 00:37:980 (3) - this with at least an electric guitar and a snare doesn't have any? Heck even the doubles like 00:38:266 (4,5) - could get occasional dashes, but going with the weakest one out of the bunch musically doesn't make sense at all. And also the dashes get inconsistent - 00:40:266 (3) - this gets a dash after a measure for a reason that I don't know. I highly suggest you do re-pattern this whole section so that the dashes are both consistent and are landing on the strong beats, rather than the weak ones.nerfed a bit at 00:38:838 (1)
  9. 00:51:123 (1,2,3,4,1,2,3,4) - I know the instrument's more intense here, but due to how horizontal the notes are placed you will require a dash or two in middle of them(like dashing between (1) and (2) then (2) to (3) to give an example), which generally is somewhat of a difficulty spike. Especially when the BPM is high like this, dash heavy patterns like this can be quite erratic and could make the players miss as well. I would reduce the overall distance at least(or even make the sliders more vertical) so that the dashing and walking distance is clearer.reduced all
  10. 00:55:980 (3,4,5) - Being just introduced to hyper, a hyper then a dash towards the other direction could well result in a miss. I suggest you to reduce down the distance between (4) and (5). reduced
  11. 00:57:980 - until the end - The kiai has a total of 23 hypers(in span of 18 seconds), while the previous parts in total only had 17 hypers in span of 58 seconds. That, to me, sounds like a very significant difficulty spike. And even then the hyper counter starts racking up right before the kiai, and yea, it does make sense. However, placing so many hypers just because it is the chorus of the song like this can get out of hand - and especially when platter players are just introduced to hypers the amount of hypers can overwhelm them. I highly suggest you to reduce down the number of hypers.(for instance you can remove hyper on 00:59:123 (1) - and 01:00:266 (1) - as nothing too special lands there. Instead, you can make normal dashes to emphasize on the downbeat.) I don't think it's a really meaningful counting here, 1stly, the other parts have a lot of quiet parts that doesn't fits hypers, thus, I choose to make strong streams at 00:09:980~00:16:838, so there're also few hypers appear there. Removed these parts, you may find the hyper frequences reasonable. I'm mapping with the song, not the number.
  12. 01:01:123 (6) - No clap :c fixed
  13. 01:03:695 (1,2,3,4,5,6) - This movement can be quite hard if you didn't maintain a perfect timing for all notes previously, as the momentum created here again requires the players to dash in the middle if you didn't. I already explained why this can be erratic, so reduce the overall distance here.ok
  14. 01:06:552 (3,4) - I know you like placing hypers like this on build-ups but the hyper distance between these 2 are almost unrankable - they are quite far for players who just got introduced to hypers as well. I highly suggest you to reduce down the distance here.reduced
  15. At least more variation of movement was used here, so other than this the difficulty is okay. Just try to work on those distances.
[Rain]
  1. Movement gets better by each difficulty lol
  2. 00:29:980 (4,5) - Snare on (5) is having the only hyper for its type of hyper, and it doesn't feel right. I would remove it as nothing special is justifying the hyper. Same goes 00:34:552 (4,5) - .nerfed a bit
  3. 00:36:195 (4,1) - For players who first see 1/4 hypers in high BPMs like this, the far distance here can get quite challanging to play around. The trigger distance for 1/4 hyper is 3.3x and this is way above it. This isn't even the kiai, so I highly suggest you to reduce down the distance here.reduced a bit
  4. 00:38:838 (5) - I'm still against dashing towards this even in Rain. It really doesn't have anything special on it, so I really think that you should reduce down the distance here. Same goes for all notes alike, like 00:41:123 (5) - and 00:43:409 (5) - etc..fixed some
  5. 00:46:980 (3) - Again, this note doesn't have anything really special on it, but it requires a dashing to catch this. This can take players by surprise so I suggest you to reduce down the distance. It's not a surprise as the players are holding the dash and they can easily catch this one.
  6. 00:57:623 (2,1) - Another 1/4 hyper that is ridiculously far for this level of play. Sure, its close to the edge and the playfield border can act as a 'safety net', and its also right before the kiai, but you can certainly give a more comfortable but the same effect with a low distance. I suggest you to lower the distance to 6.2x or something. ok, but I really don't think it matters a lot :c
  7. 01:13:838 (8) - This sticks out quite to the left, when the starting notes were quite vertical to begin with((1), (2) and (3)), which could be surprising as this pattern could be viewed as absolutely symmetrical. It's not a hard flow and I think it fits the song well
  8. 01:14:838 (5,1) - Quite a strong hyper into an anti-flow dash can be quite challanging to execute, and it is real uncomfortable due to the high BPM. I suggest reducing down the distance for the hyper. Same goes for 01:16:123 (6,1) - .^ same
Can't mod the overdose as it's far above my skill level. I literally die in the first 10 seconds lol ;-;
GL! Sorry for modding lesser than you did ;-;
Thx a lot <3

-Nicotine wrote:

From my queue \o
Reduce the volume on the last 2 notes on all diff. the crash sound doesn't need to reduce the volume imo.
Chaos:
IS 4.5 CS NOT EVEN A THING :< (keep ur cs5 it fits really well)
Comment: Nice diff ;w;
00:05:409 (1,2,3) – I know what you’re trying to do here, but it doesn’t really fit to me It just feels lacking. 00:06:266 (4,1,2,3,4,5,6) – I would just map this section using only 1/1 circle if you want to keep it, or else redo this part. I hope to make the note density increase gradually so it may feel a bit lacking, I may change this if I find a better pattern.

00:16:980 (1,2,1,2,1,2,1,2) – I know what you’re to do in this section (I love it), but these 00:17:409 (1,1,1) – circles needed alittle bit of movement just to catch them. I would move them closer, but not to the point that notes would lie on the same axis (example is 00:17:123 (2,1) – where 1 is at x:384, this should be avoided, atleast go like x:404). (I hope I’m making sense here ;w;) I tested a few times here, the current one fits well so I'm not gonna change this
01:29:552 (1) –remove the nc ok my fault ;w;
00:18:695 (3,4) – move them closer a bit. In fact the ds has already been reduced
Sorry, stopping my mod here in ur highest diff. It has cool flow that I don’t want to change ;w;
Rain:
Comments: If it’s intentional then just ignore this, but I find some distances awkward. Like 00:48:123 (3,4,5) for example. 3 has a big distance on 4 and 5 suddenly reduce distance. Another example is 01:11:695 (1,2,3) - I don’t wanna post them all, because there is a lot ;w;
00:37:409 (1) to 00:46:552 (1) – has a lot of dashing, reduce them pls ;w; intended
00:37:409 (1) – move it to the left (grid level 2) to the left It's fine now for me
00:39:123 (6,7,1) – I would move 5 distances (grid level 2) to the left, ok
The reason I would move is because of consistency reasons. 00:41:409 (6,7), 00:41:980 (1,2), 00:44:266 (1,2), etc are 1 distance apart
Platter:
Comments: Looks good. :d
00:07:695 (1) – remove this and just make this like a 2 sliders from all of your diff. nice suggestion, it also helps improve the flow
00:27:552 (2,3) – feels uncomfortable too play tried my best to improve this flow
00:37:409 (1,2), 00:38:266 (4,5), 00:39:695 (1,2), 00:40:552 (4,5), etc feels kinda boring. Increase the distance, also to be consistent with rain and overdose. hmm I just keep it same for now, since I did no change to sv3's mod
I’m sorry that this mod is small and shitty
Thx for your mod
Nicotine~

rew0825 wrote:

Hello from M4M <3

Chaos
  1. 00:12:552 (2,3) - I think this is have a lot of distance when compare with other 1/2 notes. Can you change it to near? nerfed a bit
  2. 00:14:838 (2,3) - same as top. ^
  3. 00:33:123 (2) - Can move it to left more? (suggest on x:392) fine
  4. 00:59:695 (5) - How about move it to x:476? looks like a nice change
  5. 01:18:552 (1) - Can change this slider to curve a bit? This one is intended

Rain
  1. 00:02:408 (4,5) - I think distance of it is very big. Can move 00:01:980 (1,2,3,4) - to left 1-2 grid? 2 grids
  2. 00:09:266 (2,3) - I think it so far. Can move 00:09:266 (2) - to x:416 and 00:09:695 (3) - to x:96? fine

Platter
  1. 01:00:266 (1,2,3,4) - It's look hard because it antiflow. Can you move 01:00:409 (2) - to x:32, 01:00:552 (3) - to x:80 and 01:00:695 (4) - to x:160? remapped already
  2. 01:01:123 (6) - forget add clap? kek
  3. 01:03:695 (1) - this end slider too. lol ^
  4. 01:09:409 (1,2,3,4) - Can you reduce about this distance? 01:09:552 (2) - x:352 and 01:09:695 (3) - x:320 ok

Salad
  1. I think it's pecfect <3

Good luck for rank <3
Thx for your mod too rew0825~
sxy62146214
准备周末回锅摸... XD
sxy62146214
要咕到下周了OAO,接了个摸没时间再摸图了QAQ
JBHyperion
Thanks based doublepost now I can't get an easy 2 kudosu >:C

M4M from a while ago

Salad
  1. 00:08:838 (1,2) - Ambiguous spacing, 1/2 dash would be a bit unexpected here at the start even though the note is strong, so consider reducing this
  2. 00:14:123 (4,1) - ^ As above, except you can probably justify a dash here since the player will be used to the BPM and spacing by now. Either increase or reduce this depending on what you want to do here
  3. 00:18:695 (1,1) - Reduce please, this is too large for a walk
  4. 00:21:552 (2,3) - Walkable, but difficult, increase if you intended a dash here
  5. 00:23:409 (3,1) - This definitely warrants a clearer jump
  6. 00:25:695 (3,1) - ^
  7. 00:27:123 (1,2,1) - 00:28:266 (1) - is more deserving of a jump to start the new measure than 00:27:980 (2) - imo
  8. 00:43:409 (1) - You hitsounded this slidertick for a strong drum sound, so surely it would make more sense as a repeat slider? The vocal and instrument both change here, so idk why you'd want a 2/1 slider instead
  9. 01:05:980 (1,2,3,4,1) - Quite a difficult series of walks, and spamming 1/2 dash here would be way too difficult. Reduce distances on these please
  10. 01:12:552 (4,1,2) - Tough walk, but too weak for dash. Move (1) right slightly fore more comfortable movement
  11. 01:16:266 (1,2,1,2,1,2,1,2) - Slider shapes get pretty repetitive, You could vary up the directions and shapes here for more variety

Platter
  1. 00:01:980 (1,2,3) - Would look better as a linear pattern imo for better contrast with 00:02:552 (4,5,6,7) -, might just be me though
  2. 00:03:980 (3,4,1) - Sharp antiflow into a 1/2 dash is a little unexpected for the calm part of the song. I'd try a more natural flow here, with (1) on the left side
  3. 00:06:266 (4,1) - Increase to highlight the dash please, this is possible to walk
  4. 00:08:123 (2) - Unexpected antiflow, doesn't really fit with the sharp vocal sound. Making (2) similar to 00:07:695 (1) - on the left side would play better
  5. 00:18:695 (1,1) - Too weak to justify a hyper imo, regular dash or even a walk would be fine
  6. 00:24:123 (2,3,4) - This looks walkable, but the spacing to (4) means you have to dash halfway which is awkward. (3) closer to (2) works better
  7. 00:27:123 (1,2,3) - Excessive hyper density comes as a real shock, having hypers to only 00:27:123 (1) - and 00:28:266 (1) - would be more fitting and avoid an unexpected difficulty spike
  8. 00:45:980 (4,5) - Hyper is unnecessary here, comparing strength to 00:46:123 (5,1) - which is much stronger. Regular dash would be more fitting
  9. 00:49:980 (1) - Unnecessary NC for just this one object
  10. 00:53:123 (4,1,2,3,1,2,3,1,2,3,4,5,6,7,1) - Yeah, way too many hypers here, you're not even at the kiai yet so lay off some of these please. 00:53:409 (1) - and 00:55:695 (1) - can stay, the rest are unneeded
  11. 00:53:980 (1) - Unnecessary NC again
  12. 00:57:695 (2,1) - All those previous hypers, but this doesn't have one? It's one of the strongest parts of the song, please don't undersell it
  13. 00:58:838 (5,1) - Unnecessary hyper, there's no strong drum or vocal sound here
  14. 01:06:409 (2,3) - Hyper here would be complementary to 01:05:838 (4,1) -
  15. 01:07:409 (2,3,4) - Very unexpected antiflow, at least make these distances consistent and walkable
  16. 01:07:980 (5,1) - Same as 00:58:838 (5,1)
  17. 01:18:266 (2,3,1) - Antiflow could be reduced here for better flow, (2) to the right slightly would play better
  18. 01:19:123 (2,3,1) - Would look better with (3) moved slightly to the right, gap is a little excessive atm
  19. 01:23:552 (2) - This plays better as a vertical slider for the sharp drum sounds and consistency with 01:23:123 (1,3) -

Rain
  1. 00:10:266 (2,3,4) - Bit much for a walkable spacing, moving (3) right slightly would improve flow
  2. 00:13:409 (1,2,3,4) - Moving these closer together would create a better contrast with the more intense 00:14:123 (5,6,7) -
  3. 00:42:552 (3,4) - Quite a strong spacing after the hyper, I'd reduce this a little so it's not so much of a shock
  4. 00:45:838 (3,4,5) - Variance in hyper strengths makes this unnecessarily tricky, moving (5) to the left balances the strengths and plays much more smoothly
  5. 00:51:123 (1,2) - Unexpected antiflow dash after hyper, try reducing this distance a little
  6. 01:07:123 (1,2) - ^ As above, thought this time the stronger hyper is more the problem. Move (1) right a little to reduce strength and spacing
  7. 01:21:980 (1,2,3) - Reverse stair pattern is really unexpected given 01:20:838 (1,2,3,4) - was quite simple. Either simplify this pattern or reduce the spacing
Nice diff.

Chaos Gigalomaniacs
  1. 00:04:123 (5,1) - Unexpected antiflow makes this double hyper easy to miss. A naturally flowing slider would make more sense here
  2. 00:05:409 (1,2) - Quite an extreme spacing after that previous hyper, consider reducing distance or weakening hyper a little
  3. 00:16:695 (7,1) - ^ As above
  4. 00:16:980 (1,2,1,2,1,2,1,2) - In the Rain, you used a decreasing spacing here to fit with the drop in pitch, so it feels weird here to see you increased the spacing instead. Consider reversing these to go from larger > smaller as you did before
  5. 00:23:123 (3,1) - Slightly larger spacing here would flow better, this is bordering a flowstop if you continue the previous movements
  6. 00:27:052 (7,1) - Strong 1/4 hyper into antiflow seems unfitting here, the vocal isn't strong so you're just riding on the instrument
  7. 00:30:980 (2) - Slightly more vertical angle on this would make for a more comfortable walk, it's easy to miss the tail atm
  8. 00:42:552 (3,4) - Excessive spacing after hyper makes this uncomfortable to catch, try reducing this slightly
  9. 00:53:695 (3,4) - Weird jump parity here, the strong drum sound is on (5), and the vocal on (3), but you decided to make a jump to the fairly unimportant (4), and then the same thing at 00:54:409 (8) -. 00:53:409 (1,2,3,4,5,6,7,8) - Would be better divided as two groups of 4 with hypers between to fit the 4/4 metronome
  10. 01:10:409 (1,2,3,4,5,6,7,8,9) - Cool pattern, but it's really a bit excessive and totally comes out of nowhere lol. 01:10:980 (5,6) - is especially hard to hit because of the direction change. Reducing the hyper strengths just a little here would play so much better
  11. 01:15:695 (1,2,3,4) - Since pitch is increasing here, how about a funnel pattern instead of a linear one? Would provide a bit of intensity to end the kiai section
CS5 so this map is basically perfect already lol
Hope this helps - good luck! (:
Topic Starter
Yumeno Himiko

JBHyperion wrote:

Thanks based doublepost now I can't get an easy 2 kudosu >:C rip 2kd

M4M from a while ago

Salad
  1. 00:08:838 (1,2) - Ambiguous spacing, 1/2 dash would be a bit unexpected here at the start even though the note is strong, so consider reducing this right, reduced
  2. 00:14:123 (4,1) - ^ As above, except you can probably justify a dash here since the player will be used to the BPM and spacing by now. Either increase or reduce this depending on what you want to do here increased by 1 grid
  3. 00:18:695 (1,1) - Reduce please, this is too large for a walk I was making a dash here, but it's right to reduce here since it's the lowest diff
  4. 00:21:552 (2,3) - Walkable, but difficult, increase if you intended a dash here increased a bit
  5. 00:23:409 (3,1) - This definitely warrants a clearer jump ok
  6. 00:25:695 (3,1) - ^ fixed too
  7. 00:27:123 (1,2,1) - 00:28:266 (1) - is more deserving of a jump to start the new measure than 00:27:980 (2) - imo It's right to place a jump at the later one, but I don't want this pattern get too hard since I have several dashes before, so I reduced to a walk here.
  8. 00:43:409 (1) - You hitsounded this slidertick for a strong drum sound, so surely it would make more sense as a repeat slider? The vocal and instrument both change here, so idk why you'd want a 2/1 slider instead repeat slider sounds nice
  9. 01:05:980 (1,2,3,4,1) - Quite a difficult series of walks, and spamming 1/2 dash here would be way too difficult. Reduce distances on these please reduced some
  10. 01:12:552 (4,1,2) - Tough walk, but too weak for dash. Move (1) right slightly fore more comfortable movement ok
  11. 01:16:266 (1,2,1,2,1,2,1,2) - Slider shapes get pretty repetitive, You could vary up the directions and shapes here for more varietyhmm this pattern looks fine to me, tho it's a bit repetitive, it's pretty symmetric.

Platter
  1. 00:01:980 (1,2,3) - Would look better as a linear pattern imo for better contrast with 00:02:552 (4,5,6,7) -, might just be me though ok
  2. 00:03:980 (3,4,1) - Sharp antiflow into a 1/2 dash is a little unexpected for the calm part of the song. I'd try a more natural flow here, with (1) on the left side The finishes start here means it's already not the calm part, but I'm not using hyper here, an anti-flow with a normal dash works out well
  3. 00:06:266 (4,1) - Increase to highlight the dash please, this is possible to walk ok
  4. 00:08:123 (2) - Unexpected antiflow, doesn't really fit with the sharp vocal sound. Making (2) similar to 00:07:695 (1) - on the left side would play better fixed
  5. 00:18:695 (1,1) - Too weak to justify a hyper imo, regular dash or even a walk would be fine make it a regular dash
  6. 00:24:123 (2,3,4) - This looks walkable, but the spacing to (4) means you have to dash halfway which is awkward. (3) closer to (2) works better ok
  7. 00:27:123 (1,2,3) - Excessive hyper density comes as a real shock, having hypers to only 00:27:123 (1) - and 00:28:266 (1) - would be more fitting and avoid an unexpected difficulty spike fixed this one
  8. 00:45:980 (4,5) - Hyper is unnecessary here, comparing strength to 00:46:123 (5,1) - which is much stronger. Regular dash would be more fitting reduced to a regular one
  9. 00:49:980 (1) - Unnecessary NC for just this one object ok
  10. 00:53:123 (4,1,2,3,1,2,3,1,2,3,4,5,6,7,1) - Yeah, way too many hypers here, you're not even at the kiai yet so lay off some of these please. 00:53:409 (1) - and 00:55:695 (1) - can stay, the rest are unneeded sure reduced
  11. 00:53:980 (1) - Unnecessary NC again k
  12. 00:57:695 (2,1) - All those previous hypers, but this doesn't have one? It's one of the strongest parts of the song, please don't undersell it becuz I think 1/1 hyper is much harder than 1/2 hypers, anyway I make it a 1/2 slider now
  13. 00:58:838 (5,1) - Unnecessary hyper, there's no strong drum or vocal sound here ok
  14. 01:06:409 (2,3) - Hyper here would be complementary to 01:05:838 (4,1) - I tend to keep the current pattern since it works out well
  15. 01:07:409 (2,3,4) - Very unexpected antiflow, at least make these distances consistent and walkable ok
  16. 01:07:980 (5,1) - Same as 00:58:838 (5,1) fixed
  17. 01:18:266 (2,3,1) - Antiflow could be reduced here for better flow, (2) to the right slightly would play better ok
  18. 01:19:123 (2,3,1) - Would look better with (3) moved slightly to the right, gap is a little excessive atm sure
  19. 01:23:552 (2) - This plays better as a vertical slider for the sharp drum sounds and consistency with 01:23:123 (1,3) - tbh, if it's a vertical slider, it'll lack movement and feel a bit wierd

Rain
  1. 00:10:266 (2,3,4) - Bit much for a walkable spacing, moving (3) right slightly would improve flow ok
  2. 00:13:409 (1,2,3,4) - Moving these closer together would create a better contrast with the more intense 00:14:123 (5,6,7) - looking nice
  3. 00:42:552 (3,4) - Quite a strong spacing after the hyper, I'd reduce this a little so it's not so much of a shock reduced a bit
  4. 00:45:838 (3,4,5) - Variance in hyper strengths makes this unnecessarily tricky, moving (5) to the left balances the strengths and plays much more smoothly reduced a bit
  5. 00:51:123 (1,2) - Unexpected antiflow dash after hyper, try reducing this distance a little reduced a bit
  6. 01:07:123 (1,2) - ^ As above, thought this time the stronger hyper is more the problem. Move (1) right a little to reduce strength and spacing ok
  7. 01:21:980 (1,2,3) - Reverse stair pattern is really unexpected given 01:20:838 (1,2,3,4) - was quite simple. Either simplify this pattern or reduce the spacingI think the stair pattern is fine and the ds is perfectly same with other sliders
Nice diff.

Chaos Gigalomaniacs
  1. 00:04:123 (5,1) - Unexpected antiflow makes this double hyper easy to miss. A naturally flowing slider would make more sense here looking nice
  2. 00:05:409 (1,2) - Quite an extreme spacing after that previous hyper, consider reducing distance or weakening hyper a little reduced a bit
  3. 00:16:695 (7,1) - ^ As above ^
  4. 00:16:980 (1,2,1,2,1,2,1,2) - In the Rain, you used a decreasing spacing here to fit with the drop in pitch, so it feels weird here to see you increased the spacing instead. Consider reversing these to go from larger > smaller as you did before sure
  5. 00:23:123 (3,1) - Slightly larger spacing here would flow better, this is bordering a flowstop if you continue the previous movements I think the current one just fits well
  6. 00:27:052 (7,1) - Strong 1/4 hyper into antiflow seems unfitting here, the vocal isn't strong so you're just riding on the instrument I think it's not wrong to follow the strong instruments here
  7. 00:30:980 (2) - Slightly more vertical angle on this would make for a more comfortable walk, it's easy to miss the tail atm ok
  8. 00:42:552 (3,4) - Excessive spacing after hyper makes this uncomfortable to catch, try reducing this slightly right here, reduced
  9. 00:53:695 (3,4) - Weird jump parity here, the strong drum sound is on (5), and the vocal on (3), but you decided to make a jump to the fairly unimportant (4), and then the same thing at 00:54:409 (8) -. 00:53:409 (1,2,3,4,5,6,7,8) - Would be better divided as two groups of 4 with hypers between to fit the 4/4 metronome I understand your thoughts but if you look through the patterns before and after it, you'll find many 1/2 jump sliders, if I map this pattern like them, these patterns will get rather boring. hmm I hope someone can find a better one for me XD
  10. 01:10:409 (1,2,3,4,5,6,7,8,9) - Cool pattern, but it's really a bit excessive and totally comes out of nowhere lol. 01:10:980 (5,6) - is especially hard to hit because of the direction change. Reducing the hyper strengths just a little here would play so much better reduced the strength a bit
  11. 01:15:695 (1,2,3,4) - Since pitch is increasing here, how about a funnel pattern instead of a linear one? Would provide a bit of intensity to end the kiai section I tried that pettern, but it'll miss easily, so I keep the current one XD
CS5 so this map is basically perfect already lol
Hope this helps - good luck! (:
thx a lot JBH!
sxy62146214
再不给摸我都不好意思了...
M4M on this map. ←请用最严厉的语言打击我这个萌新吧
OK

大神的General怎么可能会有问题...。我只是感觉原来的BG更好。

不摸Overdase了摸不动(╯‵□′)╯︵┻━┻

[ Salad]
00:03:123 (1) - 直滑条?稍微曲一点?
00:12:266 (1) - 滑条看起来最后直了,把它做成一个“C” 或者滑条后半部分做得更弯一点。(比如滑条最后一个灰点X:208啥的)
00:14:552 (1) - ^
00:41:980 (1) - Ctrl+G?
00:45:123 (3,1) - 这地方看的好不自然惹...滑条往右移一点点?(X:384?)
[ Platter]
00:09:266 (2) - 玩一次miss一次,是不是我太渣了?
00:13:123 (6,7) - 同X.(7)往右移一点点?
00:25:695 (4) - 从这里就开始飚红果了?好像早了点...
00:28:838 (4) - 滑条前半部分开起来直了。
00:48:552 (4,5) - 同X.
01:17:409 (1) - 滑条后半部分开起来直了。
[ Rain]
00:02:837 (7,8) - 我其实做图挺恨同X的...感觉不是很美观。
00:26:409 (2,3,4) - 喔 O.O
00:39:838 (2) - 前半部分直得很突兀。
00:59:695 (1,2,3,4) - 看着好奇怪...摆成一个标准的“C”,或者(2,3)重新考虑一下。
01:01:838 (3) - 前半部分直得很突兀。

GL!
考试大大您在玩什么游戏呢?给我看看OwO
Topic Starter
Yumeno Himiko

sxy62146214 wrote:

再不给摸我都不好意思了...
M4M on this map. ←请用最严厉的语言打击我这个萌新吧
OK

大神的General怎么可能会有问题...。我只是感觉原来的BG更好。

不摸Overdase了摸不动(╯‵□′)╯︵┻━┻

[ Salad]
00:03:123 (1) - 直滑条?稍微曲一点? 影响不大啊
00:12:266 (1) - 滑条看起来最后直了,把它做成一个“C” 或者滑条后半部分做得更弯一点。(比如滑条最后一个灰点X:208啥的) 有意往左走的 这样就行
00:14:552 (1) - ^ ^
00:41:980 (1) - Ctrl+G? 没必要
00:45:123 (3,1) - 这地方看的好不自然惹...滑条往右移一点点?(X:384?) 挪了一下
[ Platter]
00:09:266 (2) - 玩一次miss一次,是不是我太渣了? 要用dash去接
00:13:123 (6,7) - 同X.(7)往右移一点点?
00:25:695 (4) - 从这里就开始飚红果了?好像早了点... 嗯,这里确实不应该用hyper
00:28:838 (4) - 滑条前半部分开起来直了。本该如此
00:48:552 (4,5) - 同X.
01:17:409 (1) - 滑条后半部分开起来直了。没影响
[ Rain]
00:02:837 (7,8) - 我其实做图挺恨同X的...感觉不是很美观。哈……恕我直言我看不懂你在说什么
00:26:409 (2,3,4) - 喔 O.O
00:39:838 (2) - 前半部分直得很突兀。 哪儿突兀了
00:59:695 (1,2,3,4) - 看着好奇怪...摆成一个标准的“C”,或者(2,3)重新考虑一下。 nope 这边是要中间让player按dash的
01:01:838 (3) - 前半部分直得很突兀。说突兀劳烦讲清楚为啥

GL!
考试大大您在玩什么游戏呢?给我看看OwO
没事干的话别在别人的thread里面double post 另外没找你m4m你也不用那么热心 你的图我会看的
thx for your mod

-------------------------------------------

Meta confirmed by IamKwaN

http://5pb.jp/records/release/uncontrollable/
https://www.youtube.com/watch?v=0JIJzmBip-o
https://kanataro.amebaownd.com/pages/711255/biography
-Sh1n1-


Well, you already get some good mods, maybe that's why I can't find anything relevant xd also really sorry for long delay bro, if you have another map just throw me and I'll mod too uwu.

General

  1. Unused Hitsounds:
    - normal-slidertick2.wav
    - soft-slidertick10.wav
  2. Source is ChäoS;Child, it reminds me a similar source on https://osu.ppy.sh/s/46843, Kwan confirmed everything about the artist but it will be better if you ask her about source too cause Artists usually put the name of the anime in capital letters while page shows:

Salad

  1. 00:09:695 (3,1) - you should increase the current distance imo, or do you think that the sound of 00:06:552 - is stronger than 00:09:980 - ? compare your distances.
  2. 00:19:123 (1) - why an 1/2 slider? I recommend you to change this into a note and move 00:19:409 (2) - to 00:19:266 - and finish it at 00:19:695 -, this part is very noticeable at testing, sounds really weird.
  3. 00:27:123 (1,2) - I don't think that this deserve a long jump, also It's more like a preference but I always add more enphasis to the beginning of new sections, so 00:28:266 - should have more distance, about 1.80x imo
  4. 01:04:838 (1,2) - why not the same distance as 01:04:266 (2,1) - if both have the same pitch.
    Nice salad.

Platter

  1. 00:08:123 (2,3) - keep a similar distance as 00:07:695 (1,2) - cause they have the same pitch.
  2. 00:09:695 (3,1) - deserve a hyper dash imo cause is the beginning of a new section and you are too close to do it, you need 2.20x as a minimum of distance between 00:09:695 (3,1) - to add a hyper dash.
  3. 00:19:695 (4,5,1,2) - the current transition is kinda unconfortable cause you have an anti-flow at 00:19:695 (4,5,1) - and the next pattern is an anti-flow too 00:20:123 (5,1,2) -, it will be nicer if 00:20:552 (2) - is moved to the left of 00:20:409 (1) -
  4. 00:22:409 (4,1) - stack doesn't looks good, try to keep consistency with 00:20:123 (5,1) -
  5. I was expecting more distance between 00:28:695 (3,4) - instead of 00:28:266 (1,2) -, same as you did on 00:29:695 (2,3) - following vocal.
  6. 00:29:409 - your breaks are kinda weird tbh, for example, I feel that the combo should continue and break could be at 00:30:409 -
  7. if you were agree with in the previous suggestion, please try to change 00:31:552 (5,1) - into slider, 00:33:838 (6,1) - should be slider too, 00:34:980 (5) - break, so remove such note. Remenber that 00:28:266 - starts a new section and it's more intense than the previous one, so mark the difference on this section.
  8. 00:34:266 (2,3) - holly... my eyes :'( xd, keep quality patterns like 00:32:838 (1,2,3) - pls
  9. 00:39:123 (2,1) - the current distance is too long compared to 00:36:838 (2,1) -, reduce it a bit please.
  10. 00:51:980 (4,1) - they don't deserve hyper dash, is not the same as 00:50:839 (4,1) - where you can hear a noticeable high vocal pitch, also it's necessary cause this part is harder than Kiai, too much hyper dashes in a row.
  11. 01:13:838 (5,1) - there isn't a prominent sound that deserve hyper dash tbh, also I can't find consistency with your previous patterns. I strongly recommend you to move 01:13:838 (5) - to 01:13:552 - cause break feels better at 01:13:838 -
  12. 01:18:409 (3,1) - nope, hyperdash here isn't necessary, we are on calm section, try to avoid it.

Rain

  1. 00:35:552 - this sound isn't prominent to deserve hyperdash, also I feel this part overdone but I'll suggest you to remove the hyper dash between 00:35:123 (1,2) - only.
  2. 00:48:838 (1,2) - following your patterns, there should be a hyper dash between 00:49:409 (2,1) - instead of 00:48:838 (1,2) -, if you want to make a mirrored pattern, I suggest you to change 00:49:409 (2) - into notes and make something like 00:49:980 (1,2,3,4) -, then remove 00:49:980 (1,2,3,4,5,6,7) - and copy/paste your new pattern.
  3. 01:00:266 (1,2) - I think that this hyper dash should be between 01:00:123 (4,1) -
  4. 01:06:409 (2,3,4,5,6) - wtf, this is an extremely hard movement, a zig-zag movement with hard jumps after hyper dash is not a good option my friend, I remenber a similar pattern in my BN test that I didn't pointed out and got less points xd, also hyper dash should be between 01:06:409 (2,3) - instead of 01:05:980 (1,2) -, I will recommend you to change 01:06:552 (3,4) - into slider, same with 01:06:838 (5,6) -
  5. 01:09:409 - is stronger than 01:09:552 - why hyper dash between 01:09:409 (1,2) - instead of 01:09:266 (6,1) -?
  6. 01:13:838 (8,1,2) - you really have serious problems with hyperdashes, there are two problems here, the antiflow movement looks like if the current hyper dash is forced and hyperdash should be between 01:13:838 (8,1) - instead of 01:13:980 (1,2) -, I know that you are following vocal but is it prominent enough to deserve hyperdash? if you think that vocal deserve more enphasis I wanna ask you the following question: why you didn't add hyper dash between 01:12:123 (4,5) - instead of 01:12:552 (6,1) -? try to keep consistency with my example.
  7. 01:14:980 - one more time the prominent sound is there and you added hyperdash in the previous note, I gave you examples on my previous points, so you know that I'll suggest you to move the hyperdash between 01:14:838 (5,1) -
  8. 01:15:980 (5,6,1) - same as above and this one is the most noticeable, 01:16:266 - cymbal/strong sound/the beginning of a new section/NC, why not hyperdash between 01:16:123 (6,1) -? uwu
  9. 01:20:838 (1,2,3,4,1,2,3,4) - I'll suggest you to keep the same idea as 00:53:409 (1,2,3,4,5,6,1,2,3,4) -, I mean, add hyper dash between 01:21:123 (2,3) - and between each slider on 01:21:980 (1,2,3,4) -

Overdose

Fuc**ng CS5, how is possible to get A with only 1 miss? orz (joke, my laptop sucks, that's why I prefer to don't play anymore uwu)


  1. 00:11:052 - 00:13:338 - what are you following here? nothing to enphasize.
  2. 00:16:195 - same as above, 00:16:123 (3) - change into a note.
  3. 00:24:695 - add NC to keep consistency with your previous patterns.
  4. 00:25:695 (7) - change into slider, vocal supports it, I feel that the hyperdash between 00:25:838 - and 00:25:980 - is very important.
  5. 00:39:552 (7,1) - screen wall hyper detected, this is unrankable, 00:39:695 (1) - move to x:473
  6. 00:52:695 (3,4) - 00:54:838 (2,3) - 00:55:123 (3,4) - 00:55:409 (4,1) - etc, try to recheck the whole diff by yourself, same as above about screen wall hyper, avoid it please.
  7. 00:55:338 - noticeable 1/4, ironic that you are overmapping 1/4 where there isn't drums and when drums are prominent, you skip, reconsider.
  8. 01:00:266 (1,2,3) - mmm, I understand what are you trying to do at 00:57:980 (1,2,3) - and 00:58:409 (4,5,6) - but at 01:00:480 (2) -? remove such note.

Call me back when u are done and really sorry for long delay, I was unsure about the last diff but after seeing chronoxia ranked, I think that everything is rankable now lol
Ascendance
If this mapset doesn't have a Cup on it by the time it's ranked we're gonna have some issues
Kurokami

Ascendance wrote:

If this mapset doesn't have a Cup on it by the time it's ranked we're gonna have some issues
huh?
Ascendance

Kurokami wrote:

Ascendance wrote:

If this mapset doesn't have a Cup on it by the time it's ranked we're gonna have some issues
huh?
It's lazy not to add a cup :/
Kurokami
Its lazy to map 5+ minute songs with only one difficulty and that being an Expert. But as it seems to me, Himiko mapped 4 difficulty already which is 6 minutes in total. He made this mapset without getting any Guest Difficulty which I can only respect. Furthermore it is perfectly fine to not have a Cup.
Ascendance
:( I don't like when cup players are neglected, I could map a cup in like 15 minutes lol
Kurokami
And I can map it in 5. So what is your point? If Himiko does not want it then he won't add one which is perfectly fine. But sure, lets enforce this, along with full spreads for 5+ min songs.
-Sh1n1-

Kurokami wrote:

And I can map it in 5.
where is my GD :P btw dad, what do you think about the source? you mapped a similar map with ChäoS
Kurokami
Yes, the "a" has two dot on it's top. This show is basically the sequel of Chaos;Head.
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