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Ito Kanako - Uncontrollable [CatchTheBeat]

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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.
Topic Starter
Yumeno Himiko
Thx for the mod, but since I'm busy on my graduation stuffs, I can't reply quickly.

@ascendence: If there're really serious issues, you can post them out before this map goes into qualified section, and I'd like to see the issues if you point them out :)
Ascendance

Yumeno Himiko wrote:

Thx for the mod, but since I'm busy on my graduation stuffs, I can't reply quickly.

@ascendence: If there're really serious issues, you can post them out before this map goes into qualified section, and I'd like to see the issues if you point them out :)
The only issue I have is that there's no cup w

If you'll allow me, I can make one
-Sh1n1-

Ascendance wrote:

Yumeno Himiko wrote:

Thx for the mod, but since I'm busy on my graduation stuffs, I can't reply quickly.

@ascendence: If there're really serious issues, you can post them out before this map goes into qualified section, and I'd like to see the issues if you point them out :)
The only issue I have is that there's no cup w

If you'll allow me, I can make one
please no! hahaha jk
Ascendance

-Sh1n1- wrote:

please no!

hahaha jk
You can trust me I'm expert cup mapper owob
should only need a mod or two~
-Sh1n1-
that's the problem, examination was waiting for so long, I'm more than sure that he doesn't want to ask for more mods xD, rip ascenbaka
Topic Starter
Yumeno Himiko

-Sh1n1- wrote:



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: deleted
    - normal-slidertick2.wav
    - soft-slidertick10.wav
  2. Source is Ch?oS;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:
This is also on the official website, so I think "CHAOS;CHILD" would work too, anyway I'll add ChäoS;Child to tags. Also confirmed with KwaN, she said it sould be CHAOS;CHILD.

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. sure thing
  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. The reason I use 1/2 slider here is that I want to follow the 1/2 drums, like 00:19:980 (3,1).
  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 no, I make it a long jump because of the continuous finishes. Thus it makes this part much stronger than the new part.
  4. 01:04:838 (1,2) - why not the same distance as 01:04:266 (2,1) - if both have the same pitch. ok fixed this one
    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. perfect suggestion
  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. This diff is more focused on the flow of moving, so I think it's ok not to use hyper here (Also it's very hard to make a hyper here or I need to change a lot of items)
  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) - sure
  4. 00:22:409 (4,1) - stack doesn't looks good, try to keep consistency with 00:20:123 (5,1) - I think stack also follows the song, also it doesn't feel bad here
  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. fixed
  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 - In fact there're notes before, but it seems too crowded in the Platter diff, so I deleted some weak notes.
  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. same as above
  8. 00:34:266 (2,3) - holly... my eyes :'( xd, keep quality patterns like 00:32:838 (1,2,3) - pls kek fixed
  9. 00:39:123 (2,1) - the current distance is too long compared to 00:36:838 (2,1) -, reduce it a bit please. reduced a bit
  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. yep, they don't deserve hyper here
  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 - reduced to a normal dash here
  12. 01:18:409 (3,1) - nope, hyperdash here isn't necessary, we are on calm section, try to avoid it. fixed

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. This hyper chain pattern is following the upgoing tune, and there's no anti-flows, I don't think this will confuse players.
  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. nah, I just intended make it reverse sliders here, or it will be really boring since all patterns are same.
  3. 01:00:266 (1,2) - I think that this hyper dash should be between 01:00:123 (4,1) - the hyper is following vocal
  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) - I think the current pattern is fine, and it doesn't break the rules I think? Also if I change it to the pattern as your said, I don't think it can emphasize the strong drums here.
  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) -? explained above, because i'm following the vocal
  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. because the patterns in that part are mainly focused on instruments, while other parts are following the vocal. Look at the 1/1 sliders in other parts.
  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) - as above
  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 I can even do it double hypers, but I just make it one here, and I think hypers at any note of 01:15:695 (3,4,5,6) will all work because the jump is harsh, I don't think the 01:16:123 (6,1) jump is easier than 01:15:980 (5,6), don't define the difficulty of jumps by only HYPERS.
  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) - not the same thing here
Write some more words about the mod in the Rain diff, I think you're a bit strict on the timing of hypers, but in fact hypers are not the only way to test the players ability, many jumps in this diff are anti-flow normal jumps, and they're as hard as to catch the hypers. Also this is a diff that I'm testing the overall flows, which means the whole map needs players to move rapidly and "flow" left and right, so the hypers mean less in this diff. Some of the flow maps that you can take a look at: Crack Traxxxx - Lite Show Magic (t+pazolite vs C-Show)[Fast's Rain], Memme - Acid Burst[Spec's Acidic Rain]

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. Can't get your point, if you mean the 1/4 sliders, I'm following the instruments. Also the 1/4 sliders can make the monotonous 1/2 jumps more interesting.
  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. ok
  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. agree here, added
  5. 00:39:552 (7,1) - screen wall hyper detected, this is unrankable, 00:39:695 (1) - move to x:473 done
  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. I don't really think these touch the screen wall.
  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. nice to add 1/4 here :D
  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. yep that's my fault

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
Thx for your check~
F D Flourite
麻烦你上传一下不然又要坟了

这里占个2kd坑,过几天再摸嘻嘻
Topic Starter
Yumeno Himiko

F D Flourite wrote:

麻烦你上传一下不然又要坟了

这里占个2kd坑,过几天再摸嘻嘻
忘了传了,等你摸了再挖好了 不急
Summerleopard
Can I do a Cup diff here,if no mod for those 2 diffs instead. Since I find decent on doing mod(it is best to ask for it) :roll:
Topic Starter
Yumeno Himiko

SangKrazF1nal3 wrote:

Can I do a Cup diff here,if no mod for those 2 diffs instead. Since I find decent on doing mod(it is best to ask for it) :roll:
no I don't need more diffs
Benita
lul late check

General
  1. Tags: You don't wanna add your old username?
Salad
  1. 00:01:695 (3,1) - 00:02:838 (3,1) - 00:03:980 (3,1,2) - Can't tell if these are meant to be dashes or not, try to keep a consistent distance :S
  2. 00:09:695 (3,1) - This needs a bit more distance imo, it's easily walkable but a pretty strong beat.
  3. 00:16:980 (1,2,1,2,1,2,1,2) - Since the pitch is lowering, why not try starting with high distance and end with lower instead of low to high?
  4. 00:19:123 - Generally for this part I think the distances are a bit long, they are like almost walkable but they should be entirely walkable cause it's such a calm part in the song then you can increase these a bit 00:25:695 (3,1) - 00:26:838 (2,1) -
  5. 00:45:266 (1,2) - Increase a tiny it if meant to be a dash or decrease if not pls.
  6. 00:50:552 (2,1) - This could definately have a lot more distance for the pitch change in the vocals, else this part is a bit dull.
  7. 00:57:695 (3,1) - Even more important place to have a dash for kiai start
  8. And then onwards you got a lot of ambigous spacings. I'd try to be more percise with what distance you use for dash and what not. Like here 00:59:980 (4,1) - it's walkable but kind of looks like a dash and generally just increase distances you want as dashes. 01:02:266 (4,1) - this should probably get a little more distance.
  9. 01:04:838 (1,2,3,1) - I feel like you could've done something more here with this "build up", as of now it's all walkable which is boring for a salad.
  10. 01:20:552 (2,1) - Could also be cool with a dash here.
Platter
  1. 00:01:695 (3,1) - 00:02:980 (7,1) - Maybe increase some distance here, would be nice with a dash. 00:03:552 (2,3,4,1) - is okay the way it is because of the directionchanges between 3,4,1 but the two first I think could be cool with a little more distance.
  2. 00:04:266 (1,2) - ambigous spacing, please add a tiny bit more distance to make it clear it's a dash.
  3. 00:04:838 (2,1) - aaa this could definately need more distance since the previous dash had 1,50 and this only has 1,30
  4. 00:29:266 (5,1) - 00:31:552 (5,1) - 00:33:838 (6,1) - could make these into 1/2 sliders instead so the downbeat isn't entirely unmapped
  5. 00:39:552 - unmapped vocal which is mapped later 00:43:980 (2) -
  6. 00:53:409 (1,2,3,4,5,6,1,2,3,4,5,6,7,1,2,3,4) - idk this pattern as a whole might be a bit too hard because you got this halfway tapdash/fulldash pattern going on. I'd try emphasising the drums a bit better with consistent dashes between sounds like 00:53:409 (1,2) - 00:53:838 (3,4) - etc and then maybe a more zig zag pattern here 00:55:695 (1,2,3,4) -
  7. 01:04:695 (6,1) - increase distance here maybe?
Rain
  1. generally i'd try making full on dash patterns a bit easier cause it's a bit challenging for a rain, like these 00:15:123 (3,4,5,6) - and generally places where you have a lot of dashes surrounded by patterns with big spacing I'd try nerfing the spacings a bit like 00:19:409 (2,3,4) - it's hard to tell if it's walkable or if it's a dash pattern.
  2. 00:29:266 (1,2,3,4) - why make everything equal distanced? could make a dash between 3,4 and make 1,2 walkable
  3. 01:06:980 (6,1,2) - i think the antiflow is too strong here
  4. other than that it's a really fun difficulty!
Overdose
  1. 00:02:266 (2,3) - this pattern is more dense in rain and platter which isn't very good for spread
  2. 00:05:409 (1,2,3,4) - here also, rain is more dense than overdose
  3. 00:08:838 (1) - would be cool if you tilted this the other way because of the strong beats
  4. 00:10:980 (7,1) - omg dashes like these are so fucking long and harsh not to mention there's no 1/4's in the song AND you're very inconsistently placing triplets here and there, example 00:10:980 (7,1) - was to a downbeat while here 00:12:123 (6,1) - there's just 1/2 hyper and here 00:16:123 (3,4) - it just feels way too random
  5. 01:01:266 (1,2,3,4,5,6,7,8,9) - I mentioned this in pm but I'll mention it again, these are overly spaced and doesn't play good not to mention there isn't really any 1/4's so this would play a hundred times better if you remove the blue tick notes. Same with 01:10:409 (1,2,3,4,5,6,7,8,9) - but this one has pretty strong antiflow as well so this one plays even worse.
  6. 01:16:266 - rain is a whole lot more dense here so might be an idea to pump the timeline up in this diff so it's not less dense than rain please fix, picture for reference in your rain diff:
the bolded points are highly recommended to apply

I guess I sniped FDF's 2kds :^)
Topic Starter
Yumeno Himiko

Benny- wrote:

lul late check

General
  1. Tags: You don't wanna add your old username? sure, added
Salad
  1. 00:01:695 (3,1) - 00:02:838 (3,1) - 00:03:980 (3,1,2) - Can't tell if these are meant to be dashes or not, try to keep a consistent distance :S fixed, I supposed to make a dash at 00:01:695 (3,1) but removed now
  2. 00:09:695 (3,1) - This needs a bit more distance imo, it's easily walkable but a pretty strong beat. ds added
  3. 00:16:980 (1,2,1,2,1,2,1,2) - Since the pitch is lowering, why not try starting with high distance and end with lower instead of low to high? right here, to keep the consistency with the higher diffs
  4. 00:19:123 - Generally for this part I think the distances are a bit long, they are like almost walkable but they should be entirely walkable cause it's such a calm part in the song then you can increase these a bit 00:25:695 (3,1) - 00:26:838 (2,1) - I orignally designed them for dashes, but they should be walk patterns, fixed
  5. 00:45:266 (1,2) - Increase a tiny it if meant to be a dash or decrease if not pls. increased for a dash
  6. 00:50:552 (2,1) - This could definately have a lot more distance for the pitch change in the vocals, else this part is a bit dull. I think it's fine for this part following the instrument, also it's the lowest diff in my set, so not gonna change this
  7. 00:57:695 (3,1) - Even more important place to have a dash for kiai start make the dash larger now
  8. And then onwards you got a lot of ambigous spacings. I'd try to be more percise with what distance you use for dash and what not. Like here 00:59:980 (4,1) - it's walkable but kind of looks like a dash and generally just increase distances you want as dashes. 01:02:266 (4,1) - this should probably get a little more distance. right, gonna fix all these patterns
  9. 01:04:838 (1,2,3,1) - I feel like you could've done something more here with this "build up", as of now it's all walkable which is boring for a salad. make it a bit larger now
  10. 01:20:552 (2,1) - Could also be cool with a dash here. sure, nice to have a dash
Platter
  1. 00:01:695 (3,1) - 00:02:980 (7,1) - Maybe increase some distance here, would be nice with a dash. 00:03:552 (2,3,4,1) - is okay the way it is because of the directionchanges between 3,4,1 but the two first I think could be cool with a little more distance. sure, make the dash more clear here
  2. 00:04:266 (1,2) - ambigous spacing, please add a tiny bit more distance to make it clear it's a dash. yep
  3. 00:04:838 (2,1) - aaa this could definately need more distance since the previous dash had 1,50 and this only has 1,30 fixed with the above one
  4. 00:29:266 (5,1) - 00:31:552 (5,1) - 00:33:838 (6,1) - could make these into 1/2 sliders instead so the downbeat isn't entirely unmapped well, if they're made into sliders, this part would look a bit crowded, which is not good to see in this platter diff
  5. 00:39:552 - unmapped vocal which is mapped later 00:43:980 (2) - nice point
  6. 00:53:409 (1,2,3,4,5,6,1,2,3,4,5,6,7,1,2,3,4) - idk this pattern as a whole might be a bit too hard because you got this halfway tapdash/fulldash pattern going on. I'd try emphasising the drums a bit better with consistent dashes between sounds like 00:53:409 (1,2) - 00:53:838 (3,4) - etc and then maybe a more zig zag pattern here 00:55:695 (1,2,3,4) - well, this pattern is just swinging left and right, and has no hard technical patterns, so I think it's fine
  7. 01:04:695 (6,1) - increase distance here maybe? sure
Rain
  1. generally i'd try making full on dash patterns a bit easier cause it's a bit challenging for a rain, like these 00:15:123 (3,4,5,6) - and generally places where you have a lot of dashes surrounded by patterns with big spacing I'd try nerfing the spacings a bit like 00:19:409 (2,3,4) - it's hard to tell if it's walkable or if it's a dash pattern. nerfed the ambiguous spacings, but the patterns with need "a lot of dashes" can be catched with the dash holds, I think this is fine.
  2. 00:29:266 (1,2,3,4) - why make everything equal distanced? could make a dash between 3,4 and make 1,2 walkable sure, making it similar to 00:19:409 (2,3,4).
  3. 01:06:980 (6,1,2) - i think the antiflow is too strong here nerfed a bit
  4. other than that it's a really fun difficulty! ty
Overdose
  1. 00:02:266 (2,3) - this pattern is more dense in rain and platter which isn't very good for spread Sorry but I'd like to keep this slider which follows the vocal, this doesn't appear in Rain becuz it's mapped with another style.
  2. 00:05:409 (1,2,3,4) - here also, rain is more dense than overdose wanna say the same reason as above, it's another style. I know THIS part could be mapped with full 1/2 sliders, but the single circles can emphasize the later patterns better, especially the 3/4 sliders.
  3. 00:08:838 (1) - would be cool if you tilted this the other way because of the strong beats nice
  4. 00:10:980 (7,1) - omg dashes like these are so fucking long and harsh not to mention there's no 1/4's in the song AND you're very inconsistently placing triplets here and there, example 00:10:980 (7,1) - was to a downbeat while here 00:12:123 (6,1) - there's just 1/2 hyper and here 00:16:123 (3,4) - it just feels way too random 00:15:623 (6) - okay I add a note here, so it's not random 1/4s now.
  5. 01:01:266 (1,2,3,4,5,6,7,8,9) - I mentioned this in pm but I'll mention it again, these are overly spaced and doesn't play good not to mention there isn't really any 1/4's so this would play a hundred times better if you remove the blue tick notes. Same with 01:10:409 (1,2,3,4,5,6,7,8,9) - but this one has pretty strong antiflow as well so this one plays even worse. sure, I agree with you this time, and replaced this with another pattern.
  6. 01:16:266 - rain is a whole lot more dense here so might be an idea to pump the timeline up in this diff so it's not less dense than rain please fix, picture for reference in your rain diff: as I said, this is another style, this part goes relaxing because the previous parts are really hard to handle, in the Rain diff, these patterns are easy so I map them averagely.
the bolded points are highly recommended to apply

I guess I sniped FDF's 2kds :^) kek
Sorry for not applying the bolded points, but I listed my reasons, we can discuss these patterns later.
F D Flourite
Benny- asked me for opinions on those simplified rhythms in Overdose (or Giga... whatever

00:02:266 (2,3) - This place will not perform any difference even if it's split into circles when playing because of sliderticks. And as for me, a player who would like to use a high volume of slidertick, it's not a big deal to change this place or not.

00:05:409 (1,2,3,4) - this part indeed shows a feeling of transformation. Like what exam has said, if this part is changed into 1/2s, the 3/4 part 00:06:266 (4,1) - will not be so outstanding as it is now.

01:16:266 (1) - I agree with Benny on this part tho. Even if you're trying to give a rest part or something, turning it into the rhythm as in Rain won't be a hard thing as they still can be easy. And if so, the rhythm intensity change from kiai to here won't be as sharp as it is now.

No kd for this post
Topic Starter
Yumeno Himiko

F D Flourite wrote:

Benny- asked me for opinions on those simplified rhythms in Overdose (or Giga... whatever

00:02:266 (2,3) - This place will not perform any difference even if it's split into circles when playing because of sliderticks. And as for me, a player who would like to use a high volume of slidertick, it's not a big deal to change this place or not.

00:05:409 (1,2,3,4) - this part indeed shows a feeling of transformation. Like what exam has said, if this part is changed into 1/2s, the 3/4 part 00:06:266 (4,1) - will not be so outstanding as it is now.

01:16:266 (1) - I agree with Benny on this part tho. Even if you're trying to give a rest part or something, turning it into the rhythm as in Rain won't be a hard thing as they still can be easy. And if so, the rhythm intensity change from kiai to here won't be as sharp as it is now.

No kd for this post
changed the patterns at 01:16:266 (1).
Benita
rechecked, seems good now
Topic Starter
Yumeno Himiko

Benny- wrote:

rechecked, seems good now
thx benny :)
F D Flourite
No kd for now
kd thanks

[General]
  1. metadata?
[Salad]
  1. 00:36:266 (1,2,1,2) - 这里选择了一个比较难走到的距离,但是又不够远。感觉可以缩小/放大一点。
  2. 00:45:266 (1,2) - 距离稍微加大一点
  3. 00:27:123 (1,2) - 不要jump?00:26:838 (2,1,2) - 这里前后有2个跳,节奏和距离都很不一样,对新手来讲比较难读
  4. 00:53:980 (2,1) - 可以放个跳?
  5. 01:14:266 (2,3) - 这个移动有点奇怪,因为01:14:266 (2,3) - 这里的移动很不连贯。http://puu.sh/xUKNd/396dd62fd5.jpg或许是一种参考,但是这只是我比较懒了
  6. 01:23:123 (1,2) - 加距离
[Platter]
  1. 好像afb说了不少,那我就尽量不重复他的了。还是距离问题。如果你把1.6x当做walk在做的话,它跟比较难走到的小跳1.8x视觉效果太像了。因此建议跳做到2.0x,大距离walk做到1.4x以下。接下来的加减距离都是按照这个标准来的。+一般表示做跳,-一般表示做普通walk或者大距离walk
  2. 00:06:552 (1,2) - 减距离,这里是一个dash后的反向移动,稍微柔和一点
  3. 00:07:695 (1,2,3) - ^ 同理
  4. 00:08:838 (1) - 把这个弄弯曲一点,然后保留00:08:838 (1,2) - 这个跳。
  5. 00:22:266 (3,4) - 00:19:695 (4,5) - 这两个地方距离差不多,但是00:22:266 (3,4) - 由于是折返,距离大反而能走到,而00:19:695 (4,5) - 却很难走到。这对新手读图来说很不友好。建议把两个距离加大到无法走到的地步。
  6. 00:25:695 (4,1) - 跳?
  7. 00:27:123 (1,2,3) - 这里你干脆不要放跳了。因为现在00:27:552 (2,3,1) - 这个antiflow+1/1 HDash很明显
  8. 00:29:695 (2,3) - 减少点距离,不用跳了
  9. 00:30:409 (6,1) - +距离
  10. 00:31:980 (2,3) - +距离
  11. 00:31:409 (4,5) - -距离
  12. 00:33:695 (5,6) - +距离
  13. 00:34:980 (5) - x224, 顺带动一下00:34:552 (4) - 的弧度
  14. 00:35:695 (3,4) - +/-距离
  15. 00:37:409 - to 00:45:266 - 我感觉你这一段的walk全是做给overdose player的,这些walk难度也太大了,建议都nerf一下
  16. 00:45:980 (4,5) - +距离
  17. 00:47:552 (5,1) - -距离
  18. 00:48:695 (5,1) - -距离
  19. 00:49:838 (4,1) - -距离
  20. 00:51:980 (4,1) - +距离
  21. 00:58:266 (2,3) - 00:58:695 (4,5) - +距离
  22. 01:07:123 (1,2,3,4,5) - ^
  23. 01:00:695 (4,5) - -距离
  24. 01:02:552 (1,2,3) - 这里减一点距离,把01:02:980 (3,4) - 跳做的明显一点
  25. 01:05:266 (2) - x176
  26. 01:08:266 (1,2,3,4) - 往左移8px,但别忘了01:08:695 (4,5) - +距离
  27. 01:09:838 (4,5) - 这个walk有点点brutal,把01:09:980 (5) - 做斜一点
  28. 01:12:695 (4) - x248
  29. 01:13:123 (2,3) - -距离
  30. 01:15:695 (1,2) - +距离
  31. 01:16:266 (1,2) - -距离,brutal walk
  32. 01:17:123 - to 01:20:695 - 这一段的1/2我也说不清要不要跳,不过还是一样的改一下距离
  33. 01:21:266 (2,3) - +距离
[Rain]
  1. 01:00:123 (4,1) - 减距离?这样反向HDash的时候有一个再按一次dash键的操作而不是一直按着,毕竟这里音乐并不都是强调音
  2. 01:09:266 (6,1) - ^
[Gigalomaniacs]
  1. AR9.5 (in fact I prefer AR10 but)
  2. 00:43:409 (1) - remove NC
  3. 01:00:123 (7,1) - jump's better to be between 01:00:266 - and 01:00:266 -
  4. 00:59:695 (5,6,7) - any variation? directly moving forward is boring but hard to catch
I got 1miss but 97.67% acc on Overdose...
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