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Billain - Boogie [CatchTheBeat]

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Nokashi
Hello There!
The promised mod

General
  1. I mean its not necessary an Issue but you could probably go for a more specific diff name to make the set unique in its naming!

Overdose
  1. 00:21:042 (2,3) - Not really a fan of how this walk plays. To be honest intensity doesnt die down at all, so forcing a walk is a bit undewhelming, I fiddled around with the placment and I think i found the optimal pattern imo . All the distances can be tapdashed and the different sound here 00:21:387 (1,2,3) - is emphasized with a stronger HDash
  2. 00:27:594 (1,2) - Entry point is kinda harsh here making it easy to drop. Maybe make it more vertical?
  3. 00:30:008 (1) - You only NC on the shout effect like 00:27:594 - or 00:24:835 (1) - so this is inconsistent and shouldnt be NCed
  4. 00:31:387 (1) - Similar point^
  5. 00:32:939 (4,1) - Lower this spacing, the sudden switch from 1/4 to 1/2 could be sudden and the jump might be overdashed, and the the player will surely miss
  6. 00:39:835 (5,1) - Should have been a HDash, consistency with 00:28:801 (6,1) - . In general the shout effect is where you emphasize soo not having a HDash
  7. 00:48:456 (2,3,4) - you could try moving this more to the left, to make the HDash to it more noticable and there will also be more room to reposition for the walk. Something like 00:48:283 (1,2) - 4.00x DS between these ?
  8. 01:07:594 (1) - You should ctrl G this for consistency with the snappy flicker of this pattern 01:06:214 (1,2) -
  9. 01:09:318 (2) - You could go for a more vertical slider tbh, to encourage more movement
  10. 01:25:870 (3,4) - Underwhelming spacing which i think is unintended, i would use a similar HDash structure with 01:25:525 (1,2) - with 2 Hyperdashes
  11. 01:27:594 (1,2) - Uneeded NC here to be honest. There isnt a tragic change from the previous object so this NC is pretty awkward
  12. 01:32:163 (6,1) - Im suprised this isnt a HDash, pretty strong sound here. Consistency with every downbeat
  13. 01:33:628 (7,1) - Making this a normal dash removes the emphasis on the downbeat and its moved to the previous jump here 01:33:456 (6,7) - which is a bit awkward. Try to create a sharp jump to the downbeat instead of a linear movement for the emphasis. 01:38:973 (5,6,1) - Similar point here
  14. 01:36:387 (6,1) - HDash here too
  15. 01:41:904 (6,1) - Really harsh as a normal dash because of the snappy movement here 01:41:732 (5,6) - . It would be better as a HDash for the added emphasis as well
  16. 01:43:714 (2,3) - Hdash here, the normal dash into antiflow feels kinda harsh
  17. 01:50:180 (8,1) - Also you could try to add more emphasis in this spacing to emphasize the new stanza
  18. 01:52:939 (6) - There is a stronger beat here 01:53:025 - than other pauses, so making this a 1/4 slider as well would follow the music better
  19. 02:16:128 (6) - Kinda awkward in rhythm here. the reverse starts and ends on a reverse while the stronger snare in the sequence is in the middle of the slider offering zero movement to get to, which is kidna underwhelming. I'm proposing this rhythm here to better express the instruments with a HDash to get to here 02:16:214 - preferably. I feel like thats the ideal rhythm
  20. 02:18:197 (2,3,4,5,6) - I feel like this is a bit underspaced as a pattern since everything is walkable, while its the same sound you usually use some HDashes on
  21. 02:26:042 (9,10) - Super underspaced movement and the note on (10) is really strong, so having it as 1/4 slider for the continuous synth here and the stronger sound would work well
  22. 02:50:266 (4,5) - I Think this is too much of flick movement in for this slower part so you should nerf it
  23. 03:00:180 (5,6) - You could fit a HDash here
  24. 03:10:008 (7,8) - The sound here is kinda stronger so having a more powerful HDash between them would play well
  25. 03:16:732 (4,5) - Kind of an ambiguous spacing and can be misread. due to the sheer difficulty of the map this is a killer pattern for misses cause its so precise in its movements its easily dropped. I suggest offering more movement between these 03:16:732 (4,5) -
  26. 03:23:973 (8,1) - HDash here for the downbeat consistency?
  27. 03:28:801 (2,3) - Make this an HDash, feels like an edge dash, will also make this new rhythm more noticable
  28. 04:03:973 (5,1) - HDash should be present here, consistency with 04:06:559 (5,1) -
  29. 04:22:076 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - Using the same spacing for a sound that slowly gets stronger seems a bit weird. The pattern would also be cooler if it also got harder slowly, as the music gets stronger
  30. 04:27:076 (6,7,8) - suprisingly calm movement here even though there are some strong snares that could be HDashes
  31. 04:30:180 (7,1) - Also HDash here, consistency with 04:31:559 (8,1) -
  32. 04:46:128 (1) - Why not try a similar movement with previous streams like 02:11:732 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7) -
  33. 05:03:283 (7,1) - HDash here for the added intensity? Its kind of a harsh normal dash without
  34. 05:07:594 (1,2) - You could space them more and make the hyperdashes for the synth accentuation here
  35. 05:26:645 (6,1) - Really harsh angling here, makes the hdash rather uncomfortable to play
  36. 06:03:111 (1,2) - HDash here would add some continuity to the pattern and help the reposition for the following hard stairs
  37. 06:20:094 (3,4) - More emphasis on this stair jump could work nicely

This is mostly some subjective fine-tuning, the map is top notch in quality and a really nice work of patterning and song expression
Shot a star to get the +12 SP with my mod! Feel free to call me again anytime
Good Luck~!
Topic Starter
Spectator

Nokashi wrote:

Hello There!
The promised mod

General
  1. I mean its not necessary an Issue but you could probably go for a more specific diff name to make the set unique in its naming!

Overdose
  1. 00:21:042 (2,3) - Not really a fan of how this walk plays. To be honest intensity doesnt die down at all, so forcing a walk is a bit undewhelming, I fiddled around with the placment and I think i found the optimal pattern imo . All the distances can be tapdashed and the different sound here 00:21:387 (1,2,3) - is emphasized with a stronger HDash for me current pattern works better ;w;
  2. 00:27:594 (1,2) - Entry point is kinda harsh here making it easy to drop. Maybe make it more vertical? it's enough vertical imo
  3. 00:30:008 (1) - You only NC on the shout effect like 00:27:594 - or 00:24:835 (1) - so this is inconsistent and shouldnt be NCed
  4. 00:31:387 (1) - Similar point^
  5. 00:32:939 (4,1) - Lower this spacing, the sudden switch from 1/4 to 1/2 could be sudden and the jump might be overdashed, and the the player will surely miss
  6. 00:39:835 (5,1) - Should have been a HDash, consistency with 00:28:801 (6,1) - . In general the shout effect is where you emphasize soo not having a HDash no? those two parts are irrelevent
  7. 00:48:456 (2,3,4) - you could try moving this more to the left, to make the HDash to it more noticable and there will also be more room to reposition for the walk. Something like 00:48:283 (1,2) - 4.00x DS between these ? it feels fine to me and walk is decent to play with atm
  8. 01:07:594 (1) - You should ctrl G this for consistency with the snappy flicker of this pattern 01:06:214 (1,2) - this will make the flow worse actually
  9. 01:09:318 (2) - You could go for a more vertical slider tbh, to encourage more movement it comes after the 1/2 slider so current movement makes sense
  10. 01:25:870 (3,4) - Underwhelming spacing which i think is unintended, i would use a similar HDash structure with 01:25:525 (1,2) - with 2 Hyperdashes it's intended lol
  11. 01:27:594 (1,2) - Uneeded NC here to be honest. There isnt a tragic change from the previous object so this NC is pretty awkward I put NC there because this part is like one of those intense parts
  12. 01:32:163 (6,1) - Im suprised this isnt a HDash, pretty strong sound here. Consistency with every downbeat the part doesn't need that emphasizing and it plays good without hdash here
  13. 01:33:628 (7,1) - Making this a normal dash removes the emphasis on the downbeat and its moved to the previous jump here 01:33:456 (6,7) - which is a bit awkward. Try to create a sharp jump to the downbeat instead of a linear movement for the emphasis. 01:38:973 (5,6,1) - Similar point here
    no but (6,7) emphasizes the part very well atm. Putting hdashes on every intense parts would be spam
  14. 01:36:387 (6,1) - HDash here too same reason as above
  15. 01:41:904 (6,1) - Really harsh as a normal dash because of the snappy movement here 01:41:732 (5,6) - . It would be better as a HDash for the added emphasis as well
  16. 01:43:714 (2,3) - Hdash here, the normal dash into antiflow feels kinda harsh it already has
  17. 01:50:180 (8,1) - Also you could try to add more emphasis in this spacing to emphasize the new stanza current one does
  18. 01:52:939 (6) - There is a stronger beat here 01:53:025 - than other pauses, so making this a 1/4 slider as well would follow the music better
  19. 02:16:128 (6) - Kinda awkward in rhythm here. the reverse starts and ends on a reverse while the stronger snare in the sequence is in the middle of the slider offering zero movement to get to, which is kidna underwhelming. I'm proposing this rhythm here to better express the instruments with a HDash to get to here 02:16:214 - preferably. I feel like thats the ideal rhythm why shouldn't there be a a stronger bit on reverses when head, tail and reverse work same in ctb. also current rhythm feels really fine to me
  20. 02:18:197 (2,3,4,5,6) - I feel like this is a bit underspaced as a pattern since everything is walkable, while its the same sound you usually use some HDashes on
  21. 02:26:042 (9,10) - Super underspaced movement and the note on (10) is really strong, so having it as 1/4 slider for the continuous synth here and the stronger sound would work well
  22. 02:50:266 (4,5) - I Think this is too much of flick movement in for this slower part so you should nerf it
  23. 03:00:180 (5,6) - You could fit a HDash here (6,7) has
  24. 03:10:008 (7,8) - The sound here is kinda stronger so having a more powerful HDash between them would play well it already has powerful ones
  25. 03:16:732 (4,5) - Kind of an ambiguous spacing and can be misread. due to the sheer difficulty of the map this is a killer pattern for misses cause its so precise in its movements its easily dropped. I suggest offering more movement between these 03:16:732 (4,5) - it doesn't require that precise movement here
  26. 03:23:973 (8,1) - HDash here for the downbeat consistency? I want to keep it for now for the sake of flow
  27. 03:28:801 (2,3) - Make this an HDash, feels like an edge dash, will also make this new rhythm more noticable it's not an edge one at all
  28. 04:03:973 (5,1) - HDash should be present here, consistency with 04:06:559 (5,1) - why do you keep finding consistency with differently mapped part
  29. 04:22:076 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - Using the same spacing for a sound that slowly gets stronger seems a bit weird. The pattern would also be cooler if it also got harder slowly, as the music gets stronger I've considered that too though it gets too hard if I do
  30. 04:27:076 (6,7,8) - suprisingly calm movement here even though there are some strong snares that could be HDashes it has but it's still relatively calm
  31. 04:30:180 (7,1) - Also HDash here, consistency with 04:31:559 (8,1) - (6,7) has
  32. 04:46:128 (1) - Why not try a similar movement with previous streams like 02:11:732 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7) - It works better to me
  33. 05:03:283 (7,1) - HDash here for the added intensity? Its kind of a harsh normal dash without it's not that harsh imo
  34. 05:07:594 (1,2) - You could space them more and make the hyperdashes for the synth accentuation here that's what I did before and If I do so it gets really strict to pass it
  35. 05:26:645 (6,1) - Really harsh angling here, makes the hdash rather uncomfortable to play no? hdash makes it easier to play with
  36. 06:03:111 (1,2) - HDash here would add some continuity to the pattern and help the reposition for the following hard stairs
  37. 06:20:094 (3,4) - More emphasis on this stair jump could work nicely

This is mostly some subjective fine-tuning, the map is top notch in quality and a really nice work of patterning and song expression
Shot a star to get the +12 SP with my mod! Feel free to call me again anytime
Good Luck~!
Thanks a lot for the mod + star!
Benita
requested by spec

apparently consistency nazi coming through

General
  1. Kiai: I think 02:34:490 - 02:55:180 - and 05:08:973 - 05:29:663 - are two fitting sections for kiai but it's up to you
Overdose
  1. 00:27:594 (1,2,3,4,5,6) - feels very dense when the music is this faint while other places you used more breaks in the rhythm 00:33:111 (1,2,3,4,5) -
  2. 00:33:456 (2) - 00:38:973 (2) - 00:40:008 (1) - could add one repeat on these sliders, i feel it flows better with the dense rhythm usage around
  3. 00:36:387 (1) - remove nc
  4. 00:50:008 (2) - 00:55:525 (2) - 01:01:042 (2) - same here, would be cool with repeats on these
  5. 01:27:939 (1,1) - Would like to see a hyper here for transition into a new section
  6. 01:32:163 (6,1) - 01:33:628 (7,1) - 01:36:387 (6,1) - and so on, I would like to see these as hypers for the downbeat as you did here 01:29:490 (8,1) - 01:30:870 (8,1) - 01:34:835 (6,1) - etc... Generally would be nice to see consistency on hyperdashes to downbeats as they are pretty important beats to highlight imo so would be nice if you fixed consistency on downbeats
  7. 01:34:059 (2,3) - strong beat is on slider end of 2, try making rhythm like this 01:28:283 (1,2,3,4) - instead
  8. 01:36:559 (1) - 01:39:318 (1) - 01:44:835 (1) - 01:47:594 (1) - sudden rhythm change from similar sounds 01:33:801 (1,2) - 01:32:421 (1,2) - try to stay consistent as the music doesn’t change
  9. 01:35:439 - 01:38:197 - 01:42:335 - 01:46:473 - 01:40:956 - i think you should map these beats for consistency
  10. 01:44:059 (4,5) - no other place have I seen a hyper to this kind of beat so for consistency I'd like to see the hyper removed
  11. 01:51:387 (5) - I think this is supposed to be a clap and not a whistle?
  12. 01:53:714 (3,4,5) - better with hyper between 4,5 and then you can add a note here 01:54:404 - and have a hyper to 01:54:490 (1) -
  13. 01:54:490 (1) - why suddenly change rhythm usage to 1/2 sliders when similar sounds have 3/4 sliders? If it's for the "wub" then this 01:51:732 (1) - should also be a 1/2 slider
  14. 01:59:835 (7,1) - pretty strong beat, would like hyper here
  15. 02:05:525 (1) - make this a 3/ 4 slider as you did here 02:02:766 (1) -
  16. 02:15:956 (5,6) - I find this distance a bit long for a dash
  17. 05:09:318 (2) - unsnapped
  18. 06:21:732 (1) - I feel it's better as a 1/1 slider

ok so i pointed out a lot of inconsistencies and the stuff repeats itself through the whole map so I'll just stop myself here and you can apply and go through your map yourself if you agree to my issues or just decline everything if you disagree. I feel if I go through a 6 min map pointing out stuff you won't apply anyway I'd feel like I wasted time so I'll just stop here before I go nuts with my own ocd
Topic Starter
Spectator

Benny- wrote:

requested by spec

apparently consistency nazi coming through

General
  1. Kiai: I think 02:34:490 - 02:55:180 - and 05:08:973 - 05:29:663 - are two fitting sections for kiai but it's up to you
applied it to the beginning of those parts, not the whole part for now
Overdose
  1. 00:27:594 (1,2,3,4,5,6) - feels very dense when the music is this faint while other places you used more breaks in the rhythm 00:33:111 (1,2,3,4,5) -
  2. 00:33:456 (2) - 00:38:973 (2) - 00:40:008 (1) - could add one repeat on these sliders, i feel it flows better with the dense rhythm usage around applied for others but 00:40:008 - since consistency with 00:40:266 (2) -
  3. 00:36:387 (1) - remove nc
  4. 00:50:008 (2) - 00:55:525 (2) - 01:01:042 (2) - same here, would be cool with repeats on these
  5. 01:27:939 (1,1) - Would like to see a hyper here for transition into a new section
  6. 01:32:163 (6,1) - 01:33:628 (7,1) - 01:36:387 (6,1) - and so on, I would like to see these as hypers for the downbeat as you did here 01:29:490 (8,1) - 01:30:870 (8,1) - 01:34:835 (6,1) - etc... Generally would be nice to see consistency on hyperdashes to downbeats as they are pretty important beats to highlight imo so would be nice if you fixed consistency on downbeats except the second one (for the sake of flow) I applied others
  7. 01:34:059 (2,3) - strong beat is on slider end of 2, try making rhythm like this 01:28:283 (1,2,3,4) - instead
  8. 01:36:559 (1) - 01:39:318 (1) - 01:44:835 (1) - 01:47:594 (1) - sudden rhythm change from similar sounds 01:33:801 (1,2) - 01:32:421 (1,2) - try to stay consistent as the music doesn’t change I don't want to make them all consistent since it'd be boring considering the song is pretty repetitive. That's why I did some transfiguration with the patterns
  9. 01:35:439 - 01:38:197 - 01:42:335 - 01:46:473 - 01:40:956 - i think you should map these beats for consistency
  10. 01:44:059 (4,5) - no other place have I seen a hyper to this kind of beat so for consistency I'd like to see the hyper removed but removing it makes the movement worse actually
  11. 01:51:387 (5) - I think this is supposed to be a clap and not a whistle?
  12. 01:53:714 (3,4,5) - better with hyper between 4,5 and then you can add a note here 01:54:404 - and have a hyper to 01:54:490 (1) -
  13. 01:54:490 (1) - why suddenly change rhythm usage to 1/2 sliders when similar sounds have 3/4 sliders? If it's for the "wub" then this 01:51:732 (1) - should also be a 1/2 slider
  14. 01:59:835 (7,1) - pretty strong beat, would like hyper here
  15. 02:05:525 (1) - make this a 3/ 4 slider as you did here 02:02:766 (1) - the strong beat is at 02:05:697 - so no. fixed 02:02:766 (1) - instead
  16. 02:15:956 (5,6) - I find this distance a bit long for a dash
  17. 05:09:318 (2) - unsnapped
  18. 06:21:732 (1) - I feel it's better as a 1/1 slider

ok so i pointed out a lot of inconsistencies and the stuff repeats itself through the whole map so I'll just stop myself here and you can apply and go through your map yourself if you agree to my issues or just decline everything if you disagree. I feel if I go through a 6 min map pointing out stuff you won't apply anyway I'd feel like I wasted time so I'll just stop here before I go nuts with my own ocd
not mentioned are all fixed

many of inconsistent parts are intentional actually. I tried to keep patterns flexible since the music is pretty repetitive, however I've noticed some errors while applying your mod so I fixed them all. Thanks a lot for the mod.
Ascendance
why do so many people steal my modding format :(
Monstrata
Random mod, practicing ctb modding~

General

Combo Color 4 stands out too much compared to the background and combo 1 and 2 are a bit too close in color.

Overdrive

HP6? Intense sections such as the end could be a real killer if a player misses an HDash.
Maybe dropping AR to 9.6 or 9.5 would be a bit better as well

From 00:22:076 - to 00:33:111 - , the hdashes could use some consistency. Sometimes you have hdashes on bass kicks, sometimes on the high pitched noise, sometimes on the vocal. Some clarification on what you're emphasizing or at least a fix in this part would be nice :D
00:48:456 (2,3,4) - These are a bit cramped and require the player to tap walk pretty much, a bit of additional space for tapdashing potential would be nice here.
01:05:525 (1,2) - Try and emphasize the 1/4 within these sliders here if you can ;o
02:44:921 (5,6) - Distance is a bit too high here i think... Moving 5 to x:336 would help trim that down a bit imo
02:55:525 (1) - I think this sound is really too unique to be replaced by a spinner. There's a lot of potential in an odd slider shape and a buzz slider on that end sound here.
03:28:801 (2,3) - Pretty high distance coming out of such a sharp snapping section. A reduction here would be nice i think
03:41:645 (1) - Nice slider art lol
04:28:973 (1,2) - feels a bit too far apart. Maybe try 04:29:318 (2,3) - x:290 and 04:29:663 (4) - x:128 to help offset it a bit.
04:35:180 (1) - Something more dynamic here would be nice, like an S-Shape.
04:46:128 (1) - Same could be said here^
05:14:145 (6,7) - This is the only time you've used the 1/8s for this sound, seemed a bit inconsistent to me, but you can call it variety if you want haha.
Might want to get that last part (06:12:421 -) checked out by someone who can actually play it though x__x.

I'm fine with you keeping stuff, though I'd appreciate the explanation if you don't mind. It'd help me for the future too heh. I can probably help with pushing this forward, take your time and poke me if you need me :D.
Topic Starter
Spectator

Monstrata wrote:

Random mod, practicing ctb modding~

General

Combo Color 4 stands out too much compared to the background and combo 1 and 2 are a bit too close in color.

Overdrive

HP6? Intense sections such as the end could be a real killer if a player misses an HDash.
Maybe dropping AR to 9.6 or 9.5 would be a bit better as well applied HP6

From 00:22:076 - to 00:33:111 - , the hdashes could use some consistency. Sometimes you have hdashes on bass kicks, sometimes on the high pitched noise, sometimes on the vocal. Some clarification on what you're emphasizing or at least a fix in this part would be nice :D fixed it, they follow mainly vocals now :D
00:48:456 (2,3,4) - These are a bit cramped and require the player to tap walk pretty much, a bit of additional space for tapdashing potential would be nice here.
01:05:525 (1,2) - Try and emphasize the 1/4 within these sliders here if you can ;o I consider it as well but concluded that 1/2 will be better as 1/4 here coming right after the spinner could feel a bit surprising. I agree with that the idea it needs some emphasize however. Added HDash between them.
02:44:921 (5,6) - Distance is a bit too high here i think... Moving 5 to x:336 would help trim that down a bit imo moved 6&7 to a bit right instead
02:55:525 (1) - I think this sound is really too unique to be replaced by a spinner. There's a lot of potential in an odd slider shape and a buzz slider on that end sound here. sure
03:28:801 (2,3) - Pretty high distance coming out of such a sharp snapping section. A reduction here would be nice i think
03:41:645 (1) - Nice slider art lol standard style
04:28:973 (1,2) - feels a bit too far apart. Maybe try 04:29:318 (2,3) - x:290 and 04:29:663 (4) - x:128 to help offset it a bit.
04:35:180 (1) - Something more dynamic here would be nice, like an S-Shape.
04:46:128 (1) - Same could be said here^
05:14:145 (6,7) - This is the only time you've used the 1/8s for this sound, seemed a bit inconsistent to me, but you can call it variety if you want haha.
Might want to get that last part (06:12:421 -) checked out by someone who can actually play it though x__x. I'll be asking for the others for a testplay then :D

I'm fine with you keeping stuff, though I'd appreciate the explanation if you don't mind. It'd help me for the future too heh. I can probably help with pushing this forward, take your time and poke me if you need me :D.


not mentioned = all fixed
Thanks for the mod! It's pretty much a nice mod from a beginner modder, which is very nice ;)
Spaghetti
ooo
Topic Starter
Spectator

Spaghetti wrote:

ooo
Boogie!
ExGon
last part is great, it fits so well with music

05:41:559 (2) - 이 슬라이더를 보컬 샘플에 맞춰보는 건 어떠신가요
Topic Starter
Spectator

ExGon wrote:

last part is great, it fits so well with music

05:41:559 (2) - 이 슬라이더를 보컬 샘플에 맞춰보는 건 어떠신가요
thanks for the feedback.

applied the one you've mentioned!
Monstrata
Nominated~
Topic Starter
Spectator

Monstrata wrote:

Nominated~
Thank you!!
CLSW
omg is this real
F D Flourite
Alright let's move on


[Overdrive]
  1. Hmm, I've played many difficult 1/4 maps with higher BPM but AR9.5. And my Aragami is only AR9.7 while BPM198. So AR9.5~9.6 is more preferred.
  2. 00:32:421 (1,2,3) - Slidertails are not snapped. The main reason for bubble pop ;w;
  3. 00:45:525 (1,2,3,4,5,6) - jumps can be adapted to follow the clap on 00:45:870 - ? For example, make HDashes on 00:45:783 (3,4) - and 00:45:956 (5,6) - ?
  4. 00:48:456 (2,3,4) - Would you like to make something like this one: http://puu.sh/wWFCv/1d1278e715.jpg? The special music effect here has a decreasing appearance, which is great with small direction change hint to follow.
  5. 00:50:008 (2) - Remove repeat to completely follow the instrument instead of switching track here? http://puu.sh/wWFFg/b181849a01.jpg
  6. 00:54:490 - Normal sampleset hitsounds starting from here to 01:02:076 - is distracting for players. I think volume down is more needed in this part.
  7. 01:07:939 (2,3,4) - This continuous movement is kinda hard to anticipate under such a high AR. I'd like to see direction change, which is more natural under such a circumstance.
  8. 01:31:904 (5,6) - This jump has its only structure appeared in this map. Most structures are 01:30:697 (7,8) - (no jump) or 01:33:456 (6,7) - (final jump). So I think 01:31:904 (5,6) - appearing once in a map is not a good idea. Better change it to fit either one you're used to.
  9. 01:33:801 (1,2) - Also, the jump point is a bit off. I'd like to accept your idea if you want to have different rhythm usage to create variation. But for jumps on heavier/softer beats, that's more intersubjective and likely to be fixed imo.
  10. 01:46:214 (1,2) - This jump is kinda edgy for me. Intentional? or decrease distance?
  11. 02:26:042 (9,10) - No jump on this one?
  12. 02:24:404 (6,7) - This is not good looking in your map lol
  13. 02:33:111 (1) - It touches the boundary. Besides, the non-movement on 02:33:111 (1,2) - is a little bit weird. My suggestion is to make 02:33:111 (1) - vertical to create hit-boundary stop and following movement.
  14. 02:44:145 (1) - Move to around x264 to make consistency on jump arrangement. (similar example: 02:38:456 (8,1) - )
  15. 02:49:490 (8,1,2) - ^ similar case
  16. 02:42:421 (5) - normal sampleset is missing.
  17. 02:46:732 (8,1) - Rhythm here is highly different than previous choices, which is very inconsistent imo. Your previous rhythm like 02:35:697 (8,1) - is kinda out of general cases but quite catchy. So you should stick to such arrangement on similar situations. A solution is to shorten 02:46:904 (1) - to 1/4 long.
  18. 02:44:749 (4,5) - No hitsound?
  19. 02:53:456 (5,6) - I cannot hear 1/8 rhythm here. The drum is kinda faint but I still believe it should be on 02:53:542 - (the blue tick) instead of the 1/8 rhythm you're using now.
  20. 02:54:318 (4,5) - Rhythm here is probably wrong. The rhythm break should be on 02:54:490 - instead of 02:54:404 - . In other words, http://puu.sh/wWLk4/3a67d158fc.jpg is a proper case.
  21. 02:56:559 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - lack of hitsounds. I don't see an usage of intro effect because that's just unneeded in the middle of the music.
  22. 03:13:456 (3) - 03:14:835 (2) - 03:15:525 (8) - clap is missing
  23. 03:32:076 (6,7) - I don't like the jump between these 2 sliders. It's for nothing in the music. Please remove it.
  24. 03:52:680 (1,1) - They don't have to be a HDash in between, but there should be a jump at least.
  25. 04:26:042 (7,1) - 04:31:559 (8,1) - They're almost the same in the music. So I'd like to suggest you to change 04:31:559 (8,1) - to a 1/4 jump to follow your general idea of this part.
  26. 04:37:076 (8,1) - 04:42:594 (8,1) - same ^
  27. 05:08:068 (4) - should start at 05:08:025 - instead.
Recheck your hitsound first please. They're not complete here and there.
Feel free to call Monstrata for rebub. Then call me back
Topic Starter
Spectator

F D Flourite wrote:

Alright let's move on


[Overdrive]
  1. Hmm, I've played many difficult 1/4 maps with higher BPM but AR9.5. And my Aragami is only AR9.7 while BPM198. So AR9.5~9.6 is more preferred.
  2. 00:32:421 (1,2,3) - Slidertails are not snapped. The main reason for bubble pop ;w; my bad ;w; fixed
  3. 00:45:525 (1,2,3,4,5,6) - jumps can be adapted to follow the clap on 00:45:870 - ? For example, make HDashes on 00:45:783 (3,4) - and 00:45:956 (5,6) - ?
  4. 00:48:456 (2,3,4) - Would you like to make something like this one: http://puu.sh/wWFCv/1d1278e715.jpg? The special music effect here has a decreasing appearance, which is great with small direction change hint to follow.
  5. 00:50:008 (2) - Remove repeat to completely follow the instrument instead of switching track here? http://puu.sh/wWFFg/b181849a01.jpg
  6. 00:54:490 - Normal sampleset hitsounds starting from here to 01:02:076 - is distracting for players. I think volume down is more needed in this part.
  7. 01:07:939 (2,3,4) - This continuous movement is kinda hard to anticipate under such a high AR. I'd like to see direction change, which is more natural under such a circumstance. I felt that the direction change between 1 and 2 would be enough though
  8. 01:31:904 (5,6) - This jump has its only structure appeared in this map. Most structures are 01:30:697 (7,8) - (no jump) or 01:33:456 (6,7) - (final jump). So I think 01:31:904 (5,6) - appearing once in a map is not a good idea. Better change it to fit either one you're used to.
  9. 01:33:801 (1,2) - Also, the jump point is a bit off. I'd like to accept your idea if you want to have different rhythm usage to create variation. But for jumps on heavier/softer beats, that's more intersubjective and likely to be fixed imo.
  10. 01:46:214 (1,2) - This jump is kinda edgy for me. Intentional? or decrease distance?
  11. 02:26:042 (9,10) - No jump on this one? nice
  12. 02:24:404 (6,7) - This is not good looking in your map lol added a jump so that wouldn't look like an ugly streams lol
  13. 02:33:111 (1) - It touches the boundary. Besides, the non-movement on 02:33:111 (1,2) - is a little bit weird. My suggestion is to make 02:33:111 (1) - vertical to create hit-boundary stop and following movement. solved the issue about boundary, though I'd like to keep the current pattern as possible
  14. 02:44:145 (1) - Move to around x264 to make consistency on jump arrangement. (similar example: 02:38:456 (8,1) - )
  15. 02:49:490 (8,1,2) - ^ similar case
  16. 02:42:421 (5) - normal sampleset is missing.
  17. 02:46:732 (8,1) - Rhythm here is highly different than previous choices, which is very inconsistent imo. Your previous rhythm like 02:35:697 (8,1) - is kinda out of general cases but quite catchy. So you should stick to such arrangement on similar situations. A solution is to shorten 02:46:904 (1) - to 1/4 long.
  18. 02:44:749 (4,5) - No hitsound?
  19. 02:53:456 (5,6) - I cannot hear 1/8 rhythm here. The drum is kinda faint but I still believe it should be on 02:53:542 - (the blue tick) instead of the 1/8 rhythm you're using now.
  20. 02:54:318 (4,5) - Rhythm here is probably wrong. The rhythm break should be on 02:54:490 - instead of 02:54:404 - . In other words, http://puu.sh/wWLk4/3a67d158fc.jpg is a proper case.
  21. 02:56:559 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - lack of hitsounds. I don't see an usage of intro effect because that's just unneeded in the middle of the music.
  22. 03:13:456 (3) - 03:14:835 (2) - 03:15:525 (8) - clap is missing
  23. 03:32:076 (6,7) - I don't like the jump between these 2 sliders. It's for nothing in the music. Please remove it.
  24. 03:52:680 (1,1) - They don't have to be a HDash in between, but there should be a jump at least. As it's hard to keep it without HDash due to the previous & later patterns I reduced the distance for them
  25. 04:26:042 (7,1) - 04:31:559 (8,1) - They're almost the same in the music. So I'd like to suggest you to change 04:31:559 (8,1) - to a 1/4 jump to follow your general idea of this part.
  26. 04:37:076 (8,1) - 04:42:594 (8,1) - same ^
  27. 05:08:068 (4) - should start at 05:08:025 - instead.
Recheck your hitsound first please. They're not complete here and there.
Feel free to call Monstrata for rebub. Then call me back

No reply means they're all fixed.

Thank you for the mod!
Monstrata
Thanks FDF~ repairing bubble.
F D Flourite

Minato Yukina wrote:

omg is this real
I don't know if it's real. But it is fun.

Booooooooooooooooooooooooooooooooooooooogie~

Did some small changes on flow and hitsounds. But who cares?

EDIT: Ah I forgot the 24hour rule. Sorry ;w;
Topic Starter
Spectator

F D Flourite wrote:

Minato Yukina wrote:

omg is this real
I don't know if it's real. But it is fun.

Booooooooooooooooooooooooooooooooooooooogie~

Did some small changes on flow and hitsounds. But who cares?
thank you a lot!!

edit: forgot the 24h rule sorry ;w;
JBHyperion
Sorry to crash the party, but 24 hours must be left between bubble and qualify. Reverting back to Monstrata's bubble - p/6165471

Please wait ~ 18 hours before attempting to qualify this again!
Ancelysia
welp
Kimitakari
Congrats!
Dea ex machina
Hooray!!!!!!!!!!
Liyac
here we go
F D Flourite
The party has been rescheduled~ Please enjoy it
Topic Starter
Spectator

F D Flourite wrote:

The party has been rescheduled~ Please enjoy it
Thank you <3
Ascendance
congratulations, elite mapper!
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