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Memme - Force of Ra [CatchTheBeat]

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Topic Starter
Deif
This beatmap was submitted using in-game submission on miércoles, 17 de enero de 2018 at 0:30:28

Artist: Memme
Title: Force of Ra
Source: Pump It Up Prime
BPM: 180
Filesize: 3595kb
Play Time: 01:52
Difficulties Available:
  1. Cup (1,64 stars, 235 notes)
  2. Overdose (6,12 stars, 638 notes)
  3. Platter (3,32 stars, 402 notes)
  4. Rain (4,45 stars, 508 notes)
  5. Salad (2,43 stars, 303 notes)
Download: Memme - Force of Ra
Information: Scores/Beatmap Listing
---------------
Cup
Salad
Platter
Rain
Overdose
rew0825
Hello from my modding queue <3

Overdose
  1. 00:11:781 (5,6) - I think it's suddenly hdash between it. can you cancel?
  2. 00:29:947 (4) - move to right 2 grid? for reduce a bit distance.
  3. 00:31:781 (5) - move to left 1-3 grid? for reduce a bit distance.
  4. 00:34:114 (5) - move to right 1-2 grid? I think it's look hard for play and suddenly.
  5. 00:40:614 (4) - move to left 2 grid? for reduce a bit distance.
  6. 00:42:448 (5) - move to right 1-3 grid? for reduce a bit distance.
  7. 00:53:114 (5,6,1) - I think it's look weird and not have 00:53:448 (1,2) - Hdash. Can you change to other?
  8. 01:00:114 (1,2) - move that whole to x:176?
  9. 01:16:281 (2,3,4,5,6,7,8) - how about change that whole to curve?

Rain
  1. 00:33:114 (6) - move to left 1-2 grid? 00:33:114 (6) - i think distance is look far a bit.
  2. 00:56:614 (3) - move to left 1 grid? 00:56:114 (1,2) - distance is near a bit.
  3. 00:58:614 (4) - move to right 1 grid? 00:58:114 (3,4) - distance is near a bit.
  4. 01:01:948 (2) - move to right 1 grid? 01:01:448 (1,2) - distance is near a bit.

Platter
  1. 00:50:114 (4) - change SV to 1.25? i think it's look suddenly

It's all from me. Hope it can help you. Good luck and take my stars :)
Topic Starter
Deif
rew0825
Hello from my modding queue <3

Overdose
  1. 00:11:781 (5,6) - I think it's suddenly hdash between it. can you cancel? (Changed the direction of the sliders instead so it flows better)
  2. 00:29:947 (4) - move to right 2 grid? for reduce a bit distance. (Done)
  3. 00:31:781 (5) - move to left 1-3 grid? for reduce a bit distance. (Done)
  4. 00:34:114 (5) - move to right 1-2 grid? I think it's look hard for play and suddenly. (I used a similar pattern in other ranked mapset. I don't find it that challenging to perform, but I'd like to hear out other opinions on that one before modifying it)
  5. 00:40:614 (4) - move to left 2 grid? for reduce a bit distance. (Done)
  6. 00:42:448 (5) - move to right 1-3 grid? for reduce a bit distance. (Done)
  7. 00:53:114 (5,6,1) - I think it's look weird and not have 00:53:448 (1,2) - Hdash. Can you change to other? (Made on purpose to imitate something similar I used on Acid Burst, with a similar sound)
  8. 01:00:114 (1,2) - move that whole to x:176? (Alright)
  9. 01:16:281 (2,3,4,5,6,7,8) - how about change that whole to curve? (That'd be too generic, I wanted to try something different so players can wiggle a bit too)

Rain
  1. 00:33:114 (6) - move to left 1-2 grid? 00:33:114 (6) - i think distance is look far a bit. (Done)
  2. 00:56:614 (3) - move to left 1 grid? 00:56:114 (1,2) - distance is near a bit. (Done)
  3. 00:58:614 (4) - move to right 1 grid? 00:58:114 (3,4) - distance is near a bit. (Done)
  4. 01:01:948 (2) - move to right 1 grid? 01:01:448 (1,2) - distance is near a bit. (Done)

Platter
  1. 00:50:114 (4) - change SV to 1.25? i think it's look suddenly (Done)

It's all from me. Hope it can help you. Good luck and take my stars :)

Thanks for your help! There were also some unsnapped notes in all diffs according to AiMod. They should be fixed now too.
Lacrima
here's this late m4m xd
[Salad]
  1. 00:05:781 (2,3) - I wonder what were you trying to emphasize here or you weren't at all. If you tried to make a jash here then increase the distance to make this dash more clear and obvious, otherwise reduce the distance here so this can be easily walkable
  2. 00:32:614 (3,4,5,1) - I think it's quite overdone for salad
  3. 00:34:114 (3,4,1) - ^same, I don't think it's ok to put a dash after pretty dense (in terms of tapping) pattern in salad diff. and if I started talking about this, then I'd like to mention 00:22:781 (1,2,3,4,5,6) - this one, too. this can be cathcable without using dash with bit pretty good timing skill, which salad players doesn't have, but also I don't think it's ok to put a dash here and I explained why in the prev pattern
  4. 00:37:115 (3,1) - I think this can be increased a little bit
  5. 00:54:448 (4,1) - ^
  6. 01:19:781 (5,1,2,3,4,1) - heey, it's quite hard for salad players, too. mainly because of the break movement here 01:20:781 (3,4,1) - and this movement also doesn't seem consistent with 01:26:114 (3,4,1) - this one
  7. 01:30:448 (5,1,2,3,4,1) - same^
[Platter]
  1. 00:10:781 (3,4) - ouch, this is pretty overspaced. actually, I feel 00:09:781 (3,4) - is overspaced a little bit, too, but the first one is tottaly overdone for platter diff.
  2. 01:46:781 (1,2,3,4,5,6,1,2,3,4,5,6) - just the same as above
[Rain]
  1. 01:08:448 (2,3,4) - this broke me while I was playing. I catched this, but it was like "lolwhatisit", I think you can place here something more fitting than this anti flow
as I said I won't point out anything uwu
it's too good
Topic Starter
Deif
Myle
here's this late m4m xd
[Salad]
  1. 00:05:781 (2,3) - I wonder what were you trying to emphasize here or you weren't at all. If you tried to make a jash here then increase the distance to make this dash more clear and obvious, otherwise reduce the distance here so this can be easily walkable (There's a higher tone on the melody on 00:05:781 - )
  2. 00:32:614 (3,4,5,1) - I think it's quite overdone for salad (Reduced a bit the dash)
  3. 00:34:114 (3,4,1) - ^same, I don't think it's ok to put a dash after pretty dense (in terms of tapping) pattern in salad diff. and if I started talking about this, then I'd like to mention 00:22:781 (1,2,3,4,5,6) - this one, too. this can be cathcable without using dash with bit pretty good timing skill, which salad players doesn't have, but also I don't think it's ok to put a dash here and I explained why in the prev pattern (You're totally right. Rearranged those notes so the movements of the catcher simplify)
  4. 00:37:115 (3,1) - I think this can be increased a little bit (I wouldn't overcharge that part so much. There are some direction changes already)
  5. 00:54:448 (4,1) - ^ (Done)
  6. 01:19:781 (5,1,2,3,4,1) - heey, it's quite hard for salad players, too. mainly because of the break movement here 01:20:781 (3,4,1) - and this movement also doesn't seem consistent with 01:26:114 (3,4,1) - this one (Moved the slider (1) closer to the other ones to ease it up. Same with the next pattern and similar ones I found)
  7. 01:30:448 (5,1,2,3,4,1) - same^
[Platter]
  1. 00:10:781 (3,4) - ouch, this is pretty overspaced. actually, I feel 00:09:781 (3,4) - is overspaced a little bit, too, but the first one is tottaly overdone for platter diff.
  2. 01:46:781 (1,2,3,4,5,6,1,2,3,4,5,6) - just the same as above (You're right. Reduced the distance in both patterns)
[Rain]
  1. 01:08:448 (2,3,4) - this broke me while I was playing. I catched this, but it was like "lolwhatisit", I think you can place here something more fitting than this anti flow (It's a quite intense part of the melody. I'm not sure what else can I map there without messing up with the distances and making it interesting to play)
as I said I won't point out anything uwu
it's too good
Thanks for your help!
Arrival
Don't let them know my set has a metadata problem
DeletedUser_6709840
M4M from queue. Good map so I might not be able to say much.

Cup

00:16:114 (1,2) – For extended walks, 2x reads like a dash a little bit so try 1.8 or 1.7x instead. I might not point them all out so here's one example.

01:05:281 (8,1) - ^

NC I think you missed:

01:04:281 (5) -


Salad

00:01:281 (1,1) – I don't recommend putting dash-through patterns in Salads because players are just learning to dash and it could be confusing. Or if you do keep, put some distance reduction on the 1/1 part so it's easier to walk. This applies to all dash-through patterns used since all of them seem a bit dubious to me.

00:03:948 (4,1,2) – Doesn't the RC have rules about combining dashes of a different beatsnap if it's consecuative? I know consecuative dashes are allowed if nessecary in Salads but the 1 /2 and 1/1 dash together could be a bit difficult for newer players.

00:04:448 (2,3,1) – Make (2,3) more walkable but reducing distance slightly. It will give the player some leniancy to catch (1) and be able to catch the dash.

00:09:281 (4,1,2,1,2,1) – I can hear rhythmically why you have four consecuative dashes but structually that's more Platter. Remove the dashes between 00:09:448 (1,2) – and 00:10:448 (1,2) – so it's a paired pattern instead.

00:21:448 (1,2,3) – This can be argued as a dash into anti-flow because the player has to move the direction they came quickly to catch (3). Are you sure you don't just want to put (3) on X=0?

01:16:781 (3,4,5) – These exaggerated walks are not needed imo because the antiflow already gives a decent amount of emphasis. Perhaps put (4) on X=352

My only other comment is to make the other consecuative dash areas possibly exaggerated walks since too many dashes can easily make a Salad feel Platter-ish. It feels a little overdone to me, even if the song is high energy.


Platter

00:23:614 (6,7) – I'd reduce this to 3.2x to still give the hyper emphasis but not feel too difficult for players just starting Platters. (5,6) kinda imitates antiflow so it will also give a bit of leniacy it needs.

00:29:114 (4,1) – Try to make (1) flow more to the left. This would do better if this mimicked the flow at 00:08:114 – and the vertical catch from a hyper breaks flow because of the sudden stop to change direction.

00:33:281 (8,1) – Same as first point. I'm not gonna point out all of them but the size of the exaggerated hypers tend to be with antiflow mimicking patterns so there should be some slight leniancy.

00:40:114 (1,2,3) – Same as second point.

01:15:781 (4,5,1) – That's antiflow because the movement is too sharp from the hyper. I'd move 01:16:114 (1,2,3,4) – to X=288 and then move 01:17:114 (5) – to X=384 to fix another hyper and the ease into the kiai.

01:49:948 (2) – I'd make this flow to the right for consistency.

A lot of the hypers in the kiai seem a little high in distance that they remind me of Rains. I'd keep your hypers around 3x to 3.2x so they're balanced for the mapset.


Rain

01:35:948 (10,1) – I don't recommend doing antiflow to these patterns of 1/8ths since it's difficult to do three hyper chain directions in a row.

Otherwise, I have no comments since I can barely play the diff enough to give an opinion.


Overdose

I couldn't spot any flow issues in HT or patterns I'm entirely against, so the overdose is good. (I'm bad at overdoses over 5.8 or 6* )
Topic Starter
Deif
RoseusJaeger
M4M from queue. Good map so I might not be able to say much.

Cup

00:16:114 (1,2) – For extended walks, 2x reads like a dash a little bit so try 1.8 or 1.7x instead. I might not point them all out so here's one example. (Done)

01:05:281 (8,1) - ^ (Done)

NC I think you missed:

01:04:281 (5) - (Done, also applied for another 2 NCs I forgot)


Salad

00:01:281 (1,1) – I don't recommend putting dash-through patterns in Salads because players are just learning to dash and it could be confusing. Or if you do keep, put some distance reduction on the 1/1 part so it's easier to walk. This applies to all dash-through patterns used since all of them seem a bit dubious to me. (Reduced the distance on this one, so it's easier to read)

00:03:948 (4,1,2) – Doesn't the RC have rules about combining dashes of a different beatsnap if it's consecuative? I know consecuative dashes are allowed if nessecary in Salads but the 1 /2 and 1/1 dash together could be a bit difficult for newer players. (Done)

00:04:448 (2,3,1) – Make (2,3) more walkable but reducing distance slightly. It will give the player some leniancy to catch (1) and be able to catch the dash. (Done)

00:09:281 (4,1,2,1,2,1) – I can hear rhythmically why you have four consecuative dashes but structually that's more Platter. Remove the dashes between 00:09:448 (1,2) – and 00:10:448 (1,2) – so it's a paired pattern instead. (Done)

00:21:448 (1,2,3) – This can be argued as a dash into anti-flow because the player has to move the direction they came quickly to catch (3). Are you sure you don't just want to put (3) on X=0? (Distance reduced)

01:16:781 (3,4,5) – These exaggerated walks are not needed imo because the antiflow already gives a decent amount of emphasis. Perhaps put (4) on X=352 (Done)

My only other comment is to make the other consecuative dash areas possibly exaggerated walks since too many dashes can easily make a Salad feel Platter-ish. It feels a little overdone to me, even if the song is high energy.


Platter

00:23:614 (6,7) – I'd reduce this to 3.2x to still give the hyper emphasis but not feel too difficult for players just starting Platters. (5,6) kinda imitates antiflow so it will also give a bit of leniacy it needs. (Reduced a bit)

00:29:114 (4,1) – Try to make (1) flow more to the left. This would do better if this mimicked the flow at 00:08:114 – and the vertical catch from a hyper breaks flow because of the sudden stop to change direction. (Done)

00:33:281 (8,1) – Same as first point. I'm not gonna point out all of them but the size of the exaggerated hypers tend to be with antiflow mimicking patterns so there should be some slight leniancy. (Well... That's not anti-flow per se, but changed anyway)

00:40:114 (1,2,3) – Same as second point. (Done)

01:15:781 (4,5,1) – That's antiflow because the movement is too sharp from the hyper. I'd move 01:16:114 (1,2,3,4) – to X=288 and then move 01:17:114 (5) – to X=384 to fix another hyper and the ease into the kiai. (You're right, chaged)

01:49:948 (2) – I'd make this flow to the right for consistency. (It's already okay as it is)

A lot of the hypers in the kiai seem a little high in distance that they remind me of Rains. I'd keep your hypers around 3x to 3.2x so they're balanced for the mapset.


Rain

01:35:948 (10,1) – I don't recommend doing antiflow to these patterns of 1/8ths since it's difficult to do three hyper chain directions in a row. (The antiflow is indeed there, though the 1/8s should be rather easy to perform due to their current shape, which goes along with the strength of the hypers)

Otherwise, I have no comments since I can barely play the diff enough to give an opinion.


Overdose

I couldn't spot any flow issues in HT or patterns I'm entirely against, so the overdose is good. (I'm bad at overdoses over 5.8 or 6* )
It's time to get this revived. Sorry for the late response, but thanks for your useful mod!
F D Flourite
Everybody's late

[General]
  1. Fine
[Cup]
  1. 00:16:114 (1,2) - This emphasis is too huge compared to most strong beats later on (00:21:448 (1,2) - 00:23:448 (3,1) - etc.) 1.60x distance should be enough.
  2. 00:32:614 (2,3,1) - 1.9x distance in between? 00:03:448 (2,3,1) - as a reference
  3. 01:05:281 (5,1) - 1.76x is a little bit difficult to walk. Still, 1.6x is preferred.
  4. 01:26:614 (1,2) - I keep feeling this pattern kinda forced. Not only because of the antiflow but also 01:27:614 - is not worth a fruit at all according to the music. Probably the slider shape should be changed to flow-wise to reduce the feel of presense of its slidertail.
  5. 01:42:781 (1,2) - Nah this distance doesn't have to be this large. You can set a normal walk around 1.3x so that the large distance at 01:43:448 (2,1) - is clearly expressed.
[Salad]
  1. 00:03:948 (4,1,2) - This is kinda tricky. I know it's for the consecutive 2 strong beats but 1/2 dash followed by a 1/1 small dash is probably frustrating for Salad players. Consider move 00:04:448 (2) - to x208 or x224 to nerf the difficulty on 00:03:948 (4,1,2) - as well as 00:04:448 (2,3,1) - .
  2. 00:31:781 (4,1) - This isn't far enough for a dash
  3. 00:33:614 (2,3) - ^ Not sure if it's a walk or a dash
  4. 00:20:448 (2,3) - Jump/Walk? Now it's pretty much a walk but far. If you're trying to do a jump, use 00:18:781 (1,2) - as a reference.
  5. 00:21:114 (3,1,2) - This is hard to read I'd say. 1.46x->1.98x is significant space increasing, which may be misregarded as a jump. Make 00:21:448 (1,2) - around 1.7x maybe?
  6. 00:53:781 (2) - x208? Now it sounds more similar to the part of 00:53:448 (1) - , so the transition should be at 2->3
[Platter]
  1. 00:14:781 (1,2) - It looks like a walk. I need a bit of distance buff
  2. 00:20:114 (1,2) - ^
  3. 00:17:781 (3) - ^
  4. 00:27:281 (2,3,4,1,2,3,4) - Spacing over this part is all around 1.80x, which is kinda lack difference. And walk/jump is also hard to distinguish in this condition. You may change 00:27:448 (3,4) - to a walk and make the jump on 00:27:281 (2,3) - 00:27:781 (4,1) - bigger: [url]puu.sh/ykc4n/587fc950f1.jpg[/url]. Also you need to move 00:28:614 (2) - slightly rightward.
  5. 00:37:947 (2,3,4,1,2,3,4) - ^
[Rain]
  1. 00:49:448 (1,2) - Nerf distance, as it doesn't feel like players should keep pressing the dash to catch it. Around 1.5x is fine. 00:49:781 (3,4) - should be moved together.
  2. 01:09:114 (6,7) - I think HDash should be here instead of 01:09:281 (7,1) - ?
  3. 01:15:114 (2,4) - Both can be moved to x256 to create a bit of more emphasis even if there's no new HDashes
  4. 01:45:114 (4,5) - this jump should be nerfed to around 1.70x, as now it is the biggest non-hyper dash in this diff while it isn't on a stronger beat
  5. 00:06:781 (1) - Make it curve like 00:01:448 (1) - to keep consistency in this part?
  6. 01:26:614 (1,2) - You can do somethin other than regular movement for the wub sound. A flow-wise long slider may be a solution: http://puu.sh/ykdBg/922965b644.jpg
[Overdose]
  1. 00:54:281 (5,6) - This is edgy. Need to move 00:54:281 (5) - left by a few pixels
  2. 00:42:614 (6,1,2,3,4,5) - I remembered that you said you want this to be more lenient: http://puu.sh/ykdVB/f036f99200.jpg (00:42:781 (1) - x272, 00:42:864 (2) - x213, 00:42:947 (3) - x252, 00:43:031 (4) - x324, 00:43:114 (5) - x406 as an example, not perfect tho)
  3. 00:43:614 (9,10,1) - Same as this flow, a little bit confusing. Maybe change the direction of 00:43:781 (1) - ?
  4. 00:21:614 (2,3) - Why not use 1/4 here?
  5. 00:25:337 (7,8) - 00:35:781 (6,7,8) - These are 1/6 snaps
  6. 00:14:031 - 1/4 note here?
  7. 00:28:114 (1,2,3,4) - 00:38:781 (1,2,3,4) - 1/8 snaps here
  8. 00:47:614 (6) - into 1/6 rhythm? doens't affect gameplay anyways
  9. 00:53:114 (5,6,1,2) - Well a normal dash after a wiggle is hard, but this wiggle is so small that players can walk thru it... Still recommend a HDash from 1->2 but it depends on you because both designs can be played properly in some way.
  10. 01:08:864 (4) - Not sure why HDash on both sides. You don't have to change it but I want a reason of design.
Finished.
Topic Starter
Deif
F D Flourite
Everybody's late

[General]
  1. Fine
[Cup]
  1. 00:16:114 (1,2) - This emphasis is too huge compared to most strong beats later on (00:21:448 (1,2) - 00:23:448 (3,1) - etc.) 1.60x distance should be enough. (Okay)
  2. 00:32:614 (2,3,1) - 1.9x distance in between? 00:03:448 (2,3,1) - as a reference (Okay)
  3. 01:05:281 (5,1) - 1.76x is a little bit difficult to walk. Still, 1.6x is preferred. (Okay)
  4. 01:26:614 (1,2) - I keep feeling this pattern kinda forced. Not only because of the antiflow but also 01:27:614 - is not worth a fruit at all according to the music. Probably the slider shape should be changed to flow-wise to reduce the feel of presense of its slidertail. (Changed)
  5. 01:42:781 (1,2) - Nah this distance doesn't have to be this large. You can set a normal walk around 1.3x so that the large distance at 01:43:448 (2,1) - is clearly expressed. (Done)
[Salad]
  1. 00:03:948 (4,1,2) - This is kinda tricky. I know it's for the consecutive 2 strong beats but 1/2 dash followed by a 1/1 small dash is probably frustrating for Salad players. Consider move 00:04:448 (2) - to x208 or x224 to nerf the difficulty on 00:03:948 (4,1,2) - as well as 00:04:448 (2,3,1) - . (Reduced some more)
  2. 00:31:781 (4,1) - This isn't far enough for a dash (Reduced the distance. It didn't have to be so big anyway)
  3. 00:33:614 (2,3) - ^ Not sure if it's a walk or a dash (Increased here)
  4. 00:20:448 (2,3) - Jump/Walk? Now it's pretty much a walk but far. If you're trying to do a jump, use 00:18:781 (1,2) - as a reference. (Reduced the distance in this case instead)
  5. 00:21:114 (3,1,2) - This is hard to read I'd say. 1.46x->1.98x is significant space increasing, which may be misregarded as a jump. Make 00:21:448 (1,2) - around 1.7x maybe? (Okay)
  6. 00:53:781 (2) - x208? Now it sounds more similar to the part of 00:53:448 (1) - , so the transition should be at 2->3 (Also reduced the distance (2,3) as it doesn't have to be that big)
[Platter]
  1. 00:14:781 (1,2) - It looks like a walk. I need a bit of distance buff (Done)
  2. 00:20:114 (1,2) - ^ (Done)
  3. 00:17:781 (3) - ^ (Done)
  4. 00:27:281 (2,3,4,1,2,3,4) - Spacing over this part is all around 1.80x, which is kinda lack difference. And walk/jump is also hard to distinguish in this condition. You may change 00:27:448 (3,4) - to a walk and make the jump on 00:27:281 (2,3) - 00:27:781 (4,1) - bigger: [url]puu.sh/ykc4n/587fc950f1.jpg[/url]. Also you need to move 00:28:614 (2) - slightly rightward. (Done)
  5. 00:37:947 (2,3,4,1,2,3,4) - ^ (Done)
[Rain]
  1. 00:49:448 (1,2) - Nerf distance, as it doesn't feel like players should keep pressing the dash to catch it. Around 1.5x is fine. 00:49:781 (3,4) - should be moved together. (Done)
  2. 01:09:114 (6,7) - I think HDash should be here instead of 01:09:281 (7,1) - ? (I believe the stronger beat occurs on the transition (7,1) instead. Whereas the (6,7) one carries a stong beat as well, I rather express it with a simple dash instead)
  3. 01:15:114 (2,4) - Both can be moved to x256 to create a bit of more emphasis even if there's no new HDashes (Done)
  4. 01:45:114 (4,5) - this jump should be nerfed to around 1.70x, as now it is the biggest non-hyper dash in this diff while it isn't on a stronger beat (Done)
  5. 00:06:781 (1) - Make it curve like 00:01:448 (1) - to keep consistency in this part? (Changed the first slider instead to remap as less as possible)
  6. 01:26:614 (1,2) - You can do somethin other than regular movement for the wub sound. A flow-wise long slider may be a solution: http://puu.sh/ykdBg/922965b644.jpg (The diference with the current movement would be minimal, plus placing a 1/1 slider would also differ from the structure used in Platter spread-wise)
[Overdose]
  1. 00:54:281 (5,6) - This is edgy. Need to move 00:54:281 (5) - left by a few pixels (Done)
  2. 00:42:614 (6,1,2,3,4,5) - I remembered that you said you want this to be more lenient: http://puu.sh/ykdVB/f036f99200.jpg (00:42:781 (1) - x272, 00:42:864 (2) - x213, 00:42:947 (3) - x252, 00:43:031 (4) - x324, 00:43:114 (5) - x406 as an example, not perfect tho) (Used different distances, but used your idea for the shape of the stream. Looks much better now)
  3. 00:43:614 (9,10,1) - Same as this flow, a little bit confusing. Maybe change the direction of 00:43:781 (1) - ? (Done)
  4. 00:21:614 (2,3) - Why not use 1/4 here? (I hope I didn't make a mistake here)
  5. 00:25:337 (7,8) - 00:35:781 (6,7,8) - These are 1/6 snaps (You're right. Also made the next burst of 1/6s as well)
  6. 00:14:031 - 1/4 note here? (Added)
  7. 00:28:114 (1,2,3,4) - 00:38:781 (1,2,3,4) - 1/8 snaps here (Nice catch)
  8. 00:47:614 (6) - into 1/6 rhythm? doens't affect gameplay anyways (Quite weak sound, but if it gives problems I can turn it back to the 1/4 slider)
  9. 00:53:114 (5,6,1,2) - Well a normal dash after a wiggle is hard, but this wiggle is so small that players can walk thru it... Still recommend a HDash from 1->2 but it depends on you because both designs can be played properly in some way. (Vowed for reducing the dash instead so the transition is softer. The beat doesn't really deserve a hyper)
  10. 01:08:864 (4) - Not sure why HDash on both sides. You don't have to change it but I want a reason of design. It's a bober hyper I believe I did it to remark the following 3 notes better. It's a quite tricky pattern to time, because you'd need some 1/12s between 01:08:864 - and 01:09:031 - if you want to be 100% accurate. As I wanted to simplify to 1/4 mapping other elements of the music, I wanted to give it a special touch. If the pattern gives problems I can reduce the distance to a normal dash if needed.
Finished.

I'm late again =__=

btw changed other 1/4s into 1/6s in Overdose at the beginning, so the followed instrument is consistent with the rest of the map.
Spectator
F D Flourite
recheck

[Overdose]
  1. 00:25:447 (1,2,3) - 1/8 rhythm, weirdly: http://puu.sh/yrqyD/de2263e32d.jpg
  2. 00:36:114 (1,2,3) - ^
Topic Starter
Deif
Ugh, you're right. Changed them back to 1/8s and additionally changed the previous slider shapes + distances to difference better the 1/6 hypers from the 1/4 ones.
F D Flourite

Deif wrote:

Sorry for the late response

Deif wrote:

I'm late again =__=

Deif wrote:

I'm the laziest mapper ever
Not even surprising
Benita
haha i joined deif with being late!! :D

Platter
  1. 00:23:614 (6,7,1) - 01:04:781 (3,1,2) - 01:16:781 (6,7,1) - 01:27:448 (4,5,1) - I mean, this can be classified as antiflow after hdash because you need to turn on the note very quickly in order to hit the next so I'd consider reducing this so player gets a bit of leniency, the two first are probably ok but the two last ones are even longer and you need to dash to 1 in order to hit it. I'd like it if they were walkable at least :3

Rain
  1. 01:08:948 (4,5,6) - I think this is 1/6
  2. 01:17:114 (5,1) - Ahh, I think this distance is a tiny bit long with the previous hyperdash, you need to turn instantly on the note in order to hit 1
  3. 01:36:114 - uh is this ok for a rain? Seems a bit hard but xd

Overdose
  1. 01:06:114 (4) - 01:20:448 (3) - 01:31:114 (3) - Slider tails are against the wall, consider moving in a tiny bit
  2. 01:08:864 (4,5,6,7) - pretty sure this is 1/6, even so, I don't feel like the hyper between 01:08:614 (3,4) - is justified because there's no real beat on (4)
  3. 01:23:781 (6,1) - I'd reduce the distance here a bit, it's so far the longest hyper in the entire map (01:18:448 (6,1) - for the exact same sound). Try something like x143

that's all :3
Topic Starter
Deif
Benny-
haha i joined deif with being late!! :D

Platter
  1. 00:23:614 (6,7,1) - 01:04:781 (3,1,2) - 01:16:781 (6,7,1) - 01:27:448 (4,5,1) - I mean, this can be classified as antiflow after hdash because you need to turn on the note very quickly in order to hit the next so I'd consider reducing this so player gets a bit of leniency, the two first are probably ok but the two last ones are even longer and you need to dash to 1 in order to hit it. I'd like it if they were walkable at least :3 (Reduced the distance of all until the trigger distance, except for the 2nd example where I just inverted the direction of the slider)

Rain
  1. 01:08:948 (4,5,6) - I think this is 1/6 (It's an odd combination of 1/4s and 1/6s. Added an extra beat on 01:08:864 - and also rearranged the next ones so they make a 1/6 burst)
  2. 01:17:114 (5,1) - Ahh, I think this distance is a tiny bit long with the previous hyperdash, you need to turn instantly on the note in order to hit 1 (You're right, reduced)
  3. 01:36:114 - uh is this ok for a rain? Seems a bit hard but xd (You tell me LOL. It's indeed a difficulty spike fitting the ending of that kiai, though I tried to organise the notes so it flows as good as possible)

Overdose
  1. 01:06:114 (4) - 01:20:448 (3) - 01:31:114 (3) - Slider tails are against the wall, consider moving in a tiny bit (Fixed all)
  2. 01:08:864 (4,5,6,7) - pretty sure this is 1/6, even so, I don't feel like the hyper between 01:08:614 (3,4) - is justified because there's no real beat on (4) (Fixed similar as above and deleted that hyper. It wasn't the first time it got mentioned, but seems it doesn't fit there for real)
  3. 01:23:781 (6,1) - I'd reduce the distance here a bit, it's so far the longest hyper in the entire map (01:18:448 (6,1) - for the exact same sound). Try something like x143 (The distance was intentionally increased with that slider precisely because it's more intense than the example you mentioned. So in order to make that pattern a bit differently I vowed for a rather powerful hyper)

that's all :3

\o\
Benita
/o/
Summerleopard
Congrats to make it to qualified(I mean),can't wait to see more from yourself. Anyway,how about Ultimate Ascension? :)
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