not a diff I can't play have a star
A non-existent difficulty (^:murutattack wrote:
what is deluge btw :^)
I think C-O spread is enough for this 5+ minutes song xdJBHyperion wrote:
A non-existent difficulty (^:murutattack wrote:
what is deluge btw :^)
In fairness though if you are seriously asking for one, I don't think I could really make something significantly harder than the current Overdose without ridiculous levels of overmapping. At any rate, I would never have motivation to finish another diff anyway, so the point is somewhat moot xD
Agreed with murut's thoughtsmurutattack wrote:
I think C-O spread is enough for this 5+ minutes song xdJBHyperion wrote:
In fairness though if you are seriously asking for one, I don't think I could really make something significantly harder than the current Overdose without ridiculous levels of overmapping. At any rate, I would never have motivation to finish another diff anyway, so the point is somewhat moot xD
good thing that I was joking xDJBHyperion wrote:
A non-existent difficulty (^:murutattack wrote:
what is deluge btw :^)
In fairness though if you are seriously asking for one, I don't think I could really make something significantly harder than the current Overdose without ridiculous levels of overmapping. At any rate, I would never have motivation to finish another diff anyway, so the point is somewhat moot xD
Thanks for the mod!Spectator wrote:
Cup
- Difficulty Spread : fine
- Unsnapped objects : fine
- Audio bitrate over 192 kbps : fine
- Misc. Setting : disable "widescreen support" and "epilepsy warning" in all diffs There is a widescreen storyboard with flashing images, I'll keep them both on if you don't mind xD
- Metadata Issues : fine
- Timeline Issues : fine
- Combo Colors : fine
Platter
- 04:28:779 (6,1) - Please reduce the distance. It feels like an edge one without dash lol Holy shit what is this doing here fixed lol
Collab Rain
- 02:37:458 (4) - Please remove the note here Moved it to 02:37:244 - instead since I still want a triplet but it sounds better there imo
Everlasting Love
- 01:31:780 (6) - Slider-tail is unsnapped Fixed broken SV
- 02:22:351 (1,2,3,4) - Distances feel a bit far to me. Moving 2 and 4 to x:226(same position) would be cool Moved (2), (4) feels fine where it is to me though
- 02:36:494 (3,4) - Jump feels embrassing to me, mind reduce it a bit? I've never heard of a jump being called embarassing before, but sure ok xd
- 02:37:780 (1) - move this to around x:375? The distance between 6 and 1 feels little far to be as it's relaxed part Done, but not quite as far as you suggested since the vocal is still quite strong
- 02:37:351 (5,6) - If you're going to apply above one don't forget to move these notes to a bit right since the hyperdash got removed Recurved
- 02:48:708 - I'd rather let breaktime starts at 02:49:780 - Feels a bit too long for me, I started breaktime here to match the echo of 02:48:065 (1) - sound
- 05:09:922 (7) - Wrongly snapped slider-tail Fixed broken SV again
- 00:24:922 (7,8) - The spacing here can be largier to make the movement better Moved (7) left a bit
- 00:44:422 (10,11) - Ctrl+G it? would have better flow with following part I prefer the inverted curve here, there's no strong sound warranting a jump at 00:44:315 (9,10) - so this pattern gives 00:44:530 (11,1) - more emphasis
- 00:49:994 (2,3) - The HDash here feels a bit unexpected to me I don't see how, all previous snares have a hyper so this is perfectly predictable to me
- 01:25:351 (7,8) - These come right after the 1/6 jumps so it'd have better movement if you make them more horizontal. Also it's minor but you can add NC on (7) That's actually the reason I didn't make them horizontal, so they are harder to overshoot. Added the NC though
- 01:38:637 (3,4,5) - I'm not sure if 1/4 HDash here is needed considering the part isn't that intense enough. HDash between 5 and 6 would be enough Good point, removed
- 01:40:780 (9,10) - Should be good if their positions are changed (move 9 to 10's position and 10 to 9) I disagree, tap-walk without a direction change is a significant break in flow for me and plays much worse
- 01:42:708 (11,12) - Movement feels a bit awkward. Mind moving them to a bit left? Sure
- 01:58:351 (1,2,3,4) - Would be good if there's a bit more movement here. Try this? Alright, the curve I was trying to make here looked ugly anyway lol
- 02:11:637 (8,9,1) - Ctrl+g 9 for avoid anti-flow here Antiflow is intentional to match the vibrating synth and fits the more intense theme of the kiai sections
- 02:20:637 (1,2,3) - This feels pretty easy to make a choke. How about reducing the spacing for a bit? Done to soften the kiai end
- 02:26:958 (7) - Moving 7 to x:185 is recommended since I feel that much HDashes aren't needed in relaticely calm parts Whilst the section overall is calm, 02:27:065 (8,9) - are very strong vocals that definitely deserve emphasis for me
- 02:36:065 (1,2,3) - Move 2 to a bit right(closer to 3 rather than 1) The curve is intentional here to follow the calmer, flowing nature of the music
- 02:38:851 (5,6) - This jump will faze players since it's a sudden edge jump(not a complete one but still). Try moving 5 to the right slightly Alright
- 02:39:494 (1,2,3) - They play awkward since it comes after the large jump. I recommend redesign this part like this Nice
- 02:48:065 (1,2,3) - Jumps here feel large cuz it's a relaxing part Made it consistent with other jumps
- 03:36:708 (1,2,3,4,5) - It'd be good if this stream is more curved With only 5 notes trying to make it more curved just ends up looking ugly, I'll stick with the current arrangement
- 03:43:780 - NC here to avoid having too much fruits on ryuuta (applies same to every following parts so please consider it) Done for all
- 04:03:494 - This part is very tricky to pass since 04:03:815 (6) - these notes are placed too near to the previous 1/8 streams. Add some spacings without removing current HDashes and it'd play better Added a little distance to each and remade some streams
- 04:12:601 (3,4) - Edge jump here Reduced a little
- 04:31:565 (4,5) - Missing hdash between them? Nah, the idea of the buildup is to increase regular dash strength with direction changes and only hyper to the synth sounds on each downbeat
- 04:53:208 (1,2,3,4) - Would be more interesting part if you put some horizontal ones as well Horizontal is too mean for these wiggles, saving those for the kiai end - but I did angle them a little more
- 05:08:637 (1,2,3,4) - I know what you tried here but I think it'd be harsh for the players who've playing the map for over 5 mins already lol Please make it
easier I don't think this is that hard, but having 05:08:958 (4,5,6) - right after it is kinda mean I guess, so I reduced that a bit- 07:00:708 (6) - Move this to the left slightly. Jump is kinda unexpected Done
- 07:15:172 (9) - Sounds better if you remove this note This fits fine for the drum rimshot though, I've been following this set of sounds in both the intro and outro so it would feel weird to skip it once
Spectator wrote:
Collab Rain
- 01:00:065 (1,2,3,4,5) - I expect a bit more movement here. How about making it more curved? | Slightly increased the curve, looks beautiful now
- 01:06:922 (1,2,3,4,5) - Same as above | Same as above
- 01:20:637 (1,2,3,4,5,6) - Even if it works, it's kinda inconsistent imo lol | Not exactly sure what you mean here, but changed it to the same shape as the other streams
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Thanks for the mod!Spectator wrote:
Collab Rain
- 04:15:494 (1,2,3,4,5) - This part plays a bit awkward. How about moving 4 to x:430? That breaks the consistency of having dashes here so no, but I tried to make it more clearer instead.
- 04:19:244 (2) - Please move 2 to x:143 for the consistency of distances between 1/4 sliders The whole intention was to make a dash on this tick so making their distance consistent might be a little more iffy to play imo. Instead I also made this dash clearer, the distance between 04:19:244 (2,3) - these 2 are distinguishably walkable now.
- 04:26:101 (2) - Same as above, x:152 would be cool Same as above, this is meant to be a dash. This already looks clear enough so this ain't getting changes for now.
- 04:27:815 (4,5) - They're too close imo. How about moving 5 to the left slightly? 1.3x now, should feel better.
- 05:09:922 (7) - Wrongly snapped slider-tail Blame JBH for forgetting this one out
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120,84,270922,5,0,0:0:0:0:
92,172,271030,1,0,0:0:0:0:
120,252,271137,1,0,0:0:0:0:
196,304,271244,1,0,0:0:0:0:
324,280,271351,1,0,0:0:0:0:
352,192,271459,1,0,0:0:0:0:
336,104,271566,1,0,0:0:0:0:
260,52,271673,1,0,0:0:0:0:
132,84,271780,6,0,L|100:156,3,69.9999978637696
248,52,272208,2,0,L|284:132,3,69.9999978637696
72,228,272637,5,0,0:0:0:0:
36,136,272744,1,0,0:0:0:0:
96,56,272851,1,0,0:0:0:0:
172,120,272958,1,0,0:0:0:0:
392,224,273065,1,0,0:0:0:0:
428,132,273172,1,0,0:0:0:0:
368,52,273279,1,0,0:0:0:0:
292,116,273386,1,0,0:0:0:0:
72,228,273494,6,0,L|56:300,1,69.9999978637696
152,340,273708,2,0,L|176:256,1,69.9999978637696
424,224,273922,2,0,L|448:296,1,69.9999978637696
356,344,274136,2,0,L|332:260,1,69.9999978637696
108,264,274351,5,0,0:0:0:0:
76,248,274404,1,0,0:0:0:0:
52,220,274458,1,0,0:0:0:0:
44,188,274511,1,0,0:0:0:0:
44,152,274565,1,0,0:0:0:0:
60,120,274618,1,0,0:0:0:0:
88,96,274672,1,0,0:0:0:0:
120,88,274725,1,0,0:0:0:0:
156,88,274780,5,0,0:0:0:0:
188,100,274833,1,0,0:0:0:0:
212,124,274886,1,0,0:0:0:0:
208,160,274940,1,0,0:0:0:0:
180,180,274993,1,0,0:0:0:0:
156,204,275047,1,0,0:0:0:0:
144,236,275100,1,0,0:0:0:0:
164,264,275154,1,0,0:0:0:0:
196,276,275208,5,0,0:0:0:0:
232,268,275262,1,0,0:0:0:0:
260,248,275315,1,0,0:0:0:0:
276,216,275369,1,0,0:0:0:0:
276,180,275422,1,0,0:0:0:0:
256,152,275476,1,0,0:0:0:0:
228,132,275530,1,0,0:0:0:0:
196,124,275583,1,0,0:0:0:0:
160,124,275637,5,0,0:0:0:0:
128,136,275690,1,0,0:0:0:0:
108,164,275744,1,0,0:0:0:0:
100,196,275797,1,0,0:0:0:0:
104,232,275851,1,0,0:0:0:0:
128,260,275905,1,0,0:0:0:0:
160,276,275958,1,0,0:0:0:0:
352,324,276065,5,0,0:0:0:0:
368,304,276119,1,0,0:0:0:0:
380,280,276172,1,0,0:0:0:0:
384,256,276226,1,0,0:0:0:0:
380,232,276280,1,0,0:0:0:0:
372,208,276333,1,0,0:0:0:0:
356,188,276387,1,0,0:0:0:0:
340,168,276440,1,0,0:0:0:0:
308,160,276494,5,0,0:0:0:0:
336,160,276547,1,0,0:0:0:0:
372,160,276601,1,0,0:0:0:0:
400,148,276655,1,0,0:0:0:0:
428,132,276708,1,0,0:0:0:0:
452,112,276762,1,0,0:0:0:0:
472,84,276815,1,0,0:0:0:0:
484,56,276869,1,0,0:0:0:0:
480,24,276922,5,0,0:0:0:0:
464,48,276976,1,0,0:0:0:0:
440,60,277030,1,0,0:0:0:0:
408,64,277083,1,0,0:0:0:0:
372,64,277137,1,0,0:0:0:0:
332,60,277190,1,0,0:0:0:0:
292,48,277244,1,0,0:0:0:0:
104,88,277351,5,0,0:0:0:0:
72,108,277405,1,0,0:0:0:0:
52,140,277458,1,0,0:0:0:0:
48,176,277512,1,0,0:0:0:0:
52,212,277565,1,0,0:0:0:0:
72,244,277619,1,0,0:0:0:0:
104,264,277672,1,0,0:0:0:0:
I asked MBomb for an update on the Salad earlier in the week and he is ~60% through which is fair enough for now. I still have the Cup and Rain to finish as well as adding storyboard lyrics, so I'm not in a desperate rush just yet.SangKrazF1nal3 wrote:
I wonder if the Salad need help in COLLAB or not. Just general question @ JBHyperion.
Do you still wanna take the shot...Maybe if...I might can help you to mapping some parts on Intro? Or etc,I not requesting but just lending a hand for it
Gift for ChristmasJBHyperion wrote:
Will apply Roseus' mod in the next update, this is just to say I got bored of waiting 6 months for MBomb's diff and am now collabing a new Salad with Sinnoh, along with all the associated SB crap.Will try and have the set at least completed (at last) by Christmas.
Hyyyype, such an amazing mapset. can't wait to see this rankedJBHyperion wrote:
Will apply Roseus' mod in the next update, this is just to say I got bored of waiting 6 months for MBomb's diff and am now collabing a new Salad with Sinnoh, along with all the associated SB crap. Will try and have the set at least completed (at last) by Christmas.
Thanks for the mod, sorry I took so long to respond to it lolRoseusJaeger wrote:
M4M
Long maps are the death of me but this one is worth hype.
General
Finish Salad i'm working on it
Cup
00:09:922 (3,4,1,2) – It would be nicer if (1) changed direction to the right/ was curved because the straight line is a little boring to play. If it conflicts with further patterns, you could flip them to fix flow. The first time I use this triplet I want it to be simple so novice players can react to it properly.
00:19:565 (2,3,4) – Why did you stagnant the flow on (4)? I don't recommend the low spacing between (3,4) but I'm not against the reverse slider. Increased the spacing and made (4) a bit less vertical for better flow
01:10:780 (2,3,4) – Move (3) more to the left to keep your spacing consistent at 1.00x and flow feeling nice. Went for 0.9x so there's less emphasis on (3), but increased (4,1) slightly to make up for it
03:09:708 (1,2) – For consistentancy, could you make (2) the same as (1)? Visually, it looks nicer and makes more sense since the vocals are very similar in deliverance. Sure thing
03:42:065 (2,3,1) – I'd reduce this a bit by moving (3) in because (1) is a bit sketchy to catch. Everytime I caught it, it was just barely on the edge of the catcher without dashing. Reduced all of this pattern slightly, should be safer now
04:19:780 (2,1) – This antiflow is a bit harsh for a Cup considering the next pattern is an extended walk. Make the reverse flow to the left instead. Alright
04:45:708 (2,3,4,1,2,3) – Why is the spacing not consistent? To be honest, it looks really ugly during gameplay. I don't think it looks ugly, it's just a(n attempt at a) curve where the last "you" vocal is stressed with slightly higher spacing
04:59:422 (2,3,4,1,2,3) - ^ Same here Same response
06:05:851 (2,3) – I get why you set (3) where you did in the editor but it creates a minor flow break while playing, I have to stop the catcher to catch it. Move (3) to X=404 Compromised with x-392 for a linear flow out of the slider
06:57:494 (3,4) – Similar to an earlier point made at 00:19:565 Cleaned it up hopefully
Platter
03:01:780 (1) – I'd make this a slider and note because a dash to emphasize the 'no' vocal would be nice. Done and made a similar dash between 03:02:851 (4,5) - also
04:29:530 (2,3,4) – I can barely platewalk this for some reason, maybe reduce the walk by a pixel or two? Reduced spacings to 1.15x
05:30:280 (3,1,2,3) – You might want to move this pattern a pixel to the left because it acts like it wants to snap further away than the dash distance in gameplay. Made these all 2.00x for consistency
That's all I have to say because the map is good overall from what i checked
Thanks for the suggestions! (:-Luminate wrote:
Hi! From modding server
Your map plays fine from my aspect, all of these would be suggestions, you're free to reject them :^)General
- Regarding SB : In Rain Collab diff you always show the mapper's name of each part, but you don't on Salad Collab - you only showed some, I don't know if this is intended or WIP but I think it would be nice if they display in the same way
I created the lyric effects to fit around the SB naming on Rain which alternates every section. Due to preference/availability I didn't divide Salad up the same way, so there would be lots of ugly overlapping between collab names and lyric text if I kept them up the whole time. I think this is an acceptable compromise that avoids having to redesign most of the SB, which I would obviously like to avoid if at all possible.
I did fix some awkward overlaps that didn't require too much recreation thoughCollab RainOverall patterns play fine and readable for Rain, just some hyper strength and dash strength somehow felt too big, but nice job for everyone here btw
- 02:11:208 (1,2,3,4,1,2,3,4) - I think there could be a little movement on 02:11:208 (1) - and 02:11:208 (1) - to reflect the beat more Done
- 02:12:494 (1,2) - I think these two could be seperated from the main stream to follow the vocal Did something a little different here
- 02:39:280 (6,1) - why is this no hyper when 02:37:565 (6,1) - which sounds similar has? I think it should be normal dash both Added a hyper, this section is quite calm but the vocal really stands out here
- 04:16:565 (7) - very overdose-like pattern with that gimmick and that much distance, consider nerfing this? This is a pretty easy walk,
don't feel it's too hard- 05:59:208 (8,9,1) - also overdose gimmick. I suggest this : picture Nice suggestion, done
- 06:23:637 (8,1) - edgy dash here Fixed
Everlasting LoveHope this helps!The rest looks nice
- 01:00:065 (1,2) - I think this is too undermapped compared to 00:58:351 (1,2,3,4,5) - in terms of intensity, which 00:58:672 (4,5,6) - you made it very strong dash but not on 01:00:065 (1,2) - despite having the same pace, also these section you seems to hyper on every finish sounds (red tick) so I think you might consider hyper on 01:09:280 (4) - too? I used a slider on 01:00:065 (1) - for variety to represent the 1/2 synth sound rather than the underlying 1/4 drum sounds, but you're right that some hypers were used inconsistently here. Fixed up the missing ones for a more consistent usage
- 01:32:101 (4) - I don't think the music is that intense for 1/4 zigzag hyper here, instead I would hyper between 01:32:208 (5,6) - these two Agreed, done
- 02:59:208 (4) - a curve would flow better Fair enough
- 03:17:208 (1,2,3,4) - I think this should be equally spaced as they're on the same pace Hyper is for the strong snare drum sound, decreasing spacing between pairs is for the decreasing vocal pitch
- 03:18:815 (8) - no need for this note as it doesn't refer to anything? There's a clear synth sound here as well as the end of the vocal
- 03:29:208 (1) - ctrl+G to reflect the melody more? also for 03:30:922 (1) - I prefer a natural flow here, the section is still quite calm and the rhythm is only just beginning to increase in density again
- 03:42:922 - from this point- if I were you, I would :
1. curve streams on 03:43:351 (2) - like ")" and curve 03:43:780 (1) - like "(" make a little antiflow curve to 03:44:208 (1) - or atleast make them more spaced
2. hyper on 03:44:637 (1) - and curve 03:44:637 (1,2) likewise
3. hyper on 03:46:351 (1)
4. hyper on 03:48:065 (1)
5. and also hyper on 03:49:780 (1)
Okay so gonna explain my design choices here a bit:
The length of this section means that it would get extremely repetitive if I used all curves, even shaping them differently. To add some variety (and also provide a rest period for the player), I used buzz slider stacks in the earlier, less-intense parts. I also wanted to give a feeling of building back up with the hyper usage as well, so initially the only notes that have hypers are the strongest synth sounds like 03:44:208 (1) -, adding more in the second sequence starting with 03:50:637 (1) -.
I feel this offers a good balance of playability, varied aesthetic and also reflects the feeling of the music throughout.- 04:07:780 (1,2,1,2) - since the ds is really high here, consider changing these into curve to make more flow and easier to follow? (>10x ds o.O, dunno if this is unrankable) It's not unrankable, but it is kinda troll, especially 4 minutes into the map. Switched the second half from buzz sliders to curves for better flow and less troll
- 04:38:851 (8) - I think the antiflow here is too much, I suggest moving this one closer to 04:38:637 (7) - no hypers between (7,8) Okay sure, I'll save the antiflow structures for a bit later in the kiai and not overdo it here
- 04:46:137 (3,4) - since there's a big downbeat on 04:46:351 - I think ctrl+G and fix the pattern would play better since the beat is more noticable if you hyper on that : picture and 04:46:351 (4,1) - no need to hyperdash. if you applied this, make sure to apply on 04:46:994 (3,4) - 04:46:994 (3,4) - 04:59:851 (3,4) - and 05:00:708 (3,4) - too, Also fix NCs I am following the vocal rhythm here rather than the drum layer to emphasise the "I want/need/love you" (which is also prominent in the sb), the hyper/NC patterning can be inferred from this by the parity switch to red tick at 04:45:708 (1) - which gives the player an indication "hey we're following something different now, pay attention!"
Sinnoh wrote:
uaa that's more than 12 stars guess we're ready for BNs now
When JBH makes me a ctb BNBoberOfDarkness wrote:
Sinnoh wrote:
uaa that's more than 12 stars guess we're ready for BNs now
BNs where
What in the hellJBHyperion wrote:
okay
JBHyperion wrote:
okay
so my maps can be qualified now, yeaycelerih wrote:
Seems like we're missing some stars