Camellia - Towards The Horizon

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Topic Starter
Nerova Riuz GX
@Zexous: ok as you requested

Translated from what Yugu wrote:

00:10:609 - 00:10:803 - You missed the beat here, why don't you follow those ones when having these (00:11:677 (1) - ) followed
00:18:672 - ^
00:23:141 - ^
00:47:234 - ^
01:35:518 (6,5) - Maybe stack these two together?
01:47:467 - Why don't you do the same 1/6 holds as you did on 01:46:885 (1) -
01:22:014 (3,4,5,6,1,2) - Though it does follow the song, I'm not sure if the pattern's difficulty fits in this diff level
Lavender

Pho wrote:

  1. 00:33:245 (1,2,3) - i think something's messed up here used a slider instead
  2. 01:21:237 (4) - big 3/4 slider would be good here too for a neat transition instead of repeat No, because 1/4 sound is very clear and I don't want to miss that
  3. 01:36:004 (5,6) - shouldn't they be horizontal like the previous ones, this looks like kind of a random consistency break I want to keep consistency at first, but I failed because there's not enough place for patterns, so I try to make a difference here 01:34:061 (1,2,3,4,1,2,3,4,1,2,3,4) - They play differently with transitions, so I guess not using horizontal sliders is also fine.
  4. 01:39:695 (4,5) - overlap Fixed.
  5. 01:50:868 (2) - kickslider instead would also be nice I'd like to keep this.

megafanx3 wrote:

00:33:245 - Tell me that was built like that on purpose, if not, fix stack It's fixed.
00:42:571 - It's a good idea to move this circle a little to the right (Not in the timeline) to fit it with the oncoming slider at 00:43:348 I don't think it's necessary, if you actually play you wouldn't find that
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 80460
Countdown: 0
SampleSet: Soft
StackLeniency: 0.2
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 3905,16341,28776,41211,53646,66081,78517,81626,87649,94061,104942,106496,109410,117960
DistanceSpacing: 1.7
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2

[Metadata]
Title:Towards The Horizon
TitleUnicode:Towards The Horizon
Artist:Camellia
ArtistUnicode:かめりあ
Creator:Nerova Riuz GX
Version:Lavender's Extra
Source:REFLEC BEAT 悠久のリフレシア
Tags:RB Illusiya イルシヤ 6th KONAMI Arcade Championship KAC bemani The Reflesia of Eternity drumstep folk Zexous Sinnoh Lavender [Teichan]
BeatmapID:1372489
BeatmapSetID:578445

[Difficulty]
HPDrainRate:6
CircleSize:4.3
OverallDifficulty:8
ApproachRate:9
SliderMultiplier:1.86
SliderTickRate:1

[Events]
//Background and Video events
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//Break Periods
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//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
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329,259,98627,1,0,0:0:0:0:
354,223,98724,1,0,3:0:0:0:
421,66,98919,2,0,P|417:47|414:27,2,40.2999981552125,0|0|0,0:0|0:0|0:0,0:0:0:0:
473,154,99113,6,0,P|412:149|353:140,1,120.899994465637,8|2,0:0|0:0,0:0:0:0:
292,80,99404,1,0,3:0:0:0:
292,80,99501,2,0,P|262:85|232:89,1,60.4499972328187,2|0,0:0|0:0,0:0:0:0:
107,117,99695,2,0,P|76:113|47:108,1,60.4499972328187,0|0,3:0|0:0,0:0:0:0:
196,171,99890,1,8,0:0:0:0:
196,171,99987,1,0,0:0:0:0:
196,171,100084,1,2,0:0:0:0:
196,171,100181,1,0,0:0:0:0:
195,170,100278,38,0,P|202:240|197:309,1,139.500005321503,0|8,3:0|0:0,0:0:0:0:
46,287,100861,1,0,0:0:0:0:
46,287,100958,1,0,3:0:0:0:
46,287,101056,2,0,P|80:286|114:277,1,69.7500026607514,0|0,0:0|3:0,0:0:0:0:
222,107,101444,2,0,P|205:137|195:170,1,69.7500026607514,8|0,0:0|0:0,0:0:0:0:
289,349,101833,6,0,B|360:322|350:381|422:357,1,139.500005321503,0|8,3:0|0:0,0:0:0:0:
300,177,102416,1,0,0:0:0:0:
300,177,102513,1,0,3:0:0:0:
300,176,102610,2,0,P|296:210|293:245,1,69.7500026607514,0|0,0:0|3:0,0:0:0:0:
481,73,102999,2,0,P|484:107|487:142,1,69.7500026607514,8|0,0:0|0:0,0:0:0:0:
301,29,103387,6,0,P|271:36|241:41,1,60.4499972328187,0|0,3:0|0:0,0:0:0:0:
114,63,103581,2,0,P|142:72|170:85,1,60.4499972328187,0|0,3:0|0:0,0:0:0:0:
321,131,103776,38,0,P|291:138|261:143,1,60.4499972328187,0|0,3:0|0:0,0:0:0:0:
83,149,103970,2,0,P|111:158|139:171,1,60.4499972328187,0|0,3:0|0:0,0:0:0:0:
340,233,104164,6,0,P|310:240|280:245,1,60.4499972328187,0|0,3:0|0:0,0:0:0:0:
51,233,104359,2,0,P|79:242|107:255,1,60.4499972328187,0|0,3:0|0:0,0:0:0:0:
198,325,104553,37,0,3:0:0:0:
197,330,104650,1,0,0:0:0:0:
197,335,104747,1,0,3:0:0:0:
196,339,104844,1,0,0:0:0:0:
195,343,104942,2,0,P|222:272|267:333,1,186,0|0,3:0|0:0,0:0:0:0:
267,333,105913,54,0,L|278:274,1,60.4499972328187
332,104,106107,2,0,B|350:232|350:232|332:208|313:197,1,181.349991698456,0|0,0:0|0:0,0:0:0:0:
251,138,106496,22,0,B|225:119|213:98|213:98|182:141|182:141|137:92|137:92|131:153|102:188,1,279,0|0,3:0|0:0,0:0:0:0:
105,315,106885,2,0,L|112:269,5,46.5000017738343,2|0|0|2|0|0,0:0|0:0|0:0|0:0|0:0|0:0,0:0:0:0:
175,219,107273,1,8,0:0:0:0:
409,151,107467,6,0,L|417:106,2,46.5000017738343,2|0|0,0:0|0:0|0:0,0:0:0:0:
428,230,107662,1,0,0:0:0:0:
436,264,107759,2,0,P|366:267|297:277,1,139.500005321503,2|0,0:0|3:0,0:0:0:0:
175,219,108050,6,0,B|157:73|157:73|198:119,1,209.250007982254,0|0,3:0|3:0,0:0:0:0:
258,180,108439,2,0,L|303:172,2,46.5000017738343,2|0|0,0:0|0:0|0:0,0:0:0:0:
89,211,108633,1,0,3:0:0:0:
89,211,108730,1,0,3:0:0:0:
89,211,108828,38,0,L|97:280,1,69.7500026607514,8|0,0:0|0:0,0:0:0:0:
258,249,109022,2,0,L|258:180,1,69.7500026607514,0|0,3:0|0:0,0:0:0:0:
426,210,109216,2,0,L|418:280,1,69.7500026607514,8|0,0:0|0:0,0:0:0:0:
196,118,109410,6,0,B|237:90|256:35|256:35|272:90|318:116,1,209.250007982254,4|0,3:2|0:0,0:0:0:0:
318,116,109799,1,0,3:0:0:0:
297,242,109993,5,0,0:0:0:0:
297,242,110091,2,0,B|266:259|256:296|256:296|243:259|216:241,1,139.500005321503,0|0,3:0|3:0,0:0:0:0:
127,195,110382,2,0,P|134:230|137:265,1,69.7500026607514,10|0,0:0|0:0,0:0:0:0:
374,265,110576,2,0,P|377:230|384:195,1,69.7500026607514,0|0,0:0|0:0,0:0:0:0:
256,100,110771,37,0,0:0:0:0:
256,65,110868,1,0,0:0:0:0:
256,295,111062,5,2,0:0:0:0:
255,330,111159,2,0,P|304:284|370:299,1,139.500005321503,0|0,3:0|0:0,0:0:0:0:
484,268,111451,2,0,P|435:313|369:298,1,139.500005321503,0|0,3:0|0:0,0:0:0:0:
267,88,111742,1,0,3:0:0:0:
261,76,111839,1,0,0:0:0:0:
256,65,111936,5,8,0:0:0:0:
231,77,112033,1,0,3:0:0:0:
203,82,112130,1,0,3:0:0:0:
176,77,112227,1,8,0:0:0:0:
152,64,112324,1,0,3:0:0:0:
133,43,112422,2,0,P|123:112|113:181,1,139.500005321503,8|0,0:0|0:0,0:0:0:0:
62,332,112714,22,0,P|7:358|0:298,1,139.5,0|0,3:0|0:0,0:0:0:0:
51,238,113102,6,0,B|175:320|172:157|310:235,1,279,4|0,3:2|0:0,0:0:0:0:
370,294,113491,5,8,0:0:0:0:
425,107,113685,2,0,P|448:103|470:97,2,46.5000017738343,2|0|0,0:0|0:0|0:0,0:0:0:0:
338,114,113879,1,0,0:0:0:0:
341,79,113977,1,2,0:0:0:0:
171,79,114171,1,0,3:0:0:0:
174,113,114268,6,0,P|147:175|82:192,1,139.500005321503,0|0,3:0|0:0,0:0:0:0:
174,270,114559,2,0,P|147:208|82:191,1,139.500005321503,0|0,3:0|0:0,0:0:0:0:
12,191,114851,2,0,L|81:191,1,69.7500026607514,0|0,3:0|3:0,0:0:0:0:
242,192,115045,37,8,0:0:0:0:
93,273,115240,1,8,0:0:0:0:
266,276,115434,2,0,B|323:266|336:190|336:190|339:246|370:270,1,209.250007982254,0|0,3:0|0:0,0:0:0:0:
508,250,115822,6,0,L|369:269,1,139.500005321503,4|0,3:2|0:0,0:0:0:0:
242,192,116114,2,0,L|172:182,1,69.7500026607514,0|0,3:0|0:0,0:0:0:0:
93,273,116308,1,8,0:0:0:0:
60,283,116405,1,8,0:0:0:0:
34,162,116600,6,0,L|172:181,1,139.500005321503,4|0,3:2|0:0,0:0:0:0:
300,104,116892,2,0,L|369:94,1,69.7500026607514,0|0,3:0|0:0,0:0:0:0:
449,185,117086,1,8,0:0:0:0:
482,195,117183,1,8,0:0:0:0:
297,242,117377,38,0,B|266:259|256:296|256:296|243:259|216:241,1,139.500005321503,4|0,3:2|0:0,0:0:0:0:
256,171,117668,1,8,0:0:0:0:
256,171,117765,1,8,0:0:0:0:
256,384,117960,1,0,3:0:0:0:
256,192,118057,12,0,121263,0:0:0:0:
Thank you for modding.
Topic Starter
Nerova Riuz GX

Pho wrote:

man you should totally add my diff lol maybe next time cuz the total diff is already higher than my expectation (rip)
[A Tale from the Wayfarer]
  1. i think it could need a shorter diffname but e hahahahaha no
  2. 01:50:382 (1) - that snapped looks pretty weird, not sure what you follow with this i was deaf


gl with this one!

megafanx3 wrote:

GD: Failure
Mod: Waiting for reply...

00:40:434 - For some reason, I feel this single circle is not well placed, like... idk, spacing? I can't explain this I can't see any problem on that to be honest. it fits the DS.
01:01:030 - Delete this circle to follow the pattern of the other notes in between those bookmarks that works as a filler note and i can't see the actual improvement after removing that tbh
01:15:214 - Does this green line do something special? lines were made because of the hitsound copier. i removed those excess ones anyway.
01:58:057 - And what about this one?
Damn son, CS:4,1 means that you are going to kill someone with this
01:05:887 - Can you make this triple with a curve shape, even if you cant? wat, its stacked

I can't find nothing else that just saying that this is too difficult for a 3* map, but still it's good sr is always underestimating my map
00:47:234 - Move this circle in order to fit it with the kickslider how do I move it in order when there's actually no exact order...? if there is one, then it's already on the correct place: 00:46:651 (3,4,2) - made a regular triangle.
01:57:085 - Same 01:56:308 (3,4,3,4,2,3) - are aligned

I think I already told you that... anyway, I can't wait tho se someone FCing the las diff with HR xd fuk hr

Good luck my boii owo

You will be proud of me someday... I'll be waiting right there
thanks for the modding!
- titan
late night mod from my queue ayy

easy

00:31:885 (1) - semi-ugly slider
01:32:506 (3) - too wavy/curvy/whatever it is for such a short slider imo
01:40:278 (1,2,3) - blankets of these might be like a few pixels off ??? i cant tell
01:51:936 (3) - feel like this would look better if it were moved down a bit
01:52:714 (1) - same slider as earlier
normal

00:16:341 (1,3) - these feel really close move (3) down or something idk
00:33:050 (3) - hard to read imo (stack it or like move it out from under that slider)
00:45:486 (3,1) - blanket
top diff

i don't have much to say here bc i'm terrible with high diffs
-i love cs3
-hp drain is really high (i almost failed at the start just by missing once)
00:27:416 (1,2,3,1,2,3,1,2,1) - this looks really cool but it's super hard to read
-this diff is super fun wtf

oh heck it's 3 am (nice map and gl with ranking)
Sandrew
as you req
No kd pls

00:18:866 (4) - put a strong beat on a slider's tail is strange, why not make them like the previous way you did
00:43:154 (3) - this slider has different spacing with the other sliders you did in this part, they have same performance in music
00:48:983 (1,2,3,4,1,2,3,4,1) - you put short slider on heavy drum, circle on string track in this part , but break this rule here
I can't find anything else. Sorry for my less help, really nice map, one star for you
Stack
nm from my queue

General

make the bg into .jpg for less filesize

00:25:667 (1) - this tail is messed up on Zexous' Insane
A Tale from the Wayfarer

My general stance on top diffs in a set is that they should map everything the song has to offer which is why I mention undermapping alot in this mod, if you do not agree then fine but it seems weird to me to not map stuff like 1/8 sounds if only by a reverse

Not a big fan of the beginning of the song, it's super undermapped and I get that it's needed to retain some form of quiet before the storm but this is a bit too much as the violin does some cool things and the map just completely ignores it all

00:26:833 (1,2) - Why decrease the spacing here, the song is still ramping up so lowering intensity here is anticlimactic

00:43:640 - there is a sound here that could be mapped with sliderend or something

00:45:097 (1) - this slider isn't that great with all the things going on, it actually worked for 00:44:320 (1) - as the background noises weren't that loud but here you have 00:45:291 - this sound which isn't represented enough by making it land on a sharp angle

00:50:926 (2,3,1) - flow is really bad here, It's not a huge priority but this is really difficult with the spacing incerase and also like no angle change and after that a slider in a different direction

00:52:480 - Also missing something pretty loud over here which could be mapped with just a triple stacked under the slider

00:55:298 (3,4) - wold use reverses or those 1/8 sliders you used at 00:38:782 (2,1) - to avoid the undermap here

01:04:527 (1) - the rhythm does the same as at 00:55:298 (3,4) - and 01:01:516 (3,4) - so be consistent and just map it like that or what I suggested above
Edit: I read one of the other mods where you said that if you mapped the 1/8 the map would become messy or something like that which I don't understand at all, so if you could clarify that then you can skip this point

01:22:403 (3) - the sound on 01:22:500 - is the same as the sound on (3) so mapping only one of the 2 is weird, just doing another 1/4 slider would be better

01:23:763 (2,3) - feels better ctrl+g'ed so the tail is not the only object with a loud sound

01:27:843 (1,2) - these could just be stacked like 01:29:689 (2,1) - , (2) is not that important to require the player to jump to it

01:28:620 (3) - same as 01:22:403 (3) -

01:29:980 (2,3) - same as 01:23:763 (2,3) -

01:43:387 (1,2,3,4,1,2,3,4) - 1/4 sliders aren't needed here for the exception of 01:44:747 (4) - where something different is needed to show the 1/8 sounds

01:46:107 (2) - would not map this at all, the sounds are really quiet and it gives 01:46:496 (1) - less impact if you map it

I like the spacing and flow in this diff, its pretty nice

Gl with the map :)
FruityEnLoops
From my queue!

Compress your background. There you go. Also look at that.

[Easy]

01:23:180 (3,4) - Use this pattern flipped. 01:21:626 (1,2) - Sounds better to me.

[Sinnoh's Normal]

SV seems a little bit too high. Fine though.
00:12:455 (4) - This one is almost out of the playfield. Move the head a little bit to the left with these 00:13:232 (1,2) -
00:31:496 (5,1) - You should resnap it to be closer to 1x distance snap.
00:50:926 (2) - Would look & flow better like this.
01:20:460 (1) - You should use grey combo, like in the Easy difficulty.
01:55:045 (4) - You could rotate this slider so it doesn't overlap with 01:53:685 (2) - .
01:55:822 (1,2,3,4) - Isn't this 1/4 blue rythm too much for a Normal?

[Hard]

I think you should lower SV during the first part of the map. 0.8 in my opinion.
00:02:934 - You could map this sound with another repeating slider, ending on 00:03:517 -
00:22:364 (3,2) - You should stack.
01:20:071 - You should map that sound.
01:52:714 (4,1) - Shouldn't the NC be on the circle? (downbeat)

[Zexous' Insane]

00:12:455 (3,4) - This 0.2x bursts is weird to read. You could be more creative and use it in the design.
00:13:523 (2) - Especially this one, that you should stack.
00:55:201 - Would be great to have a circle stacked on the slider head of 00:55:298 (1) - here.
01:01:515 (1) - ^
01:33:866 (2,3,1,2) - Why not this?
Kiai in the end is... meh. For players it might make lag on low end computers.

[Lavender's Extra]

Check AIMod.
Fun map to aim, not much to say. Cool shapes.

[A Tale from the Wayfarer]

00:02:934 - You should map this sound with a short stream, ending on 00:03:517 -. Come on, it's the top diff
00:34:605 (1,2,3,4) - You could rotate this for 45 degrees and avoid overlapping with 00:34:993 (1) - . Like this.
00:49:955 (2,1) - Push the circle a little bit to the left to avoid this overlap.
00:56:755 (1) - The slider is tilted but not the triplet-slider. Would look better if the triple-slider was tilted too, as you do with these two 00:58:309 (1,2) -
01:02:973 (1,2,3,4) - ^
01:25:317 (1,2,3) - This flows better.
01:33:284 (1,2,3,4,1,2,3,4) - Why not doing like 00:27:416 (1,2,3,1,2,3,1,2) - ?

Good map overall. Ready for BN in my opinion.



edit : sorry my map version was not updated... got no internet so I couldn't update

edit 2 : also I wanted to say I love your zora map ♥♥
Kyle Y

Normal Modding requests from modding queue.

Easy
  1. wow... that high SV. I could only say, RIP new players.
  2. 00:20:615 - low diff always use repeated rhythm, here I think you should add a circle to consist with 00:22:170 (3) - due to similar rhythm.
  3. 00:24:113 (3) - make some curve? it is easier to catch the slider for newbies.
  4. 00:34:605 - 00:45:486 - will you consider to add a circle here? just like 00:31:496 (4) - 00:37:714 (4) - you also place a circle for the strong beat.
  5. 00:53:646 (1) - I don't think this is a good shape
  6. 01:24:734 (1) - this part is quite different from 01:24:734 (1) - in terms of beat strength, I don't think it is good to have same rhythm from claim part. 00:08:569 - is relatively soft and 01:26:289 - is strong enough to have a clickable object.
  7. um... I can see you tried to keep rhythm constant, I think there are some different between different map, maybe on beat strength, maybe on the music feeling, and I think there should be some changes. Also, try to avoid beat ending on the big white tick like 01:51:159 - , usually big with got a stronger beat sound, which is a good place to put clickable objects. If you want to improve this map in terms of looking, you can try to blanket sliders like 01:48:828 (3,1) - (i see you did on some sliders)

Normal
  1. 00:21:781 (4,5) - 00:24:890 (4) - why not keep consistent?
  2. 00:33:050 (3) - will it hard to read for new players?
  3. 00:39:657 (3) - beat sound is on blue tick actually, will you consider to change into 3/4 reversed slider?+
  4. 00:41:211 (1,2) - rhythm here is same as 00:47:429 (1,2) - , could you map it consistent?
  5. 00:45:874 (1) - remove nc, you used nc for every 2 beats, why nc put here?
  6. 00:54:715 - I think this beat is weak, and I would just ignore it becasue it is a claim part, it is better to keep rhythm as simply as you can.
  7. 00:55:978 - this beat is quite strong, will it better to have clickable objects?
  8. 01:15:408 (1,2) - I prefer to have map just a simple 3/2 slider becasue it can make comparison with 01:16:962 (3) - . If you put the rhythm simpler before, and denser at 01:16:962 (3) - , players will feel 01:16:962 (3) - is much more stronger than 01:15:408 (1,2) - , which fit songs more.
  9. 01:51:936 (5,6) - it is a little bit hard to catch, but I like this rhythm.

Hard
  1. 00:17:895 - like what I say in easy, it is better to make big white tick clickable as it has strong beats/ sounds. I just point out once only, it is useless even I listed all and reject all.
  2. 01:04:138 - why empty here?
  3. 01:18:517 - add a short break?
  4. this diff is much more better than Easy, I like the rhythm. But small recommendation is on the blue ticks. It is rankable to use blue tick, but it is better to have consistent spacing to tell players that rhythm is 1/4 snapped. First time you use extended is 00:07:014 (1,2) - , seems you tell players that this pattern is 1/4, but when it comes to 00:29:650 (4) - , it is another story. The spacing here is similar with 00:19:449 (1,2) - , but different snapping, one is 1/4 and the other is 1/2.
[/list]

I just stop here.
ReFaller
NM from my queue.

Easy is good for me.
[Sinnoh's Normal]
From rhythmical way seems good, but failed a bit with hitsounding.
00:17:118 (2) - you should listen Nerova's difficulties how he used drum-hitnormal sample as a kick. For this one sampleset should be default on white tick.
A few more examples where you made same mistake:
00:18:672 (4)
00:20:227 (2)
00:21:781 (4) - even for circles
But check whole difficulty to find all of them, i am not going to do this, but i will check results of your work for it at last when you will going to fix.
01:22:403 (2) - 0,9x DS with previous note, gg
[Hard]
01:21:334 (2,3) - if you like manual stacks you could apply for this one, it should improve playablity a little
[Zexous' Insane]
01:53:102 - very reasonable usage of kiai star shoot, should be applied also in rest of difficulties.

This insane is a sort of insane which i'm not able to judge spacing or something else especially in kiai parts, but it seems to be used carefully.

Good luck
Otosaka-Yu
nm from my q
超愛超愛超愛這首曲子,以後有camellia的圖都可以找我nm指不定哪天我也開這首曲子

Insane

  1. 00:18:769 (3) - maybe the slider it's better to start from here

Extra


结果忒产大姐姐还是开了这首曲子了
  1. 00:09:734 (5) - 普通单note就行了吧
  2. 00:21:684 (3) - 这里下一下音效
    00:23:335 (3) - ^
  3. 00:55:201 (1) - 这里最好是从00:55:298 - 这里开始用1/8三连的滑条,增加一些节奏感(?
    01:01:418 (1) - ^

摸不動了,期待rank
Zexous
OKKKKKKKKKKKKK FINALLY

cococolaco wrote:

From my mod queue

01:29:300 (6,1,2) - This part stops the smooth mouse/pen movement and forces you to change direction sharply and feels awkward. You probably did this intentionally for difficulty but I'll point it out just in case. It's just a regular motion reset like I did with every other pattern, the angle on this one is a little more than the others but still comparable (i.e. 01:22:403 (1,2) - 01:23:180 (1,2) - etc.) and plays fine

- raspy wrote:

Zexous' Insane
CS and AR feel a little low for a mid-4* insane. CS is fine, and if anything you'd expect mid-4* Insanes to have a lower AR lol, but in any case the SR is a little underweighted on this diff, I like where the difficulty settings are
00:21:198 (2,3,4) - This angle is a little wide hhhhhhhh yeah lol I changed this in one version but accidentally updated and forgot to change it again
00:30:913 (3,2) - Try to blanket this better moved 1 a pixel to the right, but considering the shapes involved that's really the best I can do
00:41:988 (7,8,9) - The end of 7 almost looks like a triangle when compared to 8 and 9, try to make it one! changed
01:48:828 (3,4,1) - is super close to looking like a triangle adjusted 4 a little
Nothing else to say! Really well done on Zexous' part.

Pho wrote:

[Zexous]
  1. 00:38:750 (4,5) - these are actually 1/8 snapped FUUUUUUUUUUUUUUUUUUUUUUUUUUUUCK
  2. 00:44:611 - Set a beat here for consistency with 00:50:537 (3,4,5) - The sound's not as prominent there, and while I do see your point,
    the pattern would play really weirdly with a 1/4 gap there. will consider but for now no change ***

megafanx3 wrote:

00:07:403 - With this slider I can see that you are missing a not that important sound here 00:07:791 I think it's pretty obvious what sound I'm mapping this extended slider to
00:12:455 - This, THIS is hard to read I don't see the issue
00:13:620 - Error 404, missing not that important sound again 00:14:009 same
00:27:221 - Mini Breaktime maybe? that would be a bad idea both atmosphere-wise (it's not a mini break, it's a moment of suspense before a high point) and playability-wise (short breaks cause people to lower their guard and miss right after lol, it's more disorienting than a regular pause)
00:38:685 - Hold on just right there, can I ask you to replace that 1/6 triple with a kickslider? And not that one that's before and this one specifically because it's a lower volume sound as Pho pointed out, this is actually 1/8, and as it happens I did replace it with a kickslider, but I'll probably tweak it more cause it's kinda ugly rn

Translated from what Yugu wrote:

]00:10:609 - 00:10:803 - You missed the beat here, why don't you follow those ones when having these (00:11:677 (1) - ) followed honestly?
rhythm simplification for the purpose of difficulty. I followed that stuff because it's prominent in the phrase but left the rest

00:18:672 - ^ I'm following the drumline pretty clearly here
00:23:141 - ^ ^
00:47:234 - ^ the sound does exist here but I honestly had to slow the music down to hear it, it's not very prominent at all and considering what I've mapped to in that pattern, it would be awkward to sneak it in somewhere
01:35:518 (6,5) - Maybe stack these two together? tried it out but it's too much work just to make the angles slightly weird xd
01:47:467 - Why don't you do the same 1/6 holds as you did on 01:46:885 (1) - that would be too hard to work in reasonably, and at least here there's another sound to map to
01:22:014 (3,4,5,6,1,2) - Though it does follow the song, I'm not sure if the pattern's difficulty fits in this diff level it's not THAT hard to play,
it's low bpm xd

Sandrew wrote:

]00:18:866 (4) - put a strong beat on a slider's tail is strange, why not make them like the previous way you did mostly to accommodate the blue tick 00:18:769 (3,4) - here in a reasonable fashion
00:43:154 (3) - this slider has different spacing with the other sliders you did in this part, they have same performance in music it's a 1/4 slider,
the actual gameplay movement is the same spacing regardless of where the sliderend is coordinate-wise

00:48:983 (1,2,3,4,1,2,3,4,1) - you put short slider on heavy drum, circle on string track in this part , but break this rule here the two beats here needed to be grouped together unlike the more disjointed phrases elsewhere imo

FruityEnLoops wrote:

[Zexous' Insane]

00:12:455 (3,4) - This 0.2x bursts is weird to read. You could be more creative and use it in the design. I spaced it this way because of how low-intensity this part of the song is, and because my standard through the rest of the map is 0.5x, but you're not the first one to mention this, so I'll change it if more people agree (although changing this is gonna be a pain xd)
00:13:523 (2) - Especially this one, that you should stack. if nothing else, stacking just these would be weird for consistency, but it does make sense to stack, so I'll consider ***
00:55:201 - Would be great to have a circle stacked on the slider head of 00:55:298 (1) - here. it should be pretty clear what I'm mapping to here, so no lol
01:01:515 (1) - ^
01:33:866 (2,3,1,2) - Why not this? I'm not going to be changing the spacing on 01:34:061 (1) - this is one of the central structures in my kiai, but that part is a little weird, I'll be experimenting with it

ReFaller wrote:

[Zexous' Insane]
01:53:102 - very reasonable usage of kiai star shoot, should be applied also in rest of difficulties. a...what do I do with this lol
yells at NRG


This insane is a sort of insane which i'm not able to judge spacing or something else especially in kiai parts, but it seems to be used carefully.

Good luck

Suzuki_1112 wrote:

Insane

  1. 00:18:769 (3) - maybe the slider it's better to start from here keeping for now for consistency and playability, but may change later ***
GOD IT'S OVER http://puu.sh/x4RSO/51fcf7f17e.txt

also LMAO @ lavender's extra exact same SR as yours so it's topdiff now because of alphabetical ordering xd
Topic Starter
Nerova Riuz GX

- titan wrote:

late night mod from my queue ayy

easy

00:31:885 (1) - semi-ugly slider changed anyway
01:32:506 (3) - too wavy/curvy/whatever it is for such a short slider imo i want to keep the slider shape cuz it's intended
01:40:278 (1,2,3) - blankets of these might be like a few pixels off ??? i cant tell fixed, i guess
01:51:936 (3) - feel like this would look better if it were moved down a bit kinda, adjusted
01:52:714 (1) - same slider as earlier same
top diff

i don't have much to say here bc i'm terrible with high diffs alright xd
-i love cs3 i agree!
-hp drain is really high (i almost failed at the start just by missing once) yea but since the sliders and cs3 give quite a huge amount of tolerance it makes sense imo
00:27:416 (1,2,3,1,2,3,1,2,1) - this looks really cool but it's super hard to read as a specified trick, the pattern itself is not designed for you to follow the circles' centers. there's a middle point and you can hit all of them by staying there and playing them like a stream.
-this diff is super fun wtf thanks

oh heck it's 3 am (nice map and gl with ranking) good night

Gottagof4st wrote:

nm from my queue

General

make the bg into .jpg for less filesize i tend to use .png for background images tbh. personal preference
A Tale from the Wayfarer

My general stance on top diffs in a set is that they should map everything the song has to offer which is why I mention undermapping alot in this mod, if you do not agree then fine but it seems weird to me to not map stuff like 1/8 sounds if only by a reverse A top diff should represent the song as possible as it can in one or more certain, complete concept(s). As a result here, the overall density difference is dramatically specified.

Not a big fan of the beginning of the song, it's super undermapped and I get that it's needed to retain some form of quiet before the storm but this is a bit too much as the violin does some cool things and the map just completely ignores it all

00:26:833 (1,2) - Why decrease the spacing here, the song is still ramping up so lowering intensity here is anticlimactic the background momentum is actually a decrescendo. also it helps focusing on the next stream.

00:43:640 - there is a sound here that could be mapped with sliderend or something it's actually against the part i want to focus on.

00:45:097 (1) - this slider isn't that great with all the things going on, it actually worked for 00:44:320 (1) - as the background noises weren't that loud but here you have 00:45:291 - this sound which isn't represented enough by making it land on a sharp angle sharps are intentionally made to fit the flutes.

00:50:926 (2,3,1) - flow is really bad here, It's not a huge priority but this is really difficult with the spacing incerase and also like no angle change and after that a slider in a different direction not sure if that's a problem, but I didn't encounter any on that so far

00:52:480 - Also missing something pretty loud over here which could be mapped with just a triple stacked under the slider that's...not even a drum

00:55:298 (3,4) - wold use reverses or those 1/8 sliders you used at 00:38:782 (2,1) - to avoid the undermap here only if that causes problems i'll change it. it's fine to me tbh

01:04:527 (1) - the rhythm does the same as at 00:55:298 (3,4) - and 01:01:516 (3,4) - so be consistent and just map it like that or what I suggested above
Edit: I read one of the other mods where you said that if you mapped the 1/8 the map would become messy or something like that which I don't understand at all, so if you could clarify that then you can skip this point 1) All the 1/8 in this part are ignored 2)the whole pattern is based on symmetry so it will do weird thing if that's mapped out. i think you'll get it with the two things mentioned above.

01:22:403 (3) - the sound on 01:22:500 - is the same as the sound on (3) so mapping only one of the 2 is weird, just doing another 1/4 slider would be better I'm totally disagreeing with it when 1/4 slider and a single circle can do different things here. with the high sv, it tends to require you to press and slide it depends on its curve/path. A circle can stop the motion right there and give the next patterns a burst by switching the speeds. Also, having that mapped out might be weird because imo that's way more inaudible than others.

01:23:763 (2,3) - feels better ctrl+g'ed so the tail is not the only object with a loud sound will definitely not to do that if the map is basically doing things around non-drum sounds

01:27:843 (1,2) - these could just be stacked like 01:29:689 (2,1) - , (2) is not that important to require the player to jump to it the most important thing here is that, the first flute is louder and stronger when there are two flutes. counter examples: 01:29:689 (2,1) - second flute is stronger, 01:32:506 (1,2) - no flute on the second note

01:28:620 (3) - same as 01:22:403 (3) -

01:29:980 (2,3) - same as 01:23:763 (2,3) -

01:43:387 (1,2,3,4,1,2,3,4) - 1/4 sliders aren't needed here for the exception of 01:44:747 (4) - where something different is needed to show the 1/8 sounds it's still legit because aside from drums the flute is still on going.

01:46:107 (2) - would not map this at all, the sounds are really quiet and it gives 01:46:496 (1) - less impact if you map it a bit weird by the suggestion you gave. it's a really clear beat, also the counter flow gives some more impact on it.

I like the spacing and flow in this diff, its pretty nice

Gl with the map :)

FruityEnLoops wrote:

From my queue!

Compress your background. There you go. Also look at that.

[Easy]

01:23:180 (3,4) - Use this pattern flipped. 01:21:626 (1,2) - Sounds better to me. A little bit confused by the timestamps you gave. tried something else around this place, but didn't improve much.

[Hard]

I think you should lower SV during the first part of the map. 0.8 in my opinion. it will do something way different from the current one so, yea
00:02:934 - You could map this sound with another repeating slider, ending on 00:03:517 - kinda want to keep the consistency between all of my diffs. they all have the gap there.
00:22:364 (3,2) - You should stack. good idea.
01:20:071 - You should map that sound. did that
01:52:714 (4,1) - Shouldn't the NC be on the circle? (downbeat) though it's a downbeat, there's no need for two NCs in such a short period. it doesn't do much by adding that extra NC.


[A Tale from the Wayfarer]

00:02:934 - You should map this sound with a short stream, ending on 00:03:517 -. Come on, it's the top diff that's why i have another extra with those sounds mapped LOL
00:34:605 (1,2,3,4) - You could rotate this for 45 degrees and avoid overlapping with 00:34:993 (1) - . Like this. actually the pattern works fine, it tends to be in a symmetry form. also the suggestion you made would break the DS quite a bit.
00:49:955 (2,1) - Push the circle a little bit to the left to avoid this overlap. did something around there
00:56:755 (1) - The slider is tilted but not the triplet-slider. Would look better if the triple-slider was tilted too, as you do with these two 00:58:309 (1,2) - I actually don't really understand what you mean here - it's not vertical for sure.
01:02:973 (1,2,3,4) - ^
01:25:317 (1,2,3) - This flows better.a little bit different since i did that intentionally. it fits the flute quite well imo.
01:33:284 (1,2,3,4,1,2,3,4) - Why not doing like 00:27:416 (1,2,3,1,2,3,1,2) - ? Since the flute still goes on, the same trick doesn't work at all here. the previous trick let you to play it WITHOUT moving your cursor, that's why.

Good map overall. Ready for BN in my opinion.


edit : sorry my map version was not updated... got no internet so I couldn't update

edit 2 : also I wanted to say I love your zora map ♥♥ wow thanks

Kyle Y wrote:


Normal Modding requests from modding queue.

Easy
  1. wow... that high SV. I could only say, RIP new players. just a bit, not that much
  2. 00:20:615 - low diff always use repeated rhythm, here I think you should add a circle to consist with 00:22:170 (3) - due to similar rhythm. having blanks on Easy diffs is a good way to make diversity, and give chance for the players to redirect and recover at the same time. it gives more time for you to react by that.
  3. 00:24:113 (3) - make some curve? it is easier to catch the slider for newbies. did slight one
  4. 00:34:605 - 00:45:486 - will you consider to add a circle here? just like 00:31:496 (4) - 00:37:714 (4) - you also place a circle for the strong beat. same
  5. 00:53:646 (1) - I don't think this is a good shape
  6. 01:24:734 (1) - this part is quite different from 01:24:734 (1) - in terms of beat strength, I don't think it is good to have same rhythm from claim part. 00:08:569 - is relatively soft and 01:26:289 - is strong enough to have a clickable object. with the same density, the kiai part gains some more complexity on patterns. there are some overlaps, challenging stuff on reading, and some paths which are a different from the parts before. Blanketing is the most specific thing in kiai.
  7. um... I can see you tried to keep rhythm constant, I think there are some different between different map, maybe on beat strength, maybe on the music feeling, and I think there should be some changes. Also, try to avoid beat ending on the big white tick like 01:51:159 - , usually big with got a stronger beat sound, which is a good place to put clickable objects. If you want to improve this map in terms of looking, you can try to blanket sliders like 01:48:828 (3,1) - (i see you did on some sliders)

Hard
  1. 00:17:895 - like what I say in easy, it is better to make big white tick clickable as it has strong beats/ sounds. I just point out once only, it is useless even I listed all and reject all. it's quite meaningless if you're mainly mapping to something that's not drum and "force" it to follow all the things at the same time.
  2. 01:04:138 - why empty here? uh...because there's nothing i should follow?
  3. 01:18:517 - add a short break? it's too short for a break since i added a note after some mods
  4. this diff is much more better than Easy, I like the rhythm. But small recommendation is on the blue ticks. It is rankable to use blue tick, but it is better to have consistent spacing to tell players that rhythm is 1/4 snapped. First time you use extended is 00:07:014 (1,2) - , seems you tell players that this pattern is 1/4, but when it comes to 00:29:650 (4) - , it is another story. The spacing here is similar with 00:19:449 (1,2) - , but different snapping, one is 1/4 and the other is 1/2.
[/list]

I just stop here.

ReFaller wrote:

[Hard]
01:21:334 (2,3) - if you like manual stacks you could apply for this one, it should improve playablity a little it sounds legit, but that's quite little and barely noticeable. I'll do that if someone mention this again.

Good luck
thank you for your modding!

@Zexous: U MISSED ONE SLIDER AND I FIXED THAT FOR YOU 00:25:667 (1) -
Stack
Just some things about that I said in my mod but was quite vague about it

Nerova Riuz GX wrote:

Gottagof4st wrote:

nm from my queue

A Tale from the Wayfarer

My general stance on top diffs in a set is that they should map everything the song has to offer which is why I mention undermapping alot in this mod, if you do not agree then fine but it seems weird to me to not map stuff like 1/8 sounds if only by a reverse A top diff should represent the song as possible as it can in one or more certain, complete concept(s). As a result here, the overall density difference is dramatically specified.
This is the statement I probably most regret making as in actuality what you said was pretty much on the spot and what I said was pretty bad

00:45:097 (1) - this slider isn't that great with all the things going on, it actually worked for 00:44:320 (1) - as the background noises weren't that loud but here you have 00:45:291 - this sound which isn't represented enough by making it land on a sharp angle sharps are intentionally made to fit the flutes.
The only flute tone I hear are on 00:44:320 - /00:44:320 - /00:44:708 - , I don't hear any on 00:44:903 (3,1) - so I don't really get the "made to fit the flutes"

01:43:387 (1,2,3,4,1,2,3,4) - 1/4 sliders aren't needed here for the exception of 01:44:747 (4) - where something different is needed to show the 1/8 sounds it's still legit because aside from drums the flute is still on going.
If the flute was the focus then there would just be 1 long slider but you mapped each important drumbeat with a sliderhead so if the drums speed up- and the rhythm of the map stays exactly the same then it feels off

01:46:107 (2) - would not map this at all, the sounds are really quiet and it gives 01:46:496 (1) - less impact if you map it a bit weird by the suggestion you gave. it's a really clear beat, also the counter flow gives some more impact on it.
This one is like you said really contradicting the things I said before but the reason why this could be undermapped imo is that there is litteraly no other vocal in the entire song, but this is just preference on wether or not someone wants to map it

I like the spacing and flow in this diff, its pretty nice

Gl with the map :)
Basically the reason I was so off in this mod was beacause I couldn't immediately see the large emphasis on the flute in kiai sections which is just my bad, its probably the thing I have the most trouble with when modding cause with your reasoning the map fits
Topic Starter
Nerova Riuz GX
@Gottagof4st:
00:44:320 (1,2,3) - the pattern itself is to weave back on the first slider and tend to have a movement towards the second short one, so it fits the flute. if that happens, then 00:45:097 (1,2,3) - should do the same because it just repeat the same stuff with only some spice change. the pattern is flipped with nothing changed, so technically, it was made for the flute. As a reference, you can see 00:50:537 (1,2,3,1,2,3) - .

01:43:387 (1,2,3,4,1,2,3,4) - unlike the other typical flutes (e.g. 01:24:734 (1) - ), the flute itself is extremely long and wobbling here - it keeps switch between two pitches rapidly. Unfortunately, using 1/4 streams is quite unfit here. It's NOT that intense for the 1/4, so using a stream will break the overall concept. Having circular 1/4 slider pattern is more like a "compromise", to make a pattern fits the wobble but not that intense at the same time. As an extra note, using a circular pattern can effectively separate the pattern from 1/4 sliders in kiai. you can simply see the difference by comparing them.
Sinnoh
pls don't use the compressed version .-.

FruityEnLoops wrote:

From my queue!

[centre][Sinnoh's Normal]

SV seems a little bit too high. Fine though.
00:12:455 (4) - This one is almost out of the playfield. Move the head a little bit to the left with these 00:13:232 (1,2) - but it's not out of the playfield
00:31:496 (5,1) - You should resnap it to be closer to 1x distance snap. kk
00:50:926 (2) - Would look & flow better like this. 1. rip triangle 2. flow matters way less in a normal 3. slider shap variety
01:20:460 (1) - You should use grey combo, like in the Easy difficulty. there's no colour hax in this set as far as I can tell
01:55:045 (4) - You could rotate this slider so it doesn't overlap with 01:53:685 (2) - . if the slider was extended to 1/1 it would make an oval shape,
01:55:822 (1,2,3,4) - Isn't this 1/4 3/4 blue rythm too much for a Normal? ya but camellia is bonkers
but srs I've introduced a lot of 3/4s throughout the easy section before, I use specific slider shapes only on 3/4. There's enough to help the player read the 3/4

- titan wrote:

normal

00:16:341 (1,3) - these feel really close move (3) down or something idk kk
00:33:050 (3) - hard to read imo (stack it or like move it out from under that slider) fixed
00:45:486 (3,1) - blanket no it's my style

Kyle Y wrote:

Normal
  1. 00:21:781 (4,5) - 00:24:890 (4) - why not keep consistent? bc if i made it consistent an experienced modder would ask why I didn't make them different
  2. 00:33:050 (3) - will it hard to read for new players? alr changed
  3. 00:39:657 (3) - beat sound is on blue tick actually, will you consider to change into 3/4 reversed slider?+ good point for rhythm, but in terms of level design I want to introduce 3/4s in the easier section with less going on.
  4. 00:41:211 (1,2) - rhythm here is same as 00:47:429 (1,2) - , could you map it consistent? 00:48:983 (3) - has many violin sounds, 00:42:765 (3) - doesn't.
    Raising rhythm density on first one means more contrast, better emphasis on the 1/1 as one sound, rather than mapping multiple in next kiai
  5. 00:45:874 (1) - remove nc, you used nc for every 2 beats, why nc put here? ctb habits xP
  6. 00:54:715 - I think this beat is weak, and I would just ignore it becasue it is a claim part, it is better to keep rhythm as simply as you can. 3/4 introduction, keeping consistent with 00:57:532 (2) -
  7. 00:55:978 - this beat is quite strong, will it better to have clickable objects? All object are 1/2 apart aside from final one, keeps normal diff easy while using harder rhythms
  8. 01:15:408 (1,2) - I prefer to have map just a simple 3/2 slider becasue it can make comparison with 01:16:962 (3) - . If you put the rhythm simpler before, and denser at 01:16:962 (3) - , players will feel 01:16:962 (3) - is much more stronger than 01:15:408 (1,2) - , which fit songs more. ok, but used 1/1
  9. 01:51:936 (5,6) - it is a little bit hard to catch, but I like this rhythm.

ReFaller wrote:

NM from my queue.

[Sinnoh's Normal]
From rhythmical way seems good, but failed a bit with hitsounding.
00:17:118 (2) - you should listen Nerova's difficulties how he used drum-hitnormal sample as a kick. For this one sampleset should be default on white tick.
A few more examples where you made same mistake: I don't want to use the whistle because it doesn't suit the song, it sounds very weird to play with only hitsounds on the slider repeat/tail, so I added to the head to simplify for the sake of low difficulty.
00:18:672 (4)
00:20:227 (2)
00:21:781 (4) - even for circles
But check whole difficulty to find all of them, i am not going to do this, but i will check results of your work for it at last when you will going to fix.
01:22:403 (2) - 0,9x DS with previous note, gg this is 0.96, DS can be slightly variable for better aesthetics/playability. I used smaller distance because this section felt harder to play
Only pasting the bottom half bc my computer can't handle japanese characters

[TimingPoints]
797,388.60103626943,4,2,1,40,1,0
16341,-100,4,2,1,60,0,0
28776,-100,4,2,1,80,0,1
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106496,-100,4,2,1,80,0,0
117960,-100,4,2,1,80,0,0
121263,-100,4,2,1,5,0,0


[Colours]
Combo1 : 167,167,167
Combo2 : 255,47,47
Combo3 : 255,148,40
Combo4 : 254,228,82

[HitObjects]
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388,348,66081,1,0,3:0:0:0:
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324,317,96781,2,0,L|391:314,1,60,8|0,0:0|0:0,0:0:0:0:
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323,136,109410,5,0,3:0:0:0:
409,52,109799,2,0,B|440:50|440:50|517:65,2,90,0|0|8,3:0|3:0|0:0,0:0:0:0:
440,168,110771,1,0,0:0:0:0:
414,285,111159,2,0,B|422:346|422:346|446:385,2,90,0|0|0,3:2|3:0|3:0,0:0:0:0:
370,240,111936,2,0,B|306:234|306:234|266:248,1,90,8|8,0:0|0:0,0:0:0:0:
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Lasse
seems a bit bland to have things like 00:03:905 - in the intro not hitsounded, even just placing some more whistles would be nice

top diff
00:28:193 - would be nicer to read if you kept this in the combo from before I think
00:33:245 (1) - you mapped clickable 1/6 before, so you could also make them clickable in a more intense part
or actually don't make the first 1/6 clickable cause all others are sliders

00:34:216 (1,2,3,4) - rhythm doesn't really fit, so unclear what you#re following cause if mixed multiple layers since there is no piano on 00:34:410 -
00:38:782 (2,1) - reads similar to perfectly stacked 1/4, but your 1/4s aren't perfectly stacked, doing http://i.imgur.com/FeCw0Fa.jpg would be nice
1/8 on spots like 00:46:166 (2) - could maybe even be followed similarly
01:15:408 (1,2,3,4) - why not try a rhythm like http://i.imgur.com/2EDgPwJ.jpg to make the melody stand out a bit, fully ignoring it doesn't fit well here#

01:33:672 (1,2,3,4) - stack feels a bit too "weak" when melody is still so strong, why not continue the pattern like http://i.imgur.com/Exp4O9H.jpg or http://i.imgur.com/Uz6NPQ2.jpg

01:51:936 (1,2,3,1,2) - why is this completely different from 00:34:216 (1,2,3,4) - ? piano plays the same thing and all but you treat it like it's something else
01:52:714 (1) - what is this following, it stops when the sounds actually get more audible


lavender
00:08:957 (2,3,4) - passive 1/4 spacing is really overdone in comparison to other intro patterns
00:25:667 - stream is so bland when the song has clear 1/2 emphasis :c
00:31:107 (4,5,6) - gross rhythm cause it mixed 2 layers, 00:29:553 (3,4) - made more sense // 00:37:519 (6) - this too
00:34:216 (1,2,3,4,1,2,3,4) - same thing as top diff // 01:15:408 (1,2) - too

00:49:760 (1,4) - this looks so bad ingame, why not stack on 00:49:469 (2) - instead

mh something about this diff feels a bit forced, like you're trying to fit too many different concepts into it, most of them make sense if you look at them alone, but putting so many into 2 minutes end up a bit ??


zexous
00:33:245 (4,5,6) - 01:26:548 (2,3) - 01:38:983 (2,3) - you don't really need clickable 1/6 when not even the extras have them
diff is nice but the way you handle streamjumps makes the gap to hard so huge


hard
lol why did you map the intro more dense than on your highest diff
nice diff


sinnoh
ar5 should be enough, you have some dense patterns but bpm is low
01:21:626 - whole part is slider only, you could easily add some circles
diff could reflect intensity changes better by using different sv/spacing /density for less intense parts
for example 01:40:278 - part plays so similar to the more intense ones, something like replacing 01:41:056 (2) - 01:42:610 (4) - with 2 cricles each would make the rhythm there noticeably less dense
though you handles the 3/4 rhythm stuff pretty well


easy
00:25:667 (1) - ctrlg on this would be so much more intuitive for new players
00:33:439 (3) - should avoid touching gameplay elements on low diffs
why no ending spinner on this diff?
Topic Starter
Nerova Riuz GX

Lasse wrote:

seems a bit bland to have things like 00:03:905 - in the intro not hitsounded, even just placing some more whistles would be nice

top diff
00:28:193 - would be nicer to read if you kept this in the combo from before I think ok
00:33:245 (1) - you mapped clickable 1/6 before, so you could also make them clickable in a more intense part
or actually don't make the first 1/6 clickable cause all others are sliders a little bit weird on that - i was questioning my self about that too but I decided to make the particular 1/6 clickable. If it's implemented like the others, then it basically just shared the same property and dont really stand out as 1/6s imo. the other ones are typical 1/6 holds, which has bunch of 1/4 high sv sliders as contexts. they didn't really share the same property here since in higher sv people used to put more effort on following the whole slider bodies on 1/4s. that's why the 1/6s are intentionally slowed down so they can do the work better.

00:34:216 (1,2,3,4) - rhythm doesn't really fit, so unclear what you#re following cause if mixed multiple layers since there is no piano on 00:34:410 - I did that for consistency's sake (00:40:434 (1,2,3,4,1,2,3,4) - ), and having a stream jump cuz it has a stronger snare drum.
00:38:782 (2,1) - reads similar to perfectly stacked 1/4, but your 1/4s aren't perfectly stacked, doing http://i.imgur.com/FeCw0Fa.jpg would be nice good point
1/8 on spots like 00:46:166 (2) - could maybe even be followed similarly i actually feel they are not that clear for me to follow tbh
01:15:408 (1,2,3,4) - why not try a rhythm like http://i.imgur.com/2EDgPwJ.jpg to make the melody stand out a bit, fully ignoring it doesn't fit well here# p. good idea

01:33:672 (1,2,3,4) - stack feels a bit too "weak" when melody is still so strong, why not continue the pattern like http://i.imgur.com/Exp4O9H.jpg or http://i.imgur.com/Uz6NPQ2.jpg The pattern you gave is quite intense, but it doesn't really give 01:34:061 (1) - much impact since the movement is much more complex. (Also having them stacked can somehow make less misses here so i liked the settings.)

01:51:936 (1,2,3,1,2) - why is this completely different from 00:34:216 (1,2,3,4) - ? piano plays the same thing and all but you treat it like it's something else they actually shared the same concept: having a stream jump or make change when there's a snare drum.
01:52:714 (1) - what is this following, it stops when the sounds actually get more audible the difference starts at 01:52:714 - so I put a hold right there. the hold itself made a breakdown following to the sudden change. It's not good to follow all the tiny sounds because that will make this part way too intense. with the general concept of density change, the object works in a particular way.
thanks for the mod!
Lavender

Suzuki_1112 wrote:

Extra


结果忒产大姐姐还是开了这首曲子了
  1. 00:09:734 (5) - 普通单note就行了吧 跟1/6没啥不对,打起来也是一样的
  2. 00:21:684 (3) - 这里下一下音效 k
    00:23:335 (3) - ^
  3. 00:55:201 (1) - 这里最好是从00:55:298 - 这里开始用1/8三连的滑条,增加一些节奏感(?
    01:01:418 (1) - ^ 想了想懒得动了

Lasse wrote:

lavender
00:08:957 (2,3,4) - passive 1/4 spacing is really overdone in comparison to other intro patterns 00:15:175 (2,3,4) - other intro pattern, this kind of pattern is still peaceful stuff imo
00:25:667 - stream is so bland when the song has clear 1/2 emphasis :c This stream is way harder than its look (at least for me), so I guess it's fine here
00:31:107 (4,5,6) - gross rhythm cause it mixed 2 layers, 00:29:553 (3,4) - made more sense // 00:37:519 (6) - this too
I know what you mean, I struggled here too when I mapped this, but keeping 00:31:302 (6) - empty feels kinda weird for me, I guess maybe it's 00:29:844 (1,2,3,4,5) - which strikes after first doubles makes 00:29:747 - this gap clearer.

00:34:216 (1,2,3,4,1,2,3,4) - same thing as top diff // 01:15:408 (1,2) - too Seems I don't need to keep that consistency to the next level since current one actually fits music and plays fine.

00:49:760 (1,4) - this looks so bad ingame, why not stack on 00:49:469 (2) - instead That's actually messier, but I rotated 00:49:372 (1,2,3,4,1) - a bit for a better look

mh something about this diff feels a bit forced, like you're trying to fit too many different concepts into it, most of them make sense if you look at them alone, but putting so many into 2 minutes end up a bit ?? That's why it is called Extra but not Insane or Extreme, and I did try to keep rhythm/pattern consistency
For stack leniency things, I want to use SL0 at first, but looks like it's way too harder than top diff, so let's keep the perfect stack challange to HR.
To Nerova: If you made your top diff easier, just set CS to 4.2
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 80460
Countdown: 0
SampleSet: Soft
StackLeniency: 0.2
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LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
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DistanceSpacing: 1.7
BeatDivisor: 8
GridSize: 4
TimelineZoom: 3.399999

[Metadata]
Title:Towards The Horizon
TitleUnicode:Towards The Horizon
Artist:Camellia
ArtistUnicode:かめりあ
Creator:Nerova Riuz GX
Version:Lavender's Extra
Source:REFLEC BEAT 悠久のリフレシア
Tags:RB Illusiya イルシヤ 6th KONAMI Arcade Championship KAC bemani The Reflesia of Eternity drumstep folk Zexous Sinnoh Lavender [Teichan]
BeatmapID:1372489
BeatmapSetID:578445

[Difficulty]
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CircleSize:4.3
OverallDifficulty:8
ApproachRate:9
SliderMultiplier:1.86
SliderTickRate:1

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Thanks for modding!
Sinnoh

Lasse wrote:

sinnoh
ar5 should be enough, you have some dense patterns but bpm is low k
01:21:626 - whole part is slider only, you could easily add some circles holy moly why has no one pointed this out, i added some at 01:32:506 (3) - but can't really find a place for any others
diff could reflect intensity changes better by using different sv/spacing /density for less intense parts TIL sv changes are rankable in normal. Changed SV for whole diff (tedious but ok makes sense to do it). Didn't change and spacing because I'd have to remap to fit within borders, fine without spacing changes since SV does that anyway
for example 01:40:278 - part plays so similar to the more intense ones, something like replacing 01:41:056 (2) - 01:42:610 (4) - with 2 cricles each would make the rhythm there noticeably less dense ok
though you handles the 3/4 rhythm stuff pretty well thanks Pishi for the guides and Akitoshi for teaching me normals
[code

[Difficulty]
HPDrainRate:4
CircleSize:3.5
OverallDifficulty:4
ApproachRate:5
SliderMultiplier:1.2
SliderTickRate:1

[Events]
//Background and Video events
0,0,"TowardsTheHorizonBG.png",0,0
//Break Periods
2,66281,71099
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
797,388.60103626943,4,2,1,40,1,0
2351,-111.111111111111,4,2,1,40,0,0
16341,-111.111111111111,4,2,1,60,0,0
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38102,-111.111111111111,4,2,1,80,0,0
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53646,-111.111111111111,4,2,1,80,0,0
74631,-111.111111111111,4,2,1,40,0,0
75408,-111.111111111111,4,2,1,40,0,0
76962,-111.111111111111,4,2,1,55,0,0
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117960,-111.111111111111,4,2,1,80,0,0
121263,-111.111111111111,4,2,1,5,0,0


[Colours]
Combo1 : 167,167,167
Combo2 : 255,47,47
Combo3 : 255,148,40

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428,168,76185,2,0,P|364:179|297:176,1,107.999996704102,0|0,3:0|3:0,3:0:0:0:
245,101,76962,2,0,L|166:99,1,53.9999983520508,0|0,3:0|3:0,3:0:0:0:
146,131,77351,2,0,L|85:133,1,53.9999983520508,0|0,3:0|3:0,3:0:0:0:
55,174,77740,2,0,L|51:240,1,53.9999983520508,0|0,3:0|3:0,3:0:0:0:
90,266,78128,2,0,L|93:330,1,53.9999983520508,0|0,3:0|3:0,3:0:0:0:
153,343,78517,5,2,0:0:0:0:
455,150,80460,6,0,B|474:106|446:94|462:33,2,107.999996704102,0|0|6,0:0|0:0|0:0,0:0:0:0:
359,223,81626,6,0,B|297:241|297:241|225:234,1,132.00000402832,4|8,3:2|0:0,0:0:0:0:
168,117,82403,2,0,L|163:32,2,66.0000020141602,0|0|8,3:0|3:0|0:0,0:0:0:0:
92,225,83180,2,0,L|82:358,1,132.00000402832,0|8,3:0|0:0,0:0:0:0:
208,318,83957,2,0,P|240:314|289:327,1,66.0000020141602,0|0,3:0|3:0,0:0:0:0:
325,360,84346,2,0,P|354:364|390:359,1,66.0000020141602,8|0,0:0|0:0,0:0:0:0:
445,323,84734,22,0,P|472:276|440:202,1,132.00000402832,0|8,3:0|0:0,0:0:0:0:
349,117,85512,2,0,P|342:76|346:31,2,66.0000020141602,0|0|8,3:0|3:0|0:0,0:0:0:0:
273,225,86289,2,0,P|214:231|139:222,1,132.00000402832,0|8,3:0|0:0,0:0:0:0:
73,109,87066,2,0,L|70:23,1,66.0000020141602,0|0,3:0|3:0,0:0:0:0:
132,20,87455,2,0,L|221:17,1,66.0000020141602,8|0,0:0|0:0,0:0:0:0:
262,30,87843,6,0,B|331:32|331:32|392:63,1,132.00000402832,0|8,3:0|0:0,0:0:0:0:
406,190,88620,2,0,L|415:274,2,66.0000020141602,0|0|8,3:0|3:0|0:0,0:0:0:0:
280,232,89398,2,0,L|273:372,1,132.00000402832,0|8,3:0|0:0,0:0:0:0:
150,314,90175,2,0,L|74:321,1,66.0000020141602,0|0,3:0|3:0,0:0:0:0:
81,254,90563,2,0,L|6:260,1,66.0000020141602,8|0,0:0|0:0,0:0:0:0:
4,193,90952,6,0,P|-3:142|42:79,1,132.00000402832,0|8,3:0|0:0,0:0:0:0:
172,58,91729,2,0,L|258:47,2,66.0000020141602,0|0|8,3:0|3:0|0:0,0:0:0:0:
185,189,92506,1,8,0:0:0:0:
317,194,92895,1,8,0:0:0:0:
424,113,93284,2,0,B|439:137|439:137|446:217,2,99.0000030212403,8|8|8,0:2|0:2|0:2,0:0:0:0:
371,73,94061,22,0,B|332:68|332:68|275:71|275:71|236:64,1,132.00000402832,4|8,3:2|0:0,0:0:0:0:
108,50,94838,2,0,L|29:55,2,66.0000020141602,0|0|8,3:0|3:0|0:0,0:0:0:0:
158,172,95615,2,0,P|170:238|143:303,1,132.00000402832,0|8,3:0|0:0,0:0:0:0:
249,382,96393,2,0,L|320:378,1,66.0000020141602,0|0,3:0|3:0,0:0:0:0:
347,320,96781,2,0,L|419:316,1,66.0000020141602,8|0,0:0|0:0,0:0:0:0:
447,259,97170,6,0,P|457:217|420:138,1,132.00000402832,0|8,3:0|0:0,0:0:0:0:
290,154,97947,2,0,L|215:162,2,66.0000020141602,0|0|8,3:0|3:0|0:0,0:0:0:0:
334,29,98724,2,0,B|282:11|236:35|236:35|189:35,1,132.00000402832,0|8,3:0|0:0,0:0:0:0:
92,103,99501,2,0,L|85:183,1,66.0000020141602,0|0,3:0|3:0,0:0:0:0:
136,212,99890,2,0,P|143:252|133:293,1,66.0000020141602,8|0,0:0|0:0,0:0:0:0:
123,339,100278,22,0,L|252:332,1,107.999996704102,0|8,3:0|0:0,0:0:0:0:
339,326,101056,1,0,3:0:0:0:
281,234,101444,1,8,0:0:0:0:
338,142,101833,2,0,P|282:126|219:148,1,107.999996704102,0|8,3:0|0:0,0:0:0:0:
171,226,102610,1,0,3:0:0:0:
124,128,102999,1,8,0:0:0:0:
256,192,103387,12,0,104942,0:0:0:0:
80,57,106496,6,0,B|86:91|86:91|80:150|80:150|88:190,1,132.00000402832,4|0,3:2|0:0,0:0:0:0:
209,136,107273,2,0,P|260:129|282:132,2,66.0000020141602,8|0|0,0:0|0:0|0:0,0:0:0:0:
180,265,108050,2,0,B|183:330|183:330|200:374,2,99.0000030212403,0|0|0,3:0|3:0|3:0,0:0:0:0:
240,237,108828,2,0,B|274:231|296:242|296:242|338:233|339:182,1,132.00000402832,8|0,0:0|0:0,0:0:0:0:
311,128,109410,5,0,3:0:0:0:
404,34,109799,2,0,B|438:31|438:31|501:41,2,99.0000030212403,0|0|8,3:0|3:0|0:0,0:0:0:0:
448,158,110771,1,0,0:0:0:0:
412,284,111159,2,0,B|420:345|420:345|436:378,2,99.0000030212403,0|0|0,3:2|3:0|3:0,0:0:0:0:
365,237,111936,2,0,B|301:231|301:231|259:243,1,99.0000030212403,8|8,0:0|0:0,0:0:0:0:
233,297,112422,2,0,B|169:303|169:303|128:288,1,99.0000030212403,0|0,3:0|3:0,0:0:0:0:
35,376,113102,6,0,B|38:342|38:342|23:316|16:277|39:243,1,132.00000402832,4|8,3:2|0:0,0:0:0:0:
89,210,113685,2,0,P|110:161|89:86,1,132.00000402832
137,41,114268,2,0,B|164:27|164:27|241:23,2,99.0000030212403,0|0|0,3:0|3:0|3:0,0:0:0:0:
90,87,115045,2,0,P|71:118|68:155,1,66.0000020141602,8|8,0:0|0:0,0:0:0:0:
89,210,115434,1,0,3:0:0:0:
217,231,115822,22,0,B|251:235|251:235|327:217,1,99.0000030212403,0|0,3:0|3:0,0:0:0:0:
347,162,116308,2,0,B|381:158|381:158|456:174,2,99.0000030212403,8|0|0,0:0|3:0|3:0,0:0:0:0:
285,135,117086,2,0,B|281:101|281:101|298:27,2,99.0000030212403,8|0|8,0:0|3:0|0:0,0:0:0:0:
314,220,117960,1,4,3:2:0:0:
256,192,118057,12,0,121263,0:0:0:0:
[/code]

Hold up lemme speed mod

Top diff
00:27:416 (1) - Use a different combo colour, this is hard to read because orange/yellow blend so doing that would make it easier.
00:43:737 (2) - Moving this down and 00:43:931 (3) - to the right gives sharper angle + easier to follow
01:05:887 (1) - try this? https://puu.sh/x6iCq/50cde1afb9.png
01:25:414 (2) - Is it possible to change the curve to follow flow? Really hard for me to aim with speed + spacing is already enough emphasis
01:43:387 (1) - Increase spacing in this section? Feels kinda clunky

Lavender
00:21:684 (3) - 00:23:335 (3) - No drum-hitnomals?

Sinnoh
perfect diff greatest normal ever
Lavender
That hitsound issue has been fixed in the previous post

Sinnoh wrote:

Sinnoh
perfect diff greatest normal ever
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