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Yuiko Ohara - Hoshi o Tadoreba [Osu|CatchTheBeat]

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Topic Starter
Yumeno Himiko
This beatmap was submitted using in-game submission on 2018年2月8日 at 18:45:46

Artist: Yuiko Ohara
Title: Hoshi o Tadoreba
Source: リトルウィッチアカデミア
Tags: examination exam 015 Cocytus Little Witch Academia tv size ed ending TRIGGER アツコ・カガリ Atsuko Kagari Akko ロッテ・ヤンソン Lotte Jansson スーシィ・マンババラン Sucy Manbavaran ダイアナ・キャベンディッシュ Diana Cavendish シャイニィシャリオ Shiny Chariot
BPM: 131
Filesize: 22372kb
Play Time: 01:28
Difficulties Available:
  1. 015's Hard (2.85 stars, 209 notes)
  2. 015's Normal (1.92 stars, 135 notes)
  3. Cup (1.29 stars, 138 notes)
  4. Magic (3.21 stars, 288 notes)
  5. Platter (2.35 stars, 201 notes)
  6. Salad (1.92 stars, 203 notes)
Download: Yuiko Ohara - Hoshi o Tadoreba
Information: Scores/Beatmap Listing
---------------
リトルウィッチアカデミア Ending song
BG changed, please redownload cute akko BGs owo
davidminh0111
Mod:
Hard:
-According to your beatmap. Your hitsounds are too small and some are not good flows. Like 00:28:412 (1, 2, 3).
Vanillas
sooooooooooooo late mod. XD
Mod
General
  1. sb太神进编辑器死机
  2. diff spread: 1.08* - 1.94* - 3.17* Salad稍微难一些?弄个2.x看着能好一点
  3. kiai time整体的Hitsound声音都偏小
Cup
  1. 00:07:572 (1) - 我个人觉得在00:08:259 finish比较好,然后00:08:488加个note。可能是STD习惯了
Salad
  1. Nothing.
Magic
  1. 加个转盘吧,set就挺简单的没有转盘分数就拉不开了。建议是01:27:954 (1) - 这里换,而且曲子结束了感觉从右到左这么大的跨度也有点不合适
  2. 00:22:229 (1) - 稍微往右移一些强调一下finish ?
  3. 00:43:068 (3) - Hdash ?
  4. 00:55:206 (1,2) - 这两个离得近一些?毕竟00:55:893 (2) - 只是个延续音,应该不用间距这么大,要不后边的跳00:56:122 (3,4,5) - 感觉也没有对比
  5. 01:05:969 (1,2) - 这里感觉打着莫名的confused还说不出为什么。。。也许是因为白线滑条尾?
摸不出来太多东西Orz, set都挺好,star~ :)

Edit: 才发现加了STD,懒了
Stack
NM from queue

In general: Scale down the resolution on the video a bit since at the start of the song it takes quite a while to load

Cocytus's Normal
00:00:244 (1,2) - You can just put these closer together as there is no reason why they should be so far apart.

00:03:908 (1,2) - Again, these can be closer together as you don't need to jump across the screen for a really calm section.

00:15:587 (2,3) - Don't overlap these

00:30:931 (3,4) - I would really try to avoid overlap on objects directly placed after eachother, but as you have done it in the whole map it can be annoying to change.

00:52:229 (7,1) - ^

00:54:748 (3,4) - ^

01:00:702 (1,4) - Overlap

01:15:358 (1,2,3,4,1,2,3,4,1,2,3,4) - Do something more original here instead of just going around the screen with sliders

01:22:687 (1,2,3,4,1,2,3,4) - Opposite problem, now it's only circles.

From 01:22:687 (1) onwards you can something like https://imgur-archive.ppy.sh/HlItvpo.png

Cocytus's Hard
00:02:076 (1,2) - The gap from this sliderend to the next sliderhead is much larger than 00:00:244 (1,2) and 00:03:908 (1,2), so just mirror the second slider

00:04:595 (2,3) - This overlap isn't needed if you go downwards from 00:04:595 (2) on.

00:07:114 (3,4,5,6,1) - A 5-note burst is maybe a bit to much in a sub 3-star song.

00:08:259 (2,3) - Don't stop the flow completly, place on the edge of the slider.

00:11:923 (2,1) - Make the spacing a bit larger between these to reflect the 3/2 gap.

00:19:252 (3,4) - Spacing is different here.

00:19:481 (4,5) - ^, The music doesn't change so neither should spacing

00:20:397 (1) - I'm not sure about this long reverse slider here as I hear sounds on both of the red ticks

00:23:374 (4,1,2,3) - Overlap

00:26:580 (2,3) - Still don't like this overlap

00:31:389 (1,2) - ^

00:33:221 (1,2,3,4) - ^

00:35:969 (2,3) - Easy fixable overlap https://imgur-archive.ppy.sh/zuQjnlu.png

00:39:404 (3,4) - I would space these notes out a bit.

00:42:152 (1,2,3,4) - If you let 00:42:839 (2) end on the sldiertail then make 00:43:755 (4) also end on one beacause its the same rythym.

00:46:503 (3,4) - Weird spacing

00:49:710 (1,2,3,4) - Still no fan of this.

00:54:290 (4,5) - Don't stop here, you go from zero spacing to a jump on the next sliderhead

00:55:206 (1,2) - I don't see why should stop here either

00:57:496 (2,3,4,5) - This stack is confusing

00:58:641 (1,2,3,4) - Move 00:59:328 (2,3) up for equal spacing.

01:26:351 (1,2) - See line 4
Topic Starter
Yumeno Himiko

Vanillas wrote:

sooooooooooooo late mod. XD
Mod
General
  1. sb太神进编辑器死机
  2. diff spread: 1.08* - 1.94* - 3.17* Salad稍微难一些?弄个2.x看着能好一点 这个是sr的问题 不要紧
  3. kiai time整体的Hitsound声音都偏小我感觉正好吧
Cup
  1. 00:07:572 (1) - 我个人觉得在00:08:259 finish比较好,然后00:08:488加个note。可能是STD习惯了 这个ok
Salad
  1. Nothing.
Magic
  1. 加个转盘吧,set就挺简单的没有转盘分数就拉不开了。建议是01:27:954 (1) - 这里换,而且曲子结束了感觉从右到左这么大的跨度也有点不合适 这段我设计的还是比较有难度的 控制移动不太简单 这个slider也是pattern之一
  2. 00:22:229 (1) - 稍微往右移一些强调一下finish ? 这个距离应该正好
  3. 00:43:068 (3) - Hdash ? 连续hdash不行
  4. 00:55:206 (1,2) - 这两个离得近一些?毕竟00:55:893 (2) - 只是个延续音,应该不用间距这么大,要不后边的跳00:56:122 (3,4,5) - 感觉也没有对比 这个可以有
  5. 01:05:969 (1,2) - 这里感觉打着莫名的confused还说不出为什么。。。也许是因为白线滑条尾? 跟的vocal
摸不出来太多东西Orz, set都挺好,star~ :)

Edit: 才发现加了STD,懒了
thx for the mod
maciek0421
Hello. Your map is really good. :D I don't see any big mistakes but I'll write for you things that I would change.

Cup
00:42:839 (5,6) - I would move this a little bit to the left to make this moment more dynamic.
00:49:481 (7,1) - ^^^^
Salad
00:24:977 (4) - The same that I mentioned in Cup.
00:26:580 (2) - ^^^ but to the right
Platter
00:44:671 (2,3) - I would make hyperdash between them.
01:00:244 (5) - New combo
01:07:801 (10) - New combo (instead of new combo there: 01:08:030 (1))

Good luck!
celerih
[
General
]

  1. Difficulty Spread : I talk more about spread in the Magic diff mod
  2. Background : ok!
  3. Unsnapped objects : ok!
  4. Audio : ok!
  5. Metadata Issues : ok!
  6. Combo Colors : ok!

[
Cup
]

  1. 00:20:397 (4) - Make this slider end on 00:20:855 - and have it reverse. This way you have a fruit on 00:20:855 -
  2. 00:34:824 - 00:34:939 - These should have notes on them, since this is pretty similar to 00:27:496 (4,5,1) -
  3. 00:46:732 (2,4) - Notes here should have 1.7x spacing liek you use later for stronger sounds

[
Salad
]

  1. 00:05:740 (1,2) - Maybe give these more of an angle to show the increase in intensity
  2. 00:10:778 (2,1) - Have a dash here to 00:11:236 (1) - since it's pretty strong
  3. 00:11:694 (2,3) - And reduce spacing here. 00:11:923 (3) - is harder to hit than 00:11:236 (1) - but 1 is a stronger sound
  4. 00:17:992 (4,5) - Move this to x:128,. This way the movement isn't as harsh
  5. 01:24:519 (1) - This is the only slider of the last section that isn't the same as the others. It should be around the same angle as 01:23:603 (2) - imo
  6. 00:46:732 (3) - Dash should be on this note since the drum/vocals are stronger here and same goes to here 00:48:565 (3) -
  7. Last thing in the salad is I noticed in the kiai you use a lot of vertical sliders, so there are often moments where there is little movement. And I feel the kiai would benifit from being more active while playing (less time just standing there waiting for slider to end). Examples are 00:46:732 (3) - 00:58:641 (1) - 01:06:427 (2) -

[
Magic
]

  1. Before I start, I'll say this: I am going to mod this like it was a platter, but this difficulty feels much more like a rain. The use a multiple hdash in a row, the 1/4 hdashes and mixing of harder patterns makes this kind of in a weird middle-ground between platter/rain (There's also a big gap in sr for the spread). You could change it to be ore like a platter, ort add a platter difficulty to the set. I feel like adding a diff would help bridge the gap between salad/magic
  2. 00:06:427 (3,4,5,6,1) - I would make this less spaced. The song is still very calm at this point
  3. 00:13:068 (1,2,3,4) - Actually, use the spacing you have here on 00:06:427 (3,4,5,6,1) -and use the spacing of 00:06:427 (3,4,5,6,1) -here 00:13:068 (1,2,3,4) - That would be more fitting
  4. 00:41:007 (2) - I don't think the hdash here is needed. A simple dash would be fine
  5. 00:41:465 (3) - Same here
  6. 00:45:931 (7,1) - 1/4 hdash unrankable in a platter. This is the main reason this is more of a rain diff, and why I think a platter diff with hdashes but no 1/4 ones would be better. If you don't want to add a new difficulty, then you'll have to remove all 1/4 hdash in the map
  7. 00:52:916 (7,8) - Instead of 2 circles here, you could use a slider, because the sound on 00:52:916 - continues up to 00:53:145 -
  8. Hard to find things wrong with this diff, it's well made ( :


This storyboard is cool (Even though it takes 6 hours to load) and I absolutely love the song. Good luck with the map!
Topic Starter
Yumeno Himiko

maciek0421 wrote:

Hello. Your map is really good. :D I don't see any big mistakes but I'll write for you things that I would change.

Cup
00:42:839 (5,6) - I would move this a little bit to the left to make this moment more dynamic. of course
00:49:481 (7,1) - ^^^^I think not for this
Salad
00:24:977 (4) - The same that I mentioned in Cup. hmm I don't want to change this one as the movement is already nice for now
00:26:580 (2) - ^^^ but to the right need to keep a dash here
Platter
00:44:671 (2,3) - I would make hyperdash between them. unrankable for double Hdashes in platter, also it'll unnecessarily increase the difficulty
01:00:244 (5) - New combo agree
01:07:801 (10) - New combo (instead of new combo there: 01:08:030 (1)) Not agree here, it doesn't affect much

Good luck!
thx for your mod maciek0421~

celerih wrote:

[
General
]

  1. Difficulty Spread : I talk more about spread in the Magic diff mod
  2. Background : ok!
  3. Unsnapped objects : ok!
  4. Audio : ok!
  5. Metadata Issues : ok!
  6. Combo Colors : ok!

[
Cup
]

  1. 00:20:397 (4) - Make this slider end on 00:20:855 - and have it reverse. This way you have a fruit on 00:20:855 - quite nice suggestion~
  2. 00:34:824 - 00:34:939 - These should have notes on them, since this is pretty similar to 00:27:496 (4,5,1) - I intentionally reduce the note density here since it's at a relatively calm part.
  3. 00:46:732 (2,4) - Notes here should have 1.7x spacing liek you use later for stronger sounds1.7x is for 1/1 snap notes, these two are 1/2 snap.

[
Salad
]

  1. 00:05:740 (1,2) - Maybe give these more of an angle to show the increase in intensity sure
  2. 00:10:778 (2,1) - Have a dash here to 00:11:236 (1) - since it's pretty strong ok
  3. 00:11:694 (2,3) - And reduce spacing here. 00:11:923 (3) - is harder to hit than 00:11:236 (1) - but 1 is a stronger sound These're all strong violins, so I keep this one
  4. 00:17:992 (4,5) - Move this to x:128,. This way the movement isn't as harsh not agree here, the current pattern just works well
  5. 01:24:519 (1) - This is the only slider of the last section that isn't the same as the others. It should be around the same angle as 01:23:603 (2) - imo actrually it has a same one 01:15:358 (1)
  6. 00:46:732 (3) - Dash should be on this note since the drum/vocals are stronger here and same goes to here 00:48:565 (3) - nah the sound here is hit-hat while the later one is a snare.
  7. Last thing in the salad is I noticed in the kiai you use a lot of vertical sliders, so there are often moments where there is little movement. And I feel the kiai would benifit from being more active while playing (less time just standing there waiting for slider to end). Examples are 00:46:732 (3) - 00:58:641 (1) - 01:06:427 (2) - I use vertical sliders because I use a lot of dashes in kiai parts, and I want players to focus on the dashes instead of walks.

[
Magic
]

  1. Before I start, I'll say this: I am going to mod this like it was a platter, but this difficulty feels much more like a rain. The use a multiple hdash in a row, the 1/4 hdashes and mixing of harder patterns makes this kind of in a weird middle-ground between platter/rain (There's also a big gap in sr for the spread). You could change it to be ore like a platter, ort add a platter difficulty to the set. I feel like adding a diff would help bridge the gap between salad/magic The last part (since the kiai part) of this platter is more like old-style maps, and it's still much easier than these old ones. I think it's ok to call this difficulty as a Platter diff and even it's a bit harder than some players' expectation, it's rather easy compare to some Rain diffs.
  2. 00:06:427 (3,4,5,6,1) - I would make this less spaced. The song is still very calm at this point This is one of the intentional "old-styled" flows, I want players to hold dash here instead of only dash at 00:07:458 (6,1).
  3. 00:13:068 (1,2,3,4) - Actually, use the spacing you have here on 00:06:427 (3,4,5,6,1) -and use the spacing of 00:06:427 (3,4,5,6,1) -here 00:13:068 (1,2,3,4) - That would be more fitting Perfect suggestion here, changed some of the flows.
  4. 00:41:007 (2) - I don't think the hdash here is needed. A simple dash would be fine right
  5. 00:41:465 (3) - Same here fixed
  6. 00:45:931 (7,1) - 1/4 hdash unrankable in a platter. This is the main reason this is more of a rain diff, and why I think a platter diff with hdashes but no 1/4 ones would be better. If you don't want to add a new difficulty, then you'll have to remove all 1/4 hdash in the map yep it's ok for me to remove all 1/4 hdashes, but it will make the map harder XD
  7. 00:52:916 (7,8) - Instead of 2 circles here, you could use a slider, because the sound on 00:52:916 - continues up to 00:53:145 - I tried a slider, but it just increases the difficulty for players to control, I think a simple dash is much easier.
  8. Hard to find things wrong with this diff, it's well made ( :


This storyboard is cool (Even though it takes 6 hours to load) and I absolutely love the song. Good luck with the map!
Thx a lot celerih~ really healpful!
Nokashi
Mod on my own accord !

[ General]
  1. I will encourage enabling epilepsy warning on all diffs. Theres some heavy strobing and pulses in the video from here 00:02:076 - to 00:13:984 - .

[ Cup]
  1. 00:03:450 - I Feel like there should have been a circle here, so you are consistent with the rhythm you introduced at the start of the measure. Also readjust it so the jump from here 00:03:450 - to 00:03:908 (1) - is more noticable than the previous jump, since 00:03:908 (1) - is on the downbeat
  2. 00:03:908 (1,2) - Definitely deserves more spacing, as 00:05:740 (2) - lands on a downbeat, and generally your past spacings on downbeats had more spacing. Something along the lines of x:312
  3. 00:08:488 (2,3) - You could make these a 1/1 slider, so more emphasis is placed on 00:09:404 (4) - . As it stands now, these 3 circles have equal spacing, yet 00:09:404 (4) - is way stronger than the other too. Thus spacing emphasis is questionable here
  4. 00:13:755 (4,5,6) - I Understand that you are undermapping here to meet the average playerbase of this Cup, however, mapping 1/6 sounds in 1/4 doesnt offer favourable feedback to the player. Having a 1/6 stack instead wont make any diffrence, if the movement is simple
  5. 00:15:816 - Having such a gap in rhythm while having the next object in a relatively close distance doesnt bode well with spacing emphasis. Plus this gap of 2 beats doesnt look nice rhythm wise. In short you could have mapped something here while not making the difficulty dense in rhythm. This can be justified by the fact that you actually did map rhythm in this gap 00:19:481 (2,3) - for example. Since you are not strictly following the drum, but the vocals as well, you can give the map a nice touch. More 2 beat and 1.5 beat gaps appear further in the map. I have made my point and i will leave them in your judgement
  6. 00:35:053 (3,4,5) - I Would suggest moving this whole pattern to x:488 altogether as a group (So basically 00:35:053 (3) - this on x:448, 00:35:969 (4) - this on x:360 and 00:36:198 (5) - this on x:304 ) . I Recommend doing this so the DS is stable between this jump here 00:32:076 (4,1) - and this jump here 00:33:908 (2,3) -
  7. 00:38:717 (1,2) - You can be more generous with your spacing here, as you were in the later beats, since the vocal is slowly building up
  8. 00:46:045 (1) - You could try a reverse here to avoid this 00:49:481 (7,1,2) - circle-to-measure inconsistency. If you do take my advice, 00:49:710 (1) - increase spacing here
  9. 00:56:122 (6,7) - You could be more generous with spacing here as well
  10. 00:58:641 (3) - This slider, compatively with this one 00:56:809 (1) - doesnt give off the same feeling, mainly because on the (1) the is a pause at the end, something (3) doesnt have. Maybe have the (3) end on 00:59:099 - and another slider starting on 00:59:328 - , preferably a 1/1 slider ending here 00:59:786 - . I Trust that you can arrange the placements yourself
  11. 01:10:320 (5,6,7) - The fact that these jumps have the same spacing as the downbeat where the peak of the vocal is, makes jump on the downbeat seems underwhelming in my opinion. Maybe adjust a bit?
  12. 01:11:694 (1,2,3,4) - I Really disagree with the rhythm you went for here. Firstly 01:11:694 (1) - this overshadows 01:12:152 - this really strong beat here 01:12:152 - . Since i noticed you are playing around vocals, you ignored the most optimal vocal rhythm in this measure, instead placing circle focus on a comparatively faint beat here 01:13:068 (2) - . All in all, i would like to recommend this rhythm here ticker starting on 01:11:694 - . Should you agree with this rhythm i proposed, the placements are up to you, but try to emphasize 01:12:152 (2) -

[ Salad]
  1. 00:13:755 (2,3,4) - This is actually 1/6, not 1/4. Same point as Cup
  2. 00:12:839 (4) - just a suggestion, but i found that placing this on x:256 could emphazise this movement 00:12:839 (4,1) - more
  3. 00:17:992 (4) - Nitpick but..it could help with the transition if you place this at x:155 instead, so the DS is equalized, making it smoother
  4. 00:19:252 (3,4) - This is the only time you introduce this rhythm, making it rather sudden for salad level playing. I Would suggest using something you have already introduced in the map so as not to hinder its structure. 00:19:366 (4) - Plus this lands on a blue tick that has no beat :D
  5. 00:23:832 (5,1) - I Would increase this spacing for consistency with previous dash
  6. 00:39:175 (2,3) - Ambiguous spacing in my opinion, make the dash clearer to the player
  7. 00:56:809 (4,5) - Rather ambiguous jump, It's walkable but you really need to handle your catcher well. Anyhow, should be made into a dash, so its emphasized better
  8. 01:02:992 (2,3) - This surely deserves some more emphasis, make the dash clearer

[ Magic]
  1. This is so oldstyle dude nice i love it
  2. 00:03:794 (9,1) - Make this a more noticable dash, maybe HDash?...unlikely. Still, give it more spacing, its the downbeat after all
  3. 00:05:511 (3,4,1) - Not so visually appealing, Maybe something like this
  4. 00:12:954 (6) - move to x:352 for a better transition
  5. 00:13:984 (4,5) - Can be made into a hyperdash as well
  6. 00:21:656 (4) - Same point as above, move to x:192
  7. 00:29:442 (9,1) - You could make this dash more noticable in my opinion, its the downbeat after all
  8. 00:33:908 (3,4,5) - This can be futher polished to encourage a more natural dash movement. I placed 00:33:908 (3) - on x:240 00:34:023 (4) - on x:288 and 00:34:137 (5) - on x:176. I Feel like it plays way better
  9. 00:45:931 (7,1) - This pattern just asks for a HDash, its the first intense movement of the kiai. You should start with intensity! I Really think an HDash would fit here
  10. 00:56:809 (1,2,3,4) - Something like this will make movement that much more comfortable
  11. 01:02:992 (2) - Feels like you are doing an edge dash to get to this. Either increase spacing for hyperdash or reduce for a more forgiving dash
  12. 01:04:366 (1) - You could make this a 1/2 slider instead so this doesnt seem like a flowbreak, considering there is a stream incoming
  13. 01:07:916 (11) - move to x:152. In it current position its feel like an edge dash in order to get it and reach the following slider in the available time
  14. 01:09:748 (7) - x:280 for a smoother movement transition
  15. 01:10:435 (2) - x:280 for the same reason ^
  16. Considering the style of the map, the rest looks really well done.

Good Luck with this cute song~
[Kamiya]
from qq

[Cocytus's Normal]

00:46:732 (3,4) - 没包住

01:03:221 (7,1) - ^

01:04:824 (2,3) - ^

00:51:771 (6,7) - 包的不够好看 7slider太弯了点.

[Cocytu's Hard]

00:03:450 - 这里是不是缺音了

00:32:076 (2) - 如果你不考虑DS的话可以往左平移一小点,到x:400,y:288

01:20:168 (6,7) - 没包住

就摸出这些了

GL~
Shad0w1and
Hard
00:18:106 (6) - 1/2 reverse works better
00:27:610 - fill?
00:59:671 -
01:04:824 - overkill for hard, it is ok if the beats are strong(snares) or a 1/2 rest before the stream, but here no
01:11:694 -
Normal
00:25:435 - 01:22:687 (1,2,3,4,1,2,3,4) - I think it is not allowed for lowest diff(regardless it is a normal) to have so many notes, used sliders instead
015

gottagof4ast wrote:

NM from queue

In general: Scale down the resolution on the video a bit since at the start of the song it takes quite a while to load

Cocytus's Normal
00:00:244 (1,2) - You can just put these closer together as there is no reason why they should be so far apart.-ds

00:03:908 (1,2) - Again, these can be closer together as you don't need to jump across the screen for a really calm section.-ds


00:15:587 (2,3) - Don't overlap these-nah

00:30:931 (3,4) - I would really try to avoid overlap on objects directly placed after eachother, but as you have done it in the whole map it can be annoying to change.

00:52:229 (7,1) - ^^ . ^

00:54:748 (3,4) - ^^ . ^

01:00:702 (1,4) - Overlap^ . ^

01:15:358 (1,2,3,4,1,2,3,4,1,2,3,4) - Do something more original here instead of just going around the screen with slidersfixed

01:22:687 (1,2,3,4,1,2,3,4) - Opposite problem, now it's only circles.fixed

From 01:22:687 (1) onwards you can something like https://imgur-archive.ppy.sh/HlItvpo.png

Cocytus's Hard
00:02:076 (1,2) - The gap from this sliderend to the next sliderhead is much larger than 00:00:244 (1,2) and 00:03:908 (1,2), so just mirror the second slider-nah

00:04:595 (2,3) - This overlap isn't needed if you go downwards from 00:04:595 (2) on. -nah

00:07:114 (3,4,5,6,1) - A 5-note burst is maybe a bit to much in a sub 3-star song.-nah

00:08:259 (2,3) - Don't stop the flow completly, place on the edge of the slider.-nah,I like the pattern.

00:11:923 (2,1) - Make the spacing a bit larger between these to reflect the 3/2 gap. -ok

00:19:252 (3,4) - Spacing is different here.-down beat

00:19:481 (4,5) - ^, The music doesn't change so neither should spacing-nah

00:20:397 (1) - I'm not sure about this long reverse slider here as I hear sounds on both of the red ticks :arrow: vocal

00:23:374 (4,1,2,3) - Overlap :arrow: ^ . ^

00:26:580 (2,3) - Still don't like this overlap-but I like it.

00:31:389 (1,2) - ^-^

00:33:221 (1,2,3,4) - ^-^

00:35:969 (2,3) - Easy fixable overlap https://imgur-archive.ppy.sh/zuQjnlu.png-nah

00:39:404 (3,4) - I would space these notes out a bit. ^ . ^

00:42:152 (1,2,3,4) - If you let 00:42:839 (2) end on the sldiertail then make 00:43:755 (4) also end on one beacause its the same rythym.

00:46:503 (3,4) - Weird spacing

00:49:710 (1,2,3,4) - Still no fan of this.

00:54:290 (4,5) - Don't stop here, you go from zero spacing to a jump on the next sliderhead

00:55:206 (1,2) - I don't see why should stop here either

00:57:496 (2,3,4,5) - This stack is confusing

00:58:641 (1,2,3,4) - Move 00:59:328 (2,3) up for equal spacing.

01:26:351 (1,2) - See line 4
thank you for modding.

[Kamiya] wrote:

from qq

[Cocytus's Normal]

00:46:732 (3,4) - 没包住

01:03:221 (7,1) - ^

01:04:824 (2,3) - ^

00:51:771 (6,7) - 包的不够好看 7slider太弯了点.

都修了

[Cocytu's Hard]

00:03:450 - 这里是不是缺音了-钢琴声不是很强,就先不改了

00:32:076 (2) - 如果你不考虑DS的话可以往左平移一小点,到x:400,y:288-考虑的

01:20:168 (6,7) - 没包住 :arrow: 假装修正一下

就摸出这些了

GL~

Shad0w1and wrote:

Hard
00:18:106 (6) - 1/2 reverse works better感觉还好吧
00:27:610 - fill? -有点拖了的感觉
00:59:671 - -考虑一下
01:04:824 - overkill for hard, it is ok if the beats are strong(snares) or a 1/2 rest before the stream, but here no-我再想想
01:11:694 - で——も——

Normal
00:25:435 -
SPOILER
-费了吃奶的劲改了一下
01:22:687 (1,2,3,4,1,2,3,4) - I think it is not allowed for lowest diff(regardless it is a normal) to have so many notes, used sliders instead 重新摆了一下
Topic Starter
Yumeno Himiko

Nokashi wrote:

Mod on my own accord !

[ General]
  1. I will encourage enabling epilepsy warning on all diffs. Theres some heavy strobing and pulses in the video from here 00:02:076 - to 00:13:984 - . I'm not really agree with this, but I'll gather more opinions later.

[ Cup]
  1. 00:03:450 - I Feel like there should have been a circle here, so you are consistent with the rhythm you introduced at the start of the measure. Also readjust it so the jump from here 00:03:450 - to 00:03:908 (1) - is more noticable than the previous jump, since 00:03:908 (1) - is on the downbeat I don't think a circle is necessary here, also notes are easy to notice in Cup since ar is low.
  2. 00:03:908 (1,2) - Definitely deserves more spacing, as 00:05:740 (2) - lands on a downbeat, and generally your past spacings on downbeats had more spacing. Something along the lines of x:312 ok
  3. 00:08:488 (2,3) - You could make these a 1/1 slider, so more emphasis is placed on 00:09:404 (4) - . As it stands now, these 3 circles have equal spacing, yet 00:09:404 (4) - is way stronger than the other too. Thus spacing emphasis is questionable here yep
  4. 00:13:755 (4,5,6) - I Understand that you are undermapping here to meet the average playerbase of this Cup, however, mapping 1/6 sounds in 1/4 doesnt offer favourable feedback to the player. Having a 1/6 stack instead wont make any diffrence, if the movement is simple lol that's my problem, fixed
  5. 00:15:816 - Having such a gap in rhythm while having the next object in a relatively close distance doesnt bode well with spacing emphasis. Plus this gap of 2 beats doesnt look nice rhythm wise. In short you could have mapped something here while not making the difficulty dense in rhythm. This can be justified by the fact that you actually did map rhythm in this gap 00:19:481 (2,3) - for example. Since you are not strictly following the drum, but the vocals as well, you can give the map a nice touch. More 2 beat and 1.5 beat gaps appear further in the map. I have made my point and i will leave them in your judgement That's mainly following the instruments and added a few patterns by myself. I think it's fine to have such a gap in Cup diff.
  6. 00:35:053 (3,4,5) - I Would suggest moving this whole pattern to x:488 altogether as a group (So basically 00:35:053 (3) - this on x:448, 00:35:969 (4) - this on x:360 and 00:36:198 (5) - this on x:304 ) . I Recommend doing this so the DS is stable between this jump here 00:32:076 (4,1) - and this jump here 00:33:908 (2,3) - nice suggestion
  7. 00:38:717 (1,2) - You can be more generous with your spacing here, as you were in the later beats, since the vocal is slowly building up adjusted a bit
  8. 00:46:045 (1) - You could try a reverse here to avoid this 00:49:481 (7,1,2) - circle-to-measure inconsistency. If you do take my advice, 00:49:710 (1) - increase spacing here hmm, I think the current one is ok.
  9. 00:56:122 (6,7) - You could be more generous with spacing here as well ok
  10. 00:58:641 (3) - This slider, compatively with this one 00:56:809 (1) - doesnt give off the same feeling, mainly because on the (1) the is a pause at the end, something (3) doesnt have. Maybe have the (3) end on 00:59:099 - and another slider starting on 00:59:328 - , preferably a 1/1 slider ending here 00:59:786 - . I Trust that you can arrange the placements yourself yep, fixed this one and feeling better
  11. 01:10:320 (5,6,7) - The fact that these jumps have the same spacing as the downbeat where the peak of the vocal is, makes jump on the downbeat seems underwhelming in my opinion. Maybe adjust a bit? not accepting this, just keep them the same ds so it'll be kind for beginers.
  12. 01:11:694 (1,2,3,4) - I Really disagree with the rhythm you went for here. Firstly 01:11:694 (1) - this overshadows 01:12:152 - this really strong beat here 01:12:152 - . Since i noticed you are playing around vocals, you ignored the most optimal vocal rhythm in this measure, instead placing circle focus on a comparatively faint beat here 01:13:068 (2) - . All in all, i would like to recommend this rhythm here ticker starting on 01:11:694 - . Should you agree with this rhythm i proposed, the placements are up to you, but try to emphasize 01:12:152 (2) - quite nice point here, fixed

[ Salad]
  1. 00:13:755 (2,3,4) - This is actually 1/6, not 1/4. Same point as Cup yep, fixed
  2. 00:12:839 (4) - just a suggestion, but i found that placing this on x:256 could emphazise this movement 00:12:839 (4,1) - more nice
  3. 00:17:992 (4) - Nitpick but..it could help with the transition if you place this at x:155 instead, so the DS is equalized, making it smoother k
  4. 00:19:252 (3,4) - This is the only time you introduce this rhythm, making it rather sudden for salad level playing. I Would suggest using something you have already introduced in the map so as not to hinder its structure. 00:19:366 (4) - Plus this lands on a blue tick that has no beat :D I was thinking about following the vocal here, but you're right that the 1/4 jump is a bit sudden, so I changed this flow.
  5. 00:23:832 (5,1) - I Would increase this spacing for consistency with previous dash increade a bit
  6. 00:39:175 (2,3) - Ambiguous spacing in my opinion, make the dash clearer to the player made it a clear dash
  7. 00:56:809 (4,5) - Rather ambiguous jump, It's walkable but you really need to handle your catcher well. Anyhow, should be made into a dash, so its emphasized better not so ambiguous compared to the previous one, this one is a clear dash [/color]
  8. 01:02:992 (2,3) - This surely deserves some more emphasis, make the dash clearer yep

[ Magic]
  1. This is so oldstyle dude nice i love it
  2. 00:03:794 (9,1) - Make this a more noticable dash, maybe HDash?...unlikely. Still, give it more spacing, its the downbeat after all added a bit spacing, but not HDash
  3. 00:05:511 (3,4,1) - Not so visually appealing, Maybe something like this sure
  4. 00:12:954 (6) - move to x:352 for a better transition kek
  5. 00:13:984 (4,5) - Can be made into a hyperdash as well hmm, I don't think this one is strong enough for a hyperdash
  6. 00:21:656 (4) - Same point as above, move to x:192 fine
  7. 00:29:442 (9,1) - You could make this dash more noticable in my opinion, its the downbeat after all tbh, this one is already really noticable, and it'll be harder to catch if the ds increases.
  8. 00:33:908 (3,4,5) - This can be futher polished to encourage a more natural dash movement. I placed 00:33:908 (3) - on x:240 00:34:023 (4) - on x:288 and 00:34:137 (5) - on x:176. I Feel like it plays way better sure, only a pixel move
  9. 00:45:931 (7,1) - This pattern just asks for a HDash, its the first intense movement of the kiai. You should start with intensity! I Really think an HDash would fit here yeah it used to be HDash, but it breaks rc... sorry T_T but this one is harder lol
  10. 00:56:809 (1,2,3,4) - Something like this will make movement that much more comfortable I want a sudden stop here, the strong movement will be emphasized.
  11. 01:02:992 (2) - Feels like you are doing an edge dash to get to this. Either increase spacing for hyperdash or reduce for a more forgiving dash decreased a bit
  12. 01:04:366 (1) - You could make this a 1/2 slider instead so this doesnt seem like a flowbreak, considering there is a stream incoming I want players to have a short break becuz of the large jumps in previous patterns.
  13. 01:07:916 (11) - move to x:152. In it current position its feel like an edge dash in order to get it and reach the following slider in the available time The increased ds follows the flow, though I nerfed a bit.
  14. 01:09:748 (7) - x:280 for a smoother movement transition emphasize the later jump
  15. 01:10:435 (2) - x:280 for the same reason ^ ^
  16. Considering the style of the map, the rest looks really well done.

Good Luck with this cute song~
Thx for your mod! Especially helpful on the Cup diff.
Electoz
[General]
  1. Unused files:
    1. Yuiko Ohara - Hoshi wo Tadoreba (Yumeno Himiko).bak
[Cocytus's Normal]

  1. 00:00:244 (1,3) - Looks unnecessarily cramped imo, it's like you're trying to force a pattern aesthetically, but actually you don't have to right? Just some symmetric stuff like 00:07:572 (1,2) - would already do just fine.
  2. 00:11:236 (3) - NC?
  3. 00:22:229 (1,2) - 00:29:557 (1,2,3) - The rhythm density on these places shouldn't be too different considering the vocal on these places are similar.
  4. 00:47:877 - 01:05:282 - Use whistle instead? Pretty sure the sound here isn't the same as 00:48:336 .
  5. 00:49:252 - Normal sampleset instead?
  6. 01:00:702 - Shouldn't this have the same hitsounding as 00:46:045 ?
  7. 01:15:358 - Continuous 1/2 slider patterns are too intense for a Normal as the easiest diff in the mapset, would be better if you change from 1/2 to 1/1 sliders (if you apply this, you can change 01:20:855 (1,2,3) - to a 1/2 slider pattern too if you want)
[Cocytus's Hard]

  1. 00:13:755 (2,3,4) - Aren't these supposed to be on 1/6 snaps?
  2. 00:17:419 (2,3,4,5,6) - Rhythms are too complicated for Hard imo, would be more intuitive in gameplay if 00:17:648 (4) was changed to 2 circles.
  3. 00:54:290 (4,1) - Overlapping the reverse arrow is strongly discouraged.
  4. 00:29:557 - 1/4 rhythms should be added more in this part considering what you used in the earlier part 00:14:900 is a lot more noticeable despite having similar intensity.
Overall for std diffs can still be improved with hitsounding and things which can be polished more through mods.

[Cup]

  1. 00:09:404 (4,5) - Use a slider instead? Since they're mapped on the same sound as 00:07:572 (1) .
  2. 00:57:496 - Shouldn't be skipped imo, how about ending the slider there and add a circle on 00:57:725 instead?
  3. 00:59:328 (4,5,1) - Could've used a denser rhythm on this imo, considering this is the transition to the later half of kiai so the rhythm used here should be more dense/prominent than other parts.
[Salad]

  1. 00:17:992 (4) - This is probably the only place in this section where you put in a 1/4 rhythm, so it looks unnecessarily stand out. Probably would be better if you use 1/4 rhythms more regularly in calmer parts or don't at all.
  2. 00:30:244 - Just a circle here is also fine too if you want to make this consistent with 00:33:221 (1,2) .
  3. 00:59:786 (3,4,1) - Same as Cup, though I really recommend to do something with this to keep up with the difficulty spread, the rhythm density on this part between Salad and Magic is too different.
[Magic]

  1. 00:02:076 (3) - Is the same sound as 00:00:244 (1) but the movement required on these sliders are so different.
  2. 00:10:320 - If you're using 5% volume on this then isn't it better to skip this in the first place? (00:10:091 is a lot more prominent to start a slider too) With 5% volume, this can be a borderline of not being rankable since it's not really audible in gameplay.
  3. 00:16:045 (6,1) - Make this a dash? Since you did a dash on almost every downbeat in this section so might as well do it here too.
  4. 00:17:992 - Add something here? Like what you did in Salad, since having 3 sliders 00:17:648 (4,5,1) in a row seems dull atm.
  5. 00:40:320 (5,1) - The hyperdash should be here instead of 00:40:549 (1,2) imo since the rhythm changes at 00:40:549 .
  6. 01:15:129 (5,1) - Add a hyperdash could work too since the rhythm changes here, and you already have a hyperdash on 01:22:458 (7,1) so why not this one?
Sorry for being late lol I was inactive for a few days
Good luck~
yf_bmp
膜拜考试大师
Sc4v4ng3r
Let me know after you applied the mod above, I'll start my mod after then.
015

Electoz wrote:

[General]

[Cocytus's Normal]

  1. 00:00:244 (1,3) - Looks unnecessarily cramped imo, it's like you're trying to force a pattern aesthetically, but actually you don't have to right? Just some symmetric stuff like 00:07:572 (1,2) - would already do just fine.-Good!
  2. 00:11:236 (3) - NC?-fixed
  3. 00:22:229 (1,2) - 00:29:557 (1,2,3) - The rhythm density on these places shouldn't be too different considering the vocal on these places are similar.deleted some rhythems.
  4. 00:47:877 - 01:05:282 - Use whistle instead? Pretty sure the sound here isn't the same as 00:48:336 .-fixed
  5. 00:49:252 - Normal sampleset instead?-fixed
  6. 01:00:702 - Shouldn't this have the same hitsounding as 00:46:045 ?-changing to finish.
  7. 01:15:358 - Continuous 1/2 slider patterns are too intense for a Normal as the easiest diff in the mapset, would be better if you change from 1/2 to 1/1 sliders (if you apply this, you can change 01:20:855 (1,2,3) - to a 1/2 slider pattern too if you want) :arrow: changed some rhythems and patterns
[Cocytus's Hard]

  1. 00:13:755 (2,3,4) - Aren't these supposed to be on 1/6 snaps? -oh yea, fixed :)
  2. 00:17:419 (2,3,4,5,6) - Rhythms are too complicated for Hard imo, would be more intuitive in gameplay if 00:17:648 (4) was changed to 2 circles.-changed
  3. 00:54:290 (4,1) - Overlapping the reverse arrow is strongly discouraged. -hm...considerING
  4. 00:29:557 - 1/4 rhythms should be added more in this part considering what you used in the earlier part 00:14:900 is a lot more noticeable despite having similar intensity. - I cannot find another rhythms which are able to follow the background music and vocal simultaneously.
Overall for std diffs can still be improved with hitsounding and things which can be polished more through mods.

Good luck~
Thank you for modding. :D
Topic Starter
Yumeno Himiko

Electoz wrote:

[General]
  1. Unused files:
    1. Yuiko Ohara - Hoshi wo Tadoreba (Yumeno Himiko).bak ok, it was a backup of my sb.
[Cup]

  1. 00:09:404 (4,5) - Use a slider instead? Since they're mapped on the same sound as 00:07:572 (1) . sure
  2. 00:57:496 - Shouldn't be skipped imo, how about ending the slider there and add a circle on 00:57:725 instead? nice idea
  3. 00:59:328 (4,5,1) - Could've used a denser rhythm on this imo, considering this is the transition to the later half of kiai so the rhythm used here should be more dense/prominent than other parts. I want an easy cup, so this pattern is ok I think.
[Salad]

  1. 00:17:992 (4) - This is probably the only place in this section where you put in a 1/4 rhythm, so it looks unnecessarily stand out. Probably would be better if you use 1/4 rhythms more regularly in calmer parts or don't at all. right
  2. 00:30:244 - Just a circle here is also fine too if you want to make this consistent with 00:33:221 (1,2) . this one is following the vocal and different from 00:33:221 (1,2)
  3. 00:59:786 (3,4,1) - Same as Cup, though I really recommend to do something with this to keep up with the difficulty spread, the rhythm density on this part between Salad and Magic is too different. ok, I make 00:59:786 (3) - a triple.
[Magic]

  1. 00:02:076 (3) - Is the same sound as 00:00:244 (1) but the movement required on these sliders are so different. different expression of same sound, it's fine here :^)
  2. 00:10:320 - If you're using 5% volume on this then isn't it better to skip this in the first place? (00:10:091 is a lot more prominent to start a slider too) With 5% volume, this can be a borderline of not being rankable since it's not really audible in gameplay. nice, changed this pattern
  3. 00:16:045 (6,1) - Make this a dash? Since you did a dash on almost every downbeat in this section so might as well do it here too. hmm, no hitsound here
  4. 00:17:992 - Add something here? Like what you did in Salad, since having 3 sliders 00:17:648 (4,5,1) in a row seems dull atm. yeah, since it's removed in salad, I'll make it in this diff, and it works really well
  5. 00:40:320 (5,1) - The hyperdash should be here instead of 00:40:549 (1,2) imo since the rhythm changes at 00:40:549 . ok
  6. 01:15:129 (5,1) - Add a hyperdash could work too since the rhythm changes here, and you already have a hyperdash on 01:22:458 (7,1) so why not this one? added
Sorry for being late lol I was inactive for a few days
Good luck~
Thx a lot Electoz <3
Sc4v4ng3r
I was wondering why did the map take so long to load lmao
Sorry for the late mod, was sick so I couldn't make a proper mod due to that :c
[General]
  1. Where the heck is the video I mean nice storyboard
  2. Tbh those rapid colour changes in the beginning could be considered as quick strobes, so for safety I would enable epilepsy warning to all difficulties.
  3. 00:57:038 - Good job inserting your name and the standard GDer's name into the sb XD
    But tbh, since the sb is exactly the same as the ed video of the anime, it feels wrong to alter that field with the artist and all with your usernames. It sorta feels like taking a ranked map and then submitting it as your map lol. I suggest you to change up the usernames into the names that actually appear in the original ed video.
  4. 01:15:358 - Tbh the kiai shouldn't end here as the section from here is still quite strong even when compared to the previous 2 kiais - maybe you could make a kiai from this point until 01:26:351 - or 01:27:954 - .
[Cup]
  1. 00:24:290 - You could add a circle here to emphasize both the kick and the electric guitar, it sounds a bit too empty without anything here.
  2. 01:11:694 (1) - Feels a little bit underemphasized because it has the same distance with 01:09:862 (4,5,6,7) - , why not reduce the distance for each of those notes and increase the distance on (1) to give extra emphasis on the vocals?
  3. 01:15:358 (1) - Here too, could use some more distance to give extra emphasis on the part transition.
  4. 01:27:954 (3,1) - Because the song isn't below 120 BPM, the gap between this note and the spinner is unrankable. It should be 1 beat for Cup.
[Salad]
  1. The problem I have with this difficulty is the amount of dashes. Yea sure there are tons of them in the highest difficulty, but remember that salads are only there to introduce players to basic dashing. And those 1/4 dashes you used are unrankable at this BPM as it is over 120. I'll point out those you could and should remove below, along with other stuff.
  2. 00:00:244 (1,2) - The visual distance of these 2 notes might look like a dash instead of a walk for beginners, I would suggest you to reduce it like 00:03:908 (1,2) - .
  3. 00:07:458 (6,1) - Although this can be walked, it will still look like a far distance for beginners so they will most likely dash, which makes this an unrankable movement. Remove the dash here.
  4. 00:11:694 (2,3) - The pitch is certainly high here to warrant a dash, but if that's the case 00:11:236 (1,2) - these should be having a dash to emphasize on the similar pitch of the sound. Tbh just a increase of distance would be better to give emphasis to this note, as the other downbeats are much stronger than this.
  5. 00:13:755 (2,3,4,5) - Quite a fast movement for salad players to execute. You did introduce the rhythm in cup, but suddenly using such a horizontal movement could be quite challenging for them. To reduce the difficulty I would try to make the stream more vertical so that it is easily walkable.
  6. 00:13:984 (5,6,1) - Similar distances between these 3 notes might make (1) look like another walkable/dashing distance. Would try to reduce the distance between (5) and (6) to have extra emphasis on (1).
  7. 00:14:900 - till 00:36:656 - This section of the difficulty has so much dashes, considering the section is quite calm. I understand that the snares are considered somewhat 'special' here, but adding dashes to every single one of them will create too much dashes in one section, which could be hard for salad players who just came up from cup to adjust. I suggest using distance increment for all the snares instead, and dashes on only the important beats like 00:20:397 (1) - , 00:18:565 (1) - , etc..
  8. 00:37:572 (2) - 00:39:404 (3) - 00:41:465 (2) - These 3 all seem to emphasize more on the downbeat vocals than the instruments with their dashes, but I feel that using a dash is overemphasizing it. I mean, comparing it to all other parts the vocal's pitch isn't particularly strong here(there's not much difference), so I would rather go for distance increments.
  9. 00:43:984 (3,1) - Gap between these 2 notes are only 1/2 beats, which makes them unrankable. Please make them have at least 1 beat gap.
  10. 00:46:045 (1,2) - You sure do like dashes between vocals like this xD However, I'll need to remind you again that salad is only an introduction to dashes, so their uses have to be more sparing, like hypers in Platter. In fact Platter has a similar amount of dashing as this Salad does tbh. This rather should be just a distance increment to emphasize on the vocals(and I mean only as those places that are worth dashing should usually have both strong instrument+vocal or wtv), and this also applies to 00:47:877 (1,2) - , 00:51:542 (1,2) - , 00:49:710 (1,2) - , etc etc(Even though there is a snare which could counterfeit my reason, you don't make dashes for 00:51:084 (6) - and alike sooo yea)
  11. 00:56:809 (5) - Kind of an ambiguous distance compared to 00:55:206 (1) - and I don't think it should be a walk, so maybe increase the distance?
  12. 00:59:557 (2) - This note is nothing special; on this tick the vocal's aren't as high pitched as 00:58:641 - and the instrument as well, so the dash isn't justified. I would suggest you to remove it.
  13. 01:00:244 (6,1) - There's cymbals and strong vocals, and plus there's a part transition which strongly calls for a dash here, why not add it?
  14. 01:02:305 (5,1) - As 00:47:419 (4,1) - these weren't dashes, I would suggest you to follow the consistency and remove the dash here.
  15. 01:05:740 (6,1) - Another ambiguous distance which could use some refining. If you applied this, consider also moving 01:06:427 (2) - this a little bit more closer to it.
  16. 01:07:114 (3,4) - Due to the flowstop at 01:06:427 (2) - salad players might have a trouble at catching (4) as they could look it as another ambiguous distance. To avoid this, I would try to reduce the distance here.
  17. 01:09:748 (5,1) - Whether or not the 1/4 dash was intended, it is very close to being a 1/4 dash, which is unrankable in Salad. Just use a little bit of distance increment if you do need to use 1/4 for emphasis.
  18. 01:11:694 (1,2) - Similar like 01:07:114 (3,4) - , would reduce distance.
  19. 01:12:610 (2,1) - The instrument's actually calmer here than the previous section, and individually it isn't a strong one, so I would rather go for a distance increment than a dash.
  20. 01:13:526 (1,2) - However this one is out of question - vocal might be high-pitched, but the overall mood of this small section is very calm and rather anti-climatic, so a dash doesn't necessarily capture that too well. Would use just a normal walking distance here.
  21. 01:16:732 (4,1) - A little bit of a difficult distance for salad players, I would reduce a little bit for a better movement.
  22. 01:22:229 (4,5,1) - (4) and (5) might be equally same but (1) is comparatively the strongest out of these 3 notes, so it should be the only one getting a dash. This type of patterns can be very complex for salad players to read as they only learn how to dash in this difficulty, so I would not advice you to use such an ambiguous and 'hard' pattern.
  23. 01:22:687 (1,2) - Here too, distance appears a little bit too hard for salad players, I also find myself catching (2) on the edge of the platter occasionally. Reduce it.
  24. 01:27:038 (2,3,4) - This could be even more worse as this is much more larger than the previous examples, but on the other hand if they are dashed too, salad players will likely overshoot the fruits as they are actually quite close together. Besides, a pattern requiring salad players to hold dash and catch all those 3 notes could be a challenge here especially because it is on the off-beat. I would reduce the distance moderately, around 1.65x would work nicely
[Magic]
  1. Am I missing an actual Platter
  2. Ok srsly though, I can tolerate 1/4 dashes in platter, but this much is... quite a lot even for a slow song. Heck you even include 1/8 dashes in this BPM which is like 1/4 even in like 220+BPM - which is ridiculously fast. Combine that with a dash in middle of the stream, and it will definitely feel more like a Rain than a Platter. Stuff like 00:19:252 (3,4,5) - also doesn't make too much sense to me as the dash is placed on the blue tick instead of the white(which is the strong beat you tried to emphasize), which makes the dash really damn awkward. I really can't mod the difficulty in this state due to all these repeating throughout the whole map, so I suggest you to add an easier Platter to serve as a gateway for all these techniques.
Moeruattack
I wish to mod all mapset (std maybe later) but since Sc4vng3r didn`t mod Platter, I mod platter only,

Platter
Disable Widescreen Support, since no SB included.

00:02:076 (2) - Remove combo, but add new combo on 00:03:221 (3) instead.
00:03:221 (1,2,3,4,5,6) - I really wish if there`s more movement like adding dash, like Salad difficulty, but if thats your style, then its fine.
00:13:755 (2) - Its better if your pattern beat similar to Cup difficulty using 1/6. You can make like this instead with 2.50x distance.
00:27:725 (1) - Move a bit left to x:128, so it looks a bit c shaped pattern.
00:39:175 (2) - Add more distance on this high beat, like move a bit left to x:296.
00:40:549 (1) - Looks better if add H-Dash here. Try move to x:432, then move the end slider to x:400 y:312.
01:04:366 (1) - ^. Move the 01:03:679 (3) to x:24 and (4) to x:136.

Maybe some places are really add much distance, but not really worth mentioning (your preference)
Overall, its ok :)

Good luck for ranking,
Poke me again if done apply Sc4vang3r mod :p
Topic Starter
Yumeno Himiko

Sc4v4ng3r wrote:

I was wondering why did the map take so long to load lmao
Sorry for the late mod, was sick so I couldn't make a proper mod due to that :c
[General]
  1. Where the heck is the video I mean nice storyboard
  2. Tbh those rapid colour changes in the beginning could be considered as quick strobes, so for safety I would enable epilepsy warning to all difficulties. ok, just for safety
  3. 00:57:038 - Good job inserting your name and the standard GDer's name into the sb XD
    But tbh, since the sb is exactly the same as the ed video of the anime, it feels wrong to alter that field with the artist and all with your usernames. It sorta feels like taking a ranked map and then submitting it as your map lol. I suggest you to change up the usernames into the names that actually appear in the original ed video. nah, I secretly hide my id in the sb, it's also very nice <3
  4. 01:15:358 - Tbh the kiai shouldn't end here as the section from here is still quite strong even when compared to the previous 2 kiais - maybe you could make a kiai from this point until 01:26:351 - or 01:27:954 - .ok, reset the kiais
[Cup]
  1. 00:24:290 - You could add a circle here to emphasize both the kick and the electric guitar, it sounds a bit too empty without anything here. sure, added
  2. 01:11:694 (1) - Feels a little bit underemphasized because it has the same distance with 01:09:862 (4,5,6,7) - , why not reduce the distance for each of those notes and increase the distance on (1) to give extra emphasis on the vocals? emphasized
  3. 01:15:358 (1) - Here too, could use some more distance to give extra emphasis on the part transition. added a bit
  4. 01:27:954 (3,1) - Because the song isn't below 120 BPM, the gap between this note and the spinner is unrankable. It should be 1 beat for Cup. ok, but i think the spin will be even shorter.
[Salad]
  1. The problem I have with this difficulty is the amount of dashes. Yea sure there are tons of them in the highest difficulty, but remember that salads are only there to introduce players to basic dashing. And those 1/4 dashes you used are unrankable at this BPM as it is over 120. I'll point out those you could and should remove below, along with other stuff.
  2. 00:00:244 (1,2) - The visual distance of these 2 notes might look like a dash instead of a walk for beginners, I would suggest you to reduce it like 00:03:908 (1,2) - .reduced
  3. 00:07:458 (6,1) - Although this can be walked, it will still look like a far distance for beginners so they will most likely dash, which makes this an unrankable movement. Remove the dash here. removed
  4. 00:11:694 (2,3) - The pitch is certainly high here to warrant a dash, but if that's the case 00:11:236 (1,2) - these should be having a dash to emphasize on the similar pitch of the sound. Tbh just a increase of distance would be better to give emphasis to this note, as the other downbeats are much stronger than this. ok
  5. 00:13:755 (2,3,4,5) - Quite a fast movement for salad players to execute. You did introduce the rhythm in cup, but suddenly using such a horizontal movement could be quite challenging for them. To reduce the difficulty I would try to make the stream more vertical so that it is easily walkable. sure
  6. 00:13:984 (5,6,1) - Similar distances between these 3 notes might make (1) look like another walkable/dashing distance. Would try to reduce the distance between (5) and (6) to have extra emphasis on (1). reduced
  7. 00:14:900 - till 00:36:656 - This section of the difficulty has so much dashes, considering the section is quite calm. I understand that the snares are considered somewhat 'special' here, but adding dashes to every single one of them will create too much dashes in one section, which could be hard for salad players who just came up from cup to adjust. I suggest using distance increment for all the snares instead, and dashes on only the important beats like 00:20:397 (1) - , 00:18:565 (1) - , etc.. reduced most of them
  8. 00:37:572 (2) - 00:39:404 (3) - 00:41:465 (2) - These 3 all seem to emphasize more on the downbeat vocals than the instruments with their dashes, but I feel that using a dash is overemphasizing it. I mean, comparing it to all other parts the vocal's pitch isn't particularly strong here(there's not much difference), so I would rather go for distance increments. fixed this
  9. 00:43:984 (3,1) - Gap between these 2 notes are only 1/2 beats, which makes them unrankable. Please make them have at least 1 beat gap. ok
  10. 00:46:045 (1,2) - You sure do like dashes between vocals like this xD However, I'll need to remind you again that salad is only an introduction to dashes, so their uses have to be more sparing, like hypers in Platter. In fact Platter has a similar amount of dashing as this Salad does tbh. This rather should be just a distance increment to emphasize on the vocals(and I mean only as those places that are worth dashing should usually have both strong instrument+vocal or wtv), and this also applies to 00:47:877 (1,2) - , 00:51:542 (1,2) - , 00:49:710 (1,2) - , etc etc(Even though there is a snare which could counterfeit my reason, you don't make dashes for 00:51:084 (6) - and alike sooo yea) reduced
  11. 00:56:809 (5) - Kind of an ambiguous distance compared to 00:55:206 (1) - and I don't think it should be a walk, so maybe increase the distance? ok
  12. 00:59:557 (2) - This note is nothing special; on this tick the vocal's aren't as high pitched as 00:58:641 - and the instrument as well, so the dash isn't justified. I would suggest you to remove it. removed
  13. 01:00:244 (6,1) - There's cymbals and strong vocals, and plus there's a part transition which strongly calls for a dash here, why not add it? not enough space for a dash, also it can be catched with dash/walk, I think it's fine.
  14. 01:02:305 (5,1) - As 00:47:419 (4,1) - these weren't dashes, I would suggest you to follow the consistency and remove the dash here. yeah, fixed
  15. 01:05:740 (6,1) - Another ambiguous distance which could use some refining. If you applied this, consider also moving 01:06:427 (2) - this a little bit more closer to it. reduced ds here
  16. 01:07:114 (3,4) - Due to the flowstop at 01:06:427 (2) - salad players might have a trouble at catching (4) as they could look it as another ambiguous distance. To avoid this, I would try to reduce the distance here. reduced a bit
  17. 01:09:748 (5,1) - Whether or not the 1/4 dash was intended, it is very close to being a 1/4 dash, which is unrankable in Salad. Just use a little bit of distance increment if you do need to use 1/4 for emphasis. deleted the 1/4
  18. 01:11:694 (1,2) - Similar like 01:07:114 (3,4) - , would reduce distance. not agree here, it's not 1/4 and I want a dash
  19. 01:12:610 (2,1) - The instrument's actually calmer here than the previous section, and individually it isn't a strong one, so I would rather go for a distance increment than a dash.I reduced the later dash, but reserve this one
  20. 01:13:526 (1,2) - However this one is out of question - vocal might be high-pitched, but the overall mood of this small section is very calm and rather anti-climatic, so a dash doesn't necessarily capture that too well. Would use just a normal walking distance here. ^
  21. 01:16:732 (4,1) - A little bit of a difficult distance for salad players, I would reduce a little bit for a better movement. nah, I call for 1/1 jumps here, I think this will be a bit challenging, just like in platter.
  22. 01:22:229 (4,5,1) - (4) and (5) might be equally same but (1) is comparatively the strongest out of these 3 notes, so it should be the only one getting a dash. This type of patterns can be very complex for salad players to read as they only learn how to dash in this difficulty, so I would not advice you to use such an ambiguous and 'hard' pattern. no, this is a similar pattern to Magic diff, the stronger pattern also feels fitting here.
  23. 01:22:687 (1,2) - Here too, distance appears a little bit too hard for salad players, I also find myself catching (2) on the edge of the platter occasionally. Reduce it. not really agree, since the 1/1s all need dash to catch, this one is rather fine to me.
  24. 01:27:038 (2,3,4) - This could be even more worse as this is much more larger than the previous examples, but on the other hand if they are dashed too, salad players will likely overshoot the fruits as they are actually quite close together. Besides, a pattern requiring salad players to hold dash and catch all those 3 notes could be a challenge here especially because it is on the off-beat. I would reduce the distance moderately, around 1.65x would work nicely not agree with the overshoot, I find some new players to test this pattern and they all catched perfectly. However I reduced it a bit.
[Magic]
  1. Am I missing an actual Platter
  2. Ok srsly though, I can tolerate 1/4 dashes in platter, but this much is... quite a lot even for a slow song. Heck you even include 1/8 dashes in this BPM which is like 1/4 even in like 220+BPM - which is ridiculously fast. Combine that with a dash in middle of the stream, and it will definitely feel more like a Rain than a Platter. Stuff like 00:19:252 (3,4,5) - also doesn't make too much sense to me as the dash is placed on the blue tick instead of the white(which is the strong beat you tried to emphasize), which makes the dash really damn awkward. I really can't mod the difficulty in this state due to all these repeating throughout the whole map, so I suggest you to add an easier Platter to serve as a gateway for all these techniques.
The Salad and Magic diff are both intentionally made a bit larger than modern maps, mostly I'm trying old patterns. So as a compromise, I made an additional Platter diff and nerfed Salad a bit, so I think it'll work better.
Thx a lot for your help sc4.

murutattack wrote:

I wish to mod all mapset (std maybe later) but since Sc4vng3r didn`t mod Platter, I mod platter only,

Platter
Disable Widescreen Support, since no SB included. nah, it'll be a sb, I just deleted it in case your pc can't handle it lel also it'll make me apply mods faster.

00:02:076 (2) - Remove combo, but add new combo on 00:03:221 (3) instead. sure
00:03:221 (1,2,3,4,5,6) - I really wish if there`s more movement like adding dash, like Salad difficulty, but if thats your style, then its fine. dash in salad is reduced, so there'll be no dash here too <3
00:13:755 (2) - Its better if your pattern beat similar to Cup difficulty using 1/6. You can make like this instead with 2.50x distance. haha right, 1/6
00:27:725 (1) - Move a bit left to x:128, so it looks a bit c shaped pattern. fine, just a little nerf
00:39:175 (2) - Add more distance on this high beat, like move a bit left to x:296. ok, also moved the previous one
00:40:549 (1) - Looks better if add H-Dash here. Try move to x:432, then move the end slider to x:400 y:312. hmm, the sound here doesn't seem to need a HDash
01:04:366 (1) - ^. Move the 01:03:679 (3) to x:24 and (4) to x:136. ^

Maybe some places are really add much distance, but not really worth mentioning (your preference) yeah, but it's only 2.31* platter, it's pretty fine for me tbh
Overall, its ok :)

Good luck for ranking,
Poke me again if done apply Sc4vang3r mod :p
Thx for your check on platter~
F D Flourite
[General]
  1. any official metadata source available?
  2. 讲实话,如果你不急的话,最好再搞个EZ,这个Normal无论从SV,DS,节奏上来讲,都有点点过了。梗不少是高BPM图的Hard的梗
[Cocytus's Normal]
  1. AR-0.5, OD-1. 整个难度在这个BPM下调的这么高干啥?
  2. 00:44:671 (8) - 加个1/1折返滑条吧。现在节奏空在这里但是里面确实有音啊
  3. 00:49:252 (7) - 滑条头其实普通的normal-hitnormal听起来更舒服 (我知道那里有个duang的鼓音但是玩家一般听不到吧,下个这drum-clap多别扭啊)
  4. 01:06:427 (6) - 莫名其妙的折返= =。且不说那个转音根本不在蓝线上而是更贴近白线音,这个滑条本身应该跟的是vocal的自由延长,因此应该一个长滑条带过啊。那个折返就相当于是突然切音轨了。这在最低难度里面是不够友好的。因此,这个滑条可以考虑直接改成一个5/2滑条,结尾和当前的滑条一样。(那个折返unsnap,肯定不能留)
  5. 01:12:610 (2) - 滑条头感觉音效不应该留空。作为这段vocal来讲,其实对于这一句不换气的话,重音应该就在01:12:610 (2,3,4) - 这三个滑条头上。因此01:12:610 (2) - 滑条头留空却把后面两个字加重听起来很别扭。一起加上drum-clap?(至少别留空,加个什么音效)
  6. 01:15:358 - 从这个kiai点开始之后的音效感觉和Hard很像,复制的?一起改一改比较好
  7. 大概还有些blanket啥的,这次先不说了
[Cocytus's Hard]
  1. AR-1~1.5. 我160BPM左右的图都只用AR7做Hard
  2. 00:19:252 (3) - 漏whistle?
  3. 00:51:084 (1) - 这个感觉既不是在跟vocal也不是在跟鼓。建议把这个拆成1/2滑条+圈
  4. 01:04:824 (2,3,4,5,6) - 由于stack的原因,打起来很难看。因为本来应该是一个整体的图案。建议中间的连打做成一个1/4折返+一个圈
  5. 01:13:526 (1) - 在表达长音的时候,卷曲一点的滑条感觉更好。毕竟不是rock那样的重鼓要有直滑条比较高速的感觉,这里应该有那种柔和婉转的感觉。
  6. 01:24:519 (1) - 我大概知道你是想强调什么,但是单独的一个normal-finish不是显得很突兀吗?一般的normal我都觉得有点吵,whistle比较合适吧?
  7. 整个diff的话,pattern问题不大,稍微再修一修就好。但是整个kiai的音效下的比较奇怪:比如01:00:702 (1) - 这种在长白线+转音上的Drum-clap,虽然说可能有目的性,但是其实感觉一点也不搭啊= =;然而01:07:114 (3) - 这里的强转音又连哨子都不放了;01:07:801 (6,7) - 连打里的鼓听起来挺吵的,音量要降低;01:12:610 (3) - 长音一开始的位置不放音效听得很空……总而言之感觉整个kiai的音效需要重新过一遍,然后再多找几个音效摸 感觉下这个副歌音效的时候是被下了降头一样orz
[Cup]
  1. 00:26:580 (2,3) - 3去掉然后把2改成1/1滑条吧。这个切轨听起来有点尴尬。之前跟vocal跟的好好的强行要压一个clap。
  2. 00:59:328 (2) - 滑条尾移到123,281? 感觉这个地方的移动量有点不够。顺带把01:00:244 (3,1) - 往右一起挪一点,然后稍微改一下01:00:702 (1) - 的滑条形状就可以了
  3. 好柔和的cup啊,距离几乎都没怎么变= =
[Salad]
  1. 00:14:900 (1,2) - x320,连着00:15:587 (3,4) - 一起移动。前面你在00:14:442 (6,1) - 想做个跳,那么后面的1/1就要尽量友好一点,毕竟新手不太会处理1/1跳。
  2. 00:19:252 (3,4) - 距离不太明显。把00:19:023 (2) - x208然后00:19:252 (3) - x184?(虽然还是小了点)
  3. 00:23:145 (3) - x216,然后00:23:374 (4) - x128,00:23:832 (5) - x256。一是00:23:603 - 是一段空白因此做个小距离移动就可以了,二是把00:23:145 (3) - 这个clap音的大距离做出来。
  4. 00:17:419 (2,3) - ambiguous distance, better smallen it by move it to x280 or x288
  5. 主要是你对待这个clap的待遇太不一样了。00:15:587 (3,4) - 这种就走得到,2.72xDS;00:26:580 (2,3) - 这种就4.00xDS还有点anti-flow. 不知道你是怎么想的……
  6. 00:49:710 (1,2,3,4) - 1/1大跳后跟anti-flow梗实在是不友好。最好改一下00:50:397 (3,4,5) - 这个
  7. 00:56:580 (4,5) - 距离也比较模棱两可。因为前面的flow原因这个能walk到,但是距离又比正常的大距离walk要大不少。如果要做跳,00:56:809 (5) - x56,同时ctrl+H 00:57:267 (1,2,3,4) - 再往右挪一点(参考:00:57:267 (1) - x232,后面那个三连再调整)。不然就是1/2跳后接1/1跳,在salad里是基本上不允许的。
  8. 01:22:229 (4,5,1) - 大dash之后的一个直滑条对于新手来说相当不友好吧。01:22:687 (1) - 把这个滑条折弯
[Platter]
  1. 00:39:404 (3,4,5) - 这个walk比较极限。个人建议缩短00:39:862 (4,5) - 的距离。00:40:091 (5) - x80?
  2. 01:13:297 (4,1) - 这个antiflow处理的不好。01:13:526 (1) - 怎么听也应该是一个向左弯曲的滑条吧。
  3. 01:22:229 (3,4,1) - 这种rain pattern也不要用,大跳+反向HDash,之后的flow也不够友好。01:22:229 (3) - x200
  4. 00:18:336 (6,1) - 跳的大小不够。00:18:565 (1) - x272
  5. 00:24:748 (5,1) - 没看懂是walk还是dash,处理一下距离
  6. 01:08:030 (1,2) - 往左移。01:08:717 (2,3) - 这个容易冲过,但是walk又有点点大
[Magic]
  1. 00:19:366 (4,5) - 跳应该在这里而不是在之前1/4?
  2. 00:15:702 (4,5) - 不做个跳?
  3. 01:16:274 (4,5) - 这个跳比较edgy,缩小一些 (因为在这个跳之前有个反向的dash,所以比起同样距离的01:15:358 (1,2) - 来,这个更难)
先这么多。Magic的话我没有很仔细看,基本上就是testplay了一下,你先把std搞定后再来找我
015

F D Flourite wrote:

[General]
  1. any official metadata source available?
  2. 讲实话,如果你不急的话,最好再搞个EZ,这个Normal无论从SV,DS,节奏上来讲,都有点点过了。梗不少是高BPM图的Hard的梗
[Cocytus's Normal]
  1. AR-0.5, OD-1. 整个难度在这个BPM下调的这么高干啥? 其实都不觉得bpm高ar低反而难读吗?
  2. 00:44:671 (8) - 加个1/1折返滑条吧。现在节奏空在这里但是里面确实有音啊 -在00:46:045 开始也能说得通吧,先保留
  3. 00:49:252 (7) - 滑条头其实普通的normal-hitnormal听起来更舒服 (我知道那里有个duang的鼓音但是玩家一般听不到吧,下个这drum-clap多别扭啊)
  4. 01:06:427 (6) - 莫名其妙的折返= =。且不说那个转音根本不在蓝线上而是更贴近白线音,这个滑条本身应该跟的是vocal的自由延长,因此应该一个长滑条带过啊。那个折返就相当于是突然切音轨了。这在最低难度里面是不够友好的。因此,这个滑条可以考虑直接改成一个5/2滑条,结尾和当前的滑条一样。(那个折返unsnap,肯定不能留)-改了
  5. 01:12:610 (2) - 滑条头感觉音效不应该留空。作为这段vocal来讲,其实对于这一句不换气的话,重音应该就在01:12:610 (2,3,4) - 这三个滑条头上。因此01:12:610 (2) - 滑条头留空却把后面两个字加重听起来很别扭。一起加上drum-clap?(至少别留空,加个什么音效)-加了
  6. 01:15:358 - 从这个kiai点开始之后的音效感觉和Hard很像,复制的?一起改一改比较好
  7. 大概还有些blanket啥的,这次先不说了
[Cocytus's Hard]
  1. AR-1~1.5. 我160BPM左右的图都只用AR7做Hard -还好这个图没有遮挡,不然ar7会难读的
  2. 00:19:252 (3) - 漏whistle? -是,加上了
  3. 00:51:084 (1) - 这个感觉既不是在跟vocal也不是在跟鼓。建议把这个拆成1/2滑条+圈 -改了
  4. 01:04:824 (2,3,4,5,6) - 由于stack的原因,打起来很难看。因为本来应该是一个整体的图案。建议中间的连打做成一个1/4折返+一个圈 -改成别的了
  5. 01:13:526 (1) - 在表达长音的时候,卷曲一点的滑条感觉更好。毕竟不是rock那样的重鼓要有直滑条比较高速的感觉,这里应该有那种柔和婉转的感觉。-这一条会不会个人主观强了一点?毕竟整个曲子其实都挺柔和的
  6. 01:24:519 (1) - 我大概知道你是想强调什么,但是单独的一个normal-finish不是显得很突兀吗?一般的normal我都觉得有点吵,whistle比较合适吧? -可是whistle就没有强调的感觉了,去掉finish了
  7. 整个diff的话,pattern问题不大,稍微再修一修就好。但是整个kiai的音效下的比较奇怪:比如01:00:702 (1) - 这种在长白线+转音上的Drum-clap,-改成whistle了虽然说可能有目的性,但是其实感觉一点也不搭啊= =;然而01:07:114 (3) - 这里的强转音又连哨子都不放了-放了一下感觉违和,不放了;01:07:801 (6,7) - 连打里的鼓听起来挺吵的,音量要降低整体音量降低了;01:12:610 (3) - 长音一开始的位置不放音效听得很空 -改成s5的whistle了……总而言之感觉整个kiai的音效需要重新过一遍,然后再多找几个音效摸 感觉下这个副歌音效的时候是被下了降头一样orz
    - ???其实真的有人能理解什么是“被下了降头一样”这样的比喻吗,现在的摸这么强的? :o
25%听了不少遍了,自认为音效基本都是跟bgm加上某些地方的强调了,等大手子了【躺】
先这么多。Magic的话我没有很仔细看,基本上就是testplay了一下,你先把std搞定后再来找我
谢谢摸图。
BoberOfDarkness
Reqested to mod only platter so here I am

Hyperdash placing is :thinking:

Platter
  1. 00:14:671 (7,1) - first hyper should be used here as it is conjunction of into and actual song, also note at 00:14:900 - is that strong that deserves hyperdash.
  2. 00:29:328 - another good place for placing hyper to 00:29:557 (1) - but note need to be placed at 00:29:328 - (also try that placing https://osu.ppy.sh/ss/8066490&#41;
  3. 00:36:198 (3,1) - actually thats another good spot (but thats least necessary hyper to place from those suggestions) since we have here strong beat at (1) and songs gets more intense from that point
  4. 00:43:984 (5) - feels weird as single note, vocal should be mapped here.
  5. 00:50:168 (2,3) - this 'jump' is dashless, and it would expect something bigger here tbh.
  6. 00:56:122 - feels undermapped, try densier timeline and maybe hyper to 00:56:809 (6) - ?

  7. 01:15:129 (3,1) - definitely there should be a hyperdash
Topic Starter
Yumeno Himiko

F D Flourite wrote:

[General]
  1. any official metadata source available? meta对的 不用看
  2. 讲实话,如果你不急的话,最好再搞个EZ,这个Normal无论从SV,DS,节奏上来讲,都有点点过了。梗不少是高BPM图的Hard的梗
[Cup]
  1. 00:26:580 (2,3) - 3去掉然后把2改成1/1滑条吧。这个切轨听起来有点尴尬。之前跟vocal跟的好好的强行要压一个clap。 把3改成1/2滑条了
  2. 00:59:328 (2) - 滑条尾移到123,281? 感觉这个地方的移动量有点不够。顺带把01:00:244 (3,1) - 往右一起挪一点,然后稍微改一下01:00:702 (1) - 的滑条形状就可以了 改了
  3. 好柔和的cup啊,距离几乎都没怎么变= = 送分送分
[Salad]
  1. 00:14:900 (1,2) - x320,连着00:15:587 (3,4) - 一起移动。前面你在00:14:442 (6,1) - 想做个跳,那么后面的1/1就要尽量友好一点,毕竟新手不太会处理1/1跳。 改了
  2. 00:19:252 (3,4) - 距离不太明显。把00:19:023 (2) - x208然后00:19:252 (3) - x184?(虽然还是小了点)这边本来就不准备跳啦 不过把距离拉大了
  3. 00:23:145 (3) - x216,然后00:23:374 (4) - x128,00:23:832 (5) - x256。一是00:23:603 - 是一段空白因此做个小距离移动就可以了,二是把00:23:145 (3) - 这个clap音的大距离做出来。这个就不改了
  4. 00:17:419 (2,3) - ambiguous distance, better smallen it by move it to x280 or x288 ok
  5. 主要是你对待这个clap的待遇太不一样了。00:15:587 (3,4) - 这种就走得到,2.72xDS;00:26:580 (2,3) - 这种就4.00xDS还有点anti-flow. 不知道你是怎么想的……
  6. 00:49:710 (1,2,3,4) - 1/1大跳后跟anti-flow梗实在是不友好。最好改一下00:50:397 (3,4,5) - 这个
  7. 00:56:580 (4,5) - 距离也比较模棱两可。因为前面的flow原因这个能walk到,但是距离又比正常的大距离walk要大不少。如果要做跳,00:56:809 (5) - x56,同时ctrl+H 00:57:267 (1,2,3,4) - 再往右挪一点(参考:00:57:267 (1) - x232,后面那个三连再调整)。不然就是1/2跳后接1/1跳,在salad里是基本上不允许的。
  8. 01:22:229 (4,5,1) - 大dash之后的一个直滑条对于新手来说相当不友好吧。01:22:687 (1) - 把这个滑条折弯
[Platter]
  1. 00:39:404 (3,4,5) - 这个walk比较极限。个人建议缩短00:39:862 (4,5) - 的距离。00:40:091 (5) - x80?
  2. 01:13:297 (4,1) - 这个antiflow处理的不好。01:13:526 (1) - 怎么听也应该是一个向左弯曲的滑条吧。 我感觉这个海星
  3. 01:22:229 (3,4,1) - 这种rain pattern也不要用,大跳+反向HDash,之后的flow也不够友好。01:22:229 (3) - x200 这个是老图pattern 不改了
  4. 00:18:336 (6,1) - 跳的大小不够。00:18:565 (1) - x272
  5. 00:24:748 (5,1) - 没看懂是walk还是dash,处理一下距离 加了点距离
  6. 01:08:030 (1,2) - 往左移。01:08:717 (2,3) - 这个容易冲过,但是walk又有点点大 改了后面的
[Magic]
  1. 00:19:366 (4,5) - 跳应该在这里而不是在之前1/4?
  2. 00:15:702 (4,5) - 不做个跳? 做了
  3. 01:16:274 (4,5) - 这个跳比较edgy,缩小一些 (因为在这个跳之前有个反向的dash,所以比起同样距离的01:15:358 (1,2) - 来,这个更难)
先这么多。Magic的话我没有很仔细看,基本上就是testplay了一下,你先把std搞定后再来找我

BoberOfDarkness wrote:

Reqested to mod only platter so here I am

Hyperdash placing is :thinking: yeah this set's spacing is following old patterns

Platter
  1. 00:14:671 (7,1) - first hyper should be used here as it is conjunction of into and actual song, also note at 00:14:900 - is that strong that deserves hyperdash. ok
  2. 00:29:328 - another good place for placing hyper to 00:29:557 (1) - but note need to be placed at 00:29:328 - (also try that placing https://osu.ppy.sh/ss/8066490&#41; hmm not aiming for a hyper in calm section
  3. 00:36:198 (3,1) - actually thats another good spot (but thats least necessary hyper to place from those suggestions) since we have here strong beat at (1) and songs gets more intense from that point same reason as above
  4. 00:43:984 (5) - feels weird as single note, vocal should be mapped here. hmm not finding out how 2 map here QAQ
  5. 00:50:168 (2,3) - this 'jump' is dashless, and it would expect something bigger here tbh. revised a bit
  6. 00:56:122 - feels undermapped, try densier timeline and maybe hyper to 00:56:809 (6) - ? ok to have a hyper, but not creating a 1/4 pattern

  7. 01:15:129 (3,1) - definitely there should be a hyperdash ok
thx a lot~
celerih
Here's some metadata stuff:
http://littlewitchacademia.jp/tv1st/staffcast/
http://littlewitchacademia.jp/tv1st/music/ed.html

Can you add examination to tags?
Sorry if some stuff overlaps with FDF's or Bober's mods

[
Cup
]

  1. For better spread, put CS2.4. I also feel 2 is just too big
  2. The SV here feels much too low, even for just a cup. Even the sliders that are perfectly horizontal require barely any movement. SOmething more like 1.30x base SV would make it much much better
  3. 00:08:488 (2) - Remove the note here, there's not really any sound on it that is distinct
  4. 00:41:923 (3,4) - Make this distance larger
  5. 00:58:641 (1,2) - Why is spacing so low here, should be around 1.10x ds like the others
  6. 01:13:526 (3) - Removing this slider and replacing it with a circle on 01:13:526 - would give a nice break to newer players, and the sounds the slider is covering don't really work being mapped with a slider imo
  7. 01:28:412 (1) - because this spinner is so short, I feel it would work better if you had one long slider starting on 01:27:954 -
  8. Last thing I'll mention for the cup is how the spacing emphasis in it is pretty inconsistent. You do use some, and when you do it works very well 00:25:664 (7,1) - but then for some really stronger sounds you don't use anything 00:40:320 (5,1) - 00:42:839 (5,6) - 00:56:580 (7,1) - and a lot more examples. Would be nice to have more variation in the spacing, even if this is just a cup

[
Salad
]

  1. Same issue as the Cup, SV is very low
  2. 00:07:458 (6,1) - Distance here is in an awkward middle between walk and dash. Adjust the distance to make it more like the one you wanted it to be
  3. 00:24:977 (4,5,6,7) - Not a huge fan of this pattern, something like a single curve made with the 4 notes would make it easier to play this coming out of a dash right before (see box below)
  4. 00:30:931 (3,1) - Spacing here is much too low
  5. 00:46:732 (3,4) - Dash here is pretty ambiguous, I'd distance it more. In general the dashes in the intro are a lot easier than the ones in the kiais, which is fine, but what happens is a lot of them are walkable and are readable as walk because of it. Any dashes that are around 2.70x ds I'd recommend increasing the spacing
  6. 00:56:580 (4,5) - Dash here is way stronger than anything else, I'd recommend making it a bit easier
  7. 00:49:252 (4,1,2) - Wouldn't put 2 dashes with different snaps right after the other in a salad, players will stop dashing after the first, and miss on the second
  8. 00:56:809 (5,1,2,3,4,5) - The low spacing on 00:56:809 (5,1) - mixed with the anti-flow on 00:57:267 (1,2,3,4,5) - makes this pattern really weird to play, especially for a salad player
  9. 01:13:526 (1,2) - Like in the cup, a single circle fits better here
  10. 01:26:122 (3,1) - Increase spacing here
  11. 01:27:954 (4,1) - Unrankable, you need at least 1/1 here between start of slider and last note. Because of this, I'd suggest the same thing as the cup here with a slider

[
Platter
]

  1. 00:26:580 (2,3) - Increase distance, this dash is walkable and pretty ambiguous
  2. 00:33:106 (8,1) - Dash would work very nicely
  3. 00:54:061 (2,3) - Rhythm here is unfitting imo, it doesn't really follow the song. Something like in the box below works much better for both vocals and drums
  4. 01:13:297 (4,1) - HDash here doesn't really fit, as the sound at the end is very weak
  5. 01:13:526 (1) - Like the other diffs, single circle here is better. If you want to keep it, at least end the slider here on 01:13:984 - and have a circle on 01:14:213 - because that's what you did in the salad
  6. 01:14:900 (2) - I'D remove this note, it's not really to anything in the song and that would make 01:15:129 (3,1) - stand out more
  7. Nice platter!

[
Magic
]

  1. 00:07:572 (1,2) - Movement here is weird due to the low spacing
  2. To differentiate this diff from the platter, you could use some more HDashes in the intro part 00:18:106 (6,1) - 00:20:168 (7,1) - 00:28:183 (2,3) -
  3. 00:35:969 (2,3) - Should at least be a dash imo
  4. 00:59:328 (2,3,1,2,3,4) - I really like this pattern!
  5. 01:00:244 (1,2,3,4,5,6,7) - Make the curve less strong here, the current stream here looks off
  6. 01:20:053 - There a 1/4 drum here that I think you should be mapping

Lower diffs still need some more work on them
Good luck with the set!
Topic Starter
Yumeno Himiko

celerih wrote:

Here's some metadata stuff:
http://littlewitchacademia.jp/tv1st/staffcast/
http://littlewitchacademia.jp/tv1st/music/ed.html thx for the metadata confirmation \o/

Can you add examination to tags? okok
Sorry if some stuff overlaps with FDF's or Bober's mods

[
Cup
]

  1. For better spread, put CS2.4. I also feel 2 is just too big ok this fits the cup better owo
  2. The SV here feels much too low, even for just a cup. Even the sliders that are perfectly horizontal require barely any movement. SOmething more like 1.30x base SV would make it much much better I know the sv is quite slow in this diff, but the whole mapset is calm and easy so I intendedly made sv low here. However I agree with you that the whole diff is too easy, so gonna make some ds larger :D
  3. 00:08:488 (2) - Remove the note here, there's not really any sound on it that is distinct ok
  4. 00:41:923 (3,4) - Make this distance larger sure
  5. 00:58:641 (1,2) - Why is spacing so low here, should be around 1.10x ds like the others already pointed out by fdf, fixed
  6. 01:13:526 (3) - Removing this slider and replacing it with a circle on 01:13:526 - would give a nice break to newer players, and the sounds the slider is covering don't really work being mapped with a slider imo oh I didn't think about this, quite nice~
  7. 01:28:412 (1) - because this spinner is so short, I feel it would work better if you had one long slider starting on 01:27:954 - ok
  8. Last thing I'll mention for the cup is how the spacing emphasis in it is pretty inconsistent. You do use some, and when you do it works very well 00:25:664 (7,1) - but then for some really stronger sounds you don't use anything 00:40:320 (5,1) - 00:42:839 (5,6) - 00:56:580 (7,1) - and a lot more examples. Would be nice to have more variation in the spacing, even if this is just a cup thx for the suggestions, gonna replace some patterns

[
Salad
]

  1. Same issue as the Cup, SV is very low hmm I guess it's fine here, instead of cup I used some 1/4 patterns here, so some lower sv should be acceptable.
  2. 00:07:458 (6,1) - Distance here is in an awkward middle between walk and dash. Adjust the distance to make it more like the one you wanted it to be reduced a bit to a walk
  3. 00:24:977 (4,5,6,7) - Not a huge fan of this pattern, something like a single curve made with the 4 notes would make it easier to play this coming out of a dash right before (see box below) reduced the curve shape a bit
  4. 00:30:931 (3,1) - Spacing here is much too low intend to be a stop here, something like 00:32:763 (3,1)
  5. 00:46:732 (3,4) - Dash here is pretty ambiguous, I'd distance it more. In general the dashes in the intro are a lot easier than the ones in the kiais, which is fine, but what happens is a lot of them are walkable and are readable as walk because of it. Any dashes that are around 2.70x ds I'd recommend increasing the spacing adjusted the patterns here
  6. 00:56:580 (4,5) - Dash here is way stronger than anything else, I'd recommend making it a bit easier this pattern is fixed
  7. 00:49:252 (4,1,2) - Wouldn't put 2 dashes with different snaps right after the other in a salad, players will stop dashing after the first, and miss on the second removed the 2nd dash
  8. 00:56:809 (5,1,2,3,4,5) - The low spacing on 00:56:809 (5,1) - mixed with the anti-flow on 00:57:267 (1,2,3,4,5) - makes this pattern really weird to play, especially for a salad player already fixed
  9. 01:13:526 (1,2) - Like in the cup, a single circle fits better here ok
  10. 01:26:122 (3,1) - Increase spacing here increased
  11. 01:27:954 (4,1) - Unrankable, you need at least 1/1 here between start of slider and last note. Because of this, I'd suggest the same thing as the cup here with a slider f*ck rc this is actually readable fixed
Also reworked some patterns in this diff and added more dashes

[
Platter
]

  1. 00:26:580 (2,3) - Increase distance, this dash is walkable and pretty ambiguous sure
  2. 00:33:106 (8,1) - Dash would work very nicely added ds a bit, but not a dash since I have a stronger pattern in Magic diff
  3. 00:54:061 (2,3) - Rhythm here is unfitting imo, it doesn't really follow the song. Something like in the box below works much better for both vocals and drums fixed the rhythm
  4. 01:13:297 (4,1) - HDash here doesn't really fit, as the sound at the end is very weak reduced to a normal dash
  5. 01:13:526 (1) - Like the other diffs, single circle here is better. If you want to keep it, at least end the slider here on 01:13:984 - and have a circle on 01:14:213 - because that's what you did in the salad not gonna change this, the vocal is consistent here
  6. 01:14:900 (2) - I'D remove this note, it's not really to anything in the song and that would make 01:15:129 (3,1) - stand out more a sudden hdash just feels too awkward
  7. Nice platter! thx!

[
Magic
]

  1. 00:07:572 (1,2) - Movement here is weird due to the low spacing the movement is stop here and is to emphasize the dash at 00:08:259 (2,3)
  2. To differentiate this diff from the platter, you could use some more HDashes in the intro part 00:18:106 (6,1) - 00:20:168 (7,1) - 00:28:183 (2,3) - no, this is at calm patterns, no need for hdashes
  3. 00:35:969 (2,3) - Should at least be a dash imo it intends to be a dash, I guess the ds is a bit low? increased a bit
  4. 00:59:328 (2,3,1,2,3,4) - I really like this pattern! XD thx
  5. 01:00:244 (1,2,3,4,5,6,7) - Make the curve less strong here, the current stream here looks off hmm just keep this for now, I think this pattern is fine to catch and not easy to miss
  6. 01:20:053 - There a 1/4 drum here that I think you should be mapping hmm actually I didn't heard that drum?

Lower diffs still need some more work on them
Good luck with the set!
Thx for your speed mod! the mods on lower diffs are very helpful to me~
S o a p
快点rank
F D Flourite
recheck, no kd

[Normal]
  1. 00:24:061 (3,4) - blanket
  2. 00:29:098 - feel like a circle here
  3. 00:32:763 - ^
  4. 01:06:427 (6) - no sound at the reverse point. Change a rhythm
[Hard]
  1. 00:02:076 (1,2) - The only appeared unbalanced distance in this part
  2. 00:46:274 (2,4) - make them look better, at least
  3. 00:56:351 (2,1) - ^
  4. 01:04:824 (2,3,4,5,6) - stacking like this one is hard to read, tbh
@celerih
I understand what you mean about too low SV in Cup/Salad. But for a spread of 1.2->1.8->2.3->3.2 (In lower diffs, SR could be a reference), I don't try to require a significant difficulty buff on any diffs. Because in current situation, diff gaps among lower diffs are already small, and there's no reason to buff Platter if we agree on its meta. At the same time, for emphasis in Cup/Salad, movements are considered enough for me.

[Cup]
  1. 00:16:732 (3,4,5) - it feels weird that distance here (the whole part) is much bigger than ones in kiai? buff kiai??????
  2. 01:27:496 (2,3) - distance buff?
[Salad]
  1. 00:40:320 (5,1) - jump should be a little bit bigger?
  2. 00:49:252 (4,1) - too small? or it's not a jump?
  3. 01:09:404 (4,1) - should emphasize more
platter/Magic should be alright.
Topic Starter
Yumeno Himiko

F D Flourite wrote:

recheck, no kd

[Normal]
  1. 00:24:061 (3,4) - blanket ok
  2. 00:29:098 - feel like a circle here added
  3. 00:32:763 - ^ ^
  4. 01:06:427 (6) - no sound at the reverse point. Change a rhythm changed
[Hard]
  1. 00:02:076 (1,2) - The only appeared unbalanced distance in this part fixed the ds
  2. 00:46:274 (2,4) - make them look better, at least ok
  3. 00:56:351 (2,1) - ^ ^
  4. 01:04:824 (2,3,4,5,6) - stacking like this one is hard to read, tbh changed some here
@celerih
I understand what you mean about too low SV in Cup/Salad. But for a spread of 1.2->1.8->2.3->3.2 (In lower diffs, SR could be a reference), I don't try to require a significant difficulty buff on any diffs. Because in current situation, diff gaps among lower diffs are already small, and there's no reason to buff Platter if we agree on its meta. At the same time, for emphasis in Cup/Salad, movements are considered enough for me.

[Cup]
  1. 00:16:732 (3,4,5) - it feels weird that distance here (the whole part) is much bigger than ones in kiai? buff kiai?????? buffed the whole kiai part
  2. 01:27:496 (2,3) - distance buff? ok
[Salad]
  1. 00:40:320 (5,1) - jump should be a little bit bigger? I think the current ds is enough for reminding players to jump here, a larger ds may cause miss since the combo is long
  2. 00:49:252 (4,1) - too small? or it's not a jump? made this a clear jump
  3. 01:09:404 (4,1) - should emphasize more emphasized
platter/Magic should be alright.
thx for the recheck
F D Flourite
[Cup]
  1. 00:20:397 (4) - 这个向右horizontal是不是会好一点?现在这个滑条完全不用动的
  2. 00:54:748 (4,5) - 大距离应该在这里而不是00:54:290 (3,4) -
  3. 01:11:236 (7,1) - 还可以远一点
[Normal]
  1. 00:49:252 (7) - circle, to nerf difficulty slightly. Now 00:46:732 (3,4,5,6,7,1,2,3,4,5) - is too long
  2. 00:52:916 (1) - 2 1/1 circles. Same reason as above
  3. 01:02:076 (5) - ^
[Hard]
  1. 01:04:366 (1,2,1,2,3) - 这怎么读啊,你要拆距离啊
last time
Topic Starter
Yumeno Himiko

F D Flourite wrote:

[Cup]
  1. 00:20:397 (4) - 这个向右horizontal是不是会好一点?现在这个滑条完全不用动的 本来就是不打算动的了这个,往右的话有antiflow的感觉
  2. 00:54:748 (4,5) - 大距离应该在这里而不是00:54:290 (3,4) - 改了
  3. 01:11:236 (7,1) - 还可以远一点
[Normal]
  1. 00:49:252 (7) - circle, to nerf difficulty slightly. Now 00:46:732 (3,4,5,6,7,1,2,3,4,5) - is too long fixed
  2. 00:52:916 (1) - 2 1/1 circles. Same reason as above also changed to another pattern
  3. 01:02:076 (5) - ^ not for this one, here's short break after 01:03:908 (1)
[Hard]
  1. 01:04:366 (1,2,1,2,3) - 这怎么读啊,你要拆距离啊 改了
last time
F D Flourite
final time lol

open Display epilepsy warning for each diff

ok I checked SB again. There seems to be no shining objects. So it should be fine without epilepsy warning I suppose

Bubble

EDIT: I'm STD/CTB hybrid BN if anyone may care
Topic Starter
Yumeno Himiko
To people who care about the display warning

Maps that contain repetitive strobes, pulsing images, or rapid changes in contrast, brightness or color in the storyboard must use an epilepsy warning. If the warning interferes with gameplay, audio lead-in must be made longer. Strobing effects at 3 Hz and below are unlikely to cause concern. When in doubt, add the warning and confirm its necessity during the modding process.
I think my sb doesn't break this rule so it should be ok without a warning. :)
Nokashi
Hello friend! Ahh, memories when this was my first (or second) ctb mod!
Mainly popping for the hyper antiflow on Platter! Do investigate that!

Cup
  1. 00:01:618 (2,3) - Would have liked for a more interesting movement here to account for stronger sound. 1.30x could work nicely
  2. 00:03:908 (1) - Consider a ctrl-h here and a more horizontal movement so as to emphasize this better
  3. 00:16:732 (3,4,5) - Would be cool if this was moved (as a whole) more to the left in order to make the catcher move more between patterns, making this part definitely more interesting
  4. 00:20:397 (4) - I dont really agree with this being so horizontal when the 1/1 sounds are pretty distinct concerning song expression
  5. 00:21:771 (5) - (mostly subjective) Considering rhythm wont get too dense, It would be nice to turn this circle into a 1/2 slider instead so as to get enough feedback on note here 00:22:000 -
  6. 00:29:099 (4,1) - Spacing buff would work really well here to bring out the movement to the downbeat

    The chorus kiai plays really well! Great work on that!
  7. 01:18:106 (5,6,1) - Could use the extra distancing buff on (6) -> (1)
  8. 01:19:023 (1,2,3,4,5,6) - this is definitely underwhelming in its movement and I would definitely would have liked to see more distancing here
  9. 01:25:435 (5,6) - would love more horizontality here to make it more interesting in its movement
  10. 01:26:351 (1) - Consider cutting the rhythm as this rhythm here to offer more emphasis on percussion

Salad
  1. 00:00:244 (1) - something more horizontal here would do the trick like the second slider which was nicely placed in an optimal rotation
  2. 00:02:076 (1) - NC feels a bit redudant here
  3. 00:12:839 (4,1) - If this was meant as a dash, it should get more spacing as it is a bit ambiguous at the moment
  4. 00:18:106 (4,1) - This is an optimal place for a dash, yet it gets minimal spacing
  5. 00:22:000 (4,1) - Also an ideal place for a dash. What you could do here is a rather steep vertical movement with the circles here 00:21:771 (3,4) - and a dash connecting (4) -> (1) . Here's what I would recommend. The only object i moved was 00:22:000 (4) - to x:184
  6. 00:25:664 (7,1) - Rather confusing that this isnt a dash, i mean you did go for the dash here 00:24:748 (3,4) - its only logical the former would have a dash as well
  7. My main concern with this diff ( and probably the only real one, cause this is generally well made) is this section 00:29:557 - 00:40:320 -
    1. Theres minimal accentuation between objects.
    2. Theres also sparcity in dashes, making this seem more like cup distancing rather than salad one, Its understandable that this is a calmer part in the sound but that doesnt mean there shouldnt be a more energetic distance approach.
    3. For example 00:30:931 (3,1) - 00:32:763 (3,1) - jumps like this can get more noticable spacing instead of whats being given and you could fit 1-2 dashes on stronger sounds. Just make sure it fits your own style and your vision of your map!
    4. recommendation for dashes would be 00:36:885 - 00:40:320 - this section mostly!
  8. 01:22:229 (4,5) - I'd reduce distancing here and instead increase it here 01:22:458 (5,1) - to make the prominent dash stand out more
  9. 01:26:122 (3,1) - ambiguous spacing here, in my opinion it would be better as a dash, so I'd recommend a spacing increase
Clean and cute!

Platter
  1. 00:00:244 (1,2) - Very minor but small distance increase would work well
  2. 00:06:427 (3,4,5,6,1) - Considering this section, I would recommend placing 00:07:229 (4,6) - on the same x axis ( i tried x:376 ) and also consider increasing the distancing here 00:07:458 (6,1) - to make the dash stand out more
  3. 00:18:336 (6,1) - Would work so well as a HDash, along with all similar sounds as 00:14:671 (7,1) - in this section
  4. 00:22:000 (5,1) - Again sound here is just asking for a HDash
  5. 00:40:091 (5,1) - Again HDash here is the ideal choice
  6. 00:56:580 (4,5) - Id consider this antiflow and as it stands, HDash into antiflow is an unrankable issue. Get this checked
  7. 01:04:137 (4,1) - Super underwhelming since its only a dash, and the instrument's strength here is pretty unique
  8. 01:09:633 (4,1) - Feels really edge-dashy, like its pixels before becoming a HDash, should require some adjustment!
  9. 01:18:565 (5,1) - HDash would work nicely for the stanza change
  10. 01:25:206 (3,4) - In my opinion, this should have been the jump that should have had the dash

Magic
  1. 00:10:091 (3,4,1) - This could be really unexpected for players just starting on rains, the way this 1/4 is a bit too sudden in my opinion, easer smooth it out or have only 1 sudden movement, instead of 2
  2. 00:18:106 (6,1) - Optimal place for a HDash
  3. 00:22:000 (6,1) - Again really underwhelming movment which could benefit from a HDash
  4. 00:33:106 (8,1) - For the added consistency with 00:29:442 (9,1) - , I would have liked if this was a HDash
  5. 00:50:397 (3,4) - Feels kinda like an edge dash cause of the vertical placement on 00:50:397 (3) -. Could work with a bit less spacing as well
  6. 00:51:542 (1,2) - Cant justify such strength on a HDash, even if there for the vocal, its really overwhelming for the player, either keep this as a dash or lower its HDash intensity
  7. 00:57:610 (3,4) - Would give more impact if it was a HDash instead, in my opinion
Rest is super nice

Overall great catch diffs, apply these, fix the antiflow and you may call me back for a recheck and a quick look on standard diffs :D
Topic Starter
Yumeno Himiko

Nokashi wrote:

Hello friend! Ahh, memories when this was my first (or second) ctb mod!
Mainly popping for the hyper antiflow on Platter! Do investigate that!

Cup
  1. 00:01:618 (2,3) - Would have liked for a more interesting movement here to account for stronger sound. 1.30x could work nicely sure
  2. 00:03:908 (1) - Consider a ctrl-h here and a more horizontal movement so as to emphasize this better changed this one a bit
  3. 00:16:732 (3,4,5) - Would be cool if this was moved (as a whole) more to the left in order to make the catcher move more between patterns, making this part definitely more interesting adjusted a bit
  4. 00:20:397 (4) - I dont really agree with this being so horizontal when the 1/1 sounds are pretty distinct concerning song expression I think making this one horizontal is fine, it's always a nice choice to keep the catcher silent while the later patterns need larger movement.
  5. 00:21:771 (5) - (mostly subjective) Considering rhythm wont get too dense, It would be nice to turn this circle into a 1/2 slider instead so as to get enough feedback on note here 00:22:000 - it feels nice but I don't want to make the rhythm too complicated in this diff
  6. 00:29:099 (4,1) - Spacing buff would work really well here to bring out the movement to the downbeat sure

    The chorus kiai plays really well! Great work on that!
  7. 01:18:106 (5,6,1) - Could use the extra distancing buff on (6) -> (1) give it a buff
  8. 01:19:023 (1,2,3,4,5,6) - this is definitely underwhelming in its movement and I would definitely would have liked to see more distancing here made the spacing larger now
  9. 01:25:435 (5,6) - would love more horizontality here to make it more interesting in its movement I hope it's interesting now
  10. 01:26:351 (1) - Consider cutting the rhythm as this rhythm here to offer more emphasis on percussion pretty nice suggestion on this one!

Salad
  1. 00:00:244 (1) - something more horizontal here would do the trick like the second slider which was nicely placed in an optimal rotation I think this is not that importent, so I keep the current slider
  2. 00:02:076 (1) - NC feels a bit redudant here yes
  3. 00:12:839 (4,1) - If this was meant as a dash, it should get more spacing as it is a bit ambiguous at the moment made it more clear now
  4. 00:18:106 (4,1) - This is an optimal place for a dash, yet it gets minimal spacing hmm no need for dash here
  5. 00:22:000 (4,1) - Also an ideal place for a dash. What you could do here is a rather steep vertical movement with the circles here 00:21:771 (3,4) - and a dash connecting (4) -> (1) . Here's what I would recommend. The only object i moved was 00:22:000 (4) - to x:184 looking nice
  6. 00:25:664 (7,1) - Rather confusing that this isnt a dash, i mean you did go for the dash here 00:24:748 (3,4) - its only logical the former would have a dash as well It's not that confusing, the dash happens at all claps
  7. My main concern with this diff ( and probably the only real one, cause this is generally well made) is this section 00:29:557 - 00:40:320 -
    1. Theres minimal accentuation between objects.
    2. Theres also sparcity in dashes, making this seem more like cup distancing rather than salad one, Its understandable that this is a calmer part in the sound but that doesnt mean there shouldnt be a more energetic distance approach. tbh this part is not modded by the modders so lel, actually I want this diff like cup becuz it's made to be an easy salad to fit the spread, but the modders ask me to add jumps at everywhere $%^#$%^DFGSD...
    3. For example 00:30:931 (3,1) - 00:32:763 (3,1) - jumps like this can get more noticable spacing instead of whats being given and you could fit 1-2 dashes on stronger sounds. Just make sure it fits your own style and your vision of your map!
    4. recommendation for dashes would be 00:36:885 - 00:40:320 - this section mostly!
  8. 01:22:229 (4,5) - I'd reduce distancing here and instead increase it here 01:22:458 (5,1) - to make the prominent dash stand out more no, I want players to hold dash here, the original spread of this set is Cup-Salad-Magic, you can check the same pattern at Magic and you may understand what I mean here.
  9. 01:26:122 (3,1) - ambiguous spacing here, in my opinion it would be better as a dash, so I'd recommend a spacing increase increased
Clean and cute!

Platter
  1. 00:00:244 (1,2) - Very minor but small distance increase would work well It's real!
  2. 00:06:427 (3,4,5,6,1) - Considering this section, I would recommend placing 00:07:229 (4,6) - on the same x axis ( i tried x:376 ) and also consider increasing the distancing here 00:07:458 (6,1) - to make the dash stand out more I adjusted this part several times, the current pattern works well
  3. 00:18:336 (6,1) - Would work so well as a HDash, along with all similar sounds as 00:14:671 (7,1) - in this section don't want a Hyper in this calm part
  4. 00:22:000 (5,1) - Again sound here is just asking for a HDash A large dash also works well
  5. 00:40:091 (5,1) - Again HDash here is the ideal choice hmm I set no special hitsound here, so I'd like to just keep a normal dash
  6. 00:56:580 (4,5) - Id consider this antiflow and as it stands, HDash into antiflow is an unrankable issue. Get this checked though I'd like to say this one is a normal flow and not hard for players to handle, I nerfed this slider a bit, hope it works well now
  7. 01:04:137 (4,1) - Super underwhelming since its only a dash, and the instrument's strength here is pretty unique well I know this is annoying, but HDash is pretty hard to create in such low BPM, I made one now but I'm not sure if the pattern is nice as before
  8. 01:09:633 (4,1) - Feels really edge-dashy, like its pixels before becoming a HDash, should require some adjustment! no it still has nearly 1.0x ds to become a HDash, no worry on this one
  9. 01:18:565 (5,1) - HDash would work nicely for the stanza change same spirit as same part in other diffs, so no change
  10. 01:25:206 (3,4) - In my opinion, this should have been the jump that should have had the dash adjusted a bit

Magic
  1. 00:10:091 (3,4,1) - This could be really unexpected for players just starting on rains, the way this 1/4 is a bit too sudden in my opinion, easer smooth it out or have only 1 sudden movement, instead of 2 It's one of the old patterns created here, also that's the reason for me to create a Platter diff, so I'd rather keep this
  2. 00:18:106 (6,1) - Optimal place for a HDash calm part
  3. 00:22:000 (6,1) - Again really underwhelming movment which could benefit from a HDash actually the dash performs similar to HDash here, so no change. The patterns in this diff want to tell players that normal dashes can perform similar as HDashes, so that's the reason I'm not using large amount hypers in this diff.
  4. 00:33:106 (8,1) - For the added consistency with 00:29:442 (9,1) - , I would have liked if this was a HDash reason explained
  5. 00:50:397 (3,4) - Feels kinda like an edge dash cause of the vertical placement on 00:50:397 (3) -. Could work with a bit less spacing as well sure, reduced the ds a bit
  6. 00:51:542 (1,2) - Cant justify such strength on a HDash, even if there for the vocal, its really overwhelming for the player, either keep this as a dash or lower its HDash intensity pretty nice catch, I changed this to hyper before I added a platter diff
  7. 00:57:610 (3,4) - Would give more impact if it was a HDash instead, in my opinion sure!
Rest is super nice

Overall great catch diffs, apply these, fix the antiflow and you may call me back for a recheck and a quick look on standard diffs :D
Thanks a lot on checking these diffs, but I still have some doubt on the antiflow in platter. Though I changed it to some safer pattern now, I still think my original pattern is not an antiflow pattern.
Nokashi
Recheck on STD Difficulties!

015's Normal
Mostly subjective but you could try to incorporate spinners in this diffs at places like 01:28:182 to offer better score differentiation among players
  1. 00:03:450 - This definitely deserves a circle for more continuity on the pattern
  2. 00:25:435 (5,1) - Seems too cluttered as a visual distance, could be tweaked
  3. 00:30:244 (2,3) - Again awfully cluttered distancing
  4. 01:00:702 (1,2,3) - Might be too dense for a normal, you could try the more consistent pattern of 1/2 slider -> circle
  5. 01:03:908 (1) - Try to cut this as 1/2 slider -> circle to offer more feedback on the strong sound here 01:04:366 -

015's Hard
  1. 00:02:763 (2) - CTRL H and distancing adjust would make the pattern flow better
  2. 00:07:114 (3,4,5,6,1) - It's currently a guideline, but 5 note stream patterns should be avoided in Hard and can easily be reflected with 1/4 reverses instead. Rest of the streams are fine for me in this BPM but this one is based on really soft sounds so its pretty awkward to have it this dense. 1/4 reverse would work better
  3. 00:42:152 (1,2) - You could give those their own spacing as the next pattern for the better movment between patterns
  4. 00:57:496 (2,3,4,5) - Also dont visually mix 1/1 and 1/2 as it might lead to readability issues for newer

Apply and call me back for settling the final things before pushing this!
Topic Starter
Yumeno Himiko

Nokashi wrote:

Recheck on STD Difficulties!

015's Normal
Mostly subjective but you could try to incorporate spinners in this diffs at places like 01:28:182 to offer better score differentiation among players Ranking Criteria: Avoid spinners less than 3 beats. Players need time to recognize that they have to begin spinning. lol so no
  1. 00:03:450 - This definitely deserves a circle for more continuity on the pattern sure, add one circle here
  2. 00:25:435 (5,1) - Seems too cluttered as a visual distance, could be tweaked change this pattern a bit
  3. 00:30:244 (2,3) - Again awfully cluttered distancing moved apart a bit
  4. 01:00:702 (1,2,3) - Might be too dense for a normal, you could try the more consistent pattern of 1/2 slider -> circle agree with you
  5. 01:03:908 (1) - Try to cut this as 1/2 slider -> circle to offer more feedback on the strong sound here 01:04:366 - changed

015's Hard
  1. 00:02:763 (2) - CTRL H and distancing adjust would make the pattern flow better well this one it not that important imo, current flow works well too so no change here
  2. 00:07:114 (3,4,5,6,1) - It's currently a guideline, but 5 note stream patterns should be avoided in Hard and can easily be reflected with 1/4 reverses instead. Rest of the streams are fine for me in this BPM but this one is based on really soft sounds so its pretty awkward to have it this dense. 1/4 reverse would work better I think this stream is not that hard, and the 1/4 streams give player better feeling than a reverse slider, also it's the hardest diff in std diffs so I guess we can give this pattern a try
  3. 00:42:152 (1,2) - You could give those their own spacing as the next pattern for the better movment between patterns changed that pattern a bit
  4. 00:57:496 (2,3,4,5) - Also dont visually mix 1/1 and 1/2 as it might lead to readability issues for newer moved the circle apart

Apply and call me back for settling the final things before pushing this!
Thx for the recheck, also changed three ambiguous ds in fruit diffs, should be ready now~
Nokashi
Fixed some pesky SB files and some distancings in the catch diffs after the application of the std mod. I Find this ready to go! Rebubbled !
F D Flourite
then
Topic Starter
Yumeno Himiko
thx a lot Nokashi and F D Flourite :)
Lavender
牛逼啊
Dea ex machina
so happy, congrats friend! :)
Fycho
We romanise "を/ヲ" to "o" not "wo" unless an official romanisation is given, do you have any reference that implies the romanised title is "Hoshi wo Tadoreba"? If no, then it should be "Hoshi o Tadoreba".

some official refs:
http://littlewitchacademia.jp/tv1st/staffcast/
http://yuiko-ohara.com/discography/sing ... 10000.html
Topic Starter
Yumeno Himiko
Seems that there's no official source featuring the romanised title :?
Fycho
oooooooooooooooo
Topic Starter
Yumeno Himiko
おけ
Fycho
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