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Ceui - Hana ni Natta Shounen no Shinwa [CatchTheBeat]

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Total Posts
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Topic Starter
Yumeno Himiko
This beatmap was submitted using in-game submission on 2018年3月3日 at 23:05:14

Artist: Ceui
Title: Hana ni Natta Shounen no Shinwa
Tags: Mythology of a boy who became a calendula 奏愛カレンデュラ examination exam
BPM: 75
Filesize: 25985kb
Play Time: 13:49
Difficulties Available:
  1. Ancient Myth (5.89 stars, 2545 notes)
Download: Ceui - Hana ni Natta Shounen no Shinwa
Information: Scores/Beatmap Listing
---------------
SB progress 18%

Storyboard Code (Python based): https://github.com/frankhjwx/Hana-ni-Na ... Storyboard

Dedicated to all my friends who helped me with my ctb mapping & modding.

Thx Kyuare for helping improve some stream patterns~
Lavender
膜拜考试大师
autofanboy


Hello there! Sorry for waiting! Due to the long marathon, it took me 2 days to mod this.

█ Optional to change --- █ Suggested to change --- █ Unrankable

[ General]

  • Tags
  1. Add: examination (Your old username)

    Background Image
  2. It is highly recommended to have an image of resolution 1366x768 here, as it is the most standard image size.

    AIMod
  3. There are unsnapped objects, please check and fix them.

    Inherited Points
  4. 03:08:401 - , 03:08:565 - Pretty much you forgot to change the volumes of these lines.
  5. 03:27:171 - Remove this one because it didn't change any slider velocity, volume and hitsound sample.
  6. 06:25:360 - ^, just a duplicate of the settings of the offset point.
  7. 08:22:124 - ^, it repeated the previous inherited point's settings.
  8. 08:24:124 - ^

[ Ancient Myth]

  • Gameplay
  1. 01:31:819 (5,6,7) - I think the distances between them can be increased slightly. Currently it is too short in gameplay and players may miss easily because the jumps before are quite big. How about (6) at x:384 and (7) at x:312? In that way, the distances as mentioned will be increased and the extent of movement will increase. Also, 01:32:619 (7,8) - is not really necessary to have dash because (8) is not that strong in the rhythm. I think this solution is quite beneficial.
  2. 01:33:219 (9,1) - Distance here can be increased slightly as it is still possible to catch (1) without dashing. If you have fixed the point I have mentioned at 01:31:819 (5,6,7) - , maybe you want to have the same distance for 01:33:019 (8,9) - , players will also dash after the fix?
  3. 01:30:219 - 01:49:019 - For this part, Some of the jumps are quite small and cannot include a dash successfully. One of the examples will be 01:40:419 (2,3,4,5) - , I can easily catch this part without dashing. Perhaps you want to fix the distances of those jumps, it will surely give a better sense of rhythm there.
  4. 01:53:419 (1) - Not a big thing to fix. I think it sounds better to end this spinner at 01:55:952 - (with 1/3 beats) as it matches the instrument's end.
  5. 02:18:647 (6,1) - Better not include a dashy slider after such HDash. It is so easy to miss there because players need the momentum exerted by the HDash to reach the tail of (1) here. Simply slant (1) to fix it.
  6. 02:27:336 (1,1,1) - I don't see these parts are good to include HDashes. Also, with the anti-flow movements such as the quick turning of 02:27:336 (1,1) - after the HDash, this is too hard currently. Since 02:20:942 (1,2,3,4,5,6,7,8,9) - does not have any HDashes ongoing, maybe you can remove the HDashes and add normal dashes at 02:27:336 (1,1) - and 02:27:827 (1,1) - . It does not make a big difference in difficulty because the dashing are still hard enough with these anti-flow movements.
  7. 02:46:516 (1) - , 02:47:500 (4) - They are quite strong in both the rhythm (drum hitsounds) and the audio, but they are not that intense in my opinion. Perhaps you can add dashes in between them, or even HDashes to emphasize them? Basically changing them to circles will help you fix it like the above-suggested.
  8. 03:31:479 (3,4,5) - Feels difficult because the HDash at (3,4) will push players off to the edge and miss (5). Maybe it is better to change (4,5) into a line of circles, like this: *Screenshot. Note that the HDash will still be there but it is more convenient to play in my opinion.
  9. 04:13:447 (6,1,2,3) - Just my two cents here. Maybe it sounds better to Ctrl+H 04:14:724 (1,2,3) - and increase the distance of 04:15:043 (2,3) - ? Firstly, I think this part is quite intense and a finisher for this intense part, maybe some jumps work well for that. Secondly, the reason to increase the particular distance is because it is still catchable without dashing. Personally it will be much better with HDash but dashing looks fine.
  10. 05:12:028 (3,4,5,6,7,8,9,10) - It doesn't really look good here, I think (5,6,7,8,9,10) should be different from the previous part so that the pattern can be emphasized well. Yet, the movement of (3,4,5) there feels strange to me as I started to hold my dash at (3,4,5). Perhaps it will be better if you change 05:12:028 (3,4) - into a horizontal slider, seems that it emphasizes the circle jumping part more?
  11. 05:14:028 (3,4,5,6,7,8,9,10) - ^
  12. 06:05:610 (2,3,4) - A bit difficult to make a turn here. I suggest reducing the distance of (3,4).
  13. 06:39:242 (1,2,3,4) - Feels pretty plain here without any HDashes. In the previous Kiai Time, you used HDash in every 1/2 beats at these intense vocal parts, for example 03:41:053 (1,2,3,4) - . And for the second Kiai Time, less HDashes are put but there are at least 2 for each intense vocal part, so I guess you may want to add one at 06:39:242 (1,2) - ? Take a look at this: *Screenshot
  14. 06:54:458 (1,2,3,4,1,2,3,4,1,2) - I like this kind of pattern, but I think they should be triples instead of pairs. In that way I suggest doing something similar to this: (1) , (2) , (3) Doing so also make this part more interesting because there are more patterns, instead of jumping just left and right repetitively.
  15. 08:10:124 (1,2) - , 08:12:124 (1,2) - Just for aesthetic, I suggest changing the slider into circles instead, because it is quite strange during the gameplay, seeing droplets in a triplet pattern.
  16. 08:23:791 (2,1) - Why not having a HDash here like what you did before at 08:22:791 (2,1) - ? If you wish to fix it, maybe you can consider this: *Screenshot
  17. 09:01:582 (4,5,6) - Same thing, I suggest reducing distance of (5,6) so players can still recover easily after the HDash.
  18. 09:44:177 (10,1,2) - Better reduce the distance of (1,2) here, as it requires the momentum given by the HDash at (10,1) to reach (2). Players with little alert will miss here because of that.
  19. 09:53:831 (1,2,3,4,5,6) - For aesthetics, maybe increase the distances of them and make them look like 09:43:618 (3,4,5,6,7,8,9,10) - ?
  20. 10:01:490 (8,9) - Reduce the distance? I think it is quite big for a dash.
  21. 11:45:256 (1,2) - , 11:47:256 (1,2) - Same thing about aesthetics.
  22. 11:55:256 (1,2,3,4,1,2,3,4) - For the patterns, they are absolutely fine. However, I think it is better if you swap 11:55:256 (1,2,3,4) -
    and 11:57:256 (1,2,3,4) - because the difficulty increases gradually there, from some nice curve jumping to anti-flow jumping.
  23. 12:16:218 (4,1) - Shouldn't it be a HDash? The whistle can be emphasized.
  24. 12:48:296 (4,1,2) - The turn is way too much from my perspective. I suggest reducing the distance of (1,2) here. It is so easy for players to miss here because the jumping of 12:47:797 (1,2,3,4) - is quite intense and you have to switch suddenly after it.
  25. 13:19:290 (2,3,4) - Reduce the distance of (3,4) or change the pattern here. This definitely require the holding of dash button, which is quite annoying for players who are not alert.
  26. 13:46:465 (6) - Why is this still a 1/4 slider? I deem it is better to put a circle here for better emphasis and matching the audio.

Good luck! Hopefully the wait worth it!
Shad0w1and
10:42:256 - 你确认要空出来?
等我2个月
Topic Starter
Yumeno Himiko

alienflybot wrote:



Hello there! Sorry for waiting! Due to the long marathon, it took me 2 days to mod this. Sorry for not replying too lol

█ Optional to change --- █ Suggested to change --- █ Unrankable

[ General]

  • Tags
  1. Add: examination (Your old username) ok

    Background Image
  2. It is highly recommended to have an image of resolution 1366x768 here, as it is the most standard image size. not a serious problem though i know i can fix lol

    AIMod
  3. There are unsnapped objects, please check and fix them. fixed

    Inherited Points
  4. 03:08:401 - , 03:08:565 - Pretty much you forgot to change the volumes of these lines.
  5. 03:27:171 - Remove this one because it didn't change any slider velocity, volume and hitsound sample.
  6. 06:25:360 - ^, just a duplicate of the settings of the offset point.
  7. 08:22:124 - ^, it repeated the previous inherited point's settings.
  8. 08:24:124 - ^ all fixed

[ Ancient Myth]

  • Gameplay
  1. 01:31:819 (5,6,7) - I think the distances between them can be increased slightly. Currently it is too short in gameplay and players may miss easily because the jumps before are quite big. How about (6) at x:384 and (7) at x:312? In that way, the distances as mentioned will be increased and the extent of movement will increase. Also, 01:32:619 (7,8) - is not really necessary to have dash because (8) is not that strong in the rhythm. I think this solution is quite beneficial. increased a bit
  2. 01:33:219 (9,1) - Distance here can be increased slightly as it is still possible to catch (1) without dashing. If you have fixed the point I have mentioned at 01:31:819 (5,6,7) - , maybe you want to have the same distance for 01:33:019 (8,9) - , players will also dash after the fix? fixed
  3. 01:30:219 - 01:49:019 - For this part, Some of the jumps are quite small and cannot include a dash successfully. One of the examples will be 01:40:419 (2,3,4,5) - , I can easily catch this part without dashing. Perhaps you want to fix the distances of those jumps, it will surely give a better sense of rhythm there. fixed some
  4. 01:53:419 (1) - Not a big thing to fix. I think it sounds better to end this spinner at 01:55:952 - (with 1/3 beats) as it matches the instrument's end. hmm I just keep the current one
  5. 02:18:647 (6,1) - Better not include a dashy slider after such HDash. It is so easy to miss there because players need the momentum exerted by the HDash to reach the tail of (1) here. Simply slant (1) to fix it. fixed
  6. 02:27:336 (1,1,1) - I don't see these parts are good to include HDashes. Also, with the anti-flow movements such as the quick turning of 02:27:336 (1,1) - after the HDash, this is too hard currently. Since 02:20:942 (1,2,3,4,5,6,7,8,9) - does not have any HDashes ongoing, maybe you can remove the HDashes and add normal dashes at 02:27:336 (1,1) - and 02:27:827 (1,1) - . It does not make a big difference in difficulty because the dashing are still hard enough with these anti-flow movements. These parts are 1/1 slider patterns, also the piano is going up in this section so the sliders are getting harder to catch gradually
  7. 02:46:516 (1) - , 02:47:500 (4) - They are quite strong in both the rhythm (drum hitsounds) and the audio, but they are not that intense in my opinion. Perhaps you can add dashes in between them, or even HDashes to emphasize them? Basically changing them to circles will help you fix it like the above-suggested. Not all strong rhythms need hdashes i guess
  8. 03:31:479 (3,4,5) - Feels difficult because the HDash at (3,4) will push players off to the edge and miss (5). Maybe it is better to change (4,5) into a line of circles, like this: *Screenshot. Note that the HDash will still be there but it is more convenient to play in my opinion. I think the current pattern is fine
  9. 04:13:447 (6,1,2,3) - Just my two cents here. Maybe it sounds better to Ctrl+H 04:14:724 (1,2,3) - and increase the distance of 04:15:043 (2,3) - ? Firstly, I think this part is quite intense and a finisher for this intense part, maybe some jumps work well for that. Secondly, the reason to increase the particular distance is because it is still catchable without dashing. Personally it will be much better with HDash but dashing looks fine. The placement that 04:13:447 (6,1) - are at the same spot makes a feel of sudden stop and players don't necessarily need to move the catcher, and the later one is going into the calm part, so I'm not going to use hyper.
  10. 05:12:028 (3,4,5,6,7,8,9,10) - It doesn't really look good here, I think (5,6,7,8,9,10) should be different from the previous part so that the pattern can be emphasized well. Yet, the movement of (3,4,5) there feels strange to me as I started to hold my dash at (3,4,5). Perhaps it will be better if you change 05:12:028 (3,4) - into a horizontal slider, seems that it emphasizes the circle jumping part more? Found another way to fix this
  11. 05:14:028 (3,4,5,6,7,8,9,10) - ^ ^
  12. 06:05:610 (2,3,4) - A bit difficult to make a turn here. I suggest reducing the distance of (3,4). sure
  13. 06:39:242 (1,2,3,4) - Feels pretty plain here without any HDashes. In the previous Kiai Time, you used HDash in every 1/2 beats at these intense vocal parts, for example 03:41:053 (1,2,3,4) - . And for the second Kiai Time, less HDashes are put but there are at least 2 for each intense vocal part, so I guess you may want to add one at 06:39:242 (1,2) - ? Take a look at this: *Screenshot ok
  14. 06:54:458 (1,2,3,4,1,2,3,4,1,2) - I like this kind of pattern, but I think they should be triples instead of pairs. In that way I suggest doing something similar to this: (1) , (2) , (3) Doing so also make this part more interesting because there are more patterns, instead of jumping just left and right repetitively. hmm not gonna change this now
  15. 08:10:124 (1,2) - , 08:12:124 (1,2) - Just for aesthetic, I suggest changing the slider into circles instead, because it is quite strange during the gameplay, seeing droplets in a triplet pattern. nice suggestion
  16. 08:23:791 (2,1) - Why not having a HDash here like what you did before at 08:22:791 (2,1) - ? If you wish to fix it, maybe you can consider this: *Screenshot fixed this by my own way
  17. 09:01:582 (4,5,6) - Same thing, I suggest reducing distance of (5,6) so players can still recover easily after the HDash. fixed
  18. 09:44:177 (10,1,2) - Better reduce the distance of (1,2) here, as it requires the momentum given by the HDash at (10,1) to reach (2). Players with little alert will miss here because of that. hmm tried a few times I don't think it's easy to miss here.
  19. 09:53:831 (1,2,3,4,5,6) - For aesthetics, maybe increase the distances of them and make them look like 09:43:618 (3,4,5,6,7,8,9,10) - ? nice suggestion
  20. 10:01:490 (8,9) - Reduce the distance? I think it is quite big for a dash. reduced slightly
  21. 11:45:256 (1,2) - , 11:47:256 (1,2) - Same thing about aesthetics. ok
  22. 11:55:256 (1,2,3,4,1,2,3,4) - For the patterns, they are absolutely fine. However, I think it is better if you swap 11:55:256 (1,2,3,4) -
    and 11:57:256 (1,2,3,4) - because the difficulty increases gradually there, from some nice curve jumping to anti-flow jumping. nice, swapped
  23. 12:16:218 (4,1) - Shouldn't it be a HDash? The whistle can be emphasized. added
  24. 12:48:296 (4,1,2) - The turn is way too much from my perspective. I suggest reducing the distance of (1,2) here. It is so easy for players to miss here because the jumping of 12:47:797 (1,2,3,4) - is quite intense and you have to switch suddenly after it. agree, reduced a bit
  25. 13:19:290 (2,3,4) - Reduce the distance of (3,4) or change the pattern here. This definitely require the holding of dash button, which is quite annoying for players who are not alert. I intentionally make players need to hold dash all long becuz it's 4 circles.
  26. 13:46:465 (6) - Why is this still a 1/4 slider? I deem it is better to put a circle here for better emphasis and matching the audio. ok

Good luck! Hopefully the wait worth it!
Thx a lot, it helps.
JierYagtama
placeholder.
Sanyi
Jeir said I can go ahead with my mod

I splitted up the mod into several parts, the spaces are where a break in your map occurs!

General
  1. The modding assistant says that "drum-slidertick.wav" is unused, please double-check if that's case and delete it when it is true.
  2. Decimals in for HP in CtB have no impact at all, so going for 5 or 6 instead is better unless you want to keep that for some aesthetic reason.
Ancient Myth
  1. 01:47:619 (4,5) - I would reduce the spacing a little bit, is a bit overdone in comparison to the rest of the part.
  2. 01:49:419 (1,2,3,4) - I would curve this a bit more (outside) to optimize the flow, the current one feels not flowy enough for the calm part.
  1. 02:16:024 (4,5,6) - Personal preference, but this is kinda awkward since the small spacing can be confusing when your catcher has not a good position while catching 02:16:024 (4) - . I think putting 4 and 6 on the same spot while putting 5 a bit more to the right to force an easy walk works better.
  2. 02:17:008 (1,2,3) - Having so many 1/2 direction changes kills their emphasis, so making go 02:17:500 (2) - to the left is better imo.
  3. 02:21:434 (2,3,4) - This pattern lays more emphasis on 02:21:926 - than 02:21:762 - even though 02:21:762 - is more remarkable, so I would change the pattern up to fix the emphasis.
  4. 02:22:581 (8,9) - The piano doesn't play on 9 so the big spacing here is questionable.
  5. 02:35:696 (3) - It is a bit clumsy imo to put the vocal on the slidertail, a new object for that would be appreciated.
  6. 03:11:761 (1,2,3,4) - These triangles do kill the emphasis of the vocal since you just keep moving instead of putting some momentum on the vocal. You did it better at other spots (i.e. 03:10:122 (1,2,3,4) - ), something with similar effect here would be nice.
  7. 03:29:724 (1,2,3) - This doesn't really emphasize 3 since the movement from 2 to 3 is just the continuation of the movement from 1 to 2. Making 03:29:724 (1,2) - an inside pointing triangle and 3 going to the right would work well imo.
  8. 03:32:277 (1,2,3) - Same problem as the previous point, although here not that urgent since the direction change on 3 is much stronger this time.
  9. 03:39:458 (4) - Making this antiflow triangle while the vocal is not that active is overdone imo.
  10. 03:39:936 (1,2) - This being the hyper instead of 03:40:256 (2,3) - is inconsistent with the rest of the kiai.
  11. 03:42:490 (1,2,3) - Same suggestion as 03:29:724 (1,2,3) - .
  12. 03:44:405 (4) - This could be slanted just a bit more horizontal to support the quite frantic vocal more.
  13. 03:53:341 (3,1) - This hyper has less impact than previous ones since this hyper just follows the flow of 03:53:341 (3) - . The violin deserves something harsher so I would change the slidershape of 03:53:341 (3) - to achieve something more powerful.
  14. Just an idea no problem here: 03:55:256 (1,2,3,1) - is quite the climax of the violins, making a hyper towards both strong violin sounds instead of only towards the second one could be a nice emphasis.
  15. 04:00:681 (2,3,4) - Flow is a bit too simple for the violin here, a bit more antiflow would be nice.
  16. 04:02:915 (1,2,3,4) - A bit more antiflow for the violins?
  17. 04:05:468 (1,2) - Tilting the slider more vertical (so that it forces less movement) would lead to a more remarkable hyper here which fits the violin.
  18. 04:08:181 (2,3,4) - This plays pretty weird since you force a little but well timed dash between 2 and 3 which forces the hyper afterwards to be quite spicy. If that is intended you can keep that but I wouldn't say no to a small nerf ;)
  19. 04:09:777 (2,3) - This kinda forces a dash (especially because 04:09:777 (2) - is an antiflow slider after a hyper), which makes it really easy to miss parts of 04:10:096 (3) - . A more friendly flow would be nice.
  20. 04:08:978 (5,6,1) - Same suggestion as the previous one.
  1. 04:26:362 (5,6) - These could have a little bit more spacing to emphasize them a bit better in comparison to other horizontal sliders where the sounds are a little bit less remarkable.
  2. 04:27:028 (7,8) - The direction change feels forced and overdone, putting 8 on the right side works better with the music imo.
  3. 04:28:362 (4,5) - This hyper feels overdone since it goes towards a weak drum sound, a normal dash would be better I think.
  4. 04:28:917 (7) - I don't know if it is possible for you but finding a way to emphasize this note a bit more clearly would be nice.
  5. 04:29:917 (3,4) - I wouldn't make a direction change here to emphasize 3 better and to not overemphasize 4 (which is almost silent).
  6. 04:30:584 (6) - The sound on 04:30:695 - feels underemphasized, I would go for something with more movement. Even two single notes with a hyper would work imo when looking at your previous usage of hypers.
  7. General thing: The part starting at 04:31:362 - has almost no hypers while the previous one had quite many. The difference is too big imo considering that the parts are quite similar in intensity, so I would adjust the amount of hypers.
  8. 04:32:695 (5,6) - A direction change here would emphasize 6 better imo.
  9. 04:33:695 - Missing out on this note is not a good idea imo.
  10. 04:35:695 - Same as last suggestion.
  11. 04:42:362 (5) - It would be nice to map the piano here for a change.
  12. 04:42:695 (6,7,8,1) - Too many direction changes here lead to a poor emphasis, I would remove the direction change between 6 and 7 or 7 and 8.
  13. 04:47:250 (6,1) - That flows kinda akward, it kinda forces a jump that isn't really necessary and the slidershape is not nice too imo. I would go for something more flowy instead.
  14. 04:47:361 (1,2) - The timeline gap is a bit big considering the long hold vocal as well as other sounds like on 04:47:917 - , 04:48:028 - and 04:48:139 - .
  15. 04:48:250 (2,3,4,5,6,7,8,9,10,11) - This induces too much movement imo since the music is very quiet here, especially 04:48:250 (2,3,4,5) - doesn't really deserve it. Good solution would be doing the same you did at 04:56:361 (3) - since it fits better and is more consistent.
  16. 04:52:028 (3,4) - Too many direction changes in a row, this one is not necessary imo, removing it leads to a overall better emphasis imo.
  17. 04:55:361 (1,2) - Same suggestion as 04:47:361 (1,2) - .
  18. 05:00:028 (1) - I think removing this NC works better with your previous NC patterning.
  19. 05:06:695 (5,6,7) - The timeline kinda ignores the violin, doing something similar as 05:04:695 (6,7,8) - would be better imo.
  20. 05:08:361 (4,5,6,7) - I would extend 4 a bit further for a nice rhythm change that catches the vocal, also there should be more emphasis on 7 imo.
  21. 05:32:027 (1) - Maybe making it horizontal for emphasizing the guitar more?
  22. 05:35:527 (4,5) - I would spice it a bit up due to the increased pitch on the violin.
  23. 05:42:611 (6,1) - I know it is rhythmic but making a hyper towards the note where the violin is the most quiet is still questionable.
  24. 05:44:694 (3,4,5,6,7,8,9) - I don't like the timeline. 3 and 4 could be combined to a slider due to the hold sound, then you are skipping a sound on 05:45:111 - while introducing not really fitting 1/8 right after that (a slider fits way better imo since 05:45:236 (8) - seems overdone). A timeline like *this* works way better I think (pic starts on 05:44:361 - ).
  25. 06:00:027 (1,2,3,4,5,6,7,8,9) - I kinda wish that this combo would follow the guitar more since it is very remarkable here.
  26. 06:02:694 (1,2,3,4,5,6,7,8,1,2,3,4) - Plays a bit monotone which kills emphasis a bit, what about changing it up a bit for the new combo?
  27. 06:15:694 (4,1) - Yes, this hyper goes towards a main beat but the main beat is so quiet that a normal dash would fit better I think.
  28. 06:20:360 (3,4) - This should be a slider to stay consistent with the rest of this combo and the next combo.
  29. 06:40:679 (1,2,3) - Same suggestion as 03:32:277 (1,2,3) - respectively 03:29:724 (1,2,3) - .
  1. 06:53:625 (4,5) - This should have a way higher spacing than 06:53:958 (5,6) - due to volume, maybe reducing the second jump?
  2. 06:56:791 (4,1,2) - These sound different, so just keep increasing the distance is not a satisfying emphasis imo, can you somehow change it up? Doing them horizontal, other distance pattern or something else?
  3. 06:59:625 (2) - Covers way weaker sounds than the previous slider, so making it way less horizontal maybe?

  1. 07:27:125 (4,5,6) - I wouldn't put a sliderend on a main beat, is rhythm-wise odd, i would rather combine the start of six with the previous two notes somehow.
  2. 07:41:458 (5,6) - I would reduce the distance a little bit, I don't think it needs to be that high in a more calm section.
  3. 07:41:958 (7,1) - A direction change for the downbeat would be cool.
  4. 07:47:624 (6,7,8) - Goes for all similar notes (so if you agree please adjust all of them): Making the distance between 6 and 7 higher than between 7 and 8 would lead to a nice fadeout movement which compliments the music better imo.
  5. 08:13:124 (5,6) - Is overdone imo since the vocal is missing here and the drums already started before (which makes 6 not that important), so I would go for less spacing if not no hyper.
  1. 08:49:790 (1) - I would prefer to see a change here, you are repeating the same pattern 6 times in a row. A small build up towards 08:53:124 - is very appreciated.
  2. 09:05:352 (5,1) - Idk if it is just me but the transition here is not that remarkable in your map, what about a hyper towards the right instead?
  3. 09:10:598 (6,1,2) - Downbeat seems more remarkable here than the slider afterwards so the emphasis should lie more on the downbeat.
  4. 09:12:565 (6,1,2) - Same suggestion as the last one.
  5. For the kiai: Hyper-usage is inconsistent. You used a hyper for spots like 09:16:491 (2,3) - sometimes but sometimes not, doing it every time would be consistent with previous kiais.
  6. 09:22:714 (2,3,4) - A timeline like *this* (pic starts on 09:22:395 - ) fits better imo since it emphasizes the vocal better, especially at the end of the combo.
  7. 09:47:767 (4,5,6,1,2,3,4,5,6) - It is a bit too harsh in comparison to the rest of the stream part imo, I would change up 09:48:406 (4,5,6) - anyways since it has more similar sounds than the upcoming combo than 09:48:086 (1,2,3) - , so something with less antiflow for it would be nice.
  8. 09:54:469 (1,2) - This is one long hold sound so a hyper is completely overdone.
  9. 10:05:320 (5) - In this section you use NCs quite frequently, so I think a NC here would fit, but that's up to you.
  10. 10:17:448 (2) - Making this a long slider seems just fitting when you already did the same for 10:16:809 (1) - .
  1. 10:44:589 (4,1) - The distance feels a bit lower than the others because the slider flows directly into that jump, a little bit more spacing would be nice to compensate that effect.
  2. 11:07:922 (3,4) - I would make this a hyper for the vocal and consistency with 11:09:922 (3,4) - (is no must apply since I know that there is a cymbal sound 11:09:922 (3,4) - ).
  3. 11:44:589 - and 11:44:922 - are very strong piano sounds, completely ignoring them while emphasizing the more quiet drum feels off while playing.
  4. 11:45:256 (1,2,3) - Missing emphasis of the piano sound on 2.
  5. 11:47:256 (1,2,3) - Similar emphasis problem, this time 3 is silent. Try to make the piano sounds stand out more, they seem to be completely ignored.
  6. In the part from 12:03:255 - to 12:19:127 - : Besides the hypers towards the downbeats I don't get your hyper usage. It seems rather random to me (or at least inconsistent), maybe you take a look at them yourself and make them more consistent or tell me what the idea behind them is.
  7. Last kiai: Is overall ok but getting rid of the 1/1 sliders as well as adding a bit more antiflow here and there is highly recommended. Atm the kiai is intensity-wise a bit easier than the previous part which shouldn't be the case.
  8. 13:31:875 (3,4,5) - Same suggestion as 02:16:024 (4,5,6) - .
  9. 13:36:465 (6,7,8) - This triple is not fitting imo since the previous triples emphasized the piano which isn't audible anymore.
  10. 13:36:793 (1,2,3,4,5,6,7) - I would prefer some emphasis of the piano in that combo. If you don't want to: The drum on the sliderend of 13:38:432 (7) - is underemphasized, split the slider up and make jumps like 13:38:105 (5,6) - .
  11. 13:38:760 (1,2,3) - Making to reverse sliders instead of these three would fit better to emphasize 13:39:252 - .
Already quite good, some stuff that needs a bit work imo so some more mods would be helpful I think.

Good Luck!
BanchoBot
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