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u's - Angelic Angel (Movie Edit) [CatchTheBeat]

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Topic Starter
Xetopia
This beatmap was submitted using in-game submission on 12 апреля 2018 г. at 2:04:30

Artist: u's
Title: Angelic Angel (Movie Edit)
Source: ラブライブ! The School Idol Movie
Tags: love live project 高坂穂乃果 Kousaka Honoka 園田海未 Sonoda Umi 南ことり Minami Kotori 矢澤にこ Yazawa Niko Nico 絢瀬絵里 Ayase Eri Eli 東條希 Toujou Nozomi 西木野真姫 Nishikino Maki 小泉花陽 Koizumi Hanayo 星空凛 Hoshizora Rin 新田恵海 Nitta Emi 三森すずこ Mimori Suzuko 内田彩 Uchida Aya 徳井青空 Tokui Sora 南條愛乃 Nanjou Yoshino 楠田亜衣奈 Kusuda Aina 堀絵梨子 Hori Eriko Pile 久保ユリカ Kubo Yurika 飯田里穂 Iida Riho Muse Sinnoh Sanyi
BPM: 160
Filesize: 4618kb
Play Time: 02:00
Difficulties Available:
  1. Angel (4,47 stars, 351 notes)
  2. Cup (1,47 stars, 232 notes)
  3. Platter (3,08 stars, 335 notes)
  4. Salad (1,9 stars, 240 notes)
  5. Sinnyi's Rain (3,53 stars, 327 notes)
Download: u's - Angelic Angel (Movie Edit)
Information: Scores/Beatmap Listing
---------------
eke 1st ranked what a mess

sanyi & sinnoh rain
Dilectus
Cup
Turn off widescreen support since you dont use storyboard
Rename diff name to "Ivashka's Cup" or something like that as you have to disclose who mapped the guest difficulty in the diff name.
00:01:822 (2) - How about this rhythm instead? https://puu.sh/vkXUM/a124593810.jpg A pause doesnt seem appealing imo.
00:16:447 (5) - x244 for consistent spacing
01:07:634 (3) - Extend slider to next white tick (01:08:197 (2) - ) Because this 1/4 slider doesn't really follow anything atm.
01:43:072 (2,3) - Select and move to x240 for consistent spacing
01:44:572 (5,6) - ^ x244

Diff is fine. But, I feel like you could've followed vocals better in chorus.

Salad
Turn off widescreen support since you dont use storyboard
00:02:384 (3,4) - Ctrl+g follows the music better
00:07:822 (1,2) - I think that (1) should be emphasized more than (2) since (1) is the start of a new section in the song, making it the more important beat.
00:20:947 (3,4) - These are close to being edge dashes, which are unrankable. I'd nerf the distance slightly so that it wont be much of a stress for newer players.
00:32:572 (4,5,6) - ^
01:04:634 (1,2,3,4) - These stairs may be too hard for beginners as you may require dashing to be precise (especually after this jump 01:04:447 (7,1) - ). I noticed that while playtesting this myself (maybe its just me being bad so perhaps theres no issue)

Platter
Turn off widescreen support since you dont use storyboard
00:01:447 (1) - Make it into a hyperdash? The beat is strong enough so it should be ok
00:02:384 (3,1) - I would've just used the same rhythm used here (00:05:384 (4,5) - ) mostly because it follows the music better.
00:18:322 (2) - Make it into a hyperdash. This beat is stronger than 00:18:509 (3) -
00:35:384 - Add a note with hyperdash for this strong vocal beat?
00:47:103 - Missing beat
01:54:697 - This part has a bit too much intense movement for such a calm part. Maybe nerf it a bit?

Angelic Rain
Turn off widescreen support since you dont use storyboard

I have no complaints about this diff other than you should've used hyperdashes properly. Imo, they should be used on major and strong beats. But yours at times seemed randomly placed. 00:25:634 - this being a stronger beat than 00:25:822 (2) - . 00:28:634 - couldve been a hyperdash etc etc.


--

Other than that it's a decent set. Good luck!
Topic Starter
Xetopia

DavidEd wrote:

Cup
Turn off widescreen support since you dont use storyboard - how to do it? i don't know Kappa
Rename diff name to "Ivashka's Cup" or something like that as you have to disclose who mapped the guest difficulty in the diff name. - fixed
00:01:822 (2) - How about this rhythm instead? https://puu.sh/vkXUM/a124593810.jpg A pause doesnt seem appealing imo. - yea, i think
00:16:447 (5) - x244 for consistent spacing - fixed
01:07:634 (3) - Extend slider to next white tick (01:08:197 (2) - ) Because this 1/4 slider doesn't really follow anything atm. - ^
01:43:072 (2,3) - Select and move to x240 for consistent spacing - ^
01:44:572 (5,6) - ^ x244 - ^

Diff is fine. But, I feel like you could've followed vocals better in chorus.

Salad
Turn off widescreen support since you dont use storyboard
00:02:384 (3,4) - Ctrl+g follows the music better - ok
00:07:822 (1,2) - I think that (1) should be emphasized more than (2) since (1) is the start of a new section in the song, making it the more important beat. - ok, i agree.
00:20:947 (3,4) - These are close to being edge dashes, which are unrankable. I'd nerf the distance slightly so that it wont be much of a stress for newer players. - fixed
00:32:572 (4,5,6) - ^ - ^
01:04:634 (1,2,3,4) - These stairs may be too hard for beginners as you may require dashing to be precise^ (especually after this jump 01:04:447 (7,1) -). I noticed that while playtesting this myself (maybe its just me being bad so perhaps theres no issue) agree. i think what this jump badly for flow, fixed

Platter
Turn off widescreen support since you dont use storyboard
00:01:447 (1) - Make it into a hyperdash? The beat is strong enough so it should be ok - yea, good idea, added
00:02:384 (3,1) - I would've just used the same rhythm used here (00:05:384 (4,5) - ) mostly because it follows the music better. - ok
00:18:322 (2) - Make it into a hyperdash. This beat is stronger than 00:18:509 (3) - fixed
00:35:384 - Add a note with hyperdash for this strong vocal beat? - I add in this moment just jump, not hyperdash, i think this better.
00:47:103 - Missing beat - added note in this beat
01:54:697 - This part has a bit too much intense movement for such a calm part. Maybe nerf it a bit? - ok, np

Angelic Rain
Turn off widescreen support since you dont use storyboard

I have no complaints about this diff other than you should've used hyperdashes properly. Imo, they should be used on major and strong beats. But yours at times seemed randomly placed. 00:25:634 - this being a stronger beat than 00:25:822 (2) - that's true, fixed . 00:28:634 - couldve been a hyperdash etc etc. - added hyperdash


--

Other than that it's a decent set. Good luck!
Thanks for mod~!
LiousPL

  • General
  1. Colours of the map are little mix-up with a background, change it.

    Angel Rain

  2. 00:02:384 - There is a characteristic guitar sound, make a 1/1 slider here~ ( from 00:02:384 to 00:02:759 )
  3. 00:07:447 (1) - End of these slider is at 00:07:634
  4. 00:09:134 (2) - Maybe transfer it into a 1/1 slider?
  5. 00:09:978 - Missing note
  6. 00:15:322 (1,2) - Delete this hdash, for better start a slower part
  7. 00:16:259 (3,1) - Delete this hdash too, becouse 1 doesn't have any characteristic sound
  8. 00:16:634 - Make here a 1/1 slider, for a vocal ( from 00:16:634 to 00:17:009 )
  9. 00:17:759 (4,1) - Don't overuse a Hdash in this section, delete this Hdash too
  10. 00:20:759 - Missing note, change the slider lenght
  11. 00:26:009 - ^
  12. 00:36:322 (1) - Do here a 1/1 slider
  13. 00:36:697 (2) - Delete this slider, for a 1/1 slider from ^ point
  14. 00:37:072 - Start here a new slider ( from 00:37:072 to 00:37:447 )
  15. 00:37:259 (3) - Delete this slider, for a 1/1 slider from ^ point
  16. 00:38:009 - Missing note, change the slider lenght again
  17. 00:38:478 - Missing note
  18. 00:39:040 (4,5,6) - There isn't any sound, delete this...
  19. 00:44:384 - Missing note
  20. 00:46:072 (3) - Transfer it into a 1/1 slider, for a vocal sound
  21. 00:47:103 - Missing note
  22. 00:51:884 (2) - Transfer it into a 1/1 slider, for a vocal sound again
  23. 00:55:447 (3) - ^
  24. 00:56:759 (4) - Delete reverse here, for break in the song
  25. 01:01:822 - Missing note
  26. 01:13:634 (4) - Transfer it into a 1/1 slider for vocal sound again v.2 OwO
  27. 01:17:384 (5) - ^
  28. 01:18:040 - 01:18:040 - Missing notes
  29. 01:28:259 - Missing note
  30. 01:30:134 (3) - Delete this, for break
  31. 01:30:322 (1) - Transfer it into a 1/1 slider for vocal sound again v.3 OOwwOO
  32. 01:31:447 (1,2) - Transfer into slider
  33. 01:45:134 (4) - Delete this, and set 1/2 slider on 01:45:322
  34. 01:55:822 (3) - Delete reverse
  35. 01:56:384 (4,5) - Do here 1/1 slider again!!!!!

    01:54:697 - 02:00:134 - Look at your notes (in timeline) again, and repair it...
    Too overused hdashes in this diff~

    You must to work on your patterns, flow, and at hdashes! Thats all already, sorry for only Rain mod :( But you are missing lots of notes! You can check the same places from a rain mod in other diffs, to search a missing notes...
Topic Starter
Xetopia

LiousPL wrote:


  • General
  1. Colours of the map are little mix-up with a background, change it. ok~

    Angel Rain

  2. 00:02:384 - There is a characteristic guitar sound, make a 1/1 slider here~ ( from 00:02:384 to 00:02:759 ) - ok
  3. 00:07:447 (1) - End of these slider is at 00:07:634 - ok
  4. 00:09:134 (2) - Maybe transfer it into a 1/1 slider? - no, tnx
  5. 00:09:978 - Missing note - This sound is very quite, and he hears on 1/8
  6. 00:15:322 (1,2) - Delete this hdash, for better start a slower part - 2 - strong beat, so what this need gdash and nothing what it slow part.
  7. 00:16:259 (3,1) - Delete this hdash too, becouse 1 doesn't have any characteristic sound - 1 is have characteristic sound, lul
  8. 00:16:634 - Make here a 1/1 slider, for a vocal ( from 00:16:634 to 00:17:009 ) - 00:16:822 have sound and i don't think that is good idea
  9. 00:17:759 (4,1) - Don't overuse a Hdash in this section, delete this Hdash too - in this moment everything is fine, i don't know
  10. 00:20:759 - Missing note, change the slider lenght - my version more suitable for music
  11. 00:26:009 - ^ - ^
  12. 00:36:322 (1) - Do here a 1/1 slider - i think this more suitable for map(in terms of flow)
  13. 00:36:697 (2) - Delete this slider, for a 1/1 slider from ^ point - moment 00:36:697 - 00:37:447 goes well with the music, i don't see the problem here
  14. 00:37:072 - Start here a new slider ( from 00:37:072 to 00:37:447 ) - ^
  15. 00:37:259 (3) - Delete this slider, for a 1/1 slider from ^ point - ^
  16. 00:38:009 - Missing note, change the slider lenght again - my version more suitable for music
  17. 00:38:478 - Missing note - ok, added note
  18. 00:39:040 (4,5,6) - There isn't any sound, delete this... - this notes is more suitable in meaning for music, i think this is bad idea :c
  19. 00:44:384 - Missing note - ok
  20. 00:46:072 (3) - Transfer it into a 1/1 slider, for a vocal sound - i think this more suitable for music.
  21. 00:47:103 - Missing note - ok
  22. 00:51:884 (2) - Transfer it into a 1/1 slider, for a vocal sound again - fixed
  23. 00:55:447 (3) - ^ - ^
  24. 00:56:759 (4) - Delete reverse here, for break in the song - why do need this break?
  25. 01:01:822 - Missing note - ok
  26. 01:13:634 (4) - Transfer it into a 1/1 slider for vocal sound again v.2 OwO - this beat is more suitable in meaning for music
  27. 01:17:384 (5) - ^ - ok, i agree
  28. 01:18:040 - 01:18:040 - Missing notes - oh, really big thanks for this, :*
  29. 01:28:259 - Missing note - my version more suitable for music
  30. 01:30:134 (3) - Delete this, for break - this break will spoil flow
  31. 01:30:322 (1) - Transfer it into a 1/1 slider for vocal sound again v.3 OOwwOO - reverse is more suitable in meaning for music
  32. 01:31:447 (1,2) - Transfer into slider - i don't think that is good idea
  33. 01:45:134 (4) - Delete this, and set 1/2 slider on 01:45:322 - this slider looks pretty good :\
  34. 01:55:822 (3) - Delete reverse - this reverse more suitable for music
  35. 01:56:384 (4,5) - Do here 1/1 slider again!!!!! - ok

    01:54:697 - 02:00:134 - Look at your notes (in timeline) again, and repair it... - ???
    Too overused hdashes in this diff~

    You must to work on your patterns, flow, and at hdashes! Thats all already, sorry for only Rain mod :( But you are missing lots of notes! You can check the same places from a rain mod in other diffs, to search a missing notes...
Thanks for mod~! (and sorry for my bad eng)
CLSW
Sorry for late :o

[Rain]
00:14:947 (4) - It seems good to have a long distance here due to the drum sounds
00:25:447 (3,4) - Not meaningful walk, it shall be deserved as longer distance
00:26:947 (1,2) - There's no beats in 00:27:040, so it shall be considered as overmap. Better remove the slider on 00:26:947 (1) - and replace to a single circle
00:45:322 (1,2,3,4,5,1,2,1) - I think this part is a calm section compared with the other parts, so the HDash flows on there seems not really a good choice to make it
01:03:322 (1,2,3) - This one could be more intense flow like this one : try this if you are like it
01:21:884 (5) - ctrl + g and replace on the ideal position. This seems better flow for me

:idea:
Topic Starter
Xetopia

CLSW wrote:

Sorry for late :o

[Rain]
00:14:947 (4) - It seems good to have a long distance here due to the drum sounds
00:25:447 (3,4) - Not meaningful walk, it shall be deserved as longer distance
00:26:947 (1,2) - There's no beats in 00:27:040, so it shall be considered as overmap. Better remove the slider on 00:26:947 (1) - and replace to a single circle
00:45:322 (1,2,3,4,5,1,2,1) - I think this part is a calm section compared with the other parts, so the HDash flows on there seems not really a good choice to make it
01:03:322 (1,2,3) - This one could be more intense flow like this one : try this if you are like it
01:21:884 (5) - ctrl + g and replace on the ideal position. This seems better flow for me

:idea:
Everything was fixed, thank you~! <3
and big thanks for this idea:
autofanboy


Howdy!

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

[ General]

  • Difficulty Spread
  1. Feels a bit edgy to have AR8.1 for Platter and AR9.1 for Rain. Also for better difficulty spread, it is recommended to keep a constant gradient among the difficulties. Consider using AR values of 5.5 (or 6), 7, 8, 9 for ENHI difficulties respectively.
  2. The HP value of The Last's Salad is the same as that of Platter, which is 6. I am quite sure this is just some kind of unaware so please reduce the HP value of Salad to 5. Also, just as the above-mentioned, maybe you want to have a constant increase in HP from Cup to Rain, so it would be nice if the HP values of ENHI difficulties are 4, 5, 6, 7 respectively.

    Design
  3. Uncheck Widescreen Support in all your difficulties. It is usually used when the map has storyboard.

    Title
  4. Need some clarification about this, I am not a metadata expert but in the ranked version (*Link), the song title is with (Movie Edit), which is different from this one. It is better to check carefully about the metadatas.

    Tags
  5. Remove: ラブライブ!(Included in the beginning of the source already)
  6. Remove: love (Included in the beginning of the word 'lovelive') , the school idol movie (Included in the source)
  7. You may want to add the old names of the mappers, such as your old name majoyyyy, as people may recognize your old name and try to find the mapset. However it is fine if you are not changing it, this is pretty minor.

    ???
  8. Not sure how this happens, I guess it is bugged or whatever? The word 'Ange' missed a 'l' :thinking:

[ Ivashka's Cup]

  • Gameplay
  1. 00:05:197 (2) - This doesn't match the audio in my opinion, though the end just fit the beat, because it missed out quite some beats. It would be nice if you can use 1/1 slider here, just to echo with 00:01:822 (2) - in the first part of the intro. One of the timelines you may want to use would be: *Screenshot, for the main beats.
  2. 00:11:947 (3,1) - The distance between (3) and the spinner should be at least 1/1 beat wide in order to ensure readability for the beginners, as stated in the Ranking Criteria. You have to change this part in order to satisfy such requirement while matching the rhythm well.
  3. 00:12:134 (1,1) - The bananas of the spinner ends at the left, which is a bit far from the next note 00:14:572 (1) - , and can be challenging to some beginners. I highly recommend to start the next note at the left so it favors the current position of bananas.
  4. 00:22:447 (3,1) - A bit strange here to leave this part blank. I think you can add one circle at 00:23:009 - so it will be more interesting to play.
  5. 00:29:384 (4) - The slider bends too outward here, the inexperienced players may struggle here and may miss a few droplets. I believe it would be better if you can curve it less-outward. This problem may be due to the large SV used throughout the map, next time you should use a smaller SV value when mapping a Cup.
  6. 00:37:259 (2,3,4) - Better shorten the distances between (2,3) and (3,4), the one now is quite far and players have to hold their movement keys to get this.
  7. 01:28:634 (1) - Please slant this more. In gameplay this is quite horizontal and players are required to hold their movement keys to get this one, which is way too demanding.
  8. 01:47:384 (6) - Same problem just because of the preset SV. The curve here is quite large in movement, so new players may have trouble catching this. Please reduce the curvature of this one during gameplay.
  9. 01:49:072 (2,3) - The movement here is not so great in my opinion, because players have to move back and forth here, I mean the slider pattern here is pretty advanced. It would be improved if you are not using sliders pointing towards the same direction here, maybe Ctrl+H (3) and place it at original place, then change the later notes?
  10. 01:52:634 (4) - , 01:53:384 (6) - SV is quite high, resulting that these two sliders are quite horizontal when displayed in gameplay, so please slant them more to make it a bit easier.
  11. 01:54:322 (1) - Shouldn't this spinner ends at 02:00:134 - ? The audio ends there and in other difficulties, the spinners also end here. For consistency, it would be nice to change like that.

    In overall you did a nice try on mapping Cup, but I think most of the problems arose because of the high SV set before mapping. The map is also a bit messy during gameplay as I can't really find some patterns that are consistent throughout the map, I think you can improve by using some patterns in the later parts to echo with the previous parts.

    In addition, after your fix, please make sure the pattern of New Combos are good to go. For now I have seen some inconsistency of the NCs and most of them are not matching the rhythm. Mostly NC will be placed every 2 or 4 white ticks. You may try adding NC based on such tip. Hopefully it will help!

[ The Last's Salad]

  • Gameplay
    At first sight, the map is quite messy as the mapping cannot match the rhythm strongly. There are also strange patterns which is a bit challenging to newcomers.
  1. 00:00:322 - 00:07:634 - The intro here is FC'able without dashing, though you have enlarged some of the distances so it seems like dashing is required. I think you should try to add some dashes that most of the players will instantly know that they have to dash at such point. One of the ways to demonstrate this is to find the minimum distance of dashing and test it for few times. And then, the most ideal places to add dashes would be before a main beat. For example, you may want to add dashes at 00:01:447 (5,1) - , 00:04:447 (9,1) - , 00:05:947 (3,1) - and 00:07:634 (6,1) - to emphasize the main beats and their strong cymbal hitsounds. All in all, it would be nice if you rework on this part to make it done.
  2. More about dashes - The main purpose of dashes is to emphasize the prominent beats, that's why I suggest adding them before a strong beat like the notes with Finish hitsounds, or notes that begin the stanzas. However in your map, there are quite many dashes that are not placed properly, the emphasis is not as good. For example, 00:08:572 (3,4,5) - there are some dashes between (3,4) and (4,5) but they are actually not emphasizing any notable beats but some minor rhythm beats. I would rather add dash at 00:10:447 (3,4) - to emphasize the next note that opens a new stanza. Check the entire map to fix it.
  3. 00:11:947 (6,1) - I appreciate that you put dash at right place but the distance is quite big. Inexperienced players may not be able to catch on time and miss here, as they have to dash when they just caught the tail of 00:11:384 (5) - to actually be able to reach (1). You should reduce the distance here to make it easier for beginners to follow.
  4. 00:12:134 (1,2,3) - Quite difficult for players to hit here, as they often need to turn at (2) after the dash at (1,2), and the distance of (2,3) is too big, so players will have to dash in order to reach (3) afterwards. I suggest reducing the distance of (2,3).
  5. 00:37:259 (2,3,4) - Distances in between are quite wide, would be better if you shorten them.
  6. 00:51:322 (1) - This pattern is too strange here, inexperienced ones will also find this very difficult to catch because of such wiggling movements. Additionally, this part is also not consistent with the previous part at 00:39:322 (1,2) - which is just the same rhythm. You may want to keep them consistent by having the similar timeline.
  7. 01:04:447 (4,1) - HDash is prohibited in Salad! Keep in mind about this! Please remove it.
  8. 01:07:634 (3) - Perhaps you can map this with more notes? Since it is already in the intense part (Kiai Time), why not mapping with denser notes?
  9. 01:31:072 (3) - Not really matching the rhythm here because you missed out a main beat at 01:31:447 - . In addition, it already delved deep into the chorus part so you may want to change this with notes that are more rhythmical and with denser notes.
  10. 01:40:447 (4,1) - Similar to Cup, it is actually unrankable to leave a 1/2 space between the spinner and the note before it.


    I feel like this difficulty needs more improvements to make it through. With obstacles such as the rhythm for dashing, spacing and patterns, it would be nice if you can remap the difficulty so the problems can be fixed in the second go. Not a rude idea but it would definitely help as you will try to stick with the Ranking Criteria and the advice when placing the notes.

    Don't feel too discouraged! Mapping is the progress that mappers have to change over time to better it.

[ Platter]

  • Gameplay
    When I testplay your map, I found out some unrankable issues and strange places for the HDashes. These need to be fixed.
  1. 00:01:447 (1,2) - 1/4 HDashes are not allowed in a Platter if you check up the Ranking Criteria. Please don't include them unless the song BPM is under 120.
  2. 00:01:822 - 00:07:728 - For the intro here, few HDashes are noticed, which are good places to emphasize the important beats. However I think they may be too much. Also, you have missed out 00:02:759 (2,3) - which is a potential place for HDashes. Since adding this add up the number of HDashes in the intro, which will become too hard, I suggest adding HDashes every 2 stanzas, i.e. only leave HDash at 00:01:447 (1,2) - (after removing 1/4 HDash), 00:04:447 (7,1) - and 00:07:447 (4,5,1) - (if you wish to remove (5) and add HDash between (4,1), which is quite essential for the start of the new stanza).
  3. 00:12:134 (1,2) - Same thing, I am not going to go over it again for the later ones. Check the whole map for such 1/4 HDashes and fix them.
  4. There are so many strange HDash positions which cannot really match the rhythm in my opinion. For instance, at 00:26:947 (1,2,3,1) - , HDash should be placed to emphasize the main beat 00:27:322 (3) - but not 00:27:697 (1) - . As 1/4 HDashes are prohibited, maybe you can remove 00:27:228 (2) - and place HDash between 00:26:947 (1,3) - . For 00:37:259 (1,2) - , where HDash should be placed here but there aren't. Another one is 00:38:853 (7,1,2) - , shouldn't HDash be placed at 00:38:947 (1,2) - (after changing (1) to a 1/2 slider)? There are some parts later on which have the same problem so I believe you can find them out yourself.
  5. 00:31:072 (3,4,5) - The pattern here is quite challenging as players have to turn after reaching (4) with a dash, which is too hard in overall for such pattern. Please change this to make it easier to follow.
  6. 01:23:197 (1,2,3) - The flow is poor here, because (3) curves towards (2) which is quite bad in the movement. Would be better if you Ctrl+H (3) and put it at the original place. The movement will be much better.

    I deem the major problem in this difficulty are those HDashes. Definitely you have to step the map up for these. Apart from that, some of the patterns are also quite boring, for example you used so many reversed sliders like 01:22:447 (6) - which repeated for too long. I think you can use more note patterns instead of these reversed sliders to showcase a wider variety of notes and your own creativity. It would be great if you can rework on those parts or even map a new one to compare with this, so the problems can be reduced significantly.

[ Angelic Rain]

  • Gameplay
  1. 00:02:947 (4,5,1) - This movement is not that good... Why not just bend (1) to the opposite side?
  2. 00:24:322 (1) - Maybe use another pattern if you are going for reversed slider, like *Screenshot. The one now has too little movements and it doesn't look good in gameplay as well.
  3. You used so many HDashes in some parts as far as I have saw, which is not really that good as a Rain. For instance, 00:15:697 - 00:20:947 - this part used HDashes like every red tick, which is way too dense for a Rain. I would say it is better if you just add HDash every 2 white ticks at most. Right now there are HDashes every red tick (1/2 white tick) and some with consecutive HDashes, which are too complicated for a Rain. Another example would be 00:27:322 - 00:32:947 - which is also with loads of HDashes! Please revise these parts.
  4. 00:54:322 (4,5,1) - This part can be challenging to players as they may overshoot at (4,5), and miss (1) due to not being able to make the quick turn. How about shortening the distance of (5,1)?
  5. 00:54:884 (1,2) - Again. This doesn't look good in flow though it is less annoying, because (2) curves towards (1) while there is a HDash in between. Players are required to make more movements here, which is not so good for a Rain actually. Please change it by Ctrl+H'ing (20 and put it at the original position.

    Others are fine in my opinion, I am just pointing out the parts that I feel an eyesore with.

Good luck!
Topic Starter
Xetopia

alienflybot wrote:



Howdy!

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

[ General]

  • Difficulty Spread
  1. Feels a bit edgy to have AR8.1 for Platter and AR9.1 for Rain. Also for better difficulty spread, it is recommended to keep a constant gradient among the difficulties. Consider using AR values of 5.5 (or 6), 7, 8, 9 for ENHI difficulties respectively.
  2. The HP value of The Last's Salad is the same as that of Platter, which is 6. I am quite sure this is just some kind of unaware so please reduce the HP value of Salad to 5. Also, just as the above-mentioned, maybe you want to have a constant increase in HP from Cup to Rain, so it would be nice if the HP values of ENHI difficulties are 4, 5, 6, 7 respectively.

    Design
  3. Uncheck Widescreen Support in all your difficulties. It is usually used when the map has storyboard.

    Title
  4. Need some clarification about this, I am not a metadata expert but in the ranked version (*Link), the song title is with (Movie Edit), which is different from this one. It is better to check carefully about the metadatas.

    Tags
  5. Remove: ラブライブ!(Included in the beginning of the source already)
  6. Remove: love (Included in the beginning of the word 'lovelive') , the school idol movie (Included in the source)
  7. You may want to add the old names of the mappers, such as your old name majoyyyy, as people may recognize your old name and try to find the mapset. However it is fine if you are not changing it, this is pretty minor.

    ???
  8. Not sure how this happens, I guess it is bugged or whatever? The word 'Ange' missed a 'l' :thinking:

[ Ivashka's Cup]

  • Gameplay
  1. 00:05:197 (2) - This doesn't match the audio in my opinion, though the end just fit the beat, because it missed out quite some beats. It would be nice if you can use 1/1 slider here, just to echo with 00:01:822 (2) - in the first part of the intro. One of the timelines you may want to use would be: *Screenshot, for the main beats.
  2. 00:11:947 (3,1) - The distance between (3) and the spinner should be at least 1/1 beat wide in order to ensure readability for the beginners, as stated in the Ranking Criteria. You have to change this part in order to satisfy such requirement while matching the rhythm well.
  3. 00:12:134 (1,1) - The bananas of the spinner ends at the left, which is a bit far from the next note 00:14:572 (1) - , and can be challenging to some beginners. I highly recommend to start the next note at the left so it favors the current position of bananas.
  4. 00:22:447 (3,1) - A bit strange here to leave this part blank. I think you can add one circle at 00:23:009 - so it will be more interesting to play.
  5. 00:29:384 (4) - The slider bends too outward here, the inexperienced players may struggle here and may miss a few droplets. I believe it would be better if you can curve it less-outward. This problem may be due to the large SV used throughout the map, next time you should use a smaller SV value when mapping a Cup.
  6. 00:37:259 (2,3,4) - Better shorten the distances between (2,3) and (3,4), the one now is quite far and players have to hold their movement keys to get this.
  7. 01:28:634 (1) - Please slant this more. In gameplay this is quite horizontal and players are required to hold their movement keys to get this one, which is way too demanding.
  8. 01:47:384 (6) - Same problem just because of the preset SV. The curve here is quite large in movement, so new players may have trouble catching this. Please reduce the curvature of this one during gameplay.
  9. 01:49:072 (2,3) - The movement here is not so great in my opinion, because players have to move back and forth here, I mean the slider pattern here is pretty advanced. It would be improved if you are not using sliders pointing towards the same direction here, maybe Ctrl+H (3) and place it at original place, then change the later notes?
  10. 01:52:634 (4) - , 01:53:384 (6) - SV is quite high, resulting that these two sliders are quite horizontal when displayed in gameplay, so please slant them more to make it a bit easier.
  11. 01:54:322 (1) - Shouldn't this spinner ends at 02:00:134 - ? The audio ends there and in other difficulties, the spinners also end here. For consistency, it would be nice to change like that.

    In overall you did a nice try on mapping Cup, but I think most of the problems arose because of the high SV set before mapping. The map is also a bit messy during gameplay as I can't really find some patterns that are consistent throughout the map, I think you can improve by using some patterns in the later parts to echo with the previous parts.

    In addition, after your fix, please make sure the pattern of New Combos are good to go. For now I have seen some inconsistency of the NCs and most of them are not matching the rhythm. Mostly NC will be placed every 2 or 4 white ticks. You may try adding NC based on such tip. Hopefully it will help!

[ The Last's Salad]

  • Gameplay
    At first sight, the map is quite messy as the mapping cannot match the rhythm strongly. There are also strange patterns which is a bit challenging to newcomers.
  1. 00:00:322 - 00:07:634 - The intro here is FC'able without dashing, though you have enlarged some of the distances so it seems like dashing is required. I think you should try to add some dashes that most of the players will instantly know that they have to dash at such point. One of the ways to demonstrate this is to find the minimum distance of dashing and test it for few times. And then, the most ideal places to add dashes would be before a main beat. For example, you may want to add dashes at 00:01:447 (5,1) - , 00:04:447 (9,1) - , 00:05:947 (3,1) - and 00:07:634 (6,1) - to emphasize the main beats and their strong cymbal hitsounds. All in all, it would be nice if you rework on this part to make it done.
  2. More about dashes - The main purpose of dashes is to emphasize the prominent beats, that's why I suggest adding them before a strong beat like the notes with Finish hitsounds, or notes that begin the stanzas. However in your map, there are quite many dashes that are not placed properly, the emphasis is not as good. For example, 00:08:572 (3,4,5) - there are some dashes between (3,4) and (4,5) but they are actually not emphasizing any notable beats but some minor rhythm beats. I would rather add dash at 00:10:447 (3,4) - to emphasize the next note that opens a new stanza. Check the entire map to fix it.
  3. 00:11:947 (6,1) - I appreciate that you put dash at right place but the distance is quite big. Inexperienced players may not be able to catch on time and miss here, as they have to dash when they just caught the tail of 00:11:384 (5) - to actually be able to reach (1). You should reduce the distance here to make it easier for beginners to follow.
  4. 00:12:134 (1,2,3) - Quite difficult for players to hit here, as they often need to turn at (2) after the dash at (1,2), and the distance of (2,3) is too big, so players will have to dash in order to reach (3) afterwards. I suggest reducing the distance of (2,3).
  5. 00:37:259 (2,3,4) - Distances in between are quite wide, would be better if you shorten them.
  6. 00:51:322 (1) - This pattern is too strange here, inexperienced ones will also find this very difficult to catch because of such wiggling movements. Additionally, this part is also not consistent with the previous part at 00:39:322 (1,2) - which is just the same rhythm. You may want to keep them consistent by having the similar timeline.
  7. 01:04:447 (4,1) - HDash is prohibited in Salad! Keep in mind about this! Please remove it.
  8. 01:07:634 (3) - Perhaps you can map this with more notes? Since it is already in the intense part (Kiai Time), why not mapping with denser notes?
  9. 01:31:072 (3) - Not really matching the rhythm here because you missed out a main beat at 01:31:447 - . In addition, it already delved deep into the chorus part so you may want to change this with notes that are more rhythmical and with denser notes.
  10. 01:40:447 (4,1) - Similar to Cup, it is actually unrankable to leave a 1/2 space between the spinner and the note before it.


    I feel like this difficulty needs more improvements to make it through. With obstacles such as the rhythm for dashing, spacing and patterns, it would be nice if you can remap the difficulty so the problems can be fixed in the second go. Not a rude idea but it would definitely help as you will try to stick with the Ranking Criteria and the advice when placing the notes.

    Don't feel too discouraged! Mapping is the progress that mappers have to change over time to better it.

[ Platter]

  • Gameplay
    When I testplay your map, I found out some unrankable issues and strange places for the HDashes. These need to be fixed.
  1. 00:01:447 (1,2) - 1/4 HDashes are not allowed in a Platter if you check up the Ranking Criteria. Please don't include them unless the song BPM is under 120.
  2. 00:01:822 - 00:07:728 - For the intro here, few HDashes are noticed, which are good places to emphasize the important beats. However I think they may be too much. Also, you have missed out 00:02:759 (2,3) - which is a potential place for HDashes. Since adding this add up the number of HDashes in the intro, which will become too hard, I suggest adding HDashes every 2 stanzas, i.e. only leave HDash at 00:01:447 (1,2) - (after removing 1/4 HDash), 00:04:447 (7,1) - and 00:07:447 (4,5,1) - (if you wish to remove (5) and add HDash between (4,1), which is quite essential for the start of the new stanza).
  3. 00:12:134 (1,2) - Same thing, I am not going to go over it again for the later ones. Check the whole map for such 1/4 HDashes and fix them.
  4. There are so many strange HDash positions which cannot really match the rhythm in my opinion. For instance, at 00:26:947 (1,2,3,1) - , HDash should be placed to emphasize the main beat 00:27:322 (3) - but not 00:27:697 (1) - . As 1/4 HDashes are prohibited, maybe you can remove 00:27:228 (2) - and place HDash between 00:26:947 (1,3) - . For 00:37:259 (1,2) - , where HDash should be placed here but there aren't. Another one is 00:38:853 (7,1,2) - , shouldn't HDash be placed at 00:38:947 (1,2) - (after changing (1) to a 1/2 slider)? There are some parts later on which have the same problem so I believe you can find them out yourself.
  5. 00:31:072 (3,4,5) - The pattern here is quite challenging as players have to turn after reaching (4) with a dash, which is too hard in overall for such pattern. Please change this to make it easier to follow.
  6. 01:23:197 (1,2,3) - The flow is poor here, because (3) curves towards (2) which is quite bad in the movement. Would be better if you Ctrl+H (3) and put it at the original place. The movement will be much better.

    I deem the major problem in this difficulty are those HDashes. Definitely you have to step the map up for these. Apart from that, some of the patterns are also quite boring, for example you used so many reversed sliders like 01:22:447 (6) - which repeated for too long. I think you can use more note patterns instead of these reversed sliders to showcase a wider variety of notes and your own creativity. It would be great if you can rework on those parts or even map a new one to compare with this, so the problems can be reduced significantly. - okay I'll try

[ Angelic Rain]

  • Gameplay
  1. 00:02:947 (4,5,1) - This movement is not that good... Why not just bend (1) to the opposite side?
  2. 00:24:322 (1) - Maybe use another pattern if you are going for reversed slider, like *Screenshot. The one now has too little movements and it doesn't look good in gameplay as well.
  3. You used so many HDashes in some parts as far as I have saw, which is not really that good as a Rain. For instance, 00:15:697 - 00:20:947 - this part used HDashes like every red tick, which is way too dense for a Rain. I would say it is better if you just add HDash every 2 white ticks at most. Right now there are HDashes every red tick (1/2 white tick) and some with consecutive HDashes, which are too complicated for a Rain. Another example would be 00:27:322 - 00:32:947 - which is also with loads of HDashes! Please revise these parts.
  4. 00:54:322 (4,5,1) - This part can be challenging to players as they may overshoot at (4,5), and miss (1) due to not being able to make the quick turn. How about shortening the distance of (5,1)?
  5. 00:54:884 (1,2) - Again. This doesn't look good in flow though it is less annoying, because (2) curves towards (1) while there is a HDash in between. Players are required to make more movements here, which is not so good for a Rain actually. Please change it by Ctrl+H'ing (20 and put it at the original position.

    Others are fine in my opinion, I am just pointing out the parts that I feel an eyesore with.

Good luck!
I would write more, but my english is very bad. But I almost fixed everything that you pointed out.
Thank you afb <3
Sakary
As I promised...
M4M Request

Angelic Rain
  1. 00:02:197 (2) - ctrl+g? It feels better that way.
  2. 00:04:634 (7,1) - A strong sound here, move 1 away from 7 to make 7 hyperdash.
  3. 00:06:884 (6,7,8) - This pattern seems exaggerated, especially it was placed on the early part of the song. Make them compress a little bit, and I don't recommend it to have hdash.
  4. 00:10:353 - A note here sounds better.
  5. 00:14:947 (4) - Maybe move this a bit farther away from 00:14:572 (3) - to add stress to the players. Also it seems that this note should also be hdash with 00:15:322 (1) - since 4 is the last part of the instrumental break. (sorry, for poor wordings)
  6. 00:21:322 (1,2) - This pattern feels awkward. Adjust some notes here. Maybe copy this pattern 00:32:947 (4,5,1) - ?
  7. 00:37:259 (3,4) - I hear 'finish' sounds. Move 4 away from 3 to make 3 hdash.
  8. 00:38:572 (1,2) - This pattern is too hard for a Rain.
  9. 00:54:697 (5,1) - 5 should be hdash than 00:54:322 (4) - 's tail, based on the patterns here 00:51:322 (1,2,3) - . Move 5 next to 4's tail, then ctrl+g to 1.
  10. 01:12:322 (1,2) - Move 2 away from 1.
  11. 01:33:228 - Add note here?
  12. 01:33:884 (1) - Make this triple note.
  13. 01:50:853 - Add note here?
Platter
  1. NOTE: I'm not really into modding nor mapping platter diffs, but I'll try my best. These are mostly small suggestions:
  2. 00:17:009 (4) - Ctrl+g
  3. 00:17:572 (6) - Ctrl+g
  4. 00:27:228 - This part needs triplet note for it not to be boring. Why not add a note here?
  5. 00:50:384 (4,5,6) - Why not give them a whistle hitsound.
  6. 00:54:322 (2) - Ctrl+g
  7. 01:30:322 (1) - Too close to 01:30:228 (7) - . Add more distance to each other.
  8. 01:32:665 (4) - There should be a note here based on your patterns here -- 01:31:072 (3,4) - and 01:31:822 (1,2) - .
  9. 01:35:572 (6,7) - Triple notes again here.
Good luck with your map!
Topic Starter
Xetopia

Hi_Hello wrote:

As I promised...
M4M Request

Angelic Rain
  1. 00:02:197 (2) - ctrl+g? It feels better that way.
  2. 00:04:634 (7,1) - A strong sound here, move 1 away from 7 to make 7 hyperdash.
  3. 00:06:884 (6,7,8) - This pattern seems exaggerated, especially it was placed on the early part of the song. Make them compress a little bit, and I don't recommend it to have hdash.
  4. 00:10:353 - A note here sounds better.
  5. 00:14:947 (4) - Maybe move this a bit farther away from 00:14:572 (3) - to add stress to the players. Also it seems that this note should also be hdash with 00:15:322 (1) - since 4 is the last part of the instrumental break. (sorry, for poor wordings)
  6. 00:21:322 (1,2) - This pattern feels awkward. Adjust some notes here. Maybe copy this pattern 00:32:947 (4,5,1) - ?
  7. 00:37:259 (3,4) - I hear 'finish' sounds. Move 4 away from 3 to make 3 hdash.
  8. 00:38:572 (1,2) - This pattern is too hard for a Rain.
  9. 00:54:697 (5,1) - 5 should be hdash than 00:54:322 (4) - 's tail, based on the patterns here 00:51:322 (1,2,3) - . Move 5 next to 4's tail, then ctrl+g to 1. - i add this pattern to diversify rhythm. I think 00:51:322 (1,2,3) - quite a boring pattern. But maybe I did not understand what is required of me in this mod
  10. 01:12:322 (1,2) - Move 2 away from 1.
  11. 01:33:228 - Add note here? - this beat is weak, but if other modders would write the same thing, then I will add this note
  12. 01:33:884 (1) - Make this triple note.
  13. 01:50:853 - Add note here?- ^
Platter
  1. NOTE: I'm not really into modding nor mapping platter diffs, but I'll try my best. These are mostly small suggestions:
  2. 00:17:009 (4) - Ctrl+g
  3. 00:17:572 (6) - Ctrl+g
  4. 00:27:228 - This part needs triplet note for it not to be boring. Why not add a note here?
  5. 00:50:384 (4,5,6) - Why not give them a whistle hitsound.
  6. 00:54:322 (2) - Ctrl+g
  7. 01:30:322 (1) - Too close to 01:30:228 (7) - . Add more distance to each other.
  8. 01:32:665 (4) - There should be a note here based on your patterns here -- 01:31:072 (3,4) - and 01:31:822 (1,2) - .
  9. 01:35:572 (6,7) - Triple notes again here.
Good luck with your map!
everything else was fixed, Thanks!
my mod will be written within 1-2 days, i hope :D
Topic Starter
Xetopia
Ivashka's cup renamed in "Cup" because a full remap two times. (last remap was 2 months later, but I forgot renamed diff)
JierYagtama
M4M request from q
oooooooooo rabuu raibuu uwu
The last's salad
01:07:634 (3,4,5,6,7,8,9,10) - dont get what's this coming from care to explain?
01:15:134 - missing note since i can see you're emphasizing vocals in this part
01:22:447 (3) - skipping alot of vocal sounds suggesting to put this kind of rhythm

01:25:634 (3) - why a reverse slider? dun hear anything on the white tick to support it
01:40:822 (1) - kinda think the spinner starts too early since theres still sound that can be mapped try this rhythm
platter
plays and looks clean gj
Angelic Rain
00:01:447 (5) - atleast silence the blue tick since it sometimes sounds awkward to leave it unsilenced
same with the other sliders that ended in the blue ticks
00:13:072 (3,1,2) - move it to the last red tick and add a circle here 00:14:384 - cos 00:13:634 - this is where the guitar really starts but it ends on the multiple reverse slider which to me didnt sound too good when I played it
01:39:603 (2) - uhhh a stream starting in a blue tick? just add another circle in the red tick and ur gud to go
00:04:634 (7) - looks awkward to see and play suggesting this instead for better flow

hmm my concern for this diff is that theres some hyper dashes that are kind of uncomfortable to play like 00:01:259 (4,5,1) -
gl xd
Topic Starter
Xetopia

JeirYagtama wrote:

M4M request from q
oooooooooo rabuu raibuu uwu - <3 <3
platter
plays and looks clean gj thanks <3
Angelic Rain
00:01:447 (5) - atleast silence the blue tick since it sometimes sounds awkward to leave it unsilenced same with the other sliders that ended in the blue ticks - I'll think about it
00:13:072 (3,1,2) - move it to the last red tick and add a circle here 00:14:384 - cos 00:13:634 - this is where the guitar really starts but it ends on the multiple reverse slider which to me didnt sound too good when I played it - I remapped this moment, again :DDD
01:39:603 (2) - uhhh a stream starting in a blue tick? just add another circle in the red tick and ur gud to go - ok
00:04:634 (7) - looks awkward to see and play suggesting this instead for better flow - ok

hmm my concern for this diff is that theres some hyper dashes that are kind of uncomfortable to play like 00:01:259 (4,5,1) - - xmm, ok. I'll think :)
gl xd :*
Kimitakari
From my Modding Queue

  • General
  1. Убери love live.jpg так как он уже не используется в твоём мапсете.
  • Platter
  1. 01:58:822 (1) - Антифлоу в платтерах, где был стрим не нужен, переверни её при помощи Ctrl+H, а дальше ты сам знаешь.
  • Angelic Rain
  1. 00:03:884 (2,3,4) - На двойке можешь поставить короткий слайдер.
  2. 00:06:509 (2,3,4,5) - Подвинь на x:112
  3. 00:06:884 (6,7,8) - Можешь поставить стак. Флоу всё равно не изменится в этом стриме
  4. 00:40:634 (2,3,4,5) - Моё мнение, но антифлоу, я думаю, здесь не нужен. Вот как я сделал.
  5. 01:03:322 (1,2,3,4,5,6,7) - Подвинь на x:144
  6. 01:04:634 (1,2,3) - Срочно нужно здесь делать так как этот паттерн отвлекает столку. Я бы на твоём месте сделал бы вот так. Всё это до (5) ноты - Ctrl+H.
  7. 01:29:759 (5,6,7) - Подвинь на x:128
  8. 01:39:509 (2,3,4,5,6,7) - Такая-же ситуация с 01:04:634. Сделай так и (8) ноту до конца используй Ctrl+H.

В принципе, хороший сделанный мапсет. Я бы уже позвал BNов сюда, но это моё мнение. Удачи с ранком!
Topic Starter
Xetopia

Nelly wrote:

From my Modding Queue

  • General
  1. Убери love live.jpg так как он уже не используется в твоём мапсете. - Странно,
    у меня этого файла нету :thinking:
  • Platter
  1. 01:58:822 (1) - Антифлоу в платтерах, где был стрим не нужен, переверни её при помощи Ctrl+H, а дальше ты сам знаешь. -
    оки


  • Angelic Rain
  1. 00:03:884 (2,3,4) - На двойке можешь поставить короткий слайдер. - оки
  2. 00:06:509 (2,3,4,5) - Подвинь на x:112 - Сделал
  3. 00:06:884 (6,7,8) - Можешь поставить стак. Флоу всё равно не изменится в этом стриме - угу
  4. 00:40:634 (2,3,4,5) - Моё мнение, но антифлоу, я думаю, здесь не нужен. Вот как я сделал. - Сделал
  5. 01:03:322 (1,2,3,4,5,6,7) - Подвинь на x:144 - кк
  6. 01:04:634 (1,2,3) - Срочно нужно здесь делать так как этот паттерн отвлекает столку. Я бы на твоём месте сделал бы вот так. - оки Всё это до (5) ноты - Ctrl+H.
  7. 01:29:759 (5,6,7) - Подвинь на x:128 - Я так и не понял как мне его передвинуть, ибо этот стрим даже не смещается на это значение х, ибо упирается в ограничение экрана
  8. 01:39:509 (2,3,4,5,6,7) - Такая-же ситуация с 01:04:634. Сделай так и (8) ноту до конца используй Ctrl+H. - оки

В принципе, хороший сделанный мапсет. Я бы уже позвал BNов сюда, но это моё мнение. Удачи с ранком! - спасибо :)
Спасибо за мод! <3
Sanyi
no kudosu

I think this mapset would benefit from a Light Rain diff because the difficulty spike from Platter to Rain is quiet high If you want one I could try to make one

Also: The HP of some diffs is not good. Try to adjust it more to the ranking criteria. Example: 3-4-5-6 or with a Light Rain 3-4-5-6-7
Topic Starter
Xetopia

Sanyi wrote:

I think this mapset would benefit from a Light Rain diff because the difficulty spike from Platter to Rain is quiet high If you want one I could try to make one
xmmmm,ok. I search BN and if they too would say what it problem then I would write you and you make light rain :> or we can make collab diff

Sanyi wrote:

Also: The HP of some diffs is not good. Try to adjust it more to the ranking criteria. Example: 3-4-5-6 or with a Light Rain 3-4-5-6-7
LUL, I'm blind. I didn't even think about HP xddddddddd
Weber
b
Xinnoh
b
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