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Tomita Miyu, Onishi Saori, Ohzora Naomi, Hanazawa Kana - Gab

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Topic Starter
Sc4v4ng3r
This beatmap was submitted using in-game submission on Saturday, 6 May, 2017 at 9:28:11 PM

Artist: Tomita Miyu, Onishi Saori, Ohzora Naomi, Hanazawa Kana
Title: Gabriel Drop Kick
Source: ガヴリールドロップアウト
Tags: tv size dropout gabdro opening tenma white 天真・ガヴリール・ホワイト tsukinose vignette april 月乃瀬・ヴィネット・エイプリル ヴィーネ vigne kurumizawa satanichia mcdowell 胡桃沢・サタニキア・マクドウェル サターニャ satania shiraha raphiel ainsworth 白羽・ラフィエル・エインズワース ガヴドロ
BPM: 168
Filesize: 17237kb
Play Time: 01:25
Difficulties Available:
  1. Cup (1.46 stars, 133 notes)
  2. Platter (2.81 stars, 243 notes)
  3. Rain (3.96 stars, 289 notes)
  4. Salad (1.93 stars, 155 notes)
Download: Tomita Miyu, Onishi Saori, Ohzora Naomi, Hanazawa Kana - Gabriel Drop Kick
Download: Tomita Miyu, Onishi Saori, Ohzora Naomi, Hanazawa Kana - Gabriel Drop Kick (no video)
Information: Scores/Beatmap Listing
---------------
Happi!
For ranked, #17
I merged the set with Okorin's, you can find them here.
Redownload as of 27/4/2017, changed BG.

Difficulty list
Cup - By me
Salad - By me
Platter - By me
Rain - By me


Log
  1. 8/4/2017 - Submitted beatmap.
  2. 11/4/2017 - Applied Sinnoh's mod to Salad, Platter and Rain.
  3. 12/4/2017 - Applied Yumeno Himiko's mod to Salad, Platter and Rain.
  4. 13/4/2017 - Applied BoberOfDarkness's mod to Platter and Rain.
  5. 21/4/2017 - Finished Cup.
  6. 23/4/2017 - Applied alienflybot's mod to all difficulties.
[*]6/5/2017 - Applied JBHyperion's mod to all difficulties.
Xinnoh
why can't all sets be as simple to mod as ctb n/h/i

Salad
00:14:160 (2,1) - slightly more room for walking if spacing increased
00:17:017 (2,1) - ^
00:24:517 (1) - bit easier flow to follow droplets if rotated -15 degrees
00:33:089 (1) - small, but can make straight because droplets too far left for easy walking
00:40:589 (2,3) - doesn’t look like a jump, angle 2 more upwards so it looks larger.
01:18:802 (1) - ^

Platter
00:07:374 (3) - is there any point to doing this
00:14:874 (2,3) - h-dash to antiflow, unrankable. really easy to notice with dt
00:47:017 (5,1) - ^, curved but still plays like a straight slider
00:35:589 (4) - could angle this vertical, easier to follow flow
01:05:231 (5,6) - slightly odd flow here, again could make 6 vertical + 7,1 a slight dash (or remove) since no emphasis on kiai downbeat
01:08:802 (1) - better if it was circle + slider, doesn’t follow as well since main thing starts in middle of slider
01:22:731 (4) - why did they put a discord notification in the song

Rain
00:00:232 (1) - if you want to be creative you can map this
00:13:089 (1) - could make these have less movement like you did at 00:19:517 (1) - , more stressful than challenging rn
00:21:660 (1) - flows much better if shaped like a top right quarter circle
00:30:589 (2) - doesn’t really flow to the next slider, if angled same as 1 would work
00:45:142 (4,1) - bit edge dashy
00:46:035 (2) - not unrankable, but this h-dash to antiflow would be a lot better if moved to the right here
01:05:945 (1) - should move droplets more right to be easier to catch, may need burst of SV increase to do this
01:16:659 (2,4) - put at same x just so simpler flow/equal emphasis
01:25:230 (3) - no sound on slider end, could just copy one of the ranked sets for better idea here

good stuff
Topic Starter
Sc4v4ng3r

Sinnoh wrote:

why can't all sets be as simple to mod as ctb n/h/i

Salad
00:14:160 (2,1) - slightly more room for walking if spacing increased
00:17:017 (2,1) - ^ Sure, applied both.
00:24:517 (1) - bit easier flow to follow droplets if rotated -15 degrees Sure thing
00:33:089 (1) - small, but can make straight because droplets too far left for easy walking Yea alright
00:40:589 (2,3) - doesn’t look like a jump, angle 2 more upwards so it looks larger. Ok did that, also increased the distance a lil bit
01:18:802 (1) - ^ Did it here too.

Platter
00:07:374 (3) - is there any point to doing this Tbh it looked damn weird in play so sure, just made it straight.
00:14:874 (2,3) - h-dash to antiflow, unrankable. really easy to notice with dt Lmfao I missed this, fixed.
00:47:017 (5,1) - ^, curved but still plays like a straight slider herp derp
00:35:589 (4) - could angle this vertical, easier to follow flow I instead just made the dash smaller - vertical hypers in a difficulty which only introduces hypers(and I only used 'horizontal' hypers or hypers with higher movement than a vertical one) might be a little bit too hard.
01:05:231 (5,6) - slightly odd flow here, again could make 6 vertical + 7,1 a slight dash (or remove) since no emphasis on kiai downbeat I tried my best to do this as I also felt that the flow was a little bit on the harder side, but tbh it feels the same xd
01:08:802 (1) - better if it was circle + slider, doesn’t follow as well since main thing starts in middle of slider Yea ok, did it for the other one as well.
01:22:731 (4) - why did they put a discord notification in the song LOL

Rain
00:00:232 (1) - if you want to be creative you can map this I'll see if more people mention this, I do have an idea but don't rly know how will that translate into the patterns xD
00:13:089 (1) - could make these have less movement like you did at 00:19:517 (1) - , more stressful than challenging rn Ah I didn't notice this was having more movement over the others, applied.
00:21:660 (1) - flows much better if shaped like a top right quarter circle Yeaa ok sure although idk if how i fixed is what you meant xd
00:30:589 (2) - doesn’t really flow to the next slider, if angled same as 1 would work Hmm okay, it is definitely walkable but sure, should flow better now.
00:45:142 (4,1) - bit edge dashy Tru
00:46:035 (2) - not unrankable, but this h-dash to antiflow would be a lot better if moved to the right here Nice
01:05:945 (1) - should move droplets more right to be easier to catch, may need burst of SV increase to do this I feel like it's fine though. It's hard to explain but I made it a lil bit more vertical so that the sudden change of mood from the calm part into the chorus isn't a big problem. Although I'll have to see what others have to think about this.
01:16:659 (2,4) - put at same x just so simpler flow/equal emphasis Sure why not
01:25:230 (3) - no sound on slider end, could just copy one of the ranked sets for better idea here Just replaced with a single circle, should sound better now.

good stuff ayyy
Thanks for the mod! Will get to your map during the weekends.
Yumeno Himiko
[General]
seems fine to me

[Salad]
00:07:374 (1,2) - get the ds larger a bit? make it a little different from 00:06:660 (2,1).
00:12:374 (2,3,4) - I think a dash can be made here and make the walk a bit more fluent, like this 00:14:517 (1,2,3,4) - imo these two triples all deserve dashes, the drums are strong here.
00:20:231 (1) - make it a perfect horizontal slider? since it's a reverse, I won't call you for dashes here, but you can make more movements.
00:31:481 (1,2) - a bit right? I think both the patterns before and after it call for more movement, my suggestion is x:440
00:35:946 (1) - make the dash more clear
01:07:374 (1) - I wish here's a dash, since it's a 1/1 gap in kiai part.

[Platter]
00:04:339 (1) - move left a bit, it'll be nice if here's a small dash
00:20:231 (1) - dash, move left a bit, x:16
00:30:231 (1,2) - to emphasize this, I suggest make a dash, and curve slider 2 a bit.
00:33:089 (1) - finish hitsound, especially need a dash
00:59:338 (2) - dash? x:296 same suggestion for similar patterns but you may rearrange some of them.
01:06:481 (2,3) - you miss a dash here
01:12:374 (3) - same ^
01:15:409 (3,4) - you emphasized this on hitsound but not on your flows, what about move 01:15:409 (3) to x:480

[Rain]
really fun and challenging <3
00:17:017 (5,6) - make the ds larger than 00:16:660 (3,4)? the flow will be better
00:23:089 (1,2,3) - make ds smaller, it seems ambiguous as a walk.
00:45:767 (4) - left a bit, x:160
01:05:767 (6) - similar, right a bit, x:352

star for vignette~ gl
Topic Starter
Sc4v4ng3r

Yumeno Himiko wrote:

[General]
seems fine to me

[Salad]
00:07:374 (1,2) - get the ds larger a bit? make it a little different from 00:06:660 (2,1). Lol sure
00:12:374 (2,3,4) - I think a dash can be made here and make the walk a bit more fluent, like this I did increase the distance between (2) and (3) but I didn't make a dash, because I'm only making dashes every 2 bars(and if only appropriate) since this is close to the beginning of the song. Dont' really want to present salad players with a lot of early dashes.00:14:517 (1,2,3,4) - imo these two triples all deserve dashes, the drums are strong here. The concept of holding dash in salad will be too hard to grasp & hard to execute for players who are just getting introduced to it, so I don't want to make these all dashes.
00:20:231 (1) - make it a perfect horizontal slider? since it's a reverse, I won't call you for dashes here, but you can make more movements. Yea sure
00:31:481 (1,2) - a bit right? I think both the patterns before and after it call for more movement, my suggestion is x:440 Whoops I missed that one out lul
00:35:946 (1) - make the dash more clear This section's a little different from others - while the instruments can be said as 'more intense' than the previous section, it doesn't feel as upbeat as the previous section at 00:10:232 - , so instead I'm placing dashes every 4 bars here to reflect that. Exception goes to 00:40:946 (3) - this note because the vocal's go really high in pitch.
01:07:374 (1) - I wish here's a dash, since it's a 1/1 gap in kiai part. 1/1 gaps doesn't necessarily mean I have to place dashes for those - and since this note doesn't have a cymbal on it I feel it might be overemphasized if I do decide to add a dash here.

[Platter]
00:04:339 (1) - move left a bit, it'll be nice if here's a small dash Sure
00:20:231 (1) - dash, move left a bit, x:16 Tbh I don't want to make 1/4 dashes at this BPM, but I'll think about it if more people mention about this.
00:30:231 (1,2) - to emphasize this, I suggest make a dash, and curve slider 2 a bit. To emphasize what exactly? If you meant the vocals I think it's overall strength is the same as 00:25:231 (2) - so I don't really want to make one here.
00:33:089 (1) - finish hitsound, especially need a dash Mentioned above
00:59:338 (2) - dash? x:296 same suggestion for similar patterns but you may rearrange some of them. The strength on this note and 00:59:874 (3) - is basically the same so I wouldn't make a dash.
01:06:481 (2,3) - you miss a dash here Only making dash for downbeats for simplicity.
01:12:374 (3) - same ^ Same here as well.
01:15:409 (3,4) - you emphasized this on hitsound but not on your flows, what about move 01:15:409 (3) to x:480 Again, not making a dash here for simplicity - plus doing this will make (5) lacking of space to place it.

[Rain]
really fun and challenging <3 Thanks <3
00:17:017 (5,6) - make the ds larger than 00:16:660 (3,4)? the flow will be better Feels better now, nice
00:23:089 (1,2,3) - make ds smaller, it seems ambiguous as a walk. Ok sure
00:45:767 (4) - left a bit, x:160 Did reduce the distance but didn't lower it that much - that will kill the momentum the player had during the previous patterns, which could be quite unintuitive.
01:05:767 (6) - similar, right a bit, x:352 Also reduced but not as much as you mentioned.

star for vignette~ gl Ayyy thanks <3 gabriel best girl
Thanks for the mod! Will be getting to your mod by tomorrow.
BoberOfDarkness
Some M4M

General

  1. Beatmap description: fix ;)
  2. Combo Colors: Maybe try using Pink instead of Red
  3. CS spread: current spread is 3>3>4 maybe try more various one like 2.8 > 3.4 > 4 or simply 3 > 3.5 > 4 ?
  4. 00:00:232 - 00:02:731 - spinner would be nice introduction to the map (with 1/1 break from spinner to next object)
  5. 01:26:838 - 01:28:980 - also another spot when you could place a spinner (I guess I like spinners lol)

Platter


  1. 00:25:231 (2,1) - hyperdash would be nice here.
  2. 00:44:160 (1,2,3,4) - curved stream would flow better (like https://osu.ppy.sh/ss/7805595&#41;
  3. 00:57:374 (1) - spaced a bit more to emphasize the strong sounds


Rain

  1. 00:13:089 (1,2) - I don't like idea of placing two stacks in row, it doesn't play well to me. Consider changing the 00:13:446 (2) - to stream
  2. 00:14:160 (5) - difficulty spike due to slider being overspaced, it causes hard and uncomfortable movement
  3. 00:14:964 (4,5,6,7) - jumps here are very uncomfortable as 1/4 hyper-dash goes into 1/2 double dash [from (5) to (6) and (6) to (7) I would suggest to get rid of 00:14:964 (4) - and create pattern like this, flows much better.
  4. 00:19:517 (1,2) - those sliders ignores very strong sounds at 00:19:696 - and 00:20:053 - which should be emphasized, doubles should work here.
  5. 00:26:660 (4) - you could move to x:272 to emphasize the strong vocals at 00:26:660 - and 00:27:017 - with hyperdashes
  6. 00:27:285 (6) - try moving note to x:144 or so, it flows better to me.
  7. 00:30:946 (3) - the note is so strong that deserve hyperdash
  8. 00:31:839 (2) - I would map this as a triplet to emphasize the sound at 00:32:017 -
  9. 00:35:142 - note at x:144 would flow nice
  10. 00:44:160 (1,2,3,4) - something like that would be a better introduction to intense part

Salad & Platter feel ready to go but I guess you should focus on Rain mostly
Good mapset and good luck!
Topic Starter
Sc4v4ng3r

BoberOfDarkness wrote:

Some M4M

General

  1. Beatmap description: fix ;) Lmao ok
  2. Combo Colors: Maybe try using Pink instead of Red Maybe if you could tell me the reason why red doesn't work I would've considered it. Trying to follow the hair colours of the characters in the BG - it should be fine. It's not too jarring to play with it anyways.
  3. CS spread: current spread is 3>3>4 maybe try more various one like 2.8 > 3.4 > 4 or simply 3 > 3.5 > 4 ? Sure, made platter have 3.5 CS.
  4. 00:00:232 - 00:02:731 - spinner would be nice introduction to the map (with 1/1 break from spinner to next object)
  5. 01:26:838 - 01:28:980 - also another spot when you could place a spinner (I guess I like spinners lol) First section you mentioned are mappable beats which if I do decide to map it out, I will map out using notes - spinner won't capture them properly imo. For the second section, I am following the vocals as the end of the map, so to keep that consistent I don't wanna make a spinner there.

Platter


  1. 00:25:231 (2,1) - hyperdash would be nice here. No cymbals on this tick, which would be quite overemphasized if I add a hyper.
  2. 00:44:160 (1,2,3,4) - curved stream would flow better (like https://osu.ppy.sh/ss/7805595&#41; You kinda messed up your link lmao The straight stream is to give contrast between the previous section and the next section - as the straight stream will make a sharp curve towards the next note, I feel like it gives the right effect for contrast.
  3. 00:57:374 (1) - spaced a bit more to emphasize the strong sounds Any more than the current spacing will make this an edge dash, which is not allowed in Platter. These are already clear dashes so this is fine.


Rain

  1. 00:13:089 (1,2) - I don't like idea of placing two stacks in row, it doesn't play well to me. Consider changing the 00:13:446 (2) - to stream Stacks are giving the same effect as the piano's pitch building up in the song, so I would like to keep this.
  2. 00:14:160 (5) - difficulty spike due to slider being overspaced, it causes hard and uncomfortable movement It is definitely possible to just stand for the whole slider so it isn't that hard - I'll see if more people have problems with this.
  3. 00:14:964 (4,5,6,7) - jumps here are very uncomfortable as 1/4 hyper-dash goes into 1/2 double dash [from (5) to (6) and (6) to (7) I would suggest to get rid of 00:14:964 (4) - and create pattern like this, flows much better. But rhythmically it would sound wrong imo - (4) is emphasizing the held sound of the piano on it, hence the reason why it is a slider. Using circles would defeat this purpose which I wouldn't like. However I did reduce the distance on the dash which should make the movement more lenient.
  4. 00:19:517 (1,2) - those sliders ignores very strong sounds at 00:19:696 - and 00:20:053 - which should be emphasized, doubles should work here. If I had a Light Rain below this I would've made doubles and made all of them hypers as 1/4 hypers will be introduced there, but since there isn't one of that I want to make 1/4 hypers as simple as possible, so even players just trying out Rain will have not too much problems doing this.
  5. 00:26:660 (4) - you could move to x:272 to emphasize the strong vocals at 00:26:660 - and 00:27:017 - with hyperdashes The problem is, I have a 1/4 hyper 00:27:285 (6) - here, so making both 00:26:660 (4,5) - as hypers(you should as they have the same sound and strength) will make the hyper at (6) unrankable as they are of different snap. That's why I used dashes instead to emphasize this.
  6. 00:27:285 (6) - try moving note to x:144 or so, it flows better to me. A hyper shows a better contrast between this section and the next one, instead of a 'hold dash' pattern.
  7. 00:30:946 (3) - the note is so strong that deserve hyperdash I basically treat this section and 00:24:517 - this section the same(following the instruments on this difficulty rather than pure vocals), so making a hyper here will make this inconsistent with 00:25:231 (3) - .
  8. 00:31:839 (2) - I would map this as a triplet to emphasize the sound at 00:32:017 - Tbh I'm not sure how to apply this because having a triplet here is damn hard to place without changing up the whole pattern afterwards ;-;
  9. 00:35:142 - note at x:144 would flow nice Music doesn't suggest anything there so I wouldn't want to do that.
  10. 00:44:160 (1,2,3,4) - something like that would be a better introduction to intense part The drums are really damp here so to emphasize on that I used low movement instead.

Salad & Platter feel ready to go but I guess you should focus on Rain mostly
Good mapset and good luck!
Thanks for the mod!
autofanboy


Hello there!

[ General]

  • Design
  1. Remove Widescreen Support in: Cup, Salad, Platter.

    Tags
  2. Add: Dropkick (Cannot find this map with this keyword but Drop Kick, and most likely people may type Dropkick)
  3. Add: Sc4, Scavenger (Easy for players to find this mapset by typing the mapset owner's name)

[ Cup]

  • Gameplay
  1. 00:07:374 (3,1) - This part is perfectly fine in my opinion, but I would like to raise my suggestion here: (1) - Consider mapping in such timeline: *Screenshot (I think this matches the song more and it is not becoming harder for players) ; (2) - Keep the original note timeline but Ctrl+G 00:07:374 (3) - and place it at original place, which is x:268. The current one in gameplay is not so aesthetic because the seed at middle is way too far from the start. If you changed that, improvement would be like this: *Screenshot, looks a bit more aesthetic than before.
  2. Generally, there are not much problems out there but it seems that the usage of 1/2 are too much. For instance, 00:51:660 (3,4,5,1,2,3,4,5,6) - , although it is simple in gameplay, the note density is still high for a Cup. According to the Ranking Criteria, 1/2 beats should be used sparingly but I think this is way too much for a Cup. Maybe it is better to keep 00:54:517 (3,4,5,6) - simple, such as using circles?
  3. 01:21:659 (1,2,3,4) - Oh, this is too much. Please don't include this kind of 1/2 stream in a Cup, it can be really difficult for beginner players. In my opinion, stream with 5 1/2 beats is already maximum for a Cup. If you wish to change this, perhaps you can try this: *Screenshot

    New Combos
  4. 00:51:660 (3) - You missed a NC here, didn't you?
  5. 00:54:517 (3) - Add NC at this point.

[ Salad]

  • Gameplay
  1. 00:07:374 (1,2) - Currently there are no dashes in the intro, which is too simple in my opinion. What about adding a small dash at this point? Try moving 00:08:803 (2) - to x:432.
  2. 00:15:946 (1,2) - Distance here can be smaller in my opinion. Players will think whether they should dash or not at this point, while it should be a No because (2) is not a prominent beat deserving the dash.
  3. 00:35:231 (3,1) - Dash? (1) is quite strong in the rhythm here and I think it should be emphasized.
  4. 01:15:945 (1,2,3,4) - I kind of think that the movement at (1,2,3) can be slightly different. Right now it is left right movement which is quite repetitive in my opinion. For example you can try: *Screenshot

    New Combos
  5. 00:37:196 (3) - NC?

[ Platter]

  • Gameplay
  1. 00:57:017 (4,1) - What about a HDash here to emphasize (1)? Dash works fine here but you used HDash to emphasize the cymbals at 00:58:803 (1) - , 01:00:410 (1) - and etc. Maybe do the same here?

    New Combos
  2. 00:07:374 (3,1) - It should be a NC at 00:07:374 (3) - instead. You may refer to the same part in Platter.

    The Platter is really nice to be honest, I can't really find any flaws there. Keep it up.

[ Rain]

  • Gameplay
  1. 00:14:160 (5) - This stream part here is quite hard to catch because it follows a HDash at 00:14:071 (4,5) - and most of the players will try to stand in middle to catch this. Maybe it is better to change this into a curve with circles instead, such as 00:13:803 (1,2,3,4) - .
  2. 00:19:517 (1,2) - We have seen this in the previous stream, maybe change this into 1/2 sliders with dashes? Seems that it would show gradual increase in difficulty.
  3. 00:34:517 (1,2) - Are there any reason why this is covered with HDash? I don't think (2) is an important beat that needs HDash to emphasize. To fix, try moving 00:34:874 (2,3,4,5) - altogether to x:168.
  4. 01:04:695 (2) - I think this can be slanted to the right for a bit more, let's try moving the tail to x:224, y:200. This is because the current one shows too little bending.
  5. 01:21:659 (1,2,3,4) - I can hear some more sounds in the audio at this point. Since the note density is exactly the same as Platter and there are rooms to add more notes to make some spices, what about changing each slider into triplets? I think it matches the audio background there. Or even better, you can also use 1/4 streams here, they fit well too.

    New Combos
  6. 01:25:230 (3) - NC?

Good luck!
Topic Starter
Sc4v4ng3r

alienflybot wrote:



Hello there!

[ General]

  • Design
  1. Remove Widescreen Support in: Cup, Salad, Platter.It's pretty much a useless setting to change if there's no storyboard as it doesn't effect the map in a bad way, but sure why not.

    Tags
  2. Add: Dropkick (Cannot find this map with this keyword but Drop Kick, and most likely people may type Dropkick)
  3. Add: Sc4, Scavenger (Easy for players to find this mapset by typing the mapset owner's name) Yea sure applied both

[ Cup]

  • Gameplay
  1. 00:07:374 (3,1) - This part is perfectly fine in my opinion, but I would like to raise my suggestion here: (1) - Consider mapping in such timeline: *Screenshot (I think this matches the song more and it is not becoming harder for players) ; (2) - Keep the original note timeline but Ctrl+G 00:07:374 (3) - and place it at original place, which is x:268. The current one in gameplay is not so aesthetic because the seed at middle is way too far from the start. If you changed that, improvement would be like this: *Screenshot, looks a bit more aesthetic than before. Took the second suggestion as I'm following the instruments rather than the vocals here.
  2. Generally, there are not much problems out there but it seems that the usage of 1/2 are too much. For instance, 00:51:660 (3,4,5,1,2,3,4,5,6) - , although it is simple in gameplay, the note density is still high for a Cup. According to the Ranking Criteria, 1/2 beats should be used sparingly but I think this is way too much for a Cup. Maybe it is better to keep 00:54:517 (3,4,5,6) - simple, such as using circles? Changed up (3) to be a 1/1 slider only as the vocals of the note doesn't exactly snap to the red tick. Honestly due to how much 1/2 I'm using in Salad I feel that the usage of 1/2 here is respectable, but I'll see if more comments on the note density.
  3. 01:21:659 (1,2,3,4) - Oh, this is too much. Please don't include this kind of 1/2 stream in a Cup, it can be really difficult for beginner players. In my opinion, stream with 5 1/2 beats is already maximum for a Cup. If you wish to change this, perhaps you can try this: *Screenshot Instead just removed the circles for a simpler rhythm.

    New Combos
  4. 00:51:660 (3) - You missed a NC here, didn't you? Derp, fixed
  5. 00:54:517 (3) - Add NC at this point. Aaa opps fixed too

[ Salad]

  • Gameplay
  1. 00:07:374 (1,2) - Currently there are no dashes in the intro, which is too simple in my opinion. What about adding a small dash at this point? Try moving 00:08:803 (2) - to x:432. Nice, it even brings the banana stream in the spinner closer, done.
  2. 00:15:946 (1,2) - Distance here can be smaller in my opinion. Players will think whether they should dash or not at this point, while it should be a No because (2) is not a prominent beat deserving the dash. Ehh idk why is this so far apart, fixed.
  3. 00:35:231 (3,1) - Dash? (1) is quite strong in the rhythm here and I think it should be emphasized. I feel that the vocal's pitch is quite low to support a dash here. Yes I know my main focus is on the instruments, so if more people mention this I'll change it up.
  4. 01:15:945 (1,2,3,4) - I kind of think that the movement at (1,2,3) can be slightly different. Right now it is left right movement which is quite repetitive in my opinion. For example you can try: *Screenshot Nice, applied.

    New Combos
  5. 00:37:196 (3) - NC? Lulk fixed

[ Platter]

  • Gameplay
  1. 00:57:017 (4,1) - What about a HDash here to emphasize (1)? Dash works fine here but you used HDash to emphasize the cymbals at 00:58:803 (1) - , 01:00:410 (1) - and etc. Maybe do the same here? These notes are in a calmer part than those hypers you mentioned, so they should be having an easier movement to show the contrast.

    New Combos
  2. 00:07:374 (3,1) - It should be a NC at 00:07:374 (3) - instead. You may refer to the same part in Platter. Pretty sure you meant 'same part in Salad' instead but I got what you mean, fixed.

    The Platter is really nice to be honest, I can't really find any flaws there. Keep it up. Tnx alot <3

[ Rain]

  • Gameplay
  1. 00:14:160 (5) - This stream part here is quite hard to catch because it follows a HDash at 00:14:071 (4,5) - and most of the players will try to stand in middle to catch this. Maybe it is better to change this into a curve with circles instead, such as 00:13:803 (1,2,3,4) - . Ehh yea sure, since this was pointed out a number of times already. Copied the pattern like the 4 previous circles.
  2. 00:19:517 (1,2) - We have seen this in the previous stream, maybe change this into 1/2 sliders with dashes? Seems that it would show gradual increase in difficulty. Wouldn't want to include dashes in between those 1/2 sliders as that will be a difficulty spike - chaining dash into a hyper, especially in 1/4 has a little time window for I think even rain players can't handle, so instead I did make them have more movement.
  3. 00:34:517 (1,2) - Are there any reason why this is covered with HDash? I don't think (2) is an important beat that needs HDash to emphasize. To fix, try moving 00:34:874 (2,3,4,5) - altogether to x:168. If you notice, I place hypers for every first snares of a measure where possible(my main focus on rhythm is vocal however, drums are the 'secondary' emphasis), like at 00:36:303 (2) - . Would like to keep the consistency here.
  4. 01:04:695 (2) - I think this can be slanted to the right for a bit more, let's try moving the tail to x:224, y:200. This is because the current one shows too little bending. Did a little bit more than that but yea this was very uncomfortable lol
  5. 01:21:659 (1,2,3,4) - I can hear some more sounds in the audio at this point. Since the note density is exactly the same as Platter and there are rooms to add more notes to make some spices, what about changing each slider into triplets? I think it matches the audio background there. Or even better, you can also use 1/4 streams here, they fit well too. On the contrary, filling in the blue ticks with circles doesn't perfectly match with the vocals, and as such, I feel that it will just result in an awkward gameplay if used, so I would like to keep the simple rhythm here. In fact I'm in doubt of whether the background vocals are even snappable through osu's options lol

    New Combos
  6. 01:25:230 (3) - NC? Whoops

Good luck!
Thanks for the mod!
Aerene
rain:
00:07:374 (1) - I find this one out of the blue. I'd move it closer.
00:08:446 (2) - This one aswell.
00:13:089 (1,2) - Feels easy to miss here.
00:15:946 (1) - The sudden pause feels awkward, since there is movement all over this part.
00:29:517 (3,4) - It feels more clean if you would be consistent as 00:23:089 (1,2,3) - (ctrl+ g). Current pattern is repetitive aswell.
00:41:660 - Note here? instead in 00:41:481 (4) -
01:04:517 - upto 01:05:856 - I would nerf this one because of the sound not being prominent.

platter:
00:05:053 (2) - I'd make this a reverse arrow atleast. Feels weird

salad:
00:15:231 (2,3,4,1) - The harsh turn is kinda too much. WOuld nerf this abit but also keeping the dash.
00:27:017 (4) - I think its fairly easy for new players to miss here. They would need to stop for like a moment then dash again.
00:38:267 (4,1) - Im kinda bothered with the gap here needed to be dash. I'd make this 00:38:803 (1) - a slightly more vertical
00:39:517 (2) - Would make this like a slider
01:25:230 (1) - I expected this part just to be calm already, yet this note needs a dash just to catch it.


cup:
00:13:803 (2) - This feels repetitive
00:15:946 (1) - I'd nerf this
00:23:803 (4,1) - This kinda bothers me because it says here the ds is 1.53x, but when playing its not.
01:01:481 (2,1) - Emphasis should be on (1) and not on (2).
01:15:409 (2) - Confusing for rookie players. They may attempt to go left and right then try to catch the next note.
01:18:445 (3) - I'd increase the ds here because fun.

Fun cup on my side \o\ /o/

Solid and cute map overall
DeletedUser_6709840
M4M (sorry if some of the suggestions were sniped because the version I have is before AFB's mod)

General

Your BG is a unrankable size. Edit: It should to be 1920 x 1080. Crop the BG so the characters are more centered on the song choice screen

The hit-whistle sounds the same as my skin's hit-normal ;-; maybe add a hit-normal for the map itself.

Why is Cup the same CS as Salad?


Cup

00:07:017 (2,3) – The movement on (3) is very awkward to play, even if you're trying to mimick the vocal. Make (3) flow to the right instead.

00:08:446 – The “ku” vocal is pretty song, I wouldn't miss it. Considering your movement in the previous patter was awkward, you should map it so slider (3) is a C-shape curve and flow into two notes.

00:17:017 (2,1) – Increase distance here to match the previous distance snap your were using. The there's a bit of emphasis on the downbeat as well, so it can't hurt to make it around 1.20x to 1.30x if you dont use the default snap.

00:28:803 (4) – NC here?

00:37:017 – NC here

00:37:017 (3,4) – This movement is awkward. The anti-flow kinda confused the player whether they have to pause to catch this or not. Ctrl+H 00:37:196 (4) - and the put on X=360 and that should fix it. I don't know about the flow to the next pattern though.

00:40:231 (3) – NC here, otherwise it breaks combo limit.

00:51:660 (3) - ^ Same here.

00:54:517 (3) - ^Same here.

00:57:374 (3) - ^Same here.

01:07:374 (3) - ^Same here.

01:13:088 (3) - ^Same here.


Salad

00:15:946 (1,2,1) – The distance for catching (2) is a bit intimidating. Reduce slightly and move (2) to X= 176.

00:18:803 (1,1) – Dashes into antiflow are not rankable. Ctrl+H 00:20:231 (1) – and put on X=304 to fix.

00:23:803 (3,1) – I know this is supposed to be a dash, but it's actually walkable. Move the pattern so (1) is at X=432. For all 1 /2 dashes, you should use appoximently 3.25x for distance because otherwise your dashes are walkable at their current distance.

00:27:017 (4,1) - ^Same here, increase a bit.

00:32:374 (3,1) - ^Same here.

00:35:231 (3,1) – Is this supposed to be a dash? If so, increase distance.

00:38:089 – NC here because the combo limit is being broken otherwise.

00:38:267 (6,1) – Increase distance for this 1 /2 dash.

00:40:589 (2,3) – Increase a bit ^

00:49:874 (4,1) - ^Increase a bit.

00:53:981 (4,1) - ^Same here, increase.

00:55:589 (4,1) - ^Increase here as well.

00:58:446 (3,1) - ^Increase here.

01:03:088 (3,1) – As well as increasing the distance, deepen the curve on the slider so it doesn't play like antiflow.

01:08:624 (4,1) – This is a dash into antiflow, unrankable. Make (1) flow to the right instead.

01:11:302 (4,1) – Increase distance, dash is almost walkable.

01:14:159 (3,1) – Dash into antiflow. I'm not sure how to fix it tho ;-;

01:15:409 (2,1) – Same here^ dash into antiflow but there's not much room for alternative patterns.

01:17:017 (4,1) – Increase distance a bit.

01:22:731 (4,1) – You could increase a bit.


Platter

00:19:874 (5,6) – Make this stream look a little cleaner by moving these to X=160.

00:22:196 (2,3) – The isn't kinda awkward to walk, move 00:22:374 (3,4) – to X=232

00:33:803 (3,4) – Awkward to walk again, reduce to 1.4x

01:04:338 (6,1) – I would increase distance of this dash because for some reason it doesn't read as a dash to me.

01:05:231 (5,6) - ^Same here but it's because you underspaced here.


Rain

00:13:089 (1) – I'd make this a tad more vertical to put emphasis on the rhythm pattern here since the sound is stronger on the second repeat slider.

00:13:803 (1,2,3,4) – You should reshape this so (1,4) and (2,3) are on top of each other and will make the curve look better aesthetically.

00:14:160 (5) – You should make this a curved stream like 00:13:803 (1,2,3,4) – so the patterns stay consistent in pairs.

00:20:231 (1,2,3) – I'd reduce this dash a bit since it's a bit difficult to catch after the hyper. Move (2) to X=336.

00:47:374 (1) – I'd make this a regular C-curve stream because the music is relatively calmer here and it's better to mimick the flow of the previous sections.

00:48:803 (1,2) – the dash is a bit too large to catch it. Move (2) to X=104.


Alright, good luck.
Topic Starter
Sc4v4ng3r

RoseusJaeger wrote:

M4M (sorry if some of the suggestions were sniped because the version I have is before AFB's mod)

General

Your BG is a unrankable size. Edit: It should to be 1920 x 1080. Crop the BG so the characters are more centered on the song choice screen The resolution's fine as stated in RC, but I did re-crop the picture into a more fitting resolution(1920x1080) so that Raphiel would not be blocked. That's as far as I can bring her down tho.

The hit-whistle sounds the same as my skin's hit-normal ;-; maybe add a hit-normal for the map itself.

Why is Cup the same CS as Salad? Can't it be? To go on a technical level, a smaller circle size right after Cup could be quite intimidating for beginners, because dashes might be more harder to catch with smaller objects, hence the reason why they have the same circle size.


Cup

00:07:017 (2,3) – The movement on (3) is very awkward to play, even if you're trying to mimick the vocal. Make (3) flow to the right instead. In what way though? Tbh I don't really see as an awkward movement because the gap between those notes are far enough.

00:08:446 – The “ku” vocal is pretty song, I wouldn't miss it. Considering your movement in the previous patter was awkward, you should map it so slider (3) is a C-shape curve and flow into two notes. Just added a circle here without altering anything else.

00:17:017 (2,1) – Increase distance here to match the previous distance snap your were using. The there's a bit of emphasis on the downbeat as well, so it can't hurt to make it around 1.20x to 1.30x if you dont use the default snap. Sure, increased a lil bit

00:28:803 (4) – NC here? This belongs in the calm part, and for these kinds of calm parts I use NC every 2 big white tick to represent that.

00:37:017 – NC here NCed (4) instead for downbeat.

00:37:017 (3,4) – This movement is awkward. The anti-flow kinda confused the player whether they have to pause to catch this or not. Ctrl+H 00:37:196 (4) - and the put on X=360 and that should fix it. I don't know about the flow to the next pattern though. I guess it's fine, the anti-flow afterwards gives stronger emphasis on the snares.

00:40:231 (3) – NC here, otherwise it breaks combo limit. Lul ok

00:51:660 (3) - ^ Same here.

00:54:517 (3) - ^Same here. The one above and this was fixed in afb's mod

00:57:374 (3) - ^Same here.

01:07:374 (3) - ^Same here.

01:13:088 (3) - ^Same here. Lmao fixed all this


Salad

00:15:946 (1,2,1) – The distance for catching (2) is a bit intimidating. Reduce slightly and move (2) to X= 176. I feel like it is fine, considering 00:15:946 (1) - this note is quite long by it's own to give enough recovery time for players. I'll fix it if more people thinks the same way tho

00:18:803 (1,1) – Dashes into antiflow are not rankable. Ctrl+H 00:20:231 (1) – and put on X=304 to fix. It's not unrankable if following the RC but wtv sure, flipped over (1).

00:23:803 (3,1) – I know this is supposed to be a dash, but it's actually walkable. Move the pattern so (1) is at X=432. For all 1 /2 dashes, you should use appoximently 3.25x for distance because otherwise your dashes are walkable at their current distance. Did increase the distance to be 3.0x instead of 3.25x - I don't really like the feeling of catching those notes after a 1/2 dash on almost the edge of the platter(close to if not), which could be intimidating for salad players. Also did this for all other 1/2 dashes.

00:27:017 (4,1) - ^Same here, increase a bit.

00:32:374 (3,1) - ^Same here.

00:35:231 (3,1) – Is this supposed to be a dash? If so, increase distance. Nah, it's not, although most of the modders are suggesting me to make this into a dash so I'll see what the next modder has to say.

00:38:089 – NC here because the combo limit is being broken otherwise. There's no definitive 'combo limit' - it's just a guideline(which is still important, shouldn't have too much). Counting the whole combo, there's only 7 total fruits on the platter which is definitely fine even by the guidelines. Plus putting a NC there will break my NC pattern.

00:38:267 (6,1) – Increase distance for this 1 /2 dash.

00:40:589 (2,3) – Increase a bit ^

00:49:874 (4,1) - ^Increase a bit.

00:53:981 (4,1) - ^Same here, increase.

00:55:589 (4,1) - ^Increase here as well.

00:58:446 (3,1) - ^Increase here.

01:03:088 (3,1) – As well as increasing the distance, deepen the curve on the slider so it doesn't play like antiflow. Ye did that

01:08:624 (4,1) – This is a dash into antiflow, unrankable. Make (1) flow to the right instead. Again, it's not written in the RC that 'dash into anti-flow is unrankable for salads', but it's pretty much recommended. Even so, right now I don't have space to properly make a horizontal slider towards the other direction, which might kill the emphasis on the vocals if I do(due to the verticality I have to use).

01:11:302 (4,1) – Increase distance, dash is almost walkable.

01:14:159 (3,1) – Dash into antiflow. I'm not sure how to fix it tho ;-; Me 2 tbh, same reason like above.

01:15:409 (2,1) – Same here^ dash into antiflow but there's not much room for alternative patterns.

01:17:017 (4,1) – Increase distance a bit.

01:22:731 (4,1) – You could increase a bit.


Platter

00:19:874 (5,6) – Make this stream look a little cleaner by moving these to X=160. There's... literally no difference as far as I can see, but sure wtv applied

00:22:196 (2,3) – The isn't kinda awkward to walk, move 00:22:374 (3,4) – to X=232 'Isn't kinda awkward'? :thinking: Yea anyway it is a lil bit, reduced distance.

00:33:803 (3,4) – Awkward to walk again, reduce to 1.4x Yeap

01:04:338 (6,1) – I would increase distance of this dash because for some reason it doesn't read as a dash to me. Increased a lil bit, although it was supposed to be a small dash.

01:05:231 (5,6) - ^Same here but it's because you underspaced here. Ehh yea this one's underspaced, increased.


Rain

00:13:089 (1) – I'd make this a tad more vertical to put emphasis on the rhythm pattern here since the sound is stronger on the second repeat slider. Yea just a lil bit more, although it's not that much to see a difference - I like the current one tbh

00:13:803 (1,2,3,4) – You should reshape this so (1,4) and (2,3) are on top of each other and will make the curve look better aesthetically. Eh I think it is fine, a stream like this doesn't necessarily have to be a neat curve. This is just a derivative of using a circle+a 1/4 repeated slider.

00:14:160 (5) – You should make this a curved stream like 00:13:803 (1,2,3,4) – so the patterns stay consistent in pairs. Since I didn't apply above this will remain. This is just the copy pasted version of the previous stream lul

00:20:231 (1,2,3) – I'd reduce this dash a bit since it's a bit difficult to catch after the hyper. Move (2) to X=336. Distance is quite small already, anymore would make a questionable spacing.

00:47:374 (1) – I'd make this a regular C-curve stream because the music is relatively calmer here and it's better to mimick the flow of the previous sections. The repeat slider here emphasizes on the vocals. It's something like representing the vocal's syllabus - don't know how to put this in words but the 'repeating' sort of nature for the vocals here made me put this. I think it plays out fine too, considering you don't really have to make too much movement here.

00:48:803 (1,2) – the dash is a bit too large to catch it. Move (2) to X=104. Yea I agree here, reduced.


Alright, good luck.
Thanks for the mod!
JBHyperion
m4m request

no formatting because laptop, sorry for basic-ness

Cup:
  1. 00:07:374 (3) - sharp antiflow is uncalled for here, the song is still quite calm and the player is still getting used to the BPM and rhythm. Natural flow would be better here, or at least a less curved slider so it's not so easy to miss
  2. 00:37:017 (3,4) - Weird direction change on this 1/2 beat, new players tend to follow the objects very closely so this is kind of an in-needed wiggle. Ctrl+H 00:37:196 (4) - and move to x-360 feels better due to increased leniency
  3. 00:40:231 (3,4,5) - Personal opinion, but this curve looks a little ugly, I'd prefer a linear spacing here with (4) at x-212 or so
  4. 00:41:481 (6) - Feels unnecessary to map for me, the end of (5) is a strong sound and the pause gives it added finality. Mapping (6) gives it the emphasis (5) deserves despite being a fairly unimportant sound
  5. 00:58:803 (1,2,1,2) - Considering the strength of these vocals this section seems very underemphasized. Not sure why you didn't go for the 1/2 slider spacing approach as you did for 00:23:803 (4,1,2,1) - for example. Maybe you wanted a rest before the kiai, but this section calls for a fair bit of movement imo
  6. 01:08:802 (1) - The repeat/tail are significantly different to the head in terms of vocal mapping, so it makes more sense to divide this up into circle + slider
  7. 01:14:517 (1) - ^ As above
  8. 01:15:409 (2,1) - Kind of awkward direction change after the short 1/2 slider. Ctrl+H (2) for a more natural flow and moving 01:15:945 (1) - to e.g. x-428 plays much better
  9. 01:18:802 (1,2,3) - Would Ctrl+H this to utilise the right side of the playfield and differentiate the pitch change from 01:17:374 (1,2,3) -
  10. 01:20:231 (1) - If you change the above, this would be good to Ctrl+H as well for similar contrast with 01:20:945 (2) -
Salad:
  1. 00:04:339 (1) - Current slider ignores the strong downbeat vocal, I'd suggest a circle amd 1/1 slider instead, ignoring the current weak red tick
  2. 00:18:089 (3,1) - Antiflow is kinda weird here, more natural flow would play better imo, could Ctrl+H 00:18:803 (1,1) - and then Ctrl+G each to mostly maintain spacing
  3. 00:32:374 (3,1) - Kinda low dash spacing compared to e.g. 00:27:017 (4,1) - which is weaker, increasing this would make the dash more clear
  4. 00:35:231 (3,1) - Dash here for consistency with 00:29:517 (3,1) - ?
  5. 00:38:267 (4,1) - Same as 00:32:374 (3,1) -
  6. 00:41:481 (4) - Same suggestion as in Cup
  7. 00:47:374 (1) - Would Ctrl+H this to differentiate it from 00:4
  8. 5:946 (1,2) - since this pattern is getting repetitive
  9. 00:48:803 (1,2,3) - Dash to (1) but not the stronger (3)? Dash to al would be excessive, so I'd make (1,2) strong walks and then give (3) the dash
  10. 00:55:589 (4,1) - Dash spacing could be buffed a bit for consistency
  11. 00:56:660 (3) - Same as 00:18:089 (3,1) -, try making (3) a linear circle pattern facing left to remove one of the direction changes
  12. 01:08:802 (1) - 01:13:088 (1) - Same as Cup, these follow the music better when split up
  13. 01:15:409 (2,1) - Could be larger for an intended dash, the current spacing presents as a bit of a flowstop
  14. 01:18:445 (4,1) - ^ As above
Platter:

Main issue with this diff is that there are a decent amount of hypers but hardly any normal dashes, so it's presenting a bit of a spread issue for me. I'll suggest a couple of places in my mod where hypers could be reduced to normal dashes, but adding some regular dashes to currently walkable patterns would be a more helpful option. Some examples you could consider are: 00:11:839 (2,3) - 00:22:196 (2,3) - 00:23:624 (2,3) - 00:33:624 (2,3) - etc.

  1. 00:04:339 (1) - 2 circles + slider to follow vocals as I said in Salad
  2. 00:13:624 (2,3) - Weird antiflow wiggle, not really following anything. Making 00:13:624 (2,3) - linear and 00:13:089 (1) - less curved would play better
  3. 00:38:089 (3,4) - Hyper to weak red tick seems very odd when you have been following strong vocals up to this point. A better option would be two 1/2 sliders with dash as you did for 00:26:660 (3,4) -
  4. 00:39:874 (4,1) - This feels better as a normal dash for comparison with 00:40:589 (2,3) -
  5. 00:41:481 (4) - This guy again xd
  6. 01:00:231 (5,1) - Again, not really feeling this as a hyper compared to 00:58:446 (3,1) - and 01:01:838 (7,1) - for example
  7. 01:04:338 (6,1) - Could be increased for a better flowing dash, easy to overshoot this
  8. 01:05:231 (5,6) - This looks walkable lol, if you want a das
  9. h here please increase this quite a bit
Rain:
  1. 00:04:339 (1) - Same as in previous diffs
  2. 00:13:089 (1,2) - Angles here coupled with strong hypers make these easy to miss on. Moving (1) to the left makes this more lenient and less annoying to play
  3. 00:15:231 (5,6) - Really annoying half dash after the strong 1/4 hyper, please move 00:14:964 (4) - right a few grid spaces to make this a more balanced movement
  4. 00:20:053 (4,1,2) - ^ As above, the 1/1 gap is tricky to react to after that strong hyper
  5. 00:21:660 (1,2) - 00:23:624 (2,3) - etc. - If you added dashes here and on similar as I suggested in Platter, would be best to do the same on this diff for consistency, this section feels very underemphasized at present
  6. 00:28:803 (1,3) - Slight curvature on these is kinda awkward to play after the previous movements, and also a bit repetitive. 00:29:517 (3) - Feels better as a linear slider anyway for the more held sound imo
  7. 00:41:481 (4) - Find a new home little guy
  8. 00:47:285 (6,1) - Same suggestion as 00:13:089 (1,2) -
  9. 00:57:910 (2) - Probably deserves to be a hyper considering the similarly strong 00:57:374 (1) - has one
  10. 01:08:802 (1) - 01:14:517 (1) - Aaaaaa you mapped it so much better in the Platter why did you do it like this in every other diff LOL
Hope this helps, good luck! (:
Topic Starter
Sc4v4ng3r

JBHyperion wrote:

m4m request

no formatting because laptop, sorry for basic-ness It's fine really urgh shit format tbh :^)

Cup:
  1. 00:07:374 (3) - sharp antiflow is uncalled for here, the song is still quite calm and the player is still getting used to the BPM and rhythm. Natural flow would be better here, or at least a less curved slider so it's not so easy to miss fpadshfpashfpafhap ok fine so many people requested for this, applied.
  2. 00:37:017 (3,4) - Weird direction change on this 1/2 beat, new players tend to follow the objects very closely so this is kind of an in-needed wiggle. Ctrl+H 00:37:196 (4) - and move to x-360 feels better due to increased leniency I don't really get you because it selects 00:37:017 (3) - this and 00:41:481 (4) - so it doesn't really make sense xD Maybe you selected the wrong notes or somethin
  3. 00:40:231 (3,4,5) - Personal opinion, but this curve looks a little ugly, I'd prefer a linear spacing here with (4) at x-212 or so Again I'm kinda confused cause I'm not sure you selected the right notes or not xD
  4. 00:41:481 (6) - Feels unnecessary to map for me, the end of (5) is a strong sound and the pause gives it added finality. Mapping (6) gives it the emphasis (5) deserves despite being a fairly unimportant sound I'm guessing you meant 00:41:481 (4) - , and sure nice idea yea, applied.
  5. 00:58:803 (1,2,1,2) - Considering the strength of these vocals this section seems very underemphasized. Not sure why you didn't go for the 1/2 slider spacing approach as you did for 00:23:803 (4,1,2,1) - for example. Maybe you wanted a rest before the kiai, but this section calls for a fair bit of movement imo Well since you are talking about the movement, I did try to make it more intense, dk if it is extreme or not.
  6. 01:08:802 (1) - The repeat/tail are significantly different to the head in terms of vocal mapping, so it makes more sense to divide this up into circle + slider
  7. 01:14:517 (1) - ^ As above Kay applied both
  8. 01:15:409 (2,1) - Kind of awkward direction change after the short 1/2 slider. Ctrl+H (2) for a more natural flow and moving 01:15:945 (1) - to e.g. x-428 plays much better Yea alright I guess, even though now (1) is quite close to the edge
  9. 01:18:802 (1,2,3) - Would Ctrl+H this to utilise the right side of the playfield and differentiate the pitch change from 01:17:374 (1,2,3) -
  10. 01:20:231 (1) - If you change the above, this would be good to Ctrl+H as well for similar contrast with 01:20:945 (2) - Yea both of them are done to give consistent effect, nice
Salad:
  1. 00:04:339 (1) - Current slider ignores the strong downbeat vocal, I'd suggest a circle amd 1/1 slider instead, ignoring the current weak red tick Downbeat isn't a vocal but rather an instrument playing(hear at slower playback rate and you will see what I mean), and the red ticks are the ticks which contain vocals so I'm following that.
  2. 00:18:089 (3,1) - Antiflow is kinda weird here, more natural flow would play better imo, could Ctrl+H 00:18:803 (1,1) - and then Ctrl+G each to mostly maintain spacing Yea ok was thinking about this too, applied.
  3. 00:32:374 (3,1) - Kinda low dash spacing compared to e.g. 00:27:017 (4,1) - which is weaker, increasing this would make the dash more clear Increased to 3.3x, should be crystal clear now I hope
  4. 00:35:231 (3,1) - Dash here for consistency with 00:29:517 (3,1) - ? A lot of modders did mention this but I actually haven't thought this in this way yet lmfao, applied.
  5. 00:38:267 (4,1) - Same as 00:32:374 (3,1) - That's a dash already xD
  6. 00:41:481 (4) - Same suggestion as in Cup Oki
  7. 00:47:374 (1) - Would Ctrl+H this to differentiate it from 00:4
  8. 5:946 (1,2) - since this pattern is getting repetitive You kinda screwed up your formatting here xD And moreover, I don't know how to make another pattern which will complement this movement(I could go for another repeated slider, but then the movement will become like 00:18:089 (3,1) - , which I think it might play weirdly), so yea I'll keep this first, and see if more people are having concerns with this.
  9. 00:48:803 (1,2,3) - Dash to (1) but not the stronger (3)? Dash to al would be excessive, so I'd make (1,2) strong walks and then give (3) the dash Yea sureeee
  10. 00:55:589 (4,1) - Dash spacing could be buffed a bit for consistency Kinda lost it cause I had to fix the previous pattern due to the above change but I think I did it xD
  11. 00:56:660 (3) - Same as 00:18:089 (3,1) -, try making (3) a linear circle pattern facing left to remove one of the direction changes Instead I made (3) face right by separating it as slider+circle, should work just fine as well.
  12. 01:08:802 (1) - 01:13:088 (1) - Same as Cup, these follow the music better when split up Yeap applied
  13. 01:15:409 (2,1) - Could be larger for an intended dash, the current spacing presents as a bit of a flowstop Assuming you meant 01:15:409 (3,1) - (after applying above) so yea, did it
  14. 01:18:445 (4,1) - ^ As above Okie
Platter:

Main issue with this diff is that there are a decent amount of hypers but hardly any normal dashes, so it's presenting a bit of a spread issue for me. I'll suggest a couple of places in my mod where hypers could be reduced to normal dashes, but adding some regular dashes to currently walkable patterns would be a more helpful option. Some examples you could consider are: 00:11:839 (2,3) - 00:22:196 (2,3) - 00:23:624 (2,3) - 00:33:624 (2,3) - etc. I wouldn't really say hardly any dashes but sure, added the first set of notes. Also added on the big white ticks at 00:23:089 - and 00:28:803 - , then basically on all the downbeats during the kiai.

  1. 00:04:339 (1) - 2 circles + slider to follow vocals as I said in Salad Like the reason in Salad
  2. 00:13:624 (2,3) - Weird antiflow wiggle, not really following anything. Making 00:13:624 (2,3) - linear and 00:13:089 (1) - less curved would play better I really can't do much about (1) because the way I added the normal dashes but yea I did make (2) and (3) linear so it's something
  3. 00:38:089 (3,4) - Hyper to weak red tick seems very odd when you have been following strong vocals up to this point. A better option would be two 1/2 sliders with dash as you did for 00:26:660 (3,4) - 2 sliders with dashes worked previously because the snares were landing at the white tick but it's not here, so instead I just made a dash with the current rhythm.
  4. 00:39:874 (4,1) - This feels better as a normal dash for comparison with 00:40:589 (2,3) - Yea sure
  5. 00:41:481 (4) - This guy again xd lel
  6. 01:00:231 (5,1) - Again, not really feeling this as a hyper compared to 00:58:446 (3,1) - and 01:01:838 (7,1) - for example I think downbeat emphasis matters here more, and I really can't find any difference between these 3 hypers so I don't really see the problem.
  7. 01:04:338 (6,1) - Could be increased for a better flowing dash, easy to overshoot this And here I thought I increased enough .-.
  8. 01:05:231 (5,6) - This looks walkable lol, if you want a das
  9. h here please increase this quite a bit Nice formatting tbh Increased a little bit because I think any more would rather make it look like an edge dash
Rain:
  1. 00:04:339 (1) - Same as in previous diffs Same tbh
  2. 00:13:089 (1,2) - Angles here coupled with strong hypers make these easy to miss on. Moving (1) to the left makes this more lenient and less annoying to play fadp;hfhadpsfhasf reduced seriously how much do I have to make this more easier aaaaaa
  3. 00:15:231 (5,6) - Really annoying half dash after the strong 1/4 hyper, please move 00:14:964 (4) - right a few grid spaces to make this a more balanced movement What's a half dash, please speak in nub-friendly language I mean yea ok applied still, what is half dash
  4. 00:20:053 (4,1,2) - ^ As above, the 1/1 gap is tricky to react to after that strong hyper Ehh for this I reduced the circle distances instead of the slider, dk if it came out well xd
  5. 00:21:660 (1,2) - 00:23:624 (2,3) - etc. - If you added dashes here and on similar as I suggested in Platter, would be best to do the same on this diff for consistency, this section feels very underemphasized at present It was supposed to be underemphasized to give contrast between the 2 intense and calm sections alternating, but yea I gotta give a difficulty curve somehow. Added those dashes.
  6. 00:28:803 (1,3) - Slight curvature on these is kinda awkward to play after the previous movements, and also a bit repetitive. 00:29:517 (3) - Feels better as a linear slider anyway for the more held sound imo These were applied when I was doing above lul
  7. 00:41:481 (4) - Find a new home little guy I kicked him out, are you happy dad
  8. 00:47:285 (6,1) - Same suggestion as 00:13:089 (1,2) - Fine :c
  9. 00:57:910 (2) - Probably deserves to be a hyper considering the similarly strong 00:57:374 (1) - has one And here I thought differently snapped hyper on consecutive objects weren't rankable? Added anyway, let's see what other's say xd
  10. 01:08:802 (1) - 01:14:517 (1) - Aaaaaa you mapped it so much better in the Platter why did you do it like this in every other diff LOL kms
Hope this helps, good luck! (:
Will continue replying if I get time Ayy thanks for mod!
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