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t=NODE - Four Seasons [CatchTheBeat]

posted
Total Posts
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Topic Starter
Dea ex machina
This beatmap was submitted using in-game submission on February 5, 2018 at 9:27:07 AM

Artist: t=NODE
Title: Four Seasons
Source: 東方花映塚 ~ Phantasmagoria of Flower View.
Tags: Project Touhou yuy arrangement remix shikieiki yamaxanadu th09 pofv 四季-春- Dream of Wonder 六十年目の東方裁判 Fate of Sixty Years Shiki -Haru- 上海アリス幻樂団 Team Shanghai Alice fii kaitlin
BPM: 97.88
Filesize: 31166kb
Play Time: 08:51
Difficulties Available:
  1. Last Judgement (6.13 stars, 1729 notes)
Download: t=NODE - Four Seasons
Information: Scores/Beatmap Listing
---------------

00:38:107 - The Blissful Flowers of Spring
02:37:910 - The Warming Rays of Summer
04:30:840 - The Falling Leaves of Autumn
06:16:900 - The Harsh Storms of Winter

Dedicated to Spectator and ioka

Background by ryosios

Timing taken from Lan wings' mapset
o x
:) Nice map love the song choice as well.
MBomb
rank it nerd

+20
Topic Starter
Dea ex machina

- Magic Bomb - wrote:

rank it nerd

+20
Guess i gotta now!
BoberOfDarkness
02:37:909 - 02:38:060 - its nice spot for 1/8 triplet or 1/4 slider like you did 02:41:510 (1) -

04:03:410 (1) - unnecessary NC

04:04:310 (2) - should be NC'ed

04:27:994 (1,1) - unnecessary new combos, its pretty weird to put on them NC as there is no any strong or a distinctive sound.


05:14:554 -some suggestions 05:14:911 - I think that it should be mapped too as well and then making the shape of stream C-shaped (actually C-shaped but rotated by 30 degrees lol)

check screens and code for my suggestion of patterning that




code is for notes starting at 05:14:554 - and ending at 05:15:947 -

279,93,314554,5,8,0:1:0:0:
240,104,314625,1,0,0:0:0:0:
208,128,314696,1,8,0:0:0:0:
188,164,314768,1,0,0:0:0:0:
184,204,314839,1,8,0:0:0:0:
196,244,314911,1,0,0:0:0:0:
224,272,314982,1,8,1:1:0:0:
260,288,315053,1,8,0:0:0:0:
300,292,315124,1,0,0:0:0:0:
340,280,315196,1,0,0:0:0:0:
372,256,315267,1,4,0:3:0:0:
194,356,315411,6,0,L|284:347,1,80,2|0,3:0|0:0,0:0:0:0:
392,337,315732,2,0,L|423:377,2,40,0|0|0,0:0|0:0|0:0,0:0:0:0:
270,266,316054,2,0,L|158:277,1,92.0000017547608,2|0,0:2|0:0,0:0:0:0:


05:21:411 (1,2,3,4,5,6,7,8) - it sounds same as 05:20:554 - and 05:23:982 - but here you mapped it as movementless stream, doublets would be more welcome here I guess

05:25:054 (2) - I am not into that flow-stop note, it should be more flat as sound is not that strong to use tap-doublets

05:37:897 (7,8,9) - I don't like idea of using linear triplet here, maybe try some curves like this:


Placement
05:37:897 (7) - x:268
05:37:997 (8) - x:332
05:38:097 (9) - x:380

05:49:698 (1,2,3,4,6,7,8,9) - while I idea of linear streams is nice here, I suggest curving them a bit for more flow. Like:

05:50:298 (6) - NC for some clear of a platter

06:04:299 (2) - should be ended at 06:04:499 - as there's is new measure the sound in bachground, also as transition with 1/2 gap to next note it flows better.

06:05:599 (6,1,2) - again, more curved triplet would be welcome

06:09:699 (6) - again NC

06:12:100 - maybe 1/8 triplet here?

06:20:100 (3) - should NC instead 06:19:700 (1) -

06:26:501 (1,2,3,4) - some curves would be nice


06:32:501 (6,7) - oh its nazi, jump, like there is no music background for that sudden jump

06:41:702 (6) - NC

07:30:305 (7,1) - missed hyper dash

07:36:262 (6,7) - also I feel that should be hyper'ed too

07:38:809 (3,4) - and also here

Great map, good luck!

Spectator
  1. Difficulty Spread : ok
  2. Unsnapped objects : ok
  3. Audio bitrate over 192 kbps : ok
  4. Misc. Setting : ok
  5. Metadata Issues : ok
  6. Timeline Issues : ok
  7. Combo Colors : ok
  1. 02:26:832 (1) - would be cool If you move this to a bit right
  2. 03:59:510 (4) - maybe you can move this to the left a little to make distances regular
  3. 04:56:125 - missing whistle here
  4. 05:57:699 (1,2) - considering the music here isn't that intense, why would you keep the distances here a bit large. I'd reduce it since it's kinda easy to choke
  5. 06:04:099 (1,2) - hdash between 1 and 2?
  6. 06:05:699 (1,2,3) - this part can be more emphasized imo
  7. 06:07:399 (2) - consider moving slider end to 06:07:699 -
  8. 06:08:899 (1,2) - I'd put hdash between them
  9. 06:26:501 (1,2,3,4) - no curve here? try this. Also make sure to put hdash between 4 and 5
  10. 07:16:904 (7,8,9) - really easy to choke here lol please move 8 to a bit left
  11. 07:19:004 (3,1) - missing hdash here
  12. 07:58:805 - I know what you tried here but this is gonna make many people choke at the last part lol
  13. 08:11:112 (1,2,3,4) - same issue as above. ctrl+g them?
  14. 08:37:583 (1,2) - try this.
not many things to point out, it's a solid map

good luck!
Topic Starter
Dea ex machina

BoberOfDarkness wrote:

02:37:909 - 02:38:060 - its nice spot for 1/8 triplet or 1/4 slider like you did 02:41:510 (1) - 1/8 triplet added

04:03:410 (1) - unnecessary NC ok

04:04:310 (2) - should be NC'ed it already is

04:27:994 (1,1) - unnecessary new combos, its pretty weird to put on them NC as there is no any strong or a distinctive sound. removed one of the NCs


05:14:554 -some suggestions 05:14:911 - I think that it should be mapped too as well and then making the shape of stream C-shaped (actually C-shaped but rotated by 30 degrees lol) i think your suggestions is too boring compared to what i have now :(

check screens and code for my suggestion of patterning that




code is for notes starting at 05:14:554 - and ending at 05:15:947 -

279,93,314554,5,8,0:1:0:0:
240,104,314625,1,0,0:0:0:0:
208,128,314696,1,8,0:0:0:0:
188,164,314768,1,0,0:0:0:0:
184,204,314839,1,8,0:0:0:0:
196,244,314911,1,0,0:0:0:0:
224,272,314982,1,8,1:1:0:0:
260,288,315053,1,8,0:0:0:0:
300,292,315124,1,0,0:0:0:0:
340,280,315196,1,0,0:0:0:0:
372,256,315267,1,4,0:3:0:0:
194,356,315411,6,0,L|284:347,1,80,2|0,3:0|0:0,0:0:0:0:
392,337,315732,2,0,L|423:377,2,40,0|0|0,0:0|0:0|0:0,0:0:0:0:
270,266,316054,2,0,L|158:277,1,92.0000017547608,2|0,0:2|0:0,0:0:0:0:


05:21:411 (1,2,3,4,5,6,7,8) - it sounds same as 05:20:554 - and 05:23:982 - but here you mapped it as movementless stream, doublets would be more welcome here I guess autumn season is too calm for that sort of repeated jump pattern

05:25:054 (2) - I am not into that flow-stop note, it should be more flat as sound is not that strong to use tap-doublets agreed, i've been meaning to change that

05:37:897 (7,8,9) - I don't like idea of using linear triplet here, maybe try some curves like this: curve added


Placement
05:37:897 (7) - x:268
05:37:997 (8) - x:332
05:38:097 (9) - x:380

05:49:698 (1,2,3,4,6,7,8,9) - while I idea of linear streams is nice here, I suggest curving them a bit for more flow. Like: my aesthetic
:(


05:50:298 (6) - NC for some clear of a platter ok

06:04:299 (2) - should be ended at 06:04:499 - as there's is new measure the sound in bachground, also as transition with 1/2 gap to next note it flows better. ok

06:05:599 (6,1,2) - again, more curved triplet would be welcome not here please :(

06:09:699 (6) - again NC fixed

06:12:100 - maybe 1/8 triplet here? doesn't sound good imo

06:20:100 (3) - should NC instead 06:19:700 (1) -
done
06:26:501 (1,2,3,4) - some curves would be nice
flat is justice!

06:32:501 (6,7) - oh its nazi, jump, like there is no music background for that sudden jump agreed

06:41:702 (6) - NC fixed

07:30:305 (7,1) - missed hyper dash i like that pattern right now :(

07:36:262 (6,7) - also I feel that should be hyper'ed too no thanks

07:38:809 (3,4) - and also here too unexpected :(

Great map, good luck! <3

thank you for the mod! I will get right to helping you when i can!

Spectator wrote:

  1. Difficulty Spread : ok
  2. Unsnapped objects : ok
  3. Audio bitrate over 192 kbps : ok
  4. Misc. Setting : ok
  5. Metadata Issues : ok
  6. Timeline Issues : ok
  7. Combo Colors : ok
  1. 02:26:832 (1) - would be cool If you move this to a bit right done
  2. 03:59:510 (4) - maybe you can move this to the left a little to make distances regular done
  3. 04:56:125 - missing whistle here added
  4. 05:57:699 (1,2) - considering the music here isn't that intense, why would you keep the distances here a bit large. I'd reduce it since it's kinda easy to choke reduced
  5. 06:04:099 (1,2) - hdash between 1 and 2? i like how it is :(
  6. 06:05:699 (1,2,3) - this part can be more emphasized imo i think it's fine as it is
  7. 06:07:399 (2) - consider moving slider end to 06:07:699 - done
  8. 06:08:899 (1,2) - I'd put hdash between them done
  9. 06:26:501 (1,2,3,4) - no curve here? try this. Also make sure to put hdash between 4 and 5 sigh.. ok
  10. 07:16:904 (7,8,9) - really easy to choke here lol please move 8 to a bit left git gud jk fixed <3
  11. 07:19:004 (3,1) - missing hdash here added
  12. 07:58:805 - I know what you tried here but this is gonna make many people choke at the last part lol easier pattern now
  13. 08:11:112 (1,2,3,4) - same issue as above. ctrl+g them? ok
  14. 08:37:583 (1,2) - try this. works better!
not many things to point out, it's a solid map

good luck!
thank you so much!
Ellyu
Very good song and very awesome map!

[play]
02:44:810 (4,5,1) - move 1 left to emphasize the kat on it? cuz i see most of the other kat are emphasized with a larger space like 02:48:410 (4,1) - for example.
03:35:513 (1,2) - move 2 a bit left cuz it may require a dashhold to catch 2 well which make me fell emphasize 2 too much.and it very easy to choke at there.
03:43:610 (1) - move it a bit left? kinda easy too choke when this space enlargerd too fast at this calm part.
04:25:545 (2,3,4,5,6,7,8,1,2,3,4) - too static in movement I think.why not move this 04:26:098 (1,2,3,4) - further since there is the strong and special beat on 1?
05:23:982 (1,2,3,4) - enlarger the space on 3 4 to create a build-up feeling?
05:44:898 (1,2,3) - this antiflow 3/4 pattern require some really sharp movement to catch them well,but I don't think is fit the music well since the music here have not very strong drumhit.
06:22:100 (3) - move it further? cuz the beat on 3 is kinda different from 06:21:500 (1,2) -
06:24:000 (4,5) - don't hdash on this i think cuz 5 is a weak beat. and I thought 06:24:000 (4) - is the one need to be emphasize here.
06:43:902 (7,8,1,2,3,4) - curve it more? You place lot of 1/4 dash here but this one is kinda static. and it make me feel like it destroy some consistence.
07:19:604 (4,5,6,7,8) - this is a inconsistent spike at this portion imo. and the music here is kinda smooth so why put continuous 1/4 jumps here?
07:32:805 (4,5,6,7,8,9,10) - make the move ment more clear? the object are all put in the middle of the screen now.
07:35:475 (2,3,4,5,6) - since the beat is very strong here. so why not put a larger jump here.
07:38:222 (6,1,2,3) -07:41:745 (2,3,4,5,6,7,8) - same as^
08:12:266 (8,9) - why are they stacked? it just make the space too small.
08:15:343 (1,2,3,4,5) - the movement are rapidly become slow at 4 5.
08:36:974 (2,3) - put a hdash here? cuz thre is a very special snare on 3,and it the only snare at this portion so why not try some special movement here.
08:45:718 (1) - make it end at 08:48:022 - cuz now it make 08:47:859 - audioable now.

actually this is my first mod on ctb lol. My playing skill suck so don't blame me. could you please reply them because I am learning ctb now.
Topic Starter
Dea ex machina

Ellyu wrote:

Very good song and very awesome map! thank you :D

[play]
02:44:810 (4,5,1) - move 1 left to emphasize the kat on it? cuz i see most of the other kat are emphasized with a larger space like 02:48:410 (4,1) - for example. i think the way the pattern works right now is fine
03:35:513 (1,2) - move 2 a bit left cuz it may require a dashhold to catch 2 well which make me fell emphasize 2 too much.and it very easy to choke at there.
03:43:610 (1) - move it a bit left? kinda easy too choke when this space enlargerd too fast at this calm part. moved
04:25:545 (2,3,4,5,6,7,8,1,2,3,4) - too static in movement I think.why not move this 04:26:098 (1,2,3,4) - further since there is the strong and special beat on 1? i don't think the sound is strong enough to warrant a complete change of anything like that
05:23:982 (1,2,3,4) - enlarger the space on 3 4 to create a build-up feeling? done
05:44:898 (1,2,3) - this antiflow 3/4 pattern require some really sharp movement to catch them well,but I don't think is fit the music well since the music here have not very strong drumhit. i wanted it to be more unique instead of monotone
06:22:100 (3) - move it further? cuz the beat on 3 is kinda different from 06:21:500 (1,2) - i don't think it's strong enough for a hyper,
and any further movement will make the jump too hard to catch

06:24:000 (4,5) - don't hdash on this i think cuz 5 is a weak beat. and I thought 06:24:000 (4) - is the one need to be emphasize here. i don't think (4) needs to be emphasized that much, but I removed the hyper on (4)
06:43:902 (7,8,1,2,3,4) - curve it more? You place lot of 1/4 dash here but this one is kinda static. and it make me feel like it destroy some consistence. it's meant to serve as a recovery pattern / small break
07:19:604 (4,5,6,7,8) - this is a inconsistent spike at this portion imo. and the music here is kinda smooth so why put continuous 1/4 jumps here? i don't think this is big spike, and i don't think the music is smooth at all
07:32:805 (4,5,6,7,8,9,10) - make the move ment more clear? the object are all put in the middle of the screen now. this was intentional.
I wanted no hypers or super large jumps here

07:35:475 (2,3,4,5,6) - since the beat is very strong here. so why not put a larger jump here. the jumps were larger at first, but reduced because they were difficult
07:38:222 (6,1,2,3) -07:41:745 (2,3,4,5,6,7,8) - same as^ ^
08:12:266 (8,9) - why are they stacked? it just make the space too small. ? it makes it clean and nicer to look at, without affecting playability
08:15:343 (1,2,3,4,5) - the movement are rapidly become slow at 4 5. fixed
08:36:974 (2,3) - put a hdash here? cuz thre is a very special snare on 3,and it the only snare at this portion so why not try some special movement here. no hypers in refrain
08:45:718 (1) - make it end at 08:48:022 - cuz now it make 08:47:859 - audioable now. i like how it is currently

actually this is my first mod on ctb lol. My playing skill suck so don't blame me. could you please reply them because I am learning ctb now.
that was great for a first ctb mod! thanks for the help!
BoberOfDarkness
05:14:554 -some suggestions 05:14:911 - I think that it should be mapped too as well and then making the shape of stream C-shaped (actually C-shaped but rotated by 30 degrees lol) i think your suggestions is too boring compared to what i have now :(
boring is straight movementless stream you used, and my suggestion is too add more movement and more flow, and still not layouting this 05:14:911 - make it feels is weird.
Topic Starter
Dea ex machina

BoberOfDarkness wrote:

05:14:554 -some suggestions 05:14:911 - I think that it should be mapped too as well and then making the shape of stream C-shaped (actually C-shaped but rotated by 30 degrees lol) i think your suggestions is too boring compared to what i have now :(
boring is straight movementless stream you used, and my suggestion is too add more movement and more flow, and still not layouting this 05:14:911 - make it feels is weird.
i mapped out 05:14:911 now, but i don't see how a generic C stream is any more creative than what I have
Vincs
mod thingy
15:13 -wwwww: mod my mappu
15:14 Vincs: which one?
15:14 -wwwww: four seasons :^)
15:14 -wwwww: jbh said it can be ranked soon
15:14 -wwwww: need a couple more mods tho
15:14 Vincs: lemme finish my overwatch game
15:15 -wwwww: :00000
15:15 Vincs: I'll work on it after it :>
15:15 -wwwww: omg thank you :D
15:25 Vincs: you fine with an IRC mod? or does it help less than a mod on the thread?
15:26 -wwwww: irc mod is great
15:26 Vincs: oki
15:31 Vincs: 06:19:200 (4,5,6) - the spacing of the 5 feels a bit too big there, might be because of the delay while testing in the editor tho
15:32 Vincs: maybe move the 6 a bit closer to 5
15:32 -wwwww: sure
15:32 Vincs: at x128
15:33 -wwwww: x120 good?
15:34 Vincs: yea works fine, looks better that way actually
15:35 -wwwww: cool cool
15:35 Vincs: 06:25:000 (1,2) - then maybe put 2 at x276 here for the consistency? it's almost the same triple as the one mentionned before
15:37 -wwwww: done
15:42 Vincs: 08:03:997 (1,2) - this one is pretty mean
15:42 Vincs: maybe nerf it a bit to x236
15:42 -wwwww: yikes
15:42 -wwwww: yea
15:43 -wwwww: it is
15:44 Vincs: you really did a good job with the intensity at the end
15:44 Vincs: really goes well with the song
15:44 -wwwww: just made a new pattern there
15:45 -wwwww: flows better and plays nicer
15:45 -wwwww: thank you :DD
15:47 Vincs: 08:20:439 (2,4) - maybe move these two to x232, since it's a big antiflow pattern
15:47 Vincs: it goes pretty well with the intensity so you could keep it as it s
15:47 Vincs: is*
15:48 -wwwww: alright
15:48 Vincs: 08:20:439 (2,4) - this one is the same so could also apply it there :^)
15:48 Vincs: oh wait
15:48 Vincs: nvm
15:48 Vincs: wrong timestamp
15:49 Vincs: 08:05:055 (2,4) - this one I meant
15:49 -wwwww: done
15:50 Vincs: alright, can't find anything more than that
15:50 Vincs: everything else seems fine to me
15:50 -wwwww: thank you very much for the mod :D

gl with that map, it's pretty gud
Yumeno Himiko
elite storyboarder
DarkFoxing
Omg, very nice map 9/10 :)
Topic Starter
Dea ex machina
:)
Professor Gila
if you were me, i would like to:

02:37:910 (1) - shouldn't you make this part closer to 02:38:210 (2) - ? i find it somewhat wide to do jump

03:04:164 (4) - i highly suggest to drag this to the right, closer to end of slider 03:03:564 (3) - or object 03:04:614 (5) -

03:19:616 (2,1) - maybe if you'd like to drag this to the left?

03:34:169 (3) - drag this to the right a bit?

05:09:197 (2) - same as above

05:20:768 (2,4) - put these sliders to make X position the same as 05:20:340 (4) - ?

05:31:097 (6,7,9) - i'm not sure if you'd like to put these far to the left?

05:45:198 (2) - drag this somewhat far to the right to make hyper part ;)

that's all i can mod for now... (i can mod this map again if allowed) :P

EDIT: i think the winter part should need more to be modded

additional stuffs:

-do you take all the timings from Lan wings' map?

-M4M plz? :P (i would be highly appreciate if you'd like to so i leave my map here)
https://osu.ppy.sh/s/308254 | Overdose only
Topic Starter
Dea ex machina

Professor Gila wrote:

if you were me, i would like to:

02:37:910 (1) - shouldn't you make this part closer to 02:38:210 (2) - ? i find it somewhat wide to do jump applied

03:04:164 (4) - i highly suggest to drag this to the right, closer to end of slider 03:03:564 (3) - or object 03:04:614 (5) - distance is perfectly fine to me

03:19:616 (2,1) - maybe if you'd like to drag this to the left? i intended for tap dash on each of the notes in this pattern

03:34:169 (3) - drag this to the right a bit? why?

05:09:197 (2) - same as above ^

05:20:768 (2,4) - put these sliders to make X position the same as 05:20:340 (4) - ? hypers on all these notes is completely unwarranted

05:31:097 (6,7,9) - i'm not sure if you'd like to put these far to the left? i prefer how they are now

05:45:198 (2) - drag this somewhat far to the right to make hyper part ;) this pattern is already difficult enough, adding a hyper would give way more emphasis to it then i originally intended.

that's all i can mod for now... (i can mod this map again if allowed) :P

EDIT: i think the winter part should need more to be modded

additional stuffs:

-do you take all the timings from Lan wings' map?
credited in the description

-M4M plz? :P (i would be highly appreciate if you'd like to so i leave my map here)
https://osu.ppy.sh/s/308254 | Overdose only
sure.
thanks for the mod
Professor Gila
"03:34:169 (3) - drag this to the right a bit? why?

05:09:197 (2) - same as above ^"

to me, i highly prefer small gap to jump in ctb mapping, and large gap for hypers ._.
Topic Starter
Dea ex machina

Professor Gila wrote:

"03:34:169 (3) - drag this to the right a bit? why?

05:09:197 (2) - same as above ^"

to me, i highly prefer small gap to jump in ctb mapping, and large gap for hypers ._.
i don't think the smaller gap fits there well at all :(
Unlucky_w
Help, can't handle high quality maps uuuuuughh

Mod
Here's mod

- 01:41:559 (2) - Not well timed... it starts around 01:41:532 - .

- 02:26:517 (3) - Ctrl+g, make mouvements here

- 03:19:315 (1) - Kinda far from (6)

- 06:06:899 (8) - x:224, create hdash here 'cuz it feels like a convert jump.

- 07:22:604 (2) - move close to (1)

- 08:51:283 (1) - Would place this around x:400 to avoid shitmiss due to spinner leading to the complete right instead of the middle.

Hitsounds (double checked lol), combos, setups all good.

Except for the first suggestion, all these suggestions are rather unimportant since it's just opinions about the play..

pp ugh xd

[/b]

Good luck!
Topic Starter
Dea ex machina
thank you for mod, all applied :)
MBomb
My favourite song of all time, let's go for it.

[After Winter]

You could map the intro? I understand if you don't want to due to this already being the type of map where you get 5 minutes in just to miss but... I do love the intro a lot. Style choice, of course.

00:44:422 (2,3) - I think a jump to 2 here would work really well for the pitch increase and strength increase here. x:248 on this section feels great.
01:02:738 (1) - Dash to this for the strong chime could work well. Try x:424 on it?
01:08:422 (1) - Distance to this feels a little underwhelming right now, due to the section change, I was expecting a bit of a bigger distancing. Ctrl+H and x:452 would fit nicely.
01:09:370 (3) - This one feels a little too close to the rest of the triple in my eyes, feels a tiny bit uncomfortable to play due to overmoving. A slight increase such as x:312 would be good.
01:17:896 (1) - The stronger pitch and bell hitsound you used here makes me feel as though a dash would feel more fitting here. x:396 could work well.
01:42:474 (1) - Such a small distance to 2 right now considering the strong strength and pitch increase on that note. Maybe Ctrl+G on this and move it to x:304?
01:46:178 (1) - Same with this one, pretty strong note that could do with some more emphasis, maybe try x:352 on it.
01:48:033 (1) - Dash to this one could be nice too, to emphasise the sudden change in intensity.
01:55:489 (1) - Pretty high pitched note both to and from this, dash could better emphasise that, x:288 would fit well.
01:59:176 (1) - Ensuring a player dashes to this strong note that you used the bell hitsound on would sound nice with the song, try x:124 on it.
02:15:799 (1) - Stronger notes and pitches here could do with dashes, try x:476 on them?
02:30:534 (1) - Pretty strong note, extra distancing would fit nicely to it, x:176 fits well.
02:50:510 (1) - HDash from this could fit the flute pretty well in my opinion considering the strong pitch on the next note. Maybe move this slider to x:284?
02:55:610 (6) - Distancing to this slider feels a little strong and difficult to hit right now, maybe try reducing it to something like x:212.
03:35:963 (3) - Sound here definitely isn't strong enough for that type of strong triple, I'd recommend just a normal one, try moving this to x:188.
03:41:210 (1,2,3,4) - Distancing here felt far too harsh and a lot more difficult than what the music called for, I'd suggest a different type of pattern.
03:47:060 (5) - Distancing to this feels really harsh and difficult to hit right now, I'd recommend a slight reduction like x:204 to make the backforth more managable.
03:53:510 (1) - I think that having a HDash to this to help promote the buildup through patterning would play nicely. Maybe Ctrl+H and then move it to x:440?
03:57:110 (1) - HDash to this one could also be nice for a similar reason. Try ctrl+H and x:84 maybe?
04:00:710 (1) - And again with this one. ctrl+H and x:60 feels good here.
04:06:204 (1,2) - Dashing to this section sounds nicer to me with the music, maybe do x:352 on this part?
04:14:731 (2) - Dashing to that feels good, x:156 maybe?
05:35:297 (1) - HDash to this one would feel nice considering it's the beginning of this strong drum based line.
05:58:899 (5) - This dash feels really hard to hit right now in my opinion, maybe try reducing it slightly by having it at like x:228?
06:11:900 (8) - Pretty strong backforth here, maybe reduce it slightly to make the movements feel slightly nicer. x:320 would be solid.
06:41:502 (4) - Quite a strong HDash into this kind of standstill movement is very difficult to play, but I know your style tends to have these kinds of standstill after HDash patterns. I'd suggest making the HDash slightly weaker by moving this to x:308, for flow purposes.
07:18:004 (3) - Kinda difficult pattern here to hit as a back forth in the middle of these streams, maybe reduce it slightly to x:253 to stack with 1.
07:21:304 (5) - Quite a strong distancing into this which I feel can be difficult to hit, especially considering the direction change in the slider. I'd just recommend decreasing slightly to x:152.
08:18:997 (4) - Maybe make this slider slightly more vertical? The antiflow being so strong here leads to this pattern being overly difficult in my opinion, only a slight change would be needed though.
08:37:249 (3) - A HDash to this for the strong sound here would fit well, I feel.

Alright, done. I'd recommend getting a few more mods before calling me back.
Topic Starter
Dea ex machina

- Magic Bomb - wrote:

My favourite song of all time, let's go for it.

[After Winter]

You could map the intro? I understand if you don't want to due to this already being the type of map where you get 5 minutes in just to miss but... I do love the intro a lot. Style choice, of course. heavily considered doing that for a long time, but i came to the conclusion that mapping the intro would be too drawn out :(

00:44:422 (2,3) - I think a jump to 2 here would work really well for the pitch increase and strength increase here. x:248 on this section feels great. moved to x:242
01:02:738 (1) - Dash to this for the strong chime could work well. Try x:424 on it? moved to x:416
01:08:422 (1) - Distance to this feels a little underwhelming right now, due to the section change, I was expecting a bit of a bigger distancing. Ctrl+H and x:452 would fit nicely. done
01:09:370 (3) - This one feels a little too close to the rest of the triple in my eyes, feels a tiny bit uncomfortable to play due to overmoving. A slight increase such as x:312 would be good. increased
01:17:896 (1) - The stronger pitch and bell hitsound you used here makes me feel as though a dash would feel more fitting here. x:396 could work well. fixed
01:42:474 (1) - Such a small distance to 2 right now considering the strong strength and pitch increase on that note. Maybe Ctrl+G on this and move it to x:304? increased distance a different way
01:46:178 (1) - Same with this one, pretty strong note that could do with some more emphasis, maybe try x:352 on it. fixed
01:48:033 (1) - Dash to this one could be nice too, to emphasise the sudden change in intensity. fixed
01:55:489 (1) - Pretty high pitched note both to and from this, dash could better emphasise that, x:288 would fit well. done
01:59:176 (1) - Ensuring a player dashes to this strong note that you used the bell hitsound on would sound nice with the song, try x:124 on it.yep fixed
02:15:799 (1) - Stronger notes and pitches here could do with dashes, try x:476 on them? fixed
02:30:534 (1) - Pretty strong note, extra distancing would fit nicely to it, x:176 fits well. fixed
02:50:510 (1) - HDash from this could fit the flute pretty well in my opinion considering the strong pitch on the next note. Maybe move this slider to x:284? trying to do minimal hdashes here :(
02:55:610 (6) - Distancing to this slider feels a little strong and difficult to hit right now, maybe try reducing it to something like x:212. done
03:35:963 (3) - Sound here definitely isn't strong enough for that type of strong triple, I'd recommend just a normal one, try moving this to x:188. a bit too small for my tastes, did x:168
03:41:210 (1,2,3,4) - Distancing here felt far too harsh and a lot more difficult than what the music called for, I'd suggest a different type of pattern. did a far easier pattern
03:47:060 (5) - Distancing to this feels really harsh and difficult to hit right now, I'd recommend a slight reduction like x:204 to make the backforth more managable. good call
03:53:510 (1) - I think that having a HDash to this to help promote the buildup through patterning would play nicely. Maybe Ctrl+H and then move it to x:440? i really wanna stick with the minimal hdashes for this season :(
03:57:110 (1) - HDash to this one could also be nice for a similar reason. Try ctrl+H and x:84 maybe? no
04:00:710 (1) - And again with this one. ctrl+H and x:60 feels good here. ty
04:06:204 (1,2) - Dashing to this section sounds nicer to me with the music, maybe do x:352 on this part? fixed
04:14:731 (2) - Dashing to that feels good, x:156 maybe? done
05:35:297 (1) - HDash to this one would feel nice considering it's the beginning of this strong drum based line. done
05:58:899 (5) - This dash feels really hard to hit right now in my opinion, maybe try reducing it slightly by having it at like x:228? done
06:11:900 (8) - Pretty strong backforth here, maybe reduce it slightly to make the movements feel slightly nicer. x:320 would be solid. fixed
06:41:502 (4) - Quite a strong HDash into this kind of standstill movement is very difficult to play, but I know your style tends to have these kinds of standstill after HDash patterns. I'd suggest making the HDash slightly weaker by moving this to x:308, for flow purposes. yea ok
07:18:004 (3) - Kinda difficult pattern here to hit as a back forth in the middle of these streams, maybe reduce it slightly to x:253 to stack with 1. i think it's perfectly fine as it is
07:21:304 (5) - Quite a strong distancing into this which I feel can be difficult to hit, especially considering the direction change in the slider. I'd just recommend decreasing slightly to x:152. u got it
08:18:997 (4) - Maybe make this slider slightly more vertical? The antiflow being so strong here leads to this pattern being overly difficult in my opinion, only a slight change would be needed though. idk how this makes it easier, since people probably won't hold dash once they see the angle, but changed anyways
08:37:249 (3) - A HDash to this for the strong sound here would fit well, I feel. zero hdash at the ending

Alright, done. I'd recommend getting a few more mods before calling me back.
ty for mod, i have some hope in me for ranking it now
o x
[Last Judgement]
first is rhythm last bit is gameplay.
  1. 03:17:665 - A note should be at this point, you have been placing objects on the same sound before and after this point so to keep it consistent with the beats you follow it would be better to just place a note here. This wouldn't have been a problem if there was a slider tick here but there isn't.
  2. 04:42:840 - Not sure why you broke the pattern of going 4 singles into 2 sliders, the music never changed from before and it starts to take away from what sounds you were trying to emphasise with sliders to begin with. It would also play nice if you used the same pattern as 04:41:125 (1,2,3,4) but flipped like you did with 04:38:554 (5,6) at 04:40:268 (5,6)
  3. 04:56:982 (2) - This should be a slider and 04:57:197 (3) this should be a single note, the slider end is a stronger sound than all the others so you should try and emphasise this instead of having it on a slider end.
  4. 05:05:982 (3) - The slider should start at 05:05:929 if you are not following the piano.
  5. 05:12:411 (2,3,4) - This part should be mapped in 1/6, 05:12:482 place single note here, 05:12:518 (3) - this slider should start at 05:12:554 and end at 05:12:697 with a single note placed at 05:12:768
  6. 05:15:267 (11) - delete this and make 05:15:196 (10) a slider ending at 05:15:304

  7. 00:38:107 (1) - would be cool if the section up to 01:38:775 was able to be only plate walked, the reason I am suggesting this is because the way everything is mapped the longer you play the harder the map gets so having the intro of this map havthing the ability to be platewalked would be cool, this would require; 01:08:422 (1) to be moved to x:420 and 01:17:896 (1) being moved to x:344 and 01:25:159 (5) being moved to x:244
  8. 02:45:110 - It would be a cool concept to have jumps getting further and further as the flute plays higher notes, this would only take effect to 02:50:810 if you do this than the objects should be like this; 02:46:910 (1) x:268, 02:47:210 (2) x:444, 02:48:710 (1) x312, 02:49:010 (2) x:456, 02:50:510 (1) x:264, 02:50:810 (2) x:109
This is all I have to say about the gameplay, I really like how the winter season is mapped and it flows really nicely, good job.

Thanks for requesting mod, good luck on rank!
Topic Starter
Dea ex machina

wwwww_ wrote:

[Last Judgement]
first is rhythm last bit is gameplay.
  1. 03:17:665 - A note should be at this point, you have been placing objects on the same sound before and after this point so to keep it consistent with the beats you follow it would be better to just place a note here. This wouldn't have been a problem if there was a slider tick here but there isn't. im kinda following the flute sounds, i dont think this is a strong enough sound to warrant a note :(
  2. 04:42:840 - Not sure why you broke the pattern of going 4 singles into 2 sliders, the music never changed from before and it starts to take away from what sounds you were trying to emphasise with sliders to begin with. It would also play nice if you used the same pattern as 04:41:125 (1,2,3,4) but flipped like you did with 04:38:554 (5,6) at 04:40:268 (5,6) i think that's boring. i wanted to emphasize the end of that mini section by using sliders only.
  3. 04:56:982 (2) - This should be a slider and 04:57:197 (3) this should be a single note, the slider end is a stronger sound than all the others so you should try and emphasise this instead of having it on a slider end. i really like this pattern... ill think about changing it but the triplet pattern is more interesting and fun to play imo
  4. 05:05:982 (3) - The slider should start at 05:05:929 if you are not following the piano. following the background piano sounds, yes
  5. 05:12:411 (2,3,4) - This part should be mapped in 1/6, 05:12:482 place single note here, 05:12:518 (3) - this slider should start at 05:12:554 and end at 05:12:697 with a single note placed at 05:12:768 i mean, technically yes, but for simplicity sake i used the current rhythm. if i use the rhythm you suggested, it sounds horrible, very bunched up.
  6. 05:15:267 (11) - delete this and make 05:15:196 (10) a slider ending at 05:15:304 sure

  7. 00:38:107 (1) - would be cool if the section up to 01:38:775 was able to be only plate walked, the reason I am suggesting this is because the way everything is mapped the longer you play the harder the map gets so having the intro of this map havthing the ability to be platewalked would be cool, this would require; 01:08:422 (1) to be moved to x:420 and 01:17:896 (1) being moved to x:344 and 01:25:159 (5) being moved to x:244 the very first draft had that idea in mind, but i decided that at the end of the day, this map was overall for experienced players. i don't want the beginning to be toooo boring
  8. 02:45:110 - It would be a cool concept to have jumps getting further and further as the flute plays higher notes, this would only take effect to 02:50:810 if you do this than the objects should be like this; 02:46:910 (1) x:268, 02:47:210 (2) x:444, 02:48:710 (1) x312, 02:49:010 (2) x:456, 02:50:510 (1) x:264, 02:50:810 (2) x:109 i like the concept but the problem is that some of these jumps are already borderline hyperdashes, and i don't want to cross that line just yet :(
This is all I have to say about the gameplay, I really like how the winter season is mapped and it flows really nicely, good job.

Thanks for requesting mod, good luck on rank!
thank you very much for the mod!
Sanyi


From my modding queue

Kudosu only when helpful!

General
  1. Don't know why you changed the preview point, but I think the old one was better since it was actually part of the map, the new one is part of the preview which is confusing when you skip the preview since then you don't hear that section at all (I also like the old one more but that's not important here).
  2. 05:25:697 (1) - Is it really necessary to toggle kiai time just for this single note? It has no real impact so it can be deleted imo.
  3. When you place a timing point and an inherited point at the same time you are only allowed to change the SV with the inherited point but nothing else. Therefore please adjust the following timing points so that the inherited points are rankable: 04:04:310 - , 04:30:840 - , 05:25:697 - , 07:33:705 - , 07:43:116 - , 07:52:535 - , 07:58:805 - and 08:37:249 - .
I don't know much about hitsounds, so it may be that the following 2 suggestions are nonsense, please keep that in mind!
  1. My modding assistant states that there are unused hitsound files. Sometimes the assistant is wrong though, maybe you check that yourself before deleting anything. The mentioned hitsounds are: normal-slidertick3.wav, normal-sliderwhistle5.wav, soft-sliderwhistle2.wav, soft-sliderwhistle3.wav and soft-sliderwhistle4.wav.
  2. drum-hitclap3.wav and drum-hitfinish4.wav have a delay over 5ms which is unrankable (unless there is a special purpose for it). Please change them.
Every season is great!
  1. 01:11:896 (4,1) - No real issue here, but for me it would feel better rhythm-wise to make here a change of movement direction like you did beforehand. Same goes for upcoming similar parts.
  2. 01:57:330 (1,2) - As it is right now you need to accelerate to catch 01:58:560 (2) - even though it is completely silent. I would make the flow of the slider and the single note in a way where the single note is perfectly in the flow the slider produces so that the silent note is better emphasized (= not overemphasized). I would just reduce the distance a bit.
  3. 02:15:799 (1) - Putting this to the right site instead of the left matches the flow of the rest of the section better.
  4. 02:48:410 (4,1,2) - It would make sense to me if 02:50:210 (4,1,2) - had more spacing than 02:48:410 (4,1,2) - because of the build-up in the music but not the other way round.
  5. 03:04:914 (1,2,3,4) - I think it is a bit early to introduce consecutive back and forth notes here (I think it is more stylistic to save that for the section that starts at 03:06:714 - ). I would change it to something less movement-change based like the rest of the pattern you mapped in this section.
  6. 03:06:414 (6,1) - Making here a hyperdash is fitting imo since it would introduce the new section better - you already did that beforehand to introduce new sections. It would also fit rhythm-wise since you made 03:20:816 (3,1) - a hyperdash as well. nevermind I am blind like a mole
  7. 03:26:816 (2,3,4,5,6,7,8,1,2,3,4,5,6) - This is quite hard compared to the rest of the section, especially 03:28:316 (1,2,3,4,5,6) - . I would nerf it a bit to match the difficulty of the the rest of the section better.
  8. 04:13:625 (3,1) - I would buff the distance a bit to emphasize 04:13:783 (1) - better.
  9. 04:42:840 (1,2) - It makes rhythm-wise no sense to introduce 1/2 sliders here, making it similar to 04:41:125 (1,2,3,4) - is rhythm-wise correct imo.
  10. 04:55:482 (2) - The piano is pretty remarkable here so I wouldn't make it one slider but instead following the piano here.
  11. 05:18:572 (4,1) - This should be atleast a proper dash if not a hyper rhythm-wise.
  12. 05:26:297 (3,4) - I don't see a reason why this should be a hyper, I would make it a normal dash instead.
  13. 07:06:303 (9,1) - This antiflow doesn't match the flow of the other patterns at all, I would put 07:06:503 (1) - to the right instead (the direction of the slider is unimportant then imo).
  14. 07:57:041 (4,5,1) - I would reduce the distance here a little bit to nerf this a bit - it is pretty hard to catch imo which makes no sense right before the intense part of Winter.
  15. 08:45:718 (1,1) - Is it really necessary to make here two spinners instead of one? I didn't even realize the gap when I testplayed the map.
  16. 08:48:185 (1,1) - According to RC you need to have atleast 1/2 distance between the end of a spinner and the next object. I think 1/2 is a bit too big here but 1/4 would be better imo than 1/8 as it is right now (I think you should talk with a BN/QAT if an exception of the rule is ok here because the bpm is so low).
Hopefully my mod was atleast a bit helpful, it is not easy to mod a 9 min song ^^

Please try to rank it! It is an unique map which would be an enrichment for the ranked section! The bns are already aware of this map and want to see it ranked one day too so don't miss out on that opportunity :)

Good Luck!

P.S.: Forget about the mod for Ofuzake Mode. I am not planning to rank this anytime soon (and I don't know if i will ever try it), so use your time for something else ;)
Topic Starter
Dea ex machina

Sanyi wrote:



From my modding queue

Kudosu only when helpful!

General
  1. Don't know why you changed the preview point, but I think the old one was better since it was actually part of the map, the new one is part of the preview which is confusing when you skip the preview since then you don't hear that section at all (I also like the old one more but that's not important here). The start of the song is really amazing imo, i wanted people to at least hear it since most would skip the intro.
  2. 05:25:697 (1) - Is it really necessary to toggle kiai time just for this single note? It has no real impact so it can be deleted imo. i think it's impact is strong enough. it's the first real strong note in the whole song. it also pays homage to lan wings' preview point.
  3. When you place a timing point and an inherited point at the same time you are only allowed to change the SV with the inherited point but nothing else. Therefore please adjust the following timing points so that the inherited points are rankable: 04:04:310 - , 04:30:840 - , 05:25:697 - , 07:33:705 - , 07:43:116 - , 07:52:535 - , 07:58:805 - and 08:37:249 - . as far as i know, the new RC disregards this rule as green always takes precedent, but "fixed"
    anyways.
I don't know much about hitsounds, so it may be that the following 2 suggestions are nonsense, please keep that in mind!
  1. My modding assistant states that there are unused hitsound files. Sometimes the assistant is wrong though, maybe you check that yourself before deleting anything. The mentioned hitsounds are: normal-slidertick3.wav, normal-sliderwhistle5.wav, soft-sliderwhistle2.wav, soft-sliderwhistle3.wav and soft-sliderwhistle4.wav.removed
  2. drum-hitclap3.wav and drum-hitfinish4.wav have a delay over 5ms which is unrankable (unless there is a special purpose for it). Please change them. removed these hitsounds
Every season is great!
  1. 01:11:896 (4,1) - No real issue here, but for me it would feel better rhythm-wise to make here a change of movement direction like you did beforehand. Same goes for upcoming similar parts. i think it flows better as it is
  2. 01:57:330 (1,2) - As it is right now you need to accelerate to catch 01:58:560 (2) - even though it is completely silent. I would make the flow of the slider and the single note in a way where the single note is perfectly in the flow the slider produces so that the silent note is better emphasized (= not overemphasized). I would just reduce the distance a bit. done
  3. 02:15:799 (1) - Putting this to the right site instead of the left matches the flow of the rest of the section better. much of the previous patterns have been on the right side. it was getting too cramped.
  4. 02:48:410 (4,1,2) - It would make sense to me if 02:50:210 (4,1,2) - had more spacing than 02:48:410 (4,1,2) - because of the build-up in the music but not the other way round. done
  5. 03:04:914 (1,2,3,4) - I think it is a bit early to introduce consecutive back and forth notes here (I think it is more stylistic to save that for the section that starts at 03:06:714 - ). I would change it to something less movement-change based like the rest of the pattern you mapped in this section. ok :(
  6. 03:06:414 (6,1) - Making here a hyperdash is fitting imo since it would introduce the new section better - you already did that beforehand to introduce new sections. It would also fit rhythm-wise since you made 03:20:816 (3,1) - a hyperdash as well. nevermind I am blind like a mole :)
  7. 03:26:816 (2,3,4,5,6,7,8,1,2,3,4,5,6) - This is quite hard compared to the rest of the section, especially 03:28:316 (1,2,3,4,5,6) - . I would nerf it a bit to match the difficulty of the the rest of the section better. around the middle of each season i wanted a slight difficulty boost, i think this is fine
  8. 04:13:625 (3,1) - I would buff the distance a bit to emphasize 04:13:783 (1) - better. slightly buffed
  9. 04:42:840 (1,2) - It makes rhythm-wise no sense to introduce 1/2 sliders here, making it similar to 04:41:125 (1,2,3,4) - is rhythm-wise correct imo. i think it makes sense, i explained my reasoning in a previous mod reply
  10. 04:55:482 (2) - The piano is pretty remarkable here so I wouldn't make it one slider but instead following the piano here. feels gross switching the instrument im mainly following just for this little pattern
  11. 05:18:572 (4,1) - This should be atleast a proper dash if not a hyper rhythm-wise. made it more of a dash
  12. 05:26:297 (3,4) - I don't see a reason why this should be a hyper, I would make it a normal dash instead. done
  13. 07:06:303 (9,1) - This antiflow doesn't match the flow of the other patterns at all, I would put 07:06:503 (1) - to the right instead (the direction of the slider is unimportant then imo). i think the drums call for something more unique than following the already flow-y pattern.
  14. 07:57:041 (4,5,1) - I would reduce the distance here a little bit to nerf this a bit - it is pretty hard to catch imo which makes no sense right before the intense part of Winter. reduced!
  15. 08:45:718 (1,1) - Is it really necessary to make here two spinners instead of one? I didn't even realize the gap when I testplayed the map. this was to manipulate the spinner fruits to go a specific way, and since the second spinner starts on a different note, i think it's justified
  16. 08:48:185 (1,1) - According to RC you need to have atleast 1/2 distance between the end of a spinner and the next object. I think 1/2 is a bit too big here but 1/4 would be better imo than 1/8 as it is right now (I think you should talk with a BN/QAT if an exception of the rule is ok here because the bpm is so low). will get help from qat/bn on the matter
Hopefully my mod was atleast a bit helpful, it is not easy to mod a 9 min song ^^ very helpful, thanks for the mod! :)

Please try to rank it! It is an unique map which would be an enrichment for the ranked section! The bns are already aware of this map and want to see it ranked one day too so don't miss out on that opportunity :)

Good Luck!

P.S.: Forget about the mod for Ofuzake Mode. I am not planning to rank this anytime soon (and I don't know if i will ever try it), so use your time for something else ;)
Professor Gila
apart from timing taken from Lan wings' map, almost every hitobjects are similar to it :o

but neverthless, you remapped it for ctb

i appreciate that :) :) :)

a job well done!

(and the hitsounds also taken from Lan wings' map)
Topic Starter
Dea ex machina

Professor Gila wrote:

(and the hitsounds also taken from Lan wings' map)
they were taken from ekoro's set with some adjusting to make them similar to lan wings' diff (and i got permission quite a long time ago)
Professor Gila
mmmmm yeah i see

duhh i forgot .-.
autofanboy
Hello!

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

[ General]

  • Tags
  1. Add: 'Shiki' , '-Haru-'. They are the japanese romaji of '四季-春-'.
  2. Add: '東方花映塚'. The full name of the game is '東方花映塚 ~ Phantasmagoria of Flower View' which include the kanji part.
  3. You may also add the tags of the game developer such as '上海アリス幻樂団' and 'Team Shanghai Alice'.

[ Last Judgement]

  • Gameplay
  1. 02:38:210 (2,3,4,5,6) - Curve it more? There is no movements in gameplay.
  2. 02:40:910 (5,6,7,8,1) - ^
  3. 03:28:016 (8,1,2) - Transition at 03:28:316 (1,2) - is a bit strange because of the anti-flow jump there. How about something like this: *Screenshot
  4. 04:25:152 (1,2,3,4,5,6,7,8,1,2,3,4,5) - Same as 02:38:210 (2,3,4,5,6) - .
  5. 04:44:554 - 04:49:697 - The whole part here can be fully caught without dashing. Consider increasing distances for dashing.
  6. 04:55:482 (2) - Change this to the timeline pattern like 04:52:054 (2,3) - so the beat at 04:55:697 - can be mapped.
  7. 06:37:301 (6,7) - Reduce the distance here slightly to allow easier recovery after the hyperdash at 06:37:101 (5,6) - .
  8. 07:01:903 (2) - How about flipping this horizontally and place at the original position - x:319? The flow seems a bit smoother.
  9. 07:06:103 (8,9,1) - Transition of (9,1) is quite surprising and unexpected. Maybe you can change the placements of (8,9) to this: *Screenshot

I am not a storyboarding expert so I cannot say anything about that, maybe you can find someone good at that to mod / check. For the gameplay part it is well done.
Topic Starter
Dea ex machina

alienflybot wrote:

Hello!

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

[ General]

  • Tags
  1. Add: 'Shiki' , '-Haru-'. They are the japanese romaji of '四季-春-'. done
  2. Add: '東方花映塚'. The full name of the game is '東方花映塚 ~ Phantasmagoria of Flower View' which include the kanji part. done
  3. You may also add the tags of the game developer such as '上海アリス幻樂団' and 'Team Shanghai Alice'. done

[ Last Judgement]

  • Gameplay
  1. 02:38:210 (2,3,4,5,6) - Curve it more? There is no movements in gameplay. done
  2. 02:40:910 (5,6,7,8,1) - ^ done
  3. 03:28:016 (8,1,2) - Transition at 03:28:316 (1,2) - is a bit strange because of the anti-flow jump there. How about something like this: *Screenshot done
  4. 04:25:152 (1,2,3,4,5,6,7,8,1,2,3,4,5) - Same as 02:38:210 (2,3,4,5,6) - . done
  5. 04:44:554 - 04:49:697 - The whole part here can be fully caught without dashing. Consider increasing distances for dashing. done
  6. 04:55:482 (2) - Change this to the timeline pattern like 04:52:054 (2,3) - so the beat at 04:55:697 - can be mapped. ok done :(
  7. 06:37:301 (6,7) - Reduce the distance here slightly to allow easier recovery after the hyperdash at 06:37:101 (5,6) - . done
  8. 07:01:903 (2) - How about flipping this horizontally and place at the original position - x:319? The flow seems a bit smoother. done
  9. 07:06:103 (8,9,1) - Transition of (9,1) is quite surprising and unexpected. Maybe you can change the placements of (8,9) to this: *Screenshotdone

I am not a storyboarding expert so I cannot say anything about that, maybe you can find someone good at that to mod / check. For the gameplay part it is well done. will do
thanks for the mod!
Storyboarder
sb is good & rankable :)

J
Topic Starter
Dea ex machina
:)
mithew
PlaceHolder.
autofanboy
Hello! Winter hype!

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

[ Last Judgment]

  • Gameplay
  1. 00:43:791 (1,2) - Guess you may want to add a dash here, just to keep consistent with 00:39:685 (5,1) - which the hitsound is emphasized by a dash.
  2. 00:48:212 (3,4) - Same here, maybe add a dash? Since adding a dash here would make 00:48:843 (4,5) - a dash too, maybe the following solution helps: *Screenshot
  3. 00:55:159 (1,2) - Add a dash here? You can achieve by moving 00:55:475 (2,3,4,5,6) - altogether to the right.
  4. 01:05:896 (4,5) - Aren't these notes not fitting the song? How about this: I think it should follow the sound at 01:05:975 - which is 1/8 tick after (4). Maybe you can remove (5) as well and change the pattern here a little bit.
  5. 01:57:330 (1) - Curve this more, I think the movement can be increased slightly for this slider as it is longer than the previous ones.
  6. 02:28:347 (4,1) - Add a dash here? Since 02:27:741 (2,3,4,1) - is becoming progressively stronger in the music right there. In addition, 02:28:666 (1,2) - can also be emphasized by a dash like what you have done at 02:30:534 (1,2) - . So one solution is to move 02:28:666 (1) - to the left.
  7. 03:07:614 (4,5) - Strange to have a dash here. I think it can be removed so the beat at 03:08:514 (1) - is emphasized more by the dash. Also, 03:08:514 (1,2) - is good for a dash spot. Hence one way to change is to move 03:08:214 (5,1) - altogether to the left slightly.
  8. 04:09:994 (1) - Curve more?
  9. 06:43:702 (6,7) - Reduce the distance here? I find myself keep missing this because of the overshooting. You can move 06:43:902 (7,8,1,2,3,4) - altogether to the right slightly to fix it.
  10. 08:34:490 (1,2,3) - Strange. I find 08:34:490 - 08:35:134 - similar to 08:33:159 - 08:33:790 - so both parts should be mapped with the same timeline. As it is impossible to put a 1/1 reversed slider here to cross with multiple offset lines, how about replacing 08:34:490 (1,2) - with circles and add dashes between each other?

Call me back after the fix!
Topic Starter
Dea ex machina

alienflybot wrote:

Hello! Winter hype!

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

[ Last Judgment]

  • Gameplay
  1. 00:43:791 (1,2) - Guess you may want to add a dash here, just to keep consistent with 00:39:685 (5,1) - which the hitsound is emphasized by a dash.
  2. 00:48:212 (3,4) - Same here, maybe add a dash? Since adding a dash here would make 00:48:843 (4,5) - a dash too, maybe the following solution helps: *Screenshot
  3. 00:55:159 (1,2) - Add a dash here? You can achieve by moving 00:55:475 (2,3,4,5,6) - altogether to the right.
  4. 01:05:896 (4,5) - Aren't these notes not fitting the song? How about this: I think it should follow the sound at 01:05:975 - which is 1/8 tick after (4). Maybe you can remove (5) as well and change the pattern here a little bit.
  5. 01:57:330 (1) - Curve this more, I think the movement can be increased slightly for this slider as it is longer than the previous ones.
  6. 02:28:347 (4,1) - Add a dash here? Since 02:27:741 (2,3,4,1) - is becoming progressively stronger in the music right there. In addition, 02:28:666 (1,2) - can also be emphasized by a dash like what you have done at 02:30:534 (1,2) - . So one solution is to move 02:28:666 (1) - to the left.
  7. 03:07:614 (4,5) - Strange to have a dash here. I think it can be removed so the beat at 03:08:514 (1) - is emphasized more by the dash. Also, 03:08:514 (1,2) - is good for a dash spot. Hence one way to change is to move 03:08:214 (5,1) - altogether to the left slightly.
  8. 04:09:994 (1) - Curve more?
  9. 06:43:702 (6,7) - Reduce the distance here? I find myself keep missing this because of the overshooting. You can move 06:43:902 (7,8,1,2,3,4) - altogether to the right slightly to fix it.
  10. 08:34:490 (1,2,3) - Strange. I find 08:34:490 - 08:35:134 - similar to 08:33:159 - 08:33:790 - so both parts should be mapped with the same timeline. As it is impossible to put a 1/1 reversed slider here to cross with multiple offset lines, how about replacing 08:34:490 (1,2) - with circles and add dashes between each other?

Call me back after the fix!
all applied! thanks for the mod, these are really nice changes :)
autofanboy
Beautiful

Bubbled!
JierYagtama
Hoyylll it's happening OWO
Ascendance
the shadow of ____
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