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t=NODE - Four Seasons [CatchTheBeat]

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[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 ____
Liyac
Hi, I probably should have noticed/spoken up sooner but as of recent maps, I don't think "東方Project" is a valid source anymore. Instead, the recent maps seem to favor more of the game's direct source titles instead of just touhou.

So the correct source of this map should be "東方花映塚 ~ Phantasmagoria of Flower View."
source

best of luck ranking the map!
Ascendance

Californian wrote:

Hi, I probably should have noticed/spoken up sooner but as of recent maps, I don't think "東方Project" is a valid source anymore. Instead, the recent maps seem to favor more of the game's direct source titles instead of just touhou.

So the correct source of this map should be "東方花映塚 ~ Phantasmagoria of Flower View."
source

best of luck ranking the map!
While it's not unrankable, the above source is preferred, so no pop is required. Just change it on the next BN check. touhou project isn't as accurate but works just fine
Topic Starter
Dea ex machina
Will change source next BN check :) thanks
Absolute Zero
Just a reminder to address the mod above for source; I would agree that would be preferable.

[Last Judgement]
00:41:580 (5) - Don't think this should be a 1/4 slider as I don't really hear anything that justifies the end of the slider. This comment applies to other sections like 00:45:370 (4) and 00:52:949 (5).
00:46:317 (2,3,4,5,6) - This feels weirdly underspaced compared to something like 00:38:738 (2,3,4,5).
00:48:212 (3) - Stronger sound is on the end of this slider right here. Make these two hitcircles with a dash in between instead. You run into a similar problem as places like 00:48:212 (3) and 00:54:843 (5).
01:22:633 (3,4,5,6,7,8) - Feels like this stream is a bit overmapped tbh--if you could give justification for these 1/4 streams that would be nice.
01:31:791 (2,3,4,5) - Personally I don’t really like this pattern here—It’s kinda bland and standstill.
01:33:054 (1,2) - Would accompany the pitch increase with a stronger dash.
01:36:528 (4,1) - This is completely walkable but still is a pitch increase. I would increase distancing.
01:49:889 (1,2,3,1,2) - These sliders are pretty constricted to the center. I would consider making the pattern more mobile.
02:00:439 (3) - I think this slider works better as a 1/2 slider.
02:15:486 (2,1) - Increase distancing a little more to accent the huge pitch change. I would move (2) leftwards.
02:24:059 (2,3) - I would making this (3,4) larger than (2,3), even making (2,3) almost stagnant. This is because the melody doesn’t change pitch until (3,4).
03:28:766 (3,4,5,6) - I think this pattern is excessive for the soft sounds it’s hitting.
04:34:910 (4,5) - The bell sound is quite strong; I would consider making this a stronger dash to reflect that.
04:44:125 (4,1) - Consider increasing this to a hyper because of the new phrase and a strong bell and higher pitch in the melody.
04:58:268 (1,2,3,1,2,3,4) - The same music is treated differently between these two patterns.
05:13:697 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9,10) - what the fuck was the accordionist drunk here (working snapping out)
05:15:411 (1) - Covering a note with a slider at 05:15:518. Make this three hitcircles instead.
05:51:298 (1,2) - I always miss this pattern for some reason—I’m used to it being a 1/4 hypers like at 05:50:698 (5,6). Maybe it’s just me.
07:19:704 (5,6,7,8) - Personally, I’m not a huge fan of this pattern as it kinda sticks out a little too much compared to the flow you have before. You can keep it if you want, but I would suggest changing it.
08:34:490 (1,2,3,4) - What are these notes following?
08:36:974 (2,3) - Would make this a hyper to accent the drum.
Topic Starter
Dea ex machina

Absolute Zero wrote:

Just a reminder to address the mod above for source; I would agree that would be preferable. yya

[Last Judgement]
00:41:580 (5) - Don't think this should be a 1/4 slider as I don't really hear anything that justifies the end of the slider. This comment applies to other sections like 00:45:370 (4) and 00:52:949 (5). the slider was to hold out the sound that its mapped over
00:46:317 (2,3,4,5,6) - This feels weirdly underspaced compared to something like 00:38:738 (2,3,4,5). the reason it's different is because it still provides a different movement for each note while being a different pattern than the one you mentioned. will space them out though instead of changing completely
00:48:212 (3) - Stronger sound is on the end of this slider right here. Make these two hitcircles with a dash in between instead. You run into a similar problem as places like 00:48:212 (3) and 00:54:843 (5). definitely trying to avoid too many dashes at the start so all applied except for that part
01:22:633 (3,4,5,6,7,8) - Feels like this stream is a bit overmapped tbh--if you could give justification for these 1/4 streams that would be nice. overmapped ur right, changed
01:31:791 (2,3,4,5) - Personally I don’t really like this pattern here—It’s kinda bland and standstill. i like the pattern but i spaced it out to make it less standstill
01:33:054 (1,2) - Would accompany the pitch increase with a stronger dash. done
01:36:528 (4,1) - This is completely walkable but still is a pitch increase. I would increase distancing. done
01:49:889 (1,2,3,1,2) - These sliders are pretty constricted to the center. I would consider making the pattern more mobile. was aiming for some slight symmetry here, it's my _ _ _ _ _!
02:00:439 (3) - I think this slider works better as a 1/2 slider. i feel like im missing too much of the sound that way :(
02:15:486 (2,1) - Increase distancing a little more to accent the huge pitch change. I would move (2) leftwards. big agree
02:24:059 (2,3) - I would making this (3,4) larger than (2,3), even making (2,3) almost stagnant. This is because the melody doesn’t change pitch until (3,4). done
03:28:766 (3,4,5,6) - I think this pattern is excessive for the soft sounds it’s hitting. lowered spacing but i think its fine
04:34:910 (4,5) - The bell sound is quite strong; I would consider making this a stronger dash to reflect that. did that
04:44:125 (4,1) - Consider increasing this to a hyper because of the new phrase and a strong bell and higher pitch in the melody. done done
04:58:268 (1,2,3,1,2,3,4) - The same music is treated differently between these two patterns. ya fix
05:13:697 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,9,10) - what the fuck was the accordionist drunk here (working snapping out) owob wasnt sure what consensus you came to so its still the same
05:15:411 (1) - Covering a note with a slider at 05:15:518. Make this three hitcircles instead. ya
05:51:298 (1,2) - I always miss this pattern for some reason—I’m used to it being a 1/4 hypers like at 05:50:698 (5,6). Maybe it’s just me. i feel like it plays fine :,
07:19:704 (5,6,7,8) - Personally, I’m not a huge fan of this pattern as it kinda sticks out a little too much compared to the flow you have before. You can keep it if you want, but I would suggest changing it. at long last i have changed this pattern
08:34:490 (1,2,3,4) - What are these notes following?

alienflybot wrote:

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?
^ explanation, was two sliders before to cover the sound (1) starts on
08:36:974 (2,3) - Would make this a hyper to accent the drum. really wanna keep my vision of no hypers at the end :'(
thanks very much :D
Foxy Grandpa
recheck!

00:07:879 - u should really map here cuz it sounds nice
06:16:900 - could u lower the bpom here its a little fast thx


okay call me back!!!!!!!!!!!!!!!!!!!!!!!!!!
Topic Starter
Dea ex machina

FoxyGrandpa wrote:

recheck!

00:07:879 - u should really map here cuz it sounds nice never
06:16:900 - could u lower the bpom here its a little fast thx not done


okay call me back!!!!!!!!!!!!!!!!!!!!!!!!!!
all applied!
Storyboarder
sb finished! thanks for waiting :)
Foxy Grandpa
alright looks good!


bbbbbbbbbubbled!
Topic Starter
Dea ex machina

Storyboarder wrote:

sb finished! thanks for waiting :)
thanks!

FoxyGrandpa wrote:

alright looks good!


bbbbbbbbbubbled!
thanks!
mithew
email notification
Topic Starter
Dea ex machina
hey its me ABSOLUTE ZERO here's your bubble fii:
Topic Starter
Dea ex machina

Absolute 0 wrote:

hey its me ABSOLUTE ZERO here's your bubble fii:
wow thanks!
Ascendance
dedicated to every1 except me
Absolute Zero
just coming back for this quick stuff
00:55:475 (2,3,4,5) - Saw this as well--same overmap argument as mentioned before--I only hear sounds every 1/2.
08:37:249 - Two conflicting timing points here in terms of sample set. Change the uninherited to S:C5.
Ascendance
hi

08:34:490 (1,2,3,4) - please fix this as we discussed, should definitely be 1/1 and is not unrankable at all, dunno why afb said that
hp -> 6

6* marathon and it's hp5, too forgiving for sure

hopefully the twitter meme dies, gl
Topic Starter
Dea ex machina

Absolute Zero wrote:

just coming back for this quick stuff
00:55:475 (2,3,4,5) - Saw this as well--same overmap argument as mentioned before--I only hear sounds every 1/2.
08:37:249 - Two conflicting timing points here in terms of sample set. Change the uninherited to S:C5.
applied both, thanks :)

Ascendance wrote:

hi

08:34:490 (1,2,3,4) - please fix this as we discussed, should definitely be 1/1 and is not unrankable at all, dunno why afb said that
hp -> 6

6* marathon and it's hp5, too forgiving for sure

hopefully the twitter meme dies, gl
fixed the slider to 1/1 but im not gonna change the hp, i feel the map is too long and im not trying to kill someone at the very end after all the buildup

thanks :)
Ascendance
after closer inspection the snapping at 05:13:697 - until 05:15:197 - and maybe a few after are really really off. If it's noticeable simply by playing, idk if a simplification really covers it. The snapping i got is here: https://osu.ppy.sh/ss/10170166

You might want more opinions on it, I gathered a few myself
_handholding
05:13:697 (1) - the snapping in this section is off by a mile. The instrument lands on an awkward array of snaps so I can see why you would choose to simplify the whole thing. However, when you map 05:14:554 (1) as completely different when it's very similar to 05:13:697 (1) , it definitely throws the whole thing out of whack and makes it more apparent that you aren't playing along to the instrument itself and a rather artificial rhythm put in. I'm not quite sure if this is what you were going for I just wanted to point this out to see if you were aware. To add on top the hitsound doesn't do a good job either at covering this up, and infact, ends up worsening the problem.

I cannot 100% confirm what the snapping is but this is what a couple of my other friends agree on https://osu.ppy.sh/ss/10170166
[]
I made this post as I was curious to know if this was intentional or not, on the off chance that you were aware of the wrong snapping
Absolute Zero
Had a very long discussion with Nokashi, celerih, Hareimu, and Fii about this a while ago and decided that it's best that we approximate in evenly for playing and to an extent (as much as I hate to use this word) aesthetics. The relatively exact snapping actually plays on 1/12 and 1/16 ticks, and looks visibly uneven in play. I'm not going to post the screenshot as it is a sore sight.
Topic Starter
Dea ex machina
05:13:697 - and 05:14:554 - are not mapped to the same instruments.
_handholding
@AZ Yes I can see that but having 05:13:697 (1) and 05:15:411 (1) play as constant 1/4s and 05:14:554 (1) as constant 1/6 does feel like a sin, given the fact there is almost no contrast between the 3 sections. This is why I stated it come across as very artificial.


edit: @wwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwww what are the different instruments you're mapping?
Ascendance

Absolute Zero wrote:

Had a very long discussion with Nokashi, celerih, Hareimu, and Fii about this a while ago and decided that it's best that we approximate in evenly for playing and to an extent (as much as I hate to use this word) aesthetics. The relatively exact snapping actually plays on 1/12 and 1/16 ticks, and looks visibly uneven in play. I'm not going to post the screenshot as it is a sore sight.
there was no 1/16 and only 1 1/12 in the snapping I discussed with others. The "approximation" sounds not even close to resembling the music either. Like I said, it was very noticeable when playing that the snapping was wrong. A map should be timed as closely as possible, and as we saw with Despacito, CTB has no clickable aspect, making it easier to use complex rhythms without affecting playability. If aesthetics are a problem, follow different instruments.
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