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fripSide - sister's noise (TV Size) [CatchTheBeat]

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Topic Starter
Dilectus
This beatmap was submitted using in-game submission on den 7 april 2018 at 15:09:50

Artist: fripSide
Title: sister's noise (TV Size)
Source: とある科学の超電磁砲S
Tags: Toaru Kagaku No Railgun A Certain Scientific Opening Infinite Synthesis 2 CLSW Minato Yukina Misaka Mikoto 御坂 美琴 Saten Ruiko 佐天 涙子 Shirai Kuruko 白井 黒子 Uiharu Kazaki 初春 飾利
BPM: 144
Filesize: 13508kb
Play Time: 01:29
Difficulties Available:
  1. Crystal's Acceleration (5,48 stars, 379 notes)
  2. Overdose (4,75 stars, 301 notes)
  3. Platter (2,91 stars, 240 notes)
  4. Rain (3,6 stars, 336 notes)
  5. Salad (1,98 stars, 166 notes)
Download: fripSide - sister's noise (TV Size)
Download: fripSide - sister's noise (TV Size) (no video)
Information: Scores/Beatmap Listing
---------------

Saten - Level 0 (Salad) By Me
Uiharu - Level 1 (Platter) By Me
Shirai - Level 4 (Rain) By Me
Misaka - Level 5 (Overdose) By Me
Accelerator - Level 5 (Crystal's Acceleration) By CLSW
Sakary
M4M from your queue...

General
  1. Check your AiMod
  2. It is better if you disable countdown.
  3. Widespread? Disable this if you're not going to put storyboard.
----------

Overdose
  1. 00:06:836 (1,2) - I unlikely recommend to make the end of 1 as h-dash. Move 2 closer to 1's end.
  2. 00:07:670 (3,4,5) - awkward to play.
  3. 00:08:503 (1,2) - same as 00:06:836 (1,2) -
  4. 00:09:336 (3,4) - no h-dash. also, make 00:09:545 (4,5,6) - closer to each other.
  5. 00:11:420 (3,6) - repeat slider?
  6. 00:13:086 (7,8,9,10) - i suggest...
  7. 00:17:149 (2,3) - i assume this and 00:13:815 (2,3) - are meant to have the same pattern. if so, move 00:17:253 (3,4,5) - farther away from 00:17:149 (2) - .
  8. 00:19:961 (7) - too close to 00:19:753 (6) - .
  9. 00:28:086 (7) - x:236
  10. 00:30:795 (3,4) - i don't recommend h-dash here.
  11. 00:34:128 (3,4) - ^
  12. 00:37:461 (3,4) - ^
...the rest is fine; nice difficulty patterns.

----------

Rain
  1. 00:06:836 (1,2) -
  2. 00:08:503 (1,2) - ^
  3. 00:11:003 (1) - ctrl+g then make it diagonal.
  4. 00:13:503 (1,2) - make 2 a bit more distant to 1
  5. 00:16:836 (1,2) - ^
  6. 00:27:357 (3,4,5) - make 3 a bit more distant to 4
  7. 00:38:920 (2) - make it diagonal (tail = x:256)
  8. 00:50:170 (1,2) - :D
  9. 00:51:003 (3,4) - ^
  10. 00:54:232 (3,4) - awkward jump
yay!

----------

Platter
I'm 100% not confident in modding nor mapping platter, so i'll skip this.

----------

Salad
Seems fine to me, to be honest.

----------

Good luck on this!!
Topic Starter
Dilectus

Hi_Hello wrote:

Overdose
  1. 00:06:836 (1,2) - I unlikely recommend to make the end of 1 as h-dash. Move 2 closer to 1's end. i want to emphaize the kicks in this build up as it represents the song well imo
  2. 00:07:670 (3,4,5) - awkward to play. changed pattern instead
  3. 00:08:503 (1,2) - same as 00:06:836 (1,2) - same
  4. 00:13:086 (7,8,9,10) - i suggest... the current pattern follows the song better imo as the volume and song grows in intensity
  5. 00:19:961 (7) - too close to 00:19:753 (6) - . you have to dash here anyways so it should be alright
  6. 00:30:795 (3,4) - i don't recommend h-dash here. meant to emphasize the kick
  7. 00:34:128 (3,4) - ^ ^
  8. 00:37:461 (3,4) - ^ ^
----------

Rain
  1. 00:06:836 (1,2) - same as overdose
  2. 00:08:503 (1,2) - ^ ^
  3. 00:13:503 (1,2) - make 2 a bit more distant to 1 should be distant enough since you have to dash
  4. 00:16:836 (1,2) - ^ same
  5. 00:27:357 (3,4,5) - make 3 a bit more distant to 4 ^
  6. 00:50:170 (1,2) - :D snare emphasize + it fits well to the music
  7. 00:51:003 (3,4) - same
Left out the things i fixed

Thanks for the mod!
Aerene
Hi!

Late Mod (not even complete yet, I'll finish it on friday) I'm exhausted cuz of school.
Have mod on overdose first.

general:
Hitsound is a problem. It blends in well to the song and I can't hear it
spread is a bit off. I'll try to point out the things on rain that can buff worthy
raise the cs on rain by .5
apply kiai on 00:13:503 - until 00:26:836
I won't apply on 01:11:003 - and 01:11:836 -
overdose:
General: This difficulty lacks long vertical sliders. WOuld be nice if you would make some curved horizontal sliders like 00:20:170 (1) - a vertical that would be nice.

00:03:503 (1) - I would make this a bit different to add vareity on the map.
00:05:170 (1) - Shorten out the spinner and add a note here. (2) should trigger a hyper.
00:09:440 (4,5) - I find this H-dash uncessary
00:13:920 (3,4,5) - I would tilt this a bit to be more vertical (but not fully vertical).
00:14:753 (8,9) - Pixel jump la
00:19:961 (7,8) - awkward flow on my side. Why not just make it a slider similar to 00:11:003 (1,2) - ,00:16:003 (4) -
00:24:336 (5,6,7) - While the intensity is still present on this note, I felt a bit annoyed since it has been repeated again. I would just make this a left and right pattern to add some vareity in it.
00:36:211 (5,6) - Same reason as 00:19:961 (7,8)
00:55:170 (1,2,3,4) - I would just make this a 4plet simple c stream. THe 00:56:003 (5,6,7,8) - was not emphasized properly there.
01:25:899 (2) - Remove note, I don't find this necessary and removing it can still trigger a H-dash
Topic Starter
Dilectus

-Nicotine wrote:

general:
Hitsound is a problem. It blends in well to the song and I can't hear it
spread is a bit off. I'll try to point out the things on rain that can buff worthy may add a harder rain
raise the cs on rain by .5 the cs 3.5 is intentional for smooth gameplay
apply kiai on 00:13:503 - until 00:26:836 fix
I won't apply on 01:11:003 - and 01:11:836 - fix
overdose:
General: This difficulty lacks long vertical sliders. WOuld be nice if you would make some curved horizontal sliders like 00:20:170 (1) - a vertical that would be nice.

00:03:503 (1) - I would make this a bit different to add vareity on the map. same sound as 00:00:170 (1) - so same shape
00:05:170 (1) - Shorten out the spinner and add a note here. (2) should trigger a hyper. unecessary, but may consider adding note on off beat
00:09:440 (4,5) - I find this H-dash uncessary beats are strong enough
00:13:920 (3,4,5) - I would tilt this a bit to be more vertical (but not fully vertical). noticed that it required dashing so fix
00:14:753 (8,9) - Pixel jump la fix
00:19:961 (7,8) - awkward flow on my side. Why not just make it a slider similar to 00:11:003 (1,2) - ,00:16:003 (4) - fix
00:24:336 (5,6,7) - While the intensity is still present on this note, I felt a bit annoyed since it has been repeated again. I would just make this a left and right pattern to add some vareity in it. melody rises in pitch
00:36:211 (5,6) - Same reason as 00:19:961 (7,8) the point is to emphasize 00:36:315 (6,7) - so i spaced out 6 more
00:55:170 (1,2,3,4) - I would just make this a 4plet simple c stream. THe 00:56:003 (5,6,7,8) - was not emphasized properly there. did something simular
01:25:899 (2) - Remove note, I don't find this necessary and removing it can still trigger a H-dash theres a beat there
its saturday so thought i'd respond to it now.

thanks for the mod!
SYAHME
I like this song, good luck new CtB mapper :p
CLSW
so it's me

Benita
late m4m :(

General
  1. Add CLSW to tags
Salad
  1. My main problem with this diff is that it more or less plays like a dense Cup, but that's easy to fix. You have some strong walks on stronger beats so I'd just increase the spacing a bit to make it clearer it's a dash. I won't point out where cause I think you're capable of fixing this on your own!
  2. 00:04:961 (3,1) - 00:24:961 (4,1) - 01:27:670 (3,1) - It should be a 1/1 distance from last note to spinner start to ensure readability. 1/2 is in fact unrankable in a Salad diff at this BPM.
  3. 00:16:628 - I'd add a note here to stay consistent with 01:01:628 (3) - 01:14:961 (3) -
  4. 00:23:295 (4,1) - If this is meant to be a dash, there's a lot of antiflow patterns combined with a dash which is too much for a Salad.
  5. 00:27:253 - 00:30:170 - This section is very dense compared to the rest of the map, even the kiai. Try reducing some notes.
  6. 00:41:003 (2,3) - It would be better following the vocal only, try deleting 2 and move 3 to it's place instead.
  7. 00:42:878 (3,4) - Maybe increase the spacing a tiny bit here for vocal?
  8. 00:50:170 (1,2) - Rhythm is inconsistent with the rest of this section where you've followed vocals
  9. 01:21:628 (4,1) - same as 00:23:295 (4,1) -, if it's meant to be a dash, you might wanna reduce amount of antiflow
Platter
  1. 00:03:294 (3,1) - Doesn't really call for a hyper, especially when it's even lower pitched than 00:01:836 - .
  2. 00:11:836 (1) - This is a decently strong beat, should at least have a dash imo
  3. 00:16:003 (2,3,4) - This is literally the only triplet with a dash, and imo doesn’t really fit considering 00:19:961 (6,7,1) - is a much stronger beat and no dash
  4. 00:23:086 (4,1) - Try making 1 a bit less horizontal, the sudden direction change after the hyper is quite sharp
  5. 00:24:961 (3,4,1) - Can’t really hear any beat for 4 so maybe delete it and make at least a dash from 3 to 1 considering the beat is just as strong as 00:23:503 (1,2) - and that has a dash so
  6. 00:26:732 (8,1) - Would be nice with a dash here too to emphasise the kiai end.
  7. 00:33:503 (1) - Ignores vocal on blue tick which you have mapped previously
  8. 00:36:003 (2,3,4) - Maybe remove the triplet and make it a double like you did here 00:30:170 (1,2) -
  9. 00:44:336 (2,1) - This dash is a bit long, consider reducing
  10. 00:46:628 (5,1) - Maybe add a hyper here for the finisher? Also quite long for a dash
  11. 00:49:336 (2,3) - This dash is a tiny bit too long, also makes no sense to me that a stronger beat 00:50:065 (6,1) - remains without dash when said jump has dash.
  12. 00:50:170 (1,2) - Why sudden rhythm change from the two upcoming sliders? Also makes no sense that this is a dash when this sound isn’t emphasised at all on the other sliders.
  13. 00:51:003 (3,1) - Imo doesn’t call for a hyper, it’s a pretty calm section overall so I’d try keeping the hypers on the strongest beats
  14. 00:56:732 (7,1) - 00:58:399 (7,1) - These notes are pretty strong, so I’d try adding a dash here, especially 00:58:503 (1) - considering it’s the kiai start.
  15. 01:03:503 (1) - Try making this more vertical to ease the transition from the hyperdash, the directionchange is a bit too sharp imo
  16. 01:08:295 (6,1) - Maybe try a hyperdash here to emphasise the finisher?
  17. 01:11:732 (7,1) - I’d add a dash here too for the kiai reset
  18. 01:23:503 (1,2) - Waaaaay too long for a dash, consider reducing
Rain
  1. 00:06:836 (1,2) - 00:08:503 (1,2) - Considering this part is quite calm, maybe consider making thse normal dashes instead
  2. 00:08:295 (5,1) - A tiny bit long for a dash, consider reducing
  3. 00:09:440 (4) - This slider ignores a beat on blue tick, maybe try ending the slider 00:09:649 - and add a 1 / 2 slider instead, I feel that follows the music better.
  4. 00:25:169 (1,2,3) - I feel distance could be increased here
  5. 00:36:211 (7,8,1) - I’d put hyper from 8 to 1 instead, flows better
  6. 00:36:420 (1,2) - Also swap NC here so NC is on the downbeat instead
  7. 00:38:503 (1,2,3) - wooh this is quite snappy and antiflowy, might wanna reduce the amount of antiflow on 2 to improve the overall flow.
  8. 00:40:899 (6,7) - This also is quite tricky for a Rain difficulty, try making 6 less vertical and reducing the spacing between these two notes
  9. 00:53:920 (2,3) - Very snappy, try curving 3 to the left to improve the flow
  10. 00:56:836 (1) - Very sharp direction change as well
  11. 01:01:836 (1,2) - Reduce the spacing a tiiiny bit, all other dashes has been around 1,40-50
  12. 01:08:503 (1,2) - This spacing is quite weird, like the slider itself is quite long and then an even longer dash, maybe try moving stuff around a bit.
  13. 01:18:503 (1,2,3) - Same here, but these are even longer lmao
  14. 01:23:503 (1,2,3,1) - I think I commented on this pattern in-game, it's way too hard for a Rain difficulty, mixing 1/2 and 1/4 hypers like this is confusing to read at the same time as the hyper should be from 2 to 3 and not 1 to 2. There is really no beat here 01:24:128 (1) - to support a hyperdash.
Overdose
  1. 00:00:170 (1,2,3,1,2,3,1,2,3) - Yes, sure, this follows the rhythm and all, but you've used basically the exact same pattern as in Rain... Maybe try doing something else?
  2. 00:09:753 (5,6) - Waaay too long dash, really hard to hit
  3. 00:16:003 (4,5,6) - Like, I feel like these 1/4 hypers are added just to make it hard.. 6 is clearly a lot stronger beat than 5, yet, the distance between 4 and 5 is bigger than the distance between 5 and 6. I'd actually remove the hyper between 4 and 5 and make a dash instead or something. At least experiment more with the streams cause all 1/4 slider hypers are boring to play in length. The same goes for similar patterns like 00:19:336 (4,5,6) -
  4. 00:17:149 (2,3) - Again, waaay too long
  5. 00:19:753 (6,7) - With the previous pattern, this is way too long, consider reducing.
  6. 00:22:982 - You've mapped literally all similar sounds, so why not this
  7. 00:34:544 (6,7) - This is literally only a few pixels from being a hyperdash, so this can be considered an edge-dash i guess, either reduce distance or make hyper
  8. 00:43:503 (1,2,1,2,3,1,2,1) - This is quite repetitive, maybe try moving stuff around a bit
  9. 01:01:836 (1,2,3) - long dash to a long hyper isn't a very good combination, try moving 2 to around maybe x220
  10. 01:03:086 (4,5) - Also very close to an edge dash s:
  11. 01:04:753 (5,6) - Is hyper needed here? 6 isn't that strong of a beat. Same here 01:18:086 (6,7) -
  12. 01:05:586 (2,3) - veeery long distance, try curving or tilting 2 more towards 3
  13. 01:06:420 (4,5) - 01:06:836 (1,2) - Pretty edge dashy
  14. Yeah I'll just end it here before it gets too long, I think you get the idea of what dash is too long and what's not so try to go through your diff and find all dashes that are pretty edge dashy
Crystal's Acceleration
  1. 00:12:461 (3,1) - This antiflow literally kills me everytime and doesn't fit imo, 1 isn't that strong of a beat and as of now I feel 1 is being emphasised more than 3
  2. 00:21:003 (1,2,3,4,1) - Antiflow is way too strong here, music isn't this intense
  3. 00:24:336 (1) - is a stronger beat than than 00:23:920 (2) - yet 1 remains with barely a dash
  4. 00:24:961 (4,1) - Very long hyper with very strong antiflow, consider maybe putting a curved slider instead
  5. 00:28:503 (1,2,3,4) - Maybe tilt the sliders more, a bit tricky
  6. 00:33:086 (5,1) - Maybe meant to be a hyperdash?
  7. 00:40:795 (4,5) - I find this distance a bit too long with all the antiflow
  8. 00:53:503 (1,2,3,4,5) - Missing some vocals here with those sliders, feels quite awkward to me when the rest of the difficulty is dense
  9. 00:58:086 (2,3,4,5) - This is imo overdone, I feel like it's just added to add make it hard and not because it actually fits the song s:
  10. 01:23:503 (1,2,3,1,2,1) - A whole lot of antiflowy patterns in a row, maybe consider lowering the distance?
  11. 01:27:670 (1,2,3,4) - lmao this is even harder to hit than 00:58:086 (2,3,4,5) - xD Please reduce the distance
HA done, hope it helps!
Topic Starter
Dilectus
Overdose
00:00:170 (1,2,3,1,2,3,1,2,3) - Yes, sure, this follows the rhythm and all, but you've used basically the exact same pattern as in Rain... ive done the same consistently over all difficulties. i think it fits well so it stays
00:22:982 - You've mapped literally all similar sounds, so why not this pure vocal emphasize
00:43:503 (1,2,1,2,3,1,2,1) - This is quite repetitive, maybe try moving stuff around a bit its only 7 seconds, not that big of a deal imo since its the same sounds throughout this part

Rest changed

Rain
00:06:836 (1,2) - 00:08:503 (1,2) - Considering this part is quite calm, maybe consider making thse normal dashes instead idk, i feel like it plays better with hd cause it puts emphasize on the kick

Rest changed

Platter:
Fixed all. Also did some self modding

Salad:
Fixed all and added dashing.

Really nice mod Benny. Takk så mye!
CLSW
00:12:461 (3,1) - I think it's different. This was even nerfed version because at the beginning 00:12:461 (3) - was HDashed due to its strong synth and finish symbol sounds, but I tried to decrease its distance to make its difficulty reasonable
00:24:961 (4,1) - Transition and pattern flow on 00:25:482 (2,3) - is my intended shape to make intense due to its tense and strong sounds, it shall be good for skilled players also I think it's enjoyable
00:28:503 (1,2,3,4) - If I decrease the sliders' length people won't try to move repetitive 1/4 left-right and it should be avoided in gameplay cuz it's my own intention so I should keep this
00:40:795 (4,5) - I don't feel it's combobreaking antiflow, it's not that long distance imo
00:58:086 (2,3,4,5) - I think it fits well with its synth sounds, they were pretty strong in the full audio compared with the others so it seems fine
01:23:503 (1,2,3,1,2,1) - I don't think the triplets' distances are long but decreased the distance between 01:23:503 (1,2) - .

Rest were fixed! Thank you!

http://puu.sh/vzIbN/921408ebfa.zip

http://puu.sh/vzNRx/8535366224.zip
Benita

DavidEd wrote:

Takk så mye!
HAH NORSK JO!! TAPER AS XDDDDDDDDDD
autofanboy


Greetings!

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

[ General]

  • Tags
  1. Remove: OP (Included in the start of the keyword 'opening')

    Difficulty Spread
  2. Increase the AR and OD of Overdose to 9.3? It is done so that the AR is different between Rain and Overdose, and can show a gradient of AR/OD values from Salad to Crystal's Acceleration.

    Folder
  3. There is a black image 'Untitled-1' in the song folder. Is it redundant? If yes then please remove it from the folder.

[ Salad]

  • Gameplay
  1. 00:00:170 - 00:04:753 - Though being an intro, I expected a bit dashes in this part but it is actually FC'able without dashing. Maybe add them at 00:01:628 (3,1) - and 00:03:294 (3,1) - ? In addition, I suggest changing one of them to another pattern because they are just repeating by flipping horizontally. What about changing 00:03:503 (1,2) - to another pattern?
  2. 00:08:295 (3,1) - I am not sure whether you are putting a dash here or not, in my opinion I think this is better without dash as it is not strong enough like 00:10:170 (1) - to be emphasized. Yet the distance here is quite big and I think beginners may have trouble for catching 00:07:670 (2,3,1) - this part because of making a sharp turn at (3). What about reducing the distance here so that it can be more lenient?
  3. 00:10:170 (1,2) - Again. I think the distance here is a bit large but I don't see (2) a good point to be emphasized. Would've cut down the distance slightly so it can be reached without dashing. Also this can provide a better rhythm sense as players will focus on dashing at 00:11:628 (3,1) - .
  4. 00:12:670 (2,1) - The distance here is way too big, even with dash I can only catch the fruit at the tip, which can be difficult for the inexperienced. I suggest reducing the distance here.
  5. 00:24:128 (2,3) - Still FC'able without dashing here. Maybe you want to add a dash between them, or keeping the same distance as 00:23:503 (1,2) - ? I think it is better to keep it easy and not putting a dash, as there are quite some dashes going on in the previous part. I suggest moving 00:24:128 (2) - to the middle.
  6. 00:27:253 (1,2,3) - The timeline is a bit confusing, which can be challenging to be read by the beginners. Maybe use simpler patterns? I think it is great to keep Salad easy, especially when this is the easiest difficulty in the mapset, expect that the beginners will play it.
  7. 00:28:920 (2,3,4) - ^
  8. 00:46:628 (4,1) - The distance here is too wide, with the same issue as 00:12:670 (2,1) - . Please reduce the distance.
  9. 00:49:961 (4,1) - ^, should make the gap smaller so it gives more time for beginners to think.
  10. 00:50:170 (1,2,1) - This kind of movement have been used before in 00:43:503 (1,2,1) - and 00:46:836 (1,2,1) - so I think it is better if you can make good use of creativity and use another pattern here? In addition remove the dash at 00:51:003 (2,1) - as it will become inconsistent with the previous parts where no dashes can be found in 00:44:336 (2,1) - and 00:47:670 (2,1) - . You can add dash at 00:51:836 (1,2) - instead.
  11. 01:21:836 (1,2,3,4,1) - Distances at (2,3) and (4,1) are a bit wide, which can be difficult to inexperienced players. Would be better if you can reduce them by moving 01:22:670 (3,4) - closer to the right.
  12. 01:25:170 (1,2,3,4) - ^, and additionally perhaps you can use another pattern here? Since it is better if you are not repeating the same pattern for the same rhythm. I would suggest using another pattern so various movements can be shown.
  13. 01:27:253 (2,3) - I think it doesn't look well in gameplay. Firstly, the flow here is not so good, as (3) curves towards (2), which is quite strange for the movement, I think curving towards the opposite would be better in flow. Secondly, I suggest adding a dash in between as a good finisher. Maybe you can try this: *Screenshot. The curve slider is Ctrl+H'ed and Ctrl+G'ed, then placed at x:120.

[ Platter]

  • Gameplay
  1. 00:07:253 (2,3,4) - Since the distance of (2,3) is quite far and (3,4) also require a bit of a walk, players often need the momentum given by the dash at (2,3) in order to reach (4). I would suggest moving (4) closer to (3) so players can still continue if they missed the dash.
  2. 00:08:920 (2,3,4) - ^
  3. 00:11:732 (7,1) - The dash here is quite difficult to hit due to the following reasons. Firstly, the gap is quite big, 1/4 dashing is still too difficult for a Platter. Would be better if you just keep it as a little stream, or you reduce the distance to just a mild dash. Secondly, the shape of the stream 00:11:420 (4,5,6,7) - doesn't favor the jump there, as players cannot get enough force to dash towards (1). What I mean is, if the stream is like this: *Screenshot, players will press their dash key earlier and it will become easier for them. If you decide to change like this, maybe you can curve the stream more and rotate the stream to form different shape.
  4. 00:12:670 (2) - Pretty minor, it feels strange to have this kind of slider, as it doesn't look aesthetic during gameplay. Would be better if you just keep it as a curve or other kind of sliders.
  5. 00:12:670 (2,1) - As the HDash is quite strong with such a large distance, I think (1) should be changed so the movement can be easier, such as: *Screenshot, so players will not overshoot easily and miss because of such heavy HDash.
  6. 00:49:336 (2) - How about just ending this slider at red tick for a better rhythm?
  7. 01:27:670 (1,2,3,4,5,6,7,8,1) - Just a little suggestion. Would it be better if you Ctrl+G (1,2,3,4,5,6,7,8) and keep a dash between (8,1)? I think it is easier for a Platter and players can dash to catch (1) without missing (8) because of being hurry or not aware. Like this: *Screenshot. Also it looks nice in gameplay and have a better flow.

[ Rain]

  • Gameplay
  1. 00:00:170 - 00:04:961 - There are few things I would like to mention here. First of all, the movements of each stanza here are quite plain, like it is just moving left and right repetitively. What about changing the movement like moving 00:01:420 (2) - to the opposite side with the same distance kept between 00:01:420 (2,3) - ? Or you can use other patterns to replace this kind of reversed slider. Secondly, the patterns has been used throughout the intro, which can be pretty boring to players. I think you can change a bit for the 3rd one, i.e. 00:03:503 (1,2,3) - . Maybe you can use other patterns instead of reversed sliders?
  2. 00:19:752 (6,7,8,1) - Wouldn't it be better if you add HDash at (8,1) here instead? It matches the audio here as (1) would be the main beat for emphasis.
  3. 00:24:753 (5,6,7,1) - ^, I think HDash at (7,1) matches the rhythm more.
  4. 00:38:503 (1,2,3) - This is too hard in my opinion. Basically it is because players are not alert for the HDash at (2,3), it is also strange because HDash is put to emphasize the note starting at blue tick. In addition, (2) also doesn't favor the HDashes as it is completely vertical, which is too hard to control after the HDashes. I would suggest removing the HDash of 00:38:503 (1,2) - , only keep the one at (2,3).

    New Combos
  5. 01:24:753 (7) - NC?

[ Overdose]

  • Gameplay
  1. 00:00:170 - 00:04:961 - A bit strange as the intro. Firstly, maybe it is better if you can use other patterns instead of reversed sliders, it can provide more movements. Secondly, it appeared to be bizarre as only the first stanza with a movement like 00:00:170 (1,2,3) - but the next two are basically the same placements, which starts at left and jump to the right. Probably you can change the patterns in the intro to make it more interesting.
  2. 00:12:461 (1,2,3) - Actually I think the curve started a bit earlier. It should start at 00:12:670 - instead so you may want to change the pattern here. Try this kind of timeline: *Screenshot and add a HDash between the new slider and the stream.
  3. 00:21:315 (6,7,8) - The distance of (7,8) is a bit wide. I would say it is better if you can move (8) closer to (7) as players will have to do a sharp turn at (7) which is making the difficulty hard.
  4. 01:16:836 (1,2,3) - ^ and this one is even harder. I have missed quite a few times during the testplaying.

[ Crystal's Acceleration]

  • Gameplay
  1. 00:03:295 (6,1) - Add HDash here? You have done that for 00:01:628 (6,1) - so it seems inconsistent if you missed out this one. Also, it looks a bit easier because of that, which lost the meaning of a build-up in my opinion.
  2. 00:04:961 (6,1) - ^
  3. 00:50:170 (1,2,3,4,5,6,1,2,3) - I think it would be better as emphasis if you increase the length of the slider displayed in gameplay, for example: *Screenshot 1 / *Screenshot 2 / *Screenshot 3. So the sliders appear to become more intense after each stanza, which is quite nice for a build-up in my opinion.

    New Combos
  4. 00:05:795 (1) - Remove NC.

Despite being a new osu!catch mapper, the mapset is nice in my opinion. Keep it up!

Good luck!
Topic Starter
Dilectus

alienflybot wrote:

[ General]

  • Tags
  1. Remove: OP (Included in the start of the keyword 'opening') will do at last update

    Difficulty Spread
  2. Increase the AR and OD of Overdose to 9.3? It is done so that the AR is different between Rain and Overdose, and can show a gradient of AR/OD values from Salad to Crystal's Acceleration. didnt even notice ;_; changed

    Folder
  3. There is a black image 'Untitled-1' in the song folder. Is it redundant? If yes then please remove it from the folder. the reason it is there is so that i can playtest the map more accurately in the editor. will not include in the updates from now on though

[ Overdose]

  • Gameplay
  1. 00:00:170 - 00:04:961 - A bit strange as the intro. Firstly, maybe it is better if you can use other patterns instead of reversed sliders, it can provide more movements. Secondly, it appeared to be bizarre as only the first stanza with a movement like 00:00:170 (1,2,3) - but the next two are basically the same placements, which starts at left and jump to the right. Probably you can change the patterns in the intro to make it more interesting. i changed the angle of all sliders for more movement but ill keep the arrangement cause the melody is the same for the 2 last stanzas so it follows the music imo

  2. 00:12:461 (1,2,3) - Actually I think the curve started a bit earlier. It should start at 00:12:670 - instead so you may want to change the pattern here. Try this kind of timeline: *Screenshot and add a HDash between the new slider and the stream. the stream didnt fit and didnt follow the music that great anyways so remapped

  3. 00:21:315 (6,7,8) - The distance of (7,8) is a bit wide. I would say it is better if you can move (8) closer to (7) as players will have to do a sharp turn at (7) which is making the difficulty hard. fixed

  4. 01:16:836 (1,2,3) - ^ and this one is even harder. I have missed quite a few times during the testplaying. fixed

[ Rain]

  • Gameplay
  1. 00:00:170 - 00:04:961 - There are few things I would like to mention here. First of all, the movements of each stanza here are quite plain, like it is just moving left and right repetitively. What about changing the movement like moving 00:01:420 (2) - to the opposite side with the same distance kept between 00:01:420 (2,3) - ? Or you can use other patterns to replace this kind of reversed slider. Secondly, the patterns has been used throughout the intro, which can be pretty boring to players. I think you can change a bit for the 3rd one, i.e. 00:03:503 (1,2,3) - . Maybe you can use other patterns instead of reversed sliders? did something simular to overdose. but this part is pretty consistent and clean so its fine

  2. 00:19:752 (6,7,8,1) - Wouldn't it be better if you add HDash at (8,1) here instead? It matches the audio here as (1) would be the main beat for emphasis. fix

  3. 00:24:753 (5,6,7,1) - ^, I think HDash at (7,1) matches the rhythm more. fix

  4. 00:38:503 (1,2,3) - This is too hard in my opinion. Basically it is because players are not alert for the HDash at (2,3), it is also strange because HDash is put to emphasize the note starting at blue tick. In addition, (2) also doesn't favor the HDashes as it is completely vertical, which is too hard to control after the HDashes. I would suggest removing the HDash of 00:38:503 (1,2) - , only keep the one at (2,3). i agree, it seems out of place

    New Combos
  5. 01:24:753 (7) - NC? would be weird for people using combo colors

[ Platter]

  • Gameplay
  1. 00:07:253 (2,3,4) - Since the distance of (2,3) is quite far and (3,4) also require a bit of a walk, players often need the momentum given by the dash at (2,3) in order to reach (4). I would suggest moving (4) closer to (3) so players can still continue if they missed the dash. fix

  2. 00:08:920 (2,3,4) - ^ going to keep cause of intensity, but i reduced spacing overall so its justified

  3. 00:11:732 (7,1) - The dash here is quite difficult to hit due to the following reasons. Firstly, the gap is quite big, 1/4 dashing is still too difficult for a Platter. Would be better if you just keep it as a little stream, or you reduce the distance to just a mild dash. Secondly, the shape of the stream 00:11:420 (4,5,6,7) - doesn't favor the jump there, as players cannot get enough force to dash towards (1). What I mean is, if the stream is like this: *Screenshot, players will press their dash key earlier and it will become easier for them. If you decide to change like this, maybe you can curve the stream more and rotate the stream to form different shape. made it so that you dont require dashing between 3 and 4

  4. 00:12:670 (2) - Pretty minor, it feels strange to have this kind of slider, as it doesn't look aesthetic during gameplay. Would be better if you just keep it as a curve or other kind of sliders. fix

  5. 00:12:670 (2,1) - As the HDash is quite strong with such a large distance, I think (1) should be changed so the movement can be easier, such as: *Screenshot, so players will not overshoot easily and miss because of such heavy HDash. fix

  6. 00:49:336 (2) - How about just ending this slider at red tick for a better rhythm? fix

  7. 01:27:670 (1,2,3,4,5,6,7,8,1) - Just a little suggestion. Would it be better if you Ctrl+G (1,2,3,4,5,6,7,8) and keep a dash between (8,1)? I think it is easier for a Platter and players can dash to catch (1) without missing (8) because of being hurry or not aware. Like this: *Screenshot. Also it looks nice in gameplay and have a better flow. made the ending dashable

[ Salad]

  • Gameplay
  1. 00:00:170 - 00:04:753 - Though being an intro, I expected a bit dashes in this part but it is actually FC'able without dashing. Maybe add them at 00:01:628 (3,1) - and 00:03:294 (3,1) - ? In addition, I suggest changing one of them to another pattern because they are just repeating by flipping horizontally. What about changing 00:03:503 (1,2) - to another pattern? fix

  2. 00:08:295 (3,1) - I am not sure whether you are putting a dash here or not, in my opinion I think this is better without dash as it is not strong enough like 00:10:170 (1) - to be emphasized. Yet the distance here is quite big and I think beginners may have trouble for catching 00:07:670 (2,3,1) - this part because of making a sharp turn at (3). What about reducing the distance here so that it can be more lenient? fix

  3. 00:10:170 (1,2) - Again. I think the distance here is a bit large but I don't see (2) a good point to be emphasized. Would've cut down the distance slightly so it can be reached without dashing. Also this can provide a better rhythm sense as players will focus on dashing at 00:11:628 (3,1) - . fix

  4. 00:12:670 (2,1) - The distance here is way too big, even with dash I can only catch the fruit at the tip, which can be difficult for the inexperienced. I suggest reducing the distance here. fix

  5. 00:24:128 (2,3) - Still FC'able without dashing here. Maybe you want to add a dash between them, or keeping the same distance as 00:23:503 (1,2) - ? I think it is better to keep it easy and not putting a dash, as there are quite some dashes going on in the previous part. I suggest moving 00:24:128 (2) - to the middle. keeping the dash for consistency

  6. 00:27:253 (1,2,3) - The timeline is a bit confusing, which can be challenging to be read by the beginners. Maybe use simpler patterns? I think it is great to keep Salad easy, especially when this is the easiest difficulty in the mapset, expect that the beginners will play it. remapped

  7. 00:28:920 (2,3,4) - ^ changed with the remap

  8. 00:46:628 (4,1) - The distance here is too wide, with the same issue as 00:12:670 (2,1) - . Please reduce the distance. fix

  9. 00:49:961 (4,1) - ^, should make the gap smaller so it gives more time for beginners to think. fix

  10. 00:50:170 (1,2,1) - This kind of movement have been used before in 00:43:503 (1,2,1) - and 00:46:836 (1,2,1) - so I think it is better if you can make good use of creativity and use another pattern here? In addition remove the dash at 00:51:003 (2,1) - as it will become inconsistent with the previous parts where no dashes can be found in 00:44:336 (2,1) - and 00:47:670 (2,1) - . You can add dash at 00:51:836 (1,2) - instead. changed it up slightly

  11. 01:21:836 (1,2,3,4,1) - Distances at (2,3) and (4,1) are a bit wide, which can be difficult to inexperienced players. Would be better if you can reduce them by moving 01:22:670 (3,4) - closer to the right. fix

  12. 01:25:170 (1,2,3,4) - ^, and additionally perhaps you can use another pattern here? Since it is better if you are not repeating the same pattern for the same rhythm. I would suggest using another pattern so various movements can be shown. ive been mapping vocals throughout the entire map, so i think that a different pattern will be inconsistent i can consider maybe doing something with aestetics or something, but its fine for now

  13. 01:27:253 (2,3) - I think it doesn't look well in gameplay. Firstly, the flow here is not so good, as (3) curves towards (2), which is quite strange for the movement, I think curving towards the opposite would be better in flow. Secondly, I suggest adding a dash in between as a good finisher. Maybe you can try this: *Screenshot. The curve slider is Ctrl+H'ed and Ctrl+G'ed, then placed at x:120. fix


Despite being a new osu!catch mapper, the mapset is nice in my opinion. Keep it up! thank you ;)

Good luck!
Thanks afb! <3

Waiting for CLSW update before I remove OP from tags
CLSW
all done, thanks!
JierYagtama
aaaa i wish i can mod and map ctb but here a star xd
LiousPL
M4M~ (sry for late)


  • General
  1. The lowest difficulty must be below 2.0 stars~ From Ranking Criteria


    Salad

  2. 00:29:232 (2,3) - Maybe change this pattern, becouse you use the same combination few notes later - 00:27:565 (2,3) - And this might to be little boring


    Platter

  3. 00:22:670 (3,4) - Add here some movement, for increase a hard of flow before Hdash

  4. 00:24:336 (2,3) - This too close to note before, add here a movement (the same reason ^^^)

  5. 00:43:503 (1,2,1) - I feel here a little boring, maybe do here some addtional move? - Click! -(And it is a great move for add movement into NC too)

  6. 00:46:628 (5,1) - This anti-flow Hdash is not very good idea for this moment, change the position of 5, and change the shape of triplet before for add segment which introduces into flow

  7. 00:47:670 (2,1) - Same operation from the previous point (about boring part and NC)


    Rain

  8. 00:24:545 (4,5) - Add here some DS between this objects, you can hear some voice scratch and I think this might to be good idea

  9. 01:14:753 (6,1) - Change a shape of 6 to add some anti-flow, like Ctrl+H, anti-flow was looking great here, becouse there is a hdash to a start next vocal line in kiai~


    Overdose

  10. 00:13:190 (7) - Make here erect slider (start of slider x:116, end x:35), this create some harder anti-flow hdash to break from a stream part to a vocal part~

  11. 00:17:878 (7,8) - Good sound for create a Hdash


    Crystal's Acceleration


    Too hard to mod for me ;-;

GL~
Topic Starter
Dilectus

LiousPL wrote:

M4M~ (sry for late)


  • General
  1. The lowest difficulty must be below 2.0 stars~ From Ranking Criteria thats up to bn to decide (here). ill map a cup if needed


    Salad

  2. 00:29:232 (2,3) - Maybe change this pattern, becouse you use the same combination few notes later - 00:27:565 (2,3) - And this might to be little boring cant find a better pattern to use here. and im happy with the current ones anyways. nothing wrong with a bit of consistency when the part is only 5 seconds long


    Platter

  3. 00:22:670 (3,4) - Add here some movement, for increase a hard of flow before Hdash fix

  4. 00:24:336 (2,3) - This too close to note before, add here a movement (the same reason ^^^) fix

  5. 00:43:503 (1,2,1) - I feel here a little boring, maybe do here some addtional move? - Click! -(And it is a great move for add movement into NC too) only changed direction of the heavier vocal beats

  6. 00:46:628 (5,1) - This anti-flow Hdash is not very good idea for this moment, change the position of 5, and change the shape of triplet before for add segment which introduces into flow
    not necessary. this splits the 2 vocal segments into 2
  7. 00:47:670 (2,1) - Same operation from the previous point (about boring part and NC) fix


    Rain

  8. 00:24:545 (4,5) - Add here some DS between this objects, you can hear some voice scratch and I think this might to be good idea fix

  9. 01:14:753 (6,1) - Change a shape of 6 to add some anti-flow, like Ctrl+H, anti-flow was looking great here, becouse there is a hdash to a start next vocal line in kiai~ fix


    Overdose

  10. 00:13:190 (7) - Make here erect slider (start of slider x:116, end x:35), this create some harder anti-flow hdash to break from a stream part to a vocal part~ fix

  11. 00:17:878 (7,8) - Good sound for create a Hdash fix
Thank you <3
ZiRoX
Mod requested in my queue. Honoring the mod request for the diffs that were there when I got requested, since one of the rules of my queue is that the mapset is complete.

[Salad]
  1. 00:00:170 (1,2,3,1,2,3,1,2) - Having the same intro that any other diff, rhythmically and pattern-wise save some hyperdashes and slightly smaller SV, is really boring. Furthermore, exposing players to 1/2 dashes less than 2 secs into the song on a diff that's supposed to introduce dashes is a bit too much. The least I would do is removing 00:01:628 (3,3) - and have 1/1 dashes instead, which are way more lenient and adequate to introduce a dash.
  2. 00:09:336 (3,4) - I think you can turn this into a 1/1 slider instead (like you did on 00:07:670 (2) - ). Though I understand you want to highlight the higher-pitched synth, I think you should go for a bit more simplicity considering it's the easier diff in the set and the 1/4 looks a bit cramped due to the low AR.
  3. 00:09:961 (5,1) - I think you can make this dash a little bit clearer and less cramped on the horizontal by increasing the distance; something like x:224 or x:228 for (1) should work.
  4. 00:12:670 (2,1) - I'd increase the distance a bit to better emphasize the beginning of the Kiai, as the current one feels bland compared to the previous dashes. Moving 00:13:503 (1) - 's head to x:368 (you will have to adjust the rest of the slider a bit) could do it.
  5. 00:20:170 (1,2) - This distance looks a bit ambiguous, I'd reduce the spacing a bit so it's clearer that it's walkable.
  6. 00:25:170 (1) - Personally I don't like missing strong beats on spinner's ends. I would make the spinner 1/1 shorter (ending on 00:26:420 - ) and map something on 00:26:836 - instead.
  7. 00:27:565 (2) - The instrument the head of this slider is following is really weak, and I didn't even notice it the first time I heard it. I suggest you replace this slider with the following timeline, as it follows instruments that are stronger:
  8. 00:28:086 (4,1) - Doesn't feel that strong to me to deserve a dash. Maybe you can take the dash out?
  9. 00:29:232 (2) - Same stuff as mentioned on 00:27:565 (2) -
  10. 00:30:170 (1,2) - This is more of a personal thing, but I think you're losing emphasis on the vocal at 00:30:795 - by having it as a slider end. You could replace it with the following timeline, which is slightly simpler (considering it's the easiest diff in the set) and it's clearly focusing on the vocals. Note this would also apply for other parts such as 00:33:503 (1,2) - and 00:36:836 (1,2) - , should you apply it.
  11. 00:31:628 (3,1) - I would take the dash out of here. Your diff is (for the most part) using a dash every 4/1, which not only makes it really repetitive in dashing, but also makes the Kiai and your own hitsounding some emphasis. If you took this dash out, the dashes for the finish hitsounds at 00:30:170 (1) - and 00:33:295 (3,1) - would become much more important.
  12. 00:34:961 (3,1) - ^Similar stuff
  13. 00:41:628 (3,1) - ^Similar stuff
  14. 00:51:003 (3,1) - Personally I wouldn't have a dash here, but if you intend to keep it I'd make it slightly larger to make it a little bit clearer.
  15. 01:13:295 (5,1) - This dash is a bit on the large side, I'd reduce it a couple gridspaces, i.e. (1) on x:320 or so.
  16. 01:19:128 (2,3,4,1) - This pattern plays a bit weirdly IMO and the dash at the end is a bit large. I think you can tackle both things by moving 01:19:336 (3,4) - to x:96.
  17. 01:21:628 (4,1,2,3,4,1) - The dashes here are missing some strength. You can easily give them a little more strength by moving 01:22:670 (3,4) - to x:396.
  18. 01:24:961 (4,1,2,3) - ^Similar stuff for these dashes, you could move 01:25:170 (1,2) - to the right a bit.
  19. 01:27:253 (2,3) - The dash here doesn't fit, I'd take it out.
[Platter]
  1. I noticed there are a lot of hyperdashes into antiflow sliders (e.g. 00:08:295 (5,1) - , 00:09:961 (5,1) - , 00:14:961 (5,1) - , 00:18:295 (5,1) - , 00:21:420 (4,1) - , 00:23:086 (4,1) - , 00:41:419 (5,1) - , 00:51:003 (3,1) - , 00:53:295 (6,1) - and some more). While I don't agree with the rule as a whole, it is currently unrankable so you need to tone them down. One option is to make the sliders vertical at first and then have the movement back, like you did on 00:12:670 (2,1) -. This provides some leniency for players that might not time the landing correctly.
  2. 00:07:670 (3,4) - I think you can separate this 2 objects a bit more by moving (4) to the right, it looks a bit cramped right now.
  3. 00:11:003 (3,4,5,6,7) - This is incorrectly snapped, these should be snapped to 1/6.
  4. 00:15:170 (1,2) - I think that you could increase the distance a bit if you want to better emphasize the dash, it's a bit ambiguous at the moment, for example, x:212. Also, 00:16:315 (3) - is on a really weak sound and it makes the clap on 00:16:420 (4) - lose a bit of emphasis, so I'd remove it.
  5. 00:19:336 (1,2,3,4,5) - Again, having a 1/4 pattern limits the distance you can use, and that's clearly noticeable when the finish + clap hitsounded circle at 00:19:752 (5) - has no distance emphasis at all. If you deleted 00:19:648 (4) - , you could have a larger distance.
  6. Having 00:20:065 (7) - prohibits you from using a HDash to 00:20:170 (1) - , which would be really emphasized if it had one. So I'd take this circle out and add an HDash between (6,7)
  7. 00:26:732 (9) - ^Similar stuff here.
  8. 00:27:982 (4,5) - A dash to a blue tick is not really intuitive, and this one is heavily on the large side. I'd reduce the distance to make it like 00:29:024 (5,6) -
  9. 00:30:586 (2,3) - I think this dash is a bit on the large side for this section. I'd move 00:30:795 (3,4,5) - a bit to the right, around x:76 or so.
  10. 00:32:461 (3) - Similar stuff here, maybe you could move it to x:152
  11. 00:41:315 (4,5) - Similar stuff to 00:27:982 (4,5) - , I'd reduce the distance a bit.
  12. 00:43:398 (7) - Once again, you wasted an opportunity to add an HDash because you can't use 1/4 HDashes on Platters at this BPM. I'd remove this note and add an HDash instead.
  13. 00:50:065 (6) - ^Same
  14. 00:50:170 (1,2) - 00:51:836 (1) - Be consistent with your rhythm usages. These are mapped to similar sounds yet the emphases are different.
  15. 00:58:399 (7) - I would again take this note out and have an HDash instead, to better emphasize the beginning of the Kiai.
  16. 01:05:170 (1,2) - This dash is a bit uncomfortable to play because it feels a bit large. I think you can move 01:05:795 (2,3) - to x:364 and then adjust 01:06:420 (4) - a bit.
  17. 01:11:732 (7) - Another instance where you waste a chance to add an HDash because you added a 1/4 note.
  18. 01:15:170 (1,2) - Another dash that feels a bit too large, I would move 01:15:795 (2,3,4,5) - slightly to the left.
  19. 01:23:295 (6,7,1) - ^Once again.
  20. 01:23:503 (1,2) - The 1/4 dash here feels a bit uncomfortable, I'd take the circle on the blue tick out.
  21. 01:25:795 (2,3,4) - Another wasted chance to have a bit more emphasis through a dash.
  22. 01:28:398 (8,1) - 1/4 HDashes are unrankable at this BPM.
[Rain]
  1. 00:06:836 (1,2) - To be honest I don't get why you added 1/4 HDashes between these, when you didn't even use 1/2 HDashes for similar sounds like 00:08:086 (4) - . If the sole reason is adding some difficulty, it should be removed.
  2. 00:08:503 (1,2) - ^Same
  3. 00:09:753 (5,6) - Spacing between these is too small comparing to the previous 1/4 spacings, so it looks and plays a bit awkward. I'd move (6) a bit to the right if possible.
  4. 00:13:085 (7,8,9,10) - The distance increase makes this a bit awkward to play, since it's a tight walk. I'd reduce the spacing between these circles.
  5. 00:19:648 (5,6) - It is weird that you decided to add an HDash here, when on a previous pattern with the same sounds you didn't (00:16:315 (5,6) - ). I'd remove the HDash.
  6. 00:20:065 (8,1) - Here would be a nice place to have an HDash instead, because of the strong vocal on the downbeat.
  7. 00:24:961 (6,7,1,2) - A few weird things here. First, (1) is stronger than (7), so it would make sense that the HDash went between (7,1) rather than (6,7). Also, the current timeline for (1,2) provides emphasis on a beat that's not as strong as those around it (red tick vs white ticks). I think you can tackle both issues with the following pattern:
  8. 00:31:211 (7,8) - Considering this is a sort of unexpected antiflow movement, I'd put (8) a bit closer to the previous object.
  9. 00:32:253 (2,3,4,5) - To me the HDash should be between (4,5) rather than (2,3), (5) is stronger to me.
  10. 00:32:670 (5,6) - I fail to get what's 1/6 here. If there's something 1/6, I think it's overshadowed by the sounds at the 1/4.
  11. 00:33:086 (7,1) - I'd try to have a HDash here, the note at (1) clearly deserves it.
  12. 00:38:920 (2,3) - Feels a bit harsh, not only because of the unexpected HDash to the blue tick, but because of the strong antiflow after it. I'd curve (3) a bit more so it follows the movement from the HDash, at least for the first part.
  13. 00:50:170 (1,2,3,4) - Having these 1/4 HDashes feels like adding difficulty just for the sake of adding difficulty, as you didn't for similar sounds (e.g. 00:51:836 (1) - ). I'd take them out.
[Overdose]
  1. 00:10:170 (1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4,5) - I think you can reduce the overall distance here, reducing the strength of the HDashes. It feels a little overdone right now. Also, 00:11:003 (1,2) - should be 1/6 instead.
  2. 00:12:878 (5,6) - Kinda harsh spacing after the HDash, I'd move 00:13:086 (6,7) - a bit to the right to add some leniency.
  3. 00:14:232 (6,7,8) - To me (8) is stronger than (7), so it's weird that (7) has a 1/4 HDash to it an (8) has a walk to it. If anything, I'd do it the other way around.
  4. 00:17:565 (6,7,8,9,1) - Having these (4) HDashes in a row is overdoing it, and it's a heavy difficulty spike compared to the previous pattern mapped to these same sounds.
  5. 00:18:503 (1,2,3,4) - Too much hyperdashes in a row. I'd move 00:19:128 (3,4,5) - to the left, and have 00:18:920 (2,3) - at dashing distance, and then adjust 00:19:961 (6,7) - .
  6. 00:26:628 (9,1,2,3,4,5,6) - Lots of antiflow movement after 1/4 HDashes. For 00:26:836 (1) - , I'd curve the slider a bit more so it follows the movement from the 1/4 HDash. I'd also delete 00:27:149 (2,5) - to follow the melody closer.
  7. 00:29:753 (3) - Similar stuff here, I'd curve the slider a bit more, as it's a bit harsh after the 1/4 HDash.
  8. 00:32:670 (4,5) - Similar comment to the Rain, I don't know what are these 1/6s following, so I'd put 1/4s instead.
  9. 00:36:003 (4) - ^Same stuff here, should be 1/4 instead. Also, the heavy antiflow at 00:36:211 (5,6) - after the HDash can be a bit harsh, so maybe you could put (6) to the left of (5).
  10. 00:40:170 (1,2,3,4,5,6,7,8,1) - Rhythms and HDashes aren't really defined to me here. I suggest the following timeline, which is a lot simpler but way clearer in what it's following. For 00:41:836 (1,2,3) - , just repeat (1,2,3,4) from the proposed timeline.
  11. 00:50:170 (1,2) - If you're not going to HDash this, I'd prefer it to be a walkable distance instead, so I'd move it closer to the slider. Also applies on 00:51:003 (4,5) - and 00:51:836 (1,2) -
  12. 00:52:670 (4,5) - While the 1/6 do fit here, I think the HDashes are a bit overdone, so I'd move (5) to the right to reduce the distance a bit.
  13. 01:04:336 (3,4,5,6,1) - Having all these HDashes in a row, with one of different snap in between is a bit harsh. Maybe I'd change the direction and position of (6), like this (I then noticed it's similar to what you did on 01:17:670 (4,5,6,7) - ):
  14. 01:07:982 (4,5,6,1) - Similar stuff as before. I'd try to rearrange stuff so that you don't have the HDash between (5,6), as (6) is the weakest sound here.
  15. 01:08:815 (2,3,4) - Similar stuff here, I think (3,4) should be a normal dash instead.
  16. 01:26:315 (4) - I think the sounds at the blue ticks aren't that strong compared to the vocal at the white tick, so I'd delete the slider and place a circle on 01:26:420 - instead.
Topic Starter
Dilectus
Was planning on remapping Overdose, Platter and Salad because I'm not really proud of the current results. I apologize for having you mod those difficulties. I should have told you when requesting. I will edit this post eventually with response to your mod on the Rain once I have remapped my diffs.

EDIT 2017-05-26: Fixed all on Rain. Other diffs are fully remapped

Thanks for modding <3
CLSW
BG changed :thinking:
Alians

CLSW wrote:

BG changed :thinking:
We need the old EPIC BG :(
Topic Starter
Dilectus
uiharu zzz intensifies

gonna have to do a double update at one point to change back to the original thumbnail xD
DeletedUser_6709840
Placeholder, i saw your mod on History Maker and will mod asap.
DeletedUser_6709840
Late M4M, leggo

General

Looks good to me, but it should be argued the set needs a Cup just because the Salad is on the edge of 2*.

Salad

00:08:295 (3,1) - This dash isn't really necessary because the previous sound you didn't do a dash and the sound isn't that unique.

00:14:961 (5,1) - Unnecessary dash because the vocal isn't that strong. Lower distance so it's an exaggerated walk instead.

00:18:295 (7,1) - Reduce a bit because is reads like a dash when it shouldn't.

00:24:336 (1,2,3) - The distance for (2,3) is a bit dodgy because it reads like a dash but is easy for the player to confuse for a walk or overshoot the dash and miss. Either raise or reduce the distance.

00:51:420 (3,4) - Another dubious distance^

Platter

00:08:295 (5,1) - Like I said on Salad, this sound isn't that strong so it doesn't make sense for the first hyper of the map to be here. Just make this a dash.

00:24:336 (3) - This antiflow is really hard to catch and doesnt make sense with the rhythms. Ctrl+H and put the slider back on X=340.

00:44:336 (2,3) - Unrankable because (3) is antiflow. You cant have hypers into antiflow in Platters. Remove the hyper since the sound isn't that strong anyway.

Rain

Looks good to me

Overdose

Looks good too, flow really impresses me.

Crystal's Acceleration

00:58:086 (2,3,4,5) - I personally think a linear hyper walk would follow the sound better since the sound is more 'rising' than it is a 'wiggle'. Kinda like this: http://puu.sh/wkaXq/abac8a5052.jpg

That's all from me, Good luck!
Topic Starter
Dilectus

RoseusJaeger wrote:

General
Looks good to me, but it should be argued the set needs a Cup just because the Salad is on the edge of 2*. I feel that it's alright since it's under 2*. There's plenty of sets without cups too

Fixed all
Polished a few patterns on the lower diffs too

Thanks alot!
Cowboy
I'd would like to apologize for any inconveniences that i may had due to the delay.

[ Crystal's Acceleration]
  1. Well, to be honest I have nothing to add, however it should be noted that there is a nice map, as was to be expected.
[ Overdose]
  1. 00:00:170 (1) - I expected the start to be simple, but not so much, I would recommend making individual sliders, in such a way that the distances were increasing, something like this. Based on that pattern, you can do mirror effect, to give more variety to the map and not to stay in something as simple as "repeats" and more in an overdose.
  2. 00:15:170 (1) - As I mentioned at the beginning, large "repeats" do not give good aesthetic to an overdose, that's why I suggest you do what comes in the picture. Same pattern can be applied 00:18:503 (1) - here.
  3. Well, I think there is no remedy when explaining pattern by pattern, that is, I want to generalize, that I am not so fanatical about simple patterns in this type of difficulty, that is why I will point out some where based on your criteria you will decide if to leave them Or make the attempt to change them: 00:30:170 (1) - 00:31:836 (1) - 00:33:503 (1) - 00:35:170 (1) - 00:36:836 (1) - etc. As you can see, there is a beat that has been omitted in each of the repeats, that's why it's in your hands.
  4. Well, I think there is nothing more to comment, it is a good overdose, very clean and concise, lucky.
[ Rain]
  1. 00:11:767 (7,1) - An hyper can be good, since it's a loud sound, move it approximately where the note (1) is, then move the note (1) to the left.
  2. 00:32:253 (2,3) - I honestly do not think a hyper fit between those notes, I suggest you remove it, but be careful not to make a bad gap.
  3. I honestly do not think a hyper fit between those notes, I suggest you remove it, but be careful not to make a bad gap.
Well, I'll leave my mod up to here, I'm not inspired by now, a thousand apologies again.
Topic Starter
Dilectus

Jusenkyo wrote:

[ Overdose]
  1. 00:00:170 (1) - I expected the start to be simple, but not so much, I would recommend making individual sliders, in such a way that the distances were increasing, something like this. Based on that pattern, you can do mirror effect, to give more variety to the map and not to stay in something as simple as "repeats" and more in an overdose. im not very satisfied with the option you gave me.
    the current version is still very interactive as you still have to dash between each break. i'll consider doing something about the "repeats", but i couldn't come up with something good right now.


  2. 00:15:170 (1) - As I mentioned at the beginning, large "repeats" do not give good aesthetic to an overdose, that's why I suggest you do what comes in the picture. Same pattern can be applied 00:18:503 (1) - here. since i'm following the vocals, repeat sliders seemed to work out the best because if i mapped it like you suggested, it would more or less follow the general rhythm of the song rather than the vocals alone which wasn't my intention.

  3. Well, I think there is no remedy when explaining pattern by pattern, that is, I want to generalize, that I am not so fanatical about simple patterns in this type of difficulty, that is why I will point out some where based on your criteria you will decide if to leave them Or make the attempt to change them: 00:30:170 (1) - 00:31:836 (1) - 00:33:503 (1) - 00:35:170 (1) - 00:36:836 (1) - etc. As you can see, there is a beat that has been omitted in each of the repeats, that's why it's in your hands. refer to the answer above
[ Rain]
  1. 00:11:767 (7,1) - An hyper can be good, since it's a loud sound, move it approximately where the note (1) is, then move the note (1) to the left. that is clever. fixed

  2. 00:32:253 (2,3) - I honestly do not think a hyper fit between those notes, I suggest you remove it, but be careful not to make a bad gap. sure, i didnt use hyper on these vocal beats in the rest of this section so.
Thanks! Alot of well-formed views.
BoberOfDarkness
CLSW

  1. 00:16:315 (2) - adding a hyperdash feels like more correct structure as you added hypers to beats like that before and hyperdash would make this pattern flows better
  2. 00:17:253 (2,1,2,3,4) - I think that pattern here could be spaced a bit more, (2) jump into (1) causes awkward movement but have potential to be nice long jump with hyperdash, changing the placing of (2,3,4) is just optional
  3. 00:18:503 (1,2,3,4) - I don't like structure of this one since the strongest sound here (00:18:920 - ) is mapped as slider tail, that makes anti-flow pattern here unjustifiable
  4. 00:24:545 (2,3) - I would move (2) one grid right and (3) one grid left to make build-up effect stronger
  5. 00:27:774 (2) - works better as triplet
  6. 00:57:982 - be consistent end map this note as well (at x:241)
  7. 01:13:815 (2,3,4,5) - awkward placing ;;
  8. 01:24:336 (1,2) - the anti-flow is kinda forced here, I would ctrl + g (1)
  9. 01:27:670 (1,2,3,4) - you could make this pattern similar to 00:58:086 (3,4,5,6) - for some difficulty and consistency https://osu.ppy.sh/ss/8727955
Overdose

  1. 00:18:295 (5) - you could move it a bit far from borderline since you got a lot space here
  2. 00:29:336 (1,2,3,4) - curve this to be consistent with other streams you had mapped
  3. 00:55:170 (1,2,3,4) - you could use here hyper dashes or at least spaced this since music calls for stronger jumps here

  4. 00:56:836 (1,2) - I guess that there's lack of a hyperdash
weren't the diff nerfed a lot?

Nice set, gl on that!
CLSW
@roseus
00:58:086 (2,3,4,5) - Did with something different

@bober

00:16:315 (2) - HDash seems overspacing for me but increased the distance slightly instead
00:27:774 (2) - Not really necessary cuz I've focused on electronic sounds
00:57:982 - I can't hear the sound here...
01:24:336 (1,2) - Tried something different
01:27:670 (1,2,3,4) - I cannot find any compatibility to keep consistency with 00:58:086 (3,4,5,6) -

Others were fixed, thank you all!

clsw is dead so I'm here for substitute

http://puu.sh/x1aM2/6bd400e545.zip
Topic Starter
Dilectus

BoberOfDarkness wrote:

00:18:295 (5) - you could move it a bit far from borderline since you got a lot space here

00:29:336 (1,2,3,4) - curve this to be consistent with other streams you had mapped

00:55:170 (1,2,3,4) - you could use here hyper dashes or at least spaced this since music calls for stronger jumps here hdashes would feel overdone as this would be the only time ive used hdashes 4 times in a row which is an odd contrast against the kiai since this part will be more intense.

0:56:836 (1,2) - I guess that there's lack of a hyperdash [/list]

weren't the diff nerfed a lot? it used to be 5.2* which aint that bad of a nerf as it also fixed spread issues :)
Thanks Bober!
Sanyi
from my modding queue (I heard the week is almost over!)

Kudosu only when helpful!

Generell
  1. The video is currently not played in "Crystal's Acceleration". Fix that by going in the .osu file, going to [Events] and adding "Video,0,"video.avi"" directly under "//Background and Video events" (it is already done in the other diffs so should be easy done).
  2. Tags: I would add the full names of every character that appears in the bgs (so Saten, Uiharu, Kuroko, Misaka, Accelerator and Last Order) in romaji and kanji. Also add "Minato Yukina" to the tags (and maybe Crystal).
  3. Maybe making the HP spread 3/4/5/6/7 is better? Afaik decimals like in 6.3 have no influence with higher HP (so 6 or 7 instead) and Rain and Overdose having the same HP is not nice imo.
  4. Where is "Sanyi's Bad Luck" representing Touma with impossible patterns? uwu
Becher
  1. The most flawless Becher I've ever seen! why do I need to troll so much
Salat

General: I don't think it is a problem, but you've setted a timing point and an inherited point at the same time (00:00:170 - ) and did change the slider velocity and the hitsound sample with the inherited point. The slider velocity change is ok but I am not sure about the hitsound sample change. Can you change the hitsound sample of the timing point to S:C2?
I would also recommend you to have a look at your NCs - your current combos are questionable and sometimes too long (example: 00:15:170 (1,2,3,4,5,6,7) - ). I think putting an NC on every big white tick works fine.
  1. 00:03:086 (2,3,1,2) - The music is changing here but your pattern doesn't. I would make it a bit different with quite similar pattern to emphasize that (maybe you chnage 00:03:086 (2,3) - to a slider and 00:03:503 (1) - to single notes. Or you change the spacing and/or the slider velocity). Same goes for the other diffs.
  2. I think your Salad could have more dashes. Here are the places where I would potentially add one:
    1. 00:21:420 (5,1) -
    2. 00:23:294 (6,1) -
    3. 00:24:128 (2,1) -
    4. 00:46:628 (6,1) -
    5. 01:06:420 (5,1) -
    6. 01:08:086 (3,4) -
    7. 01:19:753 (5,1) -
    8. 01:21:628 (6,1) -
    9. 01:24:961 (6,1) -
    10. 01:26:628 (4,1) -
  3. 01:26:836 (1,2) - I would make it walkable.
Platte

General: Same NC-thingy as in Salad.
  1. 00:01:628 (3,1) - Please increase the distance a bit - it looks almost walkable. Same goes for 00:03:294 (3,1) - .
  2. 00:11:767 (9,1) - 1/6 jump is pretty vicious for Platter. I would make it easy walkable because as it is right now this jump could cause much frustration for the players.
  3. 00:19:753 (3,4) - is completely inconsistent with 01:04:752 (3,4) - , 01:18:086 (3,4) - and 01:26:003 (3,4) - . Fix that please.
Regen
  1. 00:11:003 (1) - It happened to me that I dashed away to early sometimes because you have to dash to the left side but the last fruit of the kickslider is on the right side of the kickslider which makes the timing of the dash harder. Maybe it is better to end the kickslider 1/6 earlier and to put a single note to the left side of the kickslider instead (even though that looks terrible).
  2. 00:24:961 (6,7) - I would make the distance a bit less. Same goes for 00:27:982 (4,5) - .
  3. 00:26:420 (1) - Remove NC, it is unnecessary and not consistent with the NCs that come later at similar parts.
  4. 01:24:128 (1) - Remove NC here as well.
  5. 01:26:836 (4) - Add NC here.
Überdosis

General: I would tilt sliders like 00:33:295 (5) - a tiny bit more - it is quiet easy to miss some fruits on your way through these 1/4 hyperdash patterns.
  1. 00:28:920 (1) - Remove NC here.
  2. 01:11:420 (1) - Remove NC here.
Kristalls Beschleunigung
  1. 00:57:982 - I would follow Bober's suggestion here because I hear it too (it is no major sound but the note wouldn't change the flow so it would be nice to add it)

Go rank it bro
Topic Starter
Dilectus
tried applying everything except for the normal. dont feel like rearranging patterns right now
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