I like this song, good luck new CtB mapper :p
HAH NORSK JO!! TAPER AS XDDDDDDDDDDDavidEd wrote:
Takk så mye!
Thanks afb! <3alienflybot wrote:
[ General]
Tags
- Remove: OP (Included in the start of the keyword 'opening') will do at last update
Difficulty Spread- 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- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 00:24:753 (5,6,7,1) - ^, I think HDash at (7,1) matches the rhythm more. fix
- 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- 01:24:753 (7) - NC? would be weird for people using combo colors
[ Platter]
Gameplay
- 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
- 00:08:920 (2,3,4) - ^ going to keep cause of intensity, but i reduced spacing overall so its justified
- 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
- 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
- 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
- 00:49:336 (2) - How about just ending this slider at red tick for a better rhythm? fix
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 00:28:920 (2,3,4) - ^ changed with the remap
- 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
- 00:49:961 (4,1) - ^, should make the gap smaller so it gives more time for beginners to think. fix
- 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
- 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
- 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
- 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!
Thank you <3LiousPL wrote:
M4M~ (sry for late)
General
- 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- 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- 00:22:670 (3,4) - Add here some movement, for increase a hard of flow before Hdash fix
- 00:24:336 (2,3) - This too close to note before, add here a movement (the same reason ^^^) fix
- 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
- 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- 00:47:670 (2,1) - Same operation from the previous point (about boring part and NC) fix
Rain- 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
- 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- 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
- 00:17:878 (7,8) - Good sound for create a Hdash fix
Polished a few patterns on the lower diffs tooRoseusJaeger 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
Thanks! Alot of well-formed views.Jusenkyo wrote:
[ Overdose][ Rain]
- 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.- 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.
- 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
- 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
- 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 Bober!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