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JUN. K - love letter remix [CatchTheBeat]

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Topic Starter
Ollapeu
This beatmap was submitted using in-game submission on czwartek, 22 marca 2018 at 23:45:18

Artist: JUN. K
Title: love letter remix
Tags: Kim Minjun 77-1x3-00 2pm cut version kpop
BPM: 150
Filesize: 4288kb
Play Time: 01:30
Difficulties Available:
  1. Platter (2,74 stars, 236 notes)
  2. Rain (4,11 stars, 297 notes)
  3. Salad (2,08 stars, 185 notes)
Download: JUN. K - love letter remix
Information: Scores/Beatmap Listing
---------------


준케이 - "77-1X3-00"


Salad : Completed
Platter : Completed
Rain : Completed

Thanks to LemonAdd for making the beatmap banner!

Kyuare
mod req
Rain

  1. 00:03:309 (4,1) - I know that this one must be stronger than 00:01:709 (4,1) - , but still: 6.95x between them is too much and overemphasize the jump. I advise you to reduce the spacing by bending 00:03:709 (1) - to the right. Here is an example for you:
  2. 00:15:309 (5,6) - For this one and EVERY jumps like this, I think that it deserve a HDash: First because you emphasize the similar strong sound by adding a HDash when it's a 1/2 beats, so why not for 1/4 beats ? And also because it will be more satisfying for the player, we need more movement here.
  3. 00:23:709 (4) - This one have unnecessary spacing between the previous and the next object, I advise you to move it to x:392 so pattern will be easier to read.
  4. 00:25:309 (3,4) - Same thing there are unnecessary spacing, the strong sound is already emphasized enough.
  5. 00:45:642 (6,7,1) - This part looks pretty linear but the whole pattern is curved. I advise you to curve it aswell so the shape will look "cleaner"
  6. 00:46:909 (2) - You can stop it 1/4 before the white tic to create a nice jump effect on the strong beat.
  7. 00:58:309 (5,1) - This jump is pretty hard to catch because of the high spacing, I advise you to reduce it.
  8. 01:07:309 (4,5,6) - Even if it's easily catchable, I advise you to curve it for the flow.
  9. 01:08:842 (6,1) - Care, 1/6 HDash on rain are pretty tricky, I advise you to reduce the spacing a lot: It doesn't even deserve a HDash though.
    Here is an example of what you can do to fix that:
Platter

  1. 00:14:809 (5,6) - I don't think that antiflow like these are a good idea on platters. I advise you to follow the flow like you did for 00:18:009 (4,5,6,1) -
  2. 00:28:509 (3) - You can extend it to the blue tic to create a 1/4 jump, here is an example for you:
  3. 00:29:309 (1) - Care, this one exceeds x:512, I advise you to curve it.
  4. 01:04:809 (2,3) - This 1/4 jump is hard to catch, I advise you to reduce the spacing a lot: 2.56x spacing should be okay.
  5. 01:05:509 (6,7) - This 1/4 HDash is pretty tricky for a platter, I advise you to use the same spacing as 01:04:809 (2,3) -
  6. 01:07:709 (1,2,3,4,5) - Antiflow like this are pretty hard to play, I advise you to follow the flow normally.
  7. 01:09:109 (7,1) - Again this 1/4 HDash is too far, I advise you to reduce the spacing.
  8. 01:15:709 - You're missing a beat here.
  9. 01:26:509 (2,1) - Well a strong HDash is okay here, but still: I advise you to reduce the spacing because it looks overemphasized, but i's my opinion.
Salad

  1. 00:18:009 (4,1) - Same thing for the platter, I don't think that antiflow like these are a good idea on salads. I advise you to follow the flow normally.
  2. 00:18:909 (2,3) - The spacing is very high for a Salad, I advise you to bring closer (3)
  3. 00:25:109 (2,3,4,5) - The antiflow create a pretty intense jump, but I don't hear any strong beat here. I advise you to Ctrl+H 00:25:509 (5) - then move it to x:104 so it will remove the antiflow and still create a nice dash to (6)
  4. 00:34:709 (4,5,1) - Same thing, the antiflow here is too hard for a salad, and we can't even hear any strong beat. I advise you to remove the antiflow.
  5. 00:59:309 (5,1) - This jump is very far for a Salad, I advise you to reduce it.
  6. 01:04:709 (2,3,4,5,1,2,3,4) - This pattern is very intense, too much for a salad. If you really want to keep triplets, I advise you to make bend them vertically.
Pretty sweet set, but still need polishing: especially for the Salad, good job anyway.
I wish you good luck.
Topic Starter
Ollapeu

Kyuare wrote:

mod req
Rain

  1. 00:03:309 (4,1) - I know that this one must be stronger than 00:01:709 (4,1) - , but still: 6.95x between them is too much and overemphasize the jump. I advise you to reduce the spacing by bending 00:03:709 (1) - to the right. Here is an example for you: done
  2. 00:15:309 (5,6) - For this one and EVERY jumps like this, I think that it deserve a HDash: First because you emphasize the similar strong sound by adding a HDash when it's a 1/2 beats, so why not for 1/4 beats ? And also because it will be more satisfying for the player, we need more movement here. I undersatnd your point of view and i agree, but that's the beginning of the map. I want it to be more calm comparing to the rest. I still have to think about it
  3. 00:23:709 (4) - This one have unnecessary spacing between the previous and the next object, I advise you to move it to x:392 so pattern will be easier to read. done
  4. 00:25:309 (3,4) - Same thing there are unnecessary spacing, the strong sound is already emphasized enough. moved it slightly to the left
  5. 00:45:642 (6,7,1) - This part looks pretty linear but the whole pattern is curved. I advise you to curve it aswell so the shape will look "cleaner" ok
  6. 00:46:909 (2) - You can stop it 1/4 before the white tic to create a nice jump effect on the strong beat. I think I got it?
  7. 00:58:309 (5,1) - This jump is pretty hard to catch because of the high spacing, I advise you to reduce it. done
  8. 01:07:309 (4,5,6) - Even if it's easily catchable, I advise you to curve it for the flow. done
  9. 01:08:842 (6,1) - Care, 1/6 HDash on rain are pretty tricky, I advise you to reduce the spacing a lot: It doesn't even deserve a HDash though.
    Here is an example of what you can do to fix that: Yeah u're totally right, fixed
Platter

  1. 00:14:809 (5,6) - I don't think that antiflow like these are a good idea on platters. I advise you to follow the flow like you did for 00:18:009 (4,5,6,1) - done
  2. 00:28:509 (3) - You can extend it to the blue tic to create a 1/4 jump, here is an example for you: yas
  3. 00:29:309 (1) - Care, this one exceeds x:512, I advise you to curve it. I changed the position of that slider a little bit, so its not that jumpy anymore
  4. 01:04:809 (2,3) - This 1/4 jump is hard to catch, I advise you to reduce the spacing a lot: 2.56x spacing should be okay. done
  5. 01:05:509 (6,7) - This 1/4 HDash is pretty tricky for a platter, I advise you to use the same spacing as 01:04:809 (2,3) - Imo this HDash fits here perfectly, cuz the beat is stronger that the other ones
  6. 01:07:709 (1,2,3,4,5) - Antiflow like this are pretty hard to play, I advise you to follow the flow normally. I kind of like this pattern the way it is, but if someone else mentions this as well, i'll change it maybe
  7. 01:09:109 (7,1) - Again this 1/4 HDash is too far, I advise you to reduce the spacing. done
  8. 01:15:709 - You're missing a beat here. it was supposed to be like this, but ok, if its noticable, then im into adding a note
  9. 01:26:509 (2,1) - Well a strong HDash is okay here, but still: I advise you to reduce the spacing because it looks overemphasized, but i's my opinion.done

Salad

  1. 00:18:009 (4,1) - Same thing for the platter, I don't think that antiflow like these are a good idea on salads. I advise you to follow the flow normally. done
  2. 00:18:909 (2,3) - The spacing is very high for a Salad, I advise you to bring closer (3) ok
  3. 00:25:109 (2,3,4,5) - The antiflow create a pretty intense jump, but I don't hear any strong beat here. I advise you to Ctrl+H 00:25:509 (5) - then move it to x:104 so it will remove the antiflow and still create a nice dash to (6) okay
  4. 00:34:709 (4,5,1) - Same thing, the antiflow here is too hard for a salad, and we can't even hear any strong beat. I advise you to remove the antiflow. ok
  5. 00:59:309 (5,1) - This jump is very far for a Salad, I advise you to reduce it. done
  6. 01:04:709 (2,3,4,5,1,2,3,4) - This pattern is very intense, too much for a salad. If you really want to keep triplets, I advise you to make bend them vertically. There arent any jumps or anything, its pretty normal imo. So yeah, if someone else mentions that, i will think about it.

Pretty sweet set, but still need polishing: especially for the Salad, good job anyway.
I wish you good luck.
That was sooo helpful! Thank u so much. ^-^
Emiru
Rain

00:03:309 (4) - flip ?

00:08:509 (3) - x:88 ?

00:25:309 (3) - x:408 and 00:25:909 (4) - x:288

00:26:509 (2) - x:256 ?

00:48:509 (4) - x:400 to make more movements on this ! and to make more sense for next patern 00:48:909 (5,6) - x:160 for 5 and x: 344 for 6 !

00:50:109 (1,2) - how about HDash for number 2 ? put number 1 on x:200 and 2 on x:72 to make next patern better move 00:50:509 (3) - to x:336

00:57:109 (8) - 1.2 velocity ? design is better i think like that :)

01:07:109 (3) - x:392 ?

01:07:709 (1,2) - this look kinda ugly how about remove number 2 and put the slider 1 a new reverse and up velocity to 1.2 like this http://osu.ppy.sh/ss/8174980

01:09:309 (1,2,3,4) - let change that like this ? https://osu.ppy.sh/ss/8174998 play better and look better imo

01:10:709 (3) - nerf this one ? like x:296

01:21:709 (4) - x:328 ?

here you go :D
Topic Starter
Ollapeu

Emiru wrote:

Rain

00:03:309 (4) - flip ? If i flip it, the whole pattern would look exactly the same as the previous one. I want to keep it like that

00:08:509 (3) - x:88 ? its doesnt change too much, almost nothing, but okay. XD

00:25:309 (3) - x:408 and 00:25:909 (4) - x:288 it was like that before Kyuare's mod and then i moved it closer, so the distance is smaller. I'm moving it just a little bit then

00:26:509 (2) - x:256 ? yas, plays way better

00:48:509 (4) - x:400 to make more movements on this ! and to make more sense for next patern 00:48:909 (5,6) - x:160 for 5 and x: 344 for 6 ! ok, also moved (7) to create a hdash

00:50:109 (1,2) - how about HDash for number 2 ? put number 1 on x:200 and 2 on x:72 to make next patern better move 00:50:509 (3) - to x:336 no, sorry, there's not such a strong sound + its a beginning of kiai, I dont want this to be harder

00:57:109 (8) - 1.2 velocity ? design is better i think like that :) okay, i think it works

01:07:109 (3) - x:392 ? yas

01:07:709 (1,2) - this look kinda ugly how about remove number 2 and put the slider 1 a new reverse and up velocity to 1.2 like this http://osu.ppy.sh/ss/8174980 yeah, but didnt change the slider velocity

01:09:309 (1,2,3,4) - let change that like this ? https://osu.ppy.sh/ss/8174998 play better and look better imo I want to keep 2 hdashes here, but I must admit the design isnt the best, true. I have to think about it

01:10:709 (3) - nerf this one ? like x:296 yas

01:21:709 (4) - x:328 ? ok

here you go :D
Thank You so much, it was very helpful!
wonjae
kek



  • SALAD

    00:15:709 (6,7) - Spacing here is can be a bit harsh since the player would have to go back and fourth but with a larger jump and the fact that (7) is a note that antiflows the section as it requires you to quickly move right instead of left. Move these two notes to x=80 and they should play better.

    00:18:009 (4) - damn, why would you use such big spacing here? It makes no sense why this slider uses DS of 2.30x when the whole section before used a 1.70x-1.90x DS and i dont think that the little noise that the song as really needs such a big spacing difference. This also talks about how the two objects here create an antiflow as it requires you to quickly move from right to left this time. Would nerf to x= 304 or such.
    (If you dont know what DS is, its distance spacing or how far one object is from its next and previous note. you check this by clicking on a note and looking at the top right, you can see it.)

    00:21:209 (1) - same concept as above, you can try to nerf spacing and move the pattern around.

    00:21:709 (3,4) - this for most players is a dash but is really hard to tell as its similar spacing to the sliders like 00:18:009 (4) - where they use similar distance spacing. This means that players might think that this could be a walk as the previous notes are also a walk but get tricked as they should dash. I would increase the distance between the two so that a more obvious dash is shown to the player

    00:25:509 (5) - pretty hard to read for new players as you have a dash into a triplet into a dash with all of the dashes going left. This could make for some uncomfortable movement as players are forced to dash in this condensed situation. i think the pattern would be easier if you made 00:25:309 (4) - at x=232

    00:35:309 (5) - the slider before this was a dash so having spacing this big while a player tries to recover is really mean. Nerf the distance of this.

    00:37:109 (1,2) - i would advise to not add antiflow right after a dash as it can confuse lower diff players. This can be fixed if you make the pattern like
    this (https://osu.ppy.sh/ss/8206516)

    00:51:709 (3) - a little hard to tell if its a dash or walk. up to you but would nerf it if you want it to be a walk or buff it if you want it to be a dash

    01:01:709 (6,1) - again, a little hard to tell imo. i think you wanted this to be a dash though.

    Alright thats it for the salad for me. I would suggest playing the map yourself and try to imagine a low rank player playing this game who dosent know exactly how to dash or go left and right in percise patterns in a walk yet, doing that helps alot.

    Hope this helps!
Topic Starter
Ollapeu

Paranoid Grapes wrote:

kek



  • SALAD

    00:15:709 (6,7) - Spacing here is can be a bit harsh since the player would have to go back and fourth but with a larger jump and the fact that (7) is a note that antiflows the section as it requires you to quickly move right instead of left. Move these two notes to x=80 and they should play better. k

    00:18:009 (4) - damn, why would you use such big spacing here? It makes no sense why this slider uses DS of 2.30x when the whole section before used a 1.70x-1.90x DS and i dont think that the little noise that the song as really needs such a big spacing difference. This also talks about how the two objects here create an antiflow as it requires you to quickly move from right to left this time. Would nerf to x= 304 or such.
    (If you dont know what DS is, its distance spacing or how far one object is from its next and previous note. you check this by clicking on a note and looking at the top right, you can see it.) ofc I do lol. XD well, it seems pretty big and was mainly made, cuz of the sound, but I dont mind nerfing the distance, but not that much. x320 is pretty fine I guess.

    00:21:209 (1) - same concept as above, you can try to nerf spacing and move the pattern around. done

    00:21:709 (3,4) - this for most players is a dash but is really hard to tell as its similar spacing to the sliders like 00:18:009 (4) - where they use similar distance spacing. This means that players might think that this could be a walk as the previous notes are also a walk but get tricked as they should dash. I would increase the distance between the two so that a more obvious dash is shown to the player I'm not really sure what was the pattern like before, cuz I accidentally skipped this point and done the next one down here. So i'm not sure, but I decided to decrease the distance between them.

    00:25:509 (5) - pretty hard to read for new players as you have a dash into a triplet into a dash with all of the dashes going left. This could make for some uncomfortable movement as players are forced to dash in this condensed situation. i think the pattern would be easier if you made 00:25:309 (4) - at x=232
    done and moved the triplet to the right a little bit just to make some distance

    00:35:309 (5) - the slider before this was a dash so having spacing this big while a player tries to recover is really mean. Nerf the distance of this. done

    00:37:109 (1,2) - i would advise to not add antiflow right after a dash as it can confuse lower diff players. This can be fixed if you make the pattern like
    this (https://osu.ppy.sh/ss/8206516) ok

    00:51:709 (3) - a little hard to tell if its a dash or walk. up to you but would nerf it if you want it to be a walk or buff it if you want it to be a dash decreased the distance, so they're closer to each other what deleted the dash

    01:01:709 (6,1) - again, a little hard to tell imo. i think you wanted this to be a dash though. decreased the distance again

    Alright thats it for the salad for me. I would suggest playing the map yourself and try to imagine a low rank player playing this game who dosent know exactly how to dash or go left and right in percise patterns in a walk yet, doing that helps alot.

    Hope this helps!
It was helpful, too bad you didn't take a look at the rest, thanks!
Topic Starter
Ollapeu
I changed some patterns by myself, cuz I came out with new ideas (diff: Rain).
LiousPL

  • [Rain]
  1. 00:14:509 (3) - 00:14:909 (4) - Ciężko się łapie tą 4 bo trzeba w dobrym momencie zatrzymać catchera, proponował bym przesunięcie jej do granicy przez co catcher zatrzyma się sam.
  2. 00:15:309 (5) - 00:15:709 (6) - Dobrym pomysłem było by tu dać hdasha, ze względu na to że moment temu(3>4) także był, jak go tutaj wstawisz to ten fragment powinien być bardziej płynny. Jeżeli nie dałeś tutaj hdasha ze względu na to że jest tutaj inny dźwięk niż chwilę temu(3>4), to wtedy poprzedniego bym usunął(3>4) a ten bym zostawił (głośniejszy i czystszy dźwięk).
  3. 00:26:909 (3) - 00:27:109 (4) - Dałbym tutaj minimalnie większą odległość między obiektami (nieznacznie), moim zdaniem wygodniej by się je brało.
  4. 00:56:109 (9) - Po hdashu ciężko się go łapie, może minimalna zmiana kształtu?
    [Platter]
  5. Pamiętaj by usunąć wszystkie hdashe 1/4!!! Nie są dozwolone w obecnych kryteriach!!! (szczególnie jest ich sporo w kiai)
  6. 00:08:109 (3) - 00:08:509 (4) - Zwiększ dystans lub zrób dasha dla tego charakterystycznego dźwięku
  7. 00:22:109 (2,3,4,5) - Nagły wzrost trudności, proponowałbym bym zastosowanie się do takich położeń obiektów - [2>x=304, 3>x=232, 4>x=376, 5,6,7>x=160, 8,9>x=432] dla lepszej płynności mapy.
  8. 00:30:709 (5) - 00:30:909 (1) - Jakiś powód dlaczego tu jest hdash? Po prostu dla trudności? Bo nie wiem czy jest tu sens stawiania go.
    [Salad]
  9. Wszystko wygląda OK, tylko nie potrzebnie omijałeś nie które dźwięki (szczególnie na początku mapy)
Mapa naprawdę fajna, wszystko trzyma się razem. Powodzenia!
Topic Starter
Ollapeu

LiousPL wrote:


  • [Rain]
  1. 00:14:509 (3) - 00:14:909 (4) - Ciężko się łapie tą 4 bo trzeba w dobrym momencie zatrzymać catchera, proponował bym przesunięcie jej do granicy przez co catcher zatrzyma się sam. W tym momencie jest wyróżniający się dźwięk, dlatego wolę pozostać przy hdash'u.
  2. 00:15:309 (5) - 00:15:709 (6) - Dobrym pomysłem było by tu dać hdasha, ze względu na to że moment temu(3>4) także był, jak go tutaj wstawisz to ten fragment powinien być bardziej płynny. Jeżeli nie dałeś tutaj hdasha ze względu na to że jest tutaj inny dźwięk niż chwilę temu(3>4), to wtedy poprzedniego bym usunął(3>4) a ten bym zostawił (głośniejszy i czystszy dźwięk). Nie bardzo mi tu pasuje. Początek jest spokojny, a jednak wolałem skupić się na tych pluśnięciach. Jak ktoś to jeszcze wyłapie, to się zostanowię.
  3. 00:26:909 (3) - 00:27:109 (4) - Dałbym tutaj minimalnie większą odległość między obiektami (nieznacznie), moim zdaniem wygodniej by się je brało. Pewnie.
  4. 00:56:109 (9) - Po hdashu ciężko się go łapie, może minimalna zmiana kształtu? Troszkę zmieniłem kształt.
    [Platter]
  5. Pamiętaj by usunąć wszystkie hdashe 1/4!!! Nie są dozwolone w obecnych kryteriach!!! (szczególnie jest ich sporo w kiai) Oczywiście! ;)
  6. 00:08:109 (3) - 00:08:509 (4) - Zwiększ dystans lub zrób dasha dla tego charakterystycznego dźwięku Tu jednak na początku plattera ten dzwięk nie jest przeze mnie aż tak uwydatniany, wcześniej też występuje krótki dystans między obiektami.
  7. 00:22:109 (2,3,4,5) - Nagły wzrost trudności, proponowałbym bym zastosowanie się do takich położeń obiektów - [2>x=304, 3>x=232, 4>x=376, 5,6,7>x=160, 8,9>x=432] dla lepszej płynności mapy. Pierwszy obiekt rzeczywiście jeszcze powinien być bliżej, ale kolejne są początkiem rozkrecania się mapy. Zmieniam pozycję pierwszego obiektu.
  8. 00:30:709 (5) - 00:30:909 (1) - Jakiś powód dlaczego tu jest hdash? Po prostu dla trudności? Bo nie wiem czy jest tu sens stawiania go. W sumie tak, wstawiłem hdasha chwilę później na mocniejszym wokalu.
    [Salad]
  9. Wszystko wygląda OK, tylko nie potrzebnie omijałeś nie które dźwięki (szczególnie na początku mapy)
Mapa naprawdę fajna, wszystko trzyma się razem. Powodzenia!
Wprowadziłem jeszcze trochę zmian od siebie, to za sprawą ułatwienia plattera.
Topic Starter
Ollapeu
Update: Kinda remapped some of the patterns + the ending on my own (RAIN).
Topic Starter
Ollapeu
I've changed some patterns in Rain on my own.
Sakary
Hello, sorry I can't mod your map.
It's just perfect.

yay new mapper
Topic Starter
Ollapeu

Hi_Hello wrote:

Hello, sorry I can't mod your map.
It's just perfect.

yay new mapper
I'm glad you like it! Thank you for your star. ;)
Topic Starter
Ollapeu
Update ->Salad and Platter have been improved.
JierYagtama
M4M
Salad



  1. 00:14:809 (4,5) - Hmmm I think movement can be better here if you atleast make this 00:14:809 (4) - a bit slanted like this 00:15:309 (5) - and move to x:219 so that its a little bit more comfortable to walk on

  2. 00:15:709 (6,7) - move this to x:63 when you took my suggestion above

  3. 00:22:909 (1,2) - a little bit harsh on movement here imo I would suggest making these 2 as vertical sliders instead and move 00:23:309 (2) - to x:257

  4. 01:23:709 (1,2,3) - You can emphasis the vocals here a bit better if you make this into a reverse slider instead imo



Platter

  1. 00:16:509 (1) - Imo you can make this into a 1/1 antiflow chain here instead to emphasize 00:16:909 -

  2. 00:20:509 (5) - Feels kind of underemphasized by the spacing here since its easily catchable imo would move it x:175 of thats the case

  3. 00:22:109 (3,4,5,6) - I think the slider's patterning here should be the other way around where 00:22:109 (3,4) - is like 00:22:909 (5,6) - and vice versa so that 00:22:909 (5,6) - has better emphasis on movement on those strong guitar sounds b

  4. 00:23:309 (6,7,8,9) - rhythm can be improved here trythis. This rhythm can be better since 00:23:709 (1) - will map the guitar sound better other than the old rhythm where you only mapped the drums which kinda feels undermapped imo

  5. 00:31:709 (3,4) - I dont see any reason that this has to be two circles instead of what you did here 00:32:109 (5) - I would keeping the pattern clear by copying 5





Rain

  1. 01:12:109 (1,2,3,4,5,6) - Hmm I think this pattern can be better if you mapped these with 2 1/8 sliders instead with somewhat a pattern like this
  2. Not much to mod here since its pretty good

gl~
Topic Starter
Ollapeu

JeirYagtama wrote:

M4M
Salad



  1. 00:14:809 (4,5) - Hmmm I think movement can be better here if you atleast make this 00:14:809 (4) - a bit slanted like this 00:15:309 (5) - and move to x:219 so that its a little bit more comfortable to walk on k

  2. 00:15:709 (6,7) - move this to x:63 when you took my suggestion above yas

  3. 00:22:909 (1,2) - a little bit harsh on movement here imo I would suggest making these 2 as vertical sliders instead and move 00:23:309 (2) - to x:257 right

  4. 01:23:709 (1,2,3) - You can emphasis the vocals here a bit better if you make this into a reverse slider instead imo sure



Platter

  1. 00:16:509 (1) - Imo you can make this into a 1/1 antiflow chain here instead to emphasize 00:16:909 - I don't really get ur advice, could you possibly explain?

  2. 00:20:509 (5) - Feels kind of underemphasized by the spacing here since its easily catchable imo would move it x:175 of thats the case k

  3. 00:22:109 (3,4,5,6) - I think the slider's patterning here should be the other way around where 00:22:109 (3,4) - is like 00:22:909 (5,6) - and vice versa so that 00:22:909 (5,6) - has better emphasis on movement on those strong guitar sounds b I guess I got it?

  4. 00:23:309 (6,7,8,9) - rhythm can be improved here trythis. This rhythm can be better since 00:23:709 (1) - will map the guitar sound better other than the old rhythm where you only mapped the drums which kinda feels undermapped imo sorry, but I just feel it more the way it is right now.

  5. 00:31:709 (3,4) - I dont see any reason that this has to be two circles instead of what you did here 00:32:109 (5) - I would keeping the pattern clear by copying 5 I replaced them with a reverse arrow slider, idk, came up with this, cuz I didn't really get it again.





Rain

  1. 01:12:109 (1,2,3,4,5,6) - Hmm I think this pattern can be better if you mapped these with 2 1/8 sliders instead with somewhat a pattern like this yess, it's way better now aaa.
  2. Not much to mod here since its pretty good

gl~
Thanks~ it was helpful.
JierYagtama
Platter

[*]00:16:509 (1) - Imo you can make this into a 1/1 antiflow chain here instead to emphasize 00:16:909 - I don't really get ur advice, could you possibly explain? I mean make it a reverse slide that has antiflow
Topic Starter
Ollapeu

JeirYagtama wrote:

Platter

[*]00:16:509 (1) - Imo you can make this into a 1/1 antiflow chain here instead to emphasize 00:16:909 - I don't really get ur advice, could you possibly explain? I mean make it a reverse slide that has antiflow


ohhh, ok
Topic Starter
Ollapeu
Update - a few changes in Rain (on my own).
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