Camellia - dreamless wanderer

posted
Total Posts
25
Topic Starter
Shiirn
This beatmap was submitted using in-game submission on Tuesday, August 01, 2017 at 11:13:04 AM

Artist: Camellia
Title: dreamless wanderer
Tags: かめるかめりあ kamelcamellia
BPM: 174
Filesize: 16945kb
Play Time: 05:08
Difficulties Available:
  1. ouroboros (6.22 stars, 1191 notes)


Download: Camellia - dreamless wanderer
Information: Scores/Beatmap Listing
---------------



Her spirit kept on, long after her body gave in,
reason giving way to purpose, as foot stepped in front of foot,
and every year we see her shape, drifting amongst the fields,
coming full circle, returning home, her only wish.




Storyboard by Jakomo73
Quite Cynical
big mappers spirit


01:04:501 (1) - add finish here for growl to stay consistent
01:26:225 (5,6) - add whistle for happy jingle sound
01:51:225 (3,4) - make both finish to stay consistent with the breakdown here 00:45:018 (3,4) -

01:52:604 (4) - the (uh) sound is hitsounded [drum whistle] but other ones in map are not (e.g. 01:58:121 (4) - and 02:03:639 (4) - ) maybe hitsound all others (its very nice)

02:59:673 (1,2,3,4,1,2) - maybe reintroduce the breakdown from 01:50:708 (1,2,3,4,1,2,3,4) - with increasing volume per note to emphasize the section since it goes from 35% to 100% very drastically

03:05:104 (1) - add finish for jingle sound
03:06:915 (1) - add clappity clap
03:22:432 (2) - should add all three hitsounds with auto audition because climax with similar sound before it being hitsounded also
03:38:984 (1) - and 03:40:363 (1) - maybe change addition to auto because sound here 03:41:742 (1) - has no drum as first clap
04:06:570 (1) - and 04:09:328 (3) - add finish since heavy hitting sound like 04:12:087 (1) - and 04:14:845 (1) -

most of what i could find in terms of hitsounds will look over it again soon :)
Shiguma
Was gonna mod this but don't have anything to point out xD

02:32:604 (1,2,3) - Would it be better if 02:32:604 (1) - was equally as far apart from 02:32:087 (1) - as 02:32:173 (2) - is? same for 02:32:346 (4,5,3) -
Topic Starter
Shiirn

Quite Cynical wrote:

big mappers spirit


01:04:501 (1) - add finish here for growl to stay consistent ya
01:26:225 (5,6) - add whistle for happy jingle sound nah
01:51:225 (3,4) - make both finish to stay consistent with the breakdown here 00:45:018 (3,4) - ya

01:52:604 (4) - the (uh) sound is hitsounded [drum whistle] but other ones in map are not (e.g. 01:58:121 (4) - and 02:03:639 (4) - ) maybe hitsound all others (its very nice) ya

02:59:673 (1,2,3,4,1,2) - maybe reintroduce the breakdown from 01:50:708 (1,2,3,4,1,2,3,4) - with increasing volume per note to emphasize the section since it goes from 35% to 100% very drastically ya

03:05:104 (1) - add finish for jingle sound jingle is on the white tick tho, the slider goes over it
03:06:915 (1) - add clappity clap ya
03:22:432 (2) - should add all three hitsounds with auto audition because climax with similar sound before it being hitsounded also eh
03:38:984 (1) - and 03:40:363 (1) - maybe change addition to auto because sound here 03:41:742 (1) - has no drum as first clap eh
04:06:570 (1) - and 04:09:328 (3) - add finish since heavy hitting sound like 04:12:087 (1) - and 04:14:845 (1) - eh

most of what i could find in terms of hitsounds will look over it again soon :)
Halfslashed
Testplay: https://halfslashed.s-ul.eu/yOjXC0RO

[ouroboros]
00:01:742 (2) - Since you're trying to represent the grace note on 00:01:713 -, I'd suggest making this a 1/16 slider instead. This would probably require an SV increase. though.
00:07:259 (2) - Similar to the above, but instead using a 1/16 single repeat.
00:30:018 (3,4) - I think it makes more sense for these to be overlapping rather than spaced apart, so that the intensity increase is indicated at 00:31:397 (1) - rather than 00:30:708 (4) -
01:28:553 (2) - I think there are better options for representing the sudden wind up here. An option is a circular slider like this or perhaps an SV change of some sort.
04:28:639 - I'd like your reasoning for why you didn't do the reverse of 00:23:121 - for this section, since the song seems to be doing the same thing in reverse here. Not really an issue, but it is an interesting choice.

Not much here, good luck!
Anxient
thats alot of posts.

ouroborous

01:17:518 (3) - i might be a bit nitpicky, but i think its a bad idea for you to use a curve this intense in a soft area? try loosening it http://puu.sh/wJWa0/44789dc041.jpg

01:27:173 (3,1) - something something ugly overlapping

01:51:397 (1) - totally didnt expect this to start from the other side. nope. srsly tho i think if you ctrl g this, it would look more in place with the rest of your map

02:12:949 (2,1) - tfw know is intentional but still triggering anyway

02:50:018 (4,1) - something something ugly overlapping

02:53:466 (2) - it would play better imo if it started from top to bottom rather than what it was currently. tldr ctrl g pls

03:07:259 (1) - with the trend of you constantly backtracking i thought you would start this from the back so this is a bti of an inconsistency? ctrl g?

03:35:449 (1) - i think the angle from 6 to 1 is a bit too jarring even for this map. i think ctrl g (its all i could do really. if i move anything it would damage the map) http://puu.sh/wJWt0/4936180a25.jpg would soften the blow.

03:49:501 (3) - nice blanket

thats it.
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