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posted
This beatmap was submitted using in-game submission on Monday, November 06, 2017 at 17:44:03

Artist: UNDERVEIL ALLSTARS
Title: UNDERVEIL IS REAL!!! ...AND WE ARE UNDERVEIL!!!
Source: UNDERTALE
Tags: collaboration yamajet 梅干茶漬け umeboshi chazuke orangentle puriri ぷりりー tanchiky saiph kiryu morimori atsushi モリモリあつし lime s-don hara kana コルソン koruson itoki hana 糸奇 はな tc-taka taqumi daph seaside-métro seaside-metro izna se-u-ra ryhki こふ kofu mytk mossari frums silentroom aaaa ああああ toby fox asriel dreemur credits
BPM: 180
Filesize: 18883kb
Play Time: 05:59
Difficulties Available:
  1. *Together as one, we stay determined! (5.27 stars, 1179 notes)


Download: UNDERVEIL ALLSTARS - UNDERVEIL IS REAL!!! ...AND WE ARE UNDERVEIL!!!
Information: Scores/Beatmap Listing
---------------


first ranked!~


download underveil the extra here!


Artists (in order of appearance)
ああああ + Silentroom
Yamajet
梅干茶漬け
orangentle
ぷりりー
Tanchiky
Saiph
Kiryu
モリモリあつし
Lime + s-don
hara kana
コルソン
糸奇 はな
tc-taka
Taqumi
daph
seaside-métro
izna
Se-u-Ra
ryhki
こふ
MYTK
mossari
Frums
posted
requested mod hu3
[diffname related to undertale idk]
  1. 00:09:021 (1,2,3,4) - this section feels weird to play since the first two ones use a note 00:08:188 (2) - here, for example, but 00:09:521 (2) - here you decided to use a slider. I suggest turning it into two circles and emphasizing the second one (00:09:688 - ) with an HDash. I also strongly suggest placing an horizontal 1/2 slider 00:09:688 - here at x:468. Image: http://puu.sh/wLrM2/1079be0d32.jpg < Like this, plays a lot better to me.
  2. 00:10:854 (2) - Move this note to x:337 for emphasis to the snare sound?
  3. 00:25:354 (2,3) - I think these two notes (or at least (2) should have an hyperdash) should have more distancing to keep consistency with the usage of hyperdashes every two bars you've been using until now, but IDK. You decide whether this is a good idea or you wanna break consistency for the sake of patterning.
  4. 00:25:021 (1) - btw, the ending of this slider is out of the playfield (over x:496) and looks really cornered onto the right wall in gameplay, you should consider modifying it at least a tad so that the catcher doesn't crash onto the wall out of momentum from the previous hyperdash.
  5. 00:27:188 (4) - I think you should ctrl+h this one and place it at x:176 again, feels better IMO since it switches directions regarding 00:27:854 (2) - this other slider.
  6. 00:31:354 (3) - A bit more distancing could do justice to the highly-pitched 8bit sound audible here. Maybe x:390 will do?
  7. 00:32:354 (3,4,5,6) - I feel that these should be more distanced from one another since the momentum from the previous 2 sliders is still way too strong. Maybe 1,3x distancing will suffice? (if you apply this one, don't forget to place 00:32:854 (6) - over 00:32:688 (5) - and ctrl+h it accordingly, since I see that's what you did before :P)
  8. 00:42:021 (5,6) - Maybe this could work better? (ctrl+h (6) and place it at x:64) http://puu.sh/wLsld/93fe25c2a8.jpg
  9. 00:45:021 (1,2,3) - 1,4x distancing between these instead would work wonders (and also would give the highly pitched sound played at 00:45:521 (4) - more emphasis)
  10. 00:47:354 (5) - Make this slider tilted to the left instead? Like this: http://puu.sh/wLsuW/05ec5a484d.jpg
  11. 01:13:688 (3,4,5,6,7,8) - This makes a nice star-shaped pattern on the editor, but it gameplay it's just too harsh regarding the distance field. Selecting it whole, ctrl+shift+s and typing in 0,9x size thankfully solves this problem instantly.
  12. 01:14:354 (1,2,3,4,5,6,7,1,2,3,1,2,3,4,5,6,7,1,2,3,4,5,1,2,3,4,1,2,3,4) - Uh... I'm not really sure if you'd really want to map this part at all, the rhythm the current notes are following is really... weird, to say the least. I felt like I was dizzy for a second, since I didn't really know what to follow. I think you'd be better off with leaving this as a break until 01:22:354 (1) - here.
  13. 01:28:021 (3,4) - Maybe place these at x:88? Plays better, gives proper emphasis to the kick sound at the white tick and is even more fun to catch for me at least.
  14. 01:31:438 (7) - Reduce distancing between this and the previous slider to 1,5x to reduce chance of shitmissing? It really does the trick to me.
  15. 01:34:021 (5,6) - Place these at x:400 for better emphasis to the snare sound at (5).
  16. 01:49:021 (1) - Make this slider a bit more curved, just like 01:50:354 (1) - this one, for better flow.
  17. 02:00:688 (5) - ctrl+h this one and place it again at x:351? I can't help but shitmiss eternally at this part. If you apply this, also remember to move 02:00:854 (6) - to x:462.
  18. 02:15:188 (7) - ctrl+h this slider and move it again at x:311, then ctrl+h 02:15:354 (8) - and move it to x:500 or something like that, it plays wonderfully better IMO.
  19. 02:57:232 (5) - Make this slider completely vertical so that it triggers an HDash to the next note, properly emphasizing it since it has a cymbal-ish sound to it.
  20. 03:06:382 (1) - Can't even catch a single banana, why is this spinner here? It's too short xD (just a comment, feel free to do whatever you want with it but for the time being it doesn't allow you to catch even 6 bananas at most due to it's length, consider either replacing it with a slider/note or something or downright deleting it).
  21. 03:23:467 (4,5) - If I were you I'd probably risk it, but these two could have two hyperdashes (from (3) to (4), from (4) to (5) and from (5) to (1). The kick sounds at both 4 and 5 suggest a nice possibility for this turning out nicely.
    ...although this is a rather calm section and having that all of a sudden could lead to some inconsistencies, but you're the mapper, you decide! o3o
  22. 04:23:470 (1,2,3) - Maybe use 1,3x/1,2x distancing between these instead so that the distance isn't too harsh for the player to adapt to all of a sudden using 1/3 movement?
  23. 04:49:803 (3) - Maybe tilt this slider a bit more upwards so that the distancing between the sliderhead and slidertail aren't as strong of an antiflow from the previous objects? (keeping the distance between the slidertail and 04:50:065 (4) - , ofc). I'm having quite the hard time catching all droplets correctly.


Personal Thoughts: Really underrated in terms of SR but that's the system fault, not yours of course. Back to topic, I really, really enjoyed playing through the map. I loved the antiflowing patterns and how you managed to keep it fresh throughout the whole collaboration as if everything was a new thing and completely different from all other things (if you know what I'm saying, I'm probably ranting along just to praise the map more than it deserves or IDK really xD). I hope you make it through the approval process as soon as possible, I wanna see more of this kind of stuff qualified <3
posted
replied to all with green cause i like green

Hareimu wrote:

requested mod hu3
[diffname related to undertale idk]
haha determination XD
  1. 00:09:021 (1,2,3,4) - this section feels weird to play since the first two ones use a note 00:08:188 (2) - here, for example, but 00:09:521 (2) - here you decided to use a slider. I suggest turning it into two circles and emphasizing the second one (00:09:688 - ) with an HDash. I also strongly suggest placing an horizontal 1/2 slider 00:09:688 - here at x:468. Image: http://puu.sh/wLrM2/1079be0d32.jpg < Like this, plays a lot better to me. not gonna add a hyper as the previous two iterations use hypers only every first beat out of four (and a new thing added when the section has the same intensity would be improper emphasis), but fixed the note-slider thing
  2. 00:10:854 (2) - Move this note to x:337 for emphasis to the snare sound? same improper emphasis thing as earlier - i just reiterated 00:06:854 (2,2,2) - 's patterning
  3. 00:25:354 (2,3) - I think these two notes (or at least (2) should have an hyperdash) should have more distancing to keep consistency with the usage of hyperdashes every two bars you've been using until now, but IDK. You decide whether this is a good idea or you wanna break consistency for the sake of patterning. yea
  4. 00:25:021 (1) - btw, the ending of this slider is out of the playfield (over x:496) and looks really cornered onto the right wall in gameplay, you should consider modifying it at least a tad so that the catcher doesn't crash onto the wall out of momentum from the previous hyperdash. heck i thought it was 498, fixd
  5. 00:27:188 (4) - I think you should ctrl+h this one and place it at x:176 again, feels better IMO since it switches directions regarding 00:27:854 (2) - this other slider. this was meant to reflect 00:26:354 (1,2) - 's maneuver, and also 00:27:188 (4,2) - have the same pitch inflection (but with different ranges) so yea
  6. 00:31:354 (3) - A bit more distancing could do justice to the highly-pitched 8bit sound audible here. Maybe x:390 will do? this increased SR kek
  7. 00:32:354 (3,4,5,6) - I feel that these should be more distanced from one another since the momentum from the previous 2 sliders is still way too strong. Maybe 1,3x distancing will suffice? (if you apply this one, don't forget to place 00:32:854 (6) - over 00:32:688 (5) - and ctrl+h it accordingly, since I see that's what you did before :P) yea
  8. 00:42:021 (5,6) - Maybe this could work better? (ctrl+h (6) and place it at x:64) http://puu.sh/wLsld/93fe25c2a8.jpg ye
  9. 00:45:021 (1,2,3) - 1,4x distancing between these instead would work wonders (and also would give the highly pitched sound played at 00:45:521 (4) - more emphasis) 1.4 felt too much so only increased up to 1.31
  10. 00:47:354 (5) - Make this slider tilted to the left instead? Like this: http://puu.sh/wLsuW/05ec5a484d.jpg something like that yea
  11. 01:13:688 (3,4,5,6,7,8) - This makes a nice star-shaped pattern on the editor, but it gameplay it's just too harsh regarding the distance field. Selecting it whole, ctrl+shift+s and typing in 0,9x size thankfully solves this problem instantly. didnt even notice it made a star lol - but this was one of my main concerns and a testplayer missed here so fixd
  12. 01:14:354 (1,2,3,4,5,6,7,1,2,3,1,2,3,4,5,6,7,1,2,3,4,5,1,2,3,4,1,2,3,4) - Uh... I'm not really sure if you'd really want to map this part at all, the rhythm the current notes are following is really... weird, to say the least. I felt like I was dizzy for a second, since I didn't really know what to follow. I think you'd be better off with leaving this as a break until 01:22:354 (1) - here. leaving it out would be against the purpose of the map - to be a mixture of different styles over different songs, the part sounded weird so the map flows weird. and every section had a different artist so leaving one artist out seemed sad
  13. 01:28:021 (3,4) - Maybe place these at x:88? Plays better, gives proper emphasis to the kick sound at the white tick and is even more fun to catch for me at least. increased spacing instead
  14. 01:31:438 (7) - Reduce distancing between this and the previous slider to 1,5x to reduce chance of shitmissing? It really does the trick to me. close ennuf
  15. 01:34:021 (5,6) - Place these at x:400 for better emphasis to the snare sound at (5). keeping cause the song part seemed calmer in comparison to the previous
  16. 01:49:021 (1) - Make this slider a bit more curved, just like 01:50:354 (1) - this one, for better flow. da-done
  17. 02:00:688 (5) - ctrl+h this one and place it again at x:351? I can't help but shitmiss eternally at this part. If you apply this, also remember to move 02:00:854 (6) - to x:462. greatly decreased slider inclination/distance instead
  18. 02:15:188 (7) - ctrl+h this slider and move it again at x:311, then ctrl+h 02:15:354 (8) - and move it to x:500 or something like that, it plays wonderfully better IMO. this is against the part's sharp anti-flowy feel (the stream at least), so nah
  19. 02:57:232 (5) - Make this slider completely vertical so that it triggers an HDash to the next note, properly emphasizing it since it has a cymbal-ish sound to it. ja
  20. 03:06:382 (1) - Can't even catch a single banana, why is this spinner here? It's too short xD (just a comment, feel free to do whatever you want with it but for the time being it doesn't allow you to catch even 6 bananas at most due to it's length, consider either replacing it with a slider/note or something or downright deleting it). there's a timing change where there's no note so a slider wouldnt work out xd
  21. 03:23:467 (4,5) - If I were you I'd probably risk it, but these two could have two hyperdashes (from (3) to (4), from (4) to (5) and from (5) to (1). The kick sounds at both 4 and 5 suggest a nice possibility for this turning out nicely.
    ...although this is a rather calm section and having that all of a sudden could lead to some inconsistencies, but you're the mapper, you decide! o3o not doing the hypers thing but i did do ctrl+shift+s then shaBAM 1.1x scale babY
  22. 04:23:470 (1,2,3) - Maybe use 1,3x/1,2x distancing between these instead so that the distance isn't too harsh for the player to adapt to all of a sudden using 1/3 movement? yeha
  23. 04:49:803 (3) - Maybe tilt this slider a bit more upwards so that the distancing between the sliderhead and slidertail aren't as strong of an antiflow from the previous objects? (keeping the distance between the slidertail and 04:50:065 (4) - , ofc). I'm having quite the hard time catching all droplets correctly.
    i felt that the climax needed a harsh patterning kek, also to keep consistency with 04:49:137 (5,6,1,2) - 's form


Personal Thoughts: Really underrated in terms of SR but that's the system fault, not yours of course. sr is gay
Back to topic, I really, really enjoyed playing through the map. I loved the antiflowing patterns and how you managed to keep it fresh throughout the whole collaboration as if everything was a new thing and completely different from all other things (if you know what I'm saying, I'm probably ranting along just to praise the map more than it deserves or IDK really xD). this was the plan i had and tried to conceive and im glad it worked out!!!!1
I hope you make it through the approval process as soon as possible, I wanna see more of this kind of stuff qualified <3 modders please mod,


hell yea thnak!!11!1
posted
[all hail chara our creator]

  • remove bookmark, not important since this is not a collab
    also now that you have said it in the prev mod that every section has an artists here. I think it would better to not have a kiai, so that an artist would not like be superior than the others.

    00:17:021 (1,2,3) - Most of time I miss at (1) because a degenerate like me wants to catch the right side banana on the spinner. I'd decrease the two circles ds into 1.66
    00:17:854 (4,5) - Feels over emphasized in my opinion. ctrl+g is enough
    00:31:021 (1,2) - I don't here a beat on (2). I'd just delete (2) then extend the slider haaak
    00:39:188 (5) - Diagonal reverse slider feels nice since the player wouldn't have to dash that part (like somewhere in the middle of the slider players wont dash)
    00:42:021 (5,6) - Would be better if you emphasize it with 1/8
    00:42:354 (1,2,3) - This part is too anti-flow to me. The difficulty spike is real eeeee. Please fix this one.
    01:14:354 - to 01:20:854 - Making this part a non dashable fruits would be nice.
    01:58:188 (6) - This one can really throw the players off. It's somehow similiar on the prev mod about 00:15:354 (5,6) - (its now fixed tho).
    01:58:688 (3) - Making this a hyper would like even out the spacing. SInce (4) is hyper too.
    02:02:354 (1,2,3,4,5,6,7,8) - I'd rotate them (selection centre) to -15 degrees and 15 degrees respectively. It really feels to vertical in my end.
    02:40:148 (1,2) - There is a bigger sound on 02:40:822 - , but you didn't map it. I suggest having the rhythm go like this http://puu.sh/wPmLq/29b24ea6c3.PNG
    02:26:846 - to 02:47:889 it would be really nice if you would keysound this part ;w;
I looked through beyond 3min also and I found no issues nice :oooo
I finished this modding this map faster than I expected. Yay. Gluck in your map, I think it needs atleast 1 or 2 mod only before you call a BN.
posted
cute mapper, cute map :3
posted

minus wrote:

cute mapper, cute map :3


cute post, cute user :3
posted

-Nicotine wrote:

[all hail chara our creator]

  • remove bookmark, not important since this is not a collab the bookmarks were for section divisions when i was setting up SVs
    also now that you have said it in the prev mod that every section has an artists here. I think it would better to not have a kiai, so that an artist would not like be superior than the others. while this is true, the song still follows the usual song structure (mainly having climactic parts) so the kiais are necessary

    00:17:021 (1,2,3) - Most of time I miss at (1) because a degenerate like me wants to catch the right side banana on the spinner. I'd decrease the two circles ds into 1.66 made spinner shorter instead
    00:17:854 (4,5) - Feels over emphasized in my opinion. ctrl+g is enough yea but i might change later
    00:31:021 (1,2) - I don't here a beat on (2). I'd just delete (2) then extend the slider haaak buy better headphones lul
    00:39:188 (5) - Diagonal reverse slider feels nice since the player wouldn't have to dash that part (like somewhere in the middle of the slider players wont dash) this part has the highest pitch within the part, so a dash is necessary
    00:42:021 (5,6) - Would be better if you emphasize it with 1/8 was following the 1/4 stream in the background
    00:42:354 (1,2,3) - This part is too anti-flow to me. The difficulty spike is real eeeee. Please fix this one. nerfed
    01:14:354 - to 01:20:854 - Making this part a non dashable fruits would be nice. a non-dash part between two fairly dashy parts when the music doesnt go considerably too calm is not really a good idea
    01:58:188 (6) - This one can really throw the players off. It's somehow similiar on the prev mod about 00:15:354 (5,6) - (its now fixed tho). ctrl+g'd
    01:58:688 (3) - Making this a hyper would like even out the spacing. SInce (4) is hyper too. this would cause hyperdash inconsistency -
    it's supposed to be a hyper every two white ticks for this part

    02:02:354 (1,2,3,4,5,6,7,8) - I'd rotate them (selection centre) to -15 degrees and 15 degrees respectively. It really feels to vertical in my end. it's supposed to be vertical to not be dashed - tho i will see what i can do in the future
    02:40:148 (1,2) - There is a bigger sound on 02:40:822 - , but you didn't map it. I suggest having the rhythm go like this http://puu.sh/wPmLq/29b24ea6c3.PNG did something different to also reflect the first part of the calm thingy
    02:26:846 - to 02:47:889 it would be really nice if you would keysound this part ;w; piano machine broke
I looked through beyond 3min also and I found no issues nice :oooo
I finished this modding this map faster than I expected. Yay. Gluck in your map, I think it needs atleast 1 or 2 mod only before you call a BN.


thnak!
posted

[diff name]
  1. 00:17:854 (4,5) - I do understand you tried to emphasize snare (or whatever it's called) on (5) with a simple 1/4 dash, and in terms of playing it's fine,
    but in terms of mapping it's not right, since it really deserves to be emphasized with a 1/4 HDash... quite optional though... o, what about CTRL H (4) and move it to x206? then it'd be still pretty hard while making a hdash to (5)! .o. i suck
  2. 00:48:854 (1,2,3) - what about being consistent with 00:43:521 (1,2,3) - and turning 00:49:188 (2) - into two notes? seems pretty fair since the sounds at this requires a little bit more emphasize than just 1/2 slider
  3. 03:47:161 (5,1) - do you really want to have this 1/6 edge dash in such a calm section of this song? I really do think you should decrease the distance here
  4. 03:48:018 (4,1) - ^same, also its even an anti flow lol, I think you missed where the kiai is located in your map
  5. 04:23:470 (1,2,3) - again, in terms of playing it's emphasized pretty well, but in terms of mapping it has lack of hdashes, since the sounds on the head os the sliders is obviously deserves to be emhpasized with a hdash... it's up to you if you want to change this and what you could do here, but I'd just CTRL H (2)
  6. 04:48:970 (2,3,4,5,6,1,2) - Aaa, the sounds here is not that high to have such a dense 1/4 anti-flows. what about making 04:49:470 (1) - vertical

amazing, I still wonder why you don't have any ranked mapsets.. I think it's time to change that, good luck~
posted

Myle wrote:


[diff name]
  1. 00:17:854 (4,5) - I do understand you tried to emphasize snare (or whatever it's called) on (5) with a simple 1/4 dash, and in terms of playing it's fine,
    but in terms of mapping it's not right, since it really deserves to be emphasized with a 1/4 HDash... quite optional though... o, what about CTRL H (4) and move it to x206? then it'd be still pretty hard while making a hdash to (5)! .o. i suck this was originally an hdash but was removed from a previous mod - the thud is worth emphasis but the next cymbal needs more emphasis
  2. 00:48:854 (1,2,3) - what about being consistent with 00:43:521 (1,2,3) - and turning 00:49:188 (2) - into two notes? seems pretty fair since the sounds at this requires a little bit more emphasize than just 1/2 slider okea
  3. 03:47:161 (5,1) - do you really want to have this 1/6 edge dash in such a calm section of this song? I really do think you should decrease the distance here oekea
  4. 03:48:018 (4,1) - ^same, also its even an anti flow lol, I think you missed where the kiai is located in your map yea
  5. 04:23:470 (1,2,3) - again, in terms of playing it's emphasized pretty well, but in terms of mapping it has lack of hdashes, since the sounds on the head os the sliders is obviously deserves to be emhpasized with a hdash... it's up to you if you want to change this and what you could do here, but I'd just CTRL H (2) i wanna keep the antiflow - also i tried to restrict hypers to every six 1/3s
  6. 04:48:970 (2,3,4,5,6,1,2) - Aaa, the sounds here is not that high to have such a dense 1/4 anti-flows. what about making 04:49:470 (1) - vertical not exactly vertical but yea

amazing, I still wonder why you don't have any ranked mapsets.. I think it's time to change that, good luck~


thnka!
posted


M4M thing
General
  1. When at 100% acc, the "1" sprite overlaps with the default "pie" for song completion. Suggest shrinking these by a couple of pixels to avoid this
  2. drum-hitclap8.wav is unused - it's the same as soft-hitclap8 and you only call S:C8 in the timing menu, so I think you can probably delete this
  3. drum-hitfinish6.wav is less than 100ms in length which is unrankable. Please a dd a couple ms of blank audio to the end of the waveform to remedy this
  4. soft-hitwhistle7.wav has 5.5ms of delay, which is also unrankabke. Trim the null audio at the start of the waveform to improve feedback response
  5. Check for timing lines with inconsistent values, again unrankable. 03:24:831 - Sampleset, 03:56:804 - 04:50:153 - Sampleset and volume
  6. 05:59:602 - Kiai end is unsnapped, move it to the downbeat at 05:59:660 -
*This is a difficulty name
  1. 00:17:021 (1,2,3) - Not really expectable spacing at this AR for a calm section, I'd reduce these a little by moving (2) slightly more to the left
  2. 00:26:854 (3,4) - Strong 1/4 dash into antiflow plays strangely given the weak sound here, smaller spacing or more of a curve on (4) would flow better
  3. 02:02:521 (3,4) - Way too easy to overshoot these given the strength of 02:02:021 (5,1) - hyper, so this is a pretty uncomfortable flowstop. 02:02:354 (1,2) - to x-224 or so would play better
  4. 03:43:732 (3,1) - Really strange emphasis here, not sure why you would place a strong antiflow hyper on a weak sound whilst ignoring the percussion such as 03:43:518 - this is again not expectable at all after the previous calm section and is a significant source of misses. If you insist on following the synth, at least make the initial patterns and movement more simple so players can get accustomed to it
  5. 04:56:553 (1,2) - Would be better if this was Ctrl+H'ed or moved to the left for easier reaction, since the spinner 04:55:853 (1) - has a high concentration on the left side
Too rusty to give much else in the way of helpful feedback, sorry. Hope this trashmod is at least a little helpful lol
posted

JBHyperion wrote:



M4M thing
General will fix file-related things at a later time!
  1. When at 100% acc, the "1" sprite overlaps with the default "pie" for song completion. Suggest shrinking these by a couple of pixels to avoid this
  2. drum-hitclap8.wav is unused - it's the same as soft-hitclap8 and you only call S:C8 in the timing menu, so I think you can probably delete this
  3. drum-hitfinish6.wav is less than 100ms in length which is unrankable. Please a dd a couple ms of blank audio to the end of the waveform to remedy this
  4. soft-hitwhistle7.wav has 5.5ms of delay, which is also unrankabke. Trim the null audio at the start of the waveform to improve feedback response
  5. Check for timing lines with inconsistent values, again unrankable. 03:24:831 - Sampleset, 03:56:804 - 04:50:153 - Sampleset and volume done
  6. 05:59:602 - Kiai end is unsnapped, move it to the downbeat at 05:59:660 - hitsound doesnt get applied to the spinner if i do this - will find another workaround
*This is a difficulty name
  1. 00:17:021 (1,2,3) - Not really expectable spacing at this AR for a calm section, I'd reduce these a little by moving (2) slightly more to the left moved both (1,3) and (2) to retain symmetry
  2. 00:26:854 (3,4) - Strong 1/4 dash into antiflow plays strangely given the weak sound here, smaller spacing or more of a curve on (4) would flow better chose the former
  3. 02:02:521 (3,4) - Way too easy to overshoot these given the strength of 02:02:021 (5,1) - hyper, so this is a pretty uncomfortable flowstop. 02:02:354 (1,2) - to x-224 or so would play better also fixed next pattern
  4. 03:43:732 (3,1) - Really strange emphasis here, not sure why you would place a strong antiflow hyper on a weak sound whilst ignoring the percussion such as 03:43:518 - this is again not expectable at all after the previous calm section and is a significant source of misses. If you insist on following the synth, at least make the initial patterns and movement more simple so players can get accustomed to it did sum stuff too
  5. 04:56:553 (1,2) - Would be better if this was Ctrl+H'ed or moved to the left for easier reaction, since the spinner 04:55:853 (1) - has a high concentration on the left side flipped everything starting from this xd
Too rusty to give much else in the way of helpful feedback, sorry. Hope this trashmod is at least a little helpful lol help is help


tank!
posted
Hi mate
█ Optional to change --- █ Suggested to change --- █ Unrankable
[ General]

  • AIMod
  1. Fix these unsnapped object issues :Thangery:


    Skinning
  2. A really optional point: Maybe you want to add a custom catcher too, so it feels much perfect? Anyways, appreciate to your effort in skinning!

    Unused Inherited Sections
  3. Remove all of them as they are duplicated: 00:17:021 - , 05:50:463 - .
  4. Fix 01:22:354 - to 01:22:353 - . (It is displayed as the former one in the Timing Setup Panel).
[ TLDR]

  • Gameplay
  1. 00:11:688 (1,2,3,4,5,6,7,8,1,2,3,4) - Considering that 00:11:688 (1,2,3,4,5,6,7,8) - is way more intense than 00:13:021 (1,2,3,4) - with more movements provided, for better build-up, perhaps you can swap the positions of these two stanzas?
  2. 00:25:021 (1,2,3,4,5,6) - Feels so random for this pattern, maybe you can do something symmetrical at 00:25:688 (4,5,6) - ? Or at least change the movement of 00:25:354 (2,3,4,5,6) - so to avoid using this kind of anti-flow jumping too often?
  3. 00:39:688 (6,1) - Feels weird to end the notes at 00:39:771 - . Maybe just a circle at 00:39:688 - and start the spinner 1/4 earlier? Also it is not expected so it may confuse players here.
  4. 01:03:688 (1,2,3) - The gaps are a bit large between each sliders. Maybe reduce them slightly, especially the first jump at 01:03:688 (1,2) - because it is not something expected to players after catching the HDash.
  5. 01:46:354 (1,2,3,4,5,6) - The rhythm here is completely different from 01:43:688 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - which can really trip players off. How about using the same rhythm here but with different patterns, instead of having jumps every 2 red ticks?
  6. 01:58:021 (5,6) - The sliders here can have a higher SV in my opinion. The current one is too small and a jump in between may destroy the flow. Having an increased SV here may enhance the intensity here, and also makes it easier for players as they get ready for the jump.
  7. 02:15:188 (7,8) - This anti-flow is already difficult to catch, and with the aid of such high SV slider (8), most players will be caught off-guard here. How about remaking 02:15:021 (3,4,5,6,7) - so it will be easier for reading (8)?

    A very concrete map, not many big problems to be found. Keep it up!
Good luck!
posted
fixed unsnaps (took me only a minute cause it was from a timing point being off by -1ms)

will fix others on weekend!
posted

alienflybot wrote:

Hi mate
█ Optional to change --- █ Suggested to change --- █ Unrankable
[ General]

  • AIMod
  1. Fix these unsnapped object issues :Thangery:


    Skinning
  2. A really optional point: Maybe you want to add a custom catcher too, so it feels much perfect? Anyways, appreciate to your effort in skinning! it does have one lo

    Unused Inherited Sections
  3. Remove all of them as they are duplicated: 00:17:021 - , 05:50:463 - .
  4. Fix 01:22:354 - to 01:22:353 - . (It is displayed as the former one in the Timing Setup Panel). fixd both
[ TLDR]

  • Gameplay
  1. 00:11:688 (1,2,3,4,5,6,7,8,1,2,3,4) - Considering that 00:11:688 (1,2,3,4,5,6,7,8) - is way more intense than 00:13:021 (1,2,3,4) - with more movements provided, for better build-up, perhaps you can swap the positions of these two stanzas? also did something for buildup + consistency
  2. 00:25:021 (1,2,3,4,5,6) - Feels so random for this pattern, maybe you can do something symmetrical at 00:25:688 (4,5,6) - ? Or at least change the movement of 00:25:354 (2,3,4,5,6) - so to avoid using this kind of anti-flow jumping too often? simply copypasta'd (1,2,3)
  3. 00:39:688 (6,1) - Feels weird to end the notes at 00:39:771 - . Maybe just a circle at 00:39:688 - and start the spinner 1/4 earlier? Also it is not expected so it may confuse players here. i was following the music but i can see that
  4. 01:03:688 (1,2,3) - The gaps are a bit large between each sliders. Maybe reduce them slightly, especially the first jump at 01:03:688 (1,2) - because it is not something expected to players after catching the HDash. gave a curve to (1)
  5. 01:46:354 (1,2,3,4,5,6) - The rhythm here is completely different from 01:43:688 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - which can really trip players off. How about using the same rhythm here but with different patterns, instead of having jumps every 2 red ticks? i was following both the beats and the instrument - tried to make this more obvious
  6. 01:58:021 (5,6) - The sliders here can have a higher SV in my opinion. The current one is too small and a jump in between may destroy the flow. Having an increased SV here may enhance the intensity here, and also makes it easier for players as they get ready for the jump. made it similar to next part's SV
  7. 02:15:188 (7,8) - This anti-flow is already difficult to catch, and with the aid of such high SV slider (8), most players will be caught off-guard here. How about remaking 02:15:021 (3,4,5,6,7) - so it will be easier for reading (8)? the difficulty here seems called for - it is a climactic part after all. tried reducing sv tho

    A very concrete map, not many big problems to be found. Keep it up!
Good luck!


than!k

to jbh's file related issues:
hitsounds are fixed, and the 1 is also fixed i think
posted

Chara wrote:

to jbh's file related issues:
hitsounds are fixed, and the 1 is also fixed i think

sick that mate
posted
*Together as one, we stay determined!

  1. 00:15:771 (1) - I'd put notes here instead of spinner, because I can clearly hear the melodies similar as 00:15:771 (1) -
  2. 00:17:854 (4,5) - Wouldn't it be cool if there's a HDash?
  3. 00:22:688 (2,3,4) - It's a minor thing but still, would look better if you replace three notes with reversed slider
  4. 00:31:271 (2) - For the sake of better playability I'd put this closer to (1)'s tail, likewise x:150
  5. 00:38:854 (4,5) - The timeline here can be better. How about this? Also patterns shoule be like this
  6. 00:47:354 (5,6) - I'd replace them with just an extended slider(3/4 one) to follow the music
  7. 01:00:021 (2,3) - This part feels a bit over-emphasized compared to the song. http://puu.sh/xhxFv/195629159a.jpg < this is going to work better imo :p
  8. 01:30:938 (4) - This part could be better. First of all, I'd remove this note to emphasize the upcoming sounds more properly(the ones at 01:31:020 - 01:31:187 - etc.)
  9. 01:31:021 (5,6,7) - Also, the sound at 01:31:353 - is the same as other ones, but at the slider-tail, which makes it less consistent. So the overall timeline should be like this, and I think it works way better because it fits the song
  10. 01:37:021 (1) - I kinda expect a jump between 9 and 1
  11. 01:51:604 (6) - Mind removing this note?
  12. 04:04:720 - ^
  13. 04:10:054 (6) - ^
  14. 04:10:804 (5) - This looks a bit awkward to me. I'd move reverse to the left-side imo
  15. 04:16:470 (5,6,1) - This plays worse than the other parts, would be better if you put a HDash for 6 and 1



That's it.

Very clean and neat mapset, great job!
posted

Spectator wrote:

*Together as one, we stay determined!

  1. 00:15:771 (1) - I'd put notes here instead of spinner, because I can clearly hear the melodies similar as 00:15:771 (1) - heck i thought there was a prominent held note here
  2. 00:17:854 (4,5) - Wouldn't it be cool if there's a HDash? was originally an HDash, removed from mod, but two mods so far have suggested it back so just gonna bring it back lo
  3. 00:22:688 (2,3,4) - It's a minor thing but still, would look better if you replace three notes with reversed slider didn't - however, ctrl+G'd to better emphasize the bass+snare
  4. 00:31:271 (2) - For the sake of better playability I'd put this closer to (1)'s tail, likewise x:150 did x:146 instead
  5. 00:38:854 (4,5) - The timeline here can be better. How about this? Also patterns shoule be like this did the timeline, made a different pattern to emphasize it being the highest pitch in the progression
  6. 00:47:354 (5,6) - I'd replace them with just an extended slider(3/4 one) to follow the music woop didnt notice this before
  7. 01:00:021 (2,3) - This part feels a bit over-emphasized compared to the song. http://puu.sh/xhxFv/195629159a.jpg < this is going to work better imo :p i wanted to keep the consistency of 01:00:354 (3,4,4,5,4,5) - , so just nerfed it a lot
  8. 01:30:938 (4) - This part could be better. First of all, I'd remove this note to emphasize the upcoming sounds more properly(the ones at 01:31:020 - 01:31:187 - etc.) i wanted to follow the faint sound in the background - just nerfed it
  9. 01:31:021 (5,6,7) - Also, the sound at 01:31:353 - is the same as other ones, but at the slider-tail, which makes it less consistent. So the overall timeline should be like this, and I think it works way better because it fits the song don't really see why those are better - sliderends have same impact as sliderheads in catch imo
  10. 01:37:021 (1) - I kinda expect a jump between 9 and 1 a 1/8 hdash would be too much for this diff and a dash would just look skewed so no change kek
  11. 01:51:604 (6) - Mind removing this note? was following a piano-like sound - nerfed for reverse emphasis tho
  12. 04:04:720 - ^ was also following a note
  13. 04:10:054 (6) - ^ only nerfed also to follow part's design
  14. 04:10:804 (5) - This looks a bit awkward to me. I'd move reverse to the left-side imo yea ok
  15. 04:16:470 (5,6,1) - This plays worse than the other parts, would be better if you put a HDash for 6 and 1 i don't hear anything worth HDashing



That's it.

Very clean and neat mapset, great job!


t!hank

applying mods at 5 am was a good idea
posted
Hello There!

General
  1. 00:03:688 - You could set the preview point here, so there arent 3 seconds of dead sound in the song preview screen?
  2. Some artists are missing from the tags ( i think). Even though this is really big collaboration of artists which would stack the tag field, I would suggest adding all of them
*Together as one, we stay determined!
  1. 00:09:521 (2,3) - Would expect a HDash here to account for the higher pitch, which was expressed as a HDash here 00:06:854 (2,3) -
  2. 00:20:354 (3,4) - Really weak movement considering the kick present on (4). Something more impactful here should do the trick
  3. 00:24:688 (4) - You might as well turn this into 2 circles as well, to be consistent with 00:25:354 (2,3,5,6) -
  4. 00:30:354 (1,2,3,4) - Id say a high strainful walk after this 00:29:021 (1,2,3,4,5,6,7,8) - is a bit too much movement wise. Id say you could connect 00:30:521 (2,3) - with a HDash instead
  5. 00:32:688 (5,6) - Uhh i dont really think this is any different than from other 1/2 rhythms in terms of accentuation, so uhh 2 HDashes in a row is uhh kinda too much
  6. 00:45:854 (5) - I would ctrl G and split this into 2 circles, The antiflow that will be created would compliment this jump 00:45:854 (5,1) - nicely
  7. 00:47:188 (4) - Mostly aesthetic, but you could turn this into circles and equalize the DS between the objects for a neater pattern
  8. 00:52:271 (4,1) - HDash would have been great here, and would help ease the movement strain moving into 00:52:604 (2,3) - the antiflowey ( im sorry for this it was not intended i meant antiflow uwu ) pattern
  9. 01:14:354 (1) - This could be overshooted due to its verticality after a strainful left right pattern. Slant it a bit more?
  10. 01:20:354 (1,2) - this is soo unexpected ( and at an irregular snap), considering the fact that the rest of the section requires minimal dashing. This feels like a memory jump to me
  11. 01:28:188 (4,1) - Would definitely expect a HDash here, the beat is soo strong!
  12. 01:46:854 (3,4) - HDash here could work nicely
  13. 01:58:854 (4,1) - If the previous dashes were meant for normal dashing, then this HDash doesnt seem as impactful as its right on the edge of the trigger distance. Some more distancing could have been great
  14. 02:15:188 (7,8) - This is a pretty strainful antiflow hyper, mainly cause you have to really snap in order to get it, adding the fact that theres antiflow on the next exact note
  15. 02:29:477 (1,2) - I'd reduce spacing a bit here, but still keeping them as dashes. Just for the added leniency and to avoid sad misses
  16. 02:33:784 (4,5) - I would expect a sharper movement here, in order to be consistent with your movement emphasis here 02:32:154 (1,2) - which uses almost identical sounds
  17. 02:54:832 (6) - Should have been 2 distinct circles to accomondate the 2 distinct sounds
  18. 03:03:832 (4,5,6) - Ctrl-g the rhythm here. Slider first then the 2 circles, would express the music better
  19. 03:23:195 (3,4) - Having this as an HDash as well removes some of the emphasis on the following 2 kicks that are correctly expressed. Also the initial antiflow doesnt help either. You only played with antiflow on stronger kicks up to this point so yeah
  20. 03:47:732 (3) - Having this in such a vertical position is a combo killer. Due to the irregular snap and the more horizontal patterns before that, this can easily be overdashed imo
  21. 03:56:697 (5,1) - I would nerf this spacing a bit, or change it so its not antiflow. It is by no means expected and the sudden change of pace can throw players off. No matter how many times i played through this it felt super awkward
  22. 04:09:637 (4,5) - Either dash or HDash could have worked nicely here to account for the kick sound
  23. 04:15:803 (2,3,4) - This is some real harsh antiflow. you suddenly stop complete movement to one direction only to pick up again in the same pace. I would make this a tad bit more lenient
  24. 04:39:137 (5,6) - Would have been way more lenient if the distancing was consistent and 6 wasnt so stretched on the other side
  25. 05:02:953 (1,2,3,4) - Would have been nicer if u emphasized the held synth here with either a 1/2 slider or a 1/1 slider, since you switch to that layer either way a measure later
I love this map, I love the creativity put into this and how the diverse rhythm usage fits this diverse song
Best of luck with this!
posted

Nokashi wrote:

Hello There!

General
  1. 00:03:688 - You could set the preview point here, so there arent 3 seconds of dead sound in the song preview screen? there's sound in there already
  2. Some artists are missing from the tags ( i think). Even though this is really big collaboration of artists which would stack the tag field, I would suggest adding all of them tag list on website is cut off
*Together as one, we stay determined!
  1. 00:09:521 (2,3) - Would expect a HDash here to account for the higher pitch, which was expressed as a HDash here 00:06:854 (2,3) - done
  2. 00:20:354 (3,4) - Really weak movement considering the kick present on (4). Something more impactful here should do the trick yea
  3. 00:24:688 (4) - You might as well turn this into 2 circles as well, to be consistent with 00:25:354 (2,3,5,6) - don't wanna use too much circles here, and i wanna keep the circles exclusively for that pattern
  4. 00:30:354 (1,2,3,4) - Id say a high strainful walk after this 00:29:021 (1,2,3,4,5,6,7,8) - is a bit too much movement wise. Id say you could connect 00:30:521 (2,3) - with a HDash instead nerfed instead - idk why i used that much distance kek
  5. 00:32:688 (5,6) - Uhh i dont really think this is any different than from other 1/2 rhythms in terms of accentuation, so uhh 2 HDashes in a row is uhh kinda too much it's a repeat of 00:19:021 (3,4,5,6) - but with higher strain
  6. 00:45:854 (5) - I would ctrl G and split this into 2 circles, The antiflow that will be created would compliment this jump 00:45:854 (5,1) - nicely (4) and (5) start on the same pitch so i wanted them to have same movement
  7. 00:47:188 (4) - Mostly aesthetic, but you could turn this into circles and equalize the DS between the objects for a neater pattern distance equality wont be necessary to emphasize (5)
  8. 00:52:271 (4,1) - HDash would have been great here, and would help ease the movement strain moving into 00:52:604 (2,3) - the antiflowey ( im sorry for this it was not intended i meant antiflow uwu ) pattern wanna keep the 1/4 sliders' symmetry
  9. 01:14:354 (1) - This could be overshooted due to its verticality after a strainful left right pattern. Slant it a bit more? curved + slanted
  10. 01:20:354 (1,2) - this is soo unexpected ( and at an irregular snap), considering the fact that the rest of the section requires minimal dashing. This feels like a memory jump to me it doesn't need dashing, plus there are 2 other iterations of this pattern before it
  11. 01:28:188 (4,1) - Would definitely expect a HDash here, the beat is soo strong! ye
  12. 01:46:854 (3,4) - HDash here could work nicely i wanted to use 1 hyper per 4 beats
  13. 01:58:854 (4,1) - If the previous dashes were meant for normal dashing, then this HDash doesnt seem as impactful as its right on the edge of the trigger distance. Some more distancing could have been great ja
  14. 02:15:188 (7,8) - This is a pretty strainful antiflow hyper, mainly cause you have to really snap in order to get it, adding the fact that theres antiflow on the next exact note i explained it before - its one of the song's intense climaxes, so i think it is called for
  15. 02:29:477 (1,2) - I'd reduce spacing a bit here, but still keeping them as dashes. Just for the added leniency and to avoid sad misses reduced a biiit
  16. 02:33:784 (4,5) - I would expect a sharper movement here, in order to be consistent with your movement emphasis here 02:32:154 (1,2) - which uses almost identical sounds done(?)
  17. 02:54:832 (6) - Should have been 2 distinct circles to accomondate the 2 distinct sounds was following the arrangement of 02:48:232 (1,2,3,4,5,6) -
  18. 03:03:832 (4,5,6) - Ctrl-g the rhythm here. Slider first then the 2 circles, would express the music better there are two distinct sounds on 03:02:632 (1,6) - 's sliderheads, tried to emphasize that here
  19. 03:23:195 (3,4) - Having this as an HDash as well removes some of the emphasis on the following 2 kicks that are correctly expressed. Also the initial antiflow doesnt help either. You only played with antiflow on stronger kicks up to this point so yeah it was 2 kicks which was something different - tried to make that stand out
  20. 03:47:732 (3) - Having this in such a vertical position is a combo killer. Due to the irregular snap and the more horizontal patterns before that, this can easily be overdashed imo i used this inclination for most of this part - increased distance instaead
  21. 03:56:697 (5,1) - I would nerf this spacing a bit, or change it so its not antiflow. It is by no means expected and the sudden change of pace can throw players off. No matter how many times i played through this it felt super awkward nerfed - and the change in music is sudden too anyway
  22. 04:09:637 (4,5) - Either dash or HDash could have worked nicely here to account for the kick sound i wanted to keep hypers/dashes to a minimum at this part - and the slider shape already represents a different sound
  23. 04:15:803 (2,3,4) - This is some real harsh antiflow. you suddenly stop complete movement to one direction only to pick up again in the same pace. I would make this a tad bit more lenient you're not supposed to stop here(?)
  24. 04:39:137 (5,6) - Would have been way more lenient if the distancing was consistent and 6 wasnt so stretched on the other side smol nerf
  25. 05:02:953 (1,2,3,4) - Would have been nicer if u emphasized the held synth here with either a 1/2 slider or a 1/1 slider, since you switch to that layer either way a measure later fixd
I love this map, I love the creativity put into this and how the diverse rhythm usage fits this diverse song
Best of luck with this!


tank!
posted
hi
General
  1. maybe find a pixelated BG to match with the skin?
  2. I really really liked this skin, but I don't think the numbers fit very well to the actual fruits, so maybe try sniping the numbers from this skin instead? I feel the current numbers kind of steal all the attention.
*Together as one, we stay determined!
  1. 00:11:021 (3,4,1) - I get what you mean here but I think 1 is more worthy of a hyper than 4
  2. 00:26:854 (3,4,1,2) - I think doing what you did here 00:37:521 (3,4,5,1,2,3,4,5) - fits better as a pattern and is also better to stay consistent
  3. 00:47:354 (5,1,2,3,4,1,2,3,4) - antiflow is really really strong here, try to remove some of it
  4. 00:50:188 (1,2,3,4) - here you could instead try to make the 1/2 sliders single notes and have a dash to the clap, as of now that's a very long 1/4 hyper to a beat that isn't really that strong...
  5. 01:00:688 (4) - 01:02:021 (5) - I think these notes can be removed for better emphasisement for the other strong notes... If you follow all sounds you end up following nothing at all
  6. 01:08:632 (5) - 01:10:910 (3) - 01:11:299 (5) - I actually think you can remove the triplets, it plays a lot better and the sounds for the trumpet is so weak and also kind of offbeat so i think it's better to not map them
  7. 01:14:354 - 01:22:354 - in this section is quite messy timeline wise, it plays good but listening to the song it doesn't sound too good because there are so many different sounds, try to stick to one instrument
  8. 01:23:688 (4) - make this 1/3 slider also?
  9. 02:37:477 (1,2) - don't understand the purpose of the slider end so try making it end at 2 and delete 2
  10. 02:40:148 (1) - eeeeeeeeeeee high pitched sound on slider end, try making these two single notes and maybe even a dash to 02:40:822 -
  11. 03:54:018 (5,1) - a bit long don't you think?
really like this map! o: maybe call me back?!?!?!
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