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Demetori - Crimson Belvedere ~ Eastern Dream

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Topic Starter
Keada
This beatmap was submitted using in-game submission on 28. februar 2018 at 06:53:05

Artist: Demetori
Title: Crimson Belvedere ~ Eastern Dream
Source: 東方紅魔郷 ~ the Embodiment of Scarlet Devil.
Tags: 東方Project c71 Flandre Remilia Scarlet 如臨深遠 ~雨縒煙柳 ZUN
BPM: 165
Filesize: 19504kb
Play Time: 10:14
Difficulties Available:
  1. Scarlet Dream (5,61 stars, 2302 notes)
Download: Demetori - Crimson Belvedere ~ Eastern Dream
Information: Scores/Beatmap Listing
---------------
Deramok
saw it in modreq and then proceeded to spend some 5 hours on it
i say "should" often but it's really mostly just suggestions rather than inherent have tos that i think would complement the style you're going for
edit: note that i begann moding this on the version before the last update

  1. 00:15:900 (1) - i'd remove the whistle from the head as that brings out the higher note on the note after it more
  2. 00:24:445 (3) - suggesting to replace this one (as well as 00:27:354 (5,6) - ) with notes as it tells them apart from the single note sliders before them and gives more attention to the guitar transition on them. on teh same page i'd tell you to swap the positions of these objects on the timeline 00:24:990 (5,1) - as the downbeat isn't essencial to the melody but rather serves as a pacekeeper, for which a slidertail is more than sufficient imo. additionally there is that strong note that hardly gets any emphasis atm as it is the secdon note of a stack that doesn't lead into strong movements either. there is a guitar with a stronger beat on it on teh downbeat, but you didn't really pay that very guitar much heed in other places either. what this also does is if applied in similar places over the intro, is make it more interesting as there is currently not much of interest going on with long sequences of boring and unifying 1/2 sliders
  3. 01:02:172 (3,4,5,6) - missing out on the first iteration of these in the beginning of hte section. also i hear them to be quints rather then 7notes, so the second slider should just be a single for me (goes for a lot of reoccurance as well ofc, but imo it would be worthwile looking into especially since you seem to have noticed it later on with these 02:07:627 (3,4,5,6) - ). i find it odd to make them like this while just having a triple every other time, but at least it's consistent in that, so i won't complain on that. it's also irritating how some of the more prominent ones were just skipped, but agian, at least you map them in regular distances from each other.
  4. 01:22:990 (4) - starting this on sound that you skipped in the slider before and ending it on a strong note comes off a bit jarring. would probably just make 3 longer or otherwise find a way to capture that sound dring the slider
  5. 01:26:627 (1) - gets too much spacing compared to other strong sounds around the area imo. an angle and spcing just enough to make it seperated would fit the toms better i think
  6. 01:30:263 (1,2,3,4,5) - 01:38:445 (3,4,5,6,7) - maybe make those a different spacing as they are clearly different in intensity
  7. 01:43:627 (5,1) - put some spacing between these since they're not the usual brush triple but supported by the bass guitar instead
  8. 01:48:081 (1,2) - making it a triple towards the end would capture the unique drum of the beat and it adds to what you seem to be going for as well
  9. 01:49:718 (1,2) - having a quad is fancy and all but i don't think it fits here. the heavy note is where you put the nc and after that it's three weak sounds of the same kind, which makes it questionable to map a slider starting on one, skipping one and ending on another one. supressing the notes in favour of a longer slider i can get behind though, it would just need to start a tick earlier imo
  10. 01:50:899 (2) - that one's too much. the drums pause here to have the downbeat have more of an impact via tension building concepts. so overmapping it keeps up the momentum of the patterns, bridging over the tension build and leading into a subpar impact of the downbeat, which is simply misrepresentative of the song. ofc following that up the next note would need a good amount of distance as well which should be simple to achieve due to it's free position though.
  11. 02:00:808 (6,7,1) - these seem a tad off rhythm to me. i think 6 should be a tick longer and push the other two a tick back. there is clearly another note in teh middle of 1 and note on the end of 6 is a different kind of negligable noise. not sure if it's even meant to be a note or if it's just noise that happened during the recording, putting fingers onto different places of the guitar strings while touching it is what it sounds like to me. would bring forth the melody of the foreground guitar as well.
  12. 02:01:718 (3,4,5,6,7) - instead of mixing the condensed burst out of drum and guitar i'd put a 1/4 slider on 4 to seperate the two or focus on one of them. a shame for the drum doubles this way too there's more of those all through parts with similar drum rhythms as for example at 02:46:438 (5) - which even misses the guitar but only has a hi-hat between. so if you find it reasonable to do so, take a look through the map with it in mind, the fixes themselfes don't look to be hard to do.
  13. 02:04:081 (1) - no slider on this?
  14. 02:00:081 (2) - through to 02:05:536 (1) - i feel like you break angular momentum once or twice too often for how calm and smooth the part is in the song. so i'd revise the direction changes over it. i'd show you a simple alternative but that's not very viable over the entire part. either way, it doesn't require much more than some occasional ctrl g and one or two repositioned notes. in the following iteration of the melody you do the opposite whith only one direction even, which makes it even more apparent in the first bit atm.
  15. 02:08:081 (7,1,2,3) - how about starting a 1/2 slider on 7, matching up with the long bass guitar note and the other supporting guitar, and moving the triple a 1/4 forward and shortening 3 by a 1/4 instead. would make a good distinction between the different rhythms that are mixed together here and not hacing the slider start on the downbeat but a tick later and in the same position pretty much sustains the current effect as well while also capturing the drum that is currently skipped out on the latter end whil ebeing mapped on the former. with a decent spacing between the two notes you could then furthermore amplify the heavy beats.
  16. 02:08:990 (5,6) - these sort of seem reversed rhythm wise
  17. 02:10:536 (5) - don't hear that one in teh song what i hear is single-triple-single
  18. 02:11:718 (2) - probably worth thinking about replacing this one with notes as it doesn't cover the same guitar notes as it's follow up but two distinct different ones instead
  19. 02:12:627 (1,2,3,4,5,6,7,8,9,10) - not sure why you map those the same way while they're pretty different sounding. ah, i'm gonna complain for ages if i point at all those note-1/4 slider combo things unless they're particularely annoying to me, so i'll just say that it's probably worth rejudging the validity of each of them. or if you want the easy way out with unifying simplification have it your way i guess, not something i like seeing but it's not seen as wrong generally after all and i guess if that's just part of you mapping style i shouldn't be complaining on it in the first place.
  20. 02:24:626 (2) - if it wasn't for that ride cymbal thing the guitar would play a 3/4 note here. imo it would be worth ignoring that cymbal for that sake especially since you forego it for other unique sounds like in 02:31:442 (2,3,4,5,6,7,8) - as well, but it's not really an issue as is by any means.
  21. 02:36:805 (3) - i'd shorten it to a simple slider and add a triple afterward stacked on the next slider. maintains the stop motion while differentiating the different drums in teh burst
  22. 02:38:864 (3,1,2,3) - i think you're missing a note between those. deffinitely doesn't sound like jsut a triple
  23. 03:10:621 (2,3,4) - would be cool if you decreased the spacing between all of this kind. makes for a greater impact via contrast on the following notes which goes along with how the song builds them
  24. 03:09:348 (2) - maybe make these longer since they are not the same as 03:08:984 (1) - those. they're longer notes and an extended slider like you used on several other occasions works better than a filler imo. and if i say they i mean all of them through the kiai
  25. another thing for the entire kiai, while locally alright overall the flow appears a bit arbitrary to me at times. sometimes the same direction will be kept for 3meassures, sometimes for one or two. for a part that repeats itself like this in both pattern layout and melody it could be nice to keep a certain consistency contained within it in that regard as well. now this can spell out ctrl g in some places but also redoing patterns in others. i just wanted to have mentioned it, do with it whatever you like as it's not inherently wrong as is either.
  26. 03:54:257 (2) - should probably make this a 1/4 slider too as it covers the same sounds as the ones after it
  27. 03:55:166 (9) - this on the other hand should be a regular note (or a 1/2 slider) as there is no note on it's blue tick and it takes away from the drum notes on 10 which should be standing out due to their different nature.
  28. 03:57:893 (6,7) - would use singles due to the foreground instrument
  29. 04:11:712 (2,3,4,5,6) - it gets a bit unclear what you're focusing in this pattern since every note just sort of plays the same. probably a good idea to prioritise something rather than ending up with a mush that emphasises everything and such in turn nothing at all
  30. 04:17:348 (1,1,1) - 04:28:984 (1,1) - don't mind this, just my compulsory comment on my personal hatred for spinners
  31. 04:27:348 (1,2) - why are these more than the other notes. they don't sound more.
  32. 04:55:166 (1) - should be extended for consistency
  33. 04:59:348 (4) - concidering how you put a major focus on the lead guitar it's close by to make this one a 1/2 or 3/4 slider
  34. 05:00:257 (3,4) - for the same reason as well as not to unify it with 04:59:530 (1,2) - which are completely different sounds those should probably be notes while 05:01:166 (2) - would be another slider at the cost of a snare or a 1/4 if you don't dare touching the snare's presence for whatever reason you might have, this notes again 05:06:075 (3) -
  35. 05:11:530 (2) - this is the same as these 05:10:439 (4,5) - and should be mapped that way as well and 05:14:803 (4,5) - is missing a note inbetween but i guess for some reason you want to ignore the following triple before 1 as well so i guess it makes sense to skip that one too, by which to me it's questionable to have that gap though as while i see how it's supposed to be an explosive impact from a stop motion that could also be maintained with triples
  36. 05:14:439 (3,4) - and 05:17:348 (2,3,4) - seem really anticlimactic for how intense the part is in the song especially compared to just a bit earlier.
  37. 05:29:166 (1) - perfect place for an extended slider, isn't it. i say extended but there'd even be a note on the blue anyway
  38. 05:31:166 (1,2,3) - 05:31:893 (5,6,7) - this is really odd since you map what you skip withing the same 1/1 beat. better either ignore the drum there entirely or use a workaround like note-1/2slider-note
  39. 05:33:166 (4) - why is this an extended slider. the foreground guitar is the same as on the regular sliders and it's not like the snare is anything special either, neither on it's own nor on it's build up. 05:39:348 (2) - similarely here it's the same note as the following ones with different instruments intersepting them. the only slider that i could see being different in those are 05:33:529 (5) - and 05:40:075 (4) - since it simply doesn't have any other instruments on the end. i could also see all of them being extended ones for that reason btw
  40. 05:42:257 (1,2,3,4) - and on those i'd even recommend using extended ones on 1&2 for increased impact as you've done it earlier in the map already as well with 3 staying as is due to the drum on it's end and 4 getting another note on teh blue after it since i hear the burst starting earlier than it does atm, by which i could see that note being foregone for focus reasons, in which case 4 could also be extended again though. also 05:51:893 (1,2) - would profit from such meassures. especially 1 since that note has a sense of suspense to it with the halt of instruments on the downbeat's impact
  41. 05:44:529 (4) - sharp angle maybe for the snare?
  42. 06:05:711 (1,2,3,4,5,6,7,8,9,10) - would be cool if you differentiated the snares from the toms by using different spacings or transitioning from a curve into a straight or at least having a sharp angle
  43. 06:37:892 (1) - ..uhm, need a lot of imagination to this as one massive coherent stream. to me there is a good amount of gaps every here and there even if i'm generous
  44. 06:55:346 (1) - again in this bit i can't quite get behind the extended slider usage, seems random at times especially with interfering sounds. in the first iteration of the melodiy, this concerns for example 06:56:801 (1,4) - and 07:01:164 (1) -
  45. 06:59:982 (2,3) - this triple also seems a bit like tosswork since things leading up to it were skipping any signs of triples entirely. probably more of an issue with the preceeding part though since afterwards they do show face more often
  46. 07:12:801 (1) - in this entire part untill the bpm change i'm not sure what you're following in general the sliders seem to focus on sometimes on thing and then the other but never on the same for any establishing amount. the only thing that conssitently works is the metronome rhythm made up from cymbals and kicks, which is the least interesting thing you could follow. the rest of the instruments either lands on tails sometimes or gets mingled with identical objects of unrelated instruments.
  47. 08:13:239 (6) - would be a great place for a direction change with the shift in the guitar's tone which currently kinda blends in even if the placing is different with the 90 degree rotation due to the indistinguishable spacing that springs from lack of contrast and establishment with the cymbal and the kept circular flow
  48. 08:21:239 (3) - 08:27:639 (3) - missing the note on the red after the repeat here, it's not the same as 08:22:839 (3) - which actually only has 3 notes on it. the best way to do it would probably be using a 1/2 slider after removing the repeat sicne you didn't use extended sliders on the preceeding sliders.
  49. 08:52:172 (4) - notes
  50. 09:01:239 (3,4,5,1,2,3,4,5,1,2,3,1,2,3) - wondering why you're not focusing the guitar for that bit
  51. 09:10:439 (3,4) - obvious triple
  52. 09:19:105 (6,7,8) - both the guitar and the drum change significantly for those in rhythm. so even if they point in another direction (of which the change comes too early with 09:18:839 (5) - btw) it isn't really captured
  53. 09:24:839 (3) - the repeats should start where this one ends already since you seem to follow the guitar with those as the drum roll only starts later on with the new meassure and the last one in line having no drums anymore either
  54. 09:27:905 (2) - could work better as singles as it's significantly different from the following sliders in sound and also actually isn't a filler
  55. 09:33:239 (4,6) - i'd move those downwards to have a bigger gap from 3 as it complements the shift in pitch and rhythm of rides
  56. 09:34:572 (3) - that's some huge gap on this largely unimportant sound
  57. 09:36:572 (2) - don't hear that one. having it kinda kills the impact of the pattern with those snares as well
  58. 09:38:305 (5) - that one should note get more spacing than either of 09:38:039 (4,6) - . i'd also incorporate a direction change or two in the whole slider meassures. as is everything plays kinda the same with no real emphasis on anything, makes it feel spammy and uninteresting
  59. 09:43:639 (1,2,3,4,5,6,7,1,2,3,4,5,6,7) - iffy. it seems like it tries to follow the guitar (as it should imo) as very apparent with 09:45:105 (1) - alone already but then does.. something that i haven't quite gotten behind. i'm assuing it's some mix again that ends up throwing things out of focus by trying to emphasise too many things at once in not clearly differentiated ways.
  60. 09:48:839 (3,4,5) - note on the blue before the end
  61. 09:58:039 (1,2) - because of those the triple on 09:59:105 (4,5) - shouldn't be skipped
  62. ah, there was also some 1/6 somewhere that i'm not sure if you missed it left it on purpose and i can't be bothered to seek out again after failing to note it down.
get something ranked already
TheKingHenry
Hello M4M from my queue~
Scarlet Dream
  1. 00:11:718 (1,1) - 00:14:627 (1,2,1,1) - imo these are kinda unnecessary NC spam and they could form just one combo each
  2. 00:26:627 (3) - I guess this is highly subjective as I see both variants fairly often, but I'd personally NC this instead of the beginning of the triple. Not gonna mention this one after this, it's up to you to decide which one you prefer
  3. 00:39:536 (1,3) - fix stack
  4. 00:52:808 (1,1) - fix blanket
  5. 01:28:808 (1,2,1,2) - uh, is this just a mistake? Anyways it should definitely be so that 01:28:808 (1,2,1) - are one combo (the 1/3, emphasised as group of 3 too) and then thus the white tick NCd. Also I think you could space these out a lil' (not too much) since it looks and feels kinda cramped atm imo
  6. 01:30:808 (1,2,3) - the music is actually 1/6? now that I think about it, wasn't the description smth like "removed the 1/6" just couple days ago? That makes it intended I guess. But doesn't remove the fact that it's still rhythmically incorrect. So I still recommend you to map them as they are (just use kickslider if you don't want bursts like that) ¯\_(ツ)_/¯
  7. 03:06:074 (1) - you could map this like the kicksliders somewhere earlier to cover the "double sound"
  8. 03:20:075 (1,2,3) - 1/6 too. But you prob know these already so just do something to them if you want, I won't dig 'em all up since you aren't prob gonna bring them back anyways
  9. Preferably tune that cymbal hitsound down (the one that is constantly hitting during the kiai). The sound it's based on in the music is very subtle. On the contrary, this is loud enough to get annoying throughout the kiai.
  10. 04:42:075 (1,1,1) - these should actually be 1/8 (though the drummer is slightly slower than 165bpm with that, and the first half of the first measure kinda sounds like 1/6 too.)
  11. 05:41:711 (1) - and 05:27:348 (1) - hitsounds feel kinda loud for the sound in the song
  12. 06:00:438 (1,2) - fix blanket (not only casual blanket fix, but could also take notice in how the head of 06:00:438 (1) - is cutting towards 06:00:802 (2) - as in how the visual distance doesn't stay equal. So needs so slight rotation too on either one of them) I just happened to see that one here too, there are probably quite many of those "could tune slightly with rotation", but you can tune them if you feel like it when you notice smth.
  13. 06:37:892 - this could/should be kiai section (until 06:46:619 - )
  14. 07:13:528 (4,1) - fix stack
  15. 07:41:216 (1,2) - although they are actually more accurate than I thought they would be like this, I still recommend timing them properly. Not even gonna be that much work for very short section like this
  16. The 112,5 bpm red point feels useless, the 225 bpm could cover it too. (would actually do it better since it'd hit the emphasis points better) If you wanted the halved bpm for the SV stuff, just use some green points for that
  17. 08:04:972 (3,5,1) - stack system looking ugly lol
  18. 08:16:172 (3,1) - fix stack
  19. 09:07:639 (3,4) - okay so so far you've used practically only kicksliders for the 1/4 in this section. What kind of climax is that?
  20. 09:11:105 (1,1) - perhaps do antijump instead? With how the jumps before this one are, this'd more logically be another 1/2
  21. 09:42:305 (2,3,4) - getting back to above point, like, damn son, you have even putted kiai here, but still no 1/4? Like with the completely lack of 1/4, this section, althought clearly higher bpm than most of the map, doesn't feel anymore intense. Actually, probably, less intense (aside the some fairly spaced jumps). TLDR comparing to the song, this is lacking the punch the music has
  22. Tbh the map didn't look too bad so I kinda ended up nitpicking on things that just happened to catch my eye.
Good luck!
Topic Starter
Keada

TheKingHenry wrote:

Hello M4M from my queue~
Scarlet Dream
  1. 00:11:718 (1,1) - 00:14:627 (1,2,1,1) - imo these are kinda unnecessary NC spam and they could form just one combo each
  2. 00:26:627 (3) - I guess this is highly subjective as I see both variants fairly often, but I'd personally NC this instead of the beginning of the triple. Not gonna mention this one after this, it's up to you to decide which one you prefer
  3. 00:39:536 (1,3) - fix stack
  4. 00:52:808 (1,1) - fix blanket
  5. 01:28:808 (1,2,1,2) - uh, is this just a mistake? Anyways it should definitely be so that 01:28:808 (1,2,1) - are one combo (the 1/3, emphasised as group of 3 too) and then thus the white tick NCd. Also I think you could space these out a lil' (not too much) since it looks and feels kinda cramped atm imo
  6. 01:30:808 (1,2,3) - the music is actually 1/6? now that I think about it, wasn't the description smth like "removed the 1/6" just couple days ago? That makes it intended I guess. But doesn't remove the fact that it's still rhythmically incorrect. So I still recommend you to map them as they are (just use kickslider if you don't want bursts like that) ¯\_(ツ)_/¯
  7. 03:06:074 (1) - you could map this like the kicksliders somewhere earlier to cover the "double sound"
  8. 03:20:075 (1,2,3) - 1/6 too. But you prob know these already so just do something to them if you want, I won't dig 'em all up since you aren't prob gonna bring them back anyways
  9. Preferably tune that cymbal hitsound down (the one that is constantly hitting during the kiai). The sound it's based on in the music is very subtle. On the contrary, this is loud enough to get annoying throughout the kiai.
  10. 04:42:075 (1,1,1) - these should actually be 1/8 (though the drummer is slightly slower than 165bpm with that, and the first half of the first measure kinda sounds like 1/6 too.)
  11. 05:41:711 (1) - and 05:27:348 (1) - hitsounds feel kinda loud for the sound in the song
  12. 06:00:438 (1,2) - fix blanket (not only casual blanket fix, but could also take notice in how the head of 06:00:438 (1) - is cutting towards 06:00:802 (2) - as in how the visual distance doesn't stay equal. So needs so slight rotation too on either one of them) I just happened to see that one here too, there are probably quite many of those "could tune slightly with rotation", but you can tune them if you feel like it when you notice smth.
  13. 06:37:892 - this could/should be kiai section (until 06:46:619 - )
  14. 07:13:528 (4,1) - fix stack
  15. 07:41:216 (1,2) - although they are actually more accurate than I thought they would be like this, I still recommend timing them properly. Not even gonna be that much work for very short section like this
  16. The 112,5 bpm red point feels useless, the 225 bpm could cover it too. (would actually do it better since it'd hit the emphasis points better) If you wanted the halved bpm for the SV stuff, just use some green points for that
  17. 08:04:972 (3,5,1) - stack system looking ugly lol
  18. 08:16:172 (3,1) - fix stack
  19. 09:07:639 (3,4) - okay so so far you've used practically only kicksliders for the 1/4 in this section. What kind of climax is that?
  20. 09:11:105 (1,1) - perhaps do antijump instead? With how the jumps before this one are, this'd more logically be another 1/2
  21. 09:42:305 (2,3,4) - getting back to above point, like, damn son, you have even putted kiai here, but still no 1/4? Like with the completely lack of 1/4, this section, althought clearly higher bpm than most of the map, doesn't feel anymore intense. Actually, probably, less intense (aside the some fairly spaced jumps). TLDR comparing to the song, this is lacking the punch the music has
  22. Tbh the map didn't look too bad so I kinda ended up nitpicking on things that just happened to catch my eye.
Good luck!
Im checking on these mods soon, I just came back to Norway tonight so Im a bit tired
-Tochi

  • M4M from my queue!

    Some small warnings I got when checking the map with Modding assistant:
  1. 05:47:348 - Volume level on the red and green line should be the same.
  2. 06:36:256 - The timing lines should have the same custom hitsound number.
  3. 01:45:818 - Unsnapped timing line.
  4. 09:16:972 (2) - This might be marked as off-screen due to the sliderbody.

    My own actual mod:
  5. 00:50:263 (2) - Maybe blanket this slider with the previous one so it fits/compliments better in this position like: http://i.imgur.com/YePm1lL.jpg
  6. 00:56:627 (1) - This NC is unnecessary imo
  7. 01:06:990 (6,1) - Isn't the gap for a 1/4 like this too big?
  8. 01:26:990 (3) - NC here since the SV changes by 0.20.
  9. 01:28:808 (1,2,3,4) - I suggest this to be like this: http://i.imgur.com/TOjpkYM.jpg instead, since the flow and pattern will look more neat.
  10. 01:30:808 (1,2,3) - NC is unnecessary here imo, also maybe make the triplet go to the left instead of down for a better flow.
  11. 01:58:263 (1) - Probably a good idea to mute the sliderend on this.
  12. 03:50:439 (3,1) - This blanket can be more improved, so it looks more neat like: http://i.imgur.com/5Fu3hQh.jpg
  13. 05:30:257 (7) - NC here to keep the comobos consistently under 10.
  14. 08:04:972 (3,5,1) - It's not stacked properly, so I think you should try and stack them properly.
  15. 08:47:639 (1,2,3,4) - This 3/4 pattern is a bit confusing if the spacing is the same as 08:49:239 (1,2) - because it's 1/2 with same spacing, and it's almost right after the previous one. Also the map is almost finished, so combo breaking on that will suck for the players.
  16. 08:53:239 (3,4) - (Involved with the previous suggestion) The spacing on this 3/4 is good, maybe you could use the same with 08:47:639 (1,2,3,4) -
  17. 09:27:639 (1,2) - It looks much better if you switch NCs with these two so the 1/2 slider is the one with the NC.
  18. 09:55:372 (4) - I suggest a NC here since the rhythm here 09:54:839 (1,2,3,4,5) - seems a bit unusual, so making the circle (4) a NC would make it much better to read.

    Great map and good luck with it!
Topic Starter
Keada

Deramok wrote:

saw it in modreq and then proceeded to spend some 5 hours on it
i say "should" often but it's really mostly just suggestions rather than inherent have tos that i think would complement the style you're going for
edit: note that i begann moding this on the version before the last update

  1. 00:15:900 (1) - i'd remove the whistle from the head as that brings out the higher note on the note after it more nah
  2. 00:24:445 (3) - suggesting to replace this one (as well as 00:27:354 (5,6) - ) with notes as it tells them apart from the single note sliders before them and gives more attention to the guitar transition on them. on teh same page i'd tell you to swap the positions of these objects on the timeline 00:24:990 (5,1) - as the downbeat isn't essencial to the melody but rather serves as a pacekeeper, for which a slidertail is more than sufficient imo. additionally there is that strong note that hardly gets any emphasis atm as it is the secdon note of a stack that doesn't lead into strong movements either. there is a guitar with a stronger beat on it on teh downbeat, but you didn't really pay that very guitar much heed in other places either. what this also does is if applied in similar places over the intro, is make it more interesting as there is currently not much of interest going on with long sequences of boring and unifying 1/2 sliders I dont think that'd fit imo :/ It fits more to the music what I did
  3. 01:02:172 (3,4,5,6) - missing out on the first iteration of these in the beginning of hte section. also i hear them to be quints rather then 7notes, so the second slider should just be a single for me (goes for a lot of reoccurance as well ofc, but imo it would be worthwile looking into especially since you seem to have noticed it later on with these 02:07:627 (3,4,5,6) - ). i find it odd to make them like this while just having a triple every other time, but at least it's consistent in that, so i won't complain on that. it's also irritating how some of the more prominent ones were just skipped, but agian, at least you map them in regular distances from each other. nope, you clearly hear that the notes continue all the way here 01:02:354 -
  4. 01:22:990 (4) - starting this on sound that you skipped in the slider before and ending it on a strong note comes off a bit jarring. would probably just make 3 longer or otherwise find a way to capture that sound dring the slider I can see what you mean but I also think it should be a note on 01:22:990 (4) - but I guess i can do 2 notes instead just as I did here 01:25:899 (6,7) -
  5. 01:26:627 (1) - gets too much spacing compared to other strong sounds around the area imo. an angle and spcing just enough to make it seperated would fit the toms better i think fixed
  6. 01:30:263 (1,2,3,4,5) - 01:38:445 (3,4,5,6,7) - maybe make those a different spacing as they are clearly different in intensity true, fixed
  7. 01:43:627 (5,1) - put some spacing between these since they're not the usual brush triple but supported by the bass guitar instead I dont think it'd fit tbh
  8. 01:48:081 (1,2) - making it a triple towards the end would capture the unique drum of the beat and it adds to what you seem to be going for as well huh what?
  9. 01:49:718 (1,2) - having a quad is fancy and all but i don't think it fits here. the heavy note is where you put the nc and after that it's three weak sounds of the same kind, which makes it questionable to map a slider starting on one, skipping one and ending on another one. supressing the notes in favour of a longer slider i can get behind though, it would just need to start a tick earlier imotrue
  10. 01:50:899 (2) - that one's too much. the drums pause here to have the downbeat have more of an impact via tension building concepts. so overmapping it keeps up the momentum of the patterns, bridging over the tension build and leading into a subpar impact of the downbeat, which is simply misrepresentative of the song. ofc following that up the next note would need a good amount of distance as well which should be simple to achieve due to it's free position though.true
  11. 02:00:808 (6,7,1) - these seem a tad off rhythm to me. i think 6 should be a tick longer and push the other two a tick back. there is clearly another note in teh middle of 1 and note on the end of 6 is a different kind of negligable noise. not sure if it's even meant to be a note or if it's just noise that happened during the recording, putting fingers onto different places of the guitar strings while touching it is what it sounds like to me. would bring forth the melody of the foreground guitar as well. true, fixed
  12. 02:01:718 (3,4,5,6,7) - instead of mixing the condensed burst out of drum and guitar i'd put a 1/4 slider on 4 to seperate the two or focus on one of them. a shame for the drum doubles this way too there's more of those all through parts with similar drum rhythms as for example at 02:46:438 (5) - which even misses the guitar but only has a hi-hat between. so if you find it reasonable to do so, take a look through the map with it in mind, the fixes themselfes don't look to be hard to do. did something else here
  13. 02:04:081 (1) - no slider on this? following the bass since the bass is loud here, also saw something later on, so changed consistency
  14. 02:00:081 (2) - through to 02:05:536 (1) - i feel like you break angular momentum once or twice too often for how calm and smooth the part is in the song. so i'd revise the direction changes over it. i'd show you a simple alternative but that's not very viable over the entire part. either way, it doesn't require much more than some occasional ctrl g and one or two repositioned notes. in the following iteration of the melody you do the opposite whith only one direction even, which makes it even more apparent in the first bit atm. nah
  15. 02:08:081 (7,1,2,3) - how about starting a 1/2 slider on 7, matching up with the long bass guitar note and the other supporting guitar, and moving the triple a 1/4 forward and shortening 3 by a 1/4 instead. would make a good distinction between the different rhythms that are mixed together here and not hacing the slider start on the downbeat but a tick later and in the same position pretty much sustains the current effect as well while also capturing the drum that is currently skipped out on the latter end whil ebeing mapped on the former. with a decent spacing between the two notes you could then furthermore amplify the heavy beats. good idea
  16. 02:08:990 (5,6) - these sort of seem reversed rhythm wise changes this because of above
  17. 02:10:536 (5) - don't hear that one in teh song what i hear is single-triple-single fixed
  18. 02:11:718 (2) - probably worth thinking about replacing this one with notes as it doesn't cover the same guitar notes as it's follow up but two distinct different ones instead nah
  19. 02:12:627 (1,2,3,4,5,6,7,8,9,10) - not sure why you map those the same way while they're pretty different sounding. ah, i'm gonna complain for ages if i point at all those note-1/4 slider combo things unless they're particularely annoying to me, so i'll just say that it's probably worth rejudging the validity of each of them. or if you want the easy way out with unifying simplification have it your way i guess, not something i like seeing but it's not seen as wrong generally after all and i guess if that's just part of you mapping style i shouldn't be complaining on it in the first place. they sound the same to me tho,
    exactly the same actually
  20. 02:24:626 (2) - if it wasn't for that ride cymbal thing the guitar would play a 3/4 note here. imo it would be worth ignoring that cymbal for that sake especially since you forego it for other unique sounds like in 02:31:442 (2,3,4,5,6,7,8) - as well, but it's not really an issue as is by any means. oh right, I think ill leave it for now tho as its fine to play
  21. 02:36:805 (3) - i'd shorten it to a simple slider and add a triple afterward stacked on the next slider. maintains the stop motion while differentiating the different drums in teh burst nah I think this is fine
  22. 02:38:864 (3,1,2,3) - i think you're missing a note between those. deffinitely doesn't sound like jsut a triple it is a 1/6th I know that,
    but I want to keep away from 1/6ths as much as possible. as its fine just as a triple too
  23. 03:10:621 (2,3,4) - would be cool if you decreased the spacing between all of this kind. makes for a greater impact via contrast on the following notes which goes along with how the song builds them Im keeping it consistent through the song as the music is not different except from downbeat etc
  24. 03:09:348 (2) - maybe make these longer since they are not the same as 03:08:984 (1) - those. they're longer notes and an extended slider like you used on several other occasions works better than a filler imo. and if i say they i mean all of them through the kiai nah I think this is fine imo
  25. another thing for the entire kiai, while locally alright overall the flow appears a bit arbitrary to me at times. sometimes the same direction will be kept for 3meassures, sometimes for one or two. for a part that repeats itself like this in both pattern layout and melody it could be nice to keep a certain consistency contained within it in that regard as well. now this can spell out ctrl g in some places but also redoing patterns in others. i just wanted to have mentioned it, do with it whatever you like as it's not inherently wrong as is either. maybe, but I think its fine anyways, Im following the music and everything
  26. 03:54:257 (2) - should probably make this a 1/4 slider too as it covers the same sounds as the ones after it it doesnt
  27. 03:55:166 (9) - this on the other hand should be a regular note (or a 1/2 slider) as there is no note on it's blue tick and it takes away from the drum notes on 10 which should be standing out due to their different nature. hmm, I dont know about this one but both things fit so. But if more comes on this ill change it
  28. 03:57:893 (6,7) - would use singles due to the foreground instrument youre right!
  29. 04:11:712 (2,3,4,5,6) - it gets a bit unclear what you're focusing in this pattern since every note just sort of plays the same. probably a good idea to prioritise something rather than ending up with a mush that emphasises everything and such in turn nothing at all didnt quite understand what you meant :S
  30. 04:17:348 (1,1,1) - 04:28:984 (1,1) - don't mind this, just my compulsory comment on my personal hatred for spinners haha
  31. 04:27:348 (1,2) - why are these more than the other notes. they don't sound more. fixed
  32. 04:55:166 (1) - should be extended for consistencytrue
  33. 04:59:348 (4) - concidering how you put a major focus on the lead guitar it's close by to make this one a 1/2 or 3/4 slider changed a bit on this part
  34. 05:00:257 (3,4) - for the same reason as well as not to unify it with 04:59:530 (1,2) - which are completely different sounds those should probably be notes while 05:01:166 (2) - would be another slider at the cost of a snare or a 1/4 if you don't dare touching the snare's presence for whatever reason you might have, this notes again 05:06:075 (3) - ^
  35. 05:11:530 (2) - this is the same as these 05:10:439 (4,5) - and should be mapped that way as well and 05:14:803 (4,5) - is missing a note inbetween but i guess for some reason you want to ignore the following triple before 1 as well so i guess it makes sense to skip that one too, by which to me it's questionable to have that gap though as while i see how it's supposed to be an explosive impact from a stop motion that could also be maintained with triples this is fine as it is tho
  36. 05:14:439 (3,4) - and 05:17:348 (2,3,4) - seem really anticlimactic for how intense the part is in the song especially compared to just a bit earlier. heh, fixed
  37. 05:29:166 (1) - perfect place for an extended slider, isn't it. i say extended but there'd even be a note on the blue anyway true actually
  38. 05:31:166 (1,2,3) - 05:31:893 (5,6,7) - this is really odd since you map what you skip withing the same 1/1 beat. better either ignore the drum there entirely or use a workaround like note-1/2slider-note fixed this part
  39. 05:33:166 (4) - why is this an extended slider. the foreground guitar is the same as on the regular sliders and it's not like the snare is anything special either, neither on it's own nor on it's build up. 05:39:348 (2) - similarely here it's the same note as the following ones with different instruments intersepting them. the only slider that i could see being different in those are 05:33:529 (5) - and 05:40:075 (4) - since it simply doesn't have any other instruments on the end. i could also see all of them being extended ones for that reason btw o
  40. 05:42:257 (1,2,3,4) - and on those i'd even recommend using extended ones on 1&2 for increased impact as you've done it earlier in the map already as well with 3 staying as is due to the drum on it's end and 4 getting another note on teh blue after it since i hear the burst starting earlier than it does atm, by which i could see that note being foregone for focus reasons, in which case 4 could also be extended again though. also 05:51:893 (1,2) - would profit from such meassures. especially 1 since that note has a sense of suspense to it with the halt of instruments on the downbeat's impact I dont think so tbh
  41. 05:44:529 (4) - sharp angle maybe for the snare? nah, I think it fits for this
  42. 06:05:711 (1,2,3,4,5,6,7,8,9,10) - would be cool if you differentiated the snares from the toms by using different spacings or transitioning from a curve into a straight or at least having a sharp angle hmm, maybe but I think it also fit with this stream
  43. 06:37:892 (1) - ..uhm, need a lot of imagination to this as one massive coherent stream. to me there is a good amount of gaps every here and there even if i'm generous if you listen to the music in the bg youll be conviced
  44. 06:55:346 (1) - again in this bit i can't quite get behind the extended slider usage, seems random at times especially with interfering sounds. in the first iteration of the melodiy, this concerns for example 06:56:801 (1,4) - and 07:01:164 (1) - I wanna have a bit variation so.
  45. 06:59:982 (2,3) - this triple also seems a bit like tosswork since things leading up to it were skipping any signs of triples entirely. probably more of an issue with the preceeding part though since afterwards they do show face more often dont know what you meant with it
  46. 07:12:801 (1) - in this entire part untill the bpm change i'm not sure what you're following in general the sliders seem to focus on sometimes on thing and then the other but never on the same for any establishing amount. the only thing that conssitently works is the metronome rhythm made up from cymbals and kicks, which is the least interesting thing you could follow. the rest of the instruments either lands on tails sometimes or gets mingled with identical objects of unrelated instruments. huh?
  47. 08:13:239 (6) - would be a great place for a direction change with the shift in the guitar's tone which currently kinda blends in even if the placing is different with the 90 degree rotation due to the indistinguishable spacing that springs from lack of contrast and establishment with the cymbal and the kept circular flow nah
  48. 08:21:239 (3) - 08:27:639 (3) - missing the note on the red after the repeat here, it's not the same as 08:22:839 (3) - which actually only has 3 notes on it. the best way to do it would probably be using a 1/2 slider after removing the repeat sicne you didn't use extended sliders on the preceeding sliders. no?
  49. 08:52:172 (4) - notes nope, this follows the same rhythm as before
  50. 09:01:239 (3,4,5,1,2,3,4,5,1,2,3,1,2,3) - wondering why you're not focusing the guitar for that bit I do?
  51. 09:10:439 (3,4) - obvious triple true
  52. 09:19:105 (6,7,8) - both the guitar and the drum change significantly for those in rhythm. so even if they point in another direction (of which the change comes too early with 09:18:839 (5) - btw) it isn't really captured no? I dont know what you mean with it? im following the rhythm great here
  53. 09:24:839 (3) - the repeats should start where this one ends already since you seem to follow the guitar with those as the drum roll only starts later on with the new meassure and the last one in line having no drums anymore either I dont think that'd fit tbh
  54. 09:27:905 (2) - could work better as singles as it's significantly different from the following sliders in sound and also actually isn't a filler nah
  55. 09:33:239 (4,6) - i'd move those downwards to have a bigger gap from 3 as it complements the shift in pitch and rhythm of rides fixed
  56. 09:34:572 (3) - that's some huge gap on this largely unimportant sound yeah but I wanna keep this, cause I think it fits the melody only here
  57. 09:36:572 (2) - don't hear that one. having it kinda kills the impact of the pattern with those snares as well o, its a bass sound here,
    I will remove the snare hit from it
  58. 09:38:305 (5) - that one should note get more spacing than either of 09:38:039 (4,6) - . i'd also incorporate a direction change or two in the whole slider meassures. as is everything plays kinda the same with no real emphasis on anything, makes it feel spammy and uninteresting nah
  59. 09:43:639 (1,2,3,4,5,6,7,1,2,3,4,5,6,7) - iffy. it seems like it tries to follow the guitar (as it should imo) as very apparent with 09:45:105 (1) - alone already but then does.. something that i haven't quite gotten behind. i'm assuing it's some mix again that ends up throwing things out of focus by trying to emphasise too many things at once in not clearly differentiated ways. not sure what you meant :S
  60. 09:48:839 (3,4,5) - note on the blue before the end yeah?
  61. 09:58:039 (1,2) - because of those the triple on 09:59:105 (4,5) - shouldn't be skipped true
  62. ah, there was also some 1/6 somewhere that i'm not sure if you missed it left it on purpose and i can't be bothered to seek out again after failing to note it down.yep, I dont want too many 1/6s in this map. Like they fit the rhythm but not in this kind of map.
get something ranked already
Thanks for this huge mod holy.
Topic Starter
Keada

TheKingHenry wrote:

Hello M4M from my queue~
Scarlet Dream
  1. 00:11:718 (1,1) - 00:14:627 (1,2,1,1) - imo these are kinda unnecessary NC spam and they could form just one combo each true
  2. 00:26:627 (3) - I guess this is highly subjective as I see both variants fairly often, but I'd personally NC this instead of the beginning of the triple. Not gonna mention this one after this, it's up to you to decide which one you prefer nah, I like it this way, it looks more appealing tbh
  3. 00:39:536 (1,3) - fix stack xD
  4. 00:52:808 (1,1) - fix blanket xD
  5. 01:28:808 (1,2,1,2) - uh, is this just a mistake? Anyways it should definitely be so that 01:28:808 (1,2,1) - are one combo (the 1/3, emphasised as group of 3 too) and then thus the white tick NCd. Also I think you could space these out a lil' (not too much) since it looks and feels kinda cramped atm imo I simply do this so its easier to read
  6. 01:30:808 (1,2,3) - the music is actually 1/6? now that I think about it, wasn't the description smth like "removed the 1/6" just couple days ago? That makes it intended I guess. But doesn't remove the fact that it's still rhythmically incorrect. So I still recommend you to map them as they are (just use kickslider if you don't want bursts like that) ¯\_(ツ)_/¯ yep, I dont want too many 1/6s in this map. Like they fit the rhythm but not in this kind of map. So I will ignore all the 1/6s in this mod
  7. 03:06:074 (1) - you could map this like the kicksliders somewhere earlier to cover the "double sound" true, fixed
  8. 03:20:075 (1,2,3) - 1/6 too. But you prob know these already so just do something to them if you want, I won't dig 'em all up since you aren't prob gonna bring them back anyways
  9. Preferably tune that cymbal hitsound down (the one that is constantly hitting during the kiai). The sound it's based on in the music is very subtle. On the contrary, this is loud enough to get annoying throughout the kiai. hmm, nah I think its fine
  10. 04:42:075 (1,1,1) - these should actually be 1/8 (though the drummer is slightly slower than 165bpm with that, and the first half of the first measure kinda sounds like 1/6 too.) Ill keep this as 1/6 so sliderbreaks wont happen :^)
  11. 05:41:711 (1) - and 05:27:348 (1) - hitsounds feel kinda loud for the sound in the song put a DC:5 on it
  12. 06:00:438 (1,2) - fix blanket (not only casual blanket fix, but could also take notice in how the head of 06:00:438 (1) - is cutting towards 06:00:802 (2) - as in how the visual distance doesn't stay equal. So needs so slight rotation too on either one of them) I just happened to see that one here too, there are probably quite many of those "could tune slightly with rotation", but you can tune them if you feel like it when you notice smth. xD
  13. 06:37:892 - this could/should be kiai section (until 06:46:619 - ) actually a good idea
  14. 07:13:528 (4,1) - fix stack xD
  15. 07:41:216 (1,2) - although they are actually more accurate than I thought they would be like this, I still recommend timing them properly. Not even gonna be that much work for very short section like this
  16. The 112,5 bpm red point feels useless, the 225 bpm could cover it too. (would actually do it better since it'd hit the emphasis points better) If you wanted the halved bpm for the SV stuff, just use some green points for that nah, this is fine tho
  17. 08:04:972 (3,5,1) - stack system looking ugly lol view>stacking lol
  18. 08:16:172 (3,1) - fix stack xD
  19. 09:07:639 (3,4) - okay so so far you've used practically only kicksliders for the 1/4 in this section. What kind of climax is that? listen to the guitar man!
  20. 09:11:105 (1,1) - perhaps do antijump instead? With how the jumps before this one are, this'd more logically be another 1/2 nah, I dont think it'd fit tbh
  21. 09:42:305 (2,3,4) - getting back to above point, like, damn son, you have even putted kiai here, but still no 1/4? Like with the completely lack of 1/4, this section, althought clearly higher bpm than most of the map, doesn't feel anymore intense. Actually, probably, less intense (aside the some fairly spaced jumps). TLDR comparing to the song, this is lacking the punch the music has I dont think so tbh, this is a higher bpm part, and I dont want really fucking fast sliders as 1/4s
  22. Tbh the map didn't look too bad so I kinda ended up nitpicking on things that just happened to catch my eye.
Good luck!
Thanks for the mod :D
Topic Starter
Keada

-Tochi wrote:


  • M4M from my queue!

    Some small warnings I got when checking the map with Modding assistant:
  1. 05:47:348 - Volume level on the red and green line should be the same. oh shiet, yeah I guess it becomes kind of hard to be perfect when you have so many timing points
  2. 06:36:256 - The timing lines should have the same custom hitsound number. ^
  3. 01:45:818 - Unsnapped timing line. oops
  4. 09:16:972 (2) - This might be marked as off-screen due to the sliderbody. I actually think this is fine imo, but ill check later in play mode

    My own actual mod:
  5. 00:50:263 (2) - Maybe blanket this slider with the previous one so it fits/compliments better in this position like: http://i.imgur.com/YePm1lL.jpg Good idea
  6. 00:56:627 (1) - This NC is unnecessary imo true, this was once a 1/6 so I forgot to unNC them
  7. 01:06:990 (6,1) - Isn't the gap for a 1/4 like this too big? I dont think so
  8. 01:26:990 (3) - NC here since the SV changes by 0.20. yea
  9. 01:28:808 (1,2,3,4) - I suggest this to be like this: http://i.imgur.com/TOjpkYM.jpg instead, since the flow and pattern will look more neat. no because the strong note is on 01:29:172 (2) - so I want a bigger spacing here
  10. 01:30:808 (1,2,3) - NC is unnecessary here imo, also maybe make the triplet go to the left instead of down for a better flow. fixed
  11. 01:58:263 (1) - Probably a good idea to mute the sliderend on this. yep
  12. 03:50:439 (3,1) - This blanket can be more improved, so it looks more neat like: http://i.imgur.com/5Fu3hQh.jpg fixed
  13. 05:30:257 (7) - NC here to keep the comobos consistently under 10. hmm, dunno Ill do it for now
  14. 08:04:972 (3,5,1) - It's not stacked properly, so I think you should try and stack them properly. its not meant to be
  15. 08:47:639 (1,2,3,4) - This 3/4 pattern is a bit confusing if the spacing is the same as 08:49:239 (1,2) - because it's 1/2 with same spacing, and it's almost right after the previous one. Also the map is almost finished, so combo breaking on that will suck for the players. fixed to be better readable
  16. 08:53:239 (3,4) - (Involved with the previous suggestion) The spacing on this 3/4 is good, maybe you could use the same with 08:47:639 (1,2,3,4) - oh fk I think I mapped these parts over 2 days haha
  17. 09:27:639 (1,2) - It looks much better if you switch NCs with these two so the 1/2 slider is the one with the NC. true
  18. 09:55:372 (4) - I suggest a NC here since the rhythm here 09:54:839 (1,2,3,4,5) - seems a bit unusual, so making the circle (4) a NC would make it much better to read. oh yeah, true

    Great map and good luck with it!
Thanks for the mod :D
Remus
Such a nice work :>
Keep it up!
Topic Starter
Keada

Remus wrote:

Such a nice work :>
Keep it up!
Thanks! :>
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