forum

Umi no Soko kara Mermaid Prim by ARM x Komso - Gyogyotto Nin

posted
Total Posts
41
Topic Starter
fanzhen0019
This beatmap was submitted using in-game submission on 2017年12月30日 at 00:29:24

Artist: Umi no Soko kara Mermaid Prim by ARM x Komso
Title: Gyogyotto Ningyo Bakkon Bridal
Source: beatmania IIDX 23 copula
Tags: Hi-RESORT電波 Mystery Line Mayumi Morinaga IOSYS
BPM: 169
Filesize: 3216kb
Play Time: 01:54
Difficulties Available:
  1. Another (4.76 stars, 485 notes)
  2. Beginner (1.64 stars, 123 notes)
  3. Hyper (3.68 stars, 348 notes)
  4. Normal (2.47 stars, 222 notes)
Download: Umi no Soko kara Mermaid Prim by ARM x Komso - Gyogyotto Ningyo Bakkon Bridal
Information: Scores/Beatmap Listing
---------------
焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き好き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き好き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き好き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き好き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き好き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き好き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼き焼
Uberzolik
omg its going for ranked?? yayyyy
i love this map and song so much
its so cutee
Otosaka-Yu
摸很短不用notice了
[Hyper]
  1. 00:02:244 (4) - 这个听出来应该不是snap在白线的,应该00:02:332 - 在这里才对
  2. 00:25:321 (1,1) - 这位置不是很好接的样子?
[Another]
  1. 00:02:303 (1) - 跟Hyper啊
震爷牛逼,稳,焼き好き,求认识。
没了,还有我想说01:52:303 - 特有灼热幻听?
z1085684963
Another
00:02:303 (1) - 应该是蓝线开始的1/6四连
00:14:581 (2,2) - 互换a
00:30:912 (2,3) - 摆到滑条尾可能会好点
01:12:540 (1,1,2) - 下移一点?
Hyper
01:53:723 (1,2,3) - dio
难豹
Regou
star
Topic Starter
fanzhen0019
谢谢谢谢
7ambda
  1. Spacing and pattern complexity from Beginner -> Normal is too large for there to not be a diff in between. I would recommend changing Normal to fit as a Hard (or Advanced), and creating a new Normal that focuses on introducing more simple 1/2 patterns with 1/1. For that reason, I won't mod Normal.
  2. Add tag: Hi-RESORT電波
  3. Check AiMod
[Beginner]
  1. 00:15:380 (2) - For musical accuracy, you need to move this a quarter tick backward. Likewise, (3) should be placed further away for time-distance equality.
  2. 00:27:214 (2) - For such an odd rhythm, this needs to be NC'd.
  3. 01:14:670 (2) - The previous blue tick is a much more prominent sound to start this slider on, so do that and extend the slider to the white tick.
  4. 01:29:581 (3) - Is this shape even rankable?
[Hyper]
  1. 00:02:244 (4) - Move to the blue tick. That's where the ukelele starts.
  2. 00:23:900 (1) - 00:25:321 (1) - 2.0x is probably too big of an sv jump for this difficulty; tone it down. Even though there's a difference in the 1.5x vocals from the previous section, the difference is only slight. You did the same thing in Another, but I guess that's fine since Another is supposed to be harder.
[Another]
  1. 00:02:303 (1) - Snap on blue, and extend repeat to the next blue tick.
  2. 00:16:445 (1) - I suggest removing the sliderpoint since that makes repeat arrow takes away from the slider's aesthetics. The way it bends doesn't really control the direction of flow either.
  3. 00:19:196 (1,2,3) - 00:17:776 (1,2,3) - 00:20:616 (1,2,3) - You should keep spacing similar for these {especially 00:19:196 (1,2,3)}, since the difference in spacing could imply different rhythms from 3/4 1/2s in this section.
  4. 01:14:315 (2) - Since the tail is a much stronger sound than the tail in (1), you could make this a 1/4 repeat and stack (3) over 01:12:717 (2). It would differentiate the rhythm of these sliders without ruining aesthetics.
  5. 01:29:403 (3) - Sliderpath should be more clear. Even though it implies growing-counterclockwise direction, it still looks somewhat ambiguous.
dqs01733
<33
Topic Starter
fanzhen0019

Suzuki_1112 wrote:

摸很短不用notice了
[Hyper]
  1. 00:02:244 (4) - 这个听出来应该不是snap在白线的,应该00:02:332 - 在这里才对 好的
  2. 00:25:321 (1,1) - 这位置不是很好接的样子? 其实没 往上一拉就好了
[Another]
  1. 00:02:303 (1) - 跟Hyper啊 好的
震爷牛逼,稳,焼き好き,求认识。
没了,还有我想说01:52:303 - 特有灼热幻听?

z1085684963 wrote:

Another
00:02:303 (1) - 应该是蓝线开始的1/6四连 改了
00:14:581 (2,2) - 互换a 诶 挺好的
00:30:912 (2,3) - 摆到滑条尾可能会好点 niubia
01:12:540 (1,1,2) - 下移一点? 不懂怎么动啊 先放着
Hyper
01:53:723 (1,2,3) - dio
难豹

F1r3tar wrote:

  1. Spacing and pattern complexity from Beginner -> Normal is too large for there to not be a diff in between. I would recommend changing Normal to fit as a Hard (or Advanced), and creating a new Normal that focuses on introducing more simple 1/2 patterns with 1/1. For that reason, I won't mod Normal. I'm struggling with star rate system.. But I think this spread is okay
  2. Add tag: Hi-RESORT電波
  3. Check AiMod
[Beginner]
  1. 00:15:380 (2) - For musical accuracy, you need to move this a quarter tick backward. Likewise, (3) should be placed further away for time-distance equality. i removed this note
  2. 00:27:214 (2) - For such an odd rhythm, this needs to be NC'd. ok
  3. 01:14:670 (2) - The previous blue tick is a much more prominent sound to start this slider on, so do that and extend the slider to the white tick. ok
  4. 01:29:581 (3) - Is this shape even rankable? i thinks it's readable
[Hyper]
  1. 00:02:244 (4) - Move to the blue tick. That's where the ukelele starts. ok
  2. 00:23:900 (1) - 00:25:321 (1) - 2.0x is probably too big of an sv jump for this difficulty; tone it down. Even though there's a difference in the 1.5x vocals from the previous section, the difference is only slight. You did the same thing in Another, but I guess that's fine since Another is supposed to be harder. I put x1.5 on the part before, I meant to let players know sliders would speed up on this specific sounds. So I thinks it's acceptable, due to curving its valid slider length is equals to x1.5
[Another]
  1. 00:02:303 (1) - Snap on blue, and extend repeat to the next blue tick. done
  2. 00:16:445 (1) - I suggest removing the sliderpoint since that makes repeat arrow takes away from the slider's aesthetics. The way it bends doesn't really control the direction of flow either. I moved endpoint left a bit
  3. 00:19:196 (1,2,3) - 00:17:776 (1,2,3) - 00:20:616 (1,2,3) - You should keep spacing similar for these {especially 00:19:196 (1,2,3)}, since the difference in spacing could imply different rhythms from 3/4 1/2s in this section. ok
  4. 01:14:315 (2) - Since the tail is a much stronger sound than the tail in (1), you could make this a 1/4 repeat and stack (3) over 01:12:717 (2). It would differentiate the rhythm of these sliders without ruining aesthetics. I don't want to emphasize every drumbeat...
  5. 01:29:403 (3) - Sliderpath should be more clear. Even though it implies growing-counterclockwise direction, it still looks somewhat ambiguous. lol
Thanks for modding!
Hollow Wings
[Another]
00:20:971 (3,1) - 1/4跳还是别下nc,或者nc点在3上。
00:51:415 (2) - 这坨都差不多完全叠了都能rank啊。。。
01:26:031 (1,2,3,4) - 跳啊,前后都跳这里不跳不科学。
01:29:581 (4) - 这个路径真看不清,我每次打都直接往下走,谁知道先得往上走一段,这你不改肯定要被搞。

低难度没啥。

赶紧找摸飞了啊,搞毛。。。
Topic Starter
fanzhen0019

Hollow Wings wrote:

[Another]
00:20:971 (3,1) - 1/4跳还是别下nc,或者nc点在3上。 我觉得现在这样比较好看
00:51:415 (2) - 这坨都差不多完全叠了都能rank啊。。。 ??? 以前就能做这样的啊
01:26:031 (1,2,3,4) - 跳啊,前后都跳这里不跳不科学。 犹豫了一下 确实有点奇怪 不过先放着吧...
01:29:581 (4) - 这个路径真看不清,我每次打都直接往下走,谁知道先得往上走一段,这你不改肯定要被搞。你可以保持鼠标不动

低难度没啥。

赶紧找摸飞了啊,搞毛。。。
我也想飞啊!
Net0
m4m thing
[General]
  1. You need to confirm spinner recovery drain time, since there’s new guidelines for those. Considering that beginner is the easiest diff the current gap is less than a second; 710ms. Make sure to check that out.
  2. I have a sample suggestion for soft-hitclap; https://puu.sh/xCfah.wav
[Beginner]
  1. The rhythm here 00:00:824 (1,2,3) – uses similar distance for different rhythm gaps. Pattern wise looks good, but you could make 00:02:332 (3) – into a 1/2 slider so it can be distinct compared to 00:00:824 (1,2) -.
  2. Would be interesting to keep combos consistent in this section 00:17:155 - ~ 00:28:516 - . You can either NC only here 00:22:835 – or NC after two complete measures. Currently 00:17:155 (1,2,3,4) -/00:22:835 (1,2,1,1) – is not very consistent. Personally I’d suggest NCing 00:19:995 (3) – to make it even more consistent with previous section 00:05:084 (1,2,3,1,2,1,2,1,2) -.
  3. Minor overlap 00:28:516 (1,2) – in case you want to space 00:29:936 (2) – a bit more to the right.
  4. HS suggestion for 00:32:776 (2,3,1) -/00:35:616 (2,3,1) -. Try adding for 00:33:486 - -> drum-hitfinish instead drum-hitwhistle so you don’t use three cymbals 00:33:486 - /00:33:841 - /00:34:196 - in a row since that’s too emphatic. For the second variation; 00:36:327 -/00:36:682 -/00:37:037 – instead of two closed hi-hats followed by soft-whistle, try using drum-hitfinish->drum-hitwhistle->soft-hitwhistle.
  5. Great slider designs, gj
[Normal]
  1. This rhythm 00:00:824 (1,2) - contradicts what was presented in the Begginer diff mostly because of the simplified 1/4 in 00:02:244 (2) - . It’s wise to either simplify both this diff and beginner; make both of them with the active click here 00:02:332 – or make beginner simplified and normal not. But the current beginner not simplified vs normal simplified is not a good thing, imo, spread wise.
  2. Improve the circle spacing between sliders 01:05:439 (1,2,3) – move 01:05:971 (2) – a bit to the right. Similar case 01:23:901 (1,2,3) -.
  3. Similar ideas 01:00:646 (2,3) -/01:02:066 (4,1) – but the spacing could be a bit more similar. I do get that the second one abuse more slider leniency that’s why it is less spaced, but still they could be more similar.
  4. DS here got really weird 01:43:782 (2,3,4) – since it’s coming from a constant 1.3x value and it went to 1,0x here 01:44:492 (3,4) -.
[Hyper]
  1. Are you sure the NC here is 01:09:699 (1,2,1,2) – not 1,2,3,4?
  2. The usage of NCing in every object 01:21:060 (1,1,1,1) – was used here 01:04:019 (1,1,1,1) – to show SV changes, but in the mentioned case seems like it’s mainly for visual usage. Are you sure you want to keep like that? I mean this section 01:21:060 (1,1,1,1) – could actually use SV changes without much problem if you want to keep that visual.

[Insane]
  1. This is pretty confusing 00:11:474 (1,2,3,4,5,6,7,8) – from a stack perspective. Visually you can identify and make distinction when it’s doubles 1/4 00:11:829 (3,4) – and 1/2 stacks 00:11:474 (1,2) - . However you can’t really tell when it is 00:12:096 (5,6,7) – and considering that rhythmically there are 4 objects in that rhythm 00:11:918 (4,5,6,7) – 3 of them stacked and 1 spaced 00:11:918 (4) – this pattern can mess up reading reading a lot. My suggestion is that you make 1/2 circles spaced here http://puu.sh/xCge8.jpg . I also took into consideration that the song doesn’t really call for a bigger spacing here 00:11:829 (3) - , so yeah, hope you can consider this suggestion.
  2. Same thing mentioned in Hyper diff 00:29:936 (1,1,1) – using consecutive NC for visual without the SV changes.
  3. Nice vocal 01:27:451 (5) - :>
  4. Move 01:43:427 (3) – a bit more to the right to avoid overlap here 01:43:072 (1) – since the same idea here 00:05:084 (1,2,1) – didn’t have it.
  5. 01:53:723 (1,2,3,4,5,6,7) – Alternative pattern to represent intensity grow if you want to go for that idea; https://puu.sh/xCgJd.jpg
Great map, didn't mod much because it's really well done in its mapping perspective. Best of luck :>
Nao Tomori
this is for rank? i can bub if u want
Topic Starter
fanzhen0019

Naotoshi wrote:

this is for rank? i can bub if u want
?! o:
yes it is
Nao Tomori
k will mod on weekend

[general]
respond to net0
[another]
00:02:954 (1) - seems like this spinner should start at 00:03:486 - tbh

00:10:676 (5,1) - too big for 1/4 jump i think, everyone will 100 on 5 slider end

00:30:912 (2) - shouldn't it be on white tick? i can't hear something on the blue tick

01:07:214 (3,4) - i wonder why it's not clickable double

and tbh 01:07:480 (4,5,6,7) - sounds like 3/4 rhythm instead of 1/2, 01:07:747 (5) - not needed i think

01:25:321 (5,1,2,3) - minor visual spacing is off

[hyper]
00:08:634 (1,2,3) - spacing of 2-3 seems rather large compared to other 1/2 spacing

01:11:829 (4,1) - also seems a bit too bit

can you at least flip the copy pasted thing

[normal]
00:02:244 (2) - i think you could start it at the blue tick, since player will use the approach circle anyway

01:05:439 (1,2,3) - some distance snap error
(others in kiai, you can see them visually. please fix)

i suggest tick rate 1 to avoid long slider at the end being too easy to break at.

[beginner]
same about tick rate. also i think 00:05:084 (1,2) - this part is way too easy. please add some more density, as it is too little compared to normal which has 1/4 repeats and 1/2 gaps.

01:47:332 (1) - this recovery is not enough. you should remove the spinner and map normally here, since there isn't enough room for a spinner.
Topic Starter
fanzhen0019

Net0 wrote:

m4m thing
[General]
  1. You need to confirm spinner recovery drain time, since there’s new guidelines for those. Considering that beginner is the easiest diff the current gap is less than a second; 710ms. Make sure to check that out. k
  2. I have a sample suggestion for soft-hitclap; https://puu.sh/xCfah.wav
    I decided to use default..
[Beginner]
  1. The rhythm here 00:00:824 (1,2,3) – uses similar distance for different rhythm gaps. Pattern wise looks good, but you could make 00:02:332 (3) – into a 1/2 slider so it can be distinct compared to 00:00:824 (1,2) -. ok
  2. Would be interesting to keep combos consistent in this section 00:17:155 - ~ 00:28:516 - . You can either NC only here 00:22:835 – or NC after two complete measures. Currently 00:17:155 (1,2,3,4) -/00:22:835 (1,2,1,1) – is not very consistent. Personally I’d suggest NCing 00:19:995 (3) – to make it even more consistent with previous section 00:05:084 (1,2,3,1,2,1,2,1,2) -. ok
  3. Minor overlap 00:28:516 (1,2) – in case you want to space 00:29:936 (2) – a bit more to the right. ok
  4. HS suggestion for 00:32:776 (2,3,1) -/00:35:616 (2,3,1) -. Try adding for 00:33:486 - -> drum-hitfinish instead drum-hitwhistle so you don’t use three cymbals 00:33:486 - /00:33:841 - /00:34:196 - in a row since that’s too emphatic. For the second variation; 00:36:327 -/00:36:682 -/00:37:037 – instead of two closed hi-hats followed by soft-whistle, try using drum-hitfinish->drum-hitwhistle->soft-hitwhistle. ok
  5. Great slider designs, gj
[Normal]
  1. This rhythm 00:00:824 (1,2) - contradicts what was presented in the Begginer diff mostly because of the simplified 1/4 in 00:02:244 (2) - . It’s wise to either simplify both this diff and beginner; make both of them with the active click here 00:02:332 – or make beginner simplified and normal not. But the current beginner not simplified vs normal simplified is not a good thing, imo, spread wise.
  2. Improve the circle spacing between sliders 01:05:439 (1,2,3) – move 01:05:971 (2) – a bit to the right. Similar case 01:23:901 (1,2,3) -. ok
  3. Similar ideas 01:00:646 (2,3) -/01:02:066 (4,1) – but the spacing could be a bit more similar. I do get that the second one abuse more slider leniency that’s why it is less spaced, but still they could be more similar. mostly because i divided patterns by 00:59:758 (1,2,3,4) - and 01:02:599 (1,2) - .
  4. DS here got really weird 01:43:782 (2,3,4) – since it’s coming from a constant 1.3x value and it went to 1,0x here 01:44:492 (3,4) -. Ctrl+HJ did this..
[Hyper]
  1. Are you sure the NC here is 01:09:699 (1,2,1,2) – not 1,2,3,4? ok
  2. The usage of NCing in every object 01:21:060 (1,1,1,1) – was used here 01:04:019 (1,1,1,1) – to show SV changes, but in the mentioned case seems like it’s mainly for visual usage. Are you sure you want to keep like that? I mean this section 01:21:060 (1,1,1,1) – could actually use SV changes without much problem if you want to keep that visual. yea this looks visually cool

[Insane]
  1. This is pretty confusing 00:11:474 (1,2,3,4,5,6,7,8) – from a stack perspective. Visually you can identify and make distinction when it’s doubles 1/4 00:11:829 (3,4) – and 1/2 stacks 00:11:474 (1,2) - . However you can’t really tell when it is 00:12:096 (5,6,7) – and considering that rhythmically there are 4 objects in that rhythm 00:11:918 (4,5,6,7) – 3 of them stacked and 1 spaced 00:11:918 (4) – this pattern can mess up reading reading a lot. My suggestion is that you make 1/2 circles spaced here http://puu.sh/xCge8.jpg . I also took into consideration that the song doesn’t really call for a bigger spacing here 00:11:829 (3) - , so yeah, hope you can consider this suggestion. your suggestion is quite interesting, but i think my current one would be confusing for the first play. i used similar patterns after
  2. Same thing mentioned in Hyper diff 00:29:936 (1,1,1) – using consecutive NC for visual without the SV changes. ya
  3. Nice vocal 01:27:451 (5) - :> aha
  4. Move 01:43:427 (3) – a bit more to the right to avoid overlap here 01:43:072 (1) – since the same idea here 00:05:084 (1,2,1) – didn’t have it. ok
  5. 01:53:723 (1,2,3,4,5,6,7) – Alternative pattern to represent intensity grow if you want to go for that idea; https://puu.sh/xCgJd.jpg cool lol
Great map, didn't mod much because it's really well done in its mapping perspective. Best of luck :>
Thanks!
Topic Starter
fanzhen0019

Naotoshi wrote:

k will mod on weekend

[general]
respond to net0 k
[another]
00:02:954 (1) - seems like this spinner should start at 00:03:486 - tbh reverse sounds like delayed. maybe i need to add some green lines

00:10:676 (5,1) - too big for 1/4 jump i think, everyone will 100 on 5 slider end "Lan Wings"

00:30:912 (2) - shouldn't it be on white tick? i can't hear something on the blue tick it's on the bass

01:07:214 (3,4) - i wonder why it's not clickable double oh nice

and tbh 01:07:480 (4,5,6,7) - sounds like 3/4 rhythm instead of 1/2, 01:07:747 (5) - not needed i think for playing smoothly

01:25:321 (5,1,2,3) - minor visual spacing is off alright

[hyper]
00:08:634 (1,2,3) - spacing of 2-3 seems rather large compared to other 1/2 spacing k

01:11:829 (4,1) - also seems a bit too bit i think it's acceptable

can you at least flip the copy pasted thing ok

[normal]
00:02:244 (2) - i think you could start it at the blue tick, since player will use the approach circle anywayk

01:05:439 (1,2,3) - some distance snap error done
(others in kiai, you can see them visually. please fix) k

i suggest tick rate 1 to avoid long slider at the end being too easy to break at. k

[beginner]
same about tick rate. also i think 00:05:084 (1,2) - this part is way too easy. please add some more density, as it is too little compared to normal which has 1/4 repeats and 1/2 gaps. filled with some circles

01:47:332 (1) - this recovery is not enough. you should remove the spinner and map normally here, since there isn't enough room for a spinner. I removed the following "1"
Thanks!!
anna apple

fanzhen0019 wrote:

"Lan Wings"
Lan Wings
anna apple
👁 👏 👌 👇

🔄
00:21:859 (4) - 👁 💭 👈 💘 👌 💯 👈

📦
01:14:581 (2) - 👁 💭 👈 💦 😧 👎
01:29:581 (3) - ❓
Topic Starter
fanzhen0019

_83 wrote:

👁 👏 👌 👇

🔄
00:21:859 (4) - 👁 💭 👈 💘 👌 💯 👈 :arrow: 🙃

📦
01:14:581 (2) - 👁 💭 👈 💦 😧 👎 :arrow: 👌🔧🔨
01:29:581 (3) - ❓ :arrow:
👏😇
Nao Tomori
good modding phil

another
00:10:676 (5,1) - this pattern is still unfitting. even if lan wings uses such a pattern, it doesn't fit in this map which is not by lan wings...
01:35:883 (5,1) - this one is much more reasonble imo. try to make them similar

01:08:989 (1,2,3,4) - why you switched off of 3/4 vocal randomly?
01:20:350 (1,2,3,4) -

beginner
try to fill some 1/1 in kiai now, cuz it is less dense than calm intro.
01:29:581 (3) - this shape can be confusing... can you make one that has a more separated path?

also tick rate 1 for easy/normal pls >.>
Topic Starter
fanzhen0019

Naotoshi wrote:

good modding phil

another
00:10:676 (5,1) - this pattern is still unfitting. even if lan wings uses such a pattern, it doesn't fit in this map which is not by lan wings...
01:35:883 (5,1) - this one is much more reasonble imo. try to make them similar alright..

01:08:989 (1,2,3,4) - why you switched off of 3/4 vocal randomly?
01:20:350 (1,2,3,4) -
this two kiai has similar construction and i think using some 1/2 causes no reading problem to players..


beginner
try to fill some 1/1 in kiai now, cuz it is less dense than calm intro. ok
01:29:581 (3) - this shape can be confusing... can you make one that has a more separated path? ok

also tick rate 1 for easy/normal pls >.> done
Nao Tomori
💭 👌
Topic Starter
fanzhen0019
thanks!!!!11
anna apple
👁 💭 👈 👏 👌 👌 😕 👏 👈 🎉 💯 🍆



🐸 👨
Izzz
!
Garden
beginner
00:05:084 - 01:43:072 - 建议这里换成个1/2折返跟到,normal甚至都用1/4了
这个最低难度里建议整体稍微多引入一点1/2,毕竟normal就开始大量使用各种混杂节奏了

normal:
00:22:125 (3) - 01:35:971 (3) - 前面重音至少落在白线,这里人声重音都在蓝线不如就snap到蓝线,反正低难度看缩圈为主吧
00:44:847 (5,6,7,8) - 很难准确跟到节奏就没必要为了表现紧凑的节奏强迫1/2了,用一个1/1简化糊过去吧

another:
00:32:066 (2) - 1/4 snap
01:16:090 (4) - 用1/8做buzz? 可以留1/4空间
01:16:445 (1) - 停在1/4比较好
01:53:723 (1,2,3,4,5,6,7) - 这个顺序不太好读成3个3个一组,个人感觉ds一圈甚至三角都好读一些,顺便4 7可以加个nc
Topic Starter
fanzhen0019

Garden wrote:

beginner
00:05:084 - 01:43:072 - 建议这里换成个1/2折返跟到,normal甚至都用1/4了 好的
这个最低难度里建议整体稍微多引入一点1/2,毕竟normal就开始大量使用各种混杂节奏了 其实我主要是关注显示星数的spread...

normal:
00:22:125 (3) - 01:35:971 (3) - 前面重音至少落在白线,这里人声重音都在蓝线不如就snap到蓝线,反正低难度看缩圈为主吧 可能理念不一样 我的理解是低难度尽量少出现蓝线snap... 而且从intro打到现在都是1/2
00:44:847 (5,6,7,8) - 很难准确跟到节奏就没必要为了表现紧凑的节奏强迫1/2了,用一个1/1简化糊过去吧 有点奇怪 不过我用两个1/2slider也行

another:
00:32:066 (2) - 1/4 snap oops
01:16:090 (4) - 用1/8做buzz? 可以留1/4空间 1/6听起来比较帅x
01:16:445 (1) - 停在1/4比较好 好的
01:53:723 (1,2,3,4,5,6,7) - 这个顺序不太好读成3个3个一组,个人感觉ds一圈甚至三角都好读一些,顺便4 7可以加个nc 本意就是六边形..
可以理解成是扭了一点点的左右跳
然后7加了个nc
谢谢!!!!!
Garden
qualified
Topic Starter
fanzhen0019
thank you!!!!!
Kayano
rip S那啥那啥

01:07:480 (5,6,7,8,9,10) - 这个地方是不是改过什么mod,感觉跟整张图的其他地方比起来不协调

这破图HP7打出了HP9的感觉 :<
Topic Starter
fanzhen0019

Kayano wrote:

rip S那啥那啥

01:07:480 (5,6,7,8,9,10) - 这个地方是不是改过什么mod,感觉跟整张图的其他地方比起来不协调

这破图HP7打出了HP9的感觉 :<
我靠 256怎么回事 好像是有点远了 可能是误触 不管了先这样
Doyak
I'm sincerely sorry for being here this late. We have problems looking for a reference for the capitalization of the last word. All we could find says just "Bridal" and not "BRIDAL" and I wonder if you have any references for that.

We also failed to find out the romanised artist. Do you have any references for the translated name? If not, it should be "Umi no Soko kara Mermaid Prim by ARM x Komso" following the romanisation rule.

As this map is almost at being ranked, we can't wait until we get response from you. Therefore, I'll disqualify this map for now. If you have any valid sources, please reply on this thread so that I can direct-requalify.

All we got so far:
* https://p.eagate.573.jp/game/2dx/23/p/n ... ingyo.html
* http://www.konamistyle.jp/item/73590
* http://up.kuraip.net/1227Q0c1189m3072
Topic Starter
fanzhen0019

Doyak wrote:

I'm sincerely sorry for being here this late. We have problems looking for a reference for the capitalization of the last word. All we could find says just "Bridal" and not "BRIDAL" and I wonder if you have any references for that.

We also failed to find out the romanised artist. Do you have any references for the translated name? If not, it should be "Umi no Soko kara Mermaid Prim by ARM x Komso" following the romanisation rule.

As this map is almost at being ranked, we can't wait until we get response from you. Therefore, I'll disqualify this map for now. If you have any valid sources, please reply on this thread so that I can direct-requalify.

All we got so far:
* https://p.eagate.573.jp/game/2dx/23/p/n ... ingyo.html
* http://www.konamistyle.jp/item/73590
* http://up.kuraip.net/1227Q0c1189m3072
.

all right i don't have any reference about translated title name. (but i don't think english translation can be treated as an issue tho, or because it's 2017

using Eng translation mainly because i am too lazy to find a japanese friend for romanise, BRIDAL mainly because it's kata.

anyway i'll update it to formal title, thanks for picking it up!
Doyak
We don't allow unofficial translation of artist name / title. We want to put as less subjective interpretation as possible, and try to stick to what's official only. So please use the given romanisation of the artist, if you don't have any official reference for the translation.
Topic Starter
fanzhen0019
sure, but i'm not home these days... i'll poke you once i updated to official title
Topic Starter
fanzhen0019
Updated
Doyak
Sorry for being late again, metadata looks good now!
Topic Starter
fanzhen0019
Thank you!
ens
selcyc=fanzhen?
wtf https://osu.ppy.sh/s/536210
Kaifin
very very good
Please sign in to reply.

New reply