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Numtack05 - Genkaku Catastrophe

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Topic Starter
Noffy
This beatmap was submitted using in-game submission on Tuesday, June 12, 2018 at 1:13:08 PM

Artist: Numtack05
Title: Genkaku Catastrophe
Tags: Vocaloid Illusion うp主 Upnushi Uploader PutinP Series Putin-P しうか shuika shiuka 初音ミク Hatsune Miku Veridian プーチンP シリーズ
BPM: 174.5
Filesize: 7684kb
Play Time: 00:47
Difficulties Available:
  1. Easy (1.26 stars, 52 notes)
  2. Hard (2.95 stars, 103 notes)
  3. Insane (4.42 stars, 149 notes)
  4. Light Insane (3.65 stars, 133 notes)
  5. Normal (1.93 stars, 81 notes)
Download: Numtack05 - Genkaku Catastrophe
Download: Numtack05 - Genkaku Catastrophe (no video)
Information: Scores/Beatmap Listing
---------------
That's Drogba, isn't it?!
The final song(ish) in part 3 of the Putin-P Vocaloid series


composed by Numtack05 | nicovideo upload | illustrated by Shiuka

Easy, Normal, Hard, Light Insane, and Insane by Noffy

Hitsounds by Veridian
Polka's Extra (mapped by Veridian) may be found here


This track has been licensed for use in osu! as part of the FA program.
Peter
Easy
Overall i feel like overmapping isn't necessary here your slider velocity is 0.7 so distance scaling should be 1.3 so for example beginning would look like this http://osu.ppy.sh/ss/9279601 you don't have to apply this to 00:07:306 (4,5,6) jumps

Normal
00:10:057 (1,2,3,4) - i feel like you NC'ed this incorrectly and also i don't like placement would do something that http://osu.ppy.sh/ss/9279631 hope you like my idea
00:16:246 (3) - i dislike this shape and placement http://osu.ppy.sh/ss/9279636 seems better
00:17:622 (6,2) - change those 2 to regular ones not sharp
00:32:406 (3) - it doesnt fit here move it like that http://osu.ppy.sh/ss/9279646

Hard
00:09:025 (1) - rotate it like that http://osu.ppy.sh/ss/9279652 i
00:27:592 (6) - NC
00:45:472 (6) - ^

Light Insane
00:16:933 (5) - NC
00:22:779 (4) - NC
00:44:785 (2,3,4,5) - ahh i don't like this jump you should check some jumps in other maps

Rest is above 4 so unable to help
Topic Starter
Noffy

PeterEU wrote:

Easy
Overall i feel like overmapping isn't necessary here your slider velocity is 0.7 so distance scaling should be 1.3 so for example beginning would look like this http://osu.ppy.sh/ss/9279601 you don't have to apply this to 00:07:306 (4,5,6) jumps Overmapping?? where?? and I think raising the spacing would make it out of place amongst the spread design

Normal
00:10:057 (1,2,3,4) - i feel like you NC'ed this incorrectly and also i don't like placement would do something that http://osu.ppy.sh/ss/9279631 hope you like my idea I'm not really following the vocals for NCs, and I think that placement is a bit more tense than I wanted for this calm part of the map, because it makes 00:10:057 - this note more out of the way to hit.
00:16:246 (3) - i dislike this shape and placement http://osu.ppy.sh/ss/9279636 seems better I used the angled sliders to represent the increasing pitch and strain in the vocal where the harder difficulties instead had spacing increase.
00:17:622 (6,2) - change those 2 to regular ones not sharp ^
00:32:406 (3) - it doesnt fit here move it like that http://osu.ppy.sh/ss/9279646 this would detract from how 00:32:406 (3) - is all meant to be a downward movement

Hard
00:09:025 (1) - rotate it like that http://osu.ppy.sh/ss/9279652 i
00:27:592 (6) - NC adding this NC and making the rest of the kiai consistently NC'd like this would result in the majority of combos having a length of 2 or 3, which would take away from the challenge in maintaining health compared to the earlier part of the map that has the same medium-long combo lengths while being easier
00:45:472 (6) - ^ ^

Light Insane
00:16:933 (5) - NC I do not see the point in adding this besides for the sake of making NCs more frequent overall. This part is very easy compared to the rest of the map, so a player should be expected to maintain good accuracy during this part to stay alive.
00:22:779 (4) - NC ^
00:44:785 (2,3,4,5) - ahh i don't like this jump you should check some jumps in other maps while I agree my jumps will need work, but something following the map's standard spacing is the last thing that should ever be called a jump.

Rest is above 4 so unable to help Sorry, I made no changes :c. Thank you for looking ></
Grrum
Hi. Here for M4M. Hope this helps!

Hi. Here for M4M. Hope this helps!

[General]

I'm not really experienced on spreads from Insane → Extra since I see some sets with big leaps between these diffs get ranked, but I feel like I'm a 5.5* kind of guy, and I didn't feel like there was a diff for me. I think having a ~5.3* map would be appealing to a fair amount of players and would improve the spread, so do consider making one or finding a GD

[Easy]

I think a DS of .90x would be nicer to make a stronger overlap between 1/1 notes and to make it easier to travel between 2/1 notes.

00:04:556 (1,2) – Why .87x spacing?

[Normal]

00:42:377 (4) – NC? Seems like a strong note to break up what I feel is a long combo.

[Hard]

00:39:970 (3,1) – Improve this blanket by moving (3). Maybe rotate 00:38:595 (1,2) – clockwise a little and move all of 00:38:595 (1,2,1,2,3) – to the right place.

[Light Insane]

00:36:876 (4,1) – This 1/1 rhythm felt unintuitive and disagreeable. It looks like ought to be ½ rhythm. I found that increasing the DS between them or changing (4) to a slider removed that issue.

[Insane]

00:18:136 (8,1,2,3,4,5) – Right about here the singer gets high pitched and intense which foreshadows some upcoming intensity at 00:22:091 (1,2,3,4,5,6) - . Right now though, strong notes like 00:18:309 (1,3) – have no real emphasis. I would try to stress these notes a bit with mini jumps to set up the intense part in just a few seconds.

00:34:813 (1) – Why not do a triple to go with the drums?

00:38:251 (4,1,2) – My feelings towards this was that it was a bit too weak for a bit too long. That makes me want to suggest something silly like having a slight spacing like http://puu.sh/xZ4qm/76703c640f.jpg , but this reads bad and only barely addresses the issue, but maybe you can think of something that fits both our points of view.

[Veridian]

The following suggestions makes me feel like I'm not the target audience, so I'd say the following is probably not that useful to you.

Try HP 7

00:18:997 (3,4,1) – This is a huge spike in intensity that seems to be not in line with what you're doing through this intro. Scale this jump down a bit and/or buffing up the note density (by putting circles on all the vocal notes like at 00:22:091 – and 00:22:779 - ) and buffing the spacing in places through this section: 00:21:747 (2,3,4,5,6,1,2,3,4,1,2) - . I don't disagree with the intent to emphasize 00:19:513 (4,1) - , I just think it's too much.

00:27:936 (2,3) – Low SV ¾ sliders with large gaps between the next object rub me the wrong way

The spacing felt like a binary switch. It's either all the way to 11 or it's very weak. Including some moments of rest in the spacing during the kiai can allow you to emphasize the parts that are important by providing contrast. One map that uses this well is this one which frequently allows the player to catch their breath when there is no synthesizer at 01:03:567 (1,2) – and 01:06:325 (1,2) – etc so that all the focus is on those big synths. In your map, everything has big spacing, even 00:27:936 (2,3) – etc have large spacing because it's ¾ and you need to accelerate out of the slider to get to (3). And then again there's another jump into a weak note at 00:28:452 (4) - . It didn't feel like this was restful enough to contrast with the strong notes at 00:28:624 (5,6) – , so they all felt the same intensity-wise.

[]

I'm not really qualified to evaluate the last diff, but the rest of the mapset looks very good. Good luck!
Topic Starter
Noffy
I'll edit this for the rest of the response once I have a chance to look at it fully but I'll go ahead and mention this:

Yes, I'm currently waiting for one more GD to fill that spread. I agree that the gap is currently really big \>o</
It will hopefully be added soon~ Thanks for the mod! c:


edit: reply done: see below:

pinataman wrote:

Hi. Here for M4M. Hope this helps! Thank you! Hopefully my mod on yours will pop up very very soon!

Hi. Here for M4M. Hope this helps! Thank you! Hopefully my mod on yours will pop up very very soon!

[General]

I'm not really experienced on spreads from Insane → Extra since I see some sets with big leaps between these diffs get ranked, but I feel like I'm a 5.5* kind of guy, and I didn't feel like there was a diff for me. I think having a ~5.3* map would be appealing to a fair amount of players and would improve the spread, so do consider making one or finding a GD Yes, I'm currently waiting for one more GD to fill that spread. I agree that the gap is currently really big \>o</
It will hopefully be added soon~


[Easy]

I think a DS of .90x would be nicer to make a stronger overlap between 1/1 notes and to make it easier to travel between 2/1 notes. I'm not really too sure about this, since I dont think a stronger overlap would do the map too much good during the kiai with its frequent 1/1. I'll consider it some more.

00:04:556 (1,2) – Why .87x spacing? i have no idea

[Normal]

00:42:377 (4) – NC? Seems like a strong note to break up what I feel is a long combo. if it comes up again, maybe? I would prefer to keep it together since it is part of a fairly long sound pattern.

[Hard]

00:39:970 (3,1) – Improve this blanket by moving (3). Maybe rotate 00:38:595 (1,2) – clockwise a little and move all of 00:38:595 (1,2,1,2,3) – to the right place. well it's not meant to be a blanket at all but i fixed this so 00:39:970 (3) - the end overlaps with 00:40:314 (1,2,3,4,5) - (4) in this pattern properly.

[Light Insane]

00:36:876 (4,1) – This 1/1 rhythm felt unintuitive and disagreeable. It looks like ought to be ½ rhythm. I found that increasing the DS between them or changing (4) to a slider removed that issue. increased spacing as the reason why i avoided 1/2 here was the lack of a distinct guitar note at 00:37:048 - unlike 00:27:420 - or 00:32:234 -

[Insane]

00:18:136 (8,1,2,3,4,5) – Right about here the singer gets high pitched and intense which foreshadows some upcoming intensity at 00:22:091 (1,2,3,4,5,6) - . Right now though, strong notes like 00:18:309 (1,3) – have no real emphasis. I would try to stress these notes a bit with mini jumps to set up the intense part in just a few seconds. Ah! I had tried to do that with some spacing increase already but I guess it wasn't quite right. Adjusted a bit bigger where I saw fit here

00:34:813 (1) – Why not do a triple to go with the drums? I think it's important that 00:30:000 (1) - , 00:34:813 (1) - , 00:47:879 (1) - are all long sliders as they follow the similar guitar sound and so that the last one does not initially stand out for being a slider before it cuts off into nothingness.

00:38:251 (4,1,2) – My feelings towards this was that it was a bit too weak for a bit too long. That makes me want to suggest something silly like having a slight spacing like http://puu.sh/xZ4qm/76703c640f.jpg , but this reads bad and only barely addresses the issue, but maybe you can think of something that fits both our points of view. hmm, tried to add some very silly very VERY slight spacing before it heads into the whammo jumps.

[]

I'm not really qualified to evaluate the last diff, but the rest of the mapset looks very good. Good luck! Thank you again! C:
Kondou-Shinichi
Offset -6 would be better (it's fine I guess) (making it 4550)

no offset changed needed anywhere in the song

gl on the map

no kudos
Topic Starter
Noffy

Kondou-Shinichi wrote:

Offset -6 would be better (it's fine I guess) (making it 4550)

no offset changed needed anywhere in the song

gl on the map

no kudos

fixed, thanks for checking /'v'/
Reazen
#from Modding Queue
Easy
00:28:961 (1,2,3) - I think you can do it better, https://puu.sh/yaFhB/e50ea68c22.png something like feels good to me, but make sure these two reverse sliders looks different, I think double reverse should be in straight line because It's easier to see for new player.
00:34:807 - same here
00:39:277 (2,3,4,5,6) - Doesn't make sense to me at all, this pattern is not good emphasize. https://puu.sh/yaFTS/ca34ec6f18.png something like this should be good enough but make sure these reverse sliders looks like these above.
00:04:550 (1,2) - I am not sure about this too, I think you should start with slider instead of circle (Ctrl+g)
00:10:051 (1,2) - ^^
00:15:552 (1,2) - ^^
00:14:865 - Why you ignored vocal here? you should add slider here
00:20:366 (7) - slider is better, you can ephasize 00:20:710 - this sound as well, and generally sliders are better for low diffs since they don't put that much pressure on player
00:38:589 (1) - curve slider is better, before you tend to make something like Curve->Straight->Curve if you know what I mean xDD 00:26:555 (1,2,3,1) -
00:46:153 (3) - same here, curve is better
Normal
00:34:807 (4) - It's not the same as 00:35:494 (5) - https://puu.sh/yaGSE/005dc5f30a.png maybe something like this?
00:39:277 (3,1,2,3,4) - Weird design choice, why sliders like these? I can understand 00:16:240 (3,6,2) - because vocal but there is anything that makes you do something like this?
Topic Starter
Noffy

Reazen wrote:

#from Modding Queue hello~
Easy
00:28:961 (1,2,3) - I think you can do it better, https://puu.sh/yaFhB/e50ea68c22.png something like feels good to me, but make sure these two reverse sliders looks different, I think double reverse should be in straight line because It's easier to see for new player. I never use 2x reverse sliders in easy unless the said slider is really long. I think that it can be very difficult for a new player to read correctly.
00:34:807 - same here
00:39:277 (2,3,4,5,6) - Doesn't make sense to me at all, this pattern is not good emphasize. https://puu.sh/yaFTS/ca34ec6f18.png something like this should be good enough but make sure these reverse sliders looks like these above. no way, that looks harder to play than the other difficulties above it. I think the current rhythm is fine for this as it's the easy
00:04:550 (1,2) - I am not sure about this too, I think you should start with slider instead of circle (Ctrl+g) for these, I want the vocal starts to be clickable. ctrl+g'ing would ruin this.
00:10:051 (1,2) - ^^
00:15:552 (1,2) - ^^
00:14:865 - Why you ignored vocal here? you should add slider here added ~o.o~
00:20:366 (7) - slider is better, you can ephasize 00:20:710 - this sound as well, and generally sliders are better for low diffs since they don't put that much pressure on player sliders aren't necessarily better or easier. you have to worry about clicking, holding, and following, rather than just simply clicking the object. They can be good for making two hitcircles into one clicked slider, which can be easier, but in your suggestion this is not true as it makes the rhythm more dense. Also I think this current 2/1 density is more fitting for the level of representation easy goes for.
00:38:589 (1) - curve slider is better, before you tend to make something like Curve->Straight->Curve if you know what I mean xDD 00:26:555 (1,2,3,1) - you're right, that is what i did here.. fixed :3c
00:46:153 (3) - same here, curve is better I'm gonna keep this one because 00:45:466 (2,3,1) - is cute.
Normal
00:34:807 (4) - It's not the same as 00:35:494 (5) - https://puu.sh/yaGSE/005dc5f30a.png maybe something like this? But the guitar, which the rhythm is following, did the same thing at both these times.
00:39:277 (3,1,2,3,4) - Weird design choice, why sliders like these? I can understand 00:16:240 (3,6,2) - because vocal but there is anything that makes you do something like this? similar to the angled sliders for the vocals, i had these sliders angled to represent the increasingly high pitched instrument that I couldn't make stand out with rhythm alone in the normal. Fixed these to be better looking and less randomly angled/bent~
Seijiro
queue

Top diff:
  1. 00:14:865 (4,5) - it might be a bit personal, but seeing the song is rather calm this much movement stands out particularly.
    It's kinda intense to move all like that so what do you think of either a 1/4 repeat slider (2 repeats) or even a stacked stream on 00:15:209 (6) - ? (I'd personally go with the repeat slider)
  2. 00:22:945 (5,6) - minor, but seeing how you spaced 00:22:257 (3,4) - , it would also be cool to space these a bit more imo, like this
  3. 00:26:555 (1,2) - w-w-wait, is this a misclick or it was intended as a cross-screen jump? xD
    Nvm, it's actually consistent holy
Quite the peculiar diff I'd say. It may be a bit too much overall but that's just my preference there.
I mean... your spread is kinda strange, since you have a Light Insane to mitigate the spread between Insane-Hard, but then we get a 1.4* jump to last diff lol.

Insane:
  1. 00:05:925 (5,6) - might be cool to silence those unused tails // 00:11:426 (5,6) - same etc...
  2. 00:14:865 (1,2) - here's a cool trick. Since you have a really strong beat at 00:15:552 (1) - you can enhance it even more if you stack these two together.
    The contrast between no movement & sudden large movement will be even more accentuated
Light Insane:
  1. 00:36:182 (1,2,3) - ye, maybe an Insane would have allowed it, but this is really misleading with such a visual spacing. You did already once at 00:22:085 (1,2,3,4,5,6) - , but being it really a small spacing it could be fine, but this second instance is too big of a jump imo.
    What about this instead?
Hard:
  1. 00:25:696 (1,2,3,4,5) - at least in the calm part here, I'd avoid these many clicks in a row. 1/2 and short spacing is actually hard to deal with since the tapping hand gets all the burden (normally, the right hand's movements help the other hand time its clicks, but here it can't happen due to the small spacing)
~
Topic Starter
Noffy

MrSergio wrote:

queue hihi~

Top diff:
I mean... your spread is kinda strange, since you have a Light Insane to mitigate the spread between Insane-Hard, but then we get a 1.4* jump to last diff lol.
????

Noffy wrote:

waiting for the ~5.2* gd (set will be in WIP until it's added)
??????? (i'm going ahead and trying to get feedback from experienced modders despite missing a difficulty because i have 0 confidence in my jump placement and really want help)

Insane:
  1. 00:05:925 (5,6) - might be cool to silence those unused tails // 00:11:426 (5,6) - same etc... Made them considerably quieter but did not silence entirely as that sounds really weird to me for this part of the song
  2. 00:14:865 (1,2) - here's a cool trick. Since you have a really strong beat at 00:15:552 (1) - you can enhance it even more if you stack these two together.
    The contrast between no movement & sudden large movement will be even more accentuated hmm, this is an interesting idea I may use in the future but I rather like this 00:14:865 (1,2,1,2) - overall pattern and how they relate to the parts before/after, which would be lost by stacking these objects.
Light Insane:
  1. 00:36:182 (1,2,3) - ye, maybe an Insane would have allowed it, but this is really misleading with such a visual spacing. You did already once at 00:22:085 (1,2,3,4,5,6) - , but being it really a small spacing it could be fine, but this second instance is too big of a jump imo.
    What about this instead? following your suggestion I adjusted it a bit, but not exactly the same positioning as I still want the big spacing 00:36:870 (4,1) - here as well.
Hard:
  1. 00:25:696 (1,2,3,4,5) - at least in the calm part here, I'd avoid these many clicks in a row. 1/2 and short spacing is actually hard to deal with since the tapping hand gets all the burden (normally, the right hand's movements help the other hand time its clicks, but here it can't happen due to the small spacing)
    I'm not sure what I would do instead then, as its the 1/2 clicks as the build up to the second dramatic half of the song, and I dont understand how the other hand would suddenly become incapable of tapping because of the smaller spacing (it's slow enough to easily singletap anyways?). It's like this because it's the end of the calm part, and I think it is fitting when the increasingly high vocals just before 00:22:085 (1,2,3,4,5,6) - were done similarly, so since this part is even higher, I find it fitting as a bit harder.
~
Seijiro
ow, reading is not my skill apparently lol.

If you're waiting for a diff that's good
Topic Starter
Noffy
hahaha ~ all good

yes.. waiting.. it'll be added soon(tm)
polka

pinataman wrote:

[Veridian]

The following suggestions makes me feel like I'm not the target audience, so I'd say the following is probably not that useful to you.

Try HP 7

00:18:997 (3,4,1) – This is a huge spike in intensity that seems to be not in line with what you're doing through this intro. Scale this jump down a bit and/or buffing up the note density (by putting circles on all the vocal notes like at 00:22:091 – and 00:22:779 - ) and buffing the spacing in places through this section: 00:21:747 (2,3,4,5,6,1,2,3,4,1,2) - . I don't disagree with the intent to emphasize 00:19:513 (4,1) - , I just think it's too much. :arrow: Her vocals hit an absolute peak here. It's the most intense part in the entire opening section. Slider to slider jumps are far less intense than any other kind of jump, so don't worry, as someone who can play this, it's not that intense.

00:27:936 (2,3) – Low SV ¾ sliders with large gaps between the next object rub me the wrong way :arrow: Low SV?! 1.80x * 1.50 x? Yikes I'd hate to see what you consider fast haha

The spacing felt like a binary switch. It's either all the way to 11 or it's very weak. Including some moments of rest in the spacing during the kiai can allow you to emphasize the parts that are important by providing contrast. One map that uses this well is this one which frequently allows the player to catch their breath when there is no synthesizer at 01:03:567 (1,2) – and 01:06:325 (1,2) – etc so that all the focus is on those big synths. In your map, everything has big spacing, even 00:27:936 (2,3) – etc have large spacing because it's ¾ and you need to accelerate out of the slider to get to (3). And then again there's another jump into a weak note at 00:28:452 (4) - . It didn't feel like this was restful enough to contrast with the strong notes at 00:28:624 (5,6) – , so they all felt the same intensity-wise. :arrow: Simply put, I wanted to get you to zoom around the screen, and rather than emphasize through spacing, emphasize through pattern and object choice, such as star patterns, back and forth patterns, 1/4 sliders, and zig zag patterns. I also break flow on more intense parts.

[]

I'm not really qualified to evaluate the last diff, but the rest of the mapset looks very good. Good luck!

too lazy to check ur name sorry i think its mr sergio off the top of my head wrote:

Top diff:
  1. 00:14:865 (4,5) - it might be a bit personal, but seeing the song is rather calm this much movement stands out particularly.
    It's kinda intense to move all like that so what do you think of either a 1/4 repeat slider (2 repeats) or even a stacked stream on 00:15:209 (6) - ? (I'd personally go with the repeat slider) :arrow: I wanted to speed it up here because I envision this reversed synth to speed the player up to add more contrast to the note after it because the note after it is so slow.
  2. 00:22:945 (5,6) - minor, but seeing how you spaced 00:22:257 (3,4) - , it would also be cool to space these a bit more imo, like this :arrow: Its the start of a new measure plus it had that extra snare sound. Jump just felt right there and note anywhere near it because it could kill emphasis.
  3. 00:26:555 (1,2) - w-w-wait, is this a misclick or it was intended as a cross-screen jump? xD
    Nvm, it's actually consistent holy :arrow: /sweats
Quite the peculiar diff I'd say. It may be a bit too much overall but that's just my preference there. :arrow: It's not traditional, but I think zooming around the screen can be fun hahahaha
I mean... your spread is kinda strange, since you have a Light Insane to mitigate the spread between Insane-Hard, but then we get a 1.4* jump to last diff lol.
Djulus
sorry for delay and short mod (didn't find anything)
Last
00:07:300 (1) - why in big sound ds is so small? you should do in this same with 00:08:676 (3) -
00:26:555 (1,2) - 00:27:930 (2,3) - etc. so hard to play, overmapping.
00:07:300 (1,2,3) - these sliders i think it's 1/4
00:22:945 (5,6) - why ds isn't same with 00:22:257 (3,4) -
insane
00:47:873 (1) - on blue tick? lol
light
00:25:696 (1,2,3,4,5) - use this pattern on lower diffs weirdly imo and overmapping
easy
ds=1.2x?
Topic Starter
Noffy

Djulus wrote:

sorry for delay and short mod (didn't find anything) ok~
insane
00:47:873 (1) - on blue tick? lol it's where the cut out sound ends so yes.
light
00:25:696 (1,2,3,4,5) - use this pattern on lower diffs weirdly imo and overmapping 1/2...? overmapping? light insane considered a lower diff? what? i'm confused ;;
easy
ds=1.2x? I think 1.0 is cute too :<
Smug Nanachi
m4m return hehe
General
http://vocaloidlyrics.wikia.com/wiki/%E5%B9%BB%E8%A6%9A%E3%82%AB%E3%82%BF%E3%82%B9%E3%83%88%E3%83%AD%E3%83%95%E3%82%A3%E3%83%BC_(Genkaku_Catastrophe)
just take metadata here
also check kiai please, kiai time between your diff (not counting GD) must be consistent according to RC
everything is nice, except last diff
Normal
00:16:240 (3) - this is a weird shape slider imo, ugly as hell
00:17:615 (6) - ^
00:18:991 (2) - ^
hard
00:46:153 (7) - move this around 200 348 for better blanket
00:36:870 (4,5) - the transition between this 2 object is realy poor imo, maybe rotate 00:36:870 (4) by 5 degree would help
light insane
00:22:773 (4) - maybe NC here
00:23:461 (7) - NC and remove NC here 00:23:805 (1) because it's really bad visual
00:44:434 (1,2,3,4,5) - this pattern make me really confused when test play since (1) is not fully fade out when (4) is already in
00:46:497 (4) - I don't see why you broke the pattern here, (4) should be 444 160 to finish the pattern
insane
00:22:773 (1) - NC here
00:21:741 (2) - this slider really stands out in the pattern here, I recommend change it to straight slider pointing toward (1)
00:36:182 (1,2) - don't you think the spacing here is a bit too high?
00:42:371 (1,4) - rotate these 2 slider 10 degree for better visual imo
polka
00:15:552 (1) - move this to 192 224 for better visual imo
00:23:117 (6) - I really don't like the flow here
00:26:898 (2) - how the hell people handle this jump???
00:28:274 (3) - same ^
this diff is using too much crazy 1/4 rhythm overmap ngl, if you are serious going for ranked then you probably must remap this
Topic Starter
Noffy

Smug Nanachi wrote:

m4m return hehe hihi~ :D/
General
http://vocaloidlyrics.wikia.com/wiki/%E5%B9%BB%E8%A6%9A%E3%82%AB%E3%82%BF%E3%82%B9%E3%83%88%E3%83%AD%E3%83%95%E3%82%A3%E3%83%BC_(Genkaku_Catastrophe)
just take metadata here What are you pointing out? my metadata is fine? the artist always credits himself in his videos as Numtack05. His alternate name is Putin-P, but that's not how he credits himself.
also check kiai please, kiai time between your diff (not counting GD) must be consistent according to RC it's a guideline >v</ my kiai's are consistent as well, just there's more flashes as the diffs go up.
everything is nice, except last diff aaa >.<
Normal
00:16:240 (3) - this is a weird shape slider imo, ugly as hell I like them, and used them to reflect the rising pitch of the vocals where in higher diffs this meant higher spacing.
00:17:615 (6) - ^
00:18:991 (2) - ^
hard
00:46:153 (7) - move this around 200 348 for better blanket sure~
00:36:870 (4,5) - the transition between this 2 object is realy poor imo, maybe rotate 00:36:870 (4) by 5 degree would help tried to fix the transition a different way since 00:36:182 (1,4) - are meant to match as straight sliders c:
light insane
00:22:773 (4) - maybe NC here why? o:
00:23:461 (7) - NC and remove NC here 00:23:805 (1) because it's really bad visual sure, switched
00:44:434 (1,2,3,4,5) - this pattern make me really confused when test play since (1) is not fully fade out when (4) is already in tried changing this pattern around c:
00:46:497 (4) - I don't see why you broke the pattern here, (4) should be 444 160 to finish the pattern this is the pattern o: http://puu.sh/z2b3k/220cf0df94.jpg ! loop di loop di loop~ plus this cute straight line http://puu.sh/z2b67/173286e68b.jpg it's the same as 00:27:586 (1,2,3,4) - ~
insane
00:22:773 (1) - NC here why? o:
00:21:741 (2) - this slider really stands out in the pattern here, I recommend change it to straight slider pointing toward (1) oo, cute parallel. changed~
00:36:182 (1,2) - don't you think the spacing here is a bit too high? maybe.. but i'm not sure of a good way to fix it..
00:42:371 (1,4) - rotate these 2 slider 10 degree for better visual imo but then 00:42:027 (6,1) - wouldn't be cute parallel
Smug Nanachi
I thought you need help with the metadata :/
Sorry for being useless ;-;
Topic Starter
Noffy

Smug Nanachi wrote:

I thought you need help with the metadata :/
Sorry for being useless ;-;

oh!! i'm sorry, i forgot to remove that from the description! >.< my bad , thank you for the effort c:
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