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Nekomata Master - Sennen no Kotowari [CatchTheBeat]

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LiousPL
Late mod, nice map btw


  • ~Overdose~
  1. 00:09:209 (4) - x:329 for increase the flow
  2. 00:09:993 (4) - x:174 for the same reason like above
  3. 00:11:366 (5,6) - The same soung like 00:10:582 (5,6), I think u should copy the pattern here (like this) and distance from 00:11:268 (4) to 00:11:366 (5) is 3.20
  4. 00:11:759 (1,2,3,4) - something like this will be good here
  5. 00:16:859 (4) - Hard to do, maybe change a curve a little bit?
  6. 00:17:545 (2) - Make the end of this slider at x:300, this add some difficulty and make more fitable dash from the last object
  7. 00:27:647 (3,4,5) - The same sounds, i think u should make this 3 object in the same curve (like this)
  8. 00:35:101 (4,1,2) - Pattern like this is better for this sounds (there's a hdash between 4 and 1)

I think later parts and other diffs is good so, that's all
Topic Starter
Xinnoh

LiousPL wrote:

Late mod, nice map btw


  • ~Overdose~
  1. 00:09:209 (4) - x:329 for increase the flow did these two
  2. 00:09:993 (4) - x:174 for the same reason like above
  3. 00:11:366 (5,6) - The same soung like 00:10:582 (5,6), I think u should copy the pattern here (like this) and distance from 00:11:268 (4) to 00:11:366 (5) is 3.20 I needed a pattern that goes to the left here, not really something needed to fix
  4. 00:11:759 (1,2,3,4) - something like this will be good here there's a drum on 00:11:759 (1) - , so it needs larger spacing than the next pair of sliders
  5. 00:16:859 (4) - Hard to do, maybe change a curve a little bit? don't think this is that difficult tbh
  6. 00:17:545 (2) - Make the end of this slider at x:300, this add some difficulty and make more fitable dash from the last object prefer having hyper
  7. 00:27:647 (3,4,5) - The same sounds, i think u should make this 3 object in the same curve (like this) first one has a lower pitch
  8. 00:35:101 (4,1,2) - Pattern like this is better for this sounds (there's a hdash between 4 and 1) changed some stuff

I think later parts and other diffs is good so, that's all
thanks for modding!
wonjae
ugoku

tbc untill i get the energy to mod the upper diffs

cup
00:03:912 (3,4) - i would rather just be a 1/1 slider for simplicity. the 1/2 makes the noise at 00:04:501 feel awkward because it isnt mapped imo.

00:10:582 (1,2) - unlike the previous point, i think making these two sliders be a 1/2 triplet or a 1/2 repeat would be better.

00:38:828 (6,1) - with the larger spacing to (1), i think the slider can be more vertical so new players have to move less and get more recovery so they dont fuck up acc or something.

salad
00:13:720 (4,1) - i think you could emphasize the jump here more. it maps a loud cymbol noise that also transitions to a new part of the song but the jump is walkable.

00:16:270 / 00:17:839 - i would add a note in at least one of these two places to be consistent with 00:14:701 (2). Or you can just get rid of (2) mentioned in the last sentence lol.

00:41:574 (3,4,5,6,7,8) - i think the pattern would loot better if 4/7 were here: https://tastygrapes.s-ul.eu/6zjnJfiV

00:54:324 (2,1) - dont think a dash is really needed in this more peaceful section.

00:59:817 (2) - you can make this a 1/4 triplet like 01:03:740 (2) .

good set
Topic Starter
Xinnoh

Paranoid Grapes wrote:

ugoku

tbc untill i get the energy to mod the upper diffs

cup
00:03:912 (3,4) - i would rather just be a 1/1 slider for simplicity. the 1/2 makes the noise at 00:04:501 feel awkward because it isnt mapped imo. sure

00:10:582 (1,2) - unlike the previous point, i think making these two sliders be a 1/2 triplet or a 1/2 repeat would be better. The stronger sounds are on the 1/1

00:38:828 (6,1) - with the larger spacing to (1), i think the slider can be more vertical so new players have to move less and get more recovery so they dont fuck up acc or something. sure

salad
00:13:720 (4,1) - i think you could emphasize the jump here more. it maps a loud cymbol noise that also transitions to a new part of the song but the jump is walkable. added distance

00:16:270 / 00:17:839 - i would add a note in at least one of these two places to be consistent with 00:14:701 (2). Or you can just get rid of (2) mentioned in the last sentence lol. having 1/1 gaps in rhythm is nice for new players

00:41:574 (3,4,5,6,7,8) - i think the pattern would loot better if 4/7 were here: https://tastygrapes.s-ul.eu/6zjnJfiV tasty

00:54:324 (2,1) - dont think a dash is really needed in this more peaceful section. removed

00:59:817 (2) - you can make this a 1/4 triplet like 01:03:740 (2) . rhythm already dense enough

good set
Thank you~
Ascendance
L
Topic Starter
Xinnoh
olis
Liyac
zun
Ascendance
whos mans is that
Topic Starter
Xinnoh
celerih/jbh/az were complaining too much about me using the wrong character so I just put the game creator instead

and actually found a bg, good to go
JBHyperion
sumijun :heart_eyes:
Topic Starter
Xinnoh
Sorry but this needs to go on hold til March
AZ you can still post the mod

I mean tbh I could come back do a mod response to get it qualified, nevermind that
Topic Starter
Xinnoh

Absolute Zero wrote:

oh shit
i have part of my mod

Absolute Zero wrote:

[Cup]
00:31:374 - I'd hit the melody note here, since it's pretty prominent and you're doing that for other parts of the map. prefer to follow main melody, downbeats are bland
00:35:690 (4) - Would tilt this slightly leftwards in order to initiate momentum to 00:36:082 (1). k
00:50:205 (1,2,3,4,5) - Personally I feel this pattern is a bit bland since it basically is 00:48:636 (1) without the droplets. Could you represent the increase in intensity a little more clearly through directional change instead? k
01:07:467 (1) - Can you make this a curved slider curving in the left direction instead? Droplet formation makes it so a single droplet sticks out and makes the slider hard to SS for a cup player. yes
01:54:544 (3) - Based on what you’ve followed before, this works better as a 3/4 slider. violins are on 1/1

[Salad]
00:01:166 (1,2) - Dash is way stronger than any other dash hitting this same drumline, even though the music is strictly less active than 00:04:108 (3), for example. fixed
00:06:659 (2) - Bass starts here. It’s weird to make it the end of a slider, not the start, since it’s sustained. I would make 00:06:659 (2) a hitcircle and make 00:07:051 to 00:07:443 (3) a 1/1 slider. wind instrument is on 3, prioritising that for main melody
00:49:420 (2) - This vertical slider here feels really out of place removed
01:08:546 - I would suggest putting a hitcircle here yes
01:30:613 (3,4) - Could you increase this distance? Kinda looks like a walk. increased
01:39:636 (3,4,5) - Think this should just be a 1/2 slider because I don’t hear what the middle hitcircle hits. done
01:43:363 (2,3) - The flow here is a little awkward to play—I would consider making this one simple back-forth movement instead of require the catcher to double-take. idk what you're asking so i changed the pattern
note to self to get the overdose from other computer
Absolute Zero
Other half.

[Platter]
00:13:328 (2,3,4) - This pattern is a little strange to play because of (3) sticking out in the middle.
00:21:174 (4,5,6) - 00:27:255 (3,4,5) - These patterns feel particularly out of place due to their linear shape compared to the other curved streams. Consider curving them.
00:50:990 (1,2) - I don’t think this should be so low of a distance. The music’s pitch is increasing.
01:11:194 (2) - Tilt this to the left slightly to make a smoother flow.

[Rain]
00:45:497 (1,2,3,4,5,6,7,8,1,2,3,4,5,6) - I dislike the 4-standstill patterns here because they don’t actually structurally match the rest of the map.
00:51:480 - I think a note can go here.
01:35:190 (4,5,6) - Strangely standstill here—would consider adding more movement since it feels a little restricted.
01:42:186 (1,2,3) - Easy to overshoot (3) due to the sudden snappy movement.

[Overdose]
00:19:997 (3,4,5) - This is really flowy for the only significant sound “type” in the section. Would be nice for something more like 00:13:720 (3,1) instead.
00:50:205 (1,2,3,4,1,2) - I would make these distances more noticeable with the sound increase.
01:03:740 (6,7,1) - (7,1)’s movement feels a little overdone here. Think you could lay off the accenting a bit. Additionally, I would consider making (6) a repeat 1/8 slider because you’ve followed the flute-like 1/8 rhythms like at 00:58:640 (2).
01:52:190 (1,2) - Follow drumbeat here with a hyper.
01:54:740 (3,1) - This is optional but if you want to put a hyper here it would be nice. A solution would be to make a double hyper spanning the screen in the same direction.
Topic Starter
Xinnoh
no reply = fix

Absolute Zero wrote:

Other half.

[Platter]
00:13:328 (2,3,4) - This pattern is a little strange to play because of (3) sticking out in the middle.
00:21:174 (4,5,6) - 00:27:255 (3,4,5) - These patterns feel particularly out of place due to their linear shape compared to the other curved streams. Consider curving them.
00:50:990 (1,2) - I don’t think this should be so low of a distance. The music’s pitch is increasing.
01:11:194 (2) - Tilt this to the left slightly to make a smoother flow.

[Rain]
00:45:497 (1,2,3,4,5,6,7,8,1,2,3,4,5,6) - I dislike the 4-standstill patterns here because they don’t actually structurally match the rest of the map.
00:51:480 - I think a note can go here.
01:35:190 (4,5,6) - Strangely standstill here—would consider adding more movement since it feels a little restricted.
01:42:186 (1,2,3) - Easy to overshoot (3) due to the sudden snappy movement. how do i fix this, looks fine to me

[Overdose]
00:19:997 (3,4,5) - This is really flowy for the only significant sound “type” in the section. Would be nice for something more like 00:13:720 (3,1) instead. tbh i like the pattern as it is.
00:50:205 (1,2,3,4,1,2) - I would make these distances more noticeable with the sound increase.
01:03:740 (6,7,1) - (7,1)’s movement feels a little overdone here. Think you could lay off the accenting a bit. Additionally, I would consider making (6) a repeat 1/8 slider because you’ve followed the flute-like 1/8 rhythms like at 00:58:640 (2).
01:52:190 (1,2) - Follow drumbeat here with a hyper. prioritising the flute, can't have a hyper to both
01:54:740 (3,1) - This is optional but if you want to put a hyper here it would be nice. A solution would be to make a double hyper spanning the screen in the same direction. I can't hear any sound to justify a hyperdash
Absolute Zero
When u mod the wrong version because your mind is in another dimension and you cry

For salad: 01:43:363 (2,3) - Thought the flow was a bit challenging here due to the movement that the catcher has to make--to get to (4) it's doing a different movement than all the other ones 01:41:598 (1,2,1,2,3) where there's just simpler flow.

Looks like things are fine otherwise.
Topic Starter
Xinnoh
ya
Absolute Zero
"Smashy" is here to bubble quite late (I'm an idiot)


JBHyperion
rank kaoru

previous Ranked sets have used SDVX Gravity Wars as Source but as far as I can tell it was added to a bunch of game series simultaneously as part of the BEMANI x TOHO project REITAISAI 2015 event, all are as viable as each other I reckon
_handholding
why didn't you add the 5.73* extra in the set?
Topic Starter
Xinnoh
effort required to rank a set with a top diff of
N: 1
H: 3
I: 5
X: 10
EX: 25

that + the overdose is wayyyyy better than the extra, so I'd prefer it if more people played that
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