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Nekomata Master - Sennen no Kotowari [CatchTheBeat]

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Topic Starter
Xinnoh
respond to rest part 2 when

AJamez wrote:

hewwo m4m from ur Q
General
  1. just a suggestion for the diff names feel free to ignore, but why not change them with the classic SDVX names u know like novice, exhaust etc just a thought of mine xd i hate sdvx
  2. there seems to be a bug in the gravity diff, everytime i click update, it prompts to a 0 object and i had to redl .osu everytime ;w; it's a bug, not an issue if it gets ranked since it only happens when you open the editor.
Gravity
  1. 00:39:122 - i wish u mapped this part so entering the kiai would have more impact, what i'd suggest here is maybe copy 00:38:043 (3,4) - to replace that reverse up to u tho or maybe extend the reverse? idk but im just pointing this out did stuff
  2. 00:39:809 (4,1) - hmm tbh this doesnt look aesthetic at all ;w; flow >>> aesthetic since it's a really hard section.
  3. 00:39:613 (3) - shouldn't this be a clap insted this has clap
  4. 00:40:790 (1,2) - idk y but i keep missing 2 would be kewl to move it closer a bit made consistent with other distance
  5. 01:18:746 (2,3) - is it just me or these are kinda awkward to catch and somehow ruins the flow in the kiai :c why not try mapping this 01:18:942 - or 01:19:530 - or maybe just slant them did stuff
  6. 01:56:113 (1) - ik this is the last note but it kinda lacks that emphasis as a finish imo try to avoid stacking it to 3 make a triangle for 01:55:427 (2,3,1) - insted (yes, std modding xd) intentional since it's a drop of intensity.
    very clean map overall i love it <3
Overdose
  1. 00:27:451 (1) - ik ur keeping that nc consistency tho i kinda find this nc unnecessary cus i dont hear a different sound supporting it so like i'd put the nc 00:27:843 - here instead I NC when there's too many fruits on the platter only on downbeats or 2/1 away from them.
  2. 00:35:297 (1,2) - why not add a hyper between these? the sound here is kinda reasonable imo and decreasing pitch
  3. 00:36:866 (1,2) - make these ones walkable instead since sound kinda decreased or is softer than the first one downbeat though, just a structure thing.
Rain
  1. 00:29:020 (1) - same with overdosee switch ncs with 00:29:216 (3) -
  2. 00:41:574 - ok personal preference if u dont mind but the two reverses here i think a stream would fit more for this part like this It's a unique sound so it deserves a unique pattern
  3. 00:42:359 (1) - also i think a hyper would suit here like in the screncap since ur following the melody tho the snare also lands there but ye flows better like this
  4. 01:34:928 - this part plays kinda out of place imo why not just copy like what u did on 01:22:375 - ? and ctrl h them Pattern variation, I'd use this pattern on the 4th part of kiai but the song is different.
  5. 01:52:484 (2,3) - the hyper on 3 is kinda harsh imo keep it smooth maybe nerf this a bit like 3.6 ds did a lot of pattern reworks
Platter
  1. 00:13:328 (2,3,4) - man i got slightly shocked when i first saw this i wasnt expecting this kind of structure xd maybe because of 3 hmm maybe try this kind of movement? or maybe just better remove 3 and use that back and forth movement perhaps I think this is fairly reasonable, doesn't require any movement to catch all of it
  2. 01:16:098 (3,4) - i dont think the hyper doesnt fit with the sound here and seems overmephasized considering there are 2 hdashes in a row. i'd move 01:16:490 (4) - to x360 and 01:16:882 (1) - to x96 for it to be nerfed x I think there should be hyper, not much just subjective.
Salad
  1. 00:12:347 - imo u could add a note here to support le flute also kinda fits better to catch the next slider like what u on 01:19:824 (8) - just had a 1/4 stream, reducing density for simplicity.
  2. 00:39:220 (1) - yea maybe reduce this dash try x253 insted nerfed
  3. 01:21:590 (1) - i'd make this a dash since the flute gives a pretty strong sound imo it does, but relative to the others it's less important.
  4. 01:27:082 (3,4,1) - these distances seems really ambigous imo try giving more appropriate spacing nerfed just so it's clear all is walks
Cup
  1. 00:04:109 (4) - minor but isn't this supposed to be straight what i mean is that spacing make it 1x ds? made it look nicer
  2. 00:15:682 (3) - uhh the droplets in this slider tho i suggest a normal reverse would fit instead ok
  3. 00:16:663 (4) - im picky and i look at aesthetics make this a triangle for 00:14:897 (2,3,4) - no actually im suggesting to decrease the ds for this note cus it gives a hyper with dthr mod xdddd would be nice to decrease changed distances anyway
alright, das all for this modd hopefully i helped somehow
i want this ranked already so take my stars~
Thank you!


JeirYagtama wrote:

Alright m4m for boss uwu

General


  1. Turn off widescreen suppoer if you're not gonna add a storyboard on this this does not matter


Salad



  1. 00:01:166 (1,1) - too far of distance in the beginning of the diff here shorten the distance a bit Needs to be large enough that it's clear this is a dash, player can just restart if they miss
  2. 01:16:686 (6,1) - I think the dash between these 2 are little harsh imo maybe shorten the ds over here by moving it to x:313? probably, nerfed
  3. 01:27:082 (3,4) - kind of awkward of movement here since this pretty much has loud intense sounds but they're so less spaced increase the distance here a bit until x:267? already fixed with jamez, ya
  4. 01:27:867 (1) - This should be a side-dash tbh regarding how intense and loud the sound is don't think this sound is too important to emphasise
  5. 00:05:874 (1) - I dont think a NC is needed here since you have 00:07:835 (1) - as a more prominent sound to NC this is just for managing number of fruits on plate, NCs have no emphasis value imo
  6. 00:23:528 (1,2,3,4,5,1,2,3,4,5,6) - thats a little too dense for a salad imo but its not really a problem that has to be fixed atm seems fitting imo
  7. 01:08:251 (3,4,1) - Kind of awkward movement imo cos its sort of intense section so i would suggest to increase the distance between the 2 here with atleast 1.40ds from each other not too intense but increased spacing a little

The rest of the diffs were really solid for me and couldnt find any other issues after 4 hours or so lmao :/ spending too much time looking for details


gl boss
Thank you!

JBHyperion wrote:

Rain
  1. 00:24:509 (2) - I like the hypering for guitar twang thing you have going here, but in light of that, shouldn't this be split into 1/4 slider and circle, since the sound on the tail is much stronger? Something like this might suit your needs better sure
  2. 00:53:736 (2,3) - Missing jump for the snare sound? Other snares had larger spacing and usually a direction change also, making this one feel especially out of place ya
  3. 01:01:582 (2,3) - Same could maybe be applied here by moving (3) to the right - (4) has a high pitch sound too, so wouldn't hurt to have double dash here I feel ya
  4. 01:50:719 (4) - Would prefer if this was more angled to keep the in/out flow you had going in this section. 30 degrees or so should be enough
  5. 01:51:504 (3,4) - Why the rhythm switch here, before you were following the high pitch synth sounds and even emphasised them hypers, but here 01:51:602 - is skipped entirely? For consistency you could remove (4) and move (3) forward 1/4 beat, or if you want to keep the increased density for a climax-y feel, swap the order to circle > slider. wip
  6. 01:52:484 (2,3) - Same problem here, the synth is a slider end and the strong snare on the red tick is skipped. Try circle > 1/2 slider > circle here instead i fucked up rhythm for some reason lol
Really interesting diff with some sweet stream patterns. Just a few weird rhythm choices hold it back for me.

Overdose
  1. 00:09:405 (1,2) - Strong hyper into flowstop without a direction change is really annoying to play. A less annoying (and imo more interesting) solution would be to swap (2) to the right and (3) to the left to create some wiggling that maintains flow, e.g. this, with (4) retaining the same position Changed at first but changed back since this pattern is used everywhere in first kiai, need to introduce how it plays here.
  2. 00:14:407 (2,3) - Strong hyper into this direction change kinda forces this to be a dash even though it doesn't look like one at first glance. I'd reduce the hyper strength or increase the following spacing to make this pattern clearer to read sure
  3. 00:36:866 (1,2,3) - Not sure why these are all hypered when stronger sounds like 00:30:786 (3,4,5) - 00:29:216 (2,3) - etc. weren't 36 really does seem relatively stronger imo, all are on downbeats or strong sounds.
  4. 00:40:397 (5,6) - 00:41:182 (5,6) - 01:09:428 (4,5,6) - Please spare me the horror of overshooting ;w; it play good alr
  5. 01:38:852 (1,2,3,4,1,2) - A bit repetitive to have all these on the left side, and also I feel you could do more with the climax to the kiai. Try Ctrl+H on 01:39:636 (1,2) - and move to the right until you get a hyper to (1), then additionally Ctrl+G (2) to make another hyper with direction change. Ex. this Point of this pattern was repetitive left/right since that sounds like the song, just moved the whole thing left instead lol
Besides some instances of strong hypers followed by dashes getting a bit annoying and the aforementioned tapwalks, this is fine.

Hope this helps, good luck! (:
defiance
celerih
DeletedUser_6709840
M4M

Cup

00:03:912 (3,4) – You could make this more pleasing to look at in play by making it three notes at the same distance snap instead.

Salad

00:13:328 (2,3,4) – I don't like how the player has to suddenly stop the catcher to catch the first slider before flowing into the main pattern. Maybe make the first slider flow to the right and make (3,4) a stack on the end of (2)?

Platter

00:13:328 (2,3,4) – Maybe move (3) a bit to the left? Only like a pixel though just to make the pattern look a little more pleasing in game.

Rain

00:48:636 (1,2,3,4) and 00:49:420 (1,2,3,4) – Put a slight curve on these patterns so the player has some catcher leniancy and to make the pattern more varying to look at.

00:45:497 (1,2,3,4) – and 00:46:282 (1,2,3,4) – Same here^ it helps the diff feel more like a Rain with the leniancy.

Overdose and Gravity seem fine to me but I can tell Gravity is going to need a mod from a more experienced player than I am to make sure. Good luck, fam
Topic Starter
Xinnoh
Deleted top diff because I don't want Horizon v2 where the whole set is just being held up by top diff, just want to rank and move on with everything.

RoseusJaeger wrote:

M4M

Cup

00:03:912 (3,4) – You could make this more pleasing to look at in play by making it three notes at the same distance snap instead. yes

Salad

00:13:328 (2,3,4) – I don't like how the player has to suddenly stop the catcher to catch the first slider before flowing into the main pattern. Maybe make the first slider flow to the right and make (3,4) a stack on the end of (2)? changed

Platter

00:13:328 (2,3,4) – Maybe move (3) a bit to the left? Only like a pixel though just to make the pattern look a little more pleasing in game. just made it a bit easier

Rain

00:48:636 (1,2,3,4) and 00:49:420 (1,2,3,4) – Put a slight curve on these patterns so the player has some catcher leniancy and to make the pattern more varying to look at. done

00:45:497 (1,2,3,4) – and 00:46:282 (1,2,3,4) – Same here^ it helps the diff feel more like a Rain with the leniancy. imo fine but did anyway

Overdose and Gravity seem fine to me but I can tell Gravity is going to need a mod from a more experienced player than I am to make sure. Good luck, fam deleted gravity because I'd rather not spend more time flopping around on a diff when the overdose is already fantastic
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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