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TAG underground - POSSESSION [Osu|Taiko]

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Topic Starter
Apricot
This beatmap was submitted using in-game submission on 2013年3月9日 at 16:59:11

Artist: TAG underground
Title: POSSESSION
Source: Dance Dance Revolution X2
Tags: ddr galvenize bemani muya
BPM: 185
Filesize: 1866kb
Play Time: 01:43
Difficulties Available:
  1. galv's Heavy (5 stars, 485 notes)
  2. Light (2.99 stars, 124 notes)
  3. Normal (3.77 stars, 147 notes)
  4. Standard (5 stars, 365 notes)
  5. Taiko (4.83 stars, 609 notes)
Download: TAG underground - POSSESSION
Information: Scores/Beatmap Listing
---------------
Taiko -> 太鼓
Light -> Easy
Normal -> Normal by Muya
Standard -> Hard
Heavy -> Insane by galvenize
yeahyeahyeahhh
Rein
:)
Nakagawa-Kanon
◎◎◎◎◎◎

◎◎◎◎◎◎

◎◎◎◎◎◎
galvenize
rine1341
初めまして
太鼓差分を作りたいのですがいいですか?
Topic Starter
Apricot
太鼓自分で作ったので、すいません><
Niva
Mod request via Forum PM ~

[General]

-> Disable the countdown as it's not used here
-> As it's a fast-paced song, how about using a 1.5 seconds lead-in time instead of 2? The song's cheerful opening doesn't need lead-in time that much~
-> Also, the .mp3 is run on an unstable bitrate (it switches between 127/128) but as it's mainly 128, it should be fine~

[LIGHT]

  1. 00:00:221 (1) - Hmm, why don't you start your claps here (as galvenize did in his difficulty)? The claps from the song already started even from the beginning (:
  2. 00:00:869 (2) - (optional) As this is your easiest diff (which will be played by beginners), I think it's better to simplify the rhythm here to help beginners, for example you can make 00:00:221 (1) as a 2/1 slider followed by a note 1/1 after
  3. 00:05:085 (x) - The beat you're skipping here is very distinctive, it's best to map this beat as well (maybe you can arrange like this: )
  4. 00:09:302 (5) - It will be much better to follow the synth here (by using 3/2 repeat slider) rather than forcing with the bass, about the placement you don't have to worry because this slider could be easily moved to x:44 y:300 without ruining the flow~
  5. 00:10:599 (1) afterwards - Hmm, why don't you start your 1/1 clapping here? Clapping every 2/1 is usable, yes, but it doesn't sound that good considering you only have a little amount of objects here (on harder diffs, it will sound better though, but not on LIGHT)
  6. 00:14:166 (x) - Add a note here? From what I've seen, 2/1 delay between notes is easier to read for beginners rather than 3/1 delay (plus, this is a good place for a clap as well)
  7. 00:15:464 (2,1) - (optional) Structure around here could be better imo, for example:
  8. 00:20:977 (x) - This is an excellent place for finish hitsound - I strongly suggest to add a note here with finish and move the spinner 1/4 later
  9. 00:28:112 (5,6) - Uh... unstack this if possible (you can move (5) to x:328 y:160) because this stack will be overlapped by (4) in play mode - if you don't want to fix this, at least move them one grid down (:
  10. 00:30:058 (2,3) - This rhythm could be greatly improved by using 1/2 short sliders on 00:30:058 and 00:30:545
  11. 00:33:950 (1,2) - Try to make them not overlapping each other? Simple arrangement like this will do:
  12. 00:37:518 (2) - Move this one grid down to follow 00:36:220 (6)'s placement, but this is barely noticeable
  13. 00:56:977 (x) - (optional) Considering the song will go intense with the bass after this, a note with clap here would be good~
  14. 01:04:112 (4) - Move this few grids up/down, so (3,4,5) will create an arc, thus creating a better flow?
  15. 01:07:031 (4,5) - Again, due to stacking's nature, I suggest to unstack these or at least stack (5) above (1) instead to avoid (4) overlapping your next slider
  16. 01:10:274 (1) - The fact that this slider's end got overlapped by 01:08:977 (3) will make this slider look weird in play mode, maybe you can try this to avoid overlap:
  17. 01:12:220 (4) - Minor stuff, but move the midpoint one grid down to encircle (3) better
  18. 01:18:058 (1,2,3) - Hmm, I get what pattern you're trying to create here, but I think it will be better if you curve (1) this way so it will perfectly encircle (3)'s start:
  19. 01:41:410 (3,4,5) - (optional) Stacking three notes in a row with a huge delay like this will create a weird stack, it's not that hard anyway to unstack this while keeping your symmetry ><
[STANDARD]

  1. 00:00:221 (1) - Why no finish hitsound here (as you did in [LIGHT]) o.o
  2. 00:03:464 (x) - Add a note here? The synth continues here, also adding a circle here will create a more intuitive rhythm
  3. 00:08:004 (6,7) - (optional) Try to unstack (7) and create a diamond pattern here? Stack here is fine, but it will ruin your spacing from (5) to (6)
  4. 00:10:599 (1) - I like your idea to use 2.0x spacing on your previous (1,2,3) here, but continuing it on this slider will create clustering. A jump like this will play better imo:
  5. 00:10:923 (2,5,...) - Again about the clapping here, claps following the synths are basically usable but I prefer to let the clapping consistent every 1/1
  6. 00:14:977 (4) - Move this one grid down? This is a minor stuff indeed, but would be nice to be done because currently your (4) almost touches (3) and doing this will avoid so
  7. 00:20:491 (4) - Why don't you continue to encircle (3) here, like below? The square formation is nice, but it would be much better if this isn't curved overlapping (1)'s curve:
  8. 00:20:977 (x) - Same as [LIGHT] here - add a circle with finish and start the spinner 1/4 after?
  9. 00:24:058 (1) - Hmm, don't put this circle in the center - the 3/2 delay after the spinner is basically quite hard to read (especially on Hidden), and it will be even harder because the spinner's hitburst will cover this (moving it up/down a bit will be better)
  10. 00:28:923 (2,4) - (optional) Would be nice if these two is curved into an opposite direction (example: curving (2) upward and (4) downward) to create an antagonistic effect here, they will look fancier
  11. 00:32:653 (7,8,9,10) - This diamond pattern is uneven on (10), is it intentional?
  12. 00:34:923 (6) - (optional) imo it will be good to create a sparser jump here with this slider encircling (2)'s start like below:
  13. 00:39:626 (4) - Do you really need the whistle here? I think it's better to remove it, as it will emphasize your next whistles
  14. 00:41:410 (10) - CTRL+R this for a good jump? xD
  15. 00:46:923 (1,2,3,4,5,6,7,...) - (optional) Again, with some CTRL+R, you can alter their order to create a jumpy formation:
  16. 00:50:815 (5) - Not perfectly stacked to (1), is this intentional?
  17. 00:58:599 (1,2,3,4,5,6,7,8) - (optional) Arrange these eight circles in a wave formation instead of an arc? Will be much better before the spinner imo
  18. 01:01:761 (1,2,3,4,5) - Definitely you're stacking this too much here, I think it's best to alter (1,2,3) as a repeating slider to avoid overstack like this and give more variation to this part
  19. 01:10:437 (3) - As your next (5) is curved already, it feels kinda weird having this uncurved (you can just simply curve this upward, it will do good here)
  20. 01:12:869 (1,2,3) - They're not perfectly stacked, but it's barely noticeable
  21. 01:16:112 (6) - (optional) To give more variation to this part, how about facing this slider to the right instead of left? Don't worry - your approach rate is fast enough here, overlap won't happen[u]
  22. 01:33:193 (8,4) - They're not perfectly stacked as well, but [u]this one is quite easy to notice - won't be hard to fix, though~
  23. 01:43:356 (x) - A note with whistle is supposed to be here - I suggest to add it, and move the spinner 1/4 later (yes, in the rules spinner's minimum limit is 1000 now, and this spinner is still easy to 300 although it's cut short by 1/4)
Hmm, this difficulty's main concern is those overlaps ><
The jumps plays great, though, just those overlaps~

[galv's HEAVY]

  1. 00:02:645 (2) - Minor stuff, but move both midpoints (the red and bezier one) 1 grid left to encircle (3) better
  2. 00:04:104 (1) - CTRL+R this? I like the jump from (5) to (1) here :3
  3. 00:05:240 (3) - (optional) Perhaps add a red waypoint somewhere here? Plays fancier imo:
  4. 00:08:321 (6,7,8,9,10) - Something bugs my mind about this fan pattern... I personally feel (10)'s endpoint should be dragged upward more, but probably that's just my feeling
  5. 00:10:591 (1,2) - Perhaps try to curve (1) more or curve (2) less to create equality here?
  6. 00:14:158 (6,1) - Not perfectly stacked, but this would be hard to notice (especially for players without transparent hitburst)
  7. 00:16:104 (2,3) - (optional) I think it will be good to combine these two as a slider which starts on your current (3), the jump here will play good imo
  8. 00:20:969 (1) - Add finish here? I like how the finish splashes here~
  9. 00:21:618 (6) - Hmm, I personally feel the whistle here isn't required, it can emphasize your next whistle in (7) if removed imo
  10. 00:33:780 (4) - Is it intentional to put this further compared to (1,2,3)? I know they aren't hard to catch, but still...
  11. 00:35:726 (3) - (optional) Dunno why, I just feel better if the notes are placed like below so (1,2,3)'s jump will look less random:
  12. 00:39:456 (4) - Hmm, why the clapping pattern stops here? Feels kinda weird having it suddenly stopping (as the claps from the music still continues here) o.o
  13. 00:52:429 (2) - (optional) Make this as a jump also? (in this blue combo, everything is a jump/stack except this one)
  14. 00:55:672 (1) - Why don't you curve this encircle (3) instead? I like the angle the created with your next slider as well:
  15. 01:01:672 (1,2,3) - Try to create a manual stacking or a moving stream from the bottom-right here? Due to stacking's nature, in play mode (1) will be overlapped by (14)
  16. 01:06:212 (6) - I'd rather move this ~2-3 grids up to keep the spacing consistent with your previous (1,2), but it's fine as is as well
  17. 01:07:672 (6) - (optional) New combo here to break your long combo chain?
  18. 01:12:537 (1,2) - These two isn't placed perfectly below the previous (1,2), is it intentional? (if not, I think it's better to move them more to the right to emphasize the jump here)
  19. 01:20:807 (2,3) - A jump here is good, but I wonder why don't you add a triple here as well (as you previously did before)? Sounds kinda weird without a triple here imo...
  20. 01:41:834 (1,2,3,4,5,6,7) - I personally dislike the overstack on the end... A moving stream like this would be great, though:
Wow, amazing diff o.o

imo overall [STANDARD] needs more attention, but nevertheless, this map is fun to mod~
Good luck Apricot ^^
Topic Starter
Apricot
thank you for modding :D
fixed!
[CSGA]Ar3sgice
from my queue


LIGHT

  1. fine
STANDARD

  1. 00:27:302 (4) - stack with next note?
  2. 01:05:085 (1,2) - I think stacking them on 3's head is better.. = =
galv

  1. 00:36:537 (1) - stack with (2)..? back jump doesn't fit here I think...
  2. 00:41:564 (2) - move to (164,44) ? position with slider is better in this way.
  3. 00:43:456 (3) - why is it not stacked..
  4. 00:46:267 (4,5,6) - ._.
  5. 00:51:618 (2) - move to (392,180) ? I think it plays better when it's on the right
  6. 01:19:510 (2) - move 2 grids right 0.0
  7. 01:24:537 (4,7) - new combo 0.0
nice map:D

Good luck~
Poggo
HI ^^ ;)

LIGHT
00:02:491 - add note
00:05:085 - ^
00:06:383 - ^
00:08:653 - ^
00:15:464 - ^
00:54:383 - ^
01:03:139(3,4,5) - http://puu.sh/pGcn looks better
01:15:139 - add note
01:38:815(1) - this slider is too low, you need to lift a little it

STANDARD
00:58:599 - this line is very confused >< maybe to put them it is easier
01:09:058 - remove this note

galv's HEAVY
00:36:699 - maybe to replace with 2 notes
00:38:321 - remove new combo
00:38:645(2,4) - it is better to change them in places
00:41:077 - remove nc
00:41:402 - ^
00:50:807(1,2,3,4) - stack this notes
00:54:050 - i think what stream sound better at the beginning of this fragment http://puu.sh/pGnA
01:02:077(4,5) - stack this notes
01:40:753(6,7) - ^
01:42:699(1,2,3) - ^
Topic Starter
Apricot
thanks for mod.
no changes at all on my diffs.
waiting galv for update :)
Poggo
No problem ;)
ertyukjh010


Hello

[Light]

00:00:221 (1,2) - No 1/2 beat in Easy, Use 1/1 Slider like 00:00:869 (2). Or make repeat at 00:00:221 (1).
00:12:545 (4) - Move first point ← 1 Grid, Move third point ↓ 1 Grid (All Grid Lv4) . That will be Good-looking than now.
00:17:410 (4) - Move first point and second point ← 1 Grid. (Grid Lv4)
00:20:653 () - add note
00:20:977 (1) - Slider instead ad end at 00:21:464
00:21:302 (1) - Start at 00:21:626 and end at same time. It will be fit than.
00:28:437 (6) - A slight overlap, change it.
00:30:707 (4,5) - No 1/2 beat. Can't play for new player.
00:33:626 () - Add note??
00:41:085 (4) - Don't overlap I suggest. And remove clap for beginning.
01:22:599 (4) - ^
01:36:220 (3,4,5,6) - No 1/3 beat. Make longer slider like 01:34:923 (2).

[STANDARD]

Fine, but the Typesetting need hardworking.

[Gavl's Heavy]

00:57:294 (1,2,3,4,5,6,7,8) - Why don't make a circle Pattern?
00:58:591 (1,2,3,4,5,6,7,8) - ^
01:18:807 () - Add note. Overlap with 01:18:861 (4) for beginner.

I will say Light is EZ, STANDARD is Hyper, Gavl's Heavy is Another.
Difficulty vary greatly between Light and STANDARD. So make a Normal pls.

For me, it can't rank yet. You need more work.
Good luck. :)
Natteke
add miccoli's diff here plz D:
Mercurial
I like those songs... ♥

General
Inconsistency on Kiai Time: http://puu.sh/pWYr

Light
00:48:869 (2) This circle under that slider could be messy for players.
00:51:464 (4) ^
01:30:383 (2) ^
01:32:977 (4) ^

Standard
01:38:599 (3) Touching Hp-Bar http://puu.sh/pX5d

So... beat it up.
No_Gu
request from in-game PM
can't DL this a few days ago..so sorry for the delay

[LIGHT]
00:14:158 (1) - clap?
00:40:429 (3,4) - noisy..at least remove clap on the repeat of 3
01:11:564 (3,4) - ^
01:36:212 (3,4,5,6) - though the rhythm here is right.but maybe this is hard for beginners to play

[STANDARD]
00:59:564 (7,8) - ctrl+R?

[glav]
good

no kud
Cygnus
  • GUIDELINES
  1. When the text is color RED, it is unrankable.
  2. When the text is color BLACK, it's just a suggestion.

XXXXXXXXXXXXXXXXXXXXXXXXXXXxXXXXXxXXXXGENERAL
SPOILER
  1. Why are the diff names capitalized? :O

  2. You have a problem with the diff spread. I suggest you make a Normal Diff with at least 1.5M score. I think Light fits more as an Easy Diff imo.

XXXXXXXXXXXXXXXXXXXXXXXXXxXXxXXXXxXXXXXLIGHT
SPOILER
  1. 00:13:185 (5) - Move 1 grid down and 1 grid too to the right.

  2. 00:19:348 (2) - Move 1 grid down. If you do this, move the next notes one grid down too. (:

  3. 00:28:753 (1) - I hope you are aware that this slider is not exactly at y axis (center probably).

XXXXXXXXXXXXXXXXXXXXXXXXXXXxXXXXXxXXXSTANDARD
SPOILER
  1. Seems fine.

XXXXXXXXXXXXXXXXXXXXXXXXXXXxXXlXXXXXXGAL'S HEAVY
SPOILER
  1. 00:13:023 (1) - Move this away from the previous note to avoid overlapping.

  2. 00:26:483 (3) - I think replacing this with two circles would be better.

  3. 00:38:321 (1) - Remove new combo.

  4. 01:19:348 (1,2,3) - I hope you are aware that this circles are not at the y axis. Also, the distance of (2) and (3) are not equal to one. See this: http://puu.sh/qPH0

XXXXXXXXXXXXXXXXXXXXXXXXXXXxXXlXXXXXXXXCOMMENT
SPOILER
  1. The map was nice. Galv's Jumps on the 1/1 beat part are a wow! Good job for the two of you! (:

  • END OF PHILIPPINES'S MOD ~
  1. Before anything else, If you have any questions, don't be shy to ask me.
  2. If you need assistance, mapping techniques, you can count on me.
  3. I would be glad if you try to mod my map as well: KIMONO PRINCESS
DerekMcD
Their my own suggestions

[STANDARD]

00:29:240 (3) - Does this one look better?
00:55:185 (2) - Try x:242 y:244?

[galv]

00:09:618 (3) - Overlapped or is it okay?

Thank you and good luck.
Tshemmp
nice map :D
star
Loneight
M4M.

Here are just suggestion ~OAO
If you do not like , you can skip it .

[LIGHT]

  1. 00:12:537 (4) - last point 2 grid down ?
  2. 00:17:402 (4) - 2rd point 2 grid up ?
  3. 00:27:294 (4,6) - how about like 00:25:834 (2,3) 's distance ?
  4. 00:33:942 (1) - 1st point 1 grid up and last point 1 grid left
  5. 00:54:699 (1) - 2rd point 1 grid left ?
  6. 01:10:267 (1,2) - (1)'s 2rd point 1 grid left and (2)'s 2rd point 1 grid right ?

[STANDARD]

  1. 00:04:591 (3) - 2rd point 2 grid up ?
  2. 00:09:294 (2) - last point 1 grid right
  3. 00:41:726 (1,2,3,4) - let them become this ?
  4. 00:53:564 (7) - last point 1 grid left?
  5. 00:55:672 (3) - last point 1 grid right ?
  6. 01:36:861 (1) - remove NC ?
  7. 01:38:158 (1) - ^

[galv's HEAVY]

  1. 00:08:483 (7) - NC?
  2. 00:19:185 (5) - ^
  3. 01:17:350 (1) - 2rd point 1 grid down and right ?
good song and map
star~
and sorry to my poor English
ignorethis
<LIGHT>
First impression: good
00:14:483 (2) - move the anchor point down and left a bit, 00:15:780 (3) too

<STANDARD>
First impression: good
00:14:807 (3,4,5,6,7,1,2) - i suggest making them like this: http://osu.ppy.sh/ss/316783
01:12:861 (1,2,3) - not stacked well (but doesn't matter much)
01:34:023 (3) - not snapped
01:33:618 (1,2,3,4,5,6) - too much whistle+finish spamming, consider removing some hitsounds?

<galv's HEAVY>
First impression: good
00:36:861 (1) - remove new combo
00:41:402 (1) - clap

nice and fluent map 8-)
rating: A-
Regou
Mod~
[galv's HEAVY]
Cool~ 8-)
00:19:185 (5) - Stack the end of this slider at the end of 00:18:213 (1)
00:37:672 (8) - Put this lower
00:44:321 (1,2,3,1,2,3) - Make these jumps larger, too easy!
00:58:267 (7,1) - Ugly overlap
01:20:645 (1,2) - Confusing X___X

[Standard]
00:11:402 (5) - Remove clap
00:11:564 (6) - Clap
00:11:888 (1) - Remove clap
00:12:213 (2) - Clap
00:12:375 (3) - Remove clap
00:14:483 (2) - ^
00:14:807 (3) - Clap
...I just don't really the way you add clap sound.
00:28:429 (7) - Touch the HP bar, 1 grid lower
01:36:212 (1,2,3,1,2,3,1,2,3,1,2,3) - Weird anti-jump ...

[Light]
00:00:213 (1,2) - Just make them into 1 slider

Good luck~
Sure
[galv's HEAVY]
01:05:321 (2,3) - Close to previous slider a little bit please. It looks like there is time gap of 1/2
01:07:915 (2,3) - ^


[STANDARD]
Couldn't find anything


[LIGHT]
Fine


mew :3
Starry_old
Super Super Late , But here your MOD.

[LIGHT]

00:00:537 (2) - Not recommended to put 1/4 maybe you can reverse the note before
00:31:023 (5) - Maybe you can remove this and reverse the note before?
00:32:969 (4) - Don't like this stacked maybe you can move it to the right and form a triangle?
00:49:510 (3,4) - The position of these note might need to change. Like this ( http://puu.sh/wJ84 )

[STANDARD]

00:07:185 (4) - New combo here.
00:17:564 (6) - ^
01:42:267 (5) - Maybe add a Whistle to this?


[galv's Heavy]

00:26:483 (3) - Maybe clap the end too.
01:12:537 (1) - Remove the new combo here

Nice map galv ~ :3

----------------------------------------------------------------------------------------------------------------------------------------------------------------

Good map HEAVY is my favorite diff :3
NatsumeRin
[General]
...Strongly suggest you to add something between Light/Standard, (and it can't be called TAIKO)

[LIGHT]
00:26:158 (3,4) - the sliders could be made better?
00:41:077 (4) - a bit harsh for newbies?
01:12:212 (4) - ^
01:22:591 (4) - ...^

[TAIKO]
00:05:321 - add a note?
00:44:104 (12) - change to d? then it shows a different with 00:46:699 (12) -
00:49:293 (12) - same
01:25:617 (12) - same thing
01:30:806 (12) - ^

[STANDARD]
...This is in fact the best diff but i totally missed before.
00:01:834 - add a note? it would make a difference with 00:03:456 - (the latter one is a more obvious empty beat)
00:04:915 (1,2,3,4,5) - 123should be a smalll jump but 4,5 should be in the next group? (also change new combos)
00:07:023 - add a note?
00:54:050 (9) - make 10 a slider and http://puu.sh/ANfr ?
01:22:591 (9,10) - a farther jump?

[galv's HEAVY]
...the hitsounds for the common parts are too simple and something like STANDARD would be appreciated.
00:35:564 (2,3) - change to slider-circle so the jump goes more fluently?
00:36:699 (2) - just 2 circles is enough
01:22:915 (3) - new combo?
tbh i don't really like the 2/3 notes parts... but yeah maybe nothing better to arrange.
Topic Starter
Apricot

NatsumeRin wrote:

[General]
...Strongly suggest you to add something between Light/Standard, (and it can't be called TAIKO)

[LIGHT]
00:26:158 (3,4) - the sliders could be made better?
00:41:077 (4) - a bit harsh for newbies?
01:12:212 (4) - ^
01:22:591 (4) - ...^

[TAIKO] all fixed
00:05:321 - add a note?
00:44:104 (12) - change to d? then it shows a different with 00:46:699 (12) -
00:49:293 (12) - same
01:25:617 (12) - same thing
01:30:806 (12) - ^

[STANDARD]
...This is in fact the best diff but i totally missed before.
00:01:834 - add a note? it would make a difference with 00:03:456 - (the latter one is a more obvious empty beat)
00:04:915 (1,2,3,4,5) - 123should be a smalll jump but 4,5 should be in the next group? (also change new combos) fixed
00:07:023 - add a note?
00:54:050 (9) - make 10 a slider and http://puu.sh/ANfr ? fixed
01:22:591 (9,10) - a farther jump?

[galv's HEAVY]
...the hitsounds for the common parts are too simple and something like STANDARD would be appreciated.
00:35:564 (2,3) - change to slider-circle so the jump goes more fluently?
00:36:699 (2) - just 2 circles is enough
01:22:915 (3) - new combo?
tbh i don't really like the 2/3 notes parts... but yeah maybe nothing better to arrange.
ty ^3^
Kokatsu
I love this map so pooting much, just take my stars. q__q
meiikyuu

hello ~ feel free to ignore anything you don't like xD

LIGHT
- if this is the easiest diff. , then maybe AR should be 4 instead

  1. 00:26:158 (3) - blanket around 1 and 2 can be neater like this, more round:
  2. 00:27:294 (4) - if u followed above suggestion then do it here too, copy and flip or something xD
  3. 00:34:591 (2) - move to x:128 y:244 , and then adjust spacing of next note with distance snap
  4. 00:46:915 (1) - remove finish, not necessary
  5. 01:04:429 (5) - move to x:200 y:136 to form a triangle with (1,2,4)?
  6. 01:28:429 (1) - if you removed the finish on 00:46:915 (1) - , then remove here as well (i noticed the finishes were in your other diffs. too so i guess you can keep if u want ><)
STANDARD
  1. 00:11:402 (5) - remove clap and place on next note (6) (b/c i hear loud beat on 6 rather than 5)
  2. 00:18:375 (8) - NC , follows the instruments more
  3. 00:19:023 (1) - remove NC if u did the above suggestion
  4. 00:26:158 (3) - NC , and then remove NC on next note (because combo is inconsistent with 00:28:429 (7,1) - )
  5. 01:25:834 (1) - you forgot a finish
galv's HEAVY
  1. 00:08:645 (8,9) - try ctrl+r , might flow better
  2. 00:37:672 (8) - NC
  3. 01:02:726 (2) - unstack like this?
  4. 01:04:591 (2) - stack with the end of 01:05:402 (3) - for neater appearance?

nice map ^^ good luck
nbkrinz
cant wait for it to be ranked :D
popner
Hi ~ Mod request from My Queue.

Just suggestions:

[TAIKO]
00:24:050 - remove the break

[LIGHT]
00:00:213 (1) - add finish on head?
00:10:591 (1) - ^
00:31:348 (1) - ^
01:04:104 (4) - move to this position? Seems better to me.


[STANDARD]
00:01:834 - add a note here? Feel empty.
00:10:591 (1) - finish on head to follow the one in music?
01:02:483 (1) - add finish on head?

[galv's HEAVY]
00:00:213 (1) - add finish?
00:31:348 (1) - ^
00:37:023 (4,5,6) - nazi - not in a line
00:41:726 (1) - add finish on head?
00:44:321 (1) - add finish?
00:46:915 (1) - ^
00:49:510 (1) - ^
00:59:888 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1) - not very good in shape. Use 'Convert slider to stream' to make it better?
01:01:185 (1) - remove NC?
01:02:483 (1) - add finish?
01:05:321 (2) - the jump doesn't fit the music and breaks the flow imo. 01:02:726 (2) - is better.
01:16:591 (6) - I think this shape flows better:

01:25:834 (1) - finish? It is similar to 01:23:240 (1)
01:28:429 (1) - ^ finish on head?
01:31:023 (1) - same as 01:25:834 (1)

That's all I can find. GL~
Suzully
Lizsigさんからのリクエストで
遅くなってごめんなさい

[LIGHT]
  1. 00:00:213 (1,2) - Uhm, I felt this pattern is a bit harsh in first place of a map...if you continue to use this pattern on the same sound after them, I think it'd be a good experience for the beginner, but not so in this case. Well, just use a 1/1 slider instead?
  2. 00:48:861 (2,4) - This is the easiest diff. You should avoid overlapping a circle with a slidertail if possible. It should be hard for the beginner to read.
  3. 01:30:375 (2,4) - ^
[STANDARD]
  1. 00:04:915 (4,5,6) - This spacing change can be read enough easily. But the player, who usually plays a hard difficulty, probably gets confused. I think it'd be better and kind for them to add a new combo to (4).
  2. 00:10:104 (4) - If fixed above try to consider about this one too.
  3. 00:20:969 (9) - Finish finish.
  4. 01:15:942 (4,5,6) - I kinda don't see why you use a quick triple on this, comparing with other parts(01:13:348 (4), 01:18:699 (5), 01:21:294 (4)). If there's such a sound in back anyway.
[galv's HEAVY]
  1. 00:26:645 (4) - Why don't you add a finish to the top of slider? Refering to 00:23:564 (1,3) and 00:25:510 (1,3), I think it would be better.
  2. 00:28:753 (1,3) - ^
  3. 00:29:726 (1,5) - ^
  4. 00:30:699 (1) - ^
  5. 00:31:023 (1) - ^
  6. 00:37:672 (8,9,10,11,1) - Yeah, their placement looks very good, but when playing, I felt the flow was prevented by nearer space between (8) and (9). In other parts overall flow is great, only in this part I felt something worse. Can you find some way to make it better?
  7. 00:41:726 (1) - (kinda nazi) To readjust its shape surrounding (2) would be better and looks beautiful.
[TAIKO]
  1. 01:43:348 (T) - Not slow SV down here would be better even if KIAI ended.
taikoは何も問題はないんですが、パターンの良し悪しについてはあまりわからないので、少なくともあと3人くらいにはtaikoをmodしてもらってください。

そういやHoloazってやつmodリクエスト受けてたのに居なくね
Holoaz
[General]
  1. これDiffバランス大丈夫なんです?LIGHTとSTANDARDの差が酷くない?
[LIGHT]
  1. 00:11:888 (3) - このスライダー折り返して00:12:861ここにサークル置いてみたりしたら曲に合うんじゃね(完全に好み
  2. 01:07:348 (5) - add note?
  3. 01:10:915 (2,4) - 4が見難いんじゃないかな
  4. 01:21:294 (2,4) - ^
[STANDARD]
  1. 00:39:618 (4,5,6) - 音取りこんな感じにすれば少し簡単になるような
[galv's HEAVY]
  1. 00:46:267 (4,5,6) - 遠すぎでは?
  2. 01:10:429 (2,3,4) - ここも他と合わせて少し離してみればいいのでは?
Diffバランス以外は気になることないです。
ささっとRankさせてしまおう
Pendual
rerank?
BanchoBot
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