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Yui Sakakibara - Dokidoki kokoro flavor [CatchTheBeat]

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Topic Starter
Sc4v4ng3r
This beatmap was submitted using in-game submission on Sunday, 18 September, 2016 at 10:09:16 PM

Artist: Yui Sakakibara
Title: Dokidoki kokoro flavor
Source: ネコぱら vol.2 姉妹ネコのシュクレ
Tags: Nekopara Shimai Neko no Shukure eroge opening VN visual novel NEKO WORKs Sekai Project Scavanger Kagari
BPM: 125
Filesize: 22214kb
Play Time: 01:46
Difficulties Available:
  1. Cup (1.2 stars, 130 notes)
  2. Kagari's Paradise (3.81 stars, 375 notes)
  3. Platter (2.41 stars, 208 notes)
  4. Rain (3.05 stars, 258 notes)
  5. Salad (1.76 stars, 180 notes)
Download: Yui Sakakibara - Dokidoki kokoro flavor
Download: Yui Sakakibara - Dokidoki kokoro flavor (no video)
Information: Scores/Beatmap Listing
---------------
For ranked, #13
Nekos are life
Special thanks to Shad0w1and for permission to use his video~

Redownload as of 18/9/2016, metadata changed.

Difficulty list
Cup - By me
Salad - By me
Platter - By me
Rain - By me
Kagari's Paradise - By Kagari

Bubbled by koliron
Qualified by JBHyperion
Disqualified by IamKwaN
Re-bubbled by JBHyperion
Qualified by koliron


Log
  1. 21/3/2016 - Submitted beatmap.
  2. 4/4/2016 - Finished mapping Rain, made few tweaks to the existing difficulties to avoid awkward conjuction with the proposal of new ranking criteria.
  3. 14/4/2016 - Added hitsounds to Cup, Salad and Platter. Finished mapping Salad, started remapping Rain.
  4. 15/4/2016 - Added few more hypers into Rain intsead of remapping, finished placing hitsounds on Rain.
  5. 27/4/2016 - Applied Chara's mod to Cup, Salad and Rain.
  6. 30/4/2016 - Applied koliron's mod to all difficulties.
  7. 6/5/2016 - Changed Platter's CS to 3.5 to fit better into the spread.
  8. 12/5/2016 - Added Kagari's Rain into the set.
  9. 20/5/2016 - Applied Paranoid Grapes' mod to Platter.
  10. 5/6/2016 - Applied RoseusJaeger's mod to Cup, Salad and Platter.
  11. 6/6/2016 - Applied SYAHME;s mod to Cup, Salad and Platter.
  12. 9/6/2016 - Applied JBHyperion's mod to all difficulties.
  13. 10/6/2016 - Added few more tags.
  14. 25/6/2016 - Applied Ascendance's mod to Cup, Salad and Platter.
  15. 30/6/2016 - Applied murutattack's mod to Rain and Paradise.
  16. 5/7/2016 - Applied Ascendance's mod to Rain and Kagari's Rain.
  17. 25/7/2016 - Applied ZiRoX's mod to all difficulties.
  18. 29/8/2016 - Applied koliron's recheck to Cup, Salad, Platter and Rain.
  19. 3/9/2016 - Applied the rest of the mod to Kagari's Rain.
  20. 15/9/2016 - Applied JBHyperion's check to all difficulties.
  21. 16/9/2016 - Removed sliderslide from the hitsound set.
  22. 18/9/2016 - Changed romanised artist as proposed by IamKwaN.
SYAHME

[Sc4v4ng3r] wrote:

Nekos are life
I have a neko.
Topic Starter
Sc4v4ng3r

SYAHME wrote:

[Sc4v4ng3r] wrote:

Nekos are life
I have a neko.
Pls give me :3
Kagari
please
shigure is the best nekogirl hands down *runs*

on a serious note, i think Paradise diff should be a little bit more 'rainy' compare to the Platter diff. CS 3.6 maybe acceptable for paradise but the AR is kinda too low in the first place. An AR of about 8.4 - 8.8 should be sufficient for this kind of song if you like to change the AR. Also the pattern should be much sharper and snappier than it was currently. There's no need for unnecessary hypers to fit in the music, as long as the movement is much more lively (hard to explain this on details so try to figure it out by yourself) xP.

Also, same CS on 3 lower diffs is kinda a red-flag to all the modders after this.... so you better do something about it lel.

that's all from my two-cent thoughts. Not really worth for a KD. Maybe I might be modding this when I have the time for me to laze around... but no promises whatsoever >_>

and I blame you for making me buy the theme song album on Steam xP
Topic Starter
Sc4v4ng3r
About the CS and AR, I don't think I'm going to be changing any of them(unless everyone complains about it). Originally I had my Platter of CS 3.3, but my patterns wouldn't be 'fitting' into that value, some of them became really hard(almost screenjumps), which was not what I've originally planned. Same goes for my Rain's AR; Originally it was 8.5, but my lack of experience in both playing and mapping a hard difficulty resulted in a... quite disastrous 'easy' Rain.

The whole map was supposed to be played out easily as the song suggests. I know, it's not too explicit that the song is calm, but with the song being slow, and judging by the instruments' rhythm, I planned out the map to be played out easily. Well yea, maybe my lack of experience really limits what I can do on Rain, but I feel that the current patterns fits into the current spread; when compared to Platter, the amount of hypers and simply emphasisment is high enough to justify the patterns.

And well, looking at your difficulties and all, I kinda get what you mean by 'random hypers', but I really wanted to make this lesser hyper-heavy, like I've said above. With the Platter having not too much hypers, and also having easier movements, an easier Rain would certainly fit into the highest difficulty as a difficulty spike(not really, idk) could, or may ruin the spread.

Well all that rant makes me look like a total garbage player lol
But I'll certainly try to make the spread more harder somehow, I do feel that it turned out to be way too easy with how I've mapped it.

Oh and why not just get all the nekos mmmmm

EDIT : I added in some more hypers into places that I see fit, while also keeping the spread between this difficulty and Platter even. Should be ready to go now, I hope.
Bunnrei
what is a nekopara

[Cup]

  1. 00:15:985 (3,4,5) - Make these more evenly spaced out ((3,4)'s

    distance is about 1.07x DS while (4,5) is only about 0.87x DS).
  2. 00:31:345 (3) - Ctrl+G, then move a bit to the left.

[Salad]

  1. 00:15:985 (1) - Just a tiny detail, but make it more like this:
  2. 00:16:945 (3,4) - Increase distance by a bit.
  3. 01:01:105 (3,4) - ^

[Platter]

Nothing too concerning here!

[~ Paradise ~]

  1. 00:32:065 (2,3,4) - Increase spacing by a bit.

Not too many issues here, nice map! ^^
is the order a neko
Topic Starter
Sc4v4ng3r

Chara wrote:

what is a nekopara thank me later xD steam pls

[Cup]

  1. 00:15:985 (3,4,5) - Make these more evenly spaced out ((3,4)'s Whoops, fixed.

    distance is about 1.07x DS while (4,5) is only about 0.87x DS).
  2. 00:31:345 (3) - Ctrl+G, then move a bit to the left. Okay

[Salad]

  1. 00:15:985 (1) - Just a tiny detail, but make it more like this: Okay
  2. 00:16:945 (3,4) - Increase distance by a bit. As the previous similar note (which is 00:09:985 (4) - ) was also having 1.2x distance from the previous note, and to also make a smoother flow into the anti-flow dash into the next note, I reduced down the distance here. Increasing would unnecessarily increase the difficulty of the anti-flow dash, which I wouldn't want to have.
  3. 01:01:105 (3,4) - ^ Vocal's pitch is quite low here, so I tried to emphasize that by reducing the overall distance of this combo.

[Platter]

Nothing too concerning here!

[~ Paradise ~]

  1. 00:32:065 (2,3,4) - Increase spacing by a bit. Alrighty, it doesn't hurt too much anyway.

Not too many issues here, nice map! ^^ Thank you :D
is the order a neko Hell yea
Thanks for the mod!
koliron
irc mod
Topic Starter
Sc4v4ng3r
And here is the log to prove that -

IRC log
2016-04-30 14:00 [Sc4v4ng3r]: hello :3
2016-04-30 14:00 koliron: hi
2016-04-30 14:00 [Sc4v4ng3r]: do you have time for a IRC mod?
2016-04-30 14:00 koliron: oh
2016-04-30 14:00 koliron: sure
2016-04-30 14:01 koliron: which map
2016-04-30 14:01 [Sc4v4ng3r]: ACTION is listening to [http://osu.ppy.sh/b/932403 Sakakibara Yui - Dokidoki kokoro flavor]
2016-04-30 14:01 [Sc4v4ng3r]: this map
2016-04-30 14:02 koliron: gimme a min
2016-04-30 14:02 [Sc4v4ng3r]: alrighty
2016-04-30 14:03 koliron: ACTION is editing [https://osu.ppy.sh/b/932403 Sakakibara Yui - Dokidoki kokoro flavor [Cup]]
2016-04-30 14:03 [Sc4v4ng3r]: ACTION is editing [http://osu.ppy.sh/b/932403 Sakakibara Yui - Dokidoki kokoro flavor [Cup]]
2016-04-30 14:03 [Sc4v4ng3r]: alright
2016-04-30 14:03 koliron: hm
2016-04-30 14:03 koliron: why did you use cs 3 in cup-salad-platter? O__O
2016-04-30 14:04 [Sc4v4ng3r]: that
2016-04-30 14:04 [Sc4v4ng3r]: actually many people mentioned it to me
2016-04-30 14:04 [Sc4v4ng3r]: guess I'll change platter's to 3.5 or something
2016-04-30 14:04 koliron: you could just change the spread a bit
2016-04-30 14:04 koliron: like
2016-04-30 14:04 koliron: platter 3.3 cup 2.7
2016-04-30 14:05 [Sc4v4ng3r]: hmmm
2016-04-30 14:05 [Sc4v4ng3r]: okay I'll try that as well
2016-04-30 14:05 koliron: to not make big changes and need test everything
2016-04-30 14:05 koliron: haha ok
2016-04-30 14:05 [Sc4v4ng3r]: I'll see what fits my patterns the best
2016-04-30 14:05 koliron: 00:04:465 (1) - this should finish in 1/1 i guess
2016-04-30 14:05 koliron: o wait nbo
2016-04-30 14:05 koliron: fit in 1/4
2016-04-30 14:06 koliron: lmao weird song
2016-04-30 14:06 [Sc4v4ng3r]: lol xD
2016-04-30 14:06 [Sc4v4ng3r]: alrighty
2016-04-30 14:07 koliron: 00:21:265 (5,1) - considering the new stanza, i think more distance would be better to notice it
2016-04-30 14:07 [Sc4v4ng3r]: yea I get that, but since (1) isn't too strong by itself I think
2016-04-30 14:07 [Sc4v4ng3r]: so that's why I've put a reduced distnace here
2016-04-30 14:08 [Sc4v4ng3r]: distance*
2016-04-30 14:08 [Sc4v4ng3r]: actually I think I'll increase the distance by a bit
2016-04-30 14:08 [Sc4v4ng3r]: 0.8 is quite low o.o
2016-04-30 14:08 koliron: yeah is almost unnecessary move the ryuuta
2016-04-30 14:10 koliron: in the kiai
2016-04-30 14:10 koliron: there are a lot of vertical sliders
2016-04-30 14:10 koliron: mmh
2016-04-30 14:10 koliron: 01:07:825 (1,2) - i think here is a good place to do them more horizontal
2016-04-30 14:10 koliron: considering the sound in the tail
2016-04-30 14:11 [Sc4v4ng3r]: yea nice suggestion
2016-04-30 14:11 [Sc4v4ng3r]: I'll do that
2016-04-30 14:12 koliron: 01:19:345 (1,2) - same here probably
2016-04-30 14:12 koliron: actually, almost all sliders are vertical :c thats fine but.. is weird have more vertical in the kiai than the normal secitons xD
2016-04-30 14:12 koliron: anyway are minor suggestion, the cup is really nice
2016-04-30 14:12 [Sc4v4ng3r]: hey thanks :D
2016-04-30 14:13 [Sc4v4ng3r]: I think I'll try to make them more horizontal like my first map or something
2016-04-30 14:14 koliron: 01:30:145 - 01:37:825 - i didnt see a lot of 1/2 notes, i think add some of them would be better to vary with the rhythm, at least when will not change the flow so much, here are good option to keep the consistency with 01:33:745 (5) -
2016-04-30 14:15 koliron: are not exactly the same sound but in game the consistency could be appreciated imo
2016-04-30 14:15 [Sc4v4ng3r]: hmm okay
2016-04-30 14:15 [Sc4v4ng3r]: since the BPM's low and all
2016-04-30 14:15 [Sc4v4ng3r]: should be fine
2016-04-30 14:18 koliron: 00:35:185 (3) - btw, maybe nc here? feel better, also i saw that you added here in the rest of diffs
2016-04-30 14:18 [Sc4v4ng3r]: okay
2016-04-30 14:19 koliron: go salad
2016-04-30 14:19 [Sc4v4ng3r]: alright
2016-04-30 14:20 koliron: 00:04:945 (2,3) - this is suposed to be a dash?
2016-04-30 14:22 [Sc4v4ng3r]: oh nope it shouldn't be
2016-04-30 14:22 koliron: i'd suggest to increace the distance in a bit, currently is not so obvious, salad players which started to use the dash maybe will not notice that is necessary and could miss here
2016-04-30 14:22 koliron: and if is not then why not reduce a bit
2016-04-30 14:22 koliron: lfjkdlk
2016-04-30 14:22 [Sc4v4ng3r]: my mistakes :c
2016-04-30 14:22 [Sc4v4ng3r]: baka me
2016-04-30 14:22 koliron: also maybe 00:05:185 (3) - a bit more horizontal
2016-04-30 14:22 koliron: lmao no
2016-04-30 14:22 [Sc4v4ng3r]: xD
2016-04-30 14:22 koliron: this map is really nice until now
2016-04-30 14:23 [Sc4v4ng3r]: alright applied both of your suggestions
2016-04-30 14:24 koliron: 00:12:865 (2,3,4) - same here, if is not a dash i think (3) some grids to the right would be nice
2016-04-30 14:25 [Sc4v4ng3r]: sure thing
2016-04-30 14:26 koliron: 00:20:785 (3,4) - sometimes its fine use hard dash in salad, this is maybe the strongest sound in whole the song
2016-04-30 14:26 koliron: increace the distance fit better imo
2016-04-30 14:26 koliron: is even possible to catch without press tha dash
2016-04-30 14:27 [Sc4v4ng3r]: oh I didn't realise that
2016-04-30 14:27 [Sc4v4ng3r]: coming from a guy who can't fc maps :c
2016-04-30 14:27 [Sc4v4ng3r]: well okay increased
2016-04-30 14:27 koliron: wat ah?
2016-04-30 14:27 koliron: cant you fc salad?
2016-04-30 14:27 koliron: how many p you have
2016-04-30 14:28 koliron: ooo
2016-04-30 14:28 koliron: 700
2016-04-30 14:28 koliron: wow nice
2016-04-30 14:28 [Sc4v4ng3r]: actually almost all the pp came from auto converts xD
2016-04-30 14:29 koliron: I admire you for being able to map rains and platter without a high rank
2016-04-30 14:29 koliron: 00:48:145 (3) - i think the finish is unnecessary
2016-04-30 14:30 koliron: with the clap its fine
2016-04-30 14:30 [Sc4v4ng3r]: hmm okay
2016-04-30 14:30 [Sc4v4ng3r]: and thanks for your compliment :D
2016-04-30 14:31 koliron: 01:11:185 (4,1) - this movemnt could be really hard, you need stop the movemnt in (4) and then jump
2016-04-30 14:31 koliron: maybe with less distance a do 01:11:185 (4) - more horizontal could be better
2016-04-30 14:32 [Sc4v4ng3r]: yeap that feels a lot more confortable
2016-04-30 14:32 [Sc4v4ng3r]: comfortable*
2016-04-30 14:34 koliron: 01:40:705 (2) - 00:20:065 (2) - to be honest i think the gap of notes between cup-salad is a lot, i didnt see the next diffs yet, so i cant say if the gap is so inconsistent or something
2016-04-30 14:34 koliron: but maybe remove the notes of the middle
2016-04-30 14:34 koliron: (i mean 00:20:305 - )
2016-04-30 14:34 koliron: could be better to remove some at least
2016-04-30 14:34 koliron: also because is an interesting pattern :3
2016-04-30 14:34 koliron: thats all for the salad
2016-04-30 14:35 [Sc4v4ng3r]: yea I agree with you
2016-04-30 14:35 [Sc4v4ng3r]: okay moving on to platter now I guess
2016-04-30 14:37 koliron: 00:13:105 (3,4,5) - as i suggested in the salad, these movements of stop jump stop... are fine in overdose
2016-04-30 14:37 koliron: maybe in rain
2016-04-30 14:37 koliron: but in patter or salad is uncomfortable imo
2016-04-30 14:37 koliron: with (4) move horizontal would be fine
2016-04-30 14:37 koliron: other option is
2016-04-30 14:38 koliron: 00:13:105 (3,4,5) - replace with 2 sliders, is a better way to follow the song
2016-04-30 14:38 koliron: then dash to the second
2016-04-30 14:38 koliron: as you prefer x3
2016-04-30 14:38 [Sc4v4ng3r]: okay then
2016-04-30 14:40 koliron: 00:27:985 (2,3) - maybe reduce a bit the distance? the dash could be a bit hard
2016-04-30 14:41 [Sc4v4ng3r]: alrighty
2016-04-30 14:41 koliron: 00:54:865 - i understood why you didnt add notes here in the salad
2016-04-30 14:41 koliron: but in the rain you added a lot
2016-04-30 14:41 koliron: so why not at least in00:54:865 - 00:55:105 - ?
2016-04-30 14:42 koliron: wait
2016-04-30 14:42 00:54:745 - *
2016-04-30 14:42 00:54:985 - *
2016-04-30 14:42 koliron: fuck this song has a lot of 1/4 XDD
2016-04-30 14:42 [Sc4v4ng3r]: xD
2016-04-30 14:43 [Sc4v4ng3r]: well actually
2016-04-30 14:43 [Sc4v4ng3r]: Rain has a similar rhythm
2016-04-30 14:43 [Sc4v4ng3r]: if I were to do that
2016-04-30 14:43 koliron: oh
2016-04-30 14:43 koliron: then its fine
2016-04-30 14:43 [Sc4v4ng3r]: okay
2016-04-30 14:44 koliron: 01:11:185 (3) - maybe more horizontal? for the reason as above, also there is with hyper
2016-04-30 14:45 [Sc4v4ng3r]: well okay
2016-04-30 14:45 [Sc4v4ng3r]: since I cant make it horizontal towards the right
2016-04-30 14:45 [Sc4v4ng3r]: I did it towards the left
2016-04-30 14:45 [Sc4v4ng3r]: hopefully that works
2016-04-30 14:47 koliron: 01:41:905 (4) - same here too
2016-04-30 14:48 [Sc4v4ng3r]: alright
2016-04-30 14:48 koliron: go rain
2016-04-30 14:48 [Sc4v4ng3r]: okie
2016-04-30 14:49 koliron: 00:05:185 (3,4) - ayy i'd suggest to do more curve in (4)
2016-04-30 14:50 koliron: currectly is so easy to miss those seeds
2016-04-30 14:50 koliron: http://osu.ppy.sh/ss/5043497 here is an example
2016-04-30 14:51 [Sc4v4ng3r]: okay I tried to follow as closely as yours
2016-04-30 14:51 koliron: lol
2016-04-30 14:52 koliron: 00:14:065 (1,2,3) - hum this seems weird in game
2016-04-30 14:52 koliron: just for aesthetic
2016-04-30 14:53 koliron: i think (3) to the right of (2) (and obviously more horizontal) seems better
2016-04-30 14:54 [Sc4v4ng3r]: hmm okay
2016-04-30 14:54 [Sc4v4ng3r]: tried to fix this one as well
2016-04-30 14:54 koliron: 00:17:905 (1,2) - this is supposed to be a dash?
2016-04-30 14:55 koliron: if is, try to add some grids more, the current distance is confusing
2016-04-30 14:55 koliron: 00:16:945 (4,5) - same here
2016-04-30 14:55 [Sc4v4ng3r]: actually for 00:16:945 (4,5) -
2016-04-30 14:55 [Sc4v4ng3r]: in game they are well sticked to each other lol
2016-04-30 14:56 koliron: oh its true
2016-04-30 14:56 koliron: i mean 00:18:865 (3,4) -
2016-04-30 14:56 [Sc4v4ng3r]: oh lol okay
2016-04-30 14:56 koliron: 00:21:745 (1,2) - ayy hard dash
2016-04-30 14:57 koliron: could be hyper if you want
2016-04-30 14:57 [Sc4v4ng3r]: well all the other similar snares are having normal dashes
2016-04-30 14:58 [Sc4v4ng3r]: so if I were to change this up then all others would be hypers as well
2016-04-30 14:58 [Sc4v4ng3r]: I mean it should be
2016-04-30 14:58 koliron: then reduce a bit :x the current distance is hard jklfdsk
2016-04-30 14:58 [Sc4v4ng3r]: all right
2016-04-30 14:59 koliron: 00:32:065 (2,3,4,5,6) - mh, i think the rhythm sounds weird here
2016-04-30 14:59 koliron: without 00:32:185 (3) - is better to follow the instrument
2016-04-30 15:00 [Sc4v4ng3r]: yeap that sounds a lot better
2016-04-30 15:01 koliron: 00:33:265 (1,2,3,4) - you used this pattern many times x_x i'd suggestto vary here
2016-04-30 15:01 koliron: for exmaple
2016-04-30 15:01 koliron: 00:33:265 (1) - horizontal , with the tail to the right, then you could do 00:33:625 (2) - more horizontal as well, and something different in 00:34:225 (3,4) -
2016-04-30 15:04 [Sc4v4ng3r]: okay I followed your suggestion for the first one
2016-04-30 15:04 [Sc4v4ng3r]: hopefully I did vary up the pattern for the second one
2016-04-30 15:05 koliron: gimme a min
2016-04-30 15:06 [Sc4v4ng3r]: okay
2016-04-30 15:07 koliron: vfdghjvshj
2016-04-30 15:07 [Sc4v4ng3r]: lj;jpjacas
2016-04-30 15:07 [Sc4v4ng3r]: your back
2016-04-30 15:07 [Sc4v4ng3r]: you're*
2016-04-30 15:07 [Sc4v4ng3r]: opps
2016-04-30 15:07 koliron: 00:39:505 (2,3) - aaa
2016-04-30 15:08 koliron: i think you could add more distance here
2016-04-30 15:08 koliron: if you did that for the hyper
2016-04-30 15:08 koliron: try to do 00:39:505 (2) - more vertical, with a direction to the left
2016-04-30 15:08 koliron: then will be a dash to (3)
2016-04-30 15:09 [Sc4v4ng3r]: actually I don't intend to make (3) a dash lol
2016-04-30 15:10 koliron: well but a bit distance more seems better
2016-04-30 15:10 koliron: is almsot unnecessary move the dash
2016-04-30 15:10 koliron: if you want to keep the distance
2016-04-30 15:10 koliron: why not 00:40:225 (3) - more horizontal?
2016-04-30 15:11 [Sc4v4ng3r]: hmm okay sure
2016-04-30 15:12 koliron: 01:00:625 (2,3,4,5) - ayy this pattern could kill some players, i think do 01:00:865 (3,4) - like 00:57:025 (3) - is better for the flow
2016-04-30 15:12 [Sc4v4ng3r]: okay
2016-04-30 15:13 koliron: 01:20:305 (4,5,1,2,3,4,5) - a bit repetitive imo, why not 01:22:225 (4) - ctrl+g and some grids to the right?
2016-04-30 15:14 [Sc4v4ng3r]: but I think that will create a harsh H-dash from (3)
2016-04-30 15:15 koliron: nah, wouldnt be because 01:22:225 (4) - is alsmot 100% horizontal
2016-04-30 15:16 [Sc4v4ng3r]: hmm okay then
2016-04-30 15:16 koliron: but if you dont like it its fine xD
2016-04-30 15:16 [Sc4v4ng3r]: oh okay it isn't too hard
2016-04-30 15:16 [Sc4v4ng3r]: I actually like it more like this xD
2016-04-30 15:17 koliron: 01:25:825 (4,5,6) - ayy this is a hard movement ;__; try with something like this: 01:25:825 (4) - more to the left and then 01:26:065 (5) - ctrl+g and probably is possible some grids to the left without miss the hyper
2016-04-30 15:17 koliron: lol
2016-04-30 15:17 koliron: i love how you accept everything xD
2016-04-30 15:17 [Sc4v4ng3r]: hehe :3
2016-04-30 15:18 [Sc4v4ng3r]: well your suggestions are great soo I can't deny them xd
2016-04-30 15:18 koliron: jfdklsjkl
2016-04-30 15:19 koliron: 01:37:585 (4,5,1,2,3,4) - my last suggestion is here, is repetitive again c.c try to do something like you did in my previous suggestion about this pattern
2016-04-30 15:21 [Sc4v4ng3r]: alrighty done that as well
2016-04-30 15:21 koliron: ok thats all :3
2016-04-30 15:21 koliron: btw
2016-04-30 15:21 [Sc4v4ng3r]: yea?
2016-04-30 15:21 [Sc4v4ng3r]: do you want to ask me something?
2016-04-30 15:21 [Sc4v4ng3r]: or is that me misunderstanding xD
2016-04-30 15:22 koliron: maybe in tags oyu oculd add "scavanger" or "[scavanger]" because some people could try to find your maps with that
2016-04-30 15:22 [Sc4v4ng3r]: oh okay sure
2016-04-30 15:23 koliron: and, there is an inconsistency with widescreen support
2016-04-30 15:23 koliron: is not actived in cup and activedi n the rest of diffs
2016-04-30 15:23 [Sc4v4ng3r]: whoops
2016-04-30 15:23 [Sc4v4ng3r]: guess I've forgotten to do that
2016-04-30 15:23 koliron: xD

Thanks so much for your mod again koliron!
Kagari
placeholder for mod... also a little surprise along the mod >_>

cant seems to pinpoint any suggestion.. overall diff is good IMO

but it seems lack of something
something that's harder than Paradise (rain)...

this mapset needs (harder) rain xd

wonjae
Ive been stalling this mod for way too long,

cup
Nothing seems out of place here. Everything is fine in my opinion.


Few personal things that honestly dont matter i have

00:02:065 (2) - maybe space this note more evenly with 3. i feel like if the note is x=280 - 286 it would be more pleasing to look at.

00:29:425 (1) - this may be considered overmapping but i feel like this would sound better if the slider started at 00:29:665 and there was a note where ths slider originally started.

00:55:345 (1) - this may be considered overmapping but i feel like it would sound better if the slider ended at 00:55:585 and there was a note at 00:55:825


01:41:386 (5) - space 5 more evenly with 4 and 6?


Salad
00:05:665 - 00:06:145 - Although the pause here is probably intentional, it feels kinda weird having a pause here still.

00:21:745 (1) - I feel like this slider would sound better if it started at 00:21:985 and there was a note at the time the slider started

00:29:425 (1) - I feel like this slider would sounds better if it started at 00:29:425 and there was a note where the slider started.

00:31:105 - add note?

00:54:865 - add a note with the same hitsound as the spinner before it?



Platter
00:00:865 (1) - make the slider end here and put a note at 00:01:015?

00:02:305 - add a note?

00:06:145 - 00:06:385 (5+1) - The distance between these two guys is super akward when playing it. either make it a hyper or shorten the distance

00:20:065 (2) - Nothing wrong with this slider but i like it dosent belong to the map since it goes off of the basic pattern. if anything i would put a slider at 00:20:065 - 00:20:185 and another at 00:20:425 - 00:20:545.

00:21:265 (4) - turn this slider into a note? i feel like it would go with the song better.

00:54:865 - this is strictly off of personal preferance but i would add a note here.

01:40:705 (2) - same complaint about the slider being akward since it strays off from basic pattern.


Rain
Same with Kagari, i cant find any specific thing wrong with the map.



Fun map, most of my mods are timing quirks that i think i like better and suggestions from personal preferance so take the mod lightly.
Topic Starter
Sc4v4ng3r

Kagari wrote:

placeholder for mod... also a little surprise along the mod >_>

cant seems to pinpoint any suggestion.. overall diff is good IMO

but it seems lack of something
something that's harder than Paradise (rain)...

this mapset needs (harder) rain xd

Lmao good mod :^)

That 'harder' rain might not be too fitting to the mapset's difficulty spread, but let's see how this goes.
Renamed my Rain to 'Rain', as yours is much more harder than mine.

Accepted in the name of Nekos I swear in the name of nekos I shall rank this map xD
Topic Starter
Sc4v4ng3r
I'll be editing this post with the reply later on.
Kudos-ed the post in advance.


Paranoid Grapes wrote:

Ive been stalling this mod for way too long,

[cup]Nothing seems out of place here. Everything is fine in my opinion.


Few personal things that honestly dont matter i have

00:02:065 (2) - maybe space this note more evenly with 3. i feel like if the note is x=280 - 286 it would be more pleasing to look at. I want to give a bigger emphasis to (3) for the stronger vocal it has, so this will remain as it is.

00:29:425 (1) - this may be considered overmapping but i feel like this would sound better if the slider started at 00:29:665 and there was a note where ths slider originally started. I do really want to keep the rhythm simple and consistent with 00:21:745 (1) - , so I won't change this for now. But if this gets mentioned more, I'll consider changing it.

00:55:345 (1) - this may be considered overmapping but i feel like it would sound better if the slider ended at 00:55:585 and there was a note at 00:55:825 Well the same response like the above.


01:41:386 (5) - space 5 more evenly with 4 and 6? Instrument's a little bit more stronger on (6), which should have a higher distance for emphasis. Won't be changing this at least for now.

[Salad]00:05:665 - 00:06:145 - Although the pause here is probably intentional, it feels kinda weird having a pause here still. Considering the mapset as a whole, the mapset isn't a hard set by any means - so I think lower difficulties should be having lower note density, which applies here. Since my main rhythm is drums, it's still fine to leave them as blank as there are no drums in this section.

00:21:745 (1) - I feel like this slider would sound better if it started at 00:21:985 and there was a note at the time the slider started Here too, I want to keep the rhythm simple, and consistent with the rhythm afterwards. I believe having a circle and a 1/2 slider will unnecessarily increase the note density, and also follow the unnecessary vocals, when I'm following the drums.

00:29:425 (1) - I feel like this slider would sounds better if it started at 00:29:425 and there was a note where the slider started. Like above, I wouldn't want to unnecessarily increase the note density.

00:31:105 - add note? Referring to 00:22:705 (2,3) - this rhythm, I didn't add a note onto the similar tick, so I think this should remain as it is now, for consistency.

00:54:865 - add a note with the same hitsound as the spinner before it? A note there with both finish and clap will be overemphasizing the instrument in the background, and technically there is no actual cymbal in the background on this tick as well, so a finish wouldn't fit too well.



[Platter]00:00:865 (1) - make the slider end here and put a note at 00:01:015? This is what I think, so I may be wrong, but I think the white tick at 00:01:105 - is more worthy to be emphasized than the red tick at 00:00:865 - yes I know, the red tick's where the vocal's start, but technically the white tick here (may)should be stronger, as in musical terms, white ticks are the more prominent ones. So I'm going to leave this as it is for now, although I might change it if more modders brings this up. Good suggestion, though.

00:02:305 - add a note? My main focus on rhythm was actually the electric guitar in the background, so I don't think adding a note here will be a good idea, since there are no electric guitar's sound landing there.

00:06:145 - 00:06:385 (5+1) - The distance between these two guys is super akward when playing it. either make it a hyper or shorten the distance Lol how is this a borderline dash o.o Fixed.

00:20:065 (2) - Nothing wrong with this slider but i like it dosent belong to the map since it goes off of the basic pattern. if anything i would put a slider at 00:20:065 - 00:20:185 and another at 00:20:425 - 00:20:545. I won't be changing this because of 2 reasons I have in my mind : 1. The next difficulty, Rain has a little bit more harder version of the similar rhythm like this one - so this would be like a bridge of Salad's rhythm and the Rain's rhythm
2. As the whole difficulty uses a sparing amount of 1/4s, and since this rhythm belongs in the 'pinnacle' of this section, a denser rhythm would fit to the strength.


00:21:265 (4) - turn this slider into a note? i feel like it would go with the song better. In fact 1/2 slider also works to emphasize the prolonged sound of the electric guitar, but if more people suggests this, I'll consider changing this up.

00:54:865 - this is strictly off of personal preferance but i would add a note here. The strong notes are actually landing on the blue ticks, so adding it on this tick would be a little awkward to play as the audio feedback wouldn't be too good.

01:40:705 (2) - same complaint about the slider being akward since it strays off from basic pattern. And the same reason for why I wouldn't change this up apply here as well.


[Rain]Same with Kagari, i cant find any specific thing wrong with the map. Thanks :o



Fun map, most of my mods are timing quirks that i think i like better and suggestions from personal preferance so take the mod lightly.
Sorry for declining a lot of suggestions, but I'll keep them in mind when the same suggestions arise again.
Thanks for the mod!
DeletedUser_6709840
From my lazy modding queue, lets see if I can help. Nekos are indeed life. Only give kudos if helpful.
General
CS 3 on a Cup is passable but I don't recommend it.
I personally don't like how to order of the combo colors clashes with one another but I can see why you chose the colors you did.
I can't find much wrong that I can identify, this is a pretty good map.

Cup

00:33:265 (1,2) – The vertical sliders create a lack of movement I don't really like, especially when you have to do a “backwards” catch to (2). Tilt them a bit?
00:40:945 (1) – I get that this slider is more along the border but the movement issue seems to apply more to vertical sliders. Just wanted to point it out.

Salad

00:03:985 (4,1) – That jump doesn't feel necessary despite the the change in the tone of song because the beat isn't that strong.
00:15:985 (1) - I feel like there's not enough movement in this slider.
00:17:905 (1) - ^
01:17:905 (2) - ^
01:21:265 (1) - ^
01:35:665 (3) - ^

Platter

AR 7 Platter? Considering your Rain is 8 and Paradise is 9, it's passable.
00:20:065 (2) – A stream would work and look better here.
00:31:345 (1) – The lack of movement makes it too easy. Tilt it or something.
00:58:225 (1) – I hate these kind of sliders because they're hard to read into a song and lack movement. It would be better to use another mapping pattern.
01:00:145 (1) – Lacks movement like the mod above the last.
01:05:905 (1) - Not a fan of these sliders as I stated in the mod on 00:58.
01:13:585 (1) - ^
01:40:705 (2) – A stream would look and work better here.

Rain

AR 8 Rain... A Rain diff I can finally play!
00:34:225 (3) - Lack of movement and is boring to play.
00:43:345 (2) - ^

I can't mod Kagari's Paradise because I can't play AR 9.

Good luck with you map and hopefully I was helpful.
SYAHME
M4M, not from my modding queue.
[General]
  1. Seem fine.
[Cup]
  1. 00:40:945 (1) - move this to left a little bit to make the distance consistent with 00:39:025 (3,4) - this notes.
  2. 01:07:825 (1) - I know you want to make a little jump here like above but it doesn't hurt if you can make it right a little bit.
  3. 01:15:505 (1) - ^.
  4. 01:34:705 (1) - left a little bit.
  5. 01:39:505 (2,3) - this little jump here not so far, not same like 4 above. You might want to follow this distance.
  6. I think that all I can do, the pattern & flow is okay & clean.
[Salad]
  1. 00:09:985 (4,1) - its kinda hard here, too force maybe.
  2. 00:17:665 (4,1) - ^.
  3. 00:19:345 (4,1,2) - its kinda tricky here, but well maybe you purposely doing that.
  4. 00:34:945 (4,1) - why this distance is far, you might want to move 00:35:185 (1) - it to the right to make it more smoother to play but not so balance 00:34:945 (4,2) - between this notes.
  5. 00:40:945 (1) - maybe to the right a little bit.
  6. 00:46:225 (4,1) - too force maybe.
  7. 00:48:145 (3) - move to x:80.
  8. 00:57:985 (4,1) - too force maybe.
  9. 00:59:665 (2,1) - don't you think this is kinda far.
  10. 01:01:825 (4,1) - too force maybe.
  11. 01:05:665 (4,1) - ^.
  12. 01:07:345 (2,1) - ^.
  13. 01:11:185 (4,1) - ^.
  14. 01:13:345 (4,1) - ^.
  15. 01:15:025 (2,1) - don't you think this is kinda far.
  16. I hope you can take a look for force or hard jumps, yeah I know the kiai part must be a little hard. My opinion not all high notes you 'must' make a jump. I have seen many CtB maps that have different jumps & not just specific on high notes, sorry if I wrong but this is individual opinion.
[Platter]
  1. 00:20:065 (2) - maybe you can make this streams like 'C' pattern.
  2. 01:11:185 (3) - I feel uncomfortable catching this, maybe you can mirrored it but in the same place.
  3. 01:40:705 (2) - maybe you can make this streams like 'C' pattern.
  4. I know the bpm not so high but maybe in the kiai part you can make a little bit hard pattern.
[Rain]
  1. 00:06:385 (1,2) - 00:07:345 (3,4) - 00:09:265 (4,5) - 00:11:185 (4,5) - 00:16:945 (4,5,1,2,3,4) - why you take different notes to map here, unlike 00:08:305 (1,2,3) - 00:10:225 (1,2,3) - 00:14:065 (1,2,3) - 00:15:985 (1,2,3) - this.
  2. Like above in the last part. I think the pattern is okay, but imo the usage of hyperdashes maybe too far. I also hope you can make it more harder because this is rain. You can take a look at Kagari's diff, maybe you can learn at him.
[Kagari's Paradise]
  1. 00:54:985 (3) - please make it horizontal to make it more 'fun' movement.
  2. That all, this diff is perfect. I wish it could be at least above 4 star difficulty xd.
Good luck on ranking this.
Topic Starter
Sc4v4ng3r

RoseusJaeger wrote:

From my lazy modding queue, lets see if I can help. Nekos are indeed life. Only give kudos if helpful. All praise the nekos
General
CS 3 on a Cup is passable but I don't recommend it. Any suggestions on what CS should I use? I mean, CS 3 is already fine and all, I think CS 2 will be going way too overboard.
I personally don't like how to order of the combo colors clashes with one another but I can see why you chose the colors you did. They are arranged so that the next combo colours won't be the same as the others, so it should be fine.
I can't find much wrong that I can identify, this is a pretty good map. :D

Cup

00:33:265 (1,2) – The vertical sliders create a lack of movement I don't really like, especially when you have to do a “backwards” catch to (2). Tilt them a bit? Ah okay tilted (2) slightly more to the left
00:40:945 (1) – I get that this slider is more along the border but the movement issue seems to apply more to vertical sliders. Just wanted to point it out. Well sure, I moved it closer to the previous note and tilted it more towards the right.

Salad

00:03:985 (4,1) – That jump doesn't feel necessary despite the the change in the tone of song because the beat isn't that strong. This is the tick where the drums enter(plus the musical section change), so naturally this would be a strong tick with the transition of parts. Besides, this isn't even a dash by any means as (4) to (1) is following the flow, it's totally a walkable distance :o
00:15:985 (1) - I feel like there's not enough movement in this slider. Although I don't want to tilt this any more as this is a 1/1 dash(imo it's harder than 1/2 dashes), tilted it slightly more towards the right.
00:17:905 (1) - ^
01:17:905 (2) - ^ Both of these are after an anti-flow dash, which is definitely too hard for beginners to get adapted, as Salad is only an introduction to dashes. So I made as less movement as possible(while having enough curve to induce a little bit more movement towards the direction the catcher is travelling to prevent overshots), to avoid any movement mistakes or etc..
01:21:265 (1) - ^ Ahh okay this is way too apparent, curved it more.
01:35:665 (3) - ^ While we might not need to move the catcher at all for this slider, beginners will be likely to still move just as according to the slider's shape as the droplets in play mode form a curved shape, so it should be fine.

Platter

AR 7 Platter? Considering your Rain is 8 and Paradise is 9, it's passable.
00:20:065 (2) – A stream would work and look better here. Since Rain uses kick sliders and a dash between them to emphasize on this, I believe a 5-repeat kick slider here would bridge out the gap between this difficulty and Rain just fine.
00:31:345 (1) – The lack of movement makes it too easy. Tilt it or something. Whoa so vertical o.o Tilted to make the movement more obvious.
00:58:225 (1) – I hate these kind of sliders because they're hard to read into a song and lack movement. It would be better to use another mapping pattern. Well since the kiai has harder movements compared to the rest of the map, I believed an easier rhythm would compensate the difficulty, but I'll think about this, if more modders mention about the rhythm.
01:00:145 (1) – Lacks movement like the mod above the last. This is an anti-flow hyper, which in Platter difficulty, it might be(again) too hard for newer Platters entering this level of play. Since hypers are even more harder to control with the catcher, and since this is an anti-flow pattern on top of that, I made the slider as vertical as possible to make a smoother flow. But since a curve works better, I made a curve instead.
01:05:905 (1) - Not a fan of these sliders as I stated in the mod on 00:58. Curved both sliders.
01:13:585 (1) - ^
01:40:705 (2) – A stream would look and work better here. Yea just like my reply above, won't be changing this.

Rain

AR 8 Rain... A Rain diff I can finally play! ayyy me too xD
00:34:225 (3) - Lack of movement and is boring to play. This is quite horizontal don't you think LOL
00:43:345 (2) - ^ Honestly, I feel that the slider's fine, as this whole section's quite calm over the others, so the slider's movement are to reflect on this.

I can't mod Kagari's Paradise because I can't play AR 9.

Good luck with you map and hopefully I was helpful. You helped me with lots of movement stuff :3
Thanks for the mod!
I'll wait for you to finish your mod SYAHME :D
Kagari

SYAHME wrote:

M4M, not from my modding queue.
[Kagari's Paradise]
  1. 00:54:985 (3) - please make it horizontal to make it more 'fun' movement. - tbh horizontal movement on this part seems dull with the claps, so no change for now~
  2. That all, this diff is perfect. I wish it could be at least above 4 star difficulty xd. - star rating means nothing in osu!Catch~ /o/
Good luck on ranking this.
thanks for the suggestion although i rejected it xP

also...

SYAHME wrote:

I also hope you can make it more harder because this is rain.
A Rain difficulty doesnt have to be hard IMO. As long as it's enjoyable and flows well with the music background, it could be considered as a good rain for players that are just getting into rain diffs.
just my humble opinion.
Topic Starter
Sc4v4ng3r

SYAHME wrote:

M4M, not from my modding queue.
[General]
  1. Seem fine.
[Cup]
  1. 00:40:945 (1) - move this to left a little bit to make the distance consistent with 00:39:025 (3,4) - this notes. Done.
  2. 01:07:825 (1) - I know you want to make a little jump here like above but it doesn't hurt if you can make it right a little bit. Mm okay for this one I moved 1 grid to the right. If I move any further I believe the emphasis won't be there.
  3. 01:15:505 (1) - ^. Well this is quite close to the previous note already, and since I want to give that downbeat emphasis again, I wouldn't want to make this any closer to the previous note.
  4. 01:34:705 (1) - left a little bit. Why is this 1.6x o.o Applied.
  5. 01:39:505 (2,3) - this little jump here not so far, not same like 4 above. You might want to follow this distance. Ehh okay moved (3) 2 grids to the left. Seriously what can I say here o.o
  6. I think that all I can do, the pattern & flow is okay & clean.
[Salad]
  1. 00:09:985 (4,1) - its kinda hard here, too force maybe. This dash could be only made like this because (4) or (1) can't be placed any further off to the right; so I had to go wtih an anti-flow pattern. Besides, bringing (4) closer to (3)'s tail might make the dash even more forceful as the catcher would need to stop its motion before the dash.
  2. 00:17:665 (4,1) - ^. Again, the pattern can't be following the flow totally as it will require an edge-flow, which in lower level of play, should be avoided.
  3. 00:19:345 (4,1,2) - its kinda tricky here, but well maybe you purposely doing that. Ah well for this one, since the snap's different, I made them follow the flow.
  4. 00:34:945 (4,1) - why this distance is far, you might want to move 00:35:185 (1) - it to the right to make it more smoother to play but not so balance 00:34:945 (4,2) - between this notes. Mm okay did that.
  5. 00:40:945 (1) - maybe to the right a little bit. I tested out the 1/1 dash triggering distance multiple times, and ~2.53 is the triggering distance; any lower than that would be a walkable distance, which I would want to avoid, so that there's no confusion.
  6. 00:46:225 (4,1) - too force maybe. Since this one's following the flow just fine, it should be fine for players to play this out.
  7. 00:48:145 (3) - move to x:80. I prefer the current distance to emphasize on the strong electric guitar's sound. But well, since it's quite faint, I'll have to see if more modders brings this up.
  8. 00:57:985 (4,1) - too force maybe. Just like the reply I gave on 00:09:985 (4,1) - , I did this to avoid edge-flow. And since this is in the chorus, I would need to make the pattern a little bit more hard - anti-flow patterns would fit just nicely to reflect on this.
  9. 00:59:665 (2,1) - don't you think this is kinda far. They are on the triggering distance for a 1/1 dash, so it should be fine. But since this could be a little bit challanging because of the anti-flow, moved (2) slightly more to the left.
  10. 01:01:825 (4,1) - too force maybe.
  11. 01:05:665 (4,1) - ^.
  12. 01:07:345 (2,1) - ^.
  13. 01:11:185 (4,1) - ^.
  14. 01:13:345 (4,1) - ^. For the first, third and fourth set of notes, since they are following the flow, they should be fine for playing. For the others, since they are on the downbeat(which naturally means they are strong enough for a dash), and since they will be using edge flow if they were to follow the flow, I had to make anti-flow patterns for them. For all of these 'forced' dashes, it should be fine, as the BPM's quite low, and the catching would be lot more lenient than on higher BPMs.
  15. 01:15:025 (2,1) - don't you think this is kinda far. I even put this a little bit lower than the triggering distance, so this dash should be fine.
  16. I hope you can take a look for force or hard jumps, yeah I know the kiai part must be a little hard. My opinion not all high notes you 'must' make a jump. I have seen many CtB maps that have different jumps & not just specific on high notes, sorry if I wrong but this is individual opinion. Well befor e the kiai the patterns were having dashes only on those 'strong' instruments(that is, on upbeats as well; the strong beats are not all on the downbeat), but in the kiai, since the mood's more intense, I had to make every strong beats count; since most of the strong notes were landing on the downbeat, I made dashes on every downbeat. Well it's okay, everyone has different opinions on stuff anyway.
[Platter]
  1. 00:20:065 (2) - maybe you can make this streams like 'C' pattern. Ah well sure, since the previous modder did mention something like this too.
  2. 01:11:185 (3) - I feel uncomfortable catching this, maybe you can mirrored it but in the same place. Can't do much about this, as this is already on the edge of the playfield already; and if I were to mirror this note, the difference won't be apparent at all.
  3. 01:40:705 (2) - maybe you can make this streams like 'C' pattern. For consistency, applied.
  4. I know the bpm not so high but maybe in the kiai part you can make a little bit hard pattern. Well I did use more hypers, so I believe that should be enough to bridge out the gap between Rain and this difficulty.
[Rain]
  1. 00:06:385 (1,2) - 00:07:345 (3,4) - 00:09:265 (4,5) - 00:11:185 (4,5) - 00:16:945 (4,5,1,2,3,4) - why you take different notes to map here, unlike 00:08:305 (1,2,3) - 00:10:225 (1,2,3) - 00:14:065 (1,2,3) - 00:15:985 (1,2,3) - this. Fundamentally they are following the same sound just fine; and just using the exact same copied rhythm for the whole section will get very boring over time. Using varieties doesn't hur too much unless they are horribly inconsistent.
  2. Like above in the last part. I think the pattern is okay, but imo the usage of hyperdashes maybe too far. I also hope you can make it more harder because this is rain. You can take a look at Kagari's diff, maybe you can learn at him. Kagari said the exact same thing like what I was going to say - a Rain doesn't have to be hard, if they are following the music and is enjoyable.
Good luck on ranking this.
Thanks for the mod!
Ascendance
DOKIDOKI KOKORO PLACEHOLDER
JBHyperion

Ascendance wrote:

DOKIDOKI KOKORO PLACEHOLDER

General Comments:

  1. Song Folder: sliderslide sounds do not play in CtB, so you can delete soft-sldierslide.wav
  2. Song Setup: No issues
  3. Metadata: Don't forget to add Kagari to tags since he mapped a GD
  4. Timing: No issues
  5. Hitsounds: I'm confused as to why hitwhistle and hitnormal are almost identical - some variation like a soft cymbal or chime would be nice
  6. AImod: No issues

Difficulty-Specific Comments:

Cup
  1. 00:35:185 (1) - NC seems unnecessary here for just this one slider considering the previous combo is only 4 objects
  2. 01:02:545 (4,5) - Was not expecting this little flowstop since the vocal is quite strong. Increase the spacing here a little if possible for better flow
  3. 01:41:425 (5,1) - Consider NC swap here since these final 3 notes are all emphasized
  4. 01:42:865 (1) - Fade out spinner body volume as the song fades out for a more complimentary sound. You can still put an 80% green line on the spinner end to get the kick drum hitsound
Nothing else to say really, very clean but fitting the upbeat nature of the song. Great Cup.

Salad
  1. 00:03:985 (4,1) - Jump here? These drum sounds are very strong, and even thought it's early in the song you want to engage the player since your first "real" jump isn't until 00:09:985 (4,1) -
  2. 00:07:105 (2,3) - 00:09:025 (2,3) - Possible but awkward to catch without dash. I'd reduce these distances a little to make them more comfortable for new players
  3. 00:27:025 (3,1) - Expecting a jump here but this is catchable by walking. Try moving 00:25:585 (1,2,3) to x-232
  4. 00:27:985 (2,3) - Another potentially confusing spacing, though here you could raise the distance for a fitting dash on that vocal note
  5. 00:43:345 (2,3,4) - Problematic pattern for new players because you have flowstop on the slider> movement left > dash right. Try making (2) more linear, or reducing the spacing between (2,3)
  6. 01:09:745 (1,2) - Yeesh this is a harsh spacing, even if it does warrant more emphasis. Please reduce this to a more manageable distance such as ~ 3.0x DS
  7. 01:27:745 (2,3) - 01:29:665 (2,3) - 01:31:585 (2,3) - 01:33:505 (2,3) - etc. same as 00:07:105 (2,3) - 00:09:025 (2,3) - in the intro section. Please drop each of these spacings a little so the player is clear dash isn't required

Platter
  1. 00:03:505 (5) - Consider separating into two 1/2 sliders for the vocal so you can add a dash to the strong drum sounds at 00:04:465 (1) -
  2. 00:09:745 (4,1) - hyper coupled with double antiflow sliders is really unexpected and overly difficult for this level of difficulty. Reduce the difficulty here ny making (1) face to the right for a more natural flow
  3. 00:32:185 (3) - Feels weird to skip the drum sound on the white tick, so making (3) a 1/2 slider starting there and adding a circle on the blue tick would play much better in this case
  4. 00:58:225 (1) - C-shaped repeat slider at this SV creates awkward droplet formation that is likely to result in misses. Rotating tail ~ 30 degrees clockwise for a more fluid movement would play better
  5. 01:05:905 (1) - ^ Thought the shallower curve here esentially just leaves you with an uninteresting stand-still repeat. This time you can make an inward curve for variety if you like, since space is more limited on the right-hand border
  6. 01:13:585 (1) - ^
  7. 01:21:025 (4,1) - Vocal is strong here, a regular dashed jump would be fitting for emphasis

Rain
  1. 00:29:905 (2,3,4) - Difficult to walk these without regular pauses which break flow. Suggest increasing the distance between these for more fluid transition
  2. 00:33:625 (2,3,4) - Strong hyper into standstill creates an awkward flowstop considering (4) is then in the same direction of movement. I'd reduce the hyper strength slightly and make (3) curve more to the left e.g. https://osu.ppy.sh/ss/5345309
I feel vertical low-movement patterns like 00:18:865 (3,4) - 00:33:265 (1,2) - etc. are overused in the non-kiai sections. They're not bad per se, I just personally find them a little uninteresting, and would prefer a bit more horizontal movement such as 00:06:385 (1,2) - 00:08:305 (1,2,3) - I feel the kiai section is really well mapped however, so good job on that

Kagari's Paradise
  1. 00:06:385 (1,2,3) - Why is the jump to (2) when the strong drum sound is on (3)? You repeat this throughout the map, probably because you were lazy and copypasted everything (^: Additionally, the spacing is very tight, so unless you want hdashes on all of these (3)'s (not recommended due to spread balance reasons), please reduced the (2,3) jump distance when you repatattern throughout
  2. 00:07:105 (5,1) - This antiflow with dash comes quite unexpectely and is easy to miss without good reactions. I'd prefer if the distance was reduced a little
  3. 00:10:945 (5,1) - ^ Seems you have a lot of these jumps littered around too, even after the kiai 01:27:745 (5,1) - 01:31:585 (5,1) - etc. so you've got some fixing to do I'm afraid
  4. 00:25:225 (5) - hdash of this strength and high SV aren't really called for here, this is just a weak guitar sound
  5. 00:54:505 (2,3,4) - This antiflow comes really unexpectedly considering you didn't use any similar patterns elsewhere in the diff. The rhythm itself isn't that complex and your hdash pattern already provides ample emphasis, so I'd Ctrl+H (3) and move it back for a more natural flow
Vocal and kiai sections are mostly fine and the map flows well overall, but the melody sections at the start and end are blatant copy/paste and get boring to play very quickly. I suggest you revisit these two sections to firstly correct jump placement on the 5plets as I pointed out in the suggestions, and then work on bringing some more variety to make the map more interesting to play
This is all from me. If you have any questions or want to discuss things further, please don't hesitate to get back to me and I'll see what I can do to help.

Good luck! (:
Topic Starter
Sc4v4ng3r

JBHyperion wrote:

Ascendance wrote:

DOKIDOKI KOKORO PLACEHOLDER
he totally deserves a snipe without permission as he made me get sniped 2 times in his map :^)

General Comments:

  1. Song Folder: sliderslide sounds do not play in CtB, so you can delete soft-sldierslide.wav HOW DID I MISS THIS ;w; not qualified for BN xD
  2. Song Setup: No issues
  3. Metadata: Don't forget to add Kagari to tags since he mapped a GD HOW DID I MISS THIS x2 ;w;
  4. Timing: No issues
  5. Hitsounds: I'm confused as to why hitwhistle and hitnormal are almost identical - some variation like a soft cymbal or chime would be nice Well the whistle is for the extra emphasis on the kicks in the background as the song's somewhat having lots of drums - and since a lot of ranked mapsets do this. it should be fine.
  6. AImod: No issues


Difficulty-Specific Comments:

Cup
  1. 00:35:185 (1) - NC seems unnecessary here for just this one slider considering the previous combo is only 4 objects Well in fact that NC is off the consistency lol, so fixed.
  2. 01:02:545 (4,5) - Was not expecting this little flowstop since the vocal is quite strong. Increase the spacing here a little if possible for better flow Alrighty
  3. 01:41:425 (5,1) - Consider NC swap here since these final 3 notes are all emphasized Ayy good idea
  4. 01:42:865 (1) - Fade out spinner body volume as the song fades out for a more complimentary sound. You can still put an 80% green line on the spinner end to get the kick drum hitsound Should sound better now, applied for all difficulties.
Nothing else to say really, very clean but fitting the upbeat nature of the song. Great Cup. :3

Salad
  1. 00:03:985 (4,1) - Jump here? These drum sounds are very strong, and even thought it's early in the song you want to engage the player since your first "real" jump isn't until 00:09:985 (4,1) - I was doubting myself at first, but sure
  2. 00:07:105 (2,3) - 00:09:025 (2,3) - Possible but awkward to catch without dash. I'd reduce these distances a little to make them more comfortable for new players Alrighty, they should be better now.
  3. 00:27:025 (3,1) - Expecting a jump here but this is catchable by walking. Try moving 00:25:585 (1,2,3) to x-232 Okay
  4. 00:27:985 (2,3) - Another potentially confusing spacing, though here you could raise the distance for a fitting dash on that vocal note 2.73x distance seems fine for Salad players - although I'm not sure myself lol
  5. 00:43:345 (2,3,4) - Problematic pattern for new players because you have flowstop on the slider> movement left > dash right. Try making (2) more linear, or reducing the spacing between (2,3) Done, originally (3) to (4) wasn't supposed to be a dash lol
  6. 01:09:745 (1,2) - Yeesh this is a harsh spacing, even if it does warrant more emphasis. Please reduce this to a more manageable distance such as ~ 3.0x DS Yeesh okay applied
  7. 01:27:745 (2,3) - 01:29:665 (2,3) - 01:31:585 (2,3) - 01:33:505 (2,3) - etc. same as 00:07:105 (2,3) - 00:09:025 (2,3) - in the intro section. Please drop each of these spacings a little so the player is clear dash isn't required Alrighty, all done.

Platter
  1. 00:03:505 (5) - Consider separating into two 1/2 sliders for the vocal so you can add a dash to the strong drum sounds at 00:04:465 (1) - Alright, done for consistency.
  2. 00:09:745 (4,1) - hyper coupled with double antiflow sliders is really unexpected and overly difficult for this level of difficulty. Reduce the difficulty here ny making (1) face to the right for a more natural flow I agree, applied.
  3. 00:32:185 (3) - Feels weird to skip the drum sound on the white tick, so making (3) a 1/2 slider starting there and adding a circle on the blue tick would play much better in this case Yup, you are right, and since there's another strong sound at that tick as well, applied.
  4. 00:58:225 (1) - C-shaped repeat slider at this SV creates awkward droplet formation that is likely to result in misses. Rotating tail ~ 30 degrees clockwise for a more fluid movement would play better Alrighty, rotated 21 degrees clockwise.
  5. 01:05:905 (1) - ^ Thought the shallower curve here esentially just leaves you with an uninteresting stand-still repeat. This time you can make an inward curve for variety if you like, since space is more limited on the right-hand border
  6. 01:13:585 (1) - ^ Applied the same application for both.
  7. 01:21:025 (4,1) - Vocal is strong here, a regular dashed jump would be fitting for emphasis Well that bell is also strong too, I wonder how did I miss this out ;w;

Rain
  1. 00:29:905 (2,3,4) - Difficult to walk these without regular pauses which break flow. Suggest increasing the distance between these for more fluid transition
  2. 00:33:625 (2,3,4) - Strong hyper into standstill creates an awkward flowstop considering (4) is then in the same direction of movement. I'd reduce the hyper strength slightly and make (3) curve more to the left e.g. https://osu.ppy.sh/ss/5345309 Yeap, totally plays out better now.
I feel vertical low-movement patterns like 00:18:865 (3,4) - 00:33:265 (1,2) - etc. are overused in the non-kiai sections. They're not bad per se, I just personally find them a little uninteresting, and would prefer a bit more horizontal movement such as 00:06:385 (1,2) - 00:08:305 (1,2,3) - I feel the kiai section is really well mapped however, so good job on that I mean I mapped this a long time ago(Rain was the first difficulty I mapped), and my style was basically using 90% vertical sliders, 10% horizontal sliders. I feel somewhat 'lazy' to change them up, as that would require me to re-pattern all of them due to the triggering distance of hypers being quite high. If more people do mention about this, I'll definitely change them up.

This is all from me. If you have any questions or want to discuss things further, please don't hesitate to get back to me and I'll see what I can do to help.

Good luck! (:
Thanks for the helpful mod :) I fixed almost everything lols
Ascendance
call me when lazy kagari replies
Kagari

Ascendance wrote:

call me when lazy kagari replies
i blame jbh for giving me headache until now :v
JBHyperion

Kagari wrote:

i blame jbh for giving me headache until now :v
Sorry I guess I won't give up my free time to help you in future (:
Kagari
took me too long to make changes not because i'm lazy okay

JBHyperion wrote:

Kagari's Paradise
  1. 00:06:385 (1,2,3) - Why is the jump to (2) when the strong drum sound is on (3)? You repeat this throughout the map, probably because you were lazy and copypasted everything (^: Additionally, the spacing is very tight, so unless you want hdashes on all of these (3)'s (not recommended due to spread balance reasons), please reduced the (2,3) jump distance when you repatattern throughout - i cant seem to agree with this since i mapped the melodic part, not the drum part and the melodic part seems much sensible to me IMO (this is the sole reason i stuck for 2 days just to figure out how to remap these parts that you've mentioned here and the rest of the parts), but yeah, I did reduced the jumps between 2 and 3 and at the same time keeping the distance between 3 and 4 fairy visible during the actual gameplay
  2. 00:07:105 (5,1) - This antiflow with dash comes quite unexpectely and is easy to miss without good reactions. I'd prefer if the distance was reduced a little - reduced the distance (i think)
  3. 00:10:945 (5,1) - ^ Seems you have a lot of these jumps littered around too, even after the kiai 01:27:745 (5,1) - 01:31:585 (5,1) - etc. so you've got some fixing to do I'm afraid - ^
  4. 00:25:225 (5) - hdash of this strength and high SV aren't really called for here, this is just a weak guitar sound - removed the absurb SV change, but decided to keep the hypers
  5. 00:54:505 (2,3,4) - This antiflow comes really unexpectedly considering you didn't use any similar patterns elsewhere in the diff. The rhythm itself isn't that complex and your hdash pattern already provides ample emphasis, so I'd Ctrl+H (3) and move it back for a more natural flow - okay
Vocal and kiai sections are mostly fine and the map flows well overall, but the melody sections at the start and end are blatant copy/paste and get boring to play very quickly. I suggest you revisit these two sections to firstly correct jump placement on the 5plets as I pointed out in the suggestions, and then work on bringing some more variety to make the map more interesting to play - I literary spent more than a day just to remap these parts and give tons of testplaying before it actually make sense with the music... seems that i dont have any option to replace the 5plets so i decided to play around with the movement and also added some more jumps to spice up the opening part and also the ending part after the kiai
This is all from me. If you have any questions or want to discuss things further, please don't hesitate to get back to me and I'll see what I can do to help.

Good luck! (:
thanks for the mod jbh :D
please kill me for being late as f ;_;

neko paradise
osu file format v14

[General]
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AudioLeadIn: 0
PreviewTime: 56185
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
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BeatDivisor: 4
GridSize: 8
TimelineZoom: 1.3

[Metadata]
Title:Dokidoki kokoro flavor
TitleUnicode:ドキドキ☆ココロ☆フレーバー
Artist:Sakakibara Yui
ArtistUnicode:榊原ゆい
Creator:[Sc4v4ng3r]
Version:Kagari's Paradise
Source:ネコぱら vol.2 姉妹ネコのシュクレ
Tags:Nekopara Soreiyu Kaiten Shimashita Shimai Neko no Shukure eroge opening VN visual novel NEKO WORKs Sekai Project Scavanger Kagari
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480,208,32305,2,0,L|368:264,1,120,2|2,0:0|0:0,0:0:0:0:
200,264,32665,2,0,P|136:240|112:192,1,120,2|0,0:0|0:0,0:0:0:0:
152,144,33025,1,2,0:0:0:0:
496,88,33265,6,0,P|472:184|432:256,1,180,2|2,0:0|0:0,0:0:0:0:
232,256,33745,1,8,0:0:0:0:
352,256,33985,1,0,0:0:0:0:
16,88,34225,2,0,P|40:184|80:256,1,180,2|0,0:0|0:0,0:0:0:0:
280,256,34705,1,8,0:0:0:0:
160,256,34945,1,0,0:0:0:0:
464,144,35185,5,14,0:0:0:0:
280,128,35425,1,8,0:0:0:0:
464,96,35665,1,8,0:0:0:0:
256,64,35905,1,8,0:0:0:0:
48,64,36025,2,0,P|72:176|120:224,1,180,8|0,0:0|0:0,0:0:0:0:
352,232,36625,1,0,0:0:0:0:
184,232,36865,1,0,0:0:0:0:
496,192,37105,6,0,P|456:104|336:32,1,240,2|8,0:0|0:0,0:0:0:0:
160,72,37825,1,0,0:0:0:0:
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200,136,38545,1,8,0:0:0:0:
368,136,38785,1,0,0:0:0:0:
64,200,39025,5,2,0:0:0:0:
232,200,39265,1,0,0:0:0:0:
16,96,39505,2,0,L|96:192,1,120,8|0,0:0|0:0,0:0:0:0:
424,200,39985,1,2,0:0:0:0:
256,200,40225,1,2,0:0:0:0:
496,128,40465,2,0,L|392:64,1,120,8|0,0:0|0:0,0:0:0:0:
16,192,40945,6,0,P|56:104|176:32,1,240,2|8,0:0|0:0,0:0:0:0:
352,72,41665,1,0,0:0:0:0:
16,144,41905,2,0,L|120:208,1,120,2|2,0:0|0:0,0:0:0:0:
280,152,42385,1,8,0:0:0:0:
120,152,42625,1,0,0:0:0:0:
424,160,42865,5,2,0:0:0:0:
256,168,43105,1,0,0:0:0:0:
496,160,43345,2,0,P|448:96|416:72,1,120,8|0,0:0|0:0,0:0:0:0:
184,160,43825,2,0,L|280:80,1,120,0|4,0:0|0:0,0:0:0:0:
480,208,44305,1,8,0:0:0:0:
192,232,44425,2,0,B|24:192|192:168,1,180.000006866455,12|0,0:0|0:0,0:0:0:0:
376,88,44785,6,0,P|456:136|432:264,1,240,6|8,0:0|0:0,0:0:0:0:
280,272,45505,1,0,0:0:0:0:
64,280,45745,2,0,L|176:232,1,120,2|2,0:0|0:0,0:0:0:0:
344,176,46225,1,8,0:0:0:0:
176,176,46465,1,0,0:0:0:0:
480,176,46705,6,0,P|424:112|392:96,1,120,2|0,0:0|0:0,0:0:0:0:
160,152,47185,2,0,P|136:88|160:48,1,120,8|0,0:0|0:0,0:0:0:0:
480,176,47665,2,0,P|424:112|392:96,1,120,2|0,0:0|0:0,0:0:0:0:
168,128,48145,1,12,0:0:0:0:
336,128,48385,1,0,0:0:0:0:
32,128,48625,5,8,0:0:0:0:
232,120,48745,2,0,P|272:160|232:176,1,120,8|8,0:0|0:0,0:0:0:0:
40,208,49105,2,0,P|24:144|48:96,1,120,0|8,0:0|0:0,0:0:0:0:
304,88,49465,2,0,P|344:128|304:144,1,120,8|8,0:0|0:0,0:0:0:0:
96,160,49825,6,0,P|120:96|160:64,1,120,0|10,0:0|0:0,0:0:0:0:
32,240,50305,1,0,0:0:0:0:
336,128,50545,5,8,0:0:0:0:
136,120,50665,2,0,P|96:160|136:176,1,120,8|8,0:0|0:0,0:0:0:0:
328,208,51025,2,0,P|344:144|320:96,1,120,0|8,0:0|0:0,0:0:0:0:
64,88,51385,2,0,P|24:128|64:144,1,120,8|8,0:0|0:0,0:0:0:0:
272,160,51745,2,0,P|248:88|200:64,1,120,0|12,0:0|0:0,0:0:0:0:
24,200,52225,1,2,0:0:0:0:
480,128,52465,5,4,0:0:0:0:
256,192,52705,12,0,54145,0:0:0:0:
168,192,54385,5,12,0:0:0:0:
408,192,54505,2,0,P|344:112|296:96,1,120,0|8,0:0|0:0,0:0:0:0:
96,96,54985,2,0,L|40:72,2,60,8|8|8,0:0|0:0|0:0,0:0:0:0:
276,96,55345,2,0,P|248:144|192:176,1,120,2|2,0:0|0:0,0:0:0:0:
504,96,55825,2,0,P|480:160|424:192,1,120,12|0,0:0|0:0,0:0:0:0:
64,200,56305,6,0,P|24:120|152:72,1,240,6|8,0:0|0:0,0:0:0:0:
248,72,57025,1,0,0:0:0:0:
192,136,57145,1,0,0:0:0:0:
448,200,57265,2,0,P|488:120|360:72,1,240,2|8,0:0|0:0,0:0:0:0:
264,72,57985,1,0,0:0:0:0:
320,136,58105,1,0,0:0:0:0:
88,144,58225,6,0,P|104:200|152:240,1,120,2|0,0:0|0:0,0:0:0:0:
384,136,58705,2,0,P|368:192|320:232,1,120,8|0,0:0|0:0,0:0:0:0:
272,240,59065,1,0,0:0:0:0:
72,128,59185,2,0,P|88:184|136:224,1,120,2|2,0:0|0:0,0:0:0:0:
440,144,59665,2,0,P|424:200|376:240,1,120,8|0,0:0|0:0,0:0:0:0:
64,200,60145,6,0,P|24:120|152:72,1,240,2|8,0:0|0:0,0:0:0:0:
248,72,60865,1,0,0:0:0:0:
192,128,60985,1,0,0:0:0:0:
448,200,61105,2,0,P|488:120|360:72,1,240,2|8,0:0|0:0,0:0:0:0:
264,72,61825,1,0,0:0:0:0:
328,144,61945,1,0,0:0:0:0:
88,240,62065,6,0,P|120:168|160:152,1,120,2|0,0:0|0:0,0:0:0:0:
384,240,62545,2,0,P|352:168|312:152,1,120,12|0,0:0|0:0,0:0:0:0:
64,192,63025,1,2,0:0:0:0:
80,152,63145,1,0,0:0:0:0:
264,152,63265,2,0,P|304:112|312:48,1,120,4|8,0:0|0:0,0:0:0:0:
72,160,63625,2,0,P|104:96|144:72,1,120,8|0,0:0|0:0,0:0:0:0:
456,200,63985,6,0,P|496:120|368:72,1,240,6|8,0:0|0:0,0:0:0:0:
272,72,64705,1,0,0:0:0:0:
328,136,64825,1,0,0:0:0:0:
64,200,64945,2,0,P|24:120|152:72,1,240,2|8,0:0|0:0,0:0:0:0:
248,72,65665,1,0,0:0:0:0:
192,136,65785,1,0,0:0:0:0:
424,144,65905,6,0,P|408:200|360:240,1,120,2|0,0:0|0:0,0:0:0:0:
128,136,66385,2,0,P|144:192|192:232,1,120,8|0,0:0|0:0,0:0:0:0:
240,240,66745,1,0,0:0:0:0:
440,128,66865,2,0,P|424:184|376:224,1,120,2|0,0:0|0:0,0:0:0:0:
192,80,67345,1,8,0:0:0:0:
408,80,67585,1,0,0:0:0:0:
64,88,67825,6,0,L|168:152,1,120,2|0,0:0|0:0,0:0:0:0:
400,152,68305,1,8,0:0:0:0:
232,256,68545,1,0,0:0:0:0:
432,256,68665,2,0,P|488:184|432:144,1,180,2|0,0:0|0:0,0:0:0:0:
288,144,69265,2,0,L|360:48,1,120,8|0,0:0|0:0,0:0:0:0:
56,80,69745,1,2,0:0:0:0:
224,80,69985,1,0,0:0:0:0:
32,160,70225,2,0,L|144:208,1,120,12|0,0:0|0:0,0:0:0:0:
320,208,70585,1,0,0:0:0:0:
384,192,70705,5,0,0:0:0:0:
440,160,70825,1,0,0:0:0:0:
440,104,70945,1,2,0:0:0:0:
384,96,71065,1,0,0:0:0:0:
176,112,71185,1,8,0:0:0:0:
200,112,71305,1,8,0:0:0:0:
384,112,71425,1,2,0:0:0:0:
360,112,71545,1,0,0:0:0:0:
64,200,71665,6,0,P|24:120|152:72,1,240,6|8,0:0|0:0,0:0:0:0:
248,72,72385,1,0,0:0:0:0:
192,136,72505,1,0,0:0:0:0:
448,200,72625,2,0,P|488:120|360:72,1,240,2|8,0:0|0:0,0:0:0:0:
264,72,73345,1,0,0:0:0:0:
320,136,73465,1,0,0:0:0:0:
88,144,73585,6,0,P|104:200|152:240,1,120,2|0,0:0|0:0,0:0:0:0:
384,136,74065,2,0,P|368:192|320:232,1,120,8|0,0:0|0:0,0:0:0:0:
272,240,74425,1,0,0:0:0:0:
72,128,74545,2,0,P|88:184|136:224,1,120,2|2,0:0|0:0,0:0:0:0:
440,144,75025,2,0,P|424:200|376:240,1,120,8|0,0:0|0:0,0:0:0:0:
64,200,75505,6,0,P|24:120|152:72,1,240,2|8,0:0|0:0,0:0:0:0:
248,72,76225,1,0,0:0:0:0:
192,128,76345,1,0,0:0:0:0:
400,200,76465,2,0,L|336:96,1,120,2|2,0:0|0:0,0:0:0:0:
104,184,76945,2,0,L|176:88,1,120,8|0,0:0|0:0,0:0:0:0:
224,72,77305,1,0,0:0:0:0:
432,80,77425,6,0,L|360:176,1,120,2|0,0:0|0:0,0:0:0:0:
120,80,77905,2,0,L|192:176,1,120,12|0,0:0|0:0,0:0:0:0:
496,112,78385,2,0,L|424:208,1,120,2|4,0:0|0:0,0:0:0:0:
208,224,78865,1,8,0:0:0:0:
392,224,78985,2,0,P|424:168|392:128,1,120,8|0,0:0|0:0,0:0:0:0:
104,288,79345,5,6,0:0:0:0:
16,288,79585,1,0,0:0:0:0:
184,184,79825,1,8,0:0:0:0:
16,168,80065,1,0,0:0:0:0:
352,224,80305,1,2,0:0:0:0:
208,224,80545,1,2,0:0:0:0:
392,152,80785,1,8,0:0:0:0:
192,152,81025,1,0,0:0:0:0:
496,136,81265,6,0,L|424:232,1,120,2|0,0:0|0:0,0:0:0:0:
120,112,81745,2,0,L|192:208,1,120,8|0,0:0|0:0,0:0:0:0:
496,72,82225,2,0,P|488:136|448:176,1,120,2|2,0:0|0:0,0:0:0:0:
240,184,82705,1,8,0:0:0:0:
432,256,82945,1,0,0:0:0:0:
72,272,83185,6,0,L|168:200,1,120,2|0,0:0|0:0,0:0:0:0:
400,232,83665,2,0,P|352:160|320:152,1,120,8|0,0:0|0:0,0:0:0:0:
104,184,84025,2,0,P|40:136|24:40,1,180,0|2,0:0|0:0,0:0:0:0:
240,40,84625,1,12,0:0:0:0:
120,40,84865,1,0,0:0:0:0:
456,48,85105,6,0,P|432:112|384:128,1,120,10|8,0:0|0:0,0:0:0:0:
272,136,85465,1,0,0:0:0:0:
48,136,85585,2,0,P|88:208|128:216,1,120,8|8,0:0|0:0,0:0:0:0:
280,200,86065,1,10,0:0:0:0:
480,200,86185,1,8,0:0:0:0:
336,296,86425,2,0,P|360:208|248:128,1,240,12|0,0:0|0:0,0:0:0:0:
24,56,87025,6,0,P|48:120|88:152,1,120,6|0,0:0|0:0,0:0:0:0:
184,160,87385,1,0,0:0:0:0:
288,168,87505,1,8,0:0:0:0:
344,200,87625,1,0,0:0:0:0:
296,248,87745,1,0,0:0:0:0:
128,88,87985,6,0,P|112:152|152:184,1,120,2|0,0:0|0:0,0:0:0:0:
248,168,88345,1,2,0:0:0:0:
352,168,88465,1,8,0:0:0:0:
400,208,88585,1,0,0:0:0:0:
376,240,88705,1,0,0:0:0:0:
168,80,88945,6,0,P|152:144|192:176,1,120,2|0,0:0|0:0,0:0:0:0:
304,184,89305,1,0,0:0:0:0:
456,200,89425,1,8,0:0:0:0:
432,248,89545,1,0,0:0:0:0:
400,256,89665,1,0,0:0:0:0:
24,80,89905,6,0,P|48:144|88:176,1,120,2|0,0:0|0:0,0:0:0:0:
208,184,90265,1,2,0:0:0:0:
392,192,90385,1,8,0:0:0:0:
360,248,90505,1,0,0:0:0:0:
256,248,90625,2,0,L|280:192,1,60
464,56,90865,6,0,P|440:120|400:152,1,120,2|0,0:0|0:0,0:0:0:0:
304,160,91225,1,0,0:0:0:0:
200,168,91345,1,8,0:0:0:0:
144,216,91465,1,0,0:0:0:0:
200,224,91585,1,0,0:0:0:0:
344,80,91825,6,0,P|360:144|320:176,1,120,2|0,0:0|0:0,0:0:0:0:
224,184,92185,1,2,0:0:0:0:
128,200,92305,1,8,0:0:0:0:
72,240,92425,1,0,0:0:0:0:
128,264,92545,1,0,0:0:0:0:
432,64,92785,6,0,P|408:128|368:160,1,120,2|0,0:0|0:0,0:0:0:0:
256,168,93145,1,0,0:0:0:0:
136,200,93265,1,8,0:0:0:0:
72,248,93385,1,0,0:0:0:0:
120,296,93505,1,0,0:0:0:0:
424,184,93745,6,0,P|400:128|360:80,1,120,2|4,0:0|0:0,0:0:0:0:
176,80,94225,1,8,0:0:0:0:
272,80,94345,1,0,0:0:0:0:
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208,312,94705,6,0,P|184:248|216:216,1,120,6|0,0:0|0:0,0:0:0:0:
304,96,95065,1,0,0:0:0:0:
424,97,95185,1,8,0:0:0:0:
496,144,95305,1,0,0:0:0:0:
448,192,95425,1,0,0:0:0:0:
232,232,95665,6,0,P|176:216|152:160,1,120,2|0,0:0|0:0,0:0:0:0:
240,96,96025,1,2,0:0:0:0:
360,96,96145,1,8,0:0:0:0:
440,144,96265,1,0,0:0:0:0:
360,184,96385,1,0,0:0:0:0:
40,248,96625,6,0,P|80:192|120:152,1,120,2|0,0:0|0:0,0:0:0:0:
184,80,96985,1,0,0:0:0:0:
72,72,97105,1,8,0:0:0:0:
24,120,97225,1,0,0:0:0:0:
72,168,97345,1,0,0:0:0:0:
424,232,97585,6,0,P|392:176|352:136,1,120,2|0,0:0|0:0,0:0:0:0:
272,72,97945,1,2,0:0:0:0:
456,72,98065,1,8,0:0:0:0:
480,120,98185,1,0,0:0:0:0:
288,184,98305,2,0,L|264:128,1,60
456,256,98545,6,0,P|432:216|368:184,1,120,2|0,0:0|0:0,0:0:0:0:
256,112,98905,1,0,0:0:0:0:
112,120,99025,1,8,0:0:0:0:
40,152,99145,1,0,0:0:0:0:
64,192,99265,1,0,0:0:0:0:
400,256,99505,6,0,P|360:200|304:184,1,120,2|0,0:0|0:0,0:0:0:0:
248,136,99865,1,2,0:0:0:0:
96,136,99985,5,8,0:0:0:0:
24,72,100105,1,0,0:0:0:0:
128,72,100225,1,0,0:0:0:0:
496,264,100465,6,0,P|472:200|424:176,1,120,12|8,0:0|0:0,0:0:0:0:
248,104,100825,1,8,0:0:0:0:
64,104,100945,1,2,0:0:0:0:
120,152,101065,1,8,0:0:0:0:
312,176,101185,1,8,0:0:0:0:
256,216,101305,1,0,0:0:0:0:
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Topic Starter
Sc4v4ng3r
It's been a few hours, but updated.
Ascendance
dokidoki placeholder v2
Moeruattack
meh idk how 2 mod so 4 kudosu then 8-)

*Editted : dun wan my lazy bugged me, modding after Ascendance done mod lel*
Ascendance
RIP my 2 kudosu :<

im super sick so I may miss some things or make odd suggestions so if anything doesnt make sense just poke me and ill try to explain (not gonna make a fancy format, hopefully you don't mind)

general stuff looks okay, though a metadata source would be nice
the video seems a bit nsfw, would need another opinion on it
holy nekopara gud stuff

cup

00:11:185 (2) - this feels a bit weird coming out of the previous slider since it's another leftwards motion, I'd personally make this face right for a better flow out of 00:09:745 (6,1) - like this idk

00:15:025 (2) - Maybe make this a bit more slanted right? right now it kinda makes the catcher stay at a standstill which isnt cool :<

00:19:825 (3,4) - Coming out of the previous notes, I'd turn this into a repeat slider since maybe such a quick triplet going the opposite direction may be a bit tough for a newbie, also it matches the music a bit more in my opinion for the "low high low" notes you hear aaaa

00:35:185 (3) - why is it emphasized differently than 00:27:505 (3) - ? Imo, you should really make these consistent since cups are promoting rhythm simplicity.

00:46:705 (3,4,1) - these feel a bit too compressed in my opinion, especially 3,4 since 4 has a clap and a finish, leaving it underemphasized. I moved 4 to x:252 and 00:48:625 (1) - to x:416 but anything similar could work.

salad

00:10:225 (1) - 00:12:145 (1) - I'm not a huge fan of these vertical sliders since they aren't promoting any movement at all here

00:20:065 (2,3) - these feel like they could have more emphasis on them, with the double claps giving them really strong emphasis, maybe having two small jumps to them would work nicely?

00:27:505 (1,2) - these also feel like they could have quite a bit of emphasis, maybe try moving 00:27:985 (2,3) - to x:184 or similar?

Although, why does 00:28:945 - have such a strong sound on a slider end? I would turn 00:28:465 (3) - into a 1/2 slider + circle in order to give more emphasis :3

00:44:305 (4,1) - distance here could be slightly larger considering the whistle+finish combo. try x:416 for 00:44:785 (1) -

00:55:345 (1) - Same thing with the slider end here, it's missing out on emphasis because it's not it's own distinct object. changing to a circle at x:288 would be a good fit here

platter

00:07:345 (3,4) - not a big fan of these, considering the first note seems to end on the red tick, so the pattern feels off to me

ok this diff is actually really nice >w<

uhh if you wanna apply these and then call me back I can do a more formal check and place an icon
Topic Starter
Sc4v4ng3r
Take your time, I don't mind even if your mod takes decades xD
Get better soon ^^
Anyway :

Ascendance wrote:

RIP my 2 kudosu :<

im super sick so I may miss some things or make odd suggestions so if anything doesnt make sense just poke me and ill try to explain (not gonna make a fancy format, hopefully you don't mind) I don't mind anything about that; more importantly you got better, and that matters more than modding :)

general stuff looks okay, though a metadata source would be nice Here - Took a picture directly from the game. And from the opening video, here - it shows the kanji title (ドキドキ☆ココロ☆フレーバー) and the artist's kanji name (榊原ゆい - romanised into Sakakibara Yui. How do I know this? ゆい these 2 are pronounced as Yui, so the former ones must be Sakakibara)
the video seems a bit nsfw, would need another opinion on it Yea I'm going to ask few other people about this matter, that mustard scene is quite suggestive :c But the standard version did get ranked without any problem on the video, so it should be fine... Maybe.
holy nekopara gud stuff ALL HAIL NEKOS

cup

00:11:185 (2) - this feels a bit weird coming out of the previous slider since it's another leftwards motion, I'd personally make this face right for a better flow out of 00:09:745 (6,1) - like this idk Okay

00:15:025 (2) - Maybe make this a bit more slanted right? right now it kinda makes the catcher stay at a standstill which isnt cool :< Yea that ain't cool

00:19:825 (3,4) - Coming out of the previous notes, I'd turn this into a repeat slider since maybe such a quick triplet going the opposite direction may be a bit tough for a newbie, also it matches the music a bit more in my opinion for the "low high low" notes you hear aaaa Okie

00:35:185 (3) - why is it emphasized differently than 00:27:505 (3) - ? Imo, you should really make these consistent since cups are promoting rhythm simplicity. Okie doke

00:46:705 (3,4,1) - these feel a bit too compressed in my opinion, especially 3,4 since 4 has a clap and a finish, leaving it underemphasized. I moved 4 to x:252 and 00:48:625 (1) - to x:416 but anything similar could work. Alrighty

I also made a lot more movement between notes, now it should be a little bit more intuitive to play with lesser stop-and-go flows.

salad

00:10:225 (1) - 00:12:145 (1) - I'm not a huge fan of these vertical sliders since they aren't promoting any movement at all here Tried to work around these as much as possible, there should be a little bit more movement on those now.

00:20:065 (2,3) - these feel like they could have more emphasis on them, with the double claps giving them really strong emphasis, maybe having two small jumps to them would work nicely? The rhythm's quite complex here and all, so I think they should be having a short walkable distance, to ease out the movement. They didn't encounter any of these kinds of rhythm in Cup, so this difficulty should be an introductory level of these kinds of movement, for Platter.

00:27:505 (1,2) - these also feel like they could have quite a bit of emphasis, maybe try moving 00:27:985 (2,3) - to x:184 or similar? Mm gonna keep this one for now as JBH did mention that these kinds of movements might be a little bit too hard for Salad level players. I'll see what does the next modder(s) or BN says.

Although, why does 00:28:945 - have such a strong sound on a slider end? I would turn 00:28:465 (3) - into a 1/2 slider + circle in order to give more emphasis :3 I'll keep this in mind as well, as the movement from the previous notes are quite 'hard' compared to others, so I made the rhyth m more simplistic to avoid any harsh fails or anything.

00:44:305 (4,1) - distance here could be slightly larger considering the whistle+finish combo. try x:416 for 00:44:785 (1) - That different rhythmnic snap could really catch Salad players off-guard and can get quite confusing as 3/4 and 1/2 gaps are quite different.

00:55:345 (1) - Same thing with the slider end here, it's missing out on emphasis because it's not it's own distinct object. changing to a circle at x:288 would be a good fit here Trying to keep the linear difficulty spread throughout all the difficulties by doing this - but I'll also keep this in mind.

platter

00:07:345 (3,4) - not a big fan of these, considering the first note seems to end on the red tick, so the pattern feels off to me Brought (4) closer to (3), maybe that'll help... hopefully ;-;

ok this diff is actually really nice >w< Thanks :3

uhh if you wanna apply these and then call me back I can do a more formal check and place an icon
Thanks for the mod! You did help me a lot so I won't complain :D
Moeruattack
Late mod due to how good the map was :3
(rip my 5 kudosu)

General
Video need to convert to .avi type format instead of Flash Video. Just in case if no one mention about video :p
Video is not really NSFW since there`s no bath scene or something...um...maybe need more opinions :>

Kagari's Paradise
HP 7?

00:51:745 (5) - Make the slider start a bit c shaped on the beginning, like move the start point slider to x:248 y:160.
01:29:425 (3) - Flow would be a bit better if move a bit left to x:400 or lesser.
01:34:345 (3) - Move to x:240, somehow this one look a bit weird distance after played a while.

Overall, really fun to play :)

Rain
00:13:345 (6) - Kinda a bit hit to the wall, try move to x:32.
00:44:305 (4,5) - I wonder if move this to x:304 would make a bit emphasize the sound and distance?

I think I know the intention of the Rain map, so this is good light rain map :p

Other diff was really nice :)
Should rank dis but video is questionable lol.
Topic Starter
Sc4v4ng3r

murutattack wrote:

Late mod due to how good the map was :3
(rip my 5 kudosu)

General
Video need to convert to .avi type format instead of Flash Video. Just in case if no one mention about video :p Having a /flv file for the video is totally fine, especially when numerous ranked maps also uses .flv file type. But well, if others mention this, I'll encode this into .avi file.
Video is not really NSFW since there`s no bath scene or something...um...maybe need more opinions :>

[Rain]00:13:345 (6) - Kinda a bit hit to the wall, try move to x:32.
00:44:305 (4,5) - I wonder if move this to x:304 would make a bit emphasize the sound and distance? Applied both

I think I know the intention of the Rain map, so this is good light rain map :p [color=#00FFFF]Idk, a part of me back then thought that this was a harder rain xD [strike]how do you play ctb[/strike[]/color]

Other diff was really nice :)
Should rank dis but video is questionable lol.
Thanks~
For that video matter I'll contact some QATs about this.
Kagari
crap i forgot about this xP

murutattack wrote:

Late mod due to how good the map was :3
(rip my 5 kudosu)
Kagari's Paradise
HP 7? - nah, not really necessary coz this is not a overdose, but a rain that it's harder than the current rain :>

00:51:745 (5) - Make the slider start a bit c shaped on the beginning, like move the start point slider to x:248 y:160. - fixed!
01:29:425 (3) - Flow would be a bit better if move a bit left to x:400 or lesser. - i'll be keeping the distance between 2 and 3 while making the stream curved
01:34:345 (3) - Move to x:240, somehow this one look a bit weird distance after played a while. - 248 instead

Overall, really fun to play :) - yey thanks
thanks for the mod abam murut~! :3

dokidoki no kokoro
osu file format v14

[General]
AudioFilename: optc.mp3
AudioLeadIn: 0
PreviewTime: 56185
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.4
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1.3

[Metadata]
Title:Dokidoki kokoro flavor
TitleUnicode:ドキドキ☆ココロ☆フレーバー
Artist:Sakakibara Yui
ArtistUnicode:榊原ゆい
Creator:[Sc4v4ng3r]
Version:Kagari's Paradise
Source:ネコぱら vol.2 姉妹ネコのシュクレ
Tags:Nekopara Soreiyu Kaiten Shimashita Shimai Neko no Shukure eroge opening VN visual novel NEKO WORKs Sekai Project Scavanger Kagari
BeatmapID:975386
BeatmapSetID:432405

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:9
ApproachRate:9
SliderMultiplier:2.4
SliderTickRate:1

[Events]
//Background and Video events
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//Storyboard Layer 2 (Pass)
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192,232,44425,2,0,B|24:192|192:168,1,180.000006866455,12|0,0:0|0:0,0:0:0:0:
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160,152,47185,2,0,P|136:88|160:48,1,120,8|0,0:0|0:0,0:0:0:0:
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264,152,63265,2,0,P|304:112|312:48,1,120,4|8,0:0|0:0,0:0:0:0:
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240,240,66745,1,0,0:0:0:0:
440,128,66865,2,0,P|424:184|376:224,1,120,2|0,0:0|0:0,0:0:0:0:
192,80,67345,1,8,0:0:0:0:
408,80,67585,1,0,0:0:0:0:
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40,248,96625,6,0,P|80:192|120:152,1,120,2|0,0:0|0:0,0:0:0:0:
184,80,96985,1,0,0:0:0:0:
72,72,97105,1,8,0:0:0:0:
24,120,97225,1,0,0:0:0:0:
72,168,97345,1,0,0:0:0:0:
424,232,97585,6,0,P|392:176|352:136,1,120,2|0,0:0|0:0,0:0:0:0:
272,72,97945,1,2,0:0:0:0:
456,72,98065,1,8,0:0:0:0:
480,120,98185,1,0,0:0:0:0:
288,184,98305,2,0,L|264:128,1,60
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112,120,99025,1,8,0:0:0:0:
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248,136,99865,1,2,0:0:0:0:
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248,104,100825,1,8,0:0:0:0:
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48,120,102385,5,4,0:0:0:0:
256,192,102625,12,2,106225,0:0:0:0:
Topic Starter
Sc4v4ng3r
Updated.
Ascendance
quick recheck on the higher diffs

[
Not Kagari's Rain
]

General



  1. 00:04:465 (1,2,3) - This kind of pathing is really shallow, and makes for an awkward hdash between 00:05:185 (3,4) - . I'd move 00:04:945 (2) - to x:168, and 00:05:185 (3) - to x:40.
  2. 00:06:865 (2,3) - No hdash here but you have an hdash on this sound for the rest of the map?
  3. 00:06:385 - It's gonna sound harsh but I'm really disliking this part of the map because it's all left-right wall to wall jumps with really low movement in the patterns. I know you can do better than this. Try spacing out the patterns a bit more and using more direction changes so that the map isn't inherently boring.
  4. 00:20:305 (3,4) - Might wanna add hdash here for emphasis.
  5. 00:34:225 (3,4) - Quite far distance, x:376 for 00:34:705 (4) - ?
  6. 00:35:185 (1,2,3) - same point as the first one about the shallow hdash
  7. 00:44:305 (4,5) - 5 has a finish but no emphasis on it? D: Should maybe add an hdash here, or at least some more distance.
  8. after the kiai repeats the same left-right patterns as before which have a lot of room for improvement. I'd like to see one or two more mods on this difficulty before I come back to it.

[
Kagari's Paradise
]

General



  1. To start out, I'm gonna say that this song really doesn't deserve an overdose. It's really overpatterned imo, and the fact that it comes out to be an H icon really reinforces the fact that the difficulty isn't really meant to be here. If you really want to keep it, I'll do a small mod here.
  2. 00:07:105 (5,1) - hdash for consistency, as well as here 00:08:065 (5,1) - . Or, you can remove the hdashes from 00:09:025 (5,1) - and 00:09:985 (5,1) - .
  3. 01:06:865 (4,5,6) - Harsh distance here especially with the hdash at 6,1. Makes it too easy to move early. 01:07:345 (5) - to x:232 works fine for me.
  4. Again, the part after the kiai has some inconsistent hdashes that you might wanna fix.
  5. If you disagree with my statement on this diff, feel free to poke me back and I'll list all the overmapped parts of the difficulty. Though, it'd probably be better to retire it.

Call me back after one or two more mods on the rain. The other diffs are fine to me.
Ascendance
uhh apparently the overdose is a rain in which case it needs to be remapped cuz most of it is unrankable due to new rc
Kagari
did quite an amount of remaps tho, especially on nerfing some of the hypers of all non-kiai part /o/
thx for the mod ascendance

paradise
osu file format v14

[General]
AudioFilename: optc.mp3
AudioLeadIn: 0
PreviewTime: 56185
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.4
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1.3

[Metadata]
Title:Dokidoki kokoro flavor
TitleUnicode:ドキドキ☆ココロ☆フレーバー
Artist:Sakakibara Yui
ArtistUnicode:榊原ゆい
Creator:[Sc4v4ng3r]
Version:Kagari's Paradise
Source:ネコぱら vol.2 姉妹ネコのシュクレ
Tags:Nekopara Soreiyu Kaiten Shimashita Shimai Neko no Shukure eroge opening VN visual novel NEKO WORKs Sekai Project Scavanger Kagari
BeatmapID:975386
BeatmapSetID:432405

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:9
ApproachRate:9
SliderMultiplier:2.4
SliderTickRate:1

[Events]
//Background and Video events
0,0,"neko.jpg",0,0
Video,0,"optc.flv"
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
625,480,4,2,0,50,1,0
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6385,-100,4,2,1,80,0,0
13345,-100,4,2,1,30,0,0
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87025,-100,4,2,1,80,0,0
93985,-100,4,2,1,30,0,0
94225,-100,4,2,1,80,0,0


[Colours]
Combo1 : 252,84,3
Combo2 : 17,234,234
Combo3 : 255,0,128
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496,112,78385,2,0,L|424:208,1,120,2|4,0:0|0:0,0:0:0:0:
208,224,78865,1,8,0:0:0:0:
392,224,78985,2,0,P|424:168|392:128,1,120,8|0,0:0|0:0,0:0:0:0:
184,288,79345,5,6,0:0:0:0:
64,288,79585,1,0,0:0:0:0:
208,184,79825,1,8,0:0:0:0:
40,168,80065,1,0,0:0:0:0:
352,224,80305,1,2,0:0:0:0:
208,224,80545,1,2,0:0:0:0:
376,152,80785,1,8,0:0:0:0:
184,152,81025,1,0,0:0:0:0:
488,136,81265,6,0,L|416:232,1,120,2|0,0:0|0:0,0:0:0:0:
112,112,81745,2,0,L|184:208,1,120,8|0,0:0|0:0,0:0:0:0:
488,72,82225,2,0,P|480:136|440:176,1,120,2|2,0:0|0:0,0:0:0:0:
296,184,82705,1,8,0:0:0:0:
464,256,82945,1,0,0:0:0:0:
72,272,83185,6,0,L|168:200,1,120,2|0,0:0|0:0,0:0:0:0:
400,232,83665,2,0,P|352:160|320:152,1,120,8|0,0:0|0:0,0:0:0:0:
88,216,84025,2,0,P|48:136|104:80,1,180,0|2,0:0|0:0,0:0:0:0:
272,40,84625,1,12,0:0:0:0:
144,40,84865,1,0,0:0:0:0:
456,48,85105,6,0,P|432:112|384:128,1,120,10|8,0:0|0:0,0:0:0:0:
272,136,85465,1,0,0:0:0:0:
48,136,85585,2,0,P|88:208|128:216,1,120,8|8,0:0|0:0,0:0:0:0:
280,200,86065,1,10,0:0:0:0:
480,200,86185,1,8,0:0:0:0:
336,296,86425,2,0,P|360:208|248:128,1,240,12|0,0:0|0:0,0:0:0:0:
24,56,87025,6,0,P|48:120|88:152,1,120,6|0,0:0|0:0,0:0:0:0:
184,160,87385,1,0,0:0:0:0:
288,168,87505,1,8,0:0:0:0:
344,200,87625,1,0,0:0:0:0:
296,248,87745,1,0,0:0:0:0:
128,88,87985,6,0,P|112:152|152:184,1,120,2|0,0:0|0:0,0:0:0:0:
248,168,88345,1,2,0:0:0:0:
352,168,88465,1,8,0:0:0:0:
400,208,88585,1,0,0:0:0:0:
376,240,88705,1,0,0:0:0:0:
72,96,88945,6,0,P|56:160|96:192,1,120,2|0,0:0|0:0,0:0:0:0:
208,200,89305,1,0,0:0:0:0:
352,216,89425,1,8,0:0:0:0:
352,264,89545,1,0,0:0:0:0:
320,272,89665,1,0,0:0:0:0:
128,88,89905,6,0,P|80:120|88:176,1,120,2|0,0:0|0:0,0:0:0:0:
208,184,90265,1,2,0:0:0:0:
328,192,90385,1,8,0:0:0:0:
296,248,90505,1,0,0:0:0:0:
192,248,90625,2,0,L|216:192,1,60
464,56,90865,6,0,P|440:120|400:152,1,120,2|0,0:0|0:0,0:0:0:0:
304,160,91225,1,0,0:0:0:0:
200,168,91345,1,8,0:0:0:0:
144,216,91465,1,0,0:0:0:0:
200,224,91585,1,0,0:0:0:0:
344,80,91825,6,0,P|360:144|320:176,1,120,2|0,0:0|0:0,0:0:0:0:
224,184,92185,1,2,0:0:0:0:
128,200,92305,1,8,0:0:0:0:
72,240,92425,1,0,0:0:0:0:
128,264,92545,1,0,0:0:0:0:
472,64,92785,6,0,P|448:128|408:160,1,120,2|0,0:0|0:0,0:0:0:0:
296,168,93145,1,0,0:0:0:0:
176,200,93265,1,8,0:0:0:0:
112,248,93385,1,0,0:0:0:0:
160,296,93505,1,0,0:0:0:0:
376,192,93745,6,0,P|352:136|312:88,1,120,2|4,0:0|0:0,0:0:0:0:
128,88,94225,1,8,0:0:0:0:
200,88,94345,1,0,0:0:0:0:
320,96,94465,2,0,L|368:136,1,60
184,312,94705,6,0,P|160:248|192:216,1,120,6|0,0:0|0:0,0:0:0:0:
280,96,95065,1,0,0:0:0:0:
400,97,95185,1,8,0:0:0:0:
472,144,95305,1,0,0:0:0:0:
424,192,95425,1,0,0:0:0:0:
216,232,95665,6,0,P|160:216|136:160,1,120,2|0,0:0|0:0,0:0:0:0:
224,96,96025,1,2,0:0:0:0:
344,96,96145,1,8,0:0:0:0:
424,144,96265,1,0,0:0:0:0:
344,184,96385,1,0,0:0:0:0:
40,248,96625,6,0,P|80:192|120:152,1,120,2|0,0:0|0:0,0:0:0:0:
184,80,96985,1,0,0:0:0:0:
72,72,97105,1,8,0:0:0:0:
24,120,97225,1,0,0:0:0:0:
72,168,97345,1,0,0:0:0:0:
424,232,97585,6,0,P|392:176|352:136,1,120,2|0,0:0|0:0,0:0:0:0:
272,72,97945,1,2,0:0:0:0:
456,72,98065,1,8,0:0:0:0:
480,120,98185,1,0,0:0:0:0:
288,184,98305,2,0,L|264:128,1,60
456,256,98545,6,0,P|432:216|368:184,1,120,2|0,0:0|0:0,0:0:0:0:
256,112,98905,1,0,0:0:0:0:
136,120,99025,1,8,0:0:0:0:
64,152,99145,1,0,0:0:0:0:
88,192,99265,1,0,0:0:0:0:
424,256,99505,6,0,P|384:200|328:184,1,120,2|0,0:0|0:0,0:0:0:0:
224,136,99865,1,2,0:0:0:0:
104,136,99985,5,8,0:0:0:0:
48,72,100105,1,0,0:0:0:0:
136,72,100225,1,0,0:0:0:0:
496,264,100465,6,0,P|472:200|424:176,1,120,12|8,0:0|0:0,0:0:0:0:
312,112,100825,1,8,0:0:0:0:
128,112,100945,1,2,0:0:0:0:
184,160,101065,1,8,0:0:0:0:
376,184,101185,1,8,0:0:0:0:
320,224,101305,1,0,0:0:0:0:
96,232,101425,6,0,P|112:168|152:128,1,120,10|0,0:0|0:0,0:0:0:0:
488,224,101905,2,0,P|456:176|392:160,1,120,12|0,0:0|0:0,0:0:0:0:
48,120,102385,5,4,0:0:0:0:
256,192,102625,12,2,106225,0:0:0:0:

aaa sc4 can u reapply the HS on paradise? i think i messed up a bit when doing the remapping xP
Topic Starter
Sc4v4ng3r

Ascendance wrote:

quick recheck on the higher diffs

[
Not Kagari's Rain
]

General



  1. 00:04:465 (1,2,3) - This kind of pathing is really shallow, and makes for an awkward hdash between 00:05:185 (3,4) - . I'd move 00:04:945 (2) - to x:168, and 00:05:185 (3) - to x:40. Changed it diffrently so that the hyper to (4) isn't too harsh.
  2. 00:06:865 (2,3) - No hdash here but you have an hdash on this sound for the rest of the map? Lol this ain't a hyper /o/
  3. 00:06:385 - It's gonna sound harsh but I'm really disliking this part of the map because it's all left-right wall to wall jumps with really low movement in the patterns. I know you can do better than this. Try spacing out the patterns a bit more and using more direction changes so that the map isn't inherently boring. Hell I re-patterened the whole thing out, so it gives a variety of movement compared to the second similar section.
  4. 00:20:305 (3,4) - Might wanna add hdash here for emphasis. Alrighty, although I'm not too sure if the hyper is supported or not...
  5. 00:34:225 (3,4) - Quite far distance, x:376 for 00:34:705 (4) - ? Agreed, applied.
  6. 00:35:185 (1,2,3) - same point as the first one about the shallow hdash Yea okay
  7. 00:44:305 (4,5) - 5 has a finish but no emphasis on it? D: Should maybe add an hdash here, or at least some more distance. The lower volume finish here is to emphasize on the low volume cymbals of the song here, but added some distance to it anyways.
  8. after the kiai repeats the same left-right patterns as before which have a lot of room for improvement. I'd like to see one or two more mods on this difficulty before I come back to it. All these re-patterning is killing me xD But honestly, I can't make them all different any more, because of the difficulty settings and the style I'm using in this map. The style I'm using here makes me use 'wall dashes' or just left-and-right hypers in general, which I can't fix unless by doing a full remap(which is a lot more troublesome). Hopefully the new patterns won't bother you too much.

Call me back after one or two more mods on the rain. The other diffs are fine to me.
Thanks for the mod! Updated.
@Kagari - Checked over hitsounds, should be all good now :D
Ascendance

[Sc4v4ng3r] wrote:

Ascendance wrote:

quick recheck on the higher diffs

[
Not Kagari's Rain
]

General



  1. 00:06:865 (2,3) - No hdash here but you have an hdash on this sound for the rest of the map? Lol this ain't a hyper /o/
Thanks for the mod! Updated.
@Kagari - Checked over hitsounds, should be all good now :D
I meant to add hyper there for consistency with the others, since all the other ones EXCEPT that one have hypers >w>

Also, did a quick playthrough and the new patterns look better. I won't bubble cause of the remap on kagari's diff, but feel free to call me back whenever you feel you're ready.
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