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Hanasaka Yui(CV: M.A.O) - Harumachi Clover [CatchTheBeat]

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Topic Starter
bank78952
This beatmap was submitted using in-game submission on Tuesday, October 31, 2017 at 8:45:38 PM

Artist: Hanasaka Yui(CV: M.A.O)
Title: Harumachi Clover
Source: OneRoom
Tags: tv size one_room kantoku カントク
BPM: 142
Filesize: 2383kb
Play Time: 00:30
Difficulties Available:
  1. Cup (1.03 stars, 50 notes)
  2. Platter (2.6 stars, 80 notes)
  3. Rain (3.25 stars, 112 notes)
  4. Salad (1.68 stars, 68 notes)
Download: Hanasaka Yui(CV: M.A.O) - Harumachi Clover
Information: Scores/Beatmap Listing
---------------
Ready to mod (and i never map salad before. . .)
also not good on ctb mapping lel
autofanboy


Hello! Long time no see!

█ Optional to change --- █ Suggested to change --- █ Unrankable

[ General]

  • Difficulty Spread
  1. Better increase the HP value of Salad to 4, so a gradual increase of HP values can be shown across the difficulties.

    Tags
  2. Add: kantoku (The other mapsets of the same song included this in tags, so I think it is good to have it)

    Background Image
  3. It is best to have an image of resolution 1366x768 because it is the most standard size so far.

    Design
  4. Uncheck widescreen support and disable countdown in all of your difficulties. There are no storyboards at all and the time before starting the maps are not enough for a countdown.

    Combo Colors
  5. Please add custom combo colors.

[ Cup]

  • Gameplay
  1. Generally the map has no problems, but one of the things is that the sliders are way too vertical. Most of the time they can be caught when standing. I think it is okay to make the sliders go fully horizontal, or a bit slanted away from the x-axis, so more movements will be enabled. For instance, 00:04:721 (1,2) - is quite static in movement as players can often stand to catch the sliders.
  2. 00:08:101 (1,2,3) - For pattern, it doesn't look good in gameplay, as (3) is just the same as (1) and the pattern is not so nice when viewed in gameplay. What about Ctrl+H'ing and Ctrl+J'ing 00:08:101 (1) - and place it back to the original place? In that way a 'bracket' thing is put.
  3. 00:22:890 (2,3,4,5,6,7,1,2) - The movement here is too repetitive, players are going to move left and right and left and right for a few turns here, which is not that good. I actually think that it is better if you change 00:24:580 (5,6,7) - to another pattern, like turning (6) into a horizontal slider, or something like this.
  4. 00:27:538 (3,4) - Would it be better if you put a note at 00:28:172 - ? Doing this can ensure consistency with 00:14:017 (3,4,5) - , and I think it works as a finisher well.

    New Combos
  5. I feel that 00:11:481 (5) - should be a NC and the NC at 00:13:172 (1) - should be removed.
  6. The NC pattern is so messy near the ending. Firstly, 00:21:622 (6,7,1,2) - should be grouped into a combo in my opinion; then 00:23:101 (3,4,5) - , 00:24:791 (6,7,1) - and lastly 00:26:481 (2,3,4) - . It seems much better and can relate to the audio.

[ Salad]

  • Gameplay
  1. 00:00:284 (1,2,3,4) - Pretty strange here with (4)... The timeline doesn't match the rhythm I think. What about this one: *Screenshot? You can also put dash at 00:01:129 (3,4) - after the fix.
  2. Generally speaking, most of the important beats are not with dashes, which cannot emphasize them properly. For instance, 00:07:679 (8,9) - , 00:09:580 (2,3) - and 00:11:270 (2,3) - should be dashes so that the cymbals can be emphasized. It is better if you can remap them.
  3. 00:12:327 (4,5,6) - You really need to work out the distances for dashing. At this point, players can still reach (6) without dashing. It would be better if you reduce the distance of (4,5) by moving (5) a bit to the left. Moreover, 00:13:172 (6,7,1,2) - should be reduced in distance as it can be difficult after such dashing.
  4. Make sure that the second part (i.e. after 00:14:862 - ) should be similar to the first part (i.e. 00:00:918 - ) in timeline and the dash positions. For instance, 00:00:918 (4,5,1,2) - 's dashing pattern is different from 00:14:862 (4,5) - . Both stanzas have the same rhythm so it is highly recommended to keep them consistent.
  5. 00:25:848 (8,9) - This is a challenging dash for beginners because players have to move right after the dash here. Would be better if you curve (9) a bit so players have more time to move.

    I think this difficulty can be improved significantly if you choose to remap. Most of the distances are not good enough for a dash, and it cannot be fixed easily by just altering one or two notes. Also keep in mind about the consistency.

[ Platter]

  • Gameplay
  1. 00:02:186 (6,7,8) - Quite hard for players to reach (8) after the dash, as (7,8) is close to having dashes. I suggest reducing the distance of (7,8).
  2. 00:02:820 (8,9,1) - The inner distance of the triplet is too much here. It would be better if you move (9) closer to (8,1).
  3. 00:03:665 (2,3,4) - The timeline here doesn't match the rhythm! Shouldn't it be this: *Screenshot? In addition, the jump at 00:03:665 (2,3) - is too large without any HDashes. But with the suggestion, I think you can also work out with a HDash.
  4. 00:07:045 (4,5) - The distance here is too large! Please fix it.
  5. 00:07:679 (5,6) - I expect this is a HDash but it turned out to be a No. So I think you should put a HDash here to emphasize the cymbal at (6).
  6. 00:09:158 (2,3,4) - ^ for (3,4), and additionally the jump at (2,3) is way too large, the distances here can be improved I think.
  7. 00:11:059 (7,8) - The jump is really large here...
  8. 00:11:270 (8,9,1) - , 00:14:228 (8,9,1) - , 00:14:651 (2,3,4) - and other triplets - It is highly recommended to shorten their inner distances, it just doesn't feel comfortable to play with during gameplay because the movement is too much.
  9. I really need to stop here. There are quite many problems for the second part but I am sure you are capable of fixing them by referring to the first part I have suggested here. Remember to check these distances, for example 00:17:820 (3,4) - , 00:22:045 (6,7) - and etc. Also, you should put some HDashes at the second part, I barely find any.

    New Combos
  10. Please make sure they are matching the rhythm, I have seen quite a lot of problems going on with those NCs. For instance you put only 1 note in a combo like 00:11:481 (1) - . Most of those combos are also not related to the rhythm too. Better check them out.

[ Rain]

  • Gameplay
  1. Generally, you missed out quite some of the HDashes. Some notes should be emphasized with a HDash but you didn't put them in. For instance, 00:00:707 (2,3) - .
  2. Some of the HDashes are not at right place, emphasizing the wrong beats. For example, 00:03:031 (4,5) - but (5) is not a strong beat at all. In fact, 00:03:242 (5,6) - should be a HDash so that the prominent beat at (6) can be emphasized.
  3. Movements are often found to be cloggy and bad in flow. For example, 00:04:298 (7,1) - is not a good move as players have to make a quick turn at (1) after the dash, and it is poor in flow.
  4. For consistency, there are also some issues. For example, 00:06:622 (7,1,2) - is with 2 consecutive HDashes, but 00:03:242 (5,6) - is just none (or 1 if you decided to fix it like what I have suggested). You should pay heed to these issues.
  5. 00:14:228 (5,6,7,8,9,10) - Too strange for this kind of patterning... Would be better if you put dash / HDash every 1 / 2 white beats here. Triplets are not gonna work well here.

    This can be improved if you can change the above-mentioned and also do the same fix for the later parts. It is recommended to remap so you can make changes with regard to the suggestions. 40 seconds is not too much so you can pretty much finish them without hassle. Note that you should also pay attention to NCs.

Good luck!
Topic Starter
bank78952

alienflybot wrote:



Hello! Long time no see!

█ Optional to change --- █ Suggested to change --- █ Unrankable

[ General]

  • Difficulty Spread
  1. Better increase the HP value of Salad to 4, so a gradual increase of HP values can be shown across the difficulties.

    Tags
  2. Add: kantoku (The other mapsets of the same song included this in tags, so I think it is good to have it)

    Background Image
  3. It is best to have an image of resolution 1366x768 because it is the most standard size so far.

    Design
  4. Uncheck widescreen support and disable countdown in all of your difficulties. There are no storyboards at all and the time before starting the maps are not enough for a countdown.

    Combo Colors
  5. Please add custom combo colors.

[ Cup]

  • Gameplay
  1. Generally the map has no problems, but one of the things is that the sliders are way too vertical. Most of the time they can be caught when standing. I think it is okay to make the sliders go fully horizontal, or a bit slanted away from the x-axis, so more movements will be enabled. For instance, 00:04:721 (1,2) - is quite static in movement as players can often stand to catch the sliders. okay
  2. 00:08:101 (1,2,3) - For pattern, it doesn't look good in gameplay, as (3) is just the same as (1) and the pattern is not so nice when viewed in gameplay. What about Ctrl+H'ing and Ctrl+J'ing 00:08:101 (1) - and place it back to the original place? In that way a 'bracket' thing is put. fix
  3. 00:22:890 (2,3,4,5,6,7,1,2) - The movement here is too repetitive, players are going to move left and right and left and right for a few turns here, which is not that good. I actually think that it is better if you change 00:24:580 (5,6,7) - to another pattern, like turning (6) into a horizontal slider, or something like this. fix
  4. 00:27:538 (3,4) - Would it be better if you put a note at 00:28:172 - ? Doing this can ensure consistency with 00:14:017 (3,4,5) - , and I think it works as a finisher well. i think it's still fine not fix (maybe)

    New Combos
  5. I feel that 00:11:481 (5) - should be a NC and the NC at 00:13:172 (1) - should be removed. fix
  6. The NC pattern is so messy near the ending. Firstly, 00:21:622 (6,7,1,2) - should be grouped into a combo in my opinion; then 00:23:101 (3,4,5) - , 00:24:791 (6,7,1) - and lastly 00:26:481 (2,3,4) - . It seems much better and can relate to the audio. 123,123,123 right? ok fix

[ Salad]

  • Gameplay
  1. 00:00:284 (1,2,3,4) - Pretty strange here with (4)... The timeline doesn't match the rhythm I think. What about this one: *Screenshot? You can also put dash at 00:01:129 (3,4) - after the fix.
  2. Generally speaking, most of the important beats are not with dashes, which cannot emphasize them properly. For instance, 00:07:679 (8,9) - , 00:09:580 (2,3) - and 00:11:270 (2,3) - should be dashes so that the cymbals can be emphasized. It is better if you can remap them. fix
  3. 00:12:327 (4,5,6) - You really need to work out the distances for dashing. At this point, players can still reach (6) without dashing. It would be better if you reduce the distance of (4,5) by moving (5) a bit to the left. Moreover, 00:13:172 (6,7,1,2) - should be reduced in distance as it can be difficult after such dashing.
  4. Make sure that the second part (i.e. after 00:14:862 - ) should be similar to the first part (i.e. 00:00:918 - ) in timeline and the dash positions. For instance, 00:00:918 (4,5,1,2) - 's dashing pattern is different from 00:14:862 (4,5) - . Both stanzas have the same rhythm so it is highly recommended to keep them consistent.
  5. 00:25:848 (8,9) - This is a challenging dash for beginners because players have to move right after the dash here. Would be better if you curve (9) a bit so players have more time to move.

    I think this difficulty can be improved significantly if you choose to remap. Most of the distances are not good enough for a dash, and it cannot be fixed easily by just altering one or two notes. Also keep in mind about the consistency. well. then i should remap this diff (i never map salad before)

[ Platter]

  • Gameplay
  1. 00:02:186 (6,7,8) - Quite hard for players to reach (8) after the dash, as (7,8) is close to having dashes. I suggest reducing the distance of (7,8). i reduce only 7
  2. 00:02:820 (8,9,1) - The inner distance of the triplet is too much here. It would be better if you move (9) closer to (8,1). fix
  3. 00:03:665 (2,3,4) - The timeline here doesn't match the rhythm! Shouldn't it be this: *Screenshot? In addition, the jump at 00:03:665 (2,3) - is too large without any HDashes. But with the suggestion, I think you can also work out with a HDash. add hdash in 3 :3
  4. 00:07:045 (4,5) - The distance here is too large! Please fix it. fix
  5. 00:07:679 (5,6) - I expect this is a HDash but it turned out to be a No. So I think you should put a HDash here to emphasize the cymbal at (6). well... jump with out hdash is okay here not
  6. 00:09:158 (2,3,4) - ^ for (3,4), and additionally the jump at (2,3) is way too large, the distances here can be improved I think. fix
  7. 00:11:059 (7,8) - The jump is really large here... fix
  8. 00:11:270 (8,9,1) - , 00:14:228 (8,9,1) - , 00:14:651 (2,3,4) - and other triplets - It is highly recommended to shorten their inner distances, it just doesn't feel comfortable to play with during gameplay because the movement is too much. fix
  9. I really need to stop here. There are quite many problems for the second part but I am sure you are capable of fixing them by referring to the first part I have suggested here. Remember to check these distances, for example 00:17:820 (3,4) - , 00:22:045 (6,7) - and etc. Also, you should put some HDashes at the second part, I barely find any. well ok i'll fix it ASAP

    New Combos
  10. Please make sure they are matching the rhythm, I have seen quite a lot of problems going on with those NCs. For instance you put only 1 note in a combo like 00:11:481 (1) - . Most of those combos are also not related to the rhythm too. Better check them out. ok

[ Rain]

  • Gameplay
  1. Generally, you missed out quite some of the HDashes. Some notes should be emphasized with a HDash but you didn't put them in. For instance, 00:00:707 (2,3) - . it's fine but i'll reducing distance for a bit
  2. Some of the HDashes are not at right place, emphasizing the wrong beats. For example, 00:03:031 (4,5) - but (5) is not a strong beat at all. In fact, 00:03:242 (5,6) - should be a HDash so that the prominent beat at (6) can be emphasized. im going to fix this
  3. Movements are often found to be cloggy and bad in flow. For example, 00:04:298 (7,1) - is not a good move as players have to make a quick turn at (1) after the dash, and it is poor in flow. i reducing distance for a bit (too)
  4. For consistency, there are also some issues. For example, 00:06:622 (7,1,2) - is with 2 consecutive HDashes, but 00:03:242 (5,6) - is just none (or 1 if you decided to fix it like what I have suggested). You should pay heed to these issues. i fix only 00:03:242 (5,6) - and i still keep 00:06:622 (7,1,2)
  5. 00:14:228 (5,6,7,8,9,10) - Too strange for this kind of patterning... Would be better if you put dash / HDash every 1 / 2 white beats here. Triplets are not gonna work well here. i don't so. i'll keep it for a while :3

    This can be improved if you can change the above-mentioned and also do the same fix for the later parts. It is recommended to remap so you can make changes with regard to the suggestions. 40 seconds is not too much so you can pretty much finish them without hassle. Note that you should also pay attention to NCs.

Good luck!
im not good at ctb mapping but thanks for modding *General all fixed*
Unlucky_w
Hi
From mod.queue

I've listen to this song too much already, and now I have to mod it owo!
Not much of a choice, this will be the last map of the song that I'll be modding ><'

Cup
00:01:341 (1) - Move to x:224, and 00:02:186 (2) - ctrl+g
00:05:566 (2) - I find this a bit longer distant than the others, so x: 224, then maybe you could something like this https://osu.ppy.sh/ss/7938689
00:18:242 (1) - to x:112, ^ kinda same reason
00:21:622 (6) - New combo ; 00:22:467 (1) - remove nc ; 00:24:580 (7) - nc ; 00:24:791 (1) - remove nc
00:23:101 (3) - This one is a bit too curved
00:26:481 (1) - probably, ^
00:28:383 (3) - should remove this and drag/replace by the spinner

Salad
00:01:129 (3,4) - Move to x:320, no dash here, 'cause there's no high sound there
00:02:186 (1,2,3) - x:272, I find this too far
00:04:298 (4,5,6) - about x:352, a bit far
00:07:679 (1) - x:368
00:11:481 (4) - x:464, yea.. far
00:13:172 (1) - x:448
00:16:974 (3,4) - The gap between those two is huge if you considered about the time. So move (4) to x:192. Then, 00:17:820 (5) - to x:272 or 288, since it's too close to (4).
00:22:467 (1) - ^, to x:144
00:27:960 (3,4,5) - x:354
00:28:383 (5) - Remove and replace by the spinner

Combos:
00:01:341 (4) - nc
00:02:186 (1) - remove nc
00:18:242 (6) - nc
00:19:510 (1) - remove nc
00:21:622 (8) - nc
00:22:467 (1) - remove nc
00:24:158 (6) - nc

Platter
CS should be put to 3.5
00:04:298 (6) - No reverse slider, then add note to x:0 at 00:04:721 - with nc (and remove nc on 00:05:143 (1) - )
00:05:566 (5) - x:240
00:06:622 (7) - x:272, exactly between the previous and next notes.
00:07:045 (1) - remove nc, two combos are short...
00:28:383 (5) - remove and replace by spinner (this one is negligible) because the time gap is close.

Rain
AR is kinda high for a rain, reduce to 8.2-8.6
00:00:284 (1) - x:240, beat isn't loud enough, so the distant should be lower a bit too.
00:03:242 (5) - x:432, too far
00:09:369 (4) - x:416, far
00:10:848 (5) - x:480, to reduce gap distant between 00:10:848 (5,6) -
00:14:017 (4) - x:400 or 416, very easy miss, 'cause you'll have the impression of holding the dash key here 00:12:960 (5,6,1,2,3) - then at (4) you'll go over it if by misfortune.

Can't believe I even took my time to mod all this... uwu
rip my ears, even though it's not a pitch fucker song

Anyways good luck :)
Topic Starter
bank78952

FastYoshi wrote:

Hi
From mod.queue

I've listen to this song too much already, and now I have to mod it owo!
Not much of a choice, this will be the last map of the song that I'll be modding ><'

Cup
00:01:341 (1) - Move to x:224, and 00:02:186 (2) - ctrl+g fix
00:05:566 (2) - I find this a bit longer distant than the others, so x: 224, then maybe you could something like this https://osu.ppy.sh/ss/7938689 it's fine for me not fix lol
00:18:242 (1) - to x:112, ^ kinda same reason fix
00:21:622 (6) - New combo ; 00:22:467 (1) - remove nc ; 00:24:580 (7) - nc ; 00:24:791 (1) - remove nc not fix (idk why)
00:23:101 (3) - This one is a bit too curved fix
00:26:481 (1) - probably, ^ fix
00:28:383 (3) - should remove this and drag/replace by the spinner stil okay in this not fix

Salad
00:01:129 (3,4) - Move to x:320, no dash here, 'cause there's no high sound there i apply from AFB's mod not fix
00:02:186 (1,2,3) - x:272, I find this too far i need dash in this part
00:04:298 (4,5,6) - about x:352, a bit far fix
00:07:679 (1) - x:368 nope
00:11:481 (4) - x:464, yea.. far fix
00:13:172 (1) - x:448 still need dash in this part not fix
00:16:974 (3,4) - The gap between those two is huge if you considered about the time. So move (4) to x:192. Then, 00:17:820 (5) - to x:272 or 288, since it's too close to (4). fix
00:22:467 (1) - ^, to x:144 still fine not fix
00:27:960 (3,4,5) - x:354 fix
00:28:383 (5) - Remove and replace by the spinner same as cup

Combos:
00:01:341 (4) - nc nope
00:02:186 (1) - remove nc fix
00:18:242 (6) - nc fix
00:19:510 (1) - remove nc fix
00:21:622 (8) - nc fix
00:22:467 (1) - remove nc fix
00:24:158 (6) - nc fix

Platter
CS should be put to 3.5 okay (idk why because i always use cs4)
00:04:298 (6) - No reverse slider, then add note to x:0 at 00:04:721 - with nc (and remove nc on 00:05:143 (1) - ) i still keep this not fix
00:05:566 (5) - x:240 fix
00:06:622 (7) - x:272, exactly between the previous and next notes. fix
00:07:045 (1) - remove nc, two combos are short... oops. i forgot to check, fix
00:28:383 (5) - remove and replace by spinner (this one is negligible) because the time gap is close. for spreading still not fix same as cup and salad

Rain
AR is kinda high for a rain, reduce to 8.2-8.6 in 30 sec song and no overdose it's fine for using AR9
00:00:284 (1) - x:240, beat isn't loud enough, so the distant should be lower a bit too. fix
00:03:242 (5) - x:432, too far it's still fine for me not fix
00:09:369 (4) - x:416, far i can't put hdash here well fix
00:10:848 (5) - x:480, to reduce gap distant between 00:10:848 (5,6) - fix
00:14:017 (4) - x:400 or 416, very easy miss, 'cause you'll have the impression of holding the dash key here 00:12:960 (5,6,1,2,3) - then at (4) you'll go over it if by misfortune. fix

Can't believe I even took my time to mod all this... uwu
rip my ears, even though it's not a pitch fucker song i know your feel lol

Anyways good luck :)
Thanks
ZiRoX
Old request from my queue, sorry for the terribly long delay.

[General]
  1. Your combo colors don't really fit the background, try going for softer colors.
  2. Fix this after doing the rest. Do not place your NCs based on object count, but based on rhythms. Usually, the big white ticks (downbeats) are the stronger/most important sounds in the song, so in most cases adding the NC on those will fit the song nicely. For example, on the Salad, you should add a NC on 00:04:721 (6) - , remove it on 00:05:566 (1) - , add one on 00:06:411 (5) - , remove on 00:07:679 (1) - , add on 00:08:101 (2) - , and so on. This also applies for your higher diffs.
[Cup]
  1. You have to start mapping at 00:00:284 - if you want to get the minimum 30s drain.
  2. While it is true that a Cup must be done without pressing the dash at all, I agree with alienflybot that this diff lacks some movement. I would increase the distance in general, but most especially for strong sounds like 00:04:298 (6,1) - , 00:07:679 (6,1) -, 00:11:059 (4,1) -, 00:12:327 (2,3) - and so on. And also on 00:27:538 (2,3) - for that "ending" effect.
[Salad]
  1. 00:00:496 (2,3,4) - (4) is the stronger beat there, so the dash should be between (3,4) instead of (2,3). Simply moving (3) to x:340 will fix this. Addittionally, add a NC on (4).
  2. 00:01:341 (4,5,6) - This double dash is not really fitting the intensity of the song, and it's hard to play after the previous (assuming you changed it) dash. So I'd put (5) within walking distance from the surrounding objects; maybe x:348 works fine for you.
  3. 00:03:665 (3,4,5,6) - Again, dashes here are oddly placed. To me, the dash should be between (5,6), rather than (3,4).
  4. On 00:07:679 (1,2) - and 00:11:059 (3,4) - , you can make the dashes larger to make it clear that they need to be dashed. For 00:08:101 (2) - , moving the slider head to the left, around x:132, works. For 00:11:481 (4) - , moving the head right to x:496 should also work.
  5. 00:11:481 (4,5) - Again, this distance is rather ambiguous (can be either dashed or walked by players), so I suggest you make your intention clearer. If you want it to be a dash, make it larger; if you want to make it walkable, make it shorter.
  6. 00:14:651 (4,5) - Considering (5) is a strong downbeat, you could add a dash between these objects.
  7. 00:16:974 (3,4) - The dash here feels a bit too large. I think you can move (4)'s head a bit to the right, making the slider more vertical, to decrease the dash strength.
  8. 00:17:820 (5,1) - This could have a dash to emphasize the downbeat.
  9. 00:20:355 (7,1) - ^Same stuff.
  10. 00:22:256 (3,4,5) - Personally, I'd make the dash between (4,5) rather than (3,4) given the strong vocals on (5). You even emphasized them with a finish!
  11. 00:24:158 (6,7,1) - Similarly, the dash should be between (7,1) rather than (6,6) given the strong vocals.
  12. 00:25:848 (2,1) - And these could also have a dash between them.
  13. 00:27:960 (3,4,5) - I'd prefer you'd make a dash for the "ending" effect. You can make a 1/2 one with your current notes, or remove (4) and make a 1/1 dash, both should work.
  14. 00:28:383 (5,1) - Given the BPM of the song, you need at least a 1/1 distance between objects and spinners, so the spinner should start on 00:28:805 - instead.
[Platter]
  1. 00:02:820 (2,3,4) - Considering (4) is a strong downbeat, a dash or even a HDash would have been fitting here. However, since you added the 1/4 note, you can't add an HDash here. I suggest you remove the note at 00:02:925 (3) - , and add a HDash/dash. Sometimes less (in the timeline) allows for more (in patterns)!.
  2. 00:04:298 (6,7) - Here's another important issue: you're "hiding" the downbeat within a slider tail, with only has as much distance as your SV. Furthermore, it forced you to add a HDash to a rather weak note. If you take the repeat out of 00:04:298 (6) - , you can add a note at 00:04:721 - with a HDash/dash to it, although this requires playing around with some objects.
  3. 00:05:989 (4) - Again, you hid a strong sound within a slider tail, so I suggest you remove the repeat and add a note on 00:06:411 - with a dash/HDash to it.
  4. 00:11:270 (3,4,5) - This is another case where you're limited on your capacity to add a dash/HDash because you put a 1/4 note. I suggest you remove (4) and add a dash/HDash between the other notes.
  5. 00:12:749 (1,2) - While the vocal at the red tick at 00:12:960 - is strong, so is the downbeat at 00:13:172 - . There's also a strong sound on the white tick at 00:13:594 - , so I think emphasis should be placed on those notes too. One way to tackle all this together is the following:
  6. 00:14:017 (4,5) - The dash here isn't completely fitting in my opinion. I'd move 00:14:228 (5,6,7) - to the right, making it a normal dash instead. Also, I'd move 00:14:017 (4), remove 00:14:756 (2) - (similar reasons as before, it limits your opportunity to add a dash/HDash) and move 00:14:651 (1) - to the right too.
  7. 00:18:242 (3,4,5) - Emphasis are shifted here, because you've put strong sounds in the sliders' tails. I suggest you replace this with the following timeline:
  8. 00:21:411 (3) - Again, you've limited the pattern by adding a 1/4 note.
  9. [b]00:28:383 (5,1) - At this BPM you need 1/2 between objects and the start of spinners, so the spinner should start on 00:28:594 - instead.
[Rain]
  1. 00:00:707 (2,3) - I think this could have a HDash between them, to signal the beginning of the song, as emphasized by the finish hitsound. Moving 00:00:284 (1,2) - to x:112 triggers it.
  2. 00:01:341 (3,4) - I think you should reduce this distance, the sound at (4) isn't thaaaat strong to require this dash.
  3. 00:02:925 (3,4) - Here's a good chance to add a HDash, because (4) is a strong downbeat, and it shouldn't be a problem because this is a Rain diff. Also, I think the 1/2 slider first and then the circle would fit the vocal rhythms better.
  4. 00:04:510 (1) - ^Similar stuff here. You could take the repeat out and add an HDash to 00:03:031 (4,5) - . Also, on 00:04:510 (1,2,3,4) - the strong sounds are at the white ticks, so 1/2 sliders would fit better, maybe with exception of the last two notes (which could be circles with dashes inbetween because of the stronger vocals). In summary, I suggest the following timeline:
  5. 00:07:996 (5,6) - Similar stuff as previously mentioned, a HDash would be fitting here. And also on 00:09:686 (6,1) - and 00:11:376 (7,1) - .
  6. 00:12:960 (5,6,1,2) - The idea is nice, but the movements after the HDashes feel a bit tight. I'd move them closer to add some leniency while keeping the HDashes. I suggest x:96 for 00:13:172 (6) - , and and x:224 for 00:13:594 (2) - .
  7. 00:15:284 (2,3,4) - The stronger sounds are in the white ticks, so I think it would be better to have the 1/2 sliders first and then the 2 circles.
  8. 00:16:446 (7,1,2) - This part could have a HDash between (7,1). Also, I think the slider being first fits better, because 00:16:552 - and 00:16:763 - are a single vocal.
  9. 00:18:136 (6,7) - Another chance where you could add a HDash.
  10. 00:18:242 (7,1,2,3) - Again, the stronger sounds are in the white ticks. Putting the 1/2 sliders first and then the 2 circles would fit better.
  11. 00:21:411 (6,1) - Again, on (6) you're hiding a strong downbeat within a slider. I suggest you take out the repeat, and map both 00:21:622 - and 00:21:834 - as a single 1/2 slider (and don't forget that it's a good chance for a HDash!)
  12. 00:23:101 (2,3,4) - These two dashes are quite tight, and might be easily missed. If you put (3) on x:424 it feels much more comfortable to play.
  13. 00:28:383 (5,1) - At this BPM you need 1/2 between objects and the start of spinners, so the spinner should start on 00:28:594 - instead.
Good luck with the mapset!
Topic Starter
bank78952

ZiRoX wrote:

Old request from my queue, sorry for the terribly long delay.

[General]
  1. Your combo colors don't really fit the background, try going for softer colors. i disable using skin color. my bad D:
  2. Fix this after doing the rest. Do not place your NCs based on object count, but based on rhythms. Usually, the big white ticks (downbeats) are the stronger/most important sounds in the song, so in most cases adding the NC on those will fit the song nicely. For example, on the Salad, you should add a NC on 00:04:721 (6) - , remove it on 00:05:566 (1) - , add one on 00:06:411 (5) - , remove on 00:07:679 (1) - , add on 00:08:101 (2) - , and so on. This also applies for your higher diffs. okay
[Cup]
  1. You have to start mapping at 00:00:284 - if you want to get the minimum 30s drain.
  2. While it is true that a Cup must be done without pressing the dash at all, I agree with alienflybot that this diff lacks some movement. I would increase the distance in general, but most especially for strong sounds like 00:04:298 (6,1) - , 00:07:679 (6,1) -, 00:11:059 (4,1) -, 00:12:327 (2,3) - and so on. And also on 00:27:538 (2,3) - for that "ending" effect. okay
[Salad]
  1. 00:00:496 (2,3,4) - (4) is the stronger beat there, so the dash should be between (3,4) instead of (2,3). Simply moving (3) to x:340 will fix this. Addittionally, add a NC on (4). fix
  2. 00:01:341 (4,5,6) - This double dash is not really fitting the intensity of the song, and it's hard to play after the previous (assuming you changed it) dash. So I'd put (5) within walking distance from the surrounding objects; maybe x:348 works fine for you. fix but move to x:354
  3. 00:03:665 (3,4,5,6) - Again, dashes here are oddly placed. To me, the dash should be between (5,6), rather than (3,4). i remove dash here lel
  4. On 00:07:679 (1,2) - and 00:11:059 (3,4) - , you can make the dashes larger to make it clear that they need to be dashed. For 00:08:101 (2) - , moving the slider head to the left, around x:132, works. For 00:11:481 (4) - , moving the head right to x:496 should also work. fix
  5. 00:11:481 (4,5) - Again, this distance is rather ambiguous (can be either dashed or walked by players), so I suggest you make your intention clearer. If you want it to be a dash, make it larger; if you want to make it walkable, make it shorter. move (5) to x:144 for dashed
  6. 00:14:651 (4,5) - Considering (5) is a strong downbeat, you could add a dash between these objects. fix
  7. 00:16:974 (3,4) - The dash here feels a bit too large. I think you can move (4)'s head a bit to the right, making the slider more vertical, to decrease the dash strength. fix
  8. 00:17:820 (5,1) - This could have a dash to emphasize the downbeat. i still keep not fix lel
  9. 00:20:355 (7,1) - ^Same stuff. okay
  10. 00:22:256 (3,4,5) - Personally, I'd make the dash between (4,5) rather than (3,4) given the strong vocals on (5). You even emphasized them with a finish! fix
  11. 00:24:158 (6,7,1) - Similarly, the dash should be between (7,1) rather than (6,6) given the strong vocals. fix
  12. 00:25:848 (2,1) - And these could also have a dash between them. not fix
  13. 00:27:960 (3,4,5) - I'd prefer you'd make a dash for the "ending" effect. You can make a 1/2 one with your current notes, or remove (4) and make a 1/1 dash, both should work. make (5) to dash
  14. 00:28:383 (5,1) - Given the BPM of the song, you need at least a 1/1 distance between objects and spinners, so the spinner should start on 00:28:805 - instead. fix
[Platter]
  1. 00:02:820 (2,3,4) - Considering (4) is a strong downbeat, a dash or even a HDash would have been fitting here. However, since you added the 1/4 note, you can't add an HDash here. I suggest you remove the note at 00:02:925 (3) - , and add a HDash/dash. Sometimes less (in the timeline) allows for more (in patterns)!. fix
  2. 00:04:298 (6,7) - Here's another important issue: you're "hiding" the downbeat within a slider tail, with only has as much distance as your SV. Furthermore, it forced you to add a HDash to a rather weak note. If you take the repeat out of 00:04:298 (6) - , you can add a note at 00:04:721 - with a HDash/dash to it, although this requires playing around with some objects. it's fine to me not fix
  3. 00:05:989 (4) - Again, you hid a strong sound within a slider tail, so I suggest you remove the repeat and add a note on 00:06:411 - with a dash/HDash to it. ^
  4. 00:11:270 (3,4,5) - This is another case where you're limited on your capacity to add a dash/HDash because you put a 1/4 note. I suggest you remove (4) and add a dash/HDash between the other notes. fix
  5. 00:12:749 (1,2) - While the vocal at the red tick at 00:12:960 - is strong, so is the downbeat at 00:13:172 - . There's also a strong sound on the white tick at 00:13:594 - , so I think emphasis should be placed on those notes too. One way to tackle all this together is the following: fix
  6. 00:14:017 (4,5) - The dash here isn't completely fitting in my opinion. I'd move 00:14:228 (5,6,7) - to the right, making it a normal dash instead. Also, I'd move 00:14:017 (4), remove 00:14:756 (2) - (similar reasons as before, it limits your opportunity to add a dash/HDash) and move 00:14:651 (1) - to the right too. i still keep (2) but others are fixed
  7. 00:18:242 (3,4,5) - Emphasis are shifted here, because you've put strong sounds in the sliders' tails. I suggest you replace this with the following timeline:
  8. 00:21:411 (3) - Again, you've limited the pattern by adding a 1/4 note. pff gotta keep that not fix
  9. [b]00:28:383 (5,1) - At this BPM you need 1/2 between objects and the start of spinners, so the spinner should start on 00:28:594 - instead. fix
[Rain]
  1. 00:00:707 (2,3) - I think this could have a HDash between them, to signal the beginning of the song, as emphasized by the finish hitsound. Moving 00:00:284 (1,2) - to x:112 triggers it. fix
  2. 00:01:341 (3,4) - I think you should reduce this distance, the sound at (4) isn't thaaaat strong to require this dash. reduce (4) to x:304
  3. 00:02:925 (3,4) - Here's a good chance to add a HDash, because (4) is a strong downbeat, and it shouldn't be a problem because this is a Rain diff. Also, I think the 1/2 slider first and then the circle would fit the vocal rhythms better. fix
  4. 00:04:510 (1) - ^Similar stuff here. You could take the repeat out and add an HDash to 00:03:031 (4,5) - . Also, on 00:04:510 (1,2,3,4) - the strong sounds are at the white ticks, so 1/2 sliders would fit better, maybe with exception of the last two notes (which could be circles with dashes inbetween because of the stronger vocals). In summary, I suggest the following timeline: fix
  5. 00:07:996 (5,6) - Similar stuff as previously mentioned, a HDash would be fitting here. And also on 00:09:686 (6,1) - and 00:11:376 (7,1) - . maybe i'll fix it
  6. 00:12:960 (5,6,1,2) - The idea is nice, but the movements after the HDashes feel a bit tight. I'd move them closer to add some leniency while keeping the HDashes. I suggest x:96 for 00:13:172 (6) - , and and x:224 for 00:13:594 (2) - . fix
  7. 00:15:284 (2,3,4) - The stronger sounds are in the white ticks, so I think it would be better to have the 1/2 sliders first and then the 2 circles. still keep not fix
  8. 00:16:446 (7,1,2) - This part could have a HDash between (7,1). Also, I think the slider being first fits better, because 00:16:552 - and 00:16:763 - are a single vocal. ^
  9. 00:18:136 (6,7) - Another chance where you could add a HDash. ^
  10. 00:18:242 (7,1,2,3) - Again, the stronger sounds are in the white ticks. Putting the 1/2 sliders first and then the 2 circles would fit better. maybe i still can't think note lel
  11. 00:21:411 (6,1) - Again, on (6) you're hiding a strong downbeat within a slider. I suggest you take out the repeat, and map both 00:21:622 - and 00:21:834 - as a single 1/2 slider (and don't forget that it's a good chance for a HDash!) fix (2 hdash is fine) lel
  12. 00:23:101 (2,3,4) - These two dashes are quite tight, and might be easily missed. If you put (3) on x:424 it feels much more comfortable to play. fix
  13. 00:28:383 (5,1) - At this BPM you need 1/2 between objects and the start of spinners, so the spinner should start on 00:28:594 - instead. fix
Good luck with the mapset!
Thanks o/
BanchoBot
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