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orangentle / Yu_Asahina - HAELEQUIN (Extended ver.) [CatchTh

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Deceitful
I like the stairs pattern before the kiai part, also the 1/6 hypers. Keep it up!
Cellina
wait is this real
Des9
For loved
Hareimu

Destructor09 wrote:

For loved
nope, ranked
Zak

Hareimu wrote:

Destructor09 wrote:

For loved
nope, ranked
Topic Starter
CLSW
let's go again
Xetopia
no kds im useless

  1. 02:02:816 (1,2,3,4,1,2,3,4,1,2,3,4) - u can increase the spacing between kicksliders after every nc. it would be cool imo
  2. 03:53:223 (2,1,2) - u can make something like this or like 04:12:758 (2,3,4,1,2,3) - here, cuz these stacks don't make me move imo, but my suggest on pic makes me move for unknown reason XD
Topic Starter
CLSW
03:53:223 (2,1,2) - this one was actually my own intentional to make them stacked, to make actual difference with 04:12:758 (2,3,4,1,2,3) -

loved that increase, thank you!
Xinnoh
hi
General stuff
- Combo colour 1 and 2 are pretty similar,
- Combo colour 1 also needs to be darker, some new guidelines were merged a couple days ago, luminosity should be 220 or lower.
- 03:57:234 (1,2,1,2,1,2) - These don't work. The piano moves in groups of 3 notes, not 2. Hypdashes should be to 03:57:409 (2) - and 03:57:758 (2) - so you get rhythm like https://puu.sh/Bdjvn/182dfff4a6.png
Applies to any other patterns like it, I will say now that I can't see it being ranked with those patterns as they are.
While applying this part, I would also suggest using more variety of patterns, eg some from circles you could do more horizontal patterns sometimes

Witchcraft
  1. 01:40:490 (1) - Spacing betweent these sliders is probably too small relative to previous patterns like 01:39:095 (1) -
  2. 02:05:955 (3,4) - The change to 1/3 was kinda unexpected, remove the dash here since it can catch players offguard.
  3. 02:55:141 (5) - 03:06:304 (3) - Using a repeat feels a bit overdone, just stick to the main melody and remove repeat
  4. 03:32:380 (2,2,2,2) - Unreasonably difficult and just a nuisance to play, moving them left by 10 pixels keeps the same feeling and can be consistently played.
  5. 03:33:688 (2) - 03:34:385 (2) - Would highly suggest making these vertical since the pattern is on the other side, else it just gets too complicated.
  6. 03:56:362 (2,1) - Feels a bit underemphasised since there's a finish but spacing is same, increase distance a bit.
    Also, fairly easy to overshoot slider end, would make it a bit straighter if can.
  7. 03:40:490 (1) - 04:00:025 (1) - really feels underwhelming to play, this could honestly fit fine for a rain.
    this does the same thing and has more movement https://streamable.com/q9bv4
  8. 04:07:351 (2) - Should be 1/4 + 1/8, not 1/6
  9. 04:30:025 (3) - Would change this to 1/2 slider + circle to emphasise the drum at the end, since the previous sliders were same 3/4 but without drum
  10. 04:50:258 (1) - bit unpredictable and doesn't really follow the piano well imo, just use two 1/4 sliders
Topic Starter
CLSW
Will check it in tomorrow, and I think the current 1/6 usages are fine because there are no actual emphasized spots in 1/6 piano melody, and it has very high pitched compared with the other 1/6 parts so I'd like to make actual difference with them

But seems it's still questionable, so I'd like to hear more opinions about them from experienced mappers/modders
Ascendance
I have to agree with Sinnoh, the 1/6 sections feel like they could be changed to a more accurate setting like he recommended.
Nokashi
After being contacted by CLSW to review the 1/6 HDash thing Sinnoh mentioned, I do agree with him and do think his rhythm is the ideal one in the current case! Even if there isnt any apparent emphasis on the 1/6 melody, some notes do stand out the mot and they are correctly mapped in sinnoh's screenshot
Topic Starter
CLSW
BN circlejerk
Thank you so much everyone! Will fix the 1/6 issues either
Ascendance
You can call me after Sinnoh (or whoever is nominating)
Topic Starter
CLSW
01:40:490 (1) - looks not really necessary to fix, basically the tense is a bit lower compared with 01:39:095 (1) - so a bit more stacked one it better for here
02:05:955 (3,4) - It doesn't look unexpected tho, pretty catchable but reduced the distance a bit on 02:05:868 (2,3) -
03:32:380 (2,2,2,2) - Reducing the distance may cause overshoot for me, this is an ideal distance imo
04:07:351 (2) - This part was focused on drum kick, and its kick sound is obviously 1/6
04:30:025 (3) - check this again, i hope i did correct
04:50:258 (1) - fixed with 1/2 following the kick sounds

not mentioned = fixed

thank you very much!
Xinnoh
04:17:641 (3,4,5) - 04:20:519 (4,5) - spacing on these is weird, move 4 closer to the slider so it's easier to play.
04:20:955 (1,2,3,4,1,2,3,4) - imo there's too much distance between these, so the antiflow on 04:21:304 (1,2) - is too strong since it's less expected. Either reduce distance or antiflow.
04:30:112 (4) - add normal-hitnormal to slider head

i think would prefer ascendance to mod first, the main concern I have with the new patterns is playability which is less of a strength for me, but it follows the song fine now so good to go for me.
Topic Starter
CLSW
All done!
Ascendance
high rank BN here

[
General
]

  1. Difficulty Spread : Okay!
  2. Background Size : Okay!
  3. Unsnapped objects : Okay!
  4. Audio bitrate over 192 kbps : Okay!
  5. Metadata Issues : Okay!
  6. Timeline Issues : Okay!
  7. Combo Colors : There's so many combo colors and a lot of them stand out far too much or don't fit. You could standardize these a bit better against the background.
  8. Unused Hitsounds : Okay!
  9. Hitsounds Issues : Okay!
  10. Unused Files / Other : What does the difficulty name have to do with the song at all? Clockwork would work better especially since you've matched that theme with your background.

[
Witchcraft
]

General



  1. 00:13:979 (1,2,3) - This structure stands out as inconsistent compared to 00:15:374 (1,2) - 00:16:769 (1,2) - etc. Please change it to sliders!
  2. 00:31:421 (1,2,3,4,5) - This seems like groups of 4 to me, right now the strong sound starting the next group of 4 is on a sliderend at 00:31:769 - since you've emphasized it incorrectly as groups of 3+3+2.
  3. 02:04:211 (1,2,3,4) - these are really unfun to play, they break flow by forcing unnatural tap movement. Everything around it is surrounded by linear flow, and this breaks the player's expectations of that.
  4. You could add the 1/4s at 02:14:938 - and 02:15:636 - since they're quite important imo.
  5. 02:35:607 (4,5) - almost a cross screen hyper when there's almost no large emphasis at all. Needs a reduction.
  6. 02:38:572 (5) - Would switch this to 3 circles and spread them out a bit more since this is an extremely shallow wiggle that can break flow by overshooting.
  7. 02:44:502 - and 02:45:025 - feel like they should have the hyperdashes instead of the current ones, since these are where the strong sounds are introduced
  8. 03:34:909 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - I beg of you please delete these, they're honestly terrible to play since being slightly ahead or behind instantly kills your combo. Considering this part is not remotely intense at all, such precision should not be needed and is honestly overly frustrating in order to be able to reach the same point over again.
  9. 03:54:269 (3) - ctrl+h and moving it back to the current position would help this flow nicer and create a nicer aesthetic.
  10. The curves on the entire kiai section are really shallow and kinda slow down movement when you play them (03:40:490 (1,2,3,4,5,6,7,8,1,2,3,4) - , 03:46:072 (1,2,3,4,5,6,7,8) - , and more). Please try to adjust the curves to allow for more movement.
  11. 04:17:234 (2,3) - could be reduced to be more consistent with the previously similar pattern
  12. 04:18:165 (1,2,3,1,2,3) - the entire spacing here could be lower than the previous since the pitch is quieter and descending rather than very loud
  13. 04:19:560 (1,2,3,4,1,2,3,4) - could definitely be reduced a bit and maybe the angles could be adjusted, the curves near the ends of the triplets create a pretty harsh incline
  14. Same as before, 04:20:955 (1,2,3,4,1,2,3,4) - lower pitch = lower spacing
  15. Please be sure to address the rest of the end of the kiai in the same way. Lower pitch should have lower spacing, and try to make the other spacings more consistent and less "I want big jumps for big pp" :P
  16. 04:24:967 (6) - Horizontal here would create a nice climax at the end of the kiai
  17. 04:41:537 (3,4) - Really gross flow, could be a wide curve instead or something but please change it
  18. 04:43:281 (1,2,3,4,1,2,3,4) - Reduced spacing for lower pitch
  19. 04:50:781 (3) - horizontal right maybe? removing the vertical flowbreak would be nice
  20. 04:57:234 (1,2,1,2,1,2,1,2) - feels bad when the ending of the map is harder than the entirety of everything else
Topic Starter
CLSW

Ascendance wrote:

high rank BN here

[
General
]

  1. Difficulty Spread : Okay!
  2. Background Size : Okay!
  3. Unsnapped objects : Okay!
  4. Audio bitrate over 192 kbps : Okay!
  5. Metadata Issues : Okay!
  6. Timeline Issues : Okay!
  7. Combo Colors : There's so many combo colors and a lot of them stand out far too much or don't fit. You could standardize these a bit better against the background. oko
  8. Unused Hitsounds : Okay!
  9. Hitsounds Issues : Okay!
  10. Unused Files / Other : What does the difficulty name have to do with the song at all? Clockwork would work better especially since you've matched that theme with your background. The harlequin is about the clown, and it reminds kinda people using a magic. So I put the name as witchcraft cuz harlequin also be pronounced as female clown

[
Witchcraft
]

General



  1. 00:13:979 (1,2,3) - This structure stands out as inconsistent compared to 00:15:374 (1,2) - 00:16:769 (1,2) - etc. Please change it to sliders! fixed 00:12:583 (1) - instead to make consistency
  2. 00:31:421 (1,2,3,4,5) - This seems like groups of 4 to me, right now the strong sound starting the next group of 4 is on a sliderend at 00:31:769 - since you've emphasized it incorrectly as groups of 3+3+2. You can hear the drum kick sounds in every HDash timings and I mapped them to fit with it
  3. 02:04:211 (1,2,3,4) - these are really unfun to play, they break flow by forcing unnatural tap movement. Everything around it is surrounded by linear flow, and this breaks the player's expectations of that. This pattern was based with key-input. From 02:02:816 (1) - here, it plays like tapping the key as → → → → / ← ← ← ← / → → / ← ← / → / ← / → / ← (all every 1/2 timings), and it plays well and fun for testing myself. This pattern's existence is one of the reason that this map has been received high praise during it was loved
  4. You could add the 1/4s at 02:14:938 - and 02:15:636 - since they're quite important imo. oko
  5. 02:35:607 (4,5) - almost a cross screen hyper when there's almost no large emphasis at all. Needs a reduction. oko
  6. 02:38:572 (5) - Would switch this to 3 circles and spread them out a bit more since this is an extremely shallow wiggle that can break flow by overshooting. This one has strong sounds enough so I think it's good to emphasis, it's still better than HDash wiggles
  7. 02:44:502 - and 02:45:025 - feel like they should have the hyperdashes instead of the current ones, since these are where the strong sounds are introduced oko
  8. 03:34:909 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - I beg of you please delete these, they're honestly terrible to play since being slightly ahead or behind instantly kills your combo. Considering this part is not remotely intense at all, such precision should not be needed and is honestly overly frustrating in order to be able to reach the same point over again. Okay, discussion time. In this part I think the precisive movement for here shall be work perfectly because the sounds here are consistent and having pretty high atmosphere. This one is from my big inspiration and letting players to concentrate on their catcher moves(Also it's catchable enough with 1/2 tap walks). I think this could be another creative usage which is distinct from pp patterns or usual wiggles or some others. You said it's terrible, but in my sight it's great. And I can be sure that this usage could be a reasonable thing for common players. But if people say it's not good then I'll change
  9. 03:54:269 (3) - ctrl+h and moving it back to the current position would help this flow nicer and create a nicer aesthetic. Well this one has same direction as the others so I think this shall be work well for intended aesthetic
  10. The curves on the entire kiai section are really shallow and kinda slow down movement when you play them (03:40:490 (1,2,3,4,5,6,7,8,1,2,3,4) - , 03:46:072 (1,2,3,4,5,6,7,8) - , and more). Please try to adjust the curves to allow for more movement. fixed with 1.3x scaled
  11. 04:17:234 (2,3) - could be reduced to be more consistent with the previously similar pattern oko
  12. 04:18:165 (1,2,3,1,2,3) - the entire spacing here could be lower than the previous since the pitch is quieter and descending rather than very loud makes sense
  13. 04:19:560 (1,2,3,4,1,2,3,4) - could definitely be reduced a bit and maybe the angles could be adjusted, the curves near the ends of the triplets create a pretty harsh incline done
  14. Same as before, 04:20:955 (1,2,3,4,1,2,3,4) - lower pitch = lower spacing done
  15. Please be sure to address the rest of the end of the kiai in the same way. Lower pitch should have lower spacing, and try to make the other spacings more consistent and less "I want big jumps for big pp" :P all done
  16. 04:24:967 (6) - Horizontal here would create a nice climax at the end of the kiai oko
  17. 04:41:537 (3,4) - Really gross flow, could be a wide curve instead or something but please change it It's not intended to do wiggle, just catch with the right side of the platter. This could be another good gameplaying experience for players. Flow's definition doesn't exist, just only exist as 'public'.
  18. 04:43:281 (1,2,3,4,1,2,3,4) - Reduced spacing for lower pitch oko
  19. 04:50:781 (3) - horizontal right maybe? removing the vertical flowbreak would be nice Tried but a bit tilted, At least I wanna add another dash tap for here
  20. 04:57:234 (1,2,1,2,1,2,1,2) - feels bad when the ending of the map is harder than the entirety of everything else Nerfed a bit but not anymore, still wiggles exist
Thank you, and I would like to ask some experienced modders/players to double-check your bold suggestion

Also reworked 04:50:258 (1,2,3,1,2,3,1,2,3,4,1,2,3) - to not have snap issues, it's based with drum sounds

So after the discussion on discord and listening to some revelant people's opinions I'd like to decide to keep its pattern but reworked 1/6 streams after that for better flow. The awkward flow at the end of the 1/4 sliders parade is pretty obvious so I tried to change it
Ascendance
please stop crying about circlejerk on twitter
Topic Starter
CLSW
Who the fuck was crying :thinking:
Xinnoh
@nelly aiess is fine
tatatat
hi
Topic Starter
CLSW
Yay
Thanks all for your support!!
This map will be my last moddingv1 submission, time to say goodbye with old system
Kimitakari

Sinnoh wrote:

@nelly aiess is fine


Cool. Congrats for ranking this map :3c.
thou
I'll have to give it a shot so far from looking at just the page looking good excited to play it!
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