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sakuzyo - Scattered Rose [CatchTheBeat]

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Topic Starter
autofanboy
This beatmap was submitted using in-game submission on 2015年9月30日 at 19:08:12

Artist: sakuzyo
Title: Scattered Rose
Source: BMS
Tags: わずか1分で楽しめるBMSイベント Selentia Diverse System
BPM: 180
Filesize: 3080kb
Play Time: 01:00
Difficulties Available:
  1. Platter (2.83 stars, 160 notes)
  2. Rain (3.82 stars, 217 notes)
  3. Salad (2.07 stars, 108 notes)
  4. Withered (4.98 stars, 319 notes)
Download: sakuzyo - Scattered Rose
Information: Scores/Beatmap Listing
---------------

#2 | sakuzyo - Scattered Rose


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● Salad by AFB
● Platter by AFB
● Rain by AFB
● Withered by AFB

♫ Hitsounds by AFB

Nominated by MBomb & ZiRoX
Zoe
Modded [Withered] diff in-game:

Withered

14:24 Mili: 00:33:429 (1) - Remove clothes
14:25 Mili: 00:36:596 (1) - Light candles here for a more romantic feel.
14:25 Mili: 00:44:096 (1) - Put bubbles into a bath to make a bubble bath.
14:25 Mili: 00:49:429 (1) - Jump into said bath.
14:26 Mili: 00:54:763 (1) - Wash thyself.
14:27 Mili: That mi mod, plis gib kudosu
14:27 Highlight: Put that log on the forum
14:27 Mili: Alright.
14:27 alienflybot: savelog please

I hope my mod helps <3

Good luck with ranked.
Will mod seriously later <3.
Razor Sharp
GENERAL

Offset: Sounds better at 1432, might just be me though.
Combo Colors: A bright blueish color would be nice.

Everything else is fine!

WITHERED

00:09:096 (5,6) - Players tend to move more to the left at jumps like these. Would suggest to make the tail of (6) point more to the left.
00:15:263 (1,2,1,2,1) - As i am a huge fan of this part (due to it being very challenging and fun), i would suggest to decrease the sv a little here. Since it is a bit too hard to catch the slider ends imo.
00:16:179 (2) - Make the tail more to the right.
00:16:679 (3,4) - This calls for a hyper ;_;
00:22:763 (1) all the way up too 00:28:096 (1) - Try to make hypers at the strong sound? it calls for it.
00:36:596 (1,2,1,2,1) - This is ok i guess, but lower SV would be nice.
00:54:096 (3,1,2,3,4) - Maybe make this part like this? http://puu.sh/ijtAH/dbdfd3aa8c.jpg

I cant really find much issues with this diff. It is very well made!

RAIN

AR/OD: Since Withered got AR 9,5. I would suggest to use atleast ar9 on Rain.

00:02:263 (6,1) - This goes overall for parts like this. It is very annoying (even for rain) to stand and wait. Would suggest to change.
00:05:929 (4,1,2) - This is ok, but would be better imo to have this: http://puu.sh/ijtIQ/49017de0f9.jpg
00:15:263 (1,2) - Would be better to have these as hypers.
00:36:596 (1,2) - ^
00:39:096 (2) - This should be a hyper to (3). Or reduce the distance.
00:47:263 (1,2) - Having these as hypers would fit much more.
00:50:263 - Where are the note? There is a mayor sound here.
00:57:429 (5) - The spinner starts in the middle. Would be hard to catch the first few bananas like this. Would suggest to ctrl+g 00:57:263 (4) and move it to x160, and then move 00:57:429 (5) to the middle of the map.

This is also a very nice diff. Very well made!

Call me back later :3
Hope the mod helped! Good luck with ranking! :D
Shurelia
Very short mod because i'm still learning on modding CtB diff.
Mod
20:47 *Shurelia is listening to [http://osu.ppy.sh/b/710744 sakuzyo - Scattered Rose]
20:47 Shurelia: gg i only found problem on Whittered diff
20:47 Shurelia: the others are fine for me/
20:47 Shurelia: *Whitehere
20:47 Shurelia: *Whitered
20:47 alienflybot: lol nice
20:47 alienflybot: :)
20:47 Shurelia: adasdadfwa
20:48 alienflybot: add
20:48 alienflybot: ahh
20:48 alienflybot: razor modded as well lol
20:48 alienflybot: ill review them now
20:48 alienflybot: just publish them :)
20:48 Shurelia: yeah, naah
20:48 Shurelia: too short
20:48 Shurelia: i'll say it here
20:48 alienflybot: www
20:48 alienflybot: just puush the pic
20:48 alienflybot: xD
20:48 Shurelia: http://puu.sh/ijwQZ.jpg
20:48 alienflybot: too lazy to read log
20:48 Shurelia: 00:08:763 (1,2,3,4,5) -
20:49 Shurelia: because the stream didn't fit well with the previous jump
20:49 Shurelia: oh and would be great if you increase HP to 8
20:49 Shurelia: there's a lot of streams at here
20:49 alienflybot: ok
20:50 Shurelia: The rest is fine
20:50 Shurelia: and for metadata..
20:50 Shurelia: hmm
20:51 Shurelia: The Artist should be : "削除" not "sakuzyo" .
20:52 Shurelia: that should be all for me i think
20:52 Shurelia: *from
20:52 alienflybot: thanks
20:52 Shurelia: i don't know if this KDable or not ;;
21:00 alienflybot: it is helpful
21:00 alienflybot: just savelog
21:00 Shurelia: okay.
Topic Starter
autofanboy

Razor Sharp wrote:

GENERAL

Offset: Sounds better at 1432, might just be me though. - The BPM and Offset is taken from the ranked version, so I am not going to change this unless a BN or QAT point it out.
Combo Colors: A bright blueish color would be nice. - I think they are fine already.

Everything else is fine! - Thanks!

WITHERED

00:09:096 (5,6) - Players tend to move more to the left at jumps like these. Would suggest to make the tail of (6) point more to the left. - I think it is fine already as there is a HDash, which the player can catch the following notes easily.
00:15:263 (1,2,1,2,1) - As i am a huge fan of this part (due to it being very challenging and fun), i would suggest to decrease the sv a little here. Since it is a bit too hard to catch the slider ends imo. - Made easier.
00:16:179 (2) - Make the tail more to the right. - Same as above.
00:16:679 (3,4) - This calls for a hyper ;_; - Trying to make a curved stream here xD, and it will be too clumsy with HDashes in this part with the consecutive HDashes behind.
00:22:763 (1) all the way up too 00:28:096 (1) - Try to make hypers at the strong sound? it calls for it. - I am trying to add HDash on the strong note instead of HDashing to catch the strong note, because it feels far better with that pattern.
00:36:596 (1,2,1,2,1) - This is ok i guess, but lower SV would be nice. - Made easier.
00:54:096 (3,1,2,3,4) - Maybe make this part like this? http://puu.sh/ijtAH/dbdfd3aa8c.jpg - Not going to change unless another modder point this out, because I don't really find this part requiring for a change.

I cant really find much issues with this diff. It is very well made! - Thanks!

RAIN

AR/OD: Since Withered got AR 9,5. I would suggest to use atleast ar9 on Rain. - Okay.

00:02:263 (6,1) - This goes overall for parts like this. It is very annoying (even for rain) to stand and wait. Would suggest to change. - I intended doing this because it feels better as a pausing effect.
00:05:929 (4,1,2) - This is ok, but would be better imo to have this: http://puu.sh/ijtIQ/49017de0f9.jpg - Remapped.
00:15:263 (1,2) - Would be better to have these as hypers. - Not going to make this part full of hyper (and I am trying not to add HDashes in 1/4 spots except important parts.
00:36:596 (1,2) - ^ - Same as above.
00:39:096 (2) - This should be a hyper to (3). Or reduce the distance. - Reduced distance.
00:47:263 (1,2) - Having these as hypers would fit much more. - Same as above, so no.
00:50:263 - Where are the note? There is a mayor sound here. - Would like to make a pausing effect here.
00:57:429 (5) - The spinner starts in the middle. Would be hard to catch the first few bananas like this. Would suggest to ctrl+g 00:57:263 (4) and move it to x160, and then move 00:57:429 (5) to the middle of the map. - For this and previous one, not necessary anymore as the spinner pattern changed after updating the mods xD

This is also a very nice diff. Very well made! - Thanks!

Call me back later :3
Hope the mod helped! Good luck with ranking! :D - Thanks!

Shurelia wrote:

Very short mod because i'm still learning on modding CtB diff. - That's fine!
Mod
20:47 *Shurelia is listening to [http://osu.ppy.sh/b/710744 sakuzyo - Scattered Rose]
20:47 Shurelia: gg i only found problem on Whittered diff
20:47 Shurelia: the others are fine for me/
20:47 Shurelia: *Whitehere
20:47 Shurelia: *Whitered
20:47 alienflybot: lol nice
20:47 alienflybot: :)
20:47 Shurelia: adasdadfwa
20:48 alienflybot: add
20:48 alienflybot: ahh
20:48 alienflybot: razor modded as well lol
20:48 alienflybot: ill review them now
20:48 alienflybot: just publish them :)
20:48 Shurelia: yeah, naah
20:48 Shurelia: too short
20:48 Shurelia: i'll say it here
20:48 alienflybot: www
20:48 alienflybot: just puush the pic
20:48 alienflybot: xD
20:48 Shurelia: http://puu.sh/ijwQZ.jpg
20:48 alienflybot: too lazy to read log
20:48 Shurelia: 00:08:763 (1,2,3,4,5) -
20:49 Shurelia: because the stream didn't fit well with the previous jump - Changed the path of stream to have better flow.
20:49 Shurelia: oh and would be great if you increase HP to 8 - Ahaa nah I don't want to make this too hard unless people mentioned this again, then I will consider it.
20:49 Shurelia: there's a lot of streams at here
20:49 alienflybot: ok
20:50 Shurelia: The rest is fine
20:50 Shurelia: and for metadata..
20:50 Shurelia: hmm
20:51 Shurelia: The Artist should be : "削除" not "sakuzyo" . - Yea I kind of forget about that, thanks for pointing it out!
20:52 Shurelia: that should be all for me i think
20:52 Shurelia: *from
20:52 alienflybot: thanks
20:52 Shurelia: i don't know if this KDable or not ;;
21:00 alienflybot: it is helpful
21:00 alienflybot: just savelog
21:00 Shurelia: okay.
Thanks for mod!
Prophecy
(๑•̀ㅂ•́)و
Badis
Yo yo ;w; as a M4M I mod your diffs (sorry in advance for above rain diff I'm a noob on it hue )

General : your last diff when you try to change between S and DC1 in hitsounds , why not use the sampleset ? your main HS would be DC1 and you change on SC1 with the sampleset and because there is no SC1 waw on the folder osu will recognize it as S

- Withered (Overdose)

00:11:763 (1) - I think its too much curved it happend to me to miss the big dropplet because I'm focused to catch that one : 00:11:929 (2) -
00:14:096 (5,1,2) - what about a reverse triangle its better to follow that after a 1/4 hyperdash
00:20:096 (5,1,2) - same thing here
00:22:763 (1) - kek you emphasize the sound with a finish , why not doing it for the others : 00:23:263 (1) - 00:23:929 (1) - ect ect...
00:32:930 (1) - too curved especially after a double hyper 1/2 - 1/4
00:32:930 (1,1,2,3) - and it would be better if its was more in right , it happends I just hit the limit screen and its not good at all for the flow
00:33:929 (3) - you should add hitsounds to emphasize these high pitched sound especially during the kiai it lack intensity there
00:54:096 (3,1,2,3,4,1) - loved that part...and thats all I wanted to say :D

Welp this diff I just feel the hitsound density might be a little more flagrant but the patterns are really good mate o/

- Rain

00:02:429 - even if I know the timeline in rain must be poor compare to the overdose one it feels so empty without a circle there
00:18:763 (1,2) - emphasize that with hitsounds I thought the timeline was wrong when I played it
00:22:763 (1) - finish there , kek -->00:25:429 (1) - should be a finish there too
Meh , I think all your diff have the same hitsounds patterns so I guess you understand I mean for all
00:36:096 (3) - closer to 2 please the spacing is really high there
00:46:263 (1,2,3,1) - the curve should be bigger there I can fc this part without moving at all not really fun

In general I feel some parts are too static but I guess it can be a style mapping so I won't insist more

- Platter

On platter I just want the map is DTable
And it is : https://osu.ppy.sh/ss/3251496 (1st try)
maybe you should make it a bit harder because platter are alaways great challenge for DT players o/

- Salad

You told me a salad must be FC without dashing , lets see
00:02:596 (3,1) - the distance is tough without dash xD
00:14:429 (3) - too far can't fc it
00:25:429 (1) - same thing here
man...its too hard to fc without dashing xD so Idk

Good mappset though I wish you good luck :D
Topic Starter
autofanboy

Badis wrote:

Yo yo ;w; as a M4M I mod your diffs (sorry in advance for above rain diff I'm a noob on it hue )

General : your last diff when you try to change between S and DC1 in hitsounds , why not use the sampleset ? your main HS would be DC1 and you change on SC1 with the sampleset and because there is no SC1 waw on the folder osu will recognize it as S - There is soft-hitclap which is a drum snare sound

- Withered (Overdose)

00:11:763 (1) - I think its too much curved it happend to me to miss the big dropplet because I'm focused to catch that one : 00:11:929 (2) - I intended to do so in order to make the slider curved, otherwise it will just be a little straight slider.
00:14:096 (5,1,2) - what about a reverse triangle its better to follow that after a 1/4 hyperdash - Done.
00:20:096 (5,1,2) - same thing here - Done.
00:22:763 (1) - kek you emphasize the sound with a finish , why not doing it for the others : 00:23:263 (1) - 00:23:929 (1) - ect ect... - I only add Finish when there are loud cymbal sound in the audio background, which symbolize the stanza changes.
00:32:930 (1) - too curved especially after a double hyper 1/2 - 1/4 - Same as previous mod.
00:32:930 (1,1,2,3) - and it would be better if its was more in right , it happends I just hit the limit screen and its not good at all for the flow - Well it is already easy here, you just have to catch the curved slider and you will be able to get that 1/8 stream, and it will be too dense with HDash if I move the 1/8 stream.
00:33:929 (3) - you should add hitsounds to emphasize these high pitched sound especially during the kiai it lack intensity there - But it doesn't suit there.
00:54:096 (3,1,2,3,4,1) - loved that part...and thats all I wanted to say :D - Thanks xD

Welp this diff I just feel the hitsound density might be a little more flagrant but the patterns are really good mate o/

- Rain

00:02:429 - even if I know the timeline in rain must be poor compare to the overdose one it feels so empty without a circle there - It is actually okay as I want to make difference between Rain and Overdose, as well as trying to keep a pausing effect right there.
00:18:763 (1,2) - emphasize that with hitsounds I thought the timeline was wrong when I played it - Done.
00:22:763 (1) - finish there , kek -->00:25:429 (1) - should be a finish there too - Not really, in the audio background there are no cymbal sounds so it is perfectly fine to not adding a Finish right here.
Meh , I think all your diff have the same hitsounds patterns so I guess you understand I mean for all
00:36:096 (3) - closer to 2 please the spacing is really high there - Done.
00:46:263 (1,2,3,1) - the curve should be bigger there I can fc this part without moving at all not really fun - Done.

In general I feel some parts are too static but I guess it can be a style mapping so I won't insist more

- Platter

On platter I just want the map is DTable
And it is : https://osu.ppy.sh/ss/3251496 (1st try)
maybe you should make it a bit harder because platter are alaways great challenge for DT players o/ - No changes here as Platter is just a diff for introduction of HDashes, I am not adding a lot of difficult parts or HDash patterns here. In addition this is just a Platter diff and the length of the song is just 1 minute, so it is easy to FC in few tries.

- Salad

You told me a salad must be FC without dashing , lets see - It is actually Cup's criteria, Salad should be fc'ed with at least a few dashes.
00:02:596 (3,1) - the distance is tough without dash xD
00:14:429 (3) - too far can't fc it
00:25:429 (1) - same thing here
man...its too hard to fc without dashing xD so Idk - So I am not changing sorry xD

Good mappset though I wish you good luck :D
Thanks for mod
MBomb
Sorry for being late, M4M from sis puella, computer broke for 2 days.

Salad
00:02:929 (1) - Move this to x:304, it's awkward to catch without dashing, but isn't a strong enough note for a dash.
00:12:596 (2) - Move this to x:248, feels weird to catch without dashing right now, but the note is too weak to indicate a dash.
00:15:263 (1) - Very strong note, a dash fits here, I'd move this to x:376.
00:17:929 (2) - Weird to play without dashing, but doesn't suit a dash, so move this closer, to x:208.
00:36:596 (1) - Strong note, move to x:196 for the dash.
00:57:429 (3) - Move this to x:200 for a fitting dash, you even put a finish on this note, and it is very strong.

Platter
00:02:596 (4) - If you move this to x:80, it creates a nice dash to emphasise the high pitch note here.
00:15:596 (1,2) - I think there should be a bit more distance in this section, move 1 to x:192, and 2 to x:468, this gives a bigger distance whilst still giving the player enough time to react after the HDash.
00:26:763 (2) - This HDash is unfitting imo, the music is quite weak at this instant, it seems quite sudden. Ctrl+H and move to x:192 feels nice to me.
00:28:013 (4,1) - Watch the 1/4 hypers. On this high of a BPM, I would highly recommend not having a 1/4 hyper. My recommendation would be to remove 4, and then tilt 00:27:429 (1) - More to the left, and move 2 and 3 to the left as well, making this a 1/2 hyper instead, as whilst you're missing a beat in the music, the hyper to 00:28:096 (1) - is very fitting, and so this feels better to the music to me.
00:29:429 (1) - I would change this to a 3/2 slider, and then make it hyper to 00:30:096 - , as this is a very strong beat here that you are mapping as just a slider end.
00:36:929 (1) - So little movement here feels weird, especially compared to the greater movement earlier in the song at a similar section, which wasn't in kiai. Move this note to x:288 for a nice right left jump here, to suit the music nicely.
00:47:596 (1) - Same as above, I would move this note to x:400.

Rain
00:02:429 - Add a note here for the piano? You followed it with the earlier notes, feels weird to miss this.
00:10:263 (3,1) - This hyper feels unfitting to me, I'd move 1 to x:144, that gets rid of this hyper whilst keeping the hyper to 2 (and also minimizing that hyper distance slightly to avoid a strong snap).
00:15:596 (2) - I'd put a hyper here for the finish from 1, so move this to x:312, adds a hyper here whilst also maintaining the hyper to 3.
00:22:763 (1) - Maybe move to x:488 just to get it away from the wall slightly.
00:26:429 (3) - This is a very weak note, the hyper feels better to 4, not from 2, so I'd move this to x:40 for a more fitting hyper to the music.
00:36:929 (2) - Again, I feel a hyper works well here from 1, so move this to x:204, adds a hyper whilst maintaining the one to 3.
00:47:263 (1,2,3) - Hyper fits here on 2, for the strong note, and also 3 feels too close to the wall after such a strong hyper, and especially too far from the next note considering the strength of this hyper, so I'd move 1 to x:136, 2 to x:168, and 3 to x:80. This adds a hyper to 2 whilst reducing the hyper from 2 to 3 but maintaining it, and reduces the dash from 3, as this was too strong after a hyper.

Withered
Maybe put AR and OD to 9.3? 9.5 feels a little high to me.

00:15:263 (1,2,1,2,1) - This feels far too difficult to me, even for this level of play. Maybe ctrl+H 00:15:596 (1,2) - ?
00:17:013 (5,1) - This sound feels too weak for a hyper to me, I would just move 1 more to the left, to get rid of the hyper, maybe x:136, and then move 00:17:263 (2) - to the left a bit to avoid the snap hyper being far too strong, I'd say x:408, this weakens this hyper whilst still keeping the one after it.
00:17:929 (2,3,1,2,3) - Jump to here feels slightly awkward due to the timing. I would drag all of this stream and move it to x:88.
00:22:763 (1) - Weaken the hyper a bit, this is a ridiculously high ds, you can easily maintain this hyper with a lower distance, I'd recommend x:384.
00:32:096 (1,2,3,4,5) - This feels very overdone to me, this section does not need so much hypers, in my opinion the only hypers here should be 00:32:263 (2,3) - and 00:32:596 (4,5) - , for the pitch change and strong drum beat respectively.
00:36:929 (1,2) - Feels too difficult, ctrl+H for nicer flow.
00:56:929 (2) - 1 doesn't need to hyper to this, it's not a very strong note.
00:57:263 (4) - 3 shouldn't hyper to this, it's a weaker note than the ones around it due to lack of drum beats.

Alright done ;)
Topic Starter
autofanboy

- Magic Bomb - wrote:

Sorry for being late, M4M from sis puella, computer broke for 2 days. - It is fine.

Salad
00:02:929 (1) - Move this to x:304, it's awkward to catch without dashing, but isn't a strong enough note for a dash. - Done.
00:12:596 (2) - Move this to x:248, feels weird to catch without dashing right now, but the note is too weak to indicate a dash. - Done.
00:15:263 (1) - Very strong note, a dash fits here, I'd move this to x:376. - Done.
00:17:929 (2) - Weird to play without dashing, but doesn't suit a dash, so move this closer, to x:208. - Done.
00:36:596 (1) - Strong note, move to x:196 for the dash. - Alright.
00:57:429 (3) - Move this to x:200 for a fitting dash, you even put a finish on this note, and it is very strong. -

Platter
00:02:596 (4) - If you move this to x:80, it creates a nice dash to emphasise the high pitch note here. - Moved to x:245 instead, because a dash here seems to be too distant, and I want to keep the intro part easy until the stanza changes.
00:15:596 (1,2) - I think there should be a bit more distance in this section, move 1 to x:192, and 2 to x:468, this gives a bigger distance whilst still giving the player enough time to react after the HDash. - Done.
00:26:763 (2) - This HDash is unfitting imo, the music is quite weak at this instant, it seems quite sudden. Ctrl+H and move to x:192 feels nice to me. - Changed with another way, that decreased the distance here but maintaining a dash (not HDash).
00:28:013 (4,1) - Watch the 1/4 hypers. On this high of a BPM, I would highly recommend not having a 1/4 hyper. My recommendation would be to remove 4, and then tilt 00:27:429 (1) - More to the left, and move 2 and 3 to the left as well, making this a 1/2 hyper instead, as whilst you're missing a beat in the music, the hyper to 00:28:096 (1) - is very fitting, and so this feels better to the music to me. - Removed (4), moved (1,2,3) to the left in order to create a HDash.
00:29:429 (1) - I would change this to a 3/2 slider, and then make it hyper to 00:30:096 - , as this is a very strong beat here that you are mapping as just a slider end. - Sure.
00:36:929 (1) - So little movement here feels weird, especially compared to the greater movement earlier in the song at a similar section, which wasn't in kiai. Move this note to x:288 for a nice right left jump here, to suit the music nicely. - I will keep this, but I change the below one.
00:47:596 (1) - Same as above, I would move this note to x:400. - Yea, changed this with the previous session.

Rain
00:02:429 - Add a note here for the piano? You followed it with the earlier notes, feels weird to miss this. - Okay.
00:10:263 (3,1) - This hyper feels unfitting to me, I'd move 1 to x:144, that gets rid of this hyper whilst keeping the hyper to 2 (and also minimizing that hyper distance slightly to avoid a strong snap). - Done.
00:15:596 (2) - I'd put a hyper here for the finish from 1, so move this to x:312, adds a hyper here whilst also maintaining the hyper to 3. - Done, though it will become harder.
00:22:763 (1) - Maybe move to x:488 just to get it away from the wall slightly. - Done.
00:26:429 (3) - This is a very weak note, the hyper feels better to 4, not from 2, so I'd move this to x:40 for a more fitting hyper to the music. - Changed.
00:36:929 (2) - Again, I feel a hyper works well here from 1, so move this to x:204, adds a hyper whilst maintaining the one to 3. - Done.
00:47:263 (1,2,3) - Hyper fits here on 2, for the strong note, and also 3 feels too close to the wall after such a strong hyper, and especially too far from the next note considering the strength of this hyper, so I'd move 1 to x:136, 2 to x:168, and 3 to x:80. This adds a hyper to 2 whilst reducing the hyper from 2 to 3 but maintaining it, and reduces the dash from 3, as this was too strong after a hyper. - Alright.

Withered
Maybe put AR and OD to 9.3? 9.5 feels a little high to me. - Sure then.

00:15:263 (1,2,1,2,1) - This feels far too difficult to me, even for this level of play. Maybe ctrl+H 00:15:596 (1,2) - ? - Done.
00:17:013 (5,1) - This sound feels too weak for a hyper to me, I would just move 1 more to the left, to get rid of the hyper, maybe x:136, and then move 00:17:263 (2) - to the left a bit to avoid the snap hyper being far too strong, I'd say x:408, this weakens this hyper whilst still keeping the one after it. - Nah, there is a drum sound in the audio that I wish to stress that sound with a HDash, and plus I want to make it more complex.
00:17:929 (2,3,1,2,3) - Jump to here feels slightly awkward due to the timing. I would drag all of this stream and move it to x:88. - Done.
00:22:763 (1) - Weaken the hyper a bit, this is a ridiculously high ds, you can easily maintain this hyper with a lower distance, I'd recommend x:384. - Reduced distance.
00:32:096 (1,2,3,4,5) - This feels very overdone to me, this section does not need so much hypers, in my opinion the only hypers here should be 00:32:263 (2,3) - and 00:32:596 (4,5) - , for the pitch change and strong drum beat respectively. - Done.
00:36:929 (1,2) - Feels too difficult, ctrl+H for nicer flow. - Alright.
00:56:929 (2) - 1 doesn't need to hyper to this, it's not a very strong note. - Below.
00:57:263 (4) - 3 shouldn't hyper to this, it's a weaker note than the ones around it due to lack of drum beats. - Remapped both.

Alright done ;)
Thanks for mod!
Lacrima
Hello, alien. M4M. It's my 3d mod, so, I can have mistakes and I can't mod Rain's and Overdoses. ^-^

[Salad]
  1. 00:11:429 (1) - How about moving this slider to x304 y176?
  2. 00:14:763 (1,1) - This jump is actually hard for salad. How about making this moment somehow like this?
  3. 00:30:179 (4) - How about delete this note and make this slider?
  4. 00:33:429 (1,2) - Hard jump again.
[Platter]
  1. 00:05:429 (1) - Remove NC.
  2. 00:30:096 (2) - Same, how in Salad.
[Rain]
  1. 00:30:096 (3) - Same how in Salad. x3
[Withered]
  1. 00:30:263 (2,3,4) - Lol and again how in Salad. :~:
Soz for that little mod, I think this mapset is done already and should be ranked. It's actually hard to mod. x3
Hope I helped. ~
Topic Starter
autofanboy

_Myle_ wrote:

Hello, alien. M4M. It's my 3d mod, so, I can have mistakes and I can't mod Rain's and Overdoses. ^-^

[Salad]
  1. 00:11:429 (1) - How about moving this slider to x304 y176? - I don't think it is necessary because I wish to have a dash effect between this and the upcoming note. The dash is essential in my opinion.
  2. 00:14:763 (1,1) - This jump is actually hard for salad. How about making this moment somehow like this? - But I am trying to add a dash between them because there are strong beats which is good to emphasize.
  3. 00:30:179 (4) - How about delete this note and make this slider? - I don't really understand which note to delete and where to make a slider. I think it is not really needed to remove the note and add a slider because the spinner behind is fitting the audio.
  4. 00:33:429 (1,2) - Hard jump again. - Made easier.
[Platter]
  1. 00:05:429 (1) - Remove NC. - No sorry, there is a different sound in audio.
  2. 00:30:096 (2) - Same, how in Salad. - No because I want to keep the pausing effect here.
[Rain]
  1. 00:30:096 (3) - Same how in Salad. x3 - Pausing effect.
[Withered]
  1. 00:30:263 (2,3,4) - Lol and again how in Salad. :~: - Okay I don't get what is the problem of that part?
Soz for that little mod, I think this mapset is done already and should be ranked. It's actually hard to mod. x3
Hope I helped. ~
Thanks for mod.
Spectator

General

  1. Difficulty Spread : I'd make rain and platter a bit more harder to make the spread perfect. Currently i feel like the gap between rain to overdose is pretty far.
  2. Unsnapped objects : ☑
  3. Audio bitrate over 192 kbps : ☑
  4. Metadata Issues : I might confirm this later. Please let me know if you have original source for the metadata
  5. Timeline Issues : 00:50:679 - Unnecessary inherited point here. Also there're a lot of unnecessary ones on the lower diffs. Please get rid of them
  6. Combo Colors : This is still optional, but i'd make the combo colors like this to fit the BG and the song better
  7. Unused hitsounds : ☑
  8. Hitsounds Issues : ☑
  9. Inaudible hitsounds : ☑



Rain

  1. 00:12:096 (1) - This can be moved to the left to have an enough space for 1 to 2.
  2. 00:20:679 (1) - I'd remove NC here
  3. 00:20:596 (2) - Move this to x:186 to make the streams seem better
  4. 00:21:929 (2) - How about moving this to the left slightly? It'd make the part more interesting and fun
  5. 00:26:596 (4,1,2,3) - I don't get why the distance here suddenly get bigger. Try this. (Distance spacing : 1.2)
  6. 00:27:596 - I feel like the 1/4 streams should be started from here as I can clearly hear them
  7. 00:34:429 (3) - Ctrl+g?
  8. 00:36:429 (4) - This part could be a bit more exciting imo. Try to move 3 to a bit right
  9. 00:46:263 (1,2,3) - It plays pretty awkward. Try this instead
  10. 00:49:013 (2,3) - I'd make the space here a bit more intense. Try this


Withered

  1. 00:02:096 (3) - The clap here sounds a bit loud for me. Would be great if you reduce the volume here a little
  2. 00:02:763 (4) - Same as above, i'd lower the volume here
  3. 00:03:429 - The sound here feels kinda ignored. I'd shorten the (2) to be finished on 00:03:429 -
  4. 00:05:429 (3,4) - It feels kinda overmapped as i could barely hear something on 00:05:596. How about just using 1/1 slider here?
  5. 00:08:763 (1,2,3,4,5,6) - The melody is on 00:08:763 - 00:09:013 - and 00:09:263 - . Thus it should be mapped like this and not in a way of 1/4
  6. 00:11:179 (1) - unneeded NC here. better to be removed
  7. 00:16:513 (4) - I'd remove NC here and add new one on 00:16:763 (1) - (also remove nc on 00:17:096 (3) - )
  8. 00:17:096 (1,2) - This is something very hard, which is pretty unexpected. Making them horizontal is what i'd like to recommend you
  9. 00:18:763 (1,2,3,4) - To follow the music more appropriately. I'd try to improve the timeline here like this following piano sounds
  10. 00:20:096 (1) - Add NC here, and remove one on 00:20:263 -
  11. 00:20:263 (1) - Move this to about x:480. It might make the flow better
  12. 00:22:263 (3,4,5,6,7,8) - Seems pretty broken here. To emphasize the strong sounds here, how about adding some 1/4 slider jumps instead of circular ones? It'd fit great imo
  13. 00:25:429 (3) - Add NC here and remove one on 00:25:596 -
  14. 00:26:013 (1) - NC here should be removed imo
  15. 00:31:429 (3,1) - I'd swap NC as the stream starts on 00:31:429 -
  16. 00:32:930 (1,1,2,3) - This is too intense actually. Consider making it easier by making 1 more vertical or by specific way you'd prefer
  17. 00:36:096 (1) - Would be great if you move slider's head to a bit right to make the movement for 5 to 1.
  18. 00:36:596 (1,2,1,2,1,2) - This part feels pretty uncomfortable due to the intense jump on 00:36:096 (1,2) - . Try to redesign the part else it would be too harsh
  19. 00:40:346 (2,4) - Expecting a bit more movement here. How about move 2 to the left for a bit & 4 to the right slightly?
  20. 00:41:263 (5,6) - The connection here is kinda broken and unexpected. I'd make 00:41:429 (6,1,2,3,4) - these streams to have circular shape just like 00:43:679 (1) -
  21. 00:46:513 (4) - The NC here can be removed
  22. 00:48:513 (4) - Unnecessary NC
  23. 00:49:263 (4) - You can move this to about x:248 to have a better movement
  24. 00:56:013 - I can't hear the sound here. Thus I recommend you to remove the note here
  25. 00:56:679 (2) - Here're the same as above, try removing the note

Overall, the mapset is great, especially the rain diff <3

I'd love to check lower diffs later if it is necessary
hope my mods can be helpful
Topic Starter
autofanboy

Spectator wrote:

General

  1. Difficulty Spread : I'd make rain and platter a bit more harder to make the spread perfect. Currently i feel like the gap between rain to overdose is pretty far. - Will make them harder later.
  2. Unsnapped objects : ☑
  3. Audio bitrate over 192 kbps : ☑
  4. Metadata Issues : I might confirm this later. Please let me know if you have original source for the metadata - Used the *ranked version made by Leader, so I think it is okay.
  5. Timeline Issues : 00:50:679 - Unnecessary inherited point here. Also there're a lot of unnecessary ones on the lower diffs. Please get rid of them - Done.
  6. Combo Colors : This is still optional, but i'd make the combo colors like this to fit the BG and the song better - Changed Combo 2 to a light blue color.
  7. Unused hitsounds : ☑
  8. Hitsounds Issues : ☑
  9. Inaudible hitsounds : ☑



Rain

  1. 00:12:096 (1) - This can be moved to the left to have an enough space for 1 to 2. - Done.
  2. 00:20:679 (1) - I'd remove NC here - I will just remove the NC and re-NC at 00:20:596
  3. 00:20:596 (2) - Move this to x:186 to make the streams seem better - Done.
  4. 00:21:929 (2) - How about moving this to the left slightly? It'd make the part more interesting and fun - Okay even though I don't find any difference.
  5. 00:26:596 (4,1,2,3) - I don't get why the distance here suddenly get bigger. Try this. (Distance spacing : 1.2) - Done.
  6. 00:27:596 - I feel like the 1/4 streams should be started from here as I can clearly hear them - Done.
  7. 00:34:429 (3) - Ctrl+g? - Done.
  8. 00:36:429 (4) - This part could be a bit more exciting imo. Try to move 3 to a bit right - Done.
  9. 00:46:263 (1,2,3) - It plays pretty awkward. Try this instead - Remapped with another pattern.
  10. 00:49:013 (2,3) - I'd make the space here a bit more intense. Try this - Done.


Withered

  1. 00:02:096 (3) - The clap here sounds a bit loud for me. Would be great if you reduce the volume here a little - Done.
  2. 00:02:763 (4) - Same as above, i'd lower the volume here - ^
  3. 00:03:429 - The sound here feels kinda ignored. I'd shorten the (2) to be finished on 00:03:429 - Done.
  4. 00:05:429 (3,4) - It feels kinda overmapped as i could barely hear something on 00:05:596. How about just using 1/1 slider here? - Done.
  5. 00:08:763 (1,2,3,4,5,6) - The melody is on 00:08:763 - 00:09:013 - and 00:09:263 - . Thus it should be mapped like this and not in a way of 1/4 - Remapped.
  6. 00:11:179 (1) - unneeded NC here. better to be removed - No, I intended to have a fruit-splashing effect right here, as there is a deep sound in audio here.
  7. 00:16:513 (4) - I'd remove NC here and add new one on 00:16:763 (1) - (also remove nc on 00:17:096 (3) - ) - Only removed the latter one, because there is a loud sound in audio at 00:16:429 so I just NC after this note to have fruit-splash right here.
  8. 00:17:096 (1,2) - This is something very hard, which is pretty unexpected. Making them horizontal is what i'd like to recommend you - Made easier.
  9. 00:18:763 (1,2,3,4) - To follow the music more appropriately. I'd try to improve the timeline here like this following piano sounds - But there is a sound at 00:19:096 as well.
  10. 00:20:096 (1) - Add NC here, and remove one on 00:20:263 - Same as the previously-mentioned.
  11. 00:20:263 (1) - Move this to about x:480. It might make the flow better - Done.
  12. 00:22:263 (3,4,5,6,7,8) - Seems pretty broken here. To emphasize the strong sounds here, how about adding some 1/4 slider jumps instead of circular ones? It'd fit great imo - Done.
  13. 00:25:429 (3) - Add NC here and remove one on 00:25:596 - Fruit-splashing here if you looked carefully with Auto gameplays.
  14. 00:26:013 (1) - NC here should be removed imo - Done.
  15. 00:31:429 (3,1) - I'd swap NC as the stream starts on 00:31:429 - Fruit-splash.
  16. 00:32:930 (1,1,2,3) - This is too intense actually. Consider making it easier by making 1 more vertical or by specific way you'd prefer - I don't understand the problem but okay, I made it a bit easier.
  17. 00:36:096 (1) - Would be great if you move slider's head to a bit right to make the movement for 5 to 1. - Not really understand but I hope I get it.
  18. 00:36:596 (1,2,1,2,1,2) - This part feels pretty uncomfortable due to the intense jump on 00:36:096 (1,2) - . Try to redesign the part else it would be too harsh - Made easier.
  19. 00:40:346 (2,4) - Expecting a bit more movement here. How about move 2 to the left for a bit & 4 to the right slightly? - Done.
  20. 00:41:263 (5,6) - The connection here is kinda broken and unexpected. I'd make 00:41:429 (6,1,2,3,4) - these streams to have circular shape just like 00:43:679 (1) - Done
  21. 00:46:513 (4) - The NC here can be removed - Fruit-splash here as there is a strong beat at 00:46:429
  22. 00:48:513 (4) - Unnecessary NC - ^
  23. 00:49:263 (4) - You can move this to about x:248 to have a better movement - Done.
  24. 00:56:013 - I can't hear the sound here. Thus I recommend you to remove the note here
  25. 00:56:679 (2) - Here're the same as above, try removing the note - Done both.

Overall, the mapset is great, especially the rain diff <3 - Thanks!

I'd love to check lower diffs later if it is necessary
hope my mods can be helpful
Thanks for mod!
JBHyperion
As requested, modding as part of the


General Comments:
  1. Song Folder: BG isn't displaying correctly (at least for me), probably since you renamed/used a different image. Could you check this and re-add the new BG to all diffs if necessary?
  2. Song Setup: No issues
  3. Metadata: No issues
  4. Timing: Offset seems a little early for me, though the ranked mania version uses this offset and it's newly ranked. I personally feel 1435ms is more accurate, but obviously 1430ms is close enough to be rankable at least for maina hue. Also, some inconsistencies in kiai time between difficulties - 1st kiai burst ends at 00:11:596 in Salad and Platter, but 00:11:679 in Rain and Withered - 2nd kiai burst ends at 00:32:929 in Salad and Platter but 00:33:013 in Rain and Withered. Makes no sense to extend the kiai by an extra 1/4 to a blue tick, so fix these to make it consistent please
  5. Hitsounds: No isuues
  6. AImod: No issues
Difficulty-Specific Comments:
Salad
  1. 00:02:929 (1) - head and tail are equally prominent, and there's no significant hold note between them. I'd split this into two circles, OR, what might be more appropriate, is change 00:02:596 (3,1) into circle, 1/2 slider for the downbeat (piano note is strongest here) and then another circle at 00:03:263
  2. 00:39:263 (2) - This doesn't really feel strong enough to warrant dash IMO, I'd move it to x-364
  3. 00:47:263 (4,1,2,3) - Quite a lot of successive "almost" dashes required here, which can confuse the player (is dash required, or not?, etc.) I'd definitely consider making 00:47:929 (2,3) - require dash, since it's the most prominent, but you want to avoid another big dash back to 00:48:763 (1) if you do this. Less important, but you could also make a bigger spacing between 00:47:263 (4,1) because of the NC

Platter
  1. 00:06:263 (3,1) - Kinda uncomfortable to catch at present, and I really feel this deserves a hdash, since it's the first "energetic" note in the song, so I'd move (1) to x-492
  2. 00:17:096 (3) - I can't hear a sound to justify this repeat, but there is noticeable piano note at 00:17:013 - You could remove (3), and add a 1/4 slider at 00:17:013 and a circle at 00:17:263
  3. 00:32:096 (3,1) - Having a NC on (3) could be troublesome, as it causes the fruit to jump off the plate and obstruct the player's view during a pattern where careful, small movements are required. I'd swap the NC here since the blue tick NC doesn't make much musical sense anyway, but you could also combine these into a 1/4 repeat slider with one extra repeat, since they stack perfectly at present
  4. 00:42:096 (3,1,2,1) - As above, why not just make these into 1/4 repeat sliders and give them their own NC?
  5. 00:50:429 (2) - Cymbal sound is really weak here - it would be better if you mapped the piano at 00:50:346 and 00:50:596 instead
  6. 00:51:763 (2) - ^
  7. 00:56:763 (4,1) - Same as 00:32:096 (3,1)

Rain
  1. 00:17:929 (2,3,4) - How about adding some 1/4 notes between these for the drum sounds?
  2. 00:22:096 (3,1) - Swap NC here, makes no sense to have the NC on the weak blue tick. Comboing across jumps like this just punishes players for missing the jump
  3. 00:26:929 (4,1) - This spacing is a little annoying - try curving 00:26:596 (4,1,2,3,4) slightly less, or move 00:27:429 (1,2,3) to somewhere like x-200
  4. 00:30:096 (3,4) - A tiny bit more movement would be nice here, I moved the head to [408.88]
  5. 00:31:429 (3,1) and 00:32:096 (6,1) - same as 00:22:096 (3,1)
  6. 00:32:763 (1,2,1) - I understand you want a good buildup into the kiai, but this spacing is kinda mean IMO. I'd move (2) to x-444 and curve to the right to improve flow leading in and out. It's quite easy to overshoot with repeated full-screen hypers like this
  7. 00:50:429 (2,2) - I feel these would fit better as 3/4 sliders (beginning 1 /4 earlier) for the piano

Withered
  1. 00:08:346 (2) - Strong piano sound is on the tail, while the head is a weak 1/4 beat - I'd replace this with a single circle on the white tick
  2. 00:33:221 (1,2,3) - A tiny bit of movement to the right here perhaps? It would make it more interesting, and reduce the snap hyper distance to 00:33:429 (1) slightly
Not really much else I can say, since I'm not great at playing this kind of difficulty ):

This is all from me. Hopefully you find this mod helpful, but if you have any questions, feel free to get back to me and I'll do what I can to help.
Good luck! (:
Topic Starter
autofanboy

JBHyperion wrote:

As requested, modding as part of the


General Comments:
  1. Song Folder: BG isn't displaying correctly (at least for me), probably since you renamed/used a different image. Could you check this and re-add the new BG to all diffs if necessary? - The backgrounds are updated before, probably you just didn't update the map.
  2. Song Setup: No issues
  3. Metadata: No issues
  4. Timing: Offset seems a little early for me, though the ranked mania version uses this offset and it's newly ranked. I personally feel 1435ms is more accurate, but obviously 1430ms is close enough to be rankable at least for maina hue. Also, some inconsistencies in kiai time between difficulties - 1st kiai burst ends at 00:11:596 in Salad and Platter, but 00:11:679 in Rain and Withered - 2nd kiai burst ends at 00:32:929 in Salad and Platter but 00:33:013 in Rain and Withered. Makes no sense to extend the kiai by an extra 1/4 to a blue tick, so fix these to make it consistent please - Offset changed and kiai unified (although offset is stolen taken from the ranked mapsets
  5. Hitsounds: No isuues
  6. AImod: No issues
Difficulty-Specific Comments:
Salad
  1. 00:02:929 (1) - head and tail are equally prominent, and there's no significant hold note between them. I'd split this into two circles, OR, what might be more appropriate, is change 00:02:596 (3,1) into circle, 1/2 slider for the downbeat (piano note is strongest here) and then another circle at 00:03:263 - The pattern will be awkward if I changed into circles and feel too empty, and it feels weird as well if I changed to the latter one, as the end of the 1/2 slider is not suiting audio. That's why I will just keep the current pattern and the hold note problem is not really that important for CtB in my opinion.
  2. 00:39:263 (2) - This doesn't really feel strong enough to warrant dash IMO, I'd move it to x-364 - Moved.
  3. 00:47:263 (4,1,2,3) - Quite a lot of successive "almost" dashes required here, which can confuse the player (is dash required, or not?, etc.) I'd definitely consider making 00:47:929 (2,3) - require dash, since it's the most prominent, but you want to avoid another big dash back to 00:48:763 (1) if you do this. Less important, but you could also make a bigger spacing between 00:47:263 (4,1) because of the NC - Changed dash patterns, but no for the bigger spacing because I want to make this part easier and allow dash only at (2,3).

Platter
  1. 00:06:263 (3,1) - Kinda uncomfortable to catch at present, and I really feel this deserves a hdash, since it's the first "energetic" note in the song, so I'd move (1) to x-492 - Changed in a different way which adds a HDash.
  2. 00:17:096 (3) - I can't hear a sound to justify this repeat, but there is noticeable piano note at 00:17:013 - You could remove (3), and add a 1/4 slider at 00:17:013 and a circle at 00:17:263 - Changed differently.
  3. 00:32:096 (3,1) - Having a NC on (3) could be troublesome, as it causes the fruit to jump off the plate and obstruct the player's view during a pattern where careful, small movements are required. I'd swap the NC here since the blue tick NC doesn't make much musical sense anyway, but you could also combine these into a 1/4 repeat slider with one extra repeat, since they stack perfectly at present - Removed NC instead, although I was trying to NC at the place where strong beat goes.
  4. 00:42:096 (3,1,2,1) - As above, why not just make these into 1/4 repeat sliders and give them their own NC? - Same as above but alright I will just remove these NCs to give clearer flow.
  5. 00:50:429 (2) - Cymbal sound is really weak here - it would be better if you mapped the piano at 00:50:346 and 00:50:596 instead
  6. 00:51:763 (2) - ^ - Mapped for both.
  7. 00:56:763 (4,1) - Same as 00:32:096 (3,1) - Okay.

Rain
  1. 00:17:929 (2,3,4) - How about adding some 1/4 notes between these for the drum sounds? - Added a stream.
  2. 00:22:096 (3,1) - Swap NC here, makes no sense to have the NC on the weak blue tick. Comboing across jumps like this just punishes players for missing the jump - Same reason but okay.
  3. 00:26:929 (4,1) - This spacing is a little annoying - try curving 00:26:596 (4,1,2,3,4) slightly less, or move 00:27:429 (1,2,3) to somewhere like x-200 - I enlarged distance instead because it fits with a HDash.
  4. 00:30:096 (3,4) - A tiny bit more movement would be nice here, I moved the head to [408.88] - No because I am trying to make a little static movement here to emphasize the Finish and it feels nice that it seems like the time is frozen at the moment.
  5. 00:31:429 (3,1) and 00:32:096 (6,1) - same as 00:22:096 (3,1) - Done.
  6. 00:32:763 (1,2,1) - I understand you want a good buildup into the kiai, but this spacing is kinda mean IMO. I'd move (2) to x-444 and curve to the right to improve flow leading in and out. It's quite easy to overshoot with repeated full-screen hypers like this - I moved (2) much closer instead but not changing the shape of slider because it feels nice with that.
  7. 00:50:429 (2,2) - I feel these would fit better as 3/4 sliders (beginning 1 /4 earlier) for the piano - Done.

Withered
  1. 00:08:346 (2) - Strong piano sound is on the tail, while the head is a weak 1/4 beat - I'd replace this with a single circle on the white tick - Done.
  2. 00:33:221 (1,2,3) - A tiny bit of movement to the right here perhaps? It would make it more interesting, and reduce the snap hyper distance to 00:33:429 (1) slightly - Okay but it feels pretty weird in my opinion.
Not really much else I can say, since I'm not great at playing this kind of difficulty ): - R.I.P ):

This is all from me. Hopefully you find this mod helpful, but if you have any questions, feel free to get back to me and I'll do what I can to help.
Good luck! (:
Thanks for mod!
BoberOfDarkness
Some polishes on Withered

00:26:100 (5,6,7,1) - maybe ctrl + H them

00:32:101 (1,2) - I think its better with hyper

00:32:434 (3,4) - ^

00:41:018 (3,4,5) - I think hyper betwen (4) and (5) would be fun (and fit better)

00:42:101 (3,1,2,3,4) - maybe try other shape

00:46:768 (1,2,1,2) - maybe try something harder here like this
placement:
* 00:46:768 (1) - x:48 and x:4 or x:8 for slider tail
* 00:47:101 (2) - x:244
00:47:268 (1,2) - x:514

I think hypers combo fits here :)

00:48:434 (3,1,2,3) - maybe curve it?

00:52:101 (1,2,1) - I think some 1/8 streams + 1/4 jumps fit here maybe try something like 00:33:226 (1,2,3) -

00:56:768 (2,1,2,3,4,1,2,3,4) - same^


Great map

rank rank rank
Topic Starter
autofanboy

BoberOfDarkness wrote:

Some polishes on Withered

00:26:100 (5,6,7,1) - maybe ctrl + H them - No as there is no sharp changes in volume or beats at (4,5).

00:32:101 (1,2) - I think its better with hyper - Was mentioned by Spectator before so I just removed them in order not to overmap.

00:32:434 (3,4) - ^ - ^

00:41:018 (3,4,5) - I think hyper betwen (4) and (5) would be fun (and fit better) - Beat at (5) is not really that big for emphasize.

00:42:101 (3,1,2,3,4) - maybe try other shape - What do you mean by other shape? And I don't see any problem here, it flows well.

00:46:768 (1,2,1,2) - maybe try something harder here like this
placement:
* 00:46:768 (1) - x:48 and x:4 or x:8 for slider tail
* 00:47:101 (2) - x:244
00:47:268 (1,2) - x:514 - I am trying to keep consistency with the previous patterns, for instance 00:36:101 (1,2)

I think hypers combo fits here :)

00:48:434 (3,1,2,3) - maybe curve it? - It is fine to me but fine.

00:52:101 (1,2,1) - I think some 1/8 streams + 1/4 jumps fit here maybe try something like 00:33:226 (1,2,3) - It doesn't suit.

00:56:768 (2,1,2,3,4,1,2,3,4) - same^ - No!


Great map - Thanks.

rank rank rank
Thanks for mod!
Pew_old_1
Your map is good so i can't find any problems with the patterns but there's some hitsound stuffs

Hitsound pls
00:02:101 (3) - I don't think it requires an extra whistle due to the softness of the piece, 00:04:101 (3) - If you apply it then also remove the whistle here for consistent hitsound patterns.

00:04:768 (1) - Swap it with a clap hitsound instead of whistle, so it follows with the patterning here 00:02:768 (4) -

00:43:684 (1,2,3,4,5) - I think the hitsounds are too strong for the pattern, and it drowns the music somewhere here, i think its recommended to soften it or change the patterns/type of hitsounds here.

00:44:101 (1) - The hitsound here is also too strong against the music, i would think it being softer, or changing to another type would be better.

00:16:434 (3) - The hitsound here is on beat so it breaks the rhythm from the off beat hitsounds over here 00:15:268 (1,1,1) - I would recommend to remove it so it doesn't contradict with the earlier hitsounds

00:37:768 (3) - Same with above ^

00:48:434 (3) - Same with above orz

00:16:768 (4,1,2,3,4,5) - Might be a bit loud, so soften a bit i guess? lol
Topic Starter
autofanboy

Pew wrote:

Your map is good so i can't find any problems with the patterns but there's some hitsound stuffs

Hitsound pls
00:02:101 (3) - I don't think it requires an extra whistle due to the softness of the piece, 00:04:101 (3) - If you apply it then also remove the whistle here for consistent hitsound patterns. - Removed Whistle.

00:04:768 (1) - Swap it with a clap hitsound instead of whistle, so it follows with the patterning here 00:02:768 (4) - Nah it doesn't fit the rhythm though.

00:43:684 (1,2,3,4,5) - I think the hitsounds are too strong for the pattern, and it drowns the music somewhere here, i think its recommended to soften it or change the patterns/type of hitsounds here. - No change for this, I intended to have such down-sounded rhythm.

00:44:101 (1) - The hitsound here is also too strong against the music, i would think it being softer, or changing to another type would be better. - This is the same as the first one at 00:33:434

00:16:434 (3) - The hitsound here is on beat so it breaks the rhythm from the off beat hitsounds over here 00:15:268 (1,1,1) - I would recommend to remove it so it doesn't contradict with the earlier hitsounds - Well I add Finish at the strong rhythms, and it doesn't really contradict to be honest, and it acts much louder with a 80% volume while the previous ones with 60% only.

00:37:768 (3) - Same with above ^

00:48:434 (3) - Same with above orz - Same as above orz

00:16:768 (4,1,2,3,4,5) - Might be a bit loud, so soften a bit i guess? lol - It is at 60% and it is already low compared to the Kiai Time parts which is much intense.
Thanks for the hitsound mod.
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