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sweet ARMS - Installation [CatchTheBeat]

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Topic Starter
Nitsches
This beatmap was submitted using in-game submission on mardi 20 mars 2018 at 22:13:00

Artist: sweet ARMS
Title: Installation
Source: デート・ア・ライブ 或守インストール
Tags: arusu ars install compile heart sting playstation visual novel date a live ii 2 shio watanabe go sakabe
BPM: 215
Filesize: 8650kb
Play Time: 05:30
Difficulties Available:
  1. Halvanhelev (6,94 stars, 1296 notes)
Download: sweet ARMS - Installation
Information: Scores/Beatmap Listing
---------------
1st Map ! Hope you will enjoy it !
DATE A LIVE <3

16/07/2020: Chosen for Project Loved !
26/07/2020: Passed the voting phase with 113 for and 6 against
THANKS YOU !

I hope you will have fun, thanks to everyone who voted to make that possible

BIG Changelog
  • [Changelog]
  1. 18/11: Changed name into "Deluge" 100% done !
  2. 22/11: Remaped some awkward jumps, fixed some impossible dash into Hdash
  3. 24/11: Added Kuki's and [Sc4v4ng3r]'s mod, thanks for cooperating !
  4. 06/12: Changed some jumps and rework of guitar part
  5. 12/12: Changed name to "Halvanhelev" (Ref: Tohka big sword)
  6. 15/12: Metadata Checked by Gamu, "The current metadata is fine!" thx :3
  7. 07/01/16: Added SYAHME mod and accept M4M from -Sh1n1-
  8. 21/01: Added -Sh1n1- mod, very useful help, thanks men !
  9. 23/01: Reworked some jumps, changed pattern at the end
  10. 13/02: Added Kagari mod, almost emphazing the map, great work dude :o
  11. 15/02: Added alienflybot mod
  12. 19/02: Fixed some weird (H)dashs and patterns
  13. 17/03: Added tips of Kyuare's (IG little mod)
  14. 19/03: Added Blind Justice mod / Changed some pattern (most stream) and emphasize parts (6.39* to 6.71* lmao)
  15. 24/03: Added WildOne94 mod / Added and Changed some Hdash/Stream (back to 6.42* enjoy)
  16. 05/04: Added Kurokami mod
  17. 12/04: Changed some circles distance, add & removed HDashes
  18. 16/04: Added - Magic Girl - mod / SelfModding a bit
  19. 16/04: Added Kyuare mod (Awesome mod thanks!)
  20. 20/04: Added Kurokami check/mod
  21. 21/04: Added Zak in-game help
  22. 14/05: Added koliron mod / Fixed some guitar patterns
  23. 28/05: Added Ascendance mod / Fixed some things ~
  24. 29/05: Added Hibari mod
  25. 05/06: Added murutattack mod / Changed some patterns
  26. 07/06: Added -Sh1n1- check(mod?) / Changed streams patterns
  27. 08/06: Added rew0825 mod (Seems like a hitsounding mod, great througt)
  28. 15/06: Added Kurokami check/mod
  29. 19/06: Self mod 3 kiai stream part, changed patterns
  30. 30/07: changed pattern about streams part, hardest and funiest. :)Maybe it'll back to last version..
  31. 02/08: Added [ K a e d e ] mod
  32. 23/08: Small changes
  33. 24/09: Small changes in stream part - Helped by Kyuare a bit[
  34. 01/10: Polishing some notes, nothing big
  35. 04/10: Added Lyaneii-'s blergh blergh
  36. 10/10: Added MMBan's irc mod
  37. 01/12: FINALLY A MOD ! Little help by RoseusJaeger
  38. 15/12: Added BoberOfDarkness m4m
  39. 19/12: Added Emiru babysit on that stream part fucked up thanks a lot
  40. 06/02/17: ???*
  41. 19/02: Added M4M from Deif, really useful thanks !
  42. 30/05: Added Razor Sharp's mod
  43. 26/06: Added -Aerith- hitsound mod
  44. 02/08: Added liuzicheng4732 mod
  45. 08/11: Added Divine Cake mod
  46. 25/11: Added _wwwww mod
  47. 29/01/2018: Added Hareimu check/mod?
  48. 26/02: Added Aqliva mod
  49. 27/02: Added Nelly mod and 34 stars throw o___o"
  50. 20/03: Added -Luminate mod and 20 stars throw o___o"
[My faaaabulous helpers !]Lyaneii- / Got A Staaaaaaar !!BoberOfDarkness / Got A Staaaaaaar !!Ponchiwi / Got A Staaaaaaar !! X2 Nelly / Got A Staaaaaaar !! X34 HOLY WHAT -Luminate / Got A Staaaaaaar !! X20 HOLY WHAT Kyuare /<3/ Huge Help for Modding / Test map <-- This dude is perfect-Sh1n1- / Awesome help for Modding x2Kuki / Help for ModdingSc4v4ng3r / Help for ModdingSYAHME / Little help for ModdingKagari / Help for Emphasing *lol*alienflybot / Help for ModdingBlind Justice / Help for ModdingWildOne94 / Help for ModdingKurokami / Help for Modding x3TylorTheDJ / Little help for Modding- Magic Girl - / Help for ModdingZak / Help for Modding/Test mapkoliron / Help for ModdingAscendance / Help for ModdingHibari / Help for Moddingmurutattack / Help for ModdingLyaneii- / Help for ModdingMMBan / Help for Moddingrew0825 / Help for HitSoundingGamu / Check MetaData[url=https://osu.ppy.sh/u/3093873:1337]K a e d e[/url:1337] / Help for ModdingBoberOfDarkness / Help for ModdingEmiru / Help for Modding IGDeif / Help for ModdingRazor Sharp Help for Modding-Aerith- Help for HitSoundingliuzicheng4732 Help for ModdingDivine Cake Help for Modding_wwwww Help for ModdingHareimu Help for ModdingAqliva Help for ModdingNelly Help for Modding-Luminate Help for Modding-Ken / Test map224Hyperw7 / Test map224Reol / Test mapForce / Test mapArMa79 / Test mapBadis / Test mapEmiru / Test mapExGon / Test mapHibari /<3/ Test mapHineX / Test mapJBHyperion / Test mapLiilium / Test map a lotLyaneii- / Test mapM a s t e r / Test mapMotion / Test mapmwm / Test mapnoraRcat / Test mapPonchiwi / Test mapPredominador / Test mapRyoko / Test mapSeija / Test mapVincs / Test mapwanjai / Test map

Some people have changed their name so it's normal if you can't find them.

Thanks everyone who have been here to help push this map where it is now, and also you for playing it !
Special thanks to Kyuare who taugh me how to map ctb, and Kurokami for always helping me trying to push this to rank!
Sc4v4ng3r

Nitsches wrote:

~Remapping for better jumps in work~
Will mod this when that is done.
Kuki
light mod from kiwi modding queue

[general]
you need to set a preview point.

[deluge]
00:10:340 (4) - this ends 1/6 for some reason?
00:10:805 (5) - so like this is mapped to nothing
02:00:014 (1,2) - fix (2)s sliderend stack
02:18:014 (2,3) - perhaps try something like this, same for 02:18:572 (5,6) -.
03:05:875 (1,2,3,4,5,6,7,1,2,3,4,5,6,1,1,2,3,4,5,6,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,1,2,3,4,5,6,7) - like all of this is overmapped, streams to no sound at all
03:09:712 (1) - overmapped, 1/8 repeat slider to no sound. remove this.

seems alright, you really need to focus more on overmaps though, that seems to be a problem often throughout this map.
Sc4v4ng3r
NM as requested in my queue~

  1. Unrankable issues
  2. My opinion which I highly recommend changing it
  3. Small suggestions/nazi

[General]
  1. You need a preview point, set it somewhere before the chorus like 01:13:689 - .
[Deluge]
  1. You know, you might as well use a custom name for this difficulty, not deluge. I can't really think of an idea, but you know, something related to the VN or the series itself.
  2. The dashes in this difficulty are mostly bit disoriented, as the disoriented dashes are not landing on any of the strong beats nor loud instruments. Try to make dashes and H-Dashes around those, as making dashes on weaker or softer notes doesn't really make sense as it doesn't represent anything on the song.
  3. 00:08:945 (3) - While the snare does justify the use of a H-Dash, the section itself isn't that intense; therefore any strong beats or loud instruments excluding cymbals should be made as a regular dash instead of a H-Dash to reflect that. There are lots of these before 00:19:549 - , check them.
  4. 00:15:642 (3,4,5,6,1) - Here as well, the increasing of distance is really overdone. As the section isn't that strong enough, and as the electric guitar's pitch is actually decreasing, it is really weird to have a increasing distance, which leads to a H-Dash, which is certainly overdone. Similar like above, you can use regular dashes, but instead try to replace (3,4) with a single 1/2 slider, as well as (5,6), so that the dashes in this part isn't overdone.
  5. 00:19:549 (1,5,6,1) - Remove all hitsounds in this stream and hear the song at 50% playback rate, you will hear the snares are actually landing on 00:19:549 (1,6) - only, not 00:19:898 (5,1) - these. And since the hit-normal is already enough to emphasize the bass kick, you would want to remove all whistles on this stream, remove the claps on 00:19:898 (5,1) - , then add a clap at (6) to correctly emphasize the snares.
  6. 00:20:666 (1,1,1) - NC spam on the second (1) and the third (1) is definitely not needed.
  7. 00:23:177 (2,3,4) - Circles with only small movements to a same direction is usually boring, especially when it is emphasizing the same thing like the other parts. In this case it will be 00:22:061 (2,3) - these and several others, they had movement between them, but these just has a 'monotonous' movement.
  8. 00:26:107 (5) - Since this has the same electric guitar like all other red beats, you would want to NC here for consistency, and also add a finish for consistency as well.
  9. 00:29:317 (4,1) - Be a little bit consistent with your dashes. While all same others had dashes, this doesn't have any dashes, which certainly does feel really weird. On top of that, this has the same electric guitar as well with the others; not making a jump here will not correctly emphasize on that.
  10. 01:10:898 (1,2) - Be careful when making dashes like this, as the players can't drop-off from the movement they had in (1) to (2) halfway, the dash here will be a H-Dash out of the blue and it will not go along with the other parts.
  11. 01:44:386 (2) - Also be careful when the slider goes off-grid. Although it is totally fine as the game will 'push' the droplets inside the playfield, but that may not give you the intended movement.
  12. 02:48:991 (1,2,3,4,5,6) - This stream, or some of the streams between 02:48:014 - 04:19:549 - these 2 timestamps are not really justified. As the electric guitar doesn't land on 02:49:061 (2,4,6) - these notes(they are only following a faint sound which is also weird because the other streams are following the prominent electric guitar), it doesn't highlight the use of those notes being there, as doing this is only overmapping the instruments. Try to check over the streams in this part, they can certainly be improved.
  13. 04:57:503 - to 05:05:317 - Man it feels like I am modding a standard difficulty lol
    [b]Asides that, some of the patterns in this part rely on the y-axis(up and down), which doesn't matter in CtB, where the distances only matter with the x-axis(let and right just like the catcher). The only thing that the y-axis does is that it reduces the distances in terms of left and right, which reduces distances with certain notes like 05:04:479 (2,3) - , where in this pattern, from (2) to (3) I don't need to move the catcher at all, and that doesn't represent the song that well.
  14. Well basically the issues are recurring in this difficulty, you could go over the difficulty again and check for those inconsistencies.
That is all from me. GL!
Topic Starter
Nitsches
HERE WILL NOTICES ALL MODS/CHECKS IN BOX ! :D

I will not notice here little mods who's directly ingame PM
Thanks Kyuare for supporting me so hard on this map

Last time edited: 05/04/2016


Kuki's Mod

Kuki wrote:

light mod from kiwi modding queue

[general]
you need to set a preview point.

[deluge]
00:10:340 (4) - this ends 1/6 for some reason? Fixed, didn't see ^^
00:10:805 (5) - so like this is mapped to nothing You hear a part of guitar here
02:00:014 (1,2) - fix (2)s sliderend stack Don't really know...
02:18:014 (2,3) - perhaps try something like this, same for 02:18:572 (5,6) -. Yeah nice, i do that with crtl+h / For me it's better :) Thanks for the layout ^^
03:05:875 (1,2,3,4,5,6,7,1,2,3,4,5,6,1,1,2,3,4,5,6,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,1,2,3,4,5,6,7) - like all of this is overmapped, streams to no sound at all I know right but it's overmapped like 1-3hits + slider so not really so much, and it's a "continuous solo guitar stream" x3
03:09:712 (1) - overmapped, 1/8 repeat slider to no sound. remove this. They sound right on the piercing guitar sond, but i didn't make the stream good, removed the 03:09:503 (5,6,7) - before it, added 03:09:433 (5) - ( slider reverse 1/4 ) and changed 03:09:689 (1) - 1/8 to 1/6 ( 3 reverse arrow ))

seems alright, you really need to focus more on overmaps though, that seems to be a problem often throughout this map.
I'll notice that for further mapping, thanks for mod !
Sc4v4ng3r's Mod

[Sc4v4ng3r] wrote:

NM as requested in my queue~

  1. Unrankable issues
  2. My opinion which I highly recommend changing it
  3. Small suggestions/nazi

[General]
  1. You need a preview point, set it somewhere before the chorus like 01:13:689 - .
    Didn't really understand that, can you PM me for more explications please ? Thanks ^^
[Deluge]
  1. You know, you might as well use a custom name for this difficulty, not deluge. I can't really think of an idea, but you know, something related to the VN or the series itself.
  2. The dashes in this difficulty are mostly bit disoriented, as the disoriented dashes are not landing on any of the strong beats nor loud instruments. Try to make dashes and H-Dashes around those, as making dashes on weaker or softer notes doesn't really make sense as it doesn't represent anything on the song.
  3. 00:08:945 (3) - While the snare does justify the use of a H-Dash, the section itself isn't that intense; therefore any strong beats or loud instruments excluding cymbals should be made as a regular dash instead of a H-Dash to reflect that. There are lots of these before 00:19:549 - , check them.
    Fixed/Checked, changed 2-4 "useless" Hdash :)
  4. 00:15:642 (3,4,5,6,1) - Here as well, the increasing of distance is really overdone. As the section isn't that strong enough, and as the electric guitar's pitch is actually decreasing, it is really weird to have a increasing distance, which leads to a H-Dash, which is certainly overdone. Similar like above, you can use regular dashes, but instead try to replace (3,4) with a single 1/2 slider, as well as (5,6), so that the dashes in this part isn't overdone.
    Great suggest ! I love it ! But i will stay on my HdashJumps on this one :)
  5. 00:19:549 (1,5,6,1) - Remove all hitsounds in this stream and hear the song at 50% playback rate, you will hear the snares are actually landing on 00:19:549 (1,6) - only, not 00:19:898 (5,1) - these. And since the hit-normal is already enough to emphasize the bass kick, you would want to remove all whistles on this stream, remove the claps on 00:19:898 (5,1) - , then add a clap at (6) to correctly emphasize the snares.
    Didn't really know all you ask, but fixed all on what you said.
  6. 00:20:666 (1,1,1) - NC spam on the second (1) and the third (1) is definitely not needed.
    Didn't really know, timing is by CherryBlossom, i didn't touch anythings on, but changed "Simpleset ->Normal to default"
  7. 00:23:177 (2,3,4) - Circles with only small movements to a same direction is usually boring, especially when it is emphasizing the same thing like the other parts. In this case it will be 00:22:061 (2,3) - these and several others, they had movement between them, but these just has a 'monotonous' movement.
    Hmmm, something like that ? -> https://osu.ppy.sh/ss/4015453
  8. 00:26:107 (5) - Since this has the same electric guitar like all other red beats, you would want to NC here for consistency, and also add a finish for consistency as well.
    Huuuuu, what ? ;_;
  9. 00:29:317 (4,1) - Be a little bit consistent with your dashes. While all same others had dashes, this doesn't have any dashes, which certainly does feel really weird. On top of that, this has the same electric guitar as well with the others; not making a jump here will not correctly emphasize on that.
    Fixed, Crlt+G (+ moved a bit for making a Hdash )
  10. 01:10:898 (1,2) - Be careful when making dashes like this, as the players can't drop-off from the movement they had in (1) to (2) halfway, the dash here will be a H-Dash out of the blue and it will not go along with the other parts.
    Fixed, -> Did a 90° rotation, and moved on x:120 y:288 ( no hdash on it )
  11. 01:44:386 (2) - Also be careful when the slider goes off-grid. Although it is totally fine as the game will 'push' the droplets inside the playfield, but that may not give you the intended movement.
    Didn't know that ! Thanks :o ( moved a bit into the grid )
  12. 02:48:991 (1,2,3,4,5,6) - This stream, or some of the streams between 02:48:014 - 04:19:549 - these 2 timestamps are not really justified. As the electric guitar doesn't land on 02:49:061 (2,4,6) - these notes(they are only following a faint sound which is also weird because the other streams are following the prominent electric guitar), it doesn't highlight the use of those notes being there, as doing this is only overmapping the instruments. Try to check over the streams in this part, they can certainly be improved.
    Yeah, i know right but i like my way to map those. Just changed the 1st one on that: https://osu.ppy.sh/ss/4015489 Seems good ?
  13. 04:57:503 - to 05:05:317 - Man it feels like I am modding a standard difficulty lol
    I KNOW RIGHT XF ! A lot of people say same thing, but i like this part ( I also mapped some map in standard, so i'll do 1 part of it on CtB, it's not really recommended i know but i want to do it. Why ? Don't know :D

    Asides that, some of the patterns in this part rely on the y-axis(up and down), which doesn't matter in CtB, where the distances only matter with the x-axis(let and right just like the catcher). The only thing that the y-axis does is that it reduces the distances in terms of left and right, which reduces distances with certain notes like 05:04:479 (2,3) - , where in this pattern, from (2) to (3) I don't need to move the catcher at all, and that doesn't represent the song that well.
  14. Well basically the issues are recurring in this difficulty, you could go over the difficulty again and check for those inconsistencies.
    [b] You have right, I'll check and modifies those "horribles" things and try to make fun paterns :)
That is all from me. GL!
It's up to me to thank you mate !
SYAHME's Mod

SYAHME wrote:

From my modding queue.
[General]
  1. None
[Halvanhelev]
  1. 00:08:386 (1) - make this slider 180 degree horizontal because it will connect well with the next two hitcircles.
  2. 00:08:805 (2,3) - make it closer to previous slider by move this notes to x:304.
  3. 00:11:735 (1,2) - Move this notes to x: 408.
  4. 00:10:340 (4) - make it closer to previous hitcirle.
  5. 00:12:293 (3,4,5) - Make like *this are more better.
  6. 00:13:968 (1,2,3,4) - Make like *this are more better.
  7. 00:15:363 (2) - hard to catch. Maybe you can make it closer to previous slider.
  8. 00:15:642 (3,4,5,6,1) - Make like *this are more better.
  9. 00:18:154 (5) - make this slider 180 horizontal.
  10. 00:20:666 (1) - too far close to the right a little bit.
  11. 00:21:224 (2) - make this reverse slider horizontal a little bit maybe 45 degree.
  12. 00:21:642 (1) - too far close to the right a little bit.
  13. 00:22:759 (1) - make this slider 45 degree horizontal & closer to previous hitcircle.
  14. 00:23:177 (6,7) - Move this notes to x: 160.
  15. 00:23:875 (1) - move to the left a little bit.
  16. 00:25:828 (3,4) - make this closer to each other.
  17. 00:30:154 (3) - make this reverse slider 180 degree horizontal to the left.
  18. 00:37:968 (1,2,1,2,1) - make like 00:15:642 (3,4,5,6,1) - this.
  19. 00:47:177 (6) - too far make it closer to the right.
  20. 00:53:456 (1) - too far from previous slider make it closer, hard to catch with this kind of jump.
  21. 00:56:386 (1) - same like above.
  22. 00:57:503 (1) - same like above.
  23. 01:02:945 (4,1) - make this closer to previous hitcircle because it too sudden and easy to miss.
Forgot to note all modifications, but i add a lot of them ( >50% i thinks )
-Sh1n1-'s Mod

-Sh1n1- wrote:

Ok, let's start with modding:

General

  1. lool I can see that you like customized things xD, HP:6 CS:4 please Agree, changed it
  2. Uncheck "Display storyboard in front of combo fire" and "Letterbox during breaks" to follow guidelness propertly. Where did i found that please ?? ,-,

Halvanhelev

Intense mod, hope to see this map ranked, never give up. OMMMG THX <3<3<3
  1. At first part, you should reduce a bit some spinners to make this part more clean and factible for players:
    - 00:00:642 (1) - finish at 00:02:666 - Agree
    - 00:02:875 (1) - finish at 00:04:898 - Agree
    - 00:05:107 (1) - finish at 00:07:131 - Agree
  2. 00:10:340 (4,5) - I don't know what happen with such sliders, maybe you change slider velocity multiplier? anyways, 00:10:340 (4) - should finish at 00:10:619 - and 00:10:805 (5) - should be placed at 00:10:759 - with reverse arrow at 00:10:898 -. Things changed, for this one: 00:10:759 (5) - i didn't take attention because i start to map on 1/8
  3. 00:09:503 (1) - you forgot to enphasize this note with HDash as you did on 00:11:735 (1) - 00:13:968 (1) - 00:16:200 (1) - right? Agree again, thanks
  4. 00:13:968 (1) - I like how you enphasized this note with HDash but there is a reason to put another HDash between 00:13:968 (1,2) -? it's kinda weird and many players could miss this jump because song doesn't reflect that, in the other hand I'm not saying that you should stack some sliders 'cause I'm not agree about the way of 00:12:293 (3,4) -, it should be changed too imo. You have right, i'll make another patern for them
  5. 00:14:247 (2,3) - here we go again, does it need HDash? if you ask me I'll say no!. ohh but if you fix the previous advice, I'm sure that the distance here is better, I'll leave to you. Same for -^ Changed patern for better feelings
  6. 00:16:200 (1) - too hard to catch, Ok, this diff is like overdose but I suggest you to reduce the distance at 00:15:921 (5,6,1) -, it should be fixed easily moving 00:16:061 (6) - to x:152 Tested and i'm ok with you
  7. 00:22:340 (3,4) - why HDash here?Hu, idk :? I think that HDash should be between 00:22:619 (4,1) - as you did on 00:20:386 (5,1) - 00:21:224 (1,1) -, also I'll give you some patterns with the same problems: Agree, sound better
    1.- 00:23:596 (4,1) - Changed, new patern
    2.- 00:24:852 (4,1) - -^
    3.- 00:27:084 (9,1) - -^
    4.- 00:28:061 (4,1) - -^
    5.- 00:32:666 (5,1) - -^
    6.- 00:36:014 (4,1) - -^
  8. 00:23:456 (3,4) - doesn't follow a good rhythm, I'm std mapper too, so, In my opinion, slider should be first and then a note. I recommend you to press Ctrl+G and replace your notes then. Well, i thinks it was better to make like that by your opinion isn't so bad, reworked
  9. 00:29:038 (3,4) - good, nice jump, why not between 00:28:759 (2,3) - ?Changed too make 2 HDash
  10. 00:31:689 (1) - why slider with reverse? should be only one slider, in the other hand I think that a reverse slider could be good at 00:33:363 (3) -, what do you think? I do slider reverse because i thinks it enphasize great with the rest of, and for the second, i didn't do it because i follow the 3 "Tin hin hin" ( omg i'm so great for simulate sound ,-, ) of this: 00:33:363 (3,4,1) -
  11. from 01:05:038 - to 01:11:735 - is pretty nice with consistency present, sad to say that I'm not agree with part from 00:56:386 - to 01:03:921 - cause there are parts when you did HDashes to enphasize voice ( for example: 00:57:224 (3,1) - 00:59:456 (3,1) - ) and other HDashes to enphasize guitar ( for example: 00:58:619 (1,2) - 01:00:852 (1,2) - ) I recommend you to keep consistency with part from 01:05:038 - to 01:11:735 - I try to do that, idk if it'll be good or no ...
  12. HDash between 01:12:293 (4,5) - should be removed, this jump is unconfortable and unrankeable. I won't delete it, but changed into that: http://puu.sh/mEdom/4ab270dd08.jpg
  13. 01:13:131 (1,2,3) - holly .... :O reduce the distance between such notes Okay sensai
  14. 01:17:038 (3,1) - you forgot to add HDash here, same as 01:17:875 (2,3) - cause is the same sound I'll not make a Hdash here, and i didn't forget to add one after ^^
  15. 01:20:666 (6,1) - funny to play but unrankeable cause distance is too high, you should reduce the distance k thx
  16. I'm surprised because you follow voice high pitch with long slider at 01:20:805 (1) - but not at 01:21:921 (1) - why not consistency? I do a ctrl+G and changed patern, thanks
  17. 01:31:968 (1,2,3) - too straight, try to move some notes and make 01:32:386 (2) - more slant Ctrl+g and moved a bit/color]
  18. 01:33:921 (3,4) - don't you think that the distance between such notes are too long? for example you could reduce at 2.03x same as 01:30:154 (1,2) - or 1.41x same as 01:31:549 (3,4) - it's up to you. [color=#BF8000]I'm ok with you but if prefer let it like naw :3
  19. why HDash between 01:56:386 (5,6) - ? high pitch is on 01:56:666 - right? HDash between 01:56:526 (6,1) - works better. Right, changed this thing, was thinking it will be better like that too ^^p
  20. since 01:56:666 - to 02:04:200 - I don't understand what are you following to make HDashes, for example: 01:57:503 (3) - 02:01:968 (3) - and 01:58:619 (3) - 02:03:084 (3) - where is consistency on similar sounds? I found a nice way to keep consistency with your current patterns, only 3 changes:
    1.- 02:01:968 (3,1) - HDash between such notes should be removed to keep consistency with 01:57:503 (3,1) -
    2.- 02:02:666 (2,3) - HDash should be added, same as 01:58:200 (2,3) -
    3.- 02:03:363 (1,2) - add HDash, consistency with 01:58:898 (1,2) -
    Changed some things, but some of them are already implanted huhu ~
  21. 02:13:410 (1,2) - move a bit to the left to make more clear, x:232y:352, now 02:13:131 (7,1,2) - have similar distance. I don't really take attention to that, but i agree
  22. 02:13:828 (4) - I'll recommend you to delete this note, 'cause I can see enough breaks on your map and is not at all necessary. Agree
  23. 02:14:526 - kiai start here, strong sound... why not HDash to enphasize high pitch? Fixed
  24. 02:14:526 (1,2,3) - too hard mate, only ExGon will be happy with this pattern. Fixed
  25. 02:15:642 (1,2,3) - wtf lool, same as above. Fixed
  26. 02:21:503 (2,3) - HDash here is not necessary, 02:21:921 (3) - move a bit closer to 02:21:503 (2) - and add HDash between 02:21:921 (3,1) - to enphasize high pitch at 02:22:200 - Fixed
  27. 03:00:572 (2,3) - don't you want to add HDash here? OMFG YES !!!
  28. 03:02:107 (3) - ugly, make more straight Okay ... :(
  29. 03:04:479 (6,1) - you miss HDash here, also between 03:04:759 (1,2) - it's like standard mapping O.o Fixed
  30. 03:28:131 (5,1) - move a bit to the left Fixed
  31. 03:57:572 (1,1) - sounds bad, I recoment you to change into 1/4 or you can add a timing section and change the volume to 30 or 25, it's up to you but I recommend you the first advice. Fixed, sound great ofc
  32. 04:13:968 (1,2,3,4) - you are on the most intense part of the song, this patterns don't reflect that. I make a one, seems better
  33. 04:42:991 (1) - what happened with this slider? try to fix it. I reduce the reverses arrow to 1 and make it a little shorter
  34. 04:48:014 (1,2,1) - are you sure about HDash here? because song is decreasing. Yep i'm sure :3
  35. since 04:57:503 - I'll stop with modding because I'm helping to change an std map into a ctb ._., pleaseeee!!! Wut ? Okaaaay i'll change all above this one, didn't see i made like std here srryy ;-; ( I'LL FIX IT LATER THAN THIS MOD THX

You have awesome patterns, there are parts when I feel the song with your patterns but there are parts when I want to delete your map because make me crazy loool, I recommed you to fix some problems about consistency on similar sounds and jumps and it will be closer to rank. Hope to help you, kudosu if it deserve.
I will do all chance when i got some times for... Maybe on 21-22/01 or this week (23-24/01)
Kagari's Mod

Kagari wrote:

placeholder (make sure you update your map first, then I can mod it) :D
this is just a suggestion from me so if it's not helpful at all, dont kd me Ofc i'll kd you, you're dumb ?
WARNING !
BUNCH OF "AGREE" INCOMING !

  1. 00:20:386 (5,1) - try to reduce the distance between 5 and 1. seems that the hyper to 5 makes it harder to reach back to 1. Agree
  2. 00:48:014 (3) - try rotating this 90 degree clockwise and move it to x: 312, and then move 00:48:852 (1) - to x:160 to retain the previous distance Agree, but not the placement for "x", moved a bit
  3. 00:53:875 (2,3) - make a dash (or a hyperdash) between these two sliders (my suggestion is ctrl+g 00:54:154 (3) - and move it to x: 496)
    you can reduce the distance between 00:53:456 (1,2) - but i dont think that's necessary for now. Agree for the first, and i don't thinks too that need to be reduced for the second ^^
  4. 00:57:921 (2,3) - ctrl+h this and move them to x:352. seems the previous pattern is kinda boring to me q_q TOTALLY agree
  5. 01:01:689 (3) - ctrl+g this and move to the right a bit by one or two grids Agree
  6. 01:02:805 (3,4) - the hyperdash to 4 isnt that good since the hyperdash should start at 4... move 01:02:945 (4) - to x:8 or find a better way to make a hyperdash from 01:02:945 (4) - to 01:03:084 (1) - without damaging the 3 to 4 hyperdash and the hyperdashes afterwards. it's up to you to decide :) After many tries i found one who seems good and fun :)
  7. 01:09:782 (1) - try ctrl+h and move the slider to x:448 Agree
  8. 01:28:619 (1) - how about moving this to the right (x:472) or to the left (x:40) to create a sweet hyperdash before the spinner? And why not TWO HDash ? YEAH ! :D
  9. 01:57:782 (1) - ctrl+g and move this to the left a bit (probably by 2 or 3 grids) Agree
  10. 02:00:014 (1) - ctrl+g Agree
  11. 02:00:433 (2) - make it like this and move it to x:416. after that, move 02:00:852 (3) - to either x:360 or x:472 1st step: I'm okay / 2nd step: I'm not. I moved 02:00:433 (2) - to x:472 but i didn't do the ctrl+g cause i thinks it enphasize right with 02:00:852 (3) - at x:376 for HDash
  12. 02:02:247 (1,2,3) - ctrl+h them 02:00:852 (3) - [b]Agree
  13. 02:10:061 (1) - ctrl+g Agree
  14. 02:52:340 (1) - x:360 Agree
  15. 03:59:875 (2) - ctrl+g and move to x:24 Agree
  16. 04:00:572 (1) - ctrl+h Agree
  17. 04:03:921 (1) - ctrl+h Agree
  18. 04:04:759 (3,1) - for this one, move 04:04:759 (3) - to x:216. after that, ctrl+h this 04:05:038 (1) - and move it to x:24 Agree
  19. 04:06:154 (1,2) - first, ctrl+g this 04:06:154 (1) - . and then, ctrl+g this 04:06:572 (2) - and move the slider to x:440 Agree
  20. 04:21:503 (4) - move to x:16 Agree
  21. 04:28:200 (6,7) - move them to x:504 Agree
  22. 04:29:596 (1,2) - ctrl+h Agree
  23. 04:31:131 (2) - ctrl+h and move to x:296 Agree
  24. 04:32:666 (3) - x:64Agree
  25. 04:33:363 (2,3,4) - ctrl+h and move to x:272 Agree
  26. 04:35:596 (2) - ctrl+g and move to x:264 Agree
  27. 04:37:410 (1) - ctrl+h and move to x:112 Agree
  28. 04:39:642 (1) - ctrl+h Agree
  29. 04:40:759 (1) - ^ Agree
  30. 04:47:457 (1,2,3) - vertical notes aren't that good for this part. it should be emphasized more. for example, 04:47:596 (2) - to x:416 and 04:47:736 (3) - to x:144 Hu, good ! But i prefer 04:47:596 (2) - to x:144 and 04:47:736 (3) - to x:416, i thinks that better
  31. 05:11:875 (1) - move to x:456 Agree
  32. 05:15:084 (4,5) - ctrl+h and move to x:104 Agree
  33. 05:16:479 (1) - move to x:360 Agree
  34. 05:19:689 (1) - x:64 Agree
  35. 05:20:805 (1) - this note should be either left side or right side to create a hyperdash from 05:20:666 (4) - I prefer making 2 Hdash huhu *bastard laugh*
  36. 05:23:038 (1,2,3,4,1,2) - ctrl+h them.Agree
just to let you know, almost all of the suggestion above are to emphasize the parts that you aren't really emphasize properly before. and this is my possible solutions to emphasize that said parts. I saw that, really helpful !
let me know if you're not agree with any of my suggestion(s), we can work out on other solution(s) if possible. I'll notice that
if you have any issue, feel free to PM me in-game if I'm available :)

overall, it's a well-made challenging map for me to enjoy CtB once more. to ctb BNs, pls approve this map :3
Omg of course ! Thanks for the compliment, i'll approve and rank it YEAH !!
good luck~! owo
alienflybot's BN Mod

alienflybot wrote:

Hello!

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

[ Halvanhelev]

  • Preview Point
  1. Your map still lack a preview point where Sc4v4ng3r had pointed it out before. Please add one, I would suggest adding one at 01:13:689 - . (In case you still don't know how to add that: * screenshot) Ok, i thinks i made it but no, added back

    Miscellaneous Toggles
  2. Uncheck 'Display Storyboard in front of Combo Fire', your map doesn't even contain a storyboard.
  3. Uncheck 'Letterbox during Breaks' as well, it doesn't feel good with letterbox at 02:30:154 - and 04:48:572 - . And usually letterbox is used for storyboarding so that's not a good idea to keep it. Fixed for both

    Difficulty Settings
  4. Change the OD to 9.3 as well. AR=OD, as always. Keep it in mind. In fact, I doubt if the AR can be increased slightly to 9.5, since the map is full of jumps and streams, it surely can emphasize the upbeat nature and allow players to read more easily. AR&OD are already to 9.3 ! ;-; but i'll ask peoples for knowing if they prefer 9.3 or 9.5

    Inherited Timing Sections
    Move the following timing sections earlier to a blue tick:
  5. 00:02:735 - Done
  6. 00:04:968 - Done
  7. 00:07:200 - Done

    Remove the following timing sections as they are unused, or just a duplicate of the previous timing section:
  8. 00:08:386 - Done
  9. 01:05:317 - Done
  10. 02:56:945 - Done

    Gameplay
  11. 00:11:596 - Why not map this sound with a circle too? There is a sound in the background where you can actually map it. You might have to change the patterning of 00:10:759 (5,6) - if you want to do that, since the HDash will be too intense if you just add a circle. Of course yeah, i added a circle on this pattern and changed it that it can fit with the rest
  12. 00:14:247 (2,3) - Since you are just adding HDashes to emphasize the cymbals, like 00:09:084 (4,1) - and 00:11:177 (6,1) - , what about removing the HDash here? That's not emphasizing anything special and (3) is not a strong, prominent note either. Changed pattern
  13. 00:14:805 (4,1) - ^ Changed pattern
  14. 00:17:596 (2,3) - I guess you might want to add HDash here as you emphasize (5) with a HDash of 00:18:014 (4,5) - , while I think it suits quite well if you add HDash here, and changing the pattern to triplets. Perhaps you may find the following pattern useful: *screenshot. Note that the placement of 00:17:317 (1,2) - is different from the original one, moving to the right slightly. I make a time for knowing what you want to mean lol, i changed to make 2 HDash at 00:17:596 (2,4) -
  15. 00:19:549 (1,2,3,4,5,6,7,1,2,3,4,5) - This played out strangely. I think it is better to add HDash every 6 circles, just to match the Clap at 00:19:968 (6) - and the sound at 00:20:386 (5) - In addition, add Finish to 00:20:386 (5) - (or any cymbals you find suitable) I thinks you right that it played strangely, but i'm don't really ok with your 2nd part, i just changed the pattern like that: Screen
  16. 00:22:061 (2,3) - Reduce the distance, it is really far away yet the HDash of 00:21:642 (1,2) - draws away players' attention to the next notes. After testing some pattern, i'll found one that fit well with the rest of the pattern
  17. 00:23:177 (2,3) - ^ -^
  18. 00:26:107 (5) - NC? Done
  19. 00:28:759 (2,3,4) - I know it is not an intentional mistake, maybe you want to move (3) a bit to the left, as the distance of 00:28:759 (2,3) - is way larger than 00:29:038 (3,4) - Yeah, didn't make attention to that, fixed
  20. 00:32:107 (2,3) - Reduce the distance as (2) already swiped players away from the next notes, which also requires full dashing (00:32:386 (3,4,5) - ). Reducing the distance here helps players to catch up easily.
  21. 00:32:805 (1,2) - Reduce the distance here too, the pattern of OOO is not so recommended. Maybe you want to move (2) a bit to the right. I also think like that, fixed
  22. 00:33:363 (3,4) - Reduce the distance. Fixed
  23. 00:37:270 (1,1) - ^; In addition, remove the NC at 00:37:689 (1) - Fixed
  24. 00:46:898 (5,6,1) - I suggest removing HDash of (5,6), seriously (6) is not a strong note to be emphasized with a HDash. Instead, 00:47:456 (1) - sounds more prominent and it is a new beginning of combo, so keeping the HDash to this note would be fine while removing the previous one I have mentioned. Fixed, added dash on 00:47:177 (6,1,2) - both of them, seems cool and fun to play
  25. 00:51:503 (3,1) - HDash? Same as the reason above. Fixed -^
  26. 00:53:456 (1,2) - Remove the HDash? (2) is not sounding strong in the audio. Sure, fixed
  27. 00:56:386 - 01:04:061 - This part is so inconsistent, since the HDash allocations are different from one another for each patterns, like you didn't add HDash at 00:56:386 (1,2) - , but then there is one at 00:58:619 (1,2) - ; And there are no HDash between 01:00:572 (3,4) - but there is a very large one at 01:02:805 (3,4) - Please fix this part by having the same, consistent timeline. Note that the note placements can be different but at least the timeline is the same and the same point with HDash. Some Hdash are fixed as you said above, but i didn't move a lot of those patterns
  28. 01:05:317 - 01:09:642 - Aforementioned applies to here, too. Also fixed like above
  29. 01:10:619 (3,1) - Reduce the distance here, it is holy big. Aw ... I thinks that was better with double HDash but well, i reduce it
  30. 01:10:898 (1,2) - Inconsistent with 01:09:782 (1,2) - as there are no HDash. Add one. Fixed and added HDash
  31. 01:12:293 (4,5,6) - I think it is better to add HDash at (5,6) instead of (4,5), it provides a better rhythm. Changed a bit the pattern, seems better
  32. 01:14:805 (3,4) - Reduce the distance. In addition, you may increase the distance of 01:15:084 (4,1) - if you think this part is too easy and need some dashes. Hmm, i'll don't add HDash here, but i reduced the distance
  33. 01:17:038 (3,1) - HDash? You did that later at 01:17:875 (2,3) - and 01:18:433 (4,1) - Anyways, you may move 01:17:875 (2) - and 01:18:433 (4) - a bit closer to the middle, it feels like this part is a bit easy as the part sounds quite intense. I'm totally okay with you, the part seems funniest than before now :D
  34. 01:25:968 (3,4,1) - Move (4) a bit to the left so a HDash at (4,1) can be added. It feels like (3,4) is too static in movement in the current state. Added Hdash and changed a bit the pattern
  35. 01:26:386 (1,2) - As aforementioned, you can change the distance to something similar to 01:26:945 (3,4) - Fixed
  36. 01:30:154 (1,2) - Reduce the distance, (1) swipes players away so the distance can be slightly smaller to cope with the sudden 'blind'. Fixed
  37. 01:37:270 (3,4,1) - Way too cruel here, usually players will try to catch (4). However the distance of (3,4) is fairly huge, if players miss the jump here, it means they are going to miss the rest as well, which may also result in failing. To cope with this problem, reduce the distance of (3,4) while maintaining the HDash at (4,1). That right, fixed
  38. 01:48:014 (2,3) - Reduce the distance. Fixed
  39. 01:48:852 (5,1) - ^ Fixed
  40. 01:49:549 (2,3) - ^ Fixed
  41. 01:52:200 (1,2,3) - The distance here is too large while there are no HDashes. Consider adding one at (2,3), so you may move (2) slightly to the left. I thinks you should take it without but why not
  42. 01:52:759 (3,4) - Gah distance. Gah fixed
  43. 01:54:991 (3,4,1) - ^, that's really unexpected to the players, that it is still a fairly soft part but you have to jump from side to side. Moved (1) to the righ
  44. 01:56:666 - 02:04:340 - Same thing related to the inconsistencies. Fixed
  45. 02:05:038 (1,2) - You had HDash at 01:04:759 (3,4) - but not here, please add one here to keep consistency. In fact remove the NC here too for consistency. Fixed
  46. 02:05:596 - 02:12:154 - Same thing. Fixed
  47. 02:12:433 (2,3,4) - I feel like the flow here is not so well, maybe you want to rotate it 180 degree and place it back to the original place? I think you right but i'll keep it because some players said that a very good part, i like it too.
  48. 02:13:131 (7,1,2,3) - Hmm, I see. I know you want (1,2,3) intense but (7,1) is a fairly large distance, what about reducing the distance of (7,1) while keeping (1,2,3)? You may move (1,2,3) a bit to the right. After fixing, you also have to make 02:13:689 (3,1) - easy-going. Right now it is kind of pixel jump. Fixed :)
  49. 02:21:503 (2) - I guess it is not intentional. Lengthen the slider to 1/1. Sure, didn't make attention to that
  50. 02:23:038 (3,4,5,1) - It feels like the HDash at (3,4) is going to cover all the notes at this point, including (4,5,1) since they also require dashing to FC. What about reducing the distance of (4,5,1)? Also, move (3) a bit to the left instead of being in the same place as the end of the slider, that would make a lot more sense. Changed (4,5) into a mini slider, and moved some slider to make them emphasize with 02:23:317 (1,2) -
  51. 02:25:131 (3,4,1) - HDash at (4,1) would fit more than having one at (3,4), to match the vocal. Sure !
  52. 02:26:526 (5,1) - HDash? You may turn 02:26:666 (1,2) - to inward-pointed sliders, it still plays perfectly. I didn't really know what means "inward-pointed" sliders but i do a ctrl+g on 02:26:666 (1,2) - and reduced distance of (5) from 02:26:247 (4,5) -

    I guess I will stop here since most of the problems are HDash usage, distance spacing, and consistency. Please also check the later parts first before pushing forward. Ok i take note and i'll check theml

    It is also appreciated to have some mods checking the entire map to make sure the jumps are not too timed or cruel. I try, i try but that hard to found people who want to check the whole map because it's a marathon or i don't have enough mods :s

Good luck! Thanks ~~
AFB
Blind Justice's Mod

Blind Justice wrote:

Hello! I'm here to mod. Obviously

[Halvanhelev]
- 00:11:735 (1) - This hitsound sounds early. I think you meant to put hitsound here 00:11:875 (2) ?Nope, it sound right, ear on 25%
- 00:15:642 (3,4,5,6) I suggest you find another way on mapping this, feels a bit weird. Nope, peoples like this, and it still from the beginning of my map so i will not change it
- 00:37:689 (2,3,4,5,6,7,1) ^ Same -^
- 01:22:061 (1) late hitsound Same as before
- 01:22:898 (4,5,1) You have a big finish hitsound on note (1) but note (4,5) are so close it doesn't even feel like a finish. Try adding space between (4,5) and (1,) so note (5) and be a hyper.I ctrl+g 01:23:038 (1) - , seems cool :)
- 01:32:805 ( 3,4) Move these away from note (2) feels awkward (3)(4) ctrl+g and moved a bit 01:32:386 (2) - on the left
- 01:38:805 (1) , You should make this a slider because with the single note, it feels empty Nope, i know that sound like you said, but it's a finish hit, and we didn't ear anything that can fit a slider here
- 00:38:526 (1) ^ -^
- 01:41:038 (1) , Move this to the left more Sure
- 01:42:154 (1,2,3) add some space between note (1,3) Done
- 02:10:061 (1) , this needs to be an HDash, the note is too far to catch. I agree but not, you should Dash here, not Hdash
- 02:17:317 (3) , This feels awkward. Try rotating this a bit. Done
- 02:23:177 (4,1) Again, big finish but no Hdash. Fix the spacing so (4) can be a HD Sure, i did like 01:22:898 (4,5,1) -
-THE GUITAIR SOLO.
Be careful with the use of HD's here. The HD's are so strong here, you literally miss notes.
- 03:25:410 (1,2,3,4,5) This is really hard to read, re-map pls. YOU can't read it, that's all ^^ i feel good with this pattern
- 03:55:200 (1,2,3,4,5,6,7,8,9,10) Feels really boring to have a long stream in a straight line, try changing them up. I thinks i do something pretty cool now, check it :3
- 03:55:898 (1,2,3,4,5,6,7,8,9,10) ^ Same -^
- 03:56:596 (1,2,3,4,5,6,7,8,9,10) ^ Same -^
- 04:05:456 (4,5,6,7) Too hard, re-map Nope, that good like that. :3
- 04:16:200 (1,2,1,2,1,2) THIS TOTALLY CAUGHT ME OFF GUARD LOL. PLEASE TRY FINDING A NEW WAY OF MAPPING THIS. REALLY REPETITIVE. Didn't ear about this pattern ? It's "bullet rain" and really appreciated by all ctb player, i'll not move it
- 05:09:642 (1,2,3) , (2,3) Too close to note (1) move them apart. Ctrl+g on 05:09:642 (1,2,3) -
- 05:14:526 (1) Move this away from note (1) , feels weird Sure, done.

Good luck with this! Thanks man, little mod but great one ! You make me some ideas for streaming and THE GUITAIR SOLO part :3
WildOne94's Mod

WildOne94 wrote:

Heyooo. Oy.
Here for my part of the m4m :3. Sound nice :3

I'm not the best at modding deluges as I can't play them but will try my best to suggest as many things as possible >w<
This is so hard to test!
Eehhhhhh...

General
Check AI mod. Some notes are not snapped. I forget to check them every time, dang me

[box=Halvanhelev]00:19:549 (1,2,3,4) - In play these would feel better if curved instead of a straight line imo. I'm still thinking my pattern was good, not a lot of people messed up here, but i'll change them into curved one. And yeah, seems better naw

00:39:642 (3) - You follow the vocals here presumably but this does not sound right here. It would be better if the patterns were like this to fit the vocals better in this section. Right, changed as you said


00:48:991 (2) - If you're still following the vocals here it's best to shorten this slider so it ends on 00:49:131 - and make it into a reverse slider. Same as up

00:59:735 (1,2,1,2) - I don't know about you but these sliders going straight up seem to kill the flow imo as it is a deluge and it should be that it makes the player move constantly even if on a peaceful part. You got it, i'll do that for whole map

01:12:154 (2,3,4,5) - the triplets are a bit hard to try jump to (5) after in flow. I would have something like this instead so it's more smoother in flow.You have right, ok i give up my pattern here... Too many people said what you said here, i changed it like the image below, but 01:12:154 (2,3,4) - a bit more on the right


01:27:921 (2,3) - Be better flow if these were slanted outwards slightly so no sudden stop movements kills glide flow. Changed

02:13:410 (1,2) - Double hyper here makes it almost impossible to get the next note. Consider only making (2) a hyper instead. Moved Hdash on (2) instead of (1)(2)

02:23:177 (4) - Just a tip. These sliders facing the other way are so painful to play in anything even for a Deluge. And there are loads of these. Try fixing them ;w;. Wrong. I make it like an other map ( can't remember the name ) and peoples like it (Testplayed by N a k o and Ttobas) So i didn't thinks i need to change them HOWEVER a BN ask me to :3

02:46:898 (1,2,3,4,5,6,7,8) - This spacing is also torture. Please reduce spacing. Ok ok :'( changed again ! and again ! x)

02:55:270 (3) - You need to move this more to the right. Just DS this next to the previous (2) slider as it's such a flow stopper in where it is right now. Yes Captain' !

02:59:456 (4,1) - Try these jumps for yourself in the stream ;w;... So hard. Try having it all flow the same way and not putting and flips to things that are impossible to catch ;w;. I tried the stairs pattern, should be good ?

03:02:107 (3) - Another straight up flow stopper. This should slider end reverse should slant to the left. Fixed

03:05:596 (3,4) - Mentioned this before Fixed

03:41:875 (2) - I won't mention about these anymore. Fixed again

03:56:457 (1,2,3,1,2,3,1,2,3,1,2,3) - I won't even question these streams ;w;.... Just try it for yourself and see what's wrong with it. So much happening here it's hard to explain so you should find out yourself. (somewhat I am repeating stuff) I just throwed my mind on this pattern, and didn't take really attention about it, thanks for remind me that ! :)

04:05:456 (4,5,6) - Really lots of anti flow again. Try make these straight going left instead of reversing some of the notes. Makes it so much better. Changed (2,3) into a slider, and lined up (3,4,5) and HDash on (6)

04:16:200 (1,2,1,2,1,2) - I.... I can't ;w;.... This is even more than deluge... it's like... Impossibru ! (sorry for criticism. what I was meant to say here was please try to make it play better as it's almost impossible here for anyone.) DUDE ! It's a BULLET RAIN ! I will never change it (however asked by BN) by this pattern is so cool ! Kyuare show me it, and say it was really good to make one here.

04:18:991 (1,2,3,4,5,6) - note make you jump the wrong way when the next note are in the other direction is a big no no in my flow book. Try something like this instead I tried what you said, but i didn't feel good with that, i'll keep my pattern but taking note of your flow book and make them more readable


04:28:479 (1) - It feels much nicer here btw :) I don't understand but thanks ! xD

04:37:270 (5,1) - Moving these left 2 grid spaces would make it much nicer to catch previous (4) and still be able to hyper (5) to (1). Applied

05:05:875 (1,2) - Be cool instead of just one of these being a hyper. THat both were hyper jumps for the last kiai build up. ^^" Fixed

05:15:084 (4,5) - These again. This can be fixed easy if selecting them both and Ctrl + G them. Fixed

05:26:247 (5,1) - (5)'s slider end is almost a hyper. Perhaps move (1) a bit to the left more to make (5) a hyper.Sure, that make that good

05:30:712 (4) - Shouldn't this be repeated one more time ? The noise ends on the white tick instead of where it is atm. Yep, right again Captain'

Sorry if I seem a little bit harsh in some points but I think it needs a lot more work. It's hard to make heads or tail of what to suggest but I tried my best.
I think it just needs a a bigger mod response and more practice at mapping. I like what you do, and i'll try to learn more about mapping for sure !

Like Afb said. Most of these hypers and patterns are not deluge but just cruel ;w;. Try to make it flow better. Not just to try get the star rating up I'll keep that in mind, thanks for mod !

Good Luck!
Kurokami's Mod

Kurokami wrote:

Hi. Oi !

You requested me to take a look at this so I will. Huhu ~~

[Halvanhelev]

00:00:573 (1,1) - Even if this is the hardest difficulty considering the high bpm do not place notes closer to spinners than 1/2. Even that distance might be too small actually. Using small distance is limiting the players to enjoy the spinner in their full length. I was also thinking that, fixed
00:15:084 (2,3,4,5,6,1) - One hard pattern after another in this section, which shouldn't cause too much problem but your flow is not suited for these kind. If you use Ctrl+H and move it to x:416 the flow will ends up being better. You can even add Hyper between (1,2) but then you should reduce the distance between (3,4) a bit in order to recover the control over the catcher before the next Hypers. I don't really thinks that would be changed, because when people tested it, there was no problems on thoses HDash, but i thinks change it like you said because there's another one later
00:20:247 (3) - Move this a little bit right in order to reduce that ugly edge of the stream plus with the current placement its easy to miss this one. :c Fixed c:
00:22:340 (3,4) - I get that you want a Hyper to the next slider, which fits well but you shouldn't make this distance too big in order to achieve that. Moving it one grid to right will solve this problem. Aw, i didn't saw that the distance needed to HDash was not really big (i thinks it's about the bpm?). Fixed
00:28:340 (1) - After a Hyper a strong counter direction movement is not recommended. Its not because it can't be handled but its easy to miss a few droplet on it because of the high approach rate and bpm. Just rotate this a bit if you can and do not forget to change the next few pattern as well. Okay, changed it and added HDash on 00:28:340 (1,2) - it's good ?
00:28:759 (2,3) - This is again a really high distance. Around 1.5x-1.7x plays just fine for an average jump, using 2.0x results a jump which requires high accuracy and really good timing, which at this speed could end up being annoying. Right, moved 00:28:759 (2) - to get 1.63x
00:33:363 (3) - I know this is unique and blabla but it would be better if you could curve this a little to left to allow players to be less precise with their stop. Sure, that better
00:40:759 (5,6) - Ugh, definitely no. The distance is too sudden and easy to miss. I would recommend x:408 for it, which actually makes the distance equal in 00:41:177 (6,7,8) - as well. Okay, fixed
00:47:177 (6,1,2,3) - This pattern is bleeding at two point. The first is that sudden backwards movement on (1) which is not pleasant to play after the Hyper considering that the sliderend is also a Hyper where you need to move left again. And then comes the second part where there is another similar slider with the similar movement. I would consider changing both but just changing (1) should correct the flow pretty much. Just move it's middlepoint to the right side of it. Well, i tried something "new" if i can call this like that, but it's like i moved 00:47:456 (1) - on the left, and changed 00:48:014 (3) - of position to make a better flow, BUT i deleted the HDash on 00:47:177 (6,1) - before but not on 00:47:875 (2) - because i thinks this one is cool to catch
00:56:107 (4,5) - The distance between this is really high and actually even if you catch 'em all, the next slider is just cruel. Consider moving (3,4) a bit to left to shorten this distance and then try to rotate the next slider a bit. Actually, i thinks that was a good pattern, but when i realize what you said, yeah, that one is really cruel x3
01:12:154 (2,3,4) - The hell! Do not counter the Hyper's direction with a triplet. >.< Something similar would be better: http://kurokami.s-ul.eu/NM3l7QX0 K then followed your tip (screen)
01:20:805 (1) - Ayy please. Ayy fixed.
01:22:898 (4,5,1) - This pattern is unrankable on its own as you have an 1/4 Hyper then a backwards movement on the slider which just plays awfully. If you want to keep the Hyper (and I know you want) then use Ctrl+H on (1) and move it back to x:312. Well, you will need to redo the next patterns but this will results the flow to be much better.Ok, i'll change it what you said and found something cool for 01:23:456 (2,3,4) -
01:34:340 (1,2) - This distance again really high and even (2) being a Hyper does help nothing and actually that Hyper is not even fit there. Its just there for pure love I guess. I suggest you to remove it as it follows nothing extraordinary. I know there isn't something for fitting that hyper, but i speak of it with Afb and i thinks this pattern is cool and people don't have so many difficulties to catch it
01:40:759 (4,1) - When you have a chance to place a jump or even Hyper you leave it without any movement? I don't really get it. :c I thinks that isn't a big necessary here because we're on the slow part, and i want people rest a bit here because of difficulty after it. A part without Hdash is also good to calm down :3
01:45:224 (3,1) - Again no movement at all. Turned (3) to the left
01:49:549 (2,3) - Do not use too high distances after Hyper as it might be really hard and annoying to catch them. I suggest 1.5x in these cases as thats still a jump but much friendier. Fixed
02:17:317 (3,1) - Ugh, this flow is awful. Actually removing the repeat from (3) and just add a circle them with a little bit better placement would solve this. I thinks i found a good pattern with it
02:23:177 (4,1) - Same case as I already told you before. Moved 02:23:177 (4) - on x:472 and Ctrl+G ( also i changed a bit 02:23:317 (1) - to make the jump don't stop too straight
...
02:56:945 (1,2,3,4,5,6,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5,6) - Why this stream has Hypers in it? There are no finisher or anything strong just the pure quitar which is the same during the whole 4 seconds. Simple jumps could be accepted but not anything beyond that at this point.
[] We speak IG about this :3

Well yea, I only modded half of it and even though this map is near to be done, there are a few thing which needs to be done first. I tried to cover the first two minutes in this mod but 3 more is still ahead. Actually, I don't want to tell you in every 3-5 second that a distance is high, I hate repeating myself. If you can at least take a look and fix anything higher than 1.8x which is not a Hyper to be smaller that would be nice. If you willing to do these changes I will be ready at another time to go and point out where the flow breaks although from the above mentioned stuff you should already have a grasps on it. Well, feel free to contact me if anything comes up or needs explanation. I will be available at every day on this week after 16:00 UTC+2 although I will be tired as hell. :c Good luck for now. Thanks :3

Also, I see no answers to the last two mod although you gave kudosu. Do not forget to answer them as well. >.< I already did it, watch on the main page, after sc4v4ng3r mod

THANKS FOR MODDING ! <3
Sc4v4ng3r
Here for clarification~ This colour = me

Nitsches wrote:

[Sc4v4ng3r] wrote:

  1. You need a preview point, set it somewhere before the chorus like 01:13:689 - .
    Didn't really understand that, can you PM me for more explications please ? Thanks ^^

    In the editor, under the timing tab, there will be a option called 'Set Current Position as Preview Point'. This is the position where the music will play out in the menu. You can place the preview point on the timestamp that I've given you, as that is the beginning of the stanza of the chorus.
  2. 00:20:666 (1,1,1) - NC spam on the second (1) and the third (1) is definitely not needed.
    Didn't really know, timing is by CherryBlossom, i didn't touch anythings on, but changed "Simpleset ->Normal to default"

    NC = new combos. You don't need to spam NCs here without a solid reason, and it doesn't really represent anything in the song.
  3. 00:26:107 (5) - Since this has the same electric guitar like all other red beats, you would want to NC here for consistency, and also add a finish for consistency as well.
    Huuuuu, what ? ;_;

    Well again, NC = new combos. Since missing out on a NC here makes the whole combo inconsistent with others, you would want to add it in here.
Topic Starter
Nitsches
Sc4v4ng3r

Nitsches wrote:

[Sc4v4ng3r] wrote:

  1. You need a preview point, set it somewhere before the chorus like 01:13:689 - .
    Didn't really understand that, can you PM me for more explications please ? Thanks ^^

    In the editor, under the timing tab, there will be a option called 'Set Current Position as Preview Point'. This is the position where the music will play out in the menu. You can place the preview point on the timestamp that I've given you, as that is the beginning of the stanza of the chorus.
  2. 00:20:666 (1,1,1) - NC spam on the second (1) and the third (1) is definitely not needed.
    Didn't really know, timing is by CherryBlossom, i didn't touch anythings on, but changed "Simpleset ->Normal to default"

    NC = new combos. You don't need to spam NCs here without a solid reason, and it doesn't really represent anything in the song.
  3. 00:26:107 (5) - Since this has the same electric guitar like all other red beats, you would want to NC here for consistency, and also add a finish for consistency as well.
    Huuuuu, what ? ;_;

    Well again, NC = new combos. Since missing out on a NC here makes the whole combo inconsistent with others, you would want to add it in here.
[/quote]

Thanks for helping mate, didn't know those things ! :o :o
SYAHME
From my modding queue.
[General]
  1. None
[Halvanhelev]
  1. 00:08:386 (1) - make this slider 180 degree horizontal because it will connect well with the next two hitcircles.
  2. 00:08:805 (2,3) - make it closer to previous slider by move this notes to x:304.
  3. 00:11:735 (1,2) - Move this notes to x: 408.
  4. 00:10:340 (4) - make it closer to previous hitcirle.
  5. 00:12:293 (3,4,5) - Make like *this are more better.
  6. 00:13:968 (1,2,3,4) - Make like *this are more better.
  7. 00:15:363 (2) - hard to catch. Maybe you can make it closer to previous slider.
  8. 00:15:642 (3,4,5,6,1) - Make like *this are more better.
  9. 00:18:154 (5) - make this slider 180 horizontal.
  10. 00:20:666 (1) - too far close to the right a little bit.
  11. 00:21:224 (2) - make this reverse slider horizontal a little bit maybe 45 degree.
  12. 00:21:642 (1) - too far close to the right a little bit.
  13. 00:22:759 (1) - make this slider 45 degree horizontal & closer to previous hitcircle.
  14. 00:23:177 (6,7) - Move this notes to x: 160.
  15. 00:23:875 (1) - move to the left a little bit.
  16. 00:25:828 (3,4) - make this closer to each other.
  17. 00:30:154 (3) - make this reverse slider 180 degree horizontal to the left.
  18. 00:37:968 (1,2,1,2,1) - make like 00:15:642 (3,4,5,6,1) - this.
  19. 00:47:177 (6) - too far make it closer to the right.
  20. 00:53:456 (1) - too far from previous slider make it closer, hard to catch with this kind of jump.
  21. 00:56:386 (1) - same like above.
  22. 00:57:503 (1) - same like above.
  23. 01:02:945 (4,1) - make this closer to previous hitcircle because it too sudden and easy to miss.
  24. I will end here, I hope you can apply it on next part regarding jumps & suitable hyperdashes. Example like above.
Gamu
SYAHME
Sorry, double post.
-Sh1n1-
Well after test I'm a hundred percent certain that you should chenge your current AR to 9.3 also as you know OD should be 9.3 too. There is an other issue, Slider Tick Rate should be 2, you can find it at timing section. Now you can test your map after that changes and compare. I can mod4mod, send me a forum PM if you want.

Ok, let's start with modding:



General


  1. lool I can see that you like customized things xD, HP:6 CS:4 please
  2. Uncheck "Display storyboard in front of combo fire" and "Letterbox during breaks" to follow guidelness propertly.

Halvanhelev


Intense mod, hope to see this map ranked, never give up.
  1. At first part, you should reduce a bit some spinners to make this part more clean and factible for players:
    - 00:00:642 (1) - finish at 00:02:666 -
    - 00:02:875 (1) - finish at 00:04:898 -
    - 00:05:107 (1) - finish at 00:07:131 -
  2. 00:10:340 (4,5) - I don't know what happen with such sliders, maybe you change slider velocity multiplier? anyways, 00:10:340 (4) - should finish at 00:10:619 - and 00:10:805 (5) - should be placed at 00:10:759 - with reverse arrow at 00:10:898 -.
  3. 00:09:503 (1) - you forgot to enphasize this note with HDash as you did on 00:11:735 (1) - 00:13:968 (1) - 00:16:200 (1) - right?
  4. 00:13:968 (1) - I like how you enphasized this note with HDash but there is a reason to put another HDash between 00:13:968 (1,2) -? it's kinda weird and many players could miss this jump because song doesn't reflect that, in the other hand I'm not saying that you should stack some sliders 'cause I'm not agree about the way of 00:12:293 (3,4) -, it should be changed too imo.
  5. 00:14:247 (2,3) - here we go again, does it need HDash? if you ask me I'll say no!. ohh but if you fix the previous advice, I'm sure that the distance here is better, I'll leave to you.
  6. 00:16:200 (1) - too hard to catch, Ok, this diff is like overdose but I suggest you to reduce the distance at 00:15:921 (5,6,1) -, it should be fixed easily moving 00:16:061 (6) - to x:152
  7. 00:22:340 (3,4) - why HDash here? I think that HDash should be between 00:22:619 (4,1) - as you did on 00:20:386 (5,1) - 00:21:224 (1,1) -, also I'll give you some patterns with the same problems:
    1.- 00:23:596 (4,1) -
    2.- 00:24:852 (4,1) -
    3.- 00:27:084 (9,1) -
    4.- 00:28:061 (4,1) -
    5.- 00:32:666 (5,1) -
    6.- 00:36:014 (4,1) -
  8. 00:23:456 (3,4) - doesn't follow a good rhythm, I'm std mapper too, so, In my opinion, slider should be first and then a note. I recommend you to press Ctrl+G and replace your notes then.
  9. 00:29:038 (3,4) - good, nice jump, why not between 00:28:759 (2,3) - ?
  10. 00:31:689 (1) - why slider with reverse? should be only one slider, in the other hand I think that a reverse slider could be good at 00:33:363 (3) -, what do you think?
  11. from 01:05:038 - to 01:11:735 - is pretty nice with consistency present, sad to say that I'm not agree with part from 00:56:386 - to 01:03:921 - cause there are parts when you did HDashes to enphasize voice ( for example: 00:57:224 (3,1) - 00:59:456 (3,1) - ) and other HDashes to enphasize guitar ( for example: 00:58:619 (1,2) - 01:00:852 (1,2) - ) I recommend you to keep consistency with part from 01:05:038 - to 01:11:735 -
  12. HDash between 01:12:293 (4,5) - should be removed, this jump is unconfortable and unrankeable.
  13. 01:13:131 (1,2,3) - holly .... :O reduce the distance between such notes
  14. 01:17:038 (3,1) - you forgot to add HDash here, same as 01:17:875 (2,3) - cause is the same sound
  15. 01:20:666 (6,1) - funny to play but unrankeable cause distance is too high, you should reduce the distance
  16. I'm surprised because you follow voice high pitch with long slider at 01:20:805 (1) - but not at 01:21:921 (1) - why not consistency?
  17. 01:31:968 (1,2,3) - too straight, try to move some notes and make 01:32:386 (2) - more slant
  18. 01:33:921 (3,4) - don't you think that the distance between such notes are too long? for example you could reduce at 2.03x same as 01:30:154 (1,2) - or 1.41x same as 01:31:549 (3,4) - it's up to you.
  19. why HDash between 01:56:386 (5,6) - ? high pitch is on 01:56:666 - right? HDash between 01:56:526 (6,1) - works better.
  20. since 01:56:666 - to 02:04:200 - I don't understand what are you following to make HDashes, for example: 01:57:503 (3) - 02:01:968 (3) - and 01:58:619 (3) - 02:03:084 (3) - where is consistency on similar sounds? I found a nice way to keep consistency with your current patterns, only 3 changes:
    1.- 02:01:968 (3,1) - HDash between such notes should be removed to keep consistency with 01:57:503 (3,1) -
    2.- 02:02:666 (2,3) - HDash should be added, same as 01:58:200 (2,3) -
    3.- 02:03:363 (1,2) - add HDash, consistency with 01:58:898 (1,2) -
  21. 02:13:410 (1,2) - move a bit to the left to make more clear, x:232y:352, now 02:13:131 (7,1,2) - have similar distance.
  22. 02:13:828 (4) - I'll recommend you to delete this note, 'cause I can see enough breaks on your map and is not at all necessary.
  23. 02:14:526 - kiai start here, strong sound... why not HDash to enphasize high pitch?
  24. 02:14:526 (1,2,3) - too hard mate, only ExGon will be happy with this pattern.
  25. 02:15:642 (1,2,3) - wtf lool, same as above.
  26. 02:21:503 (2,3) - HDash here is not necessary, 02:21:921 (3) - move a bit closer to 02:21:503 (2) - and add HDash between 02:21:921 (3,1) - to enphasize high pitch at 02:22:200 -
  27. 03:00:572 (2,3) - don't you want to add HDash here?
  28. 03:02:107 (3) - ugly, make more straight
  29. 03:04:479 (6,1) - you miss HDash here, also between 03:04:759 (1,2) - it's like standard mapping O.o
  30. 03:28:131 (5,1) - move a bit to the left
  31. 03:57:572 (1,1) - sounds bad, I recoment you to change into 1/4 or you can add a timing section and change the volume to 30 or 25, it's up to you but I recommend you the first advice.
  32. 04:13:968 (1,2,3,4) - you are on the most intense part of the song, this patterns don't reflect that.
  33. 04:42:991 (1) - what happened with this slider? try to fix it.
  34. 04:48:014 (1,2,1) - are you sure about HDash here? because song is decreasing.
  35. since 04:57:503 - I'll stop with modding because I'm helping to change an std map into a ctb ._., pleaseeee!!!

You have awesome patterns, there are parts when I feel the song with your patterns but there are parts when I want to delete your map because make me crazy loool, I recommed you to fix some problems about consistency on similar sounds and jumps and it will be closer to rank. Hope to help you, kudosu if it deserve.
Kagari
placeholder (make sure you update your map first, then I can mod it) :D
this is just a suggestion from me so if it's not helpful at all, dont kd me
[]
  1. 00:20:386 (5,1) - try to reduce the distance between 5 and 1. seems that the hyper to 5 makes it harder to reach back to 1.
  2. 00:48:014 (3) - try rotating this 90 degree clockwise and move it to x: 312, and then move 00:48:852 (1) - to x:160 to retain the previous distance
  3. 00:53:875 (2,3) - make a dash (or a hyperdash) between these two sliders (my suggestion is ctrl+g 00:54:154 (3) - and move it to x: 496)
    you can reduce the distance between 00:53:456 (1,2) - but i dont think that's necessary for now.
  4. 00:57:921 (2,3) - ctrl+h this and move them to x:352. seems the previous pattern is kinda boring to me q_q
  5. 01:01:689 (3) - ctrl+g this and move to the right a bit by one or two grids
  6. 01:02:805 (3,4) - the hyperdash to 4 isnt that good since the hyperdash should start at 4... move 01:02:945 (4) - to x:8 or find a better way to make a hyperdash from 01:02:945 (4) - to 01:03:084 (1) - without damaging the 3 to 4 hyperdash and the hyperdashes afterwards. it's up to you to decide :)
  7. 01:09:782 (1) - try ctrl+h and move the slider to x:448
  8. 01:28:619 (1) - how about moving this to the right (x:472) or to the left (x:40) to create a sweet hyperdash before the spinner?
  9. 01:57:782 (1) - ctrl+g and move this to the left a bit (probably by 2 or 3 grids)
  10. 02:00:014 (1) - ctrl+g
  11. 02:00:433 (2) - make it like this and move it to x:416. after that, move 02:00:852 (3) - to either x:360 or x:472
  12. 02:02:247 (1,2,3) - ctrl+h them
  13. 02:10:061 (1) - ctrl+g
  14. 02:52:340 (1) - x:360
  15. 03:59:875 (2) - ctrl+g and move to x:24
  16. 04:00:572 (1) - ctrl+h
  17. 04:03:921 (1) - ctrl+h
  18. 04:04:759 (3,1) - for this one, move 04:04:759 (3) - to x:216. after that, ctrl+h this 04:05:038 (1) - and move it to x:24
  19. 04:06:154 (1,2) - first, ctrl+g this 04:06:154 (1) - . and then, ctrl+g this 04:06:572 (2) - and move the slider to x:440
  20. 04:21:503 (4) - move to x:16
  21. 04:28:200 (6,7) - move them to x:504
  22. 04:29:596 (1,2) - ctrl+h
  23. 04:31:131 (2) - ctrl+h and move to x:296
  24. 04:32:666 (3) - x:64
  25. 04:33:363 (2,3,4) - ctrl+h and move to x:272
  26. 04:35:596 (2) - ctrl+g and move to x:264
  27. 04:37:410 (1) - ctrl+h and move to x:112
  28. 04:39:642 (1) - ctrl+h
  29. 04:40:759 (1) - ^
  30. 04:47:457 (1,2,3) - vertical notes aren't that good for this part. it should be emphasized more. for example, 04:47:596 (2) - to x:416 and 04:47:736 (3) - to x:144
  31. 05:11:875 (1) - move to x:456
  32. 05:15:084 (4,5) - ctrl+h and move to x:104
  33. 05:16:479 (1) - move to x:360
  34. 05:19:689 (1) - x:64
  35. 05:20:805 (1) - this note should be either left side or right side to create a hyperdash from 05:20:666 (4) -
  36. 05:23:038 (1,2,3,4,1,2) - ctrl+h them.
just to let you know, almost all of the suggestion above are to emphasize the parts that you aren't really emphasize properly before. and this is my possible solutions to emphasize that said parts.
let me know if you're not agree with any of my suggestion(s), we can work out on other solution(s) if possible.
if you have any issue, feel free to PM me in-game if I'm available :)

overall, it's a well-made challenging map for me to enjoy CtB once more. to ctb BNs, pls approve this map :3

good luck~! owo
autofanboy
Hello!

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

[ Halvanhelev]

  • Preview Point
  1. Your map still lack a preview point where Sc4v4ng3r had pointed it out before. Please add one, I would suggest adding one at 01:13:689 - . (In case you still don't know how to add that: * screenshot)

    Miscellaneous Toggles
  2. Uncheck 'Display Storyboard in front of Combo Fire', your map doesn't even contain a storyboard.
  3. Uncheck 'Letterbox during Breaks' as well, it doesn't feel good with letterbox at 02:30:154 - and 04:48:572 - . And usually letterbox is used for storyboarding so that's not a good idea to keep it.

    Difficulty Settings
  4. Change the OD to 9.3 as well. AR=OD, as always. Keep it in mind. In fact, I doubt if the AR can be increased slightly to 9.5, since the map is full of jumps and streams, it surely can emphasize the upbeat nature and allow players to read more easily.

    Inherited Timing Sections
    Move the following timing sections earlier to a blue tick:
  5. 00:02:735 -
  6. 00:04:968 -
  7. 00:07:200 -

    Remove the following timing sections as they are unused, or just a duplicate of the previous timing section:
  8. 00:08:386 -
  9. 01:05:317 -
  10. 02:56:945 -

    Gameplay
  11. 00:11:596 - Why not map this sound with a circle too? There is a sound in the background where you can actually map it. You might have to change the patterning of 00:10:759 (5,6) - if you want to do that, since the HDash will be too intense if you just add a circle.
  12. 00:14:247 (2,3) - Since you are just adding HDashes to emphasize the cymbals, like 00:09:084 (4,1) - and 00:11:177 (6,1) - , what about removing the HDash here? That's not emphasizing anything special and (3) is not a strong, prominent note either.
  13. 00:14:805 (4,1) - ^
  14. 00:17:596 (2,3) - I guess you might want to add HDash here as you emphasize (5) with a HDash of 00:18:014 (4,5) - , while I think it suits quite well if you add HDash here, and changing the pattern to triplets. Perhaps you may find the following pattern useful: *screenshot. Note that the placement of 00:17:317 (1,2) - is different from the original one, moving to the right slightly.
  15. 00:19:549 (1,2,3,4,5,6,7,1,2,3,4,5) - This played out strangely. I think it is better to add HDash every 6 circles, just to match the Clap at 00:19:968 (6) - and the sound at 00:20:386 (5) - In addition, add Finish to 00:20:386 (5) - (or any cymbals you find suitable)
  16. 00:22:061 (2,3) - Reduce the distance, it is really far away yet the HDash of 00:21:642 (1,2) - draws away players' attention to the next notes.
  17. 00:23:177 (2,3) - ^
  18. 00:26:107 (5) - NC?
  19. 00:28:759 (2,3,4) - I know it is not an intentional mistake, maybe you want to move (3) a bit to the left, as the distance of 00:28:759 (2,3) - is way larger than 00:29:038 (3,4) -
  20. 00:32:107 (2,3) - Reduce the distance as (2) already swiped players away from the next notes, which also requires full dashing (00:32:386 (3,4,5) - ). Reducing the distance here helps players to catch up easily.
  21. 00:32:805 (1,2) - Reduce the distance here too, the pattern of OOO is not so recommended. Maybe you want to move (2) a bit to the right.
  22. 00:33:363 (3,4) - Reduce the distance.
  23. 00:37:270 (1,1) - ^; In addition, remove the NC at 00:37:689 (1) -
  24. 00:46:898 (5,6,1) - I suggest removing HDash of (5,6), seriously (6) is not a strong note to be emphasized with a HDash. Instead, 00:47:456 (1) - sounds more prominent and it is a new beginning of combo, so keeping the HDash to this note would be fine while removing the previous one I have mentioned.
  25. 00:51:503 (3,1) - HDash? Same as the reason above.
  26. 00:53:456 (1,2) - Remove the HDash? (2) is not sounding strong in the audio.
  27. 00:56:386 - 01:04:061 - This part is so inconsistent, since the HDash allocations are different from one another for each patterns, like you didn't add HDash at 00:56:386 (1,2) - , but then there is one at 00:58:619 (1,2) - ; And there are no HDash between 01:00:572 (3,4) - but there is a very large one at 01:02:805 (3,4) - Please fix this part by having the same, consistent timeline. Note that the note placements can be different but at least the timeline is the same and the same point with HDash.
  28. 01:05:317 - 01:09:642 - Aforementioned applies to here, too.
  29. 01:10:619 (3,1) - Reduce the distance here, it is holy big.
  30. 01:10:898 (1,2) - Inconsistent with 01:09:782 (1,2) - as there are no HDash. Add one.
  31. 01:12:293 (4,5,6) - I think it is better to add HDash at (5,6) instead of (4,5), it provides a better rhythm.
  32. 01:14:805 (3,4) - Reduce the distance. In addition, you may increase the distance of 01:15:084 (4,1) - if you think this part is too easy and need some dashes.
  33. 01:17:038 (3,1) - HDash? You did that later at 01:17:875 (2,3) - and 01:18:433 (4,1) - Anyways, you may move 01:17:875 (2) - and 01:18:433 (4) - a bit closer to the middle, it feels like this part is a bit easy as the part sounds quite intense.
  34. 01:25:968 (3,4,1) - Move (4) a bit to the left so a HDash at (4,1) can be added. It feels like (3,4) is too static in movement in the current state.
  35. 01:26:386 (1,2) - As aforementioned, you can change the distance to something similar to 01:26:945 (3,4) -
  36. 01:30:154 (1,2) - Reduce the distance, (1) swipes players away so the distance can be slightly smaller to cope with the sudden 'blind'.
  37. 01:37:270 (3,4,1) - Way too cruel here, usually players will try to catch (4). However the distance of (3,4) is fairly huge, if players miss the jump here, it means they are going to miss the rest as well, which may also result in failing. To cope with this problem, reduce the distance of (3,4) while maintaining the HDash at (4,1).
  38. 01:48:014 (2,3) - Reduce the distance.
  39. 01:48:852 (5,1) - ^
  40. 01:49:549 (2,3) - ^
  41. 01:52:200 (1,2,3) - The distance here is too large while there are no HDashes. Consider adding one at (2,3), so you may move (2) slightly to the left.
  42. 01:52:759 (3,4) - Gah distance.
  43. 01:54:991 (3,4,1) - ^, that's really unexpected to the players, that it is still a fairly soft part but you have to jump from side to side.
  44. 01:56:666 - 02:04:340 - Same thing related to the inconsistencies.
  45. 02:05:038 (1,2) - You had HDash at 01:04:759 (3,4) - but not here, please add one here to keep consistency. In fact remove the NC here too for consistency.
  46. 02:05:596 - 02:12:154 - Same thing.
  47. 02:12:433 (2,3,4) - I feel like the flow here is not so well, maybe you want to rotate it 180 degree and place it back to the original place?
  48. 02:13:131 (7,1,2,3) - Hmm, I see. I know you want (1,2,3) intense but (7,1) is a fairly large distance, what about reducing the distance of (7,1) while keeping (1,2,3)? You may move (1,2,3) a bit to the right. After fixing, you also have to make 02:13:689 (3,1) - easy-going. Right now it is kind of pixel jump.
  49. 02:21:503 (2) - I guess it is not intentional. Lengthen the slider to 1/1.
  50. 02:23:038 (3,4,5,1) - It feels like the HDash at (3,4) is going to cover all the notes at this point, including (4,5,1) since they also require dashing to FC. What about reducing the distance of (4,5,1)? Also, move (3) a bit to the left instead of being in the same place as the end of the slider, that would make a lot more sense.
  51. 02:25:131 (3,4,1) - HDash at (4,1) would fit more than having one at (3,4), to match the vocal.
  52. 02:26:526 (5,1) - HDash? You may turn 02:26:666 (1,2) - to inward-pointed sliders, it still plays perfectly.

    I guess I will stop here since most of the problems are HDash usage, distance spacing, and consistency. Please also check the later parts first before pushing forward.

    It is also appreciated to have some mods checking the entire map to make sure the jumps are not too timed or cruel.

Good luck!
AFB
Sunkiss
Hello! I'm here to mod. Obviously

[Halvanhelev]
- 00:11:735 (1) - This hitsound sounds early. I think you meant to put hitsound here 00:11:875 (2) ?
- 00:15:642 (3,4,5,6) I suggest you find another way on mapping this, feels a bit weird.
- 00:37:689 (2,3,4,5,6,7,1) ^
- 01:22:061 (1) late hitsound
- 01:22:898 (4,5,1) You have a big finish hitsound on note (1) but note (4,5) are so close it doesn't even feel like a finish. Try adding space between (4,5) and (1,) so note (5) and be a hyper.
- 01:32:805 ( 3,4) Move these away from note (2) feels awkward
- 01:38:805 (1) , You should make this a slider because with the single note, it feels empty
- 00:38:526 (1) ^
- 01:41:038 (1) , Move this to the left more
- 01:42:154 (1,2,3) add some space between note (1,3)
- 02:10:061 (1) , this needs to be an HDash, the note is too far to catch.
- 02:17:317 (3) , This feels awkward. Try rotating this a bit.
- 02:23:177 (4,1) Again, big finish but no Hdash. Fix the spacing so (4) can be a HD
-THE GUITAIR SOLO.
Be careful with the use of HD's here. The HD's are so strong here, you literally miss notes.
- 03:25:410 (1,2,3,4,5) This is really hard to read, re-map pls.
- 03:55:200 (1,2,3,4,5,6,7,8,9,10) Feels really boring to have a long stream in a straight line, try changing them up.
- 03:55:898 (1,2,3,4,5,6,7,8,9,10) ^
- 03:56:596 (1,2,3,4,5,6,7,8,9,10) ^
- 04:05:456 (4,5,6,7) Too hard, re-map
- 04:16:200 (1,2,1,2,1,2) THIS TOTALLY CAUGHT ME OFF GUARD LOL. PLEASE TRY FINDING A NEW WAY OF MAPPING THIS. REALLY REPETITIVE.
- 05:09:642 (1,2,3) , (2,3) Too close to note (1) move them apart.
- 05:14:526 (1) Move this away from note (1) , feels weird

Good luck with this!
WildOne94
Heyooo.
Here for my part of the m4m :3.

I'm not the best at modding deluges as I can't play them but will try my best to suggest as many things as possible >w<
This is so hard to test!
Eehhhhhh...

General
Check AI mod. Some notes are not snapped.

Halvanhelev
00:19:549 (1,2,3,4) - In play these would feel better if curved instead of a straight line imo.

00:39:642 (3) - You follow the vocals here presumably but this does not sound right here. It would be better if the patterns were like this to fit the vocals better in this section.


00:48:991 (2) - If you're still following the vocals here it's best to shorten this slider so it ends on 00:49:131 - and make it into a reverse slider.

00:59:735 (1,2,1,2) - I don't know about you but these sliders going straight up seem to kill the flow imo as it is a deluge and it should be that it makes the player move constantly even if on a peaceful part.

01:12:154 (2,3,4,5) - the triplets are a bit hard to try jump to (5) after in flow. I would have something like this instead so it's more smoother in flow.


01:27:921 (2,3) - Be better flow if these were slanted outwards slightly so no sudden stop movements kills glide flow.

02:13:410 (1,2) - Double hyper here makes it almost impossible to get the next note. Consider only making (2) a hyper instead.

02:23:177 (4) - Just a tip. These sliders facing the other way are so painful to play in anything even for a Deluge. And there are loads of these. Try fixing them ;w;.

02:46:898 (1,2,3,4,5,6,7,8) - This spacing is also torture. Please reduce spacing.

02:55:270 (3) - You need to move this more to the right. Just DS this next to the previous (2) slider as it's such a flow stopper in where it is right now.

02:59:456 (4,1) - Try these jumps for yourself in the stream ;w;... So hard. Try having it all flow the same way and not putting and flips to things that are impossible to catch ;w;.

03:02:107 (3) - Another straight up flow stopper. This should slider end reverse should slant to the left.

03:05:596 (3,4) - Mentioned this before

03:41:875 (2) - I won't mention about these anymore.

03:56:457 (1,2,3,1,2,3,1,2,3,1,2,3) - I won't even question these streams ;w;.... Just try it for yourself and see what's wrong with it. So much happening here it's hard to explain so you should find out yourself. (somewhat I am repeating stuff)

04:05:456 (4,5,6) - Really lots of anti flow again. Try make these straight going left instead of reversing some of the notes. Makes it so much better.

04:16:200 (1,2,1,2,1,2) - I.... I can't ;w;.... This is even more than deluge... it's like... Impossibru ! (sorry for criticism. what I was meant to say here was please try to make it play better as it's almost impossible here for anyone.)

04:18:991 (1,2,3,4,5,6) - note make you jump the wrong way when the next note are in the other direction is a big no no in my flow book. Try something like this instead


04:28:479 (1) - It feels much nicer here btw :)

04:37:270 (5,1) - Moving these left 2 grid spaces would make it much nicer to catch previous (4) and still be able to hyper (5) to (1).

05:05:875 (1,2) - Be cool instead of just one of these being a hyper. THat both were hyper jumps for the last kiai build up.

05:15:084 (4,5) - These again. This can be fixed easy if selecting them both and Ctrl + G them.

05:26:247 (5,1) - (5)'s slider end is almost a hyper. Perhaps move (1) a bit to the left more to make (5) a hyper.

05:30:712 (4) - Shouldn't this be repeated one more time ? The noise ends on the white tick instead of where it is atm.

Sorry if I seem a little bit harsh in some points but I think it needs a lot more work. It's hard to make heads or tail of what to suggest but I tried my best.
I think it just needs a a bigger mod response and more practise at mapping.

Like Afb said. Most of these hypers and patterns are not deluge but just cruel ;w;. Try to make it flow better. Not just to try get the star rating up

Good Luck!
Kurokami
Hi.

You requested me to take a look at this so I will.

[Halvanhelev]

00:00:573 (1,1) - Even if this is the hardest difficulty considering the high bpm do not place notes closer to spinners than 1/2. Even that distance might be too small actually. Using small distance is limiting the players to enjoy the spinner in their full length.
00:15:084 (2,3,4,5,6,1) - One hard pattern after another in this section, which shouldn't cause too much problem but your flow is not suited for these kind. If you use Ctrl+H and move it to x:416 the flow will ends up being better. You can even add Hyper between (1,2) but then you should reduce the distance between (3,4) a bit in order to recover the control over the catcher before the next Hypers.
00:20:247 (3) - Move this a little bit right in order to reduce that ugly edge of the stream plus with the current placement its easy to miss this one. :c
00:22:340 (3,4) - I get that you want a Hyper to the next slider, which fits well but you shouldn't make this distance too big in order to achieve that. Moving it one grid to right will solve this problem.
00:28:340 (1) - After a Hyper a strong counter direction movement is not recommended. Its not because it can't be handled but its easy to miss a few droplet on it because of the high approach rate and bpm. Just rotate this a bit if you can and do not forget to change the next few pattern as well.
00:28:759 (2,3) - This is again a really high distance. Around 1.5x-1.7x plays just fine for an average jump, using 2.0x results a jump which requires high accuracy and really good timing, which at this speed could end up being annoying.
00:33:363 (3) - I know this is unique and blabla but it would be better if you could curve this a little to left to allow players to be less precise with their stop.
00:40:759 (5,6) - Ugh, definitely no. The distance is too sudden and easy to miss. I would recommend x:408 for it, which actually makes the distance equal in 00:41:177 (6,7,8) - as well.
00:47:177 (6,1,2,3) - This pattern is bleeding at two point. The first is that sudden backwards movement on (1) which is not pleasant to play after the Hyper considering that the sliderend is also a Hyper where you need to move left again. And then comes the second part where there is another similar slider with the similar movement. I would consider changing both but just changing (1) should correct the flow pretty much. Just move it's middlepoint to the right side of it.
00:56:107 (4,5) - The distance between this is really high and actually even if you catch 'em all, the next slider is just cruel. Consider moving (3,4) a bit to left to shorten this distance and then try to rotate the next slider a bit.
01:12:154 (2,3,4) - The hell! Do not counter the Hyper's direction with a triplet. >.< Something similar would be better: http://kurokami.s-ul.eu/NM3l7QX0
01:20:805 (1) - Ayy please.
01:22:898 (4,5,1) - This pattern is unrankable on its own as you have an 1/4 Hyper then a backwards movement on the slider which just plays awfully. If you want to keep the Hyper (and I know you want) then use Ctrl+H on (1) and move it back to x:312. Well, you will need to redo the next patterns but this will results the flow to be much better.
01:34:340 (1,2) - This distance again really high and even (2) being a Hyper does help nothing and actually that Hyper is not even fit there. Its just there for pure love I guess. I suggest you to remove it as it follows nothing extraordinary.
01:40:759 (4,1) - When you have a chance to place a jump or even Hyper you leave it without any movement? I don't really get it. :c
01:45:224 (3,1) - Again no movement at all.
01:49:549 (2,3) - Do not use too high distances after Hyper as it might be really hard and annoying to catch them. I suggest 1.5x in these cases as thats still a jump but much friendier.
02:17:317 (3,1) - Ugh, this flow is awful. Actually removing the repeat from (3) and just add a circle them with a little bit better placement would solve this.
02:23:177 (4,1) - Same case as I already told you before.
...
02:56:945 (1,2,3,4,5,6,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5,6) - Why this stream has Hypers in it? There are no finisher or anything strong just the pure quitar which is the same during the whole 4 seconds. Simple jumps could be accepted but not anything beyond that at this point.
[]

Well yea, I only modded half of it and even though this map is near to be done, there are a few thing which needs to be done first. I tried to cover the first two minutes in this mod but 3 more is still ahead. Actually, I don't want to tell you in every 3-5 second that a distance is high, I hate repeating myself. If you can at least take a look and fix anything higher than 1.8x which is not a Hyper to be smaller that would be nice. If you willing to do these changes I will be ready at another time to go and point out where the flow breaks although from the above mentioned stuff you should already have a grasps on it. Well, feel free to contact me if anything comes up or needs explanation. I will be available at every day on this week after 16:00 UTC+2 although I will be tired as hell. :c Good luck for now.

Also, I see no answers to the last two mod although you gave kudosu. Do not forget to answer them as well. >.<
Topic Starter
Nitsches
All mods aren't ignored or not answered to suggestions, just i don't know you receive an e-mail of it...

I APOLOGIES ABOUT THAT !!

For all mods before Kurokami's one include, refer to the post i do after Sc4v4ng3r's and Kuki's mod
Until now and forever, (as Kurokami explain to me IG) i'll notice the feedback's directly after the mod
Thanks and sorry :3
TylorTheDJ
02:28:014 remove kiai
02:48:642 add inherited point, soft for the audio - 02:48:782 inherited point to return normal for audio, these sound weird without this mod
02:53:875 and 02:53:875 remove these beats, dont belong
02:57:572 move to x:126
02:57:642 move to x:181
02:57:712 move to x:244
02:57:782 move to x:302
03:09:695 to 03:09:921 stream isnt timed well plus doesnt belong
03:13:689 make this slider diagonal or sideways, ctb upstraigt makes it harder
That is all i could find past 50% :/
Topic Starter
Nitsches

TylorTheDJ wrote:

02:28:014 remove kiai Nope, but i'll decal it to 02:28:898 (1) - for finish
02:48:642 add inherited point, soft for the audio - 02:48:782 inherited point to return normal for audio, these sound weird without this mod Done
02:53:875 and 02:53:875 remove these beats, dont belong ????????????
02:57:572 move to x:126 No, i'll not change streaming part
02:57:642 move to x:181 -^
02:57:712 move to x:244 -^
02:57:782 move to x:302 -^
03:09:695 to 03:09:921 stream isnt timed well plus doesnt belongIt belong to the music, that part is on 1/6 timing
03:13:689 make this slider diagonal or sideways, ctb upstraigt makes it harder Sure, that seems better :)
That is all i could find past 50% :/
Well, i thinks you tried your best for 3 month player, so i'll give you a kudosu for this to help you to go ahead on this game :)
Professor Gila
waiting for bubble!?!?!?!?!??!

i think i better don't mod this map ;w;

just a suggestion to add some more hypers on the map

don't gimme kudos for this ;w;
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