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Junichi Masuda - Sentou! Mew [CatchTheBeat]

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Total Posts
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Topic Starter
Cowboy
This beatmap was submitted using in-game submission on sábado, 1 de julio de 2017 at 02:10:29 p. m.

Artist: Junichi Masuda
Title: Sentou! Mew
Source: ポケットモンスター エメラルド
Tags: Pokémon Pokemon Emerald Pocket Monsters Nintendo Game Freak Go Ichinose Mewtwo Legendary ポケモン Xinely
BPM: 179
Filesize: 1475kb
Play Time: 00:45
Difficulties Available:
  1. Cup (1.31 stars, 57 notes)
  2. Nely's Rain (3.98 stars, 190 notes)
  3. Platter (2.89 stars, 174 notes)
  4. Salad (1.95 stars, 94 notes)
Download: Junichi Masuda - Sentou! Mew
Information: Scores/Beatmap Listing
---------------
Rain by Xinely
Some stuff taken from DakeDekaane's mapset

Thanks IamKwaN for metadata.
Ponchiwi
Cup
  1. 00:05:018 (1,2) - Aqui entiendo que pones la nota 00:05:846 (2) -

    00:10:322 (2,3) - Pero en estos patrones el ritmo no veo que necesite esa nota de 00:11:150 (3) -
    La escuche una y otra vez y no me gusta como suena... pero en cambio el sonidito de tuuum que empieza aqui 00:10:487 (1) -
    Quedaria bien un con spin parecido al que pusiste al del principio. Éste 00:06:344 (1) -
    Ya con eso compensas las partes que quedaron bacías

Salad
  1. 00:36:344 (1) - / 00:40:819 (2) - Soy yo o éstos sliders están chuequito? / Imagino que vas a decir.. asi lo quiero chueco, pero estaria bien ponerlos derechos para darle una forma estética mas bonita no? no...bueno u.u

    Me gusto mucho porque usas todos los soniditos uvu
Platter
  1. En algunas partes siento que hay hyperdashes de más como aqui
    00:10:819 (4) -
    00:11:482 (2) -
    00:12:145 (4) -
    00:27:891 (2) -
    00:30:045 (2) -
    00:30:708 (4) -
    00:31:371 (2) -
    00:32:034 (4) -

    Y al final.. no estoy seguro pero te diria lo mismo, cuando termina el kiai

Son algunas cositas que note, gran map entrenador Jusen!
Xinely
omg i forgot to copy the hitsound pls do for me thx~

SPOILER
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 13802
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 12642,37670,45625
DistanceSpacing: 1.1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2.6

[Metadata]
Title:Battle! Mew
TitleUnicode:戦闘!ミュウ
Artist:Junichi Masuda
ArtistUnicode:増田 順一
Creator:Jusenkyo
Version:Nely's Rain
Source:Pokémon Emerald
Tags:Pokémon Pocket Monsters Nintendo Game Freak Go Ichinose Mewtwo Legendary ポケモン ポケットモンスター エメラルド
BeatmapID:0
BeatmapSetID:549036

[Difficulty]
HPDrainRate:6
CircleSize:3.8
OverallDifficulty:9.1
ApproachRate:9.1
SliderMultiplier:1.4
SliderTickRate:1

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

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Combo1 : 138,138,255
Combo2 : 255,181,214
Combo3 : 233,132,176
Combo4 : 41,87,222

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Topic Starter
Cowboy

Ponchiwi wrote:

Cup
  1. 00:05:018 (1,2) - Aqui entiendo que pones la nota 00:05:846 (2) - Sí, ahí puse una nota, porque el sonido es audible.

    00:10:322 (2,3) - Pero en estos patrones el ritmo no veo que necesite esa nota de 00:11:150 (3) - Lo necesito, aunque se también, hay un sonido 00:11:316 - acá, decidí mantener mis patrones, de una manera precisa y concreta, por lo tanto, dejaré la nota.
    La escuche una y otra vez y no me gusta como suena... pero en cambio el sonidito de tuuum que empieza aqui 00:10:487 (1) -
    Quedaria bien un con spin parecido al que pusiste al del principio. Éste 00:06:344 (1) -
    Ya con eso compensas las partes que quedaron vacías No entiendo muy bien lo que me trataste de explicar acá o: .

Salad
  1. 00:36:344 (1) - / 00:40:819 (2) - Soy yo o éstos sliders están chuequito? / Imagino que vas a decir.. asi lo quiero chueco, pero estaria bien ponerlos derechos para darle una forma estética mas bonita no? no...bueno u.u Están hechos de esa manera, para crear un pequeño salto, es más jugable en mi opinión, por lo tanto, lo dejaré así.

    Me gusto mucho porque usas todos los soniditos uvu
Platter
  1. En algunas partes siento que hay hyperdashes de más como aqui
    00:10:819 (4) -
    00:11:482 (2) -
    00:12:145 (4) -
    00:27:891 (2) -
    00:30:045 (2) -
    00:30:708 (4) -
    00:31:371 (2) -
    00:32:034 (4) -

    Y al final.. no estoy seguro pero te diria lo mismo, cuando termina el kia Bueno, aún no estoy seguro si quitar todos, sé que tal vez me excedí un poco, pero necesito más opiniones al respecto, por lo tanto, dejaré algunos, gracias.i

Son algunas cositas que note, gran map entrenador Jusen! Gracias por el mod Ponchis! Fue de ayuda
Thanks Xinely for make the rain.
MMBan
🏃
General
Add to tags
firered leafgreen emerald fire red leaf green

Reason of that song is used in that games. Studying pokemon 12 years makes me headache.. i know a bit too much

Cup
Hp is a little too high. No issues in patterning
But for some reason i can't hear anything at 00:18:775 (4) -

Salad
00:10:156 - 00:12:331 - I Think this might be a bit too fast for new and might have problems with catching 00:11:150 (1) - As 00:10:819 (3,4) - is anti flow to (1) With AR 6.5 Looks a bit easier for my guess

Platter
Hm. Slider Tick 2?
00:06:178 (4) - Near Edge dash from (3) makes this Hdash bit of difficult to complete to (1)
00:18:526 (3,4,5,6) - I would swap with C slider with hdash to (1) (If Slider tick 2)
00:34:852 (3) - Too far from (2) X355
00:44:962 (1) - Suggesting to make Hdash too it (Which won't be easy because request a bit repattering those tribles ;s)

GD Rain

00:03:195 (1) - Make it Kurai Slider
00:42:642 (7,8,9,10) - Hdash to this stream would be nice.
00:45:460 (6,7) - (6) Put where (4) is | 7 x346 to make it look better ;s (Or 6 Below/above 4 like Tetirio to make it visible on editor)
Topic Starter
Cowboy

MMBan wrote:

🏃
General
Add to tags
firered leafgreen emerald fire red leaf green Added, thanks.

Reason of that song is used in that games. Studying pokemon 12 years makes me headache.. i know a bit too much

Cup
Hp is a little too high. No issues in patterning I think HP aren't too high.
But for some reason i can't hear anything at 00:18:775 (4) - Obviously there is a rather audible sound, so I'll leave that note.

Salad
00:10:156 - 00:12:331 - I Think this might be a bit too fast for new and might have problems with catching 00:11:150 (1) - As 00:10:819 (3,4) - is anti flow to (1) With AR 6.5 Looks a bit easier for my guess It could be a bit fast and a bit difficult, but I feel it is much better, since it has a lot of movement, I would like to leave it that way and hear other opinions about it.

Platter
Hm. Slider Tick 2? I could try
00:06:178 (4) - Near Edge dash from (3) makes this Hdash bit of difficult to complete to (1) I will try to look for another pattern, but for now that is the one I like and the one that fits better.
00:18:526 (3,4,5,6) - I would swap with C slider with hdash to (1) (If Slider tick 2) I really like those sliders, aside from using 2 of Slider tick, it goes much better.
00:34:852 (3) - Too far from (2) X355 Sorry, but I did not understand what you're trying to say here, move (3) or (2).
00:44:962 (1) - Suggesting to make Hdash too it (Which won't be easy because request a bit repattering those tribles ;s) The map has too many Hdashes, being a platter the introduction of hdashes, so adding another one, would bring me conflicts.
Thanks for the mod, was helpful.
Xinely
fixed all unless the last one. it doesnt affect so much and intentional to make a bit bigger spacing there. thanks ~

SPOILER
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 13802
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 12642,37670,45625
DistanceSpacing: 1.1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2.6

[Metadata]
Title:Battle! Mew
TitleUnicode:戦闘!ミュウ
Artist:Junichi Masuda
ArtistUnicode:増田 順一
Creator:Jusenkyo
Version:Nely's Rain
Source:Pokémon Emerald
Tags:Pokémon Pocket Monsters Nintendo Game Freak Go Ichinose Mewtwo Legendary ポケモン ポケットモンスター エメラルド Xinely firered leafgreen fire red leaf green
BeatmapID:1178901
BeatmapSetID:549036

[Difficulty]
HPDrainRate:6
CircleSize:3.8
OverallDifficulty:9.1
ApproachRate:9.1
SliderMultiplier:1.4
SliderTickRate:1

[Events]
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Nelly
M4M please https://osu.ppy.sh/s/550296 (Noob modding here I come)

  • Cup
  1. 00:05:018 (1) - This triple note got me into confusion. This may work.
  2. 00:10:322 (2,3) - Same as the previous suggestion.
  3. 00:11:648 (1,2,3) - Weird notes which is not following the music, try this.
  • Salad
  1. Nothing too much
  • Platter
  1. 00:01:854 - Dull stream especially at 00:02:525 (1,2,3,4,5,6,7). You could make something like this but its your choice.
  • Nely's Rain
  1. 00:05:018 (2) -x:328 y:112
  2. 00:10:322 (2) - x:112 y:144
  3. 00:42:642 (7,8,9,10) - x:200 y:224
Topic Starter
Cowboy

Nelly wrote:

M4M please https://osu.ppy.sh/s/550296 (Noob modding here I come)

  • Cup
  1. 00:05:018 (1) - This triple note got me into confusion. This may work.It may be confusing, but it is a fact that you are following a specific sound, therefore I prefer to have the pattern.
  2. 00:10:322 (2,3) - Same as the previous suggestion.Same as above.
  3. 00:11:648 (1,2,3) - Weird notes which is not following the music, try this. After several times of hearing the pattern, I realized that it was true, so I made some changes, something similar to what was suggested.
  • Salad
  1. Nothing too much Nice.
  • Platter
  1. 00:01:854 - Dull stream especially at 00:02:525 (1,2,3,4,5,6,7). You could make something like this but its your choice. Not a bad pattern, but rather keep mine, thanks for the suggestion.
Thanks for the mod, was helpful.
Nelly
nicktoonz tv show ranked when w (You trusted for M4M, dont forget)
Xinely
i didnt fix the last one because i think hdash already works nicely at this time. thanks nelly

SPOILER
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 13802
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
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WidescreenStoryboard: 1

[Editor]
Bookmarks: 12642,37670,45625
DistanceSpacing: 1.1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2.6

[Metadata]
Title:Battle! Mew
TitleUnicode:戦闘!ミュウ
Artist:Junichi Masuda
ArtistUnicode:増田 順一
Creator:Jusenkyo
Version:Nely's Rain
Source:Pokémon Emerald
Tags:Pokémon Pocket Monsters Nintendo Game Freak Go Ichinose Mewtwo Legendary ポケモン ポケットモンスター エメラルド Xinely firered leafgreen fire red leaf green
BeatmapID:1178901
BeatmapSetID:549036

[Difficulty]
HPDrainRate:6
CircleSize:3.8
OverallDifficulty:9.1
ApproachRate:9.1
SliderMultiplier:1.4
SliderTickRate:1

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

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Riari
a

[Nely's Rain]

  • Why AR9.1? AR9 is perfectly fine here & fits in spread better.
  1. 00:03:195 (1) - Consider making this a 1/2 repeater? The sliderend would represent the pitch change from 00:03:360 - and play the same as the slider you have now, but represent the change in a more noticable way for the player.
  2. 00:07:670 (3) - Maybe turn this into a repeater too? It would be consistent with notes such as 00:05:846 (1) - , whilst leaving the 1/1 sliders to prominent sounds such as 00:06:344 (2) - .
  3. 00:19:603 (2) - Same point as 00:03:195 (1) - , I think a 1/2 repeater represents this better.
  4. 00:24:410 (1) - This slider doesn't do this part justice in my opinion. Each part of this slider is on a really prominent sound, all of which I would suggest giving dashes to, keeping the only hyper going to 00:24:907 (2) - . The slider itself fits, but the spacing it provides doesn't give adequate spacing.
  5. 00:34:355 (4) - Reduce the distance to this. 00:34:189 (3) - is stronger than 00:34:355 (4) - which is paired with 00:34:686 (5) - and is very weak in general. I would wait for 00:35:018 (1) - to add any dashes/large movements here unless you were going to increase the spacing to 00:34:189 (3) - .
  6. 00:34:686 (5) - Make this slider more vertical? It is on a very delicate sound, unlike 00:34:355 (4) - which it is much stronger but has the same gradient.
[Platter]
  1. 00:28:388 (1,2,1) - I think that these hypers are unneccecary here. 00:28:388 (1,2) - is relatively low intensity and 00:28:719 (2,1) - isn't much better. 00:29:548 (7,1) - however, is much more consistent with all your previous hypers and on a very large, prominent sound.
  2. 00:33:029 (3) - Convert this to a triplet? You use a lot of triplets throughout the map and I think this is a great position for one.
  3. 00:33:360 (4,1) - This is another example of above, I would remove this hyper because it's not consistent with what you have now and would be something I would put in a Rain.
  4. 00:35:681 (3) - Another triplet here instead?
  5. 00:40:985 (3,4) - Remove the hyper between these two notes. You've got a chain of hypers here, and this is a really weak hyper. This isn't used in the Rain at all. I would maybe turn this into a dash, but I would 100% remove the hyper here.
  6. 00:41:979 (2,3) - Another pointless hyper, I'd remove this and make it a calm walk to 00:42:311 (3) - and leave the hyper until 00:42:808 (9,1) - where it is very impactful.
  7. 00:43:636 (3,4) - Same point as before.
[Salad]
  1. 00:24:410 (1) - This seems a bit too hard, considering the big jump into the antiflow repeater. Maybe ctrl+g it and make the pattern more accessable?
[Cup]
  1. 00:00:514 (1) - Maybe reduce this by 1/1 or 1/2 and add a note at 00:03:195 - ? Just a circle would be good but I think it isn't a good idea to have the spinner end on such an important sound.
  2. 00:11:648 (1) - Reduce the distance going to this from 00:11:150 (3) - a bit? The gap seems a tad too big for newer players so I would suggest reducing the distance to give them some leeway whilst playing.
Xinely

Riari wrote:

a

[Nely's Rain]

  • Why AR9.1? AR9 is perfectly fine here & fits in spread better. imo its a bit slow to read 1/4 jumps on AR 9 but ok for spread
  1. 00:03:195 (1) - Consider making this a 1/2 repeater? The sliderend would represent the pitch change from 00:03:360 - and play the same as the slider you have now, but represent the change in a more noticable way for the player. its like my style after hard jump part (example 1/4), i will use 1/1 slider to give a bit break part w/o much movement
  2. 00:07:670 (3) - Maybe turn this into a repeater too? It would be consistent with notes such as 00:05:846 (1) - , whilst leaving the 1/1 sliders to prominent sounds such as 00:06:344 (2) - . 00:05:846 (1) - is part of 00:07:172 (1,2) - this music, also same like above about that 1/1 slider
  3. 00:19:603 (2) - Same point as 00:03:195 (1) - , I think a 1/2 repeater represents this better. ^
  4. 00:24:410 (1) - This slider doesn't do this part justice in my opinion. Each part of this slider is on a really prominent sound, all of which I would suggest giving dashes to, keeping the only hyper going to 00:24:907 (2) - . The slider itself fits, but the spacing it provides doesn't give adequate spacing. if you mean due the hdash, its for cymbal at whitetick and 00:24:907 (2) - is for the instrument
  5. 00:34:355 (4) - Reduce the distance to this. 00:34:189 (3) - is stronger than 00:34:355 (4) - which is paired with 00:34:686 (5) - and is very weak in general. I would wait for 00:35:018 (1) - to add any dashes/large movements here unless you were going to increase the spacing to 00:34:189 (3) - .
  6. 00:34:686 (5) - Make this slider more vertical? It is on a very delicate sound, unlike 00:34:355 (4) - which it is much stronger but has the same gradient.
no reply means fixed thanks riari ><

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Title:Battle! Mew
TitleUnicode:戦闘!ミュウ
Artist:Junichi Masuda
ArtistUnicode:増田 順一
Creator:Jusenkyo
Version:Nely's Rain
Source:Pokémon Emerald
Tags:Pokémon Pocket Monsters Nintendo Game Freak Go Ichinose Mewtwo Legendary ポケモン ポケットモンスター エメラルド Xinely firered leafgreen fire red leaf green
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168,124,44962,2,0,L|112:128,2,45.4999979171754,2|0|0,0:0|0:0|0:0,0:0:0:0:
396,128,45294,1,0,1:0:0:0:
448,132,45377,1,0,0:0:0:0:
376,144,45460,1,0,0:0:0:0:
324,156,45543,1,0,0:0:0:0:
132,152,45625,5,4,3:2:0:0:
Topic Starter
Cowboy

Riari wrote:

a

[Platter]
  1. 00:28:388 (1,2,1) - I think that these hypers are unneccecary here. 00:28:388 (1,2) - is relatively low intensity and 00:28:719 (2,1) - isn't much better. 00:29:548 (7,1) - however, is much more consistent with all your previous hypers and on a very large, prominent sound. I would like to make an exception, I feel it fits in a way, a bit unusual for several, but I feel like it makes a great introduction, I would like to see more comments regarding this pattern.
  2. 00:33:029 (3) - Convert this to a triplet? You use a lot of triplets throughout the map and I think this is a great position for one. Done.
  3. 00:33:360 (4,1) - This is another example of above, I would remove this hyper because it's not consistent with what you have now and would be something I would put in a Rain. Here if I agree, I have removed the hdash between these notes.
  4. 00:35:681 (3) - Another triplet here instead? I would like to vary slightly, I would like to keep the slider.
  5. 00:40:985 (3,4) - Remove the hyper between these two notes. You've got a chain of hypers here, and this is a really weak hyper. This isn't used in the Rain at all. I would maybe turn this into a dash, but I would 100% remove the hyper here. Changed to dash.
  6. 00:41:979 (2,3) - Another pointless hyper, I'd remove this and make it a calm walk to 00:42:311 (3) - and leave the hyper until 00:42:808 (9,1) - where it is very impactful.The same applies in the previous case, I want to see more comments about it, being the end of the song, I would like it to be a bit more dense.
  7. 00:43:636 (3,4) - Same point as before. Same as above.
[Salad]
  1. 00:24:410 (1) - This seems a bit too hard, considering the big jump into the antiflow repeater. Maybe ctrl+g it and make the pattern more accessable? Alright.
[Cup]
  1. 00:00:514 (1) - Maybe reduce this by 1/1 or 1/2 and add a note at 00:03:195 - ? Just a circle would be good but I think it isn't a good idea to have the spinner end on such an important sound. I would like the spinner to stay, it is very basic, and I like it more, but on the other hand, are very good suggestions, I will think a little.
  2. 00:11:648 (1) - Reduce the distance going to this from 00:11:150 (3) - a bit? The gap seems a tad too big for newer players so I would suggest reducing the distance to give them some leeway whilst playing. Distance reduced.

Thanks for the mod, was helpful, i'll do the mod soon.
-Nya-
Hi, req via PM.

General:
  1. Your first combo colour is very close to the colour in the background (light pink) This is not advised since it can be difficult for players to see the objects clearly. It almost blends in with the background. The second combo colour is safer, but also not completely. Personally I would remove the two pink colours and just keep combo 3 and 4. If you use a BG that’s not completely pink then it would be fine. Plus, rather don’t have two pink colours after each other. Try placing a different colour between them.
  2. You can remove “pokemon” from the tags since it’s already in the source.

Nely’s Rain:
  1. You can uncheck widescreen support.
  2. 00:00:681 (3,4) – For consistency a hyperdash should be added here since you added a hyperdash here: 00:01:435 (4,5) – and the two rhythms are similar. But I think it would be better to remove the hyperdash here: 00:01:435 (4,5) – since the song actually starts getting intense here: 00:01:854 (1) – From 00:00:514 (1) – to 00:01:770 (8) – there’s still a level of calmness and it would be good to support that by not having hyperdashes. If you start with your first hyperdash here: 00:01:770 (8,1) – it’ll support the fact that the music gets more intense.
  3. 00:01:854 (1,2,3,4) – Since the patterns here are already quite difficult, I suggest making the flow of this one a bit more comfortable. Right now the flow goes to the left a lot making it a bit difficult to go from 00:01:854 (1,2,3,4) – to 00:02:189 (5) – I suggest placing 00:01:854 (1,2,3,4) – into a curved shape more and not a straight line.
  4. 00:25:404 (3) – I think you forgot to add a Normal sampleset here.


Platter:
  1. Why are you using a slidertickrate of 2 here? All the other diffs uses one, except for this diff. Also, you don’t make use of a slidertick hitsound so there’s no need to raise the slidertickrate.
  2. 00:05:183 (1) –Remove new combo here. Currently it looks inconsistent. Also, add new combo here: 00:05:846 (3) – since the strong beat is here, then remove new combo here: 00:06:344 (1) – You’ll also be consistent with: 00:09:824 (1) –
  3. 00:35:681 (3) - The placement/shape of this slider can still be improved imo. Because right now the flow from 00:35:681 (3) – to 00:36:012 (4) – is a bit uncomfortable. Try something like this:
    Basically just move the tail of (3) a bit more to the right.
  4. 00:41:979 (2,3) – The hyperdash here don’t make that much sense. There’s hardly any beat here: 00:42:311 (3) – and the music is quite calm. Highly consider removing the hyperdash.
  5. 00:43:636 (3,4) –The hyperdash here is inconsistent with 00:41:316 (4) – (there’s no hyperdash here) Also, there’s nothing really strong on the head of 00:43:968 (4) – to support the hyperdash. Be careful not to use too many hyperdashes in a Platter. This diff should be an introduction to hyperdashes.
  6. 00:41:316 (4,1) –You can place a hyperdash here to be consistent with 00:43:968 (4,1) – Both of them follow the same rhythm/beat so it would be a good idea to keep their spacings consistent too. If you don’t want to add a hyperdash here: 00:41:316 (4,1) – then you should remove the hyperdash here too: 00:43:968 (4,1) –
  7. 00:34:189 (1) –You can remove the new combo here to be consistent with the previous NC’ing patterns.
  8. 00:29:051 (1) –For consistency with 00:39:659 (3) – and 00:42:311 (3) – I think you should remove NC here.

Salad:
  1. The new combo’s in this diff can still be improved. It would be much better if the new combo’s start on the downbeat instead (the big white tick) like you did here: 00:01:854 (1) – There are a few places where you didn’t do this, I’ll point them out:
    00:03:195 (3) – Add new combo here and remove new combo here: 00:03:692 (1) –
    00:04:520 (4) – Add new combo here and remove new combo here: 00:05:018 (1) –
    00:05:846 (3) – Add new combo here and remove new combo here: 00:06:178 (1) –
    The rest of the combo’s are fine. Just the three above are inconsistent.
  2. 00:10:819 (4,1) –While testplaying, the flow from (4) to (1) felt uncomfortable. I think the reason is because the distance is a bit big and also because it’s anti-flow. You can perhaps try placing (1) here:
    That will improve flow, or you can make the distance between (4) and (1) smaller. Perhaps you can try placing 00:11:150 (1) – somewhere here: X:300
  3. 00:25:736 (1,2,3,4) –The flow here was also a bit uncomfortable. Perhaps try something like this, it felt a bit better to play:
  4. 00:23:747 (2,3) –Nazi, but since the music is exactly the same here and here: 00:23:084 (1) – , it would be effective to change these two circles into a 1/1 slider as well to support 00:23:084 (1) –
  5. 00:24:410 (1,2) –You can increase the distance between these two objects a bit since the beat on 00:24:907 (2) – is a bit strong and more emphasis would be a good idea. Try placing 00:24:907 (2) – somewhere here: X:247.

Cup:
  1. 00:12:974 (1) –Move this slider a bit to the left. While testplaying this slider is right on top of the tail of 00:12:476 (2) – which looks a bit weird. Place 00:12:974 (1) – somewhere here: X:234
  2. Your combo’s are a bit inconsistent again: New combo should be added here: 00:11:150 (3) – for consistency with 00:09:824 (1) – and also since it’s the downbeat, then remove new combo here: 00:11:648 (1) –
    00:12:476 (2) – Add new combo here and remove new combo here: 00:12:974 (1) –
    Rather add new combo here: 00:32:366 (3) – and remove it here: 00:34:023 (1) –
    00:44:299 (3) – I would actually add new combo here and remove new combo here: 00:44:962 (1) – since the stronger beat is on 00:44:299 (3) –
  3. 00:31:703 (2) –Since this pattern is a zigzag here: 00:29:714 (1,2,1) – (first left, then right, then left) this slider’s position: 00:31:703 (2) – might throw beginners off because the flow suddenly changes. Consider Ctrl+G’ing this slider: 00:31:703 (2) – to complete the zigzag pattern, so it has to go to the right.
  4. 00:37:007 (2) -^
  5. 00:25:736 (1,2) –The way these sliders are placed currently can possibly make the pattern a bit difficult. I suggest placing them vertically instead. Like this:

Just recheck the combo's in the Cup again. They get very inconsistent at times. (Remember the downbeat (big white tick))

Overall, this is a decent set. If you have any questions regarding my mod, feel free to poke me in-game. Good Luck~
Bursthammy
shittiest m4m trade of all time incoming

Cup

00:05:018 (1,2) - I think the rhythm you've chosen here is a little wonky, imo it would be better if you deleting (2) and pushed the repeat slider onto the white ticks it might sound better.
00:10:322 (2,3) - ^

Salad

00:06:344 (2) - This section (00:05:018 (1,2,3,4,1,2,3) -) already feels super dense and I think this slider in particular contributes a lot into how difficult this section feels to land, I would angle the slider upwards more to make it a little more forgiving.
00:07:670 (1) - Ctrl-G this to create a nice parallel with 00:07:007 (3) - and to make the flow here a little less harsh.

Good luck!
Topic Starter
Cowboy
Nya's mod

-Nya- wrote:

Hi, req via PM. Hi, thanks for accepting!

General:
  1. Your first combo colour is very close to the colour in the background (light pink) This is not advised since it can be difficult for players to see the objects clearly. It almost blends in with the background. The second combo colour is safer, but also not completely. Personally I would remove the two pink colours and just keep combo 3 and 4. If you use a BG that’s not completely pink then it would be fine. Plus, rather don’t have two pink colours after each other. Try placing a different colour between them. I'll try to find other colors better than pink.
  2. You can remove “pokemon” from the tags since it’s already in the source. Of course, it comes in the source, but it does not come in a generalized way, that is without the accent in the letter e.


Platter:
  1. Why are you using a slidertickrate of 2 here? All the other diffs uses one, except for this diff. Also, you don’t make use of a slidertick hitsound so there’s no need to raise the slidertickrate. I did not do it for the hitsounds, but because in some sliders, the drops are so short that they make it difficult to catch them all, but I'll ask about this.
  2. 00:05:183 (1) –Remove new combo here. Currently it looks inconsistent. Also, add new combo here: 00:05:846 (3) – since the strong beat is here, then remove new combo here: 00:06:344 (1) – You’ll also be consistent with: 00:09:824 (1) – Okay, all applied.
  3. 00:35:681 (3) - The placement/shape of this slider can still be improved imo. Because right now the flow from 00:35:681 (3) – to 00:36:012 (4) – is a bit uncomfortable. Try something like this: The slider was placed that way on purpose to create a jump, to emphasize the sound in it, so I'll leave it as it is.

    Basically just move the tail of (3) a bit more to the right.
  4. 00:41:979 (2,3) – The hyperdash here don’t make that much sense. There’s hardly any beat here: 00:42:311 (3) – and the music is quite calm. Highly consider removing the hyperdash. Well, because some modders have recommended I remove this hdash, I will remove it.
  5. 00:43:636 (3,4) –The hyperdash here is inconsistent with 00:41:316 (4) – (there’s no hyperdash here) Also, there’s nothing really strong on the head of 00:43:968 (4) – to support the hyperdash. Be careful not to use too many hyperdashes in a Platter. This diff should be an introduction to hyperdashes. Okay, I made some changes to keep the consistency between the sounds.
  6. 00:41:316 (4,1) –You can place a hyperdash here to be consistent with 00:43:968 (4,1) – Both of them follow the same rhythm/beat so it would be a good idea to keep their spacings consistent too. If you don’t want to add a hyperdash here: 00:41:316 (4,1) – then you should remove the hyperdash here too: 00:43:968 (4,1) – With the changes I made I removed the hdash from those parts, so to not have as many hdashes, it looks better than before.
  7. 00:34:189 (1) –You can remove the new combo here to be consistent with the previous NC’ing patterns. I did something similar.
  8. 00:29:051 (1) –For consistency with 00:39:659 (3) – and 00:42:311 (3) – I think you should remove NC here. I will ask about these NC's, it's something different and if I do not leave the NC there, the fruits will be avoided that the player can see.

Salad:
  1. The new combo’s in this diff can still be improved. It would be much better if the new combo’s start on the downbeat instead (the big white tick) like you did here: 00:01:854 (1) – There are a few places where you didn’t do this, I’ll point them out:I will take everything into account about the NCs, I am somewhat inexperienced in that.
    00:03:195 (3) – Add new combo here and remove new combo here: 00:03:692 (1) – Applied
    00:04:520 (4) – Add new combo here and remove new combo here: 00:05:018 (1) – Applied
    00:05:846 (3) – Add new combo here and remove new combo here: 00:06:178 (1) – Applied
    The rest of the combo’s are fine. Just the three above are inconsistent.
  2. 00:10:819 (4,1) –While testplaying, the flow from (4) to (1) felt uncomfortable. I think the reason is because the distance is a bit big and also because it’s anti-flow. You can perhaps try placing (1) here:

    That will improve flow, or you can make the distance between (4) and (1) smaller. Perhaps you can try placing 00:11:150 (1) – somewhere here: X:300 I wanted to create antiflow between those notes, due to the demand in the sound that is something strong, and I think it looks pretty good, I'll leave it as it is.
  3. 00:25:736 (1,2,3,4) –The flow here was also a bit uncomfortable. Perhaps try something like this, it felt a bit better to play:
  4. 00:23:747 (2,3) –Nazi, but since the music is exactly the same here and here: 00:23:084 (1) – , it would be effective to change these two circles into a 1/1 slider as well to support 00:23:084 (1) – Ok, changed to a 1/1 slider.
  5. 00:24:410 (1,2) –You can increase the distance between these two objects a bit since the beat on 00:24:907 (2) – is a bit strong and more emphasis would be a good idea. Try placing 00:24:907 (2) – somewhere here: X:247. I remake the shape of the slider and did some vertical, feels better.

Cup:
  1. 00:12:974 (1) –Move this slider a bit to the left. While testplaying this slider is right on top of the tail of 00:12:476 (2) – which looks a bit weird. Place 00:12:974 (1) – somewhere here: X:234 I did something similar.
  2. Your combo’s are a bit inconsistent again: New combo should be added here: 00:11:150 (3) – for consistency with 00:09:824 (1) – and also since it’s the downbeat, then remove new combo here: 00:11:648 (1) –
    00:12:476 (2) – Add new combo here and remove new combo here: 00:12:974 (1) –
    Rather add new combo here: 00:32:366 (3) – and remove it here: 00:34:023 (1) –
    00:44:299 (3) – I would actually add new combo here and remove new combo here: 00:44:962 (1) – since the stronger beat is on 00:44:299 (3) –
  3. 00:31:703 (2) –Since this pattern is a zigzag here: 00:29:714 (1,2,1) – (first left, then right, then left) this slider’s position: 00:31:703 (2) – might throw beginners off because the flow suddenly changes. Consider Ctrl+G’ing this slider: 00:31:703 (2) – to complete the zigzag pattern, so it has to go to the right. It is not so confusing, it is one of my basic patterns in a cup, it is for the player to adapt to the movement.
  4. 00:37:007 (2) -^
  5. 00:25:736 (1,2) –The way these sliders are placed currently can possibly make the pattern a bit difficult. I suggest placing them vertically instead. Like this: I like these sliders, applied.

Just recheck the combo's in the Cup again. They get very inconsistent at times. (Remember the downbeat (big white tick))

Overall, this is a decent set. If you have any questions regarding my mod, feel free to poke me in-game. Good Luck~
Thanks for the mod, was helpful.

Weber's mod

Weber wrote:

shittiest m4m trade of all time incoming m4m with whom?

Cup

00:05:018 (1,2) - I think the rhythm you've chosen here is a little wonky, imo it would be better if you deleting (2) and pushed the repeat slider onto the white ticks it might sound better.
00:10:322 (2,3) - ^ I really like the way these notes are placed, I feel they follow a specific sound, I'll leave it that way, unless someone else mentions it.

Salad

00:06:344 (2) - This section (00:05:018 (1,2,3,4,1,2,3) -) already feels super dense and I think this slider in particular contributes a lot into how difficult this section feels to land, I would angle the slider upwards more to make it a little more forgiving. Slider inclined a bit to get the jump more natural.
00:07:670 (1) - Ctrl-G this to create a nice parallel with 00:07:007 (3) - and to make the flow here a little less harsh. Consider doing this part again, it was much better, taking into account your recommendations.

I can't really play Platter+ sorry No problem, anyway thanks.

Good luck!
Thanks for the mod too, was helpful too. See yaa too.

Edit1: Sorry, I forgot to thank you for the stars, thank you very much, it is appreciated...
Xinely
fixed all thanks -nya-

SPOILER
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 13802
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 12642,37670,45625
DistanceSpacing: 1.1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2.6

[Metadata]
Title:Battle! Mew
TitleUnicode:戦闘!ミュウ
Artist:Junichi Masuda
ArtistUnicode:増田 順一
Creator:Jusenkyo
Version:Nely's Rain
Source:Pokémon Emerald
Tags:Pokémon Pocket Monsters Nintendo Game Freak Go Ichinose Mewtwo Legendary ポケモン ポケットモンスター エメラルド Xinely firered leafgreen fire red leaf green
BeatmapID:1178901
BeatmapSetID:549036

[Difficulty]
HPDrainRate:6
CircleSize:3.8
OverallDifficulty:9
ApproachRate:9
SliderMultiplier:1.4
SliderTickRate:1

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

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Combo2 : 255,181,214
Combo3 : 233,132,176
Combo4 : 41,87,222

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JBHyperion
m4m with Jusen

Cup

BPM is quite high, I'd recommend at least AR5.5 - considering the Salad is AR7 you want to avoid a large gap
  1. 00:05:018 (2) - Odd rhythm choice when the prominent synth sounds are on white ticks. Circle on the red tick followed by 1/1 slider on the white tick sounds better to me. Change at 00:10:322 (2) - also if you agree
  2. 00:27:062 (1,1,2) - Switching parity here feels strange since the strong sounds are mapped as slider tails. A better option would be to make 00:27:062 (1) - end at 00:28:056 - then move 00:28:719 (1) - back to the downbeat and add a circle. This allows you to emphasise the strong sounds better and feels more natural to play
  3. 00:32:366 (1,2,3) - This pattern fits much better since all of 00:34:023 (2,3) - have that strong drum sound however
  4. 00:41:648 (1) - Make this vertical or facing right instead - the small antiflow movement is uncomfortable to play for new players. Same applies to 00:44:299 (1) - where you could try simply Ctrl+H 00:44:299 (1) -
  5. 00:45:625 (3) - NC as you did for the other difficulties? Not strictly necessary, just something nice for the sake of consistency

Salad
  1. 00:10:819 (4,1) - I don't feel this sound is strong enough to deserve both dash and antiflow. Try using just one or the other
  2. 00:11:150 (1,2,3) - Strongest sound here is 00:11:648 (3) - and it's a sliderend - feels very artificial and untrue to the rhythm. Something like http://puu.sh/tBcyx/20908dcb45.jpg fits much better and is more interesting to play
  3. 00:14:797 (3,1) - This shouldn't be the same strength as 00:13:802 (1) - or 00:16:454 (1) - imo, the sound is quite a bit less prominent. Try reducing this
  4. 00:25:736 (1,2,3) - This is a ternary pattern with strong sounds every 3/2, so two 1/2 repeat sliders work better here
  5. 00:32:366 (1) - Feels pretty lazy to throw a spinner down right in the most intense part of the song. I'd map this normally and just keep the spinner at the end of the kiai

Platter
  1. 00:00:514 (1,2,1,2) - Spacing is too close to requiring dash for walking, and tap dashing would be unexpected and unfitting here. Reduce the spacing between these
  2. 00:03:027 (7,1) - Excessively strong hyper makes it easy to overshoot and quite difficult to catch 00:03:526 (2) - Reduce the strength here please
  3. 00:10:819 (4,1) - See below
  4. 00:12:145 (4,1,2) - Strong hdash into antiflow is a no-go in Platter diffs. The spacing here is 5.15x DS and 1/2 hypers are created at 3.3x DS, so this is well above the 1.5x limit. Please reduce the distance considerably.
  5. 00:13:139 (7,1) - Unfitting hdash, strong sound doesn't appear until 00:13:470 (3) - and since you're unable to use 1/4 hdash, a regular one will have to do here. You didn't use one at 00:07:835 (6,1) - and you already have a hdash between 00:13:636 (4,1) - which I feel is enough
  6. 00:34:022 (1,2,3,4) - Incorrect parity, the strong sounds are still on the white ticks. Move the circle to 00:34:189 - and then place the 1/2 sliders on the white ticks to follow the drums properly
  7. 00:39:659 (3) - Consider NC here to break up this long chain of fruits right after the spinner
  8. 00:40:322 (1,2,3) - Why map this rhythm differently to how you did at 00:13:802 (1,2,3) - when it's pretty much the same? Two 1/2 repeat sliders would work better here
  9. 00:42:974 (1,2,3) - ^ Except 1/2 repeat slider + 1/1 slider since 00:43:636 - is weak/skipped

Nely's Rain
  1. 00:02:525 (1,2,3,4) - Unexpected high spacing considering all the previous stream patterns were smooth curves. The tap dashing required here plays really awkwardly to me. Reducing the distance feels more fitting for easing the player into the difficulty
  2. 00:12:145 (3,1) - This doesn't feel strong enough for a hyper imo. A regular dash would work better here. Same goes for 00:12:642 (2,3) - if you're gonna map these as kicksliders, they need to be smooth since the sounds are all rather weak, low pitch synth sounds
  3. 00:33:692 (1,2,3) - Seems a bit weird, like you really want to go that way but there wasn't enough room so it ended up feeling forced. Ctrl+H 00:34:189 (4) - and make 00:33:692 (1,2,3) - a right hand curve for better flow and appearance
Good luck! (:
Topic Starter
Cowboy

JBHyperion wrote:

m4m with Jusen

Cup

BPM is quite high, I'd recommend at least AR5.5 - considering the Salad is AR7 you want to avoid a large gap I'm not sure about that, I actually feel the variation.
  1. 00:05:018 (2) - Odd rhythm choice when the prominent synth sounds are on white ticks. Circle on the red tick followed by 1/1 slider on the white tick sounds better to me. Change at 00:10:322 (2) - also if you agree Both changed.
  2. 00:27:062 (1,1,2) - Switching parity here feels strange since the strong sounds are mapped as slider tails. A better option would be to make 00:27:062 (1) - end at 00:28:056 - then move 00:28:719 (1) - back to the downbeat and add a circle. This allows you to emphasise the strong sounds better and feels more natural to play Applied.
  3. 00:32:366 (1,2,3) - This pattern fits much better since all of 00:34:023 (2,3) - have that strong drum sound however I think so.
  4. 00:41:648 (1) - Make this vertical or facing right instead - the small antiflow movement is uncomfortable to play for new players. Same applies to 00:44:299 (1) - where you could try simply Ctrl+H 00:44:299 (1) - Both applied.
  5. 00:45:625 (3) - NC as you did for the other difficulties? Not strictly necessary, just something nice for the sake of consistency NC applied.

Salad
  1. 00:10:819 (4,1) - I don't feel this sound is strong enough to deserve both dash and antiflow. Try using just one or the other I guess if I tilt a little (4) it will be easier to get to the next note.
  2. 00:11:150 (1,2,3) - Strongest sound here is 00:11:648 (3) - and it's a sliderend - feels very artificial and untrue to the rhythm. Something like http://puu.sh/tBcyx/20908dcb45.jpg fits much better and is more interesting to play I liked your suggestion, done.
  3. 00:14:797 (3,1) - This shouldn't be the same strength as 00:13:802 (1) - or 00:16:454 (1) - imo, the sound is quite a bit less prominent. Try reducing this Distance reduced.
  4. 00:25:736 (1,2,3) - This is a ternary pattern with strong sounds every 3/2, so two 1/2 repeat sliders work better here I did something similar as you said.
  5. 00:32:366 (1) - Feels pretty lazy to throw a spinner down right in the most intense part of the song. I'd map this normally and just keep the spinner at the end of the kiai Spinner removed.

Platter
  1. 00:00:514 (1,2,1,2) - Spacing is too close to requiring dash for walking, and tap dashing would be unexpected and unfitting here. Reduce the spacing between these Space reduced.
  2. 00:03:027 (7,1) - Excessively strong hyper makes it easy to overshoot and quite difficult to catch 00:03:526 (2) - Reduce the strength here please Reduced.
  3. 00:10:819 (4,1) - See below
  4. 00:12:145 (4,1,2) - Strong hdash into antiflow is a no-go in Platter diffs. The spacing here is 5.15x DS and 1/2 hypers are created at 3.3x DS, so this is well above the 1.5x limit. Please reduce the distance considerably. Reduced to 3.4x DS.
  5. 00:13:139 (7,1) - Unfitting hdash, strong sound doesn't appear until 00:13:470 (3) - and since you're unable to use 1/4 hdash, a regular one will have to do here. You didn't use one at 00:07:835 (6,1) - and you already have a hdash between 00:13:636 (4,1) - which I feel is enough Hdash removed.
  6. 00:34:022 (1,2,3,4) - Incorrect parity, the strong sounds are still on the white ticks. Move the circle to 00:34:189 - and then place the 1/2 sliders on the white ticks to follow the drums properly I did something similar.
  7. 00:39:659 (3) - Consider NC here to break up this long chain of fruits right after the spinner Done.
  8. 00:40:322 (1,2,3) - Why map this rhythm differently to how you did at 00:13:802 (1,2,3) - when it's pretty much the same? Two 1/2 repeat sliders would work better here Because the end of the map is approaching, I want it to be dense and somewhat more varied compared to the part you mention.
  9. 00:42:974 (1,2,3) - ^ Except 1/2 repeat slider + 1/1 slider since 00:43:636 - is weak/skipped Same here.


Good luck! (:
Thanks for the mod, was helpful
Xinely
basically fixed all thanks jbh

SPOILER
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DistanceSpacing: 1.1
BeatDivisor: 4
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[Metadata]
Title:Battle! Mew
TitleUnicode:戦闘!ミュウ
Artist:Junichi Masuda
ArtistUnicode:増田 順一
Creator:Jusenkyo
Version:Nely's Rain
Source:Pokémon Emerald
Tags:Pokémon Pocket Monsters Nintendo Game Freak Go Ichinose Mewtwo Legendary ポケモン ポケットモンスター エメラルド Xinely firered leafgreen fire red leaf green
BeatmapID:1178901
BeatmapSetID:549036

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Benita
aaa sorry for being so slow end me

Cup
  1. Why AR5? Salad Platter Rain is 7, 8, 9 so would make more sense if it was AR6 at least when the BPM is so high!
  2. The NC's are a bit messy. I'd try maybe NC'ing every other big white tick, that leaves every combo with 6-8 fruits which I think is a lot more fitting than combos consisting of 3 fruits. I'd remove NC on spaces like this; 00:04:520 (1) - 00:07:172 (1) - 00:09:824 (1) - and so on
  3. 00:12:476 (1,2) - Feels weird that 1 is a slider when on all other places you've used a single note, you could try doing like you did here 00:07:172 (1,2) - in order to make a "buildup"
  4. 00:31:040 (1,2,1) - This stair-alike movement might be a bit too much?
  5. 00:37:670 (1,1) - eeeee this feels really really weird, especially when you've mapped this sound as a slider previously 00:32:366 (1) - . If you must keep those as spinners I'd just make them one long spinner or alternatively make the first spinner into a slider and keep the last spinner.
Salad
  1. 00:10:487 (3,4,1) - This sudden directionchange mixed with a dash might come surprising for Salad players and 1 isn't even that strong of a note so maybe just remove the dash or something, especially when you've used 2,0x on similar beats 00:05:515 (3,1) - 00:09:658 (4,1) -
  2. 00:12:145 (3,1) - This distance is also very overdone compared to similar beats (same examples as above)
  3. 00:27:062 (1) - I'd make this more curved to the right in order to follow the flow from the previous pattern better
  4. 00:44:631 (2) - I'd make this two single notes instead to better emphasise the melody on slider end
Platter
  1. 00:01:519 (2,1) - Is this hyperdash necessary? It isn't really that strong beat
  2. 00:01:854 (1) - Generally from this stream I would like to see a bit more movement. At least connect the two streams so it's a proper curve, 00:02:440 (8,1) - is placed on almost the same grid which looks weird imo. If you move 00:02:525 (1,2,3,4,5,6,7) - alltogether to x:144 it already looks much better
  3. 00:03:027 (7,1) - I would also nerf the distance of this hyper a bit as it's very strong compared to other hypers.
  4. 00:16:454 (1) - I feel like this is quite harsh
  5. 00:17:945 (2) - Maybe make this a 1/1 slider with a jump to the next note
  6. 00:33:029 (3,4,5) - Why is this a triplet? I don't hear any sound here so it feels weird as a trplet when there is an actual triplet on 00:32:946 - and considering the rest of the kiai is all 1/2, I'd just remove this triplet
  7. 00:37:670 (1) - Why doest this have to be a spinner? There are perfectly mappable beats here ):
Nely's Rain
  1. 00:01:184 (1,2,3,4) - This is very antiflowy, consider making it slightly curved to match the other streams, also distance here 00:01:435 (4,5) - is a lot larger than the other hypers
  2. 00:12:642 (2,3) - This doesn't really fit imo, 3 isn't that strong of a beat and doesn't need a hyper, especially when the melody is on slider end
  3. 00:21:758 (1,2) - I would probably curve these a bit cause they're quite snappy
  4. 00:37:007 (3) - Why suddenly 1/1? The rhythm doesn't change at all.. I can somewhat understand this 00:31:703 (3) - being a 1/1 because of the bass-ish sound but then 00:34:189 (4,5) - should also be 1/1 and then change this 00:37:007 (3) - to 1/2 because the bass is building up here and becoming more intense
  5. 00:42:642 (7,8,9,10) - This is a bit cramped, maybe add a tiny bit distance between the notes cause the boost of the previous hyper makes you miss the middle of the stream
This seems like a really good mapset already! GL :)
Topic Starter
Cowboy

Benny- wrote:

aaa sorry for being so slow end me

Cup
  1. Why AR5? Salad Platter Rain is 7, 8, 9 so would make more sense if it was AR6 at least when the BPM is so high! Changed AR/OD to 6.
  2. The NC's are a bit messy. I'd try maybe NC'ing every other big white tick, that leaves every combo with 6-8 fruits which I think is a lot more fitting than combos consisting of 3 fruits. I'd remove NC on spaces like this; 00:04:520 (1) - 00:07:172 (1) - 00:09:824 (1) - and so on 'I'll try to do my best, applied.
  3. 00:12:476 (1,2) - Feels weird that 1 is a slider when on all other places you've used a single note, you could try doing like you did here 00:07:172 (1,2) - in order to make a "buildup" No, it really is not strange, only that compared to other examples similar to this, I wanted to give it a little more variety, and it fits very well.
  4. 00:31:040 (1,2,1) - This stair-alike movement might be a bit too much? In my opinion I do not see it as difficult, it's a very basic pattern, I'll leave it like this.
  5. 00:37:670 (1,1) - eeeee this feels really really weird, especially when you've mapped this sound as a slider previously 00:32:366 (1) - . If you must keep those as spinners I'd just make them one long spinner or alternatively make the first spinner into a slider and keep the last spinner. I added those 2 spinners to balance the difficulty, so you have "a little bit of everything".
Salad
  1. 00:10:487 (3,4,1) - This sudden directionchange mixed with a dash might come surprising for Salad players and 1 isn't even that strong of a note so maybe just remove the dash or something, especially when you've used 2,0x on similar beats 00:05:515 (3,1) - 00:09:658 (4,1) - Fixed.
  2. 00:12:145 (3,1) - This distance is also very overdone compared to similar beats (same examples as above) I feel that it makes good emphasis, it's not such a complicated jump, I'll leave it for now.
  3. 00:27:062 (1) - I'd make this more curved to the right in order to follow the flow from the previous pattern better I like the way it looks with the slider, I'll leave it, I really like it.
  4. 00:44:631 (2) - I'd make this two single notes instead to better emphasise the melody on slider end Same as above.
Platter
  1. 00:01:519 (2,1) - Is this hyperdash necessary? It isn't really that strong beat The sound is not so relevant, but it emphasizes the stream, that's why I added a hdash.
  2. 00:01:854 (1) - Generally from this stream I would like to see a bit more movement. At least connect the two streams so it's a proper curve, 00:02:440 (8,1) - is placed on almost the same grid which looks weird imo. If you move 00:02:525 (1,2,3,4,5,6,7) - alltogether to x:144 it already looks much better ofc! Seems better, done.
  3. 00:03:027 (7,1) - I would also nerf the distance of this hyper a bit as it's very strong compared to other hypers. Nerfed!
  4. 00:16:454 (1) - I feel like this is quite harsh Sound deserves an emphasis.
  5. 00:17:945 (2) - Maybe make this a 1/1 slider with a jump to the next note The void that has that note, makes it move the player more, I'll leave it that way, for now.
  6. 00:33:029 (3,4,5) - Why is this a triplet? I don't hear any sound here so it feels weird as a trplet when there is an actual triplet on 00:32:946 - and considering the rest of the kiai is all 1/2, I'd just remove this triplet Applied in an old mod, and it is audible that a triplet is heard.
  7. 00:37:670 (1) - Why doest this have to be a spinner? There are perfectly mappable beats here ): The spinner is there, to have a balance with the other difficulties.
This seems like a really good mapset already! GL :)
Thanks for the mod, was helpful.
Xinely

Benny- wrote:

Nely's Rain
  1. 00:01:184 (1,2,3,4) - This is very antiflowy, consider making it slightly curved to match the other streams, also distance here 00:01:435 (4,5) - is a lot larger than the other hypers
  2. 00:12:642 (2,3) - This doesn't really fit imo, 3 isn't that strong of a beat and doesn't need a hyper, especially when the melody is on slider end
  3. 00:21:758 (1,2) - I would probably curve these a bit cause they're quite snappy i think straight slider is fine also
  4. 00:37:007 (3) - Why suddenly 1/1? The rhythm doesn't change at all.. I can somewhat understand this 00:31:703 (3) - being a 1/1 because of the bass-ish sound but then 00:34:189 (4,5) - should also be 1/1 and then change this 00:37:007 (3) - to 1/2 because the bass is building up here and becoming more intense consistency with 00:31:703 (3) - , also using 1/4 or 1/2 will be same like prev so sometimes i want variety on rhythm as well. if u ear clearly at the slider time, blue tick has no sound so if i want for consistency with previous, i cant do it either xD
  5. 00:42:642 (7,8,9,10) - This is a bit cramped, maybe add a tiny bit distance between the notes cause the boost of the previous hyper makes you miss the middle of the stream
This seems like a really good mapset already! GL :)
rest is fixed, thanks benny~

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Title:Sentou! Mew
TitleUnicode:戦闘!ミュウ
Artist:Junichi Masuda
ArtistUnicode:増田順一
Creator:Jusenkyo
Version:Nely's Rain
Source:ポケットモンスター エメラルド
Tags:Pokémon Emerald Pocket Monsters Nintendo Game Freak Go Ichinose Mewtwo Legendary ポケモン ポケットモンスター エメラルド Xinely
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Sorceress
Mod from pm request

[Cup]
  1. 00:00:514 (1) - Spinners ending on a noticeable sound always feels weird to me, try ending this at 00:02:860 - and adding a new note at 00:03:195 - at about x:200
  2. 00:06:344 (2) - Minor point, think this would look better with the tail in the same position as the head like with 00:08:996 (2) -
  3. 00:19:106 (1) - I feel this would be a better emphasised with some sort of direction change, try doing 00:19:106 (1) - Ctrl+G and moving to x:356
  4. 00:38:996 (1) - Similar thing as the first point about spinners ending on noticeable sounds. I'd end this at 00:39:990 - and then adding a slider starting at 00:40:322 - which then repeats once at 00:40:819 - replacing 00:40:819 (1) - This should fit with the timelining you've done here
[Salad]
  1. 00:00:514 (1,2) - The first note starts quite close to the edge of the playfield and the distance to 00:01:854 (1) - is higher than you've used between the rest of these notes making for an ambiguous looking dash distance. Try moving 00:00:514 (1,2) - to x:376 to help with both of these points
  2. 00:15:128 (1) - A dash to this seems like it would fit well with what you've been doing. Try moving 00:15:128 (1,2,3) - to x:128 Keep in mind you'll want to adjust 00:16:454 (1) - so the spacing isn't too silly
  3. 00:37:007 (2) - The notes are getting higher in pitch here and you have a dash to 00:36:344 (1) - but not to 00:37:007 (2) - Try moving 00:36:344 (1) - to x:64 and 00:37:007 (2) - to x:384 to create more of a build up effect
[Platter]
  1. 00:01:854 (1) - This stream seems pretty tame even for a platter, try spicing it up a bit with something like http://puu.sh/tQfu6/71cd8fbd2f.jpg
  2. 00:24:410 (1) - This is pretty much a cross screen antiflow hyper, I think this is too hard for this difficulty. Try Ctrl+H on 00:24:410 (1) - and move it to x:428 and then move 00:24:907 (2) - to x:188 That should keep the hypers intact but get rid of the antiflow
[Nely's Rain]
  1. 00:01:184 (1,2,3,4) - This antiflow stream feels a bit too harsh, consider reducing the distance between these notes to make this a little easier
  2. 00:33:692 (1,2,3) - These notes are so vertical this is pretty much a standstill, maybe make 00:33:692 (1) - a bit more horizontal and move 00:33:940 (2,3) - accordingly
  3. 00:40:322 (1) - I think a bit more distance to this would fit well, try adjusting the slider shape so the head starts around x:200
Good luck with your map!
Xinely
just decline for last one because i dont want much hdash to catch this and just prefer a normal dash for catch next. thanks :D

SPOILER
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 13802
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 2
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 12642,37670,45625
DistanceSpacing: 1.1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2.6

[Metadata]
Title:Sentou! Mew
TitleUnicode:戦闘!ミュウ
Artist:Junichi Masuda
ArtistUnicode:増田順一
Creator:Jusenkyo
Version:Nely's Rain
Source:ポケットモンスター エメラルド
Tags:Pokémon Emerald Pocket Monsters Nintendo Game Freak Go Ichinose Mewtwo Legendary ポケモン ポケットモンスター エメラルド Xinely
BeatmapID:1178901
BeatmapSetID:549036

[Difficulty]
HPDrainRate:6
CircleSize:3.8
OverallDifficulty:9
ApproachRate:9
SliderMultiplier:1.4
SliderTickRate:1

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

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Topic Starter
Cowboy

Sorcerer wrote:

Mod from pm request

[Cup]
  1. 00:00:514 (1) - Spinners ending on a noticeable sound always feels weird to me, try ending this at 00:02:860 - and adding a new note at 00:03:195 - at about x:200 I know there is a sound, quite audible, but I prefer to maintain the balance of the spinner, besides, I do not want to force add a note where it can be something complicated.
  2. 00:06:344 (2) - Minor point, think this would look better with the tail in the same position as the head like with 00:08:996 (2) - Sure, why not.
  3. 00:19:106 (1) - I feel this would be a better emphasised with some sort of direction change, try doing 00:19:106 (1) - Ctrl+G and moving to x:356 It is a good suggestion, but I prefer to keep my pattern, since the distances are in accordance with the intensity of each sound.
  4. 00:38:996 (1) - Similar thing as the first point about spinners ending on noticeable sounds. I'd end this at 00:39:990 - and then adding a slider starting at 00:40:322 - which then repeats once at 00:40:819 - replacing 00:40:819 (1) - This should fit with the timelining you've done here Same reason above, it's more fluid.
[Salad]
  1. 00:00:514 (1,2) - The first note starts quite close to the edge of the playfield and the distance to 00:01:854 (1) - is higher than you've used between the rest of these notes making for an ambiguous looking dash distance. Try moving 00:00:514 (1,2) - to x:376 to help with both of these points Alright, done!
  2. 00:15:128 (1) - A dash to this seems like it would fit well with what you've been doing. Try moving 00:15:128 (1,2,3) - to x:128 Keep in mind you'll want to adjust 00:16:454 (1) - so the spacing isn't too silly Previously there was a dash, but it was removed for obvious reasons, a dash does not fit the proper way, therefore it was changed.
  3. 00:37:007 (2) - The notes are getting higher in pitch here and you have a dash to 00:36:344 (1) - but not to 00:37:007 (2) - Try moving 00:36:344 (1) - to x:64 and 00:37:007 (2) - to x:384 to create more of a build up effect You're right, done.
[Platter]
  1. 00:01:854 (1) - This stream seems pretty tame even for a platter, try spicing it up a bit with something like The stream has a fairly simple form, which I like, so I prefer to leave it as it is, I feel that the notes advance in a more fluid way. http://puu.sh/tQfu6/71cd8fbd2f.jpg
  2. 00:24:410 (1) - This is pretty much a cross screen antiflow hyper, I think this is too hard for this difficulty. Try Ctrl+H on 00:24:410 (1) - and move it to x:428 and then move 00:24:907 (2) - to x:188 That should keep the hypers intact but get rid of the antiflow It's much better, done.
Good luck with your map!
Thanks for the mod, was hepful!
Hibari_Yagyu
M4M with Jusenkyo :3

Cup
  1. 00:03:692 (1) - Diria que lo hagas un poco mas recto, no tanto como este 00:05:183 (3) - pero algo masomenos similar, obviamente manteniendo la direccion inicial. Principalmente por que es una nota que se la puede agarrar estando quieto, y si ese fuese el objetivo lo hubieras echo recto y mas facil jaja.
  2. 00:04:520 (2) - Muevelo un poco mas a la izquierda, masomenos en el X276 Y192. Es un salto medianamente facil pero un poco mas de dsitancia lo hara mas complicado a la hora de jugar el mapa con HR o DT
  3. 00:17:780 (1,2,3) - Muevelo un poco mas a la izquierda, no mucho
  4. 00:05:183 (3) - NC
  5. 00:08:996 (1) - NC
Y creo que es todo, esta muy bien la Cup.

Salad
  1. Reduce la distancia de este slider 00:13:802 (32) - con respecto al anterior 00:12:974 (31) - Siento que es un salto un tanto dificil.
  2. Lo mismo, pero con estas notas 00:40:322 (4) - 00:39:989 (3) -
Nada mas, esta de10

Platter
  1. Transforma este salto en HDash 00:09:493 (3,1) -
Es lo unico que note que podias modificar, lo demas esta buenisimo, yo que tu iria buscando algun check para ver si ya lo pueden mandar a Qualified

Nely's Rain
  1. Move this pattern 00:00:849 (4,5,6) - to X340 Y156. I thikn that make a little more hard those jump
  2. Separate this pattern 00:18:692 (4,5,6) - a bit from 00:18:443 (3) -
  3. You can give a bit of curvature to these sliders 00:21:758 (1,2) -
  4. ^ Same 00:32:366 (1) -
Well, i thikn that is all, gl :D

I leave here my first Seal Of Approval :D
Topic Starter
Cowboy

Hibari_Yagyu wrote:

M4M with Jusenkyo :3

Cup
  1. 00:03:692 (1) - Diria que lo hagas un poco mas recto, no tanto como este 00:05:183 (3) - pero algo masomenos similar, obviamente manteniendo la direccion inicial. Principalmente por que es una nota que se la puede agarrar estando quieto, y si ese fuese el objetivo lo hubieras echo recto y mas facil jaja. Siento que la posición tanto como el movimiento del slider están decentes, quiero que el jugador principiante se acostumbre a los movimientos, no tan forzados obviamente, por lo cual lo dejaré como esta.
  2. 00:04:520 (2) - Muevelo un poco mas a la izquierda, masomenos en el X276 Y192. Es un salto medianamente facil pero un poco mas de dsitancia lo hara mas complicado a la hora de jugar el mapa con HR o DT No estoy seguro, ya que al momento de usar HR/DT por inercia será más difícil, quiero mantener mis distancias.
  3. 00:17:780 (1,2,3) - Muevelo un poco mas a la izquierda, no mucho No veo necesidad de mover el slider, siento que no influiría demasiado.
  4. 00:05:183 (3) - NC El NC va donde finaliza la sección u segmento, que es la siguiente nota.
  5. 00:08:996 (1) - NC Básicamente es lo mismo.
Y creo que es todo, esta muy bien la Cup. Muchas gracias.

Salad
  1. Reduce la distancia de este slider 00:13:802 (32) - con respecto al anterior 00:12:974 (31) - Siento que es un salto un tanto dificil. Waaaat, se me hizo raro el ver el 32 de combo, estoy un tanto confundido, me dirige hacia un slider, pero en ese slider la distancia es prominente.
  2. Lo mismo, pero con estas notas 00:40:322 (4) - 00:39:989 (3) - El sonido fuerte que hay entre esas notas amerita esa distancia.
Nada mas, esta de 10. Gracias, de nuevo.

Platter
  1. Transforma este salto en HDash 00:09:493 (3,1) - No puedo, tengo demasiados Hdashes, aparte el sonido es menos denso en comparación con otros Hdashes.
Es lo unico que note que podias modificar, lo demas esta buenisimo, yo que tu iria buscando algun check para ver si ya lo pueden mandar a Qualified Gracias por todo, espero y suceda pronto.


Well, i thikn that is all, gl :D

I leave here my first Seal Of Approval :D
No changes this time, but thanks anyway.
Xinely

Hibari_Yagyu wrote:

Nely's Rain
  1. Move this pattern 00:00:849 (4,5,6) - to X340 Y156. I thikn that make a little more hard those jump i think that would be harder than mine, i prefer giving ez hdash for first time
  2. Separate this pattern 00:18:692 (4,5,6) - a bit from 00:18:443 (3) -
  3. You can give a bit of curvature to these sliders 00:21:758 (1,2) -
  4. ^ Same 00:32:366 (1) -
Well, i thikn that is all, gl :D

I leave here my first Seal Of Approval :D
rest is changed thanks ~

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Source:ポケットモンスター エメラルド
Tags:Pokémon Emerald Pocket Monsters Nintendo Game Freak Go Ichinose Mewtwo Legendary ポケモン ポケットモンスター エメラルド Xinely
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293,164,24410,6,0,L|385:164,2,90.9999958343508,4|2|0,0:0|0:0|1:0,0:0:0:0:
56,144,24907,2,0,L|268:144,1,181.999991668702
356,140,25404,1,0,1:0:0:0:
244,144,25570,1,0,0:0:0:0:
480,152,25736,6,0,P|424:188|400:208,2,90.9999958343508,0|0|0,1:0|0:0|0:0,0:0:0:0:
252,100,26233,2,0,L|132:100,2,90.9999958343508,0|0|0,1:0|0:0|0:0,0:0:0:0:
364,100,26730,2,0,L|456:96,1,90.9999958343508,0|0,1:0|0:0,0:0:0:0:
196,176,27062,6,0,L|84:188,1,90.9999958343508,2|0,0:0|0:0,0:0:0:0:
224,256,27393,2,0,L|328:248,1,90.9999958343508,0|0,0:0|0:0,0:0:0:0:
440,220,27725,2,0,P|436:156|420:120,1,90.9999958343508,0|0,0:0|0:0,0:0:0:0:
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116,56,28388,6,0,L|120:168,1,90.9999958343508,0|0,1:0|0:0,0:0:0:0:
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88,264,29051,1,2,3:0:0:0:
48,248,29134,1,0,3:0:0:0:
40,200,29217,1,0,3:0:0:0:
84,176,29299,1,0,3:0:0:0:
316,260,29382,1,2,3:0:0:0:
356,244,29465,1,0,0:0:0:0:
364,196,29548,1,0,0:0:0:0:
320,172,29630,1,0,0:0:0:0:
64,172,29714,6,0,P|52:108|76:64,1,105.000004005432,6|0,0:0|0:0,0:0:0:0:
212,72,30045,1,2,3:0:0:0:
172,68,30128,1,0,0:0:0:0:
136,68,30211,1,0,0:0:0:0:
404,148,30377,2,0,L|524:120,1,105.000004005432,2|0,0:0|0:0,0:0:0:0:
364,92,30708,1,2,3:0:0:0:
404,88,30791,1,0,0:0:0:0:
440,88,30874,1,0,3:0:0:0:
172,96,31040,6,0,L|48:84,2,105.000004005432,2|0|2,0:0|0:0|3:0,0:0:0:0:
292,172,31537,2,0,L|348:176,1,52.5000020027161,0|0,0:0|0:0,0:0:0:0:
180,224,31703,2,0,B|92:200|92:200|192:136,1,210.000008010865,2|0,0:0|0:0,0:0:0:0:
304,140,32200,1,0,0:0:0:0:
44,120,32366,6,0,P|20:168|48:228,1,105.000004005432,4|0,0:0|0:0,0:0:0:0:
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124,200,32946,1,0,0:0:0:0:
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440,204,33360,2,0,L|304:232,1,105.000004005432,0|2,0:0|0:0,0:0:0:0:
176,224,33692,6,0,L|208:108,1,105.000004005432,0|0,0:0|3:0,0:0:0:0:
232,84,33940,1,0,3:0:0:0:
208,44,34023,1,2,3:0:0:0:
44,96,34189,1,0,0:0:0:0:
184,132,34355,2,0,L|324:132,1,105.000004005432,2|0,3:0|0:0,0:0:0:0:
424,52,34686,2,0,L|396:192,1,105.000004005432,2|0,3:0|0:0,0:0:0:0:
64,168,35018,6,0,P|52:104|76:60,1,105.000004005432,6|0,0:0|0:0,0:0:0:0:
212,72,35349,1,2,3:0:0:0:
172,68,35432,1,0,0:0:0:0:
136,68,35515,1,0,0:0:0:0:
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364,92,36012,1,2,3:0:0:0:
404,88,36095,1,0,0:0:0:0:
440,88,36178,1,0,0:0:0:0:
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292,172,36841,2,0,L|348:176,1,52.5000020027161,0|0,0:0|0:0,0:0:0:0:
180,224,37007,2,0,B|92:200|92:200|192:136,1,210.000008010865,2|2,0:0|3:0,0:0:0:0:
304,140,37504,1,0,0:0:0:0:
44,120,37670,6,0,P|32:184|52:264,1,105.000004005432,0|0,0:0|0:0,0:0:0:0:
200,220,38001,2,0,L|84:224,1,105.000004005432,2|0,0:0|0:0,0:0:0:0:
248,152,38333,2,0,L|360:168,1,105.000004005432,2|0,3:0|0:0,0:0:0:0:
164,172,38664,2,0,L|148:40,1,105.000004005432,2|0,0:0|0:0,0:0:0:0:
432,104,38996,5,0,0:0:0:0:
292,132,39161,2,0,L|248:160,2,52.5000020027161,0|0|4,0:0|0:0|3:0,0:0:0:0:
428,168,39493,1,4,3:0:0:0:
240,172,39659,1,0,0:0:0:0:
200,172,39741,1,0,0:0:0:0:
192,120,39824,1,0,0:0:0:0:
240,116,39907,1,0,0:0:0:0:
416,168,39990,1,0,3:0:0:0:
456,168,40072,1,0,0:0:0:0:
464,116,40155,1,0,0:0:0:0:
416,112,40238,1,0,0:0:0:0:
232,112,40322,6,0,P|172:100|60:172,1,181.999991668702,4|0,0:0|1:0,0:0:0:0:
244,200,40819,2,0,L|368:208,2,90.9999958343508,2|0|0,0:0|0:0|0:0,0:0:0:0:
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288,208,41648,5,2,0:0:0:0:
36,112,41813,2,0,L|260:112,1,181.999991668702,2|0,0:0|0:0,0:0:0:0:
360,108,42311,1,2,0:0:0:0:
400,128,42393,1,0,0:0:0:0:
404,176,42476,1,0,0:0:0:0:
372,208,42559,1,0,0:0:0:0:
212,224,42642,1,0,1:2:0:0:
172,224,42725,1,0,0:0:0:0:
140,228,42808,1,0,0:0:0:0:
108,232,42891,1,0,0:0:0:0:
360,312,42974,6,0,P|416:272|332:208,1,181.999991668702,2|0,0:0|1:2,0:0:0:0:
232,192,43471,2,0,L|141:186,2,90.9999958343508,0|2|0,0:0|0:0|0:0,0:0:0:0:
368,196,43968,2,0,L|453:226,1,90.9999958343508,2|0,1:2|0:0,0:0:0:0:
220,240,44300,5,2,0:0:0:0:
488,124,44465,2,0,L|306:124,1,181.999991668702,2|0,0:0|0:0,0:0:0:0:
168,124,44962,2,0,L|112:128,2,45.4999979171754,2|0|0,0:0|0:0|0:0,0:0:0:0:
396,128,45294,1,0,1:0:0:0:
448,132,45377,1,0,0:0:0:0:
376,144,45460,1,0,0:0:0:0:
324,156,45543,1,0,0:0:0:0:
132,152,45625,5,4,3:2:0:0:
wonjae
its been a while since i last modded.

Cup
00:06:344 (2) - i know the slider here is made here to go left with the antiflow but it feels uncomfortable to look at and play. i would consider ctrl+h the slider so the slider shape flows.

00:08:996 (2) - yea same thing here. it feels uncomfortable with the slider flows to the antiflow.

thats it. good cup.

Salad
Most of these suggestions are just to increase or decrease distance for clarity since it might be hard for a new player to distinguish between a walk or a dash.

00:12:145 (3,1) - in my opinion, i dont think that a distance increase should be used here since the music really dosent get much louder or more intense and the increase in distance might throw some newer players off. I would decrease the distance from (1) from (3).

00:12:974 (2) - since theres a ding noise i would increase distance a little.

00:27:062 (1) - this is hard to tell if its a dash or a walk. i would either increase the distance to something like x=405 to make it a dash or decrease the distance for a walk.

00:37:007 (2) - it's weird how this slider doesn't follow the walk pattern of the previous 1/1 slider spam. i would increase the distance if you wanted it to be a dash bc of the music or decrease it into a walk to follow the pattern at 00:29:714 (1,2,1,2,1,2) - .

00:44:299 (1,2) - this section is pretty dash heavy and having a 1/2 dash that antiflow can be pretty disorientating for some new players. I would have the pattern flow left instead of going back right. (basically ctrl+h and then make it a dash.)

platter
00:27:891 (2,1) - imo i dont think this needs a hyper and i think a dash would work fine. I would be careful with putting some hypers here since there are alot of hypers in the section after so it wouldnt hurt to push back on them.

00:44:299 (1) - i think this should be a hyper because of the high pictched and loud noise here.

really well made platter imo.

sorry for the short mod, dont give kds if it wasnt helpful etc...
Topic Starter
Cowboy

Paranoid Grapes wrote:

its been a while since i last modded.

Cup
00:06:344 (2) - i know the slider here is made here to go left with the antiflow but it feels uncomfortable to look at and play. i would consider ctrl+h the slider so the slider shape flows. I prefer to leave at is, atm, don't have more ideas to make different shapes.

00:08:996 (2) - yea same thing here. it feels uncomfortable with the slider flows to the antiflow. I feel like this shape fits well.

thats it. good cup. Thanks dude.

Salad
Most of these suggestions are just to increase or decrease distance for clarity since it might be hard for a new player to distinguish between a walk or a dash.

00:12:145 (3,1) - in my opinion, i dont think that a distance increase should be used here since the music really dosent get much louder or more intense and the increase in distance might throw some newer players off. I would decrease the distance from (1) from (3). I feel that a jump emphasizes the "strange" sound that there is just in that position, I prefer to see more opinions about it, but I made some modifications based on your suggestion

00:12:974 (2) - since theres a ding noise i would increase distance a little. Increased a bit.

00:27:062 (1) - this is hard to tell if its a dash or a walk. i would either increase the distance to something like x=405 to make it a dash or decrease the distance for a walk. I made some minor modifications that may not be so noticeable, but previously in that slider it was very easy to lose a drop, so I moved the slider to make it easier to catch.

00:37:007 (2) - it's weird how this slider doesn't follow the walk pattern of the previous 1/1 slider spam. i would increase the distance if you wanted it to be a dash bc of the music or decrease it into a walk to follow the pattern at 00:29:714 (1,2,1,2,1,2) - . Perhaps the sequence of patterns is not the same as you mentioned, but I want variety, given that distances increase as density advances.

00:44:299 (1,2) - this section is pretty dash heavy and having a 1/2 dash that antiflow can be pretty disorientating for some new players. I would have the pattern flow left instead of going back right. (basically ctrl+h and then make it a dash.) I made some changes based on your suggestion, thank you.

Platter
00:27:891 (2,1) - imo i dont think this needs a hyper and i think a dash would work fine. I would be careful with putting some hypers here since there are alot of hypers in the section after so it wouldnt hurt to push back on them. I made some changes, HDash removed.

00:44:299 (1) - i think this should be a hyper because of the high pictched and loud noise here. It may sound strong, but I have too much HDash, I will comment on that and I will see in the future if it is fit for a HDash, thank you.

really well made platter imo.

sorry for the short mod, dont give kds if it wasnt helpful etc...
Thanks for the mod, you're helpful!
Xinely
as requested

Cup :
- 00:07:172 (3) - why the distance is bigger than 00:08:498 (1) - when 00:08:498 (1) - has cymbal? imo that would be better if you swap it
- 00:08:996 (2) - since it against to the wall, ctrl+h would be nice for the flow
- 00:12:974 - whistle
- 00:16:454 (1) - maybe use 1,4x or 1,5x since the music is stronger than 00:15:128 -
- 00:45:625 (1) - missing finish

Salad :
- 00:04:520 (1) - 00:09:824 (1) - caught in edge, reduce them a bit or make it clearly catch with dash
- 00:16:454 (1) - somehow the flow feels weird due not symmetrical, try rotate 40 degree?
- 00:17:780 (2) - it needs good reflect and movement to catch this w/o dash, i would say reduce this a bit like x:132 and ctrl+g to keep consitent spacing
- 00:23:084 (1) - reduce a bit, caught in edge of plate
- 00:24:410 (1) - same as above but this one you need to make larger spacing since cymbal needs dash to emphasis
- 00:27:062 (1) - i would say no dash for this since the music isnt strong. dash imo is enough for 00:29:714 (1) - only
- 00:28:388 (1,2,3,4) - any reason why 1,8x spacing here when 00:25:736 (1,2,3) - have 1,6x spacing?
- 00:33:692 (1) - why the spacing is big here? i would say x:212
- 00:37:007 (2) - same as above. that should be consistent with 00:29:714 (1,2,1,2) -
- 00:39:658 (2,3) - honestly i dont know what you're following here since you skip to map 00:39:493 - when all are drum and this one is drum too, add circle for 00:39:493 -
- 00:42:642 (3) - same as before, idk why the spacing is so big here for a weak sound
- 00:45:625 (1) - x:60 dash for cymbal?

Platter :
- just my taste if the cs looks quite big which fruits look weird here, personally based on ur placement i prefer use cs 3,7
- 00:04:520 (5) - since the flow is anti flow then pls reduce the spacing a bit
- 00:05:515 (5,1) - that would be weird to see their spacing are same, try to reduce (5) a bit so bigger spacing for (1) can be emphasis it nicely
- 00:10:487 (3) - in here idk why you do jump. i know thats because the music but you dont do at 00:05:018 (2,3,4) - which look so weird and inconsistency
- 00:11:813 (3,4) - same here, idk why their spacing are inconsistent when both are having same music. i mean https://puu.sh/vhBJx/5a6cee5291.png should be consistent
- 00:16:951 (2) - the rhythm is confusing me because that its following for? redtick there has drum but 00:17:117 - has stronger drum which cant be skipped
- 00:18:774 (5,6) - imo you can make triplet instead. you cant make 00:18:443 (3,4,5,6) - into a pattern when 3,4 music and 5,6 music are different
- 00:26:233 (3,5) - maybe reduce their spacing a bit? they have harsh flow to catch them imo
- 00:27:891 (2) - make a repeat since skipping map 00:28:222 - this drum is weird
- 00:34:852 (4) - such as big jump i would like to reduce it x:324 and move 00:35:018 (1) - to keep the hdash
Topic Starter
Cowboy

Xinely wrote:

as requested thanks a lot <3

Cup :
- 00:07:172 (3) - why the distance is bigger than 00:08:498 (1) - when 00:08:498 (1) - has cymbal? imo that would be better if you swap it Woops, fixed.
- 00:08:996 (2) - since it against to the wall, ctrl+h would be nice for the flow Fixed too.
- 00:12:974 - whistle Whistle added.
- 00:16:454 (1) - maybe use 1,4x or 1,5x since the music is stronger than 00:15:128 - I choose 1,4x.
- 00:45:625 (1) - missing finish Added, sorry lol

Salad :
- 00:04:520 (1) - 00:09:824 (1) - caught in edge, reduce them a bit or make it clearly catch with dash Both were converted to dashes.
- 00:16:454 (1) - somehow the flow feels weird due not symmetrical, try rotate 40 degree? Done.
- 00:17:780 (2) - it needs good reflect and movement to catch this w/o dash, i would say reduce this a bit like x:132 and ctrl+g to keep consitent spacing Applied.
- 00:23:084 (1) - reduce a bit, caught in edge of plate Reduced.
- 00:24:410 (1) - same as above but this one you need to make larger spacing since cymbal needs dash to emphasis Atm have dash.
- 00:27:062 (1) - i would say no dash for this since the music isnt strong. dash imo is enough for 00:29:714 (1) - only Maybe the sound is not so prominent, but the end of the section merits a jump to have something to talk about, you understand me.
- 00:28:388 (1,2,3,4) - any reason why 1,8x spacing here when 00:25:736 (1,2,3) - have 1,6x spacing? I wanted to increase the distance due to the approach to kiai time, which is why I increased it.
- 00:33:692 (1) - why the spacing is big here? i would say x:212 Done.
- 00:37:007 (2) - same as above. that should be consistent with 00:29:714 (1,2,1,2) - As is the last note of kiai, I wanted it to be denser than normal, that's my justification.
- 00:39:658 (2,3) - honestly i dont know what you're following here since you skip to map 00:39:493 - when all are drum and this one is drum too, add circle for 00:39:493 - Changed to a slider instead.
- 00:42:642 (3) - same as before, idk why the spacing is so big here for a weak sound I have an approach towards the end of the map, which is why the distance is larger.
- 00:45:625 (1) - x:60 dash for cymbal? lol, i forgot to add a dash here, added.

Platter :
- just my taste if the cs looks quite big which fruits look weird here, personally based on ur placement i prefer use cs 3,7 Changed to a 3,8
- 00:04:520 (5) - since the flow is anti flow then pls reduce the spacing a bit Reduced.
- 00:05:515 (5,1) - that would be weird to see their spacing are same, try to reduce (5) a bit so bigger spacing for (1) can be emphasis it nicely
- 00:10:487 (3) - in here idk why you do jump. i know thats because the music but you dont do at 00:05:018 (2,3,4) - which look so weird and inconsistency You're right, it sounds inconsistent, but I do not have a pattern that suits my structure, I'll see what options I have, but I'll change it.
- 00:11:813 (3,4) - same here, idk why their spacing are inconsistent when both are having same music. i mean https://puu.sh/vhBJx/5a6cee5291.png should be consistent Reduced here.
- 00:16:951 (2) - the rhythm is confusing me because that its following for? redtick there has drum but 00:17:117 - has stronger drum which cant be skipped
- 00:18:774 (5,6) - imo you can make triplet instead. you cant make 00:18:443 (3,4,5,6) - into a pattern when 3,4 music and 5,6 music are differentI'm not sure, I'd rather leave it as it is.
- 00:26:233 (3,5) - maybe reduce their spacing a bit? they have harsh flow to catch them imo The distances are in accordance with the intensity of the sounds, so I do not want to touch those distances.
- 00:27:891 (2) - make a repeat since skipping map 00:28:222 - this drum is weird
- 00:34:852 (4) - such as big jump i would like to reduce it x:324 and move 00:35:018 (1) - to keep the hdash Done.
Thanks for the mod, your time and dedication, I really appreciate it, thank you.
Ponchiwi
Cup
  1. 00:08:996 (2) - Tal vez seria mejor que movieras este slider a la izquierda en x=56 debido a que las notas anteriores por un lapso de tiempo se concentran en el area de la derecha , podrias intentar esto para aprovechar mas el espacio
  2. 00:13:802 (1) - alejar solo un poco este slider para dar enfasis en el cambio de ritmo
  3. 00:19:106 (1) - Lo mismo aca
  4. 00:32:366 (1) - igual podrías alejar un poco mas para enfasis en el cambio de ritmo

Salad
  1. 00:10:819 (4) - Slider a contra-flujo algo difícil para mantener el control y agarrar las proximas notas , por la cuestion de que son notas continuas y como el jugador apenas esta aprendiendo, no podra notar la presencia de un dash ahi,
    sugeriria cambiar de posicion y mantener la distancia, por sonido fuerte en 00:11:150 (1) - para que se sienta mas cómodo el movimiento.
  2. 00:31:040 (1) - Porque no eliminar el NC ? esta seccion tiene el mismo patron en las 4 notas,porque no dejarlo hasta el sonido fuerte en 00:32:366 (1) -
  3. 00:32:366 (1) - Alejar un poco mas el slider para que sea mas notorio hacer un jump aqui
  4. Debido a pones un slider para remplazar un slider/nota final , no debo porque poner tan alejado 00:37:007 (2) - tanto que necesite un dash, seria bueno reducir la distancia
  5. 00:36:344 (1) - Igual aqui en el NC

Platter
  1. 00:04:520 (5) - x64 Alejar para dar un efecto de finish

Rain
  1. 00:29:714 (1) - Como que no me gusta este slider casi vertical para dar comienzo al kiai, debido a que el ryuuta se detiene , podrias considerar ponerlo horizontal/inclinado para darle un efecto mas comodo al hyperdash
Topic Starter
Cowboy

Ponchiwi wrote:

Cup
  1. 00:08:996 (2) - Tal vez seria mejor que movieras este slider a la izquierda en x=56 debido a que las notas anteriores por un lapso de tiempo se concentran en el area de la derecha , podrias intentar esto para aprovechar mas el espacio Estoy confuso con esto, quizás lo más apto para darle fin a esto, sería cambiar la forma del slider, ya que en el mod previo, Xinely me comentó que era mejor en esta posición/color]
  2. 00:13:802 (1) - alejar solo un poco este slider para dar enfasis en el cambio de ritmo
  3. 00:19:106 (1) - Lo mismo aca Lo mismo aplica para esta sugerencia ^.
  4. 00:32:366 (1) - igual podrías alejar un poco mas para enfasis en el cambio de ritmo Fue cambiada a 1,50x en una sugerencia del mod de Xinely, por lo tanto creo que está bien por ahora.

Salad
  1. 00:10:819 (4) - Slider a contra-flujo algo difícil para mantener el control y agarrar las proximas notas , por la cuestion de que son notas continuas y como el jugador apenas esta aprendiendo, no podra notar la presencia de un dash ahí, sugeriria cambiar de posicion y mantener la distancia, por sonido fuerte en 00:11:150 (1) - para que se sienta mas cómodo el movimiento. Debido a la cantidad de comentarios sobre este patrón decidí cambiarlo, para que sea más fácil y más cómodo, hecho.
  2. 00:31:040 (1) - Porque no eliminar el NC ? esta seccion tiene el mismo patron en las 4 notas,porque no dejarlo hasta el sonido fuerte en 00:32:366 (1) - No sé tanto al respecto sobre NC, pero quizás considere agregar uno donde tu lo menciones, pero para ello pediré más opiniones al respecto.
  3. 00:32:366 (1) - Alejar un poco mas el slider para que sea mas notorio hacer un jump aqui Siento que no es necesario un jump allí, debido a que el sonido va en decadencia, por lo tanto es preferible dejarlo tal y como esta.
  4. Debido a pones un slider para remplazar un slider/nota final , no debo porque poner tan alejado 00:37:007 (2) - tanto que necesite un dash, seria bueno reducir la distancia Es lo contrario a tu previa sugerencia, si te das cuenta el sonido es más prominente que el anterior, aparte es un final denso para el kiai time.
  5. 00:36:344 (1) - Igual aqui en el NC Preguntaré si es apto agregar un NC ahí, ya que no tengo conocimiento amplio sobre eso.

Platter
  1. 00:04:520 (5) - x64 Alejar para dar un efecto de finish En el mod previo de Xinely me sugirió que lo moviera hacia la derecha, debido al mal flow que tiene hacia la siguiente nota, por lo tanto veré que puedo hacer.
Gracias por el check, fue de gran ayuda.
LiousPL
Short mod, from my que~

  • General
  1. Colors blend with the background, you must to change this (only 1, and 2)
  2. Maybe add some custom hitsounds? For better play of course~

    Nely's Rain

  3. 00:12:642 (2) - To x:360, for make a bit more ds here
  4. 00:26:233 (2) - Ctrl+H, and take to x:120, for add difficulty in this jumps

    Platter

  5. 00:24:907 (2) - This slider was end at 00:25:570

    Salad

  6. 00:03:692 (2) - Maybe add some curve for this slider?
  7. 00:05:018 (2) - Why not make a 1/4 stream here? I know this is salad, but 1/4 patterns are still rankable~
  8. 00:08:498 (1,2) - Add some curve here, for diversify this diff
  9. 00:23:084 (1,2) - Add a curve again, in this diff are only simple sliders~
  10. 00:24:410 (1) - Again make a 1/4 stream, becouse why not? heh

    Cup

    Didn't see anything wrong, but there are too many simple patterns, like in salad owo
Xinely

Ponchiwi wrote:

  • Rain
  1. 00:29:714 (1) - Como que no me gusta este slider casi vertical para dar comienzo al kiai, debido a que el ryuuta se detiene , podrias considerar ponerlo horizontal/inclinado para darle un efecto mas comodo al hyperdash
help what is this
Ponchiwi

Xinely wrote:

Ponchiwi wrote:

  • Rain
  1. 00:29:714 (1) - Como que no me gusta este slider casi vertical para dar comienzo al kiai, debido a que el ryuuta se detiene , podrias considerar ponerlo horizontal/inclinado para darle un efecto mas comodo al hyperdash
help what is this
00: 29: 714 (1) - Since I don't like this slider almost vertical to start kiai, because the ryuuta stops, you could consider putting it horizontal / inclined to give a more comfortable effect to the hyperdash
Topic Starter
Cowboy

LiousPL wrote:

Short mod, from my que~

  • General
  1. Colors blend with the background, you must to change this (only 1, and 2) Seems ok for me,but i'll ask for some colors.
  2. Maybe add some custom hitsounds? For better play of course~ Yeah, take in count.



    Platter

  3. 00:24:907 (2) - This slider was end at 00:25:570 It ends there because there is a sound 00:25:404 - here, there is a space to increase the distance with the next note.

    Salad

  4. 00:03:692 (2) - Maybe add some curve for this slider? A little would be nice.
  5. 00:05:018 (2) - Why not make a 1/4 stream here? I know this is salad, but 1/4 patterns are still rankable~ I want to keep my variety of patterns, I'd rather leave it that way.
  6. 00:08:498 (1,2) - Add some curve here, for diversify this diff I feel that it flows better horizontally with a curve, because both sliders are together.
  7. 00:23:084 (1,2) - Add a curve again, in this diff are only simple sliders~ Same here.
  8. 00:24:410 (1) - Again make a 1/4 stream, becouse why not? heh I added a 1/2 stream, if that's what you meant.

    Cup

    Didn't see anything wrong, but there are too many simple patterns, like in salad owo
Thanks for the mod, you're helpful.
Kyuare
mod req
Rain
  1. 00:29:299 (6,7) - Consider reducing the spacing here because the HyperDash scaling in your map isn't that big, I advise you to move 00:29:382 (7,8,9,10) - to x:263 to make it more consistent with others HyperDashs
  2. 00:30:377 (5,6,7,8) - Why don't you make it similar with 00:29:714 (1,2,3,4) - , it's funnier and more consistent.
  3. 00:31:040 (1,2,3,4,1) - Try to keep the same timeline, here you follow the instrumental but you just followed the kick before, but you can keep 00:36:344 (1,2,3,4) - since it introduces the new santza.
  4. 00:42:642 (7,8,9,10) - I advise you to curve it because of the difficulty, players at rain level will tend to go too far, something like this would be nice: https://osu.ppy.sh/ss/7905549
Platter
  1. 00:26:233 (3,4) - This one seems too far, I advise you to keep 2.00x spacing scaling, so try to move it to x~96 please.
  2. 00:27:891 (2,3) - I'd like to see more spacing here, to empathize the new santza, something like 2.00x here would work.
Salad
Don't see anything major to point.
Cup
Same.
Clean and simple, but I'd like to see something innovative.
Topic Starter
Cowboy

Kyuare wrote:

mod req

Platter
  1. 00:26:233 (3,4) - This one seems too far, I advise you to keep 2.00x spacing scaling, so try to move it to x~96 please.I feel the distances well, really emphasize the sounds that are presented.
  2. 00:27:891 (2,3) - I'd like to see more spacing here, to empathize the new santza, something like 2.00x here would work. Done, thanks.
Salad
Don't see anything major to point.
Cup
Same.
Clean and simple, but I'd like to see something innovative.
Thanks for the mod, you're helpful.
Dilectus
M4M from queue (sorry for late)

Maybe this is a bit nitpicky but I feel like offset 520 sounds better

Nely's Rain
00:12:808 (3) - x236 so its a part of the stream. this beat doesn't sound heavy enough for emphasize.
00:14:631 (4) - x36 for consistent ds (unless you were emphasizing the snare?)
00:15:957 (3) - x184 ^ (dont forget to trigger hyperdash 00:15:957 (3,4) - )
00:45:460 (6,7) - x396? looks better imo
00:45:708 - add spinner to 00:50:929 - ?

Platter
00:45:708 - add spinner to 00:50:929 - ?

Salad
00:24:741 (3) - these beats sound pretty important, so if you moved this to x322, it would help compliment the intensity.
00:45:708 - add spinner to 00:50:929 - ?

Cup
00:45:708 - add spinner to 00:50:929 - ?

---

Couldn't find much. All difficulties look polished and well made. Well done!
JBHyperion
Whoops I was supposed to check this a whileeeee agooooo

General
  1. Agree with DavidEd that the offset is currently a little early. Somewhere between 520-525 sounds better (and remember to move 00:03:195 - timing point also)

Cup
  1. 00:29:382 (2,1) - Antiflow feels a bit weird to me leading into the kiai as it takes away some emphasis, I'd prefer if this faced right instead, with the antiflow in 00:29:714 (1,2) - for consistency with 00:31:040 (1,2) -
This is my only real suggestion, nothing else to comment on

Salad
  1. 00:04:354 (4,1) - Feels to early to throw in a 1/2 dash here, and this sound is too weak anyway imo. This works better as a walkable spacing with 1/2 dashes saved for more intense parts later on. Same applies to similar such as 00:09:658 (4,1) - 00:12:145 (5,1) -
  2. 00:05:515 (3,1) - Distance is quite far for a walkable spacing, suggest reducing this slightly
  3. 00:06:344 (3) - Droplet formation is kinda edgy and easy to miss, try making this a smoother curve
  4. 00:08:167 (4,1) - Increased distance for a more clear dash
  5. 00:16:123 (3,1) - Nice place to add dash imo, high pitch and quite strong
  6. 00:24:741 (3,4) - 1/2 dash is ok here, but make it a normal flow please, the direction change after sharp jump is really difficult for new players
  7. 00:41:316 (3,1) - Ambiguous spacing, I'd reduce this for a walk since it's not really strong enough for a dash imo
  8. 00:41:648 (1,2,3) - ^

Platter
  1. 00:00:514 (1,2,1,2) - 1.60x DS between these would be more fair for the start of the map, especially with the little antiflow on those repeat sliders
  2. 00:07:007 (4,1,2,3) - Questionable antiflow considering how weak (1) is, Ctrl+H so that these are on the right for better flow
  3. 00:27:891 (2) - Making this horizontal for more movement would help the buildup into the kiai

Nely's Rain
  1. 00:02:441 (8,1) - Kind of strong hyper makes the walk to 00:02:692 (2) - a bit awkward, try moving (1) right a bit for a less strong hyper and better flow
  2. 00:03:195 (1,2) - ^ As above, (2) right slightly please
  3. 00:13:802 (1,2) - Awkward distance after the previous hyper, kinda between walk and dash. This is pretty weak, so I'd reduce the distance for a more comfortable walk
  4. 00:39:161 (2,3) - Same kinda deal, this is expected to be a comfortable walk given the strength but it's quite ambiguous. I'd move 00:39:493 (3,4,5,6,7,8,9,10,11,1) - left slightly and curve (1) more to regain original spacing
Call me back once you have replied to these two and we can try pushing the set forwards.

Good luck! (:
Topic Starter
Cowboy

DavidEd wrote:

M4M from queue (sorry for late)

Maybe this is a bit nitpicky but I feel like offset 520 sounds better (Done)



Platter
00:45:708 - add spinner to 00:50:929 - ? (I feel it is fine without a spinner, it really is not necessary.)

Salad
00:24:741 (3) - these beats sound pretty important, so if you moved this to x322, it would help compliment the intensity. (I like the shape I have now, it gives a good direction to the next slider, so I prefer to leave it that way.)
00:45:708 - add spinner to 00:50:929 - ? (Just like on the platter, it really is not necessary, it would be something forced and I do not want it to be like that, thank you.)

Cup
00:45:708 - add spinner to 00:50:929 - ? (Same comment, I would not like to add a spinner.)

---

Couldn't find much. All difficulties look polished and well made. Well done!
Thanks for the mod, really helpful, and sorry for the late, mod incoming.
Topic Starter
Cowboy

JBHyperion wrote:

Whoops I was supposed to check this a whileeeee agooooo

General
  1. Agree with DavidEd that the offset is currently a little early. Somewhere between 520-525 sounds better (and remember to move 00:03:195 - timing point also) (Alright, done with previous mod.)

Cup
  1. 00:29:382 (2,1) - Antiflow feels a bit weird to me leading into the kiai as it takes away some emphasis, I'd prefer if this faced right instead, with the antiflow in 00:29:714 (1,2) - for consistency with 00:31:040 (1,2) - (Well, I do not quite understand, but I hope I did the right thing.)
This is my only real suggestion, nothing else to comment on

Salad
  1. 00:04:354 (4,1) - Feels to early to throw in a 1/2 dash here, and this sound is too weak anyway imo. This works better as a walkable spacing with 1/2 dashes saved for more intense parts later on. Same applies to similar such as 00:09:658 (4,1) - 00:12:145 (5,1) - (Understood, reduced distances.)
  2. 00:05:515 (3,1) - Distance is quite far for a walkable spacing, suggest reducing this slightly (Reduced.)
  3. 00:06:344 (3) - Droplet formation is kinda edgy and easy to miss, try making this a smoother curve (Shape changed.)
  4. 00:08:167 (4,1) - Increased distance for a more clear dash (Distance increased.)
  5. 00:16:123 (3,1) - Nice place to add dash imo, high pitch and quite strong (Slider moved to increase the distance.)
  6. 00:24:741 (3,4) - 1/2 dash is ok here, but make it a normal flow please, the direction change after sharp jump is really difficult for new players (Pattern changed)
  7. 00:41:316 (3,1) - Ambiguous spacing, I'd reduce this for a walk since it's not really strong enough for a dash imo (Sure, applied)
  8. 00:41:648 (1,2,3) - ^ (Done here.)

Platter
  1. 00:00:514 (1,2,1,2) - 1.60x DS between these would be more fair for the start of the map, especially with the little antiflow on those repeat sliders (Alright, done)
  2. 00:07:007 (4,1,2,3) - Questionable antiflow considering how weak (1) is, Ctrl+H so that these are on the right for better flow (Seems better, thanks.)
  3. 00:27:891 (2) - Making this horizontal for more movement would help the buildup into the kiai (Full or semi horizontal?)


Call me back once you have replied to these two and we can try pushing the set forwards.

Good luck! (:
Thanks for the improved mod, really helpful, waiting for Nely.
SYAHME
You requested a mod but it is already perfect to me. Requested mod, not from my modding queue.
[General]
  1. 아주 NICE
[Cup]
  1. 00:04:528 (2) - the distance with the previous slider maybe too close, try to use 1.39x for a better catch.
  2. 00:09:832 (4) - with 1.74x distance maybe too far, try to make it closer.
  3. 00:23:092 (1,2) - maybe this pattern is hard for new players?
  4. 00:29:722 (1) - you make a finish on the slider head but the distance is too close.
  5. 00:29:722 (1,2) - Nyan, the distance is too close compare to 00:30:385 (2,1,2) - this one despite having the same sound.
  6. 00:31:048 (1,2) - Nyan
  7. 00:36:352 (1,2) - Nyan too
  8. 00:43:976 (2) - would be good if you can make the distance large a little bit, maybe at x:380.
  9. 00:45:633 (1) - make it larger a little bit by using 1.48x distance.
[Salad]
  1. 00:04:528 (1) - I can catch this without a dash, I don't know if you intentionally make like that.
  2. 00:05:854 (1) - Nyan
  3. 00:07:180 (1,2,3,4) - move on x:376?
  4. 00:09:832 (1) - Nyan
  5. 00:20:109 (3,1) - between this, I can catch without a dash, make it larger a little bit?
  6. 00:41:324 (3) - try to make it larger because I can catch without a dash, try distance between 00:43:976 (3,1) - this.
[Platter]
  1. 00:12:153 (4,1) - it is kinda like hard to control maybe.
  2. 00:16:131 (3,1) - it is anti-flow dash? maybe make it horizontal to the right or make it vertical.
  3. 00:30:053 (2,3) - Nyan
  4. 00:31:379 (2,3) - Nyan too
  5. 00:35:357 (2,3) - Nyan Nyan
  6. 00:36:020 (4,1) - Nyan Nyan too
  7. 00:42:153 (3,1,2,3,4,5,6,7) - maybe too large, try to make it closer a little bit.
[Nely's Rain]
  1. 00:33:700 (1,2,3) - awkward to catch + weird pattern, try to make it neat or add some movements.
  2. 00:38:341 (3,4) - reduce the distance a little bit, it feel like edge dash.
Good luck on ranked this.
Topic Starter
Cowboy

SYAHME wrote:

You requested a mod but it is already perfect to me. Requested mod, not from my modding queue.
[General]
  1. 아주 NICE
[Cup]
  1. 00:04:528 (2) - the distance with the previous slider maybe too close, try to use 1.39x for a better catch. (I honestly do not see the big difference in moving the notes, I'll leave them as they are.)
  2. 00:09:832 (4) - with 1.74x distance maybe too far, try to make it closer.(Ok, I reduced it to 1.60x.)
  3. 00:23:092 (1,2) - maybe this pattern is hard for new players? (Difficult in what aspect? It is one of my basic patterns used on earlier maps, I want to keep it.)
  4. 00:29:722 (1) - you make a finish on the slider head but the distance is too close. (I know it is very close, I prefer to see other opinions on it, since in previous notes with a dense sound I have used more distance.)
  5. 00:29:722 (1,2) - Nyan, the distance is too close compare to 00:30:385 (2,1,2) - this one despite having the same sound.(JBH recommends that I do that to keep my patterns, likeness and variance, but I will look for more comments.)
  6. 00:31:048 (1,2) - Nyan (I prefer to leave it like this, since it has great mobility, and I do not think it affects so much.)
  7. 00:36:352 (1,2) - Nyan too (Same here.)
  8. 00:43:976 (2) - would be good if you can make the distance large a little bit, maybe at x:380. (Sure, why not?)
  9. 00:45:633 (1) - make it larger a little bit by using 1.48x distance. (I feel like this is great, I would not like to add more, thank you.)
[Salad]
  1. 00:04:528 (1) - I can catch this without a dash, I don't know if you intentionally make like that. (JBH recommended I remove the dash I previously had, which is why I decided to move it as it was very early and the sounds were not as dense.)
  2. 00:05:854 (1) - Nyan (Same here.)
  3. 00:07:180 (1,2,3,4) - move on x:376? (It is not necessary to move them, they are appropriate with each distance.)
  4. 00:09:832 (1) - Nyan (Same above, but why Nyan?)
  5. 00:20:109 (3,1) - between this, I can catch without a dash, make it larger a little bit? (Yes, there is no dash, the sound is smaller compared to others...)
  6. 00:41:324 (3) - try to make it larger because I can catch without a dash, try distance between 00:43:976 (3,1) - this. (Same above.)
[Platter]
  1. 00:12:153 (4,1) - it is kinda like hard to control maybe.(Maybe it is, but I have not seen other comments about it, however I will ask for opinions, thank you.)
  2. 00:16:131 (3,1) - it is anti-flow dash? maybe make it horizontal to the right or make it vertical. (I did it semi-horizontal, it's better imo.)
  3. 00:30:053 (2,3) - Nyan (This time I prefer to retain their position.)
  4. 00:31:379 (2,3) - Nyan too (Same too.)
  5. 00:35:357 (2,3) - Nyan Nyan (Same above.)
  6. 00:36:020 (4,1) - Nyan Nyan too (Saaaaaame.)
  7. 00:42:153 (3,1,2,3,4,5,6,7) - maybe too large, try to make it closer a little bit. (I feel like there are no more notes in the stream, so I'll leave it that way.)
Good luck on ranked this.
Thanks for the mod, was helpful.
JBHyperion
Recheck time, no kudosu.

Salad:
  1. 00:20:109 (3,1) - Ambiguous distance here, if you want this to be a dash, increase it to something like 2.2x DS similar to 00:21:435 (3,1) -
  2. 00:24:915 (2,1) - Weird to have no movement here in the kiai buildup, try something like https://osu.ppy.sh/ss/8238137 instead for more movement
  3. 00:31:711 (2,1) - Should really be a dash here for emphasis on the cymbal sound, try 2.2x DS again
  4. 00:35:689 (2,1) - Again here, dash on both of 00:36:352 (1,2) - would be a nice way to emphasise the kiai end
  5. 00:41:324 (3,1) - Dash spacing again
Nely's Rain
  1. 00:33:700 (1,2,3) - Kind of an odd shape, looks a bit squashed and flow could definitely be improved. Try something like https://osu.ppy.sh/ss/8238177 - I put a 2.0x SV section on the head of (1) and moved (2) to the right a little, though this is just one option
That's everything. Checked the mp3 and outro length, ignoring the intro (522ms) the map ends at ~ 80.2% of the total mp3 length so there should be no need to cut it down or map it out, though if worst comes to worst you could opt to map a spinner ending at 00:50:937 - or such like. Would be nice to give Nely's diff some score differentiation but I won't force it if you don't want to.

Call me back!
Topic Starter
Cowboy

JBHyperion wrote:

Recheck time, no kudosu.

Salad:
  1. 00:20:109 (3,1) - Ambiguous distance here, if you want this to be a dash, increase it to something like 2.2x DS similar to 00:21:435 (3,1) - (I'm not sure adding a dash, and that sound is lower compared to the other, which is somewhat ambiguous, but I feel better as is.)
  2. 00:24:915 (2,1) - Weird to have no movement here in the kiai buildup, try something like https://osu.ppy.sh/ss/8238137 instead for more movement (Applied, more movement.)
  3. 00:31:711 (2,1) - Should really be a dash here for emphasis on the cymbal sound, try 2.2x DS again (As I mentioned at the beginning, I feel that it is not necessary to force distances to create a dash, but I will take it into consideration.)
  4. 00:35:689 (2,1) - Again here, dash on both of 00:36:352 (1,2) - would be a nice way to emphasise the kiai end (I think I can make an exception here, since the end of kiai should be denser.)
  5. 00:41:324 (3,1) - Dash spacing again (Done.)
That's everything. Checked the mp3 and outro length, ignoring the intro (522ms) the map ends at ~ 80.2% of the total mp3 length so there should be no need to cut it down or map it out, though if worst comes to worst you could opt to map a spinner ending at 00:50:937 - or such like. Would be nice to give Nely's diff some score differentiation but I won't force it if you don't want to. (Well, for my part I feel that I would not like to add a spinner, it would be a bit forced and I do not like it, but I will comment with Nely about his diff.)

Call me back!
Thanks for the mod, really helpful as always, just waiting for Nely for her replies.
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