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

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Topic Starter
CLSW
This beatmap was submitted using in-game submission on 2018년 9월 7일 금요일 at 오후 11:57:10

Artist: orangentle / Yu_Asahina
Title: HAELEQUIN (Extended ver.)
Source: BMS
Tags: sdvx sound voltex ii -infinite infection- bof2012 of fighters -ein neuer heiliger- haeleq∩inz haelequinz c87 CLSW Crystal CrystalSeed Daiz_IX RLC
BPM: 172
Filesize: 8258kb
Play Time: 05:02
Difficulties Available:
  1. Witchcraft (7.22 stars, 1637 notes)
Download: orangentle / Yu_Asahina - HAELEQUIN (Extended ver.)
Information: Scores/Beatmap Listing
---------------
Shurelia
hi big fan spec
Colin
Zz
Rocma
00:23:571 (4) - 다음에 올 높은 리듬을 대비하는 도약이 되는 슬라이더인거같아요. Ctrl G로 00:23:746 (1) 와 방향을 같게 하는게 좋을거같아요. 스페이싱은 조절하시구..
00:26:537 (1) - 슬라끝 1/4 좀더 늘리시면 더 재밌을거같아요
00:31:682 (3) - 슬라 대가리에 힛사 어색하네요 빼는게 좋을듯
00:55:490 (4,5) - 4를 눕히고 5를 대각선으로 해보는건 어떠신가요
00:59:502 (8,9,10) - 변화를 주는게 좋을거같네요 역방향으로 왕복슬라라던가..
01:00:897 (8,9,10,11) - ^ 여긴 이런거 어떠심 뒤에는 ctrl h 쓰시고
01:23:048 (4) - 이렇게 나눠보시는거 어떰
01:29:327 (1) - 슬라이더 말고 서클 2개로 점프 넣으면 더 잘 어울릴거같아요
01:30:025 (3) - ^ 만약 하신다면 얘는 스페이싱 좀 줄여서
01:32:293 (2,3,4) - 쉬운 역계단이나 재봉틀 패턴이 들어가면 더 좋을거같아요
01:33:688 (2,3,4) - ^
02:23:746 (9) - 일부러 슬라이더 대신 서클쓰신건가요? 전체적인 매핑 컨셉과 좀 동떨어지네요
03:29:676 (1) ~ 03:33:427 (2) - 이런 형식의 점프도 간간히 들어가면 잠재력이 포텐셜이 펑펑 버블도 펑펑 하트도 펑펑
03:53:921 (2) - 이쯤에서 ctrl g 한번 어떠신지
04:16:770 (1,2,3,1,2,3,1,2,3,4,5,6) - 도중에 4개 붙인걸 저런식으로 해야 패턴들 사이가 더 부드러울것 같네요 뒤 패턴도 동일
04:24:967 (6) - 대쉬 꾹밟으면 미스나고 그렇다고 끊어서 받기에도 애매한 너비네요
Topic Starter
CLSW
00:23:571 (4) - 뭔가 개인적인 취향은 아니네용
00:31:682 (3) - 전 괜찮은거같음
00:55:490 (4,5) - 45도 각도씩 변화 주는 형태라서 이건 그냥 놔두고싶네요
00:59:502 (8,9,10) - 각도 변화정도면 충분하다고 생각.. 너무 변화가 심해도 이게 별로 깔끔하게 보이진 않아요
01:00:897 (8,9,10,11) - 일부러 복붙으로 동일한 느낌 주는걸 의도한거라서 그냥 놔두겠습니다
01:23:048 (4) - 이렇게 배치할 경우 4와 5 사이에 점프가 들어가고 5와 6은 거의 반드시 스택을 해야 하는 구조가 되는데 개인적으로는 이리되면 치는 맛이 부족해지는거같네요
01:32:293 (2,3,4) - 지금도 충분히 괜찮은듯. 그 뒤도 마찬가지
02:23:746 (9) - 단일 슬라이더 + 서클 하나로 트리플렛 구조를 취하는 방식이에요. 지금 저 파트에서는 요 방법만으로 트리플렛을 만듬
03:29:676 (1) ~ 03:33:427 (2) - 안돼요ㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋ
03:53:921 (2) - 시도는 확실히 괜찮지만 점프거리 조절 문제랑 03:54:269 (3) - 의 디자인 문제가 걸려서 패스...
04:16:770 (1,2,3,1,2,3,1,2,3,4,5,6) - 이 부분은 앞으로 다른 모딩 들어오면 생각해볼게요

나머진 다 고쳤어요 ㄳㄳ
Shurelia
hi

[GeneraL]
  1. okokok


[witchy]
  1. 00:04:908 (1,2) - plays pretty differently compared with the other similar pattern, these should be swapped. CTRL G 1 and 2
  2. 00:37:263 (4,5) - no HpD between these transition ? it'd works well imo.
  3. 01:16:769 (1,2,3,4,5) - just a suggestion but making these pattern similar with 01:15:374 (1,2,3,4,5) - would play well too
  4. 01:37:351 (5,6) - a HpD for 5 and 6? It's okay imo
  5. 02:06:653 (4,1) - awkward to catch since the distance between these two kinda close to the edge dash, probably would be better if either add HpD between 4>1 or move 1 closer to 4
  6. 02:51:827 (2) - move this to around 304 so these section have a sweet flow on it. since the current one player can barely move to catch 1 and 2
  7. 02:47:118 (3) - how about to make something like this instead ? https://shurelia.s-ul.eu/x6rTFJN2 since it'll give a better transition for me from the HpD before this pattern. And I prefer to move instead standing by
  8. 02:55:141 (5) - why you make this a repeat slider while the other is just a slider and a cirlce so it create a HpD to emphasize the sound like 02:49:560 (5,6) - or 02:52:351 (5,6) -
  9. 03:06:304 (3,4) - give HpD for 3>4 for the sake of consitency.
  10. 03:08:310 - are you sure to ignore this loud sound at here?
  11. 03:14:676 (4) - - the only jump that does have HpD on it despite the other similar ones didn't have HpD.
  12. 03:34:909 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - HR players gonna hate this lol
overall a pretty nice map.
Topic Starter
CLSW
00:04:908 (1,2) - Yea ofc i know it's the general type, but they really need to be special here to make gameplay as really a different sense, this time I don't wanna make too much ordinary. Piano transition exists here so the movement difference is well deserved
00:37:263 (4,5) - I felt the piano sound is lower than usual so i didn't place hdash
01:16:769 (1,2,3,4,5) - generally the objects are following the main instrumental sound not the bass kick
01:37:351 (5,6) - tense is harder in 01:37:700 (1) - compared with current one, so i would like to emphasize with its key input movement
02:51:827 (2) - It's too much mercy for uncontrollable users imo. Well it's 1/6 so its inertia shall be harder than 1/4, but actually I never missed while my every testplays though, also if the players need more further movements for here then the issue exists for players' skills, not my pattern. Players need to control their inertia here, also personally I don't like 'comfortable' patterns which just need to keep hold arrow key to get it, those kinda style makes the map really boring and less variaty. That's my one of my own philosophy on ctb mapping.
02:47:118 (3) - Personally I don't like those kind of 1/8 streams because its flow doesn't fit well for me, I prefer the hold slider to let players concentrate to control their HDash inertia. Similar reason as 02:51:827 (2) .
02:55:141 (5) - Yea, I didn't place HDash because in this area I've made the HDash consistency follows for bass kick sounds, you can hear the bass kick in every HDashes which I've added. In the current object the bass kick sound doesn't exist, so I didn't add HDash here
03:06:304 (3,4) - Same reason as 02:55:141 (5) - , this timeline doesn't have bass kick sound.
03:08:310 - Ah, the loud sound that you've mentioned seems like a piano sound. But this part I would like to follow its drum and bass sounds so it doesn't feel good with the object here for me :(
03:14:676 (4) - This one has higher pitch of synth sound, so I would like to make differentiation here with HDash
03:34:909 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2,1,2) - This one is gonna kill players in sightread, but at least it fits very well with its music tense with sensitive catcher moving, so I want to keep this

Rest were fixed, thank you!
Hareimu
dasjkldasjkl m4m thingy >.>

[General]
  1. wew, so many combocolours I think you've taken all of them out of the beatmap's BG colours? Some of them blend too much into the background, I'd suggest changing combocolour 7's brightness to at least 140 or so to make it easier to tell apart from the BG.

[Witchcraft]
  1. 00:38:746 (5,6) - Since 00:37:700 (1,2,3,4) - are slider pointing outwards, I think it'd be nice to have more variety by making 5 and 6 sliders pointing inwards instead, like this.
  2. 01:08:921 (5,6) - These two sliders don't really fit because at this point the sounds in the background are 1/6 instead, so I'd suggest deleting (6) and 01:09:095 (1) - and make 5 a 1/6 2x repeat slider instead. The timeline should look like this.
  3. 01:17:816 (3) - This slider should also be a 1/6 repeat just like 01:17:641 (2) - since the 1/6 sounds tag along until here too.
  4. 01:47:467 (1,2,3,4) - Piano sounds at all these objects are quite highly pitched, so having hypers between most (if not all) of them could fit pretty nicely to emphasize them, since it's the most prevalent instrument until now.
  5. 01:50:258 (1,2) - Same as above, but only to these two since (3) and (4) aren't as highly pitched as these two.
  6. 02:05:607 (1) - This slider should end 02:05:781 - here, and you should probably add notes 02:05:839 - here and 02:05:897 - here since there are clearly audible sounds at those ticks that could fit better than just having a slider with a wrongly placed slidertick due to the tickrate this map has.
Topic Starter
CLSW
01:47:467 (1,2,3,4) - in this piano part i wanna add hdashes for symbol sounds only, these doesn't depend on the piano tense.

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

Destructor09 wrote:

For loved
nope, ranked
Zak

Hareimu wrote:

Destructor09 wrote:

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

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

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

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

But seems it's still questionable, so I'd like to hear more opinions about them from experienced mappers/modders
Ascendance
I have to agree with Sinnoh, the 1/6 sections feel like they could be changed to a more accurate setting like he recommended.
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