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FELT - Day and Night

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Topic Starter
UndeadCapulet
This beatmap was submitted using in-game submission on Thursday, May 31, 2018 at 10:45:32 PM

Artist: FELT
Title: Day and Night
Source: 東方Project
Tags: Vivienne Maurits"禅"Cornelis 高橋諒 touhou 大空魔術 ~ Magical Astronomy 衛星カフェテラス Satellite Café Terrace cafe ZUN 宇佐見 蓮子 Usami Renko マエリベリー・ハーン Maribel Hearn
BPM: 126
Filesize: 9048kb
Play Time: 05:01
Difficulties Available:
  1. Terrace Ballad (4.54 stars, 909 notes)
Download: FELT - Day and Night
Information: Scores/Beatmap Listing
---------------
kiai
scanter
cool 8-)
_handholding
hi nm here, if you make it into the bng then I'm gonna call this a m4m instead

Hollow Wings UndeadCatapult Capulet
  1. The map does feel sort of relaxed whilst playing with no drastic jumps I do think it could benefit from a lower AR. It does feel a tiny bit forced and the lower AR would open it up to a few more players, as well as making it easier for dem DTers. How about AR 8.5-8.7
  2. 00:17:929 (6) - I'm not too big of a fan of the close spacing with 5 as it does feel really meh when playing and just looks a bit off visually imo. How about restructuring to something like this? https://osu.ppy.sh/ss/8431228 it does increase the spacing and structures well since it would be of symmetrical angle to 00:19:120 (9)
  3. 00:20:310 (4) - small thing. The spacing between 00:19:834 (2,4) is slightly smaller than 00:19:834 (2,3) . It would look better imo if they were both the same
  4. 00:21:739 (6) - same as 00:17:929 (6)
  5. 00:28:406 (5,6) - If you're going to overlap you should try and overlap it a bit more as when it's overlapped ever so slightly it looks unintended and a bit tacky imo
  6. 00:30:787 (10) - I don't think this should have more emphasis than 00:31:025 (1) as the latter is quite stronger
  7. 01:01:977 (2,3) - same as 00:28:406 (5,6)
  8. 01:23:882 (10) - by having this end on the yellow tick it makes the timing window between this and 01:24:120 (1) very small and very easy to break your combo/lose acc. my suggestion would be to shorten this to the blue tick
  9. 01:31:025 (1,2,3,4) - I feel this is very misreadable as 1/2 beats despite the drum beats being very predominant in the music it feels like players would recognize these as 1/2 beats before hand and then rush to play it this way before realizing their 1/3. One way to make it distinguishable from all your earlier 1/2 spacing is the NC spam it, if you like that kind of thing :p

    This got too Hollow Wings towards the end, I don't know how to mod this well so I'll end it here :v
[]I hope this was helpful at all
anna apple
kds pls ?

00:09:596 - 00:11:263 - repeat arrows where
00:53:406 (8,9,1,2,3) - if anything, to me it would make more sense to have the stack during the held vocal instead, regardless 00:53:406 (8,9) - I think you should have movement here since you have movement on pretty much every vocal
00:54:596 (4) - 00:58:406 (3) - 01:09:834 (4) - also this should be repeat 1/2 similar to intro rhythm reasons. (and 01:06:263 (4) - lol)
02:13:168 (3) - think this should point slightly more away from next object
02:15:787 (3) - circle instead since no sound on red tick?
02:34:358 (6) - something tells me you should be nc'ing these repeats similar to 02:32:691 (1,2) -
03:35:152 (3,1) - I think this would be more impactful with a sharper angle between the two. (like if 3 was at the slider end of 1)
04:21:382 (14,1) - big, I think too big
04:20:072 (3,4,5,6,7,8,9,10,11) - since stack might as well do 1/6 amirite ? (still think should have some kind of movement here though cuz kind of lame just afk in one spot for a imo)
04:28:882 (1) - proof you care about visuals

good fade out effect, also going to SO this cuz anime
Topic Starter
UndeadCapulet

Kisses wrote:

hi nm here, if you make it into the bng then I'm gonna call this a m4m instead staff's fault this is nm

Hollow Wings UndeadCapulet
  1. The map does feel sort of relaxed whilst playing with no drastic jumps I do think it could benefit from a lower AR. It does feel a tiny bit forced and the lower AR would open it up to a few more players, as well as making it easier for dem DTers. How about AR 8.5-8.7 lol something tells me you wrote this before reaching the chorus
  2. 00:17:929 (6) - I'm not too big of a fan of the close spacing with 5 as it does feel really meh when playing and just looks a bit off visually imo. How about restructuring to something like this? https://osu.ppy.sh/ss/8431228 it does increase the spacing and structures well since it would be of symmetrical angle to 00:19:120 (9) just trying to add weight to the drums here, it works well for me
  3. 00:20:310 (4) - small thing. The spacing between 00:19:834 (2,4) is slightly smaller than 00:19:834 (2,3) . It would look better imo if they were both the same well i needed to shift some spacings here for other reasons so this is technically fixed but not how you'd approve ww
  4. 00:21:739 (6) - same as 00:17:929 (6) for future modding just keep all "same as" stuffs together with the first example, for easier modreading, responding, and saving yourself formatting :v
  5. 00:28:406 (5,6) - If you're going to overlap you should try and overlap it a bit more as when it's overlapped ever so slightly it looks unintended and a bit tacky imo ww visuals are not rly an issue for me, i need certain rotational motions in certain spots like this for various buildup effects or angle emphasis, so consider any similar tiny overlap like this denied as well
  6. 00:30:787 (10) - I don't think this should have more emphasis than 00:31:025 (1) as the latter is quite stronger sudden finish here getting big jump is a nice effect for me, and to contrast the next one is an antijump which works well as well, esp for a downbeat
  7. 01:01:977 (2,3) - same as 00:28:406 (5,6)
  8. 01:23:882 (10) - by having this end on the yellow tick it makes the timing window between this and 01:24:120 (1) very small and very easy to break your combo/lose acc. my suggestion would be to shorten this to the blue tick not true for 2 reasons: first players can just alternate with little issue of combobreaking, and second it's only 126bpm so there's plenty of time for even singletappers. it's always better to fully map the song's beats than to compensate for poor playing imo
  9. 01:31:025 (1,2,3,4) - I feel this is very misreadable as 1/2 beats despite the drum beats being very predominant in the music it feels like players would recognize these as 1/2 beats before hand and then rush to play it this way before realizing their 1/3. One way to make it distinguishable from all your earlier 1/2 spacing is the NC spam it, if you like that kind of thing :p havent had any true issues with testplays, players can just use approach circles or see the new zigzag motion and understand something is different

    This got too Hollow Wings towards the end, I don't know how to mod this well so I'll end it here :v hope your own hw inspiration maps go well <3
[]I hope this was helpful at all

borborygmos wrote:

kds pls ? become bn pls ?

00:09:596 - 00:11:263 - repeat arrows where no piano beats, or at least none important enough to give an arrow
00:53:406 (8,9,1,2,3) - if anything, to me it would make more sense to have the stack during the held vocal instead, regardless 00:53:406 (8,9) - I think you should have movement here since you have movement on pretty much every vocal prefer keeping these stacked to divide the drums from the next combo better and give a nice transition effect
00:54:596 (4) - 00:58:406 (3) - 01:09:834 (4) - also this should be repeat 1/2 similar to intro rhythm reasons. (and 01:06:263 (4) - lol) i stop pianofocusing very early on, as soon as drums first show up, these match all surrounding concepts
02:13:168 (3) - think this should point slightly more away from next object its ok as is ww
02:15:787 (3) - circle instead since no sound on red tick? there's clearly a drumbeat
02:34:358 (6) - something tells me you should be nc'ing these repeats similar to 02:32:691 (1,2) - goes against overall nc concepts
03:35:152 (3,1) - I think this would be more impactful with a sharper angle between the two. (like if 3 was at the slider end of 1) would go against the gradual anglechanges formed with 03:31:977 (1,2,3) - , and tbh that doesnt need to be stronger anyway
04:21:382 (14,1) - big, I think too big ww its bigger now w/ the snapping change, not sorry
04:20:072 (3,4,5,6,7,8,9,10,11) - since stack might as well do 1/6 amirite ? (still think should have some kind of movement here though cuz kind of lame just afk in one spot for a imo) oh this is 1/6.. orz
04:28:882 (1) - proof you care about visuals think this changed since you modded so lol

good fade out effect, also going to SO this cuz anime this isnt anime you fuckhead
y'all are super moe, thanks for modding <3
Sotarks
general
- no hitsounds

terrace balade
00:53:168 (7,8,9) - feels a bit odd that you stack those different snare here, i'd suggest to space them a bit between each other no?
00:56:263 - this piano sound could be followed
01:14:834 (4) - kinda missreading that the 2nd reverse is perfectly overlaped with 01:13:644 (3) - 's tail
02:00:310 (6) - i'd avoid having a reverse on downbeat, how about this
02:20:668 (4) - i'd rather have this clickable
03:35:310 (1) - could that be a 3/4 instead xd?

cool
not so much to say
gl
Topic Starter
UndeadCapulet

Sotarks wrote:

general
- no hitsounds added

terrace balade
00:53:168 (7,8,9) - feels a bit odd that you stack those different snare here, i'd suggest to space them a bit between each other no? prefer to keep the change in motion on 00:53:882 -
00:56:263 - this piano sound could be followed prefer to stick to the drums here
01:14:834 (4) - kinda missreading that the 2nd reverse is perfectly overlaped with 01:13:644 (3) - 's tail moved it out some
02:00:310 (6) - i'd avoid having a reverse on downbeat, how about this prefer to keep the focus on the 02:00:310 - finish and keeping the drumroll all together
02:20:668 (4) - i'd rather have this clickable prefer the continuity of the current
03:35:310 (1) - could that be a 3/4 instead xd? no ww but i can silence this tail

cool
not so much to say
gl
ty for modding <3
pw384
no kds, just a quick reminder

04:20:123 (3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20) - offscreen on HR, so manually stack if possible?
Ryuusei Aika
hi :3

General
- bg is too large (2132x1199), try to make it below 1920x1200
- offset should be 10ms early so please set it to 590, many hitsounds are obviously out
- add 高橋諒 in tags since it's the actual name of MZC

Terrace Ballad
02:39:766 (5,6,7) - distance here feels a little exaggerated, for me a ~7x ds (like 03:57:861 (5,6,7) - ) is just right so can consider move 02:39:647 (4,5) - to like 352|320, also can create a difference between this part and 04:28:338 (5,6,7) - where (i guess) you used extremely large ds as a transition into the most intense vocal part
03:56:195 (5) - should be snapped to 1/4 i think
04:25:838 - missing a normal sample, and following 04:26:076 - should have a drum sample imo
04:39:766 (4) - consider put it to 224|128? current flow feels weird to me

man that is how you mapping, call me back once you think it's ready
Topic Starter
UndeadCapulet

pw384 wrote:

no kds, just a quick reminder

04:20:123 (3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20) - offscreen on HR, so manually stack if possible? guess there's no reason not to

Ryuusei Aika wrote:

hi :3

General
- bg is too large (2132x1199), try to make it below 1920x1200
- offset should be 10ms early so please set it to 590, many hitsounds are obviously out
- add 高橋諒 in tags since it's the actual name of MZC fixed all

Terrace Ballad
02:39:766 (5,6,7) - distance here feels a little exaggerated, for me a ~7x ds (like 03:57:861 (5,6,7) - ) is just right so can consider move 02:39:647 (4,5) - to like 352|320, also can create a difference between this part and 04:28:338 (5,6,7) - where (i guess) you used extremely large ds as a transition into the most intense vocal part nerfed some
03:56:195 (5) - should be snapped to 1/4 i think oops, yes, and fixed the missing hitsound here as well
04:25:838 - missing a normal sample, and following 04:26:076 - should have a drum sample imo sorta yes, fixed some of the weird hitsounding in this part
04:39:766 (4) - consider put it to 224|128? current flow feels weird to me moved other objects around instead, should be better now

man that is how you mapping, uwu ty for all your support <3
call me back once you think it's ready
Thank you for checking <3
Ryuusei Aika
day and night

1. All the time; round the clock; unceasingly.
2. (figuratively) Alternative form of night and day.
Topic Starter
UndeadCapulet
thanks so much ryuusei <333
Cheri
speedranking these days smh
Nao Tomori
00:14:637 (8) - angle this up some more so the piano is highlighted? it seems stronger than usual. but there isn't a difference from the other patterns.

03:35:351 (1) - remove whistl
also the sound here is pretty discordant, using a curve seems a bit weird. how about a more spiky shape with slightly more sv than the surroundings

01:39:518 (1,1) - there isnt a new vocal line here, so i dont think the 2nd nc is needed

03:31:066 (2,1,2,3) - these feel like all in the same drum phrase, so why is the combo separate?

04:03:804 (5,6) - this rhythm doesn't follow hitsounding well, or really the more interesting rhythm tbh. i think ctrl g works better since there isnt anything on the blue tick

04:20:113 (3) - can you make the spacing in the stack consistent lmao
Mir
03:10:470 (10) - sounds on the purple tick after like https://i.imgur.com/JXVFYkS.png

dunno if you care since its a 1 time thing but i thought i'd just point it out
Topic Starter
UndeadCapulet

Nao Tomori wrote:

00:14:637 (8) - angle this up some more so the piano is highlighted? it seems stronger than usual. but there isn't a difference from the other patterns. it isn't that prominent for me .-.

03:35:351 (1) - remove whistl wao ur so gud modr
also the sound here is pretty discordant, using a curve seems a bit weird. how about a more spiky shape with slightly more sv than the surroundings think shape sticks out perfectly well since its the first curve since the kiai

01:39:518 (1,1) - there isnt a new vocal line here, so i dont think the 2nd nc is needed just nc'ing the leadin beats as well as the downbeat, which is consistent with all my nc structure

03:31:066 (2,1,2,3) - these feel like all in the same drum phrase, so why is the combo separate? 03:31:304 (1) - sticks out to me as the start of its own thought, which is why arranging, nc'ing, and hitsounding are all like they are

04:03:804 (5,6) - this rhythm doesn't follow hitsounding well, or really the more interesting rhythm tbh. i think ctrl g works better since there isnt anything on the blue tick rly prefer this rhythm bc it stick with the bluetick clicks 03:52:137 (4,5) - etc. had while leading well into the stream and next section, i think this is a better transitionary effect than if i were to be clicking on the snare for the sake of it, idk i can't bring myself to ever change this rhythm

04:20:113 (3) - can you make the spacing in the stack consistent lmao i love editor bugs

Mir wrote:

03:10:470 (10) - sounds on the purple tick after like https://i.imgur.com/JXVFYkS.png

dunno if you care since its a 1 time thing but i thought i'd just point it out kill me
thank you both for checking <3
(except now my map is kill bc snapping, felt why have you forsaken me)
Nao Tomori
Nominated.


checked with rsak if 1/6 was fine and he said ok so ye
anna apple
Owo!!!
Rivals_7
where's da heart post :thinking:
defiance
when u ghost qualify a map
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