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Tomatsu Haruka, Hikasa Yoko, Amamiya Sora - Eye...

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Topic Starter
Kagari
This beatmap was submitted using in-game submission on Thursday, November 24, 2022 at 1:43:52 AM

Artist: Tomatsu Haruka, Hikasa Yoko, Amamiya Sora
Title: Eyecatch! Too much! (TV Size)
Source: WWW.WORKING!!
Tags: opening anime Japanese WWW.WAGNARIA!! 宮越華 村主さゆり 鎌倉志保 Hana Miyakoshi Sayuri Muranushi Shiho Kamakura 田形美喜子 大隅知宇 Mikiko Tagata Tomotaka Osumi
BPM: 240
Filesize: 14011kb
Play Time: 01:28
Difficulties Available:
  1. Cup!! (1.67 stars, 181 notes)
  2. Overdose!! (5.61 stars, 553 notes)
  3. Platter!! (3.03 stars, 391 notes)
  4. Rain!! (4.19 stars, 488 notes)
  5. Salad!! (2.35 stars, 283 notes)
Download: Tomatsu Haruka, Hikasa Yoko, Amamiya Sora - Eyecatch! Too much! (TV Size)
Download: Tomatsu Haruka, Hikasa Yoko, Amamiya Sora - Eyecatch! Too much! (TV Size) (no video)
Information: Scores/Beatmap Listing
---------------
Kagari's Ranked Mapset #4
Eyecatch! Too much!

<-- Prev |My Mapsets| Next -->

sayuri ftw~!
Background images by NurAlifSidoel
New BG edited by yours truly
redownload for new audio source, provided by defreeyay
zeeeq_old

Kagari wrote:

sayuri ftw~!
SAYURI FTW~!

Metadata:
  1. Tags: 陽子日笠, 遥戸松, 天雨宮, WW*W.WAGNARIA!! (remove "tv_size" i guess...)(disclude the "*")
Topic Starter
Kagari

zeeeq wrote:

Kagari wrote:

sayuri ftw~!
SAYURI FTW~!

Metadata:
  1. Tags: 陽子日笠, 遥戸松, 天雨宮, WW*W.WAGNARIA!! (remove "tv_size" i guess...)(disclude the "*")
    陽子日笠, 遥戸松, 天雨宮 are already in the artist metadata (why are the name position is backward tho i dont understand) and tv_size is just simply tv size version so it should be included in the tags
Sc4v4ng3r
I like how the source is a webpage
Topic Starter
Kagari

Sc4v4ng3r wrote:

I like how the source is a webpage
IKR xD

Gonna ask a metadata guy to help me out :v

summons kwan
-Nya-
Source has to be the anime.

Will mod this later
Topic Starter
Kagari

-Nya- wrote:

Source has to be the anime.

Will mod this later
the title name of the anime series is "WWW.WORKING!!"... but for some reason the format mistook it as a webpage thus it make the http link as the source instead lol
-Nya-

Kagari wrote:

-Nya- wrote:

Source has to be the anime.

Will mod this later
the title name of the anime series is "WWW.WORKING!!"... but for some reason the format mistook it as a webpage thus it make the http link as the source instead lol
Yeah, I noticed that this happens in the other maps as well, lol.

My mod

NM from my queue.

General:
  1. Try using the kanji of the anime as the source. Not sure if it is already in your tags, but I couldn’t really find it. In the end you probably still have to doublecheck metadata with an expert.
  2. Your soft-hitfinish has a delay of 5ms which is unrankable. You can try editing it in audacity or another program to cut the delay or find a different file to replace that one.
  3. The current BG doesn’t really capture the feel of the music imo. Also, the dimensions aren’t correct. I think you want to go with 1024X768 or 1366X768. Perhaps use this one: http://puu.sh/sQqNt/83b24c59cc.png
  4. Why is the slider velocity the same in all the diffs? I’m reffering to this:
    I realize that you did manually make it slower in the setup but it still looks unbalanced if you look at the pic above and all the diffs’ slider velocities remain constant. Consider changing the slider velocity in each diff and make them from the highest to the lowest then you don’t have to manually edit them.
  5. You mentioned in the description that you want advice regarding the combo colours. Since I don’t know which BG you’re going to use, I can’t really mention specific colours but usually go with colours that compliment the BG, meaning colours that are visible in the BG and I usually use soft/light colours since they just look better imo.

Overdose!!:
  1. I can’t really point out spacings since almost every object has a hyperdash or some kind of dash. I know this is an Overdose diff but it felt like you went a bit too overboard. I played a few ranked overdose diffs and none of them has this many hyperdashes... Don’t only use dashes and hyperdashes imo. And the hyperdashes should also be less than the dashes for comfortable play. I suggest only adding hyperdashes where you feel it’s absolutely necessary (strong beats) I can point out a few places: 00:06:469 (1) - 00:07:469 (1) - 00:08:469 (1) - 00:09:469 (1) - 00:12:719 (2) - 00:13:219 (4) - 00:14:469 (1) - 00:16:469 (1) - 00:18:719 (2) - 00:19:719 (2) - 00:20:719 (2) - 00:22:469 (1) – etc. It’s still a lot of places.
  2. Another thing that really bothered me was the fact that you used a lot of consecutive circles in this diff. Example: 00:13:469 (1,2,3,4,5,6,1,2,3,4,5,6,7,8,1,2,3,4,5,6,1,2,3,4,5,6,7,8,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6) – etc. (It got too long, lol) This lacks variety and makes the diff very difficult and also uncomfortable to play. I highly suggest mixing some sliders in between there as well.

I’m still not sure if I can judge overdose correctly, but these are my personal opinions. Perhaps wait for others (experts) to check this out before making big changes.

Rain!!:
  1. Lift your HP a bit. Right now it’s a bit too low for a Rain diff. Either 6 or 7 will work.
  2. 00:01:469 (1,2) –Hyperdash doesn’t really fit here imo. Vocal isn’t strong enough. Try to keep the spacing similar to 00:00:469 (1,2,3,4) – since the vocals are the same.
  3. 00:03:969 (3,4) -^, even though the pitch is a bit higher than here: 00:03:469 (1,2,3) – I still feel a hyperdash is too much. A dash is fine, so rather keep the spacing similar to: 00:03:469 (1,2,3) –
  4. 00:04:219 (4,1) –The song isn’t that intense here but still the spacing looks quite big. Consider nerfing it a bit to support the music better.
  5. 00:06:969 (5,6,7,8) –Consider making the spacings here similar to 00:06:469 (1,2,3,4) – for consistency since the vocals’ intensity remains the same at this part.
  6. 00:07:844 (4,5) –A normal dash would fit in better here and not a hyperdash. The beat/vocal isn’t strong enough imo.
  7. 00:09:219 (7) –Be consistent with 00:08:719 (3) – and also add a dash there/use similar spacing since they follow the same beat.
  8. 00:09:844 (4,5) –Same as 00:07:844 (4,5) – etc. I’m not gonna point out all similar cases.
  9. 00:18:719 (2) –At strong beats like this I would actually expect a hyperdash.
  10. 00:29:344 (5,1) –I suggest adding a bit of distance here because of the strong beat on (1)
  11. 00:36:969 (3,4) –Too large spacing and the vocals aren’t that intense, so consider nerfing it a bit.
  12. 00:38:594 – and 00:38:844 – Since there are beats here, I would map them out by changing 00:38:469 (1) – and 00:38:719 (2) – into 1/2 sliders:
  13. 00:16:594 -^
  14. 00:10:594 -^
  15. 00:16:594 -^, etc. Not gonna point out all of them.
  16. 00:39:344 (1,2) –A hyperdash here would be nice to support that strong beat on (2)
  17. 00:50:344 (4,1) –Consider adding a hyperdash here for the strong beat on (1)
  18. 00:52:469 (1,2) –Why is the distance so small between these two? It looks inconsistent with the rest of the similar patterns. Consider making the spacing a bit bigger, the same as other similar beats.
  19. 00:54:094 –You can map this beat out as well by changing 00:53:969 (4) – into a ½ slider.
  20. Some of the dashes/spacings look inconsistent and consistency is very important imo otherwise the diff can look messy and random.

Like in the overdose diff, you used a lot of consecutive circles which take away variety and make a diff uncomfortable to play. Add in more sliders.

Platter!!:
  1. HP is a bit too low. Consider raising it to 5 or 6.
  2. 00:06:594 –Just like in the Rain diff, a note can be added here so you can change 00:06:469 (1) – into a ½ slider. I’m not gonna point out the others, but you should be able to find them. Rather not leave out places where you can clearly hear vocals/a beat otherwise the diff can play a bit weird.
  3. 00:12:469 (1,2,3,4) –Why not make the spacings similar here? They do follow the same beat afterall.
  4. 00:12:469 (1,2) – and 00:12:969 (3,4) – Also, I feel the spacings are too low here since there’s a loud beat on 00:12:719 (2) – and 00:13:219 (4) – and they should be emphasized more. You emphasized it more here: 00:13:469 (1,2) – so be a bit consistent.
  5. 00:39:344 (1) –A bit more spacing won’t hurt here.
  6. 01:04:719 (2,4) –It feels as if larger spacings will fit in better with these circles than with these circles: 01:04:469 (1,3) – since the beats on (2) and (4) are quite loud and strong. Also they are inconsistent with 01:05:719 (2) – which has a larger spacing.

Same thing about the use of too many consecutive circles.

Salad!!:
  1. HP should rather be 4 or 5.
  2. 00:05:469 (1) –Rather remove this new combo. It’s unnecessary.
  3. 00:11:219 (4) –Consider placing this note somewhere here: X:248 to be consistent with 00:10:469 (1,2) – and also since the beat on (4) is strong.
  4. 00:12:219 (4) -^, add a bit more emphasis. I’m not gonna point out all of them.
  5. Beats like these: 00:12:719 (2,4) – can also be increased in spacing a bit imo.
  6. 00:36:469 (1,2,3,4,5,6,7,8,9,10,11,12) –This combo is a bit too long for a salad. The recommended length is 10.
  7. 00:39:344 (1) –A bit more spacing can be added at this slider since the beat is strong on the head.
  8. 00:39:719 (2,3,4) –Rather make the spacing here similar. There’s no reason for them to be differently spaced imo.
  9. 00:51:969 (3,4,5,2,3,4) –Rather make the spacings here similar since they do follow the same beat.
  10. 00:56:219 (4) –This can be spaced out a bit. No need to place it at the same place as 00:55:844 (2,3) – A little bit of emphasis would be nice.
  11. 01:15:469 (1) –Unnecessary NC
  12. 01:28:219 (4) –More spacing here would be nice for emphasis.
  13. A lot of the spacings feel inconsistent and it would be better for the spacings to remain consistent since this is the Salad diff, so it would be nice to use the distance spacing option a bit more. Also don’t shy away from spacing notes out a bit more. This doesn’t mean using more dashes but rather forcing the player to move the plate a bit more to the left or right without having to use dash.

Same issue as other diffs about using too many consecutive circles.

Cup!!:
  1. Your NC pattern is a bit too short. Don’t make it too short otherwise the fruit will jump off the plate too early which isn’t always a good thing. Rather add NC every third measure. I’ll point out a few: Remove NC at these places: 00:01:469 (1) - 00:03:469 (1) -00:07:469 (1) - 00:09:469 (1) - 00:11:469 (1) – etc.
  2. 00:05:469 (1) –Unnecessary NC
  3. 00:28:469 (1) - ^, not gonna point out all of them.
  4. 00:07:719 (2,3) – and 00:09:719 (2,3) – Use similar spacing here since they follow the same beat.
  5. 00:12:719 (2,4) –You can add a bit more spacing at these so they are emphasized more. A zigzag pattern where the players has to move the place to the left and right a bit more.
  6. 00:13:969 (3) –Add a bit more spacing at this three since the beat on it is loud and can be emphasized more.
  7. 00:15:719 (2,3) – and 00:17:719 (2,3) – Again, use similar spacing here since they have the same beat.
  8. I’m not gonna point out every single place where you can add a bit more spacing, so listen for the strong beats and add a bit more spacing accordingly. Also, try to keep the distances similar for objects that follow similar rhythms. For aesthetic reasons and also because it’s very noticeable in-game for a Cup diff.

I also think there can be a bit more sliders in this diff for more variety.

If you have any questions regarding my mod, feel free to poke me in-game.
Good Luck~ :D
Topic Starter
Kagari
it's 4 am and i'm trying to reply to this... rip me xP
will continue to fix the mods when i have the time to do so


-Nya- wrote:

My mod

NM from my queue.

General:
  1. Try using the kanji of the anime as the source. Not sure if it is already in your tags, but I couldn’t really find it. In the end you probably still have to doublecheck metadata with an expert. - there are no kanji or hiragana/katakana word as far as I know. tried to do my searching as well in the official website of the anime series but couldnt find any that can replace the current source.
  2. Your soft-hitfinish has a delay of 5ms which is unrankable. You can try editing it in audacity or another program to cut the delay or find a different file to replace that one. - edited
  3. The current BG doesn’t really capture the feel of the music imo. Also, the dimensions aren’t correct. I think you want to go with 1024X768 or 1366X768. 1280x720 resolution is still proportionally correct (with 16:9 scale which is similar to 1366x768) but maybe gonna search for better bg to replace this one in the future (I'm still searching for it until this day lol)
    Perhaps use this one: http://puu.sh/sQqNt/83b24c59cc.png - err i'm pretty sure that this particular bg isn't from the same series iirc. the one that you suggested is most likely from the older WORKING!! series which had completely different casts compared to "WWW.WORKING!!"
  4. Why is the slider velocity the same in all the diffs? I’m reffering to this:
    I realize that you did manually make it slower in the setup but it still looks unbalanced if you look at the pic above and all the diffs’ slider velocities remain constant. Consider changing the slider velocity in each diff and make them from the highest to the lowest then you don’t have to manually edit them.
    i have my own reason(s) as to why I'm having the same slider velocity for every single diffs in this map. firstly, i used the slider velocity as as distance guideline for me to determine the distance of each circle/slider notes. I initially calculate the value of the slider velocity using a certain calculation based on the bpm of the song
    1.00x is the optimal distance for platter walk. anything goes beyond 1.00x distance will required a certain amount of dash to reach to another note
    2.00x is the maximum distance for a normal dash between notes. anything goes beyond 2.00x distance will create edge dash which is unrankable in the RC (given that the distance didnt triggered a hyperdash)
    2.50x is the minimum distance required to trigger hyperdash. anything goes below 2.5x will create edge dash

    this is based on 1/2 note distance of a 120 bpm song using 2.5 slider velocity

    if you think you have trouble understanding some terms, you can refer to the ranking criteria here: https://osu.ppy.sh/wiki/Catch_the_Beat_Ranking_Criteria
  5. You mentioned in the description that you want advice regarding the combo colours. Since I don’t know which BG you’re going to use, I can’t really mention specific colours but usually go with colours that compliment the BG, meaning colours that are visible in the BG and I usually use soft/light colours since they just look better imo. - i guess i have to find another bg then xP

Overdose!!:
  1. I can’t really point out spacings since almost every object has a hyperdash or some kind of dash. I know this is an Overdose diff but it felt like you went a bit too overboard. I played a few ranked overdose diffs and none of them has this many hyperdashes... Don’t only use dashes and hyperdashes imo. And the hyperdashes should also be less than the dashes for comfortable play. I suggest only adding hyperdashes where you feel it’s absolutely necessary (strong beats) I can point out a few places: 00:06:469 (1) - 00:07:469 (1) - 00:08:469 (1) - 00:09:469 (1) - 00:12:719 (2) - 00:13:219 (4) - 00:14:469 (1) - 00:16:469 (1) - 00:18:719 (2) - 00:19:719 (2) - 00:20:719 (2) - 00:22:469 (1) – etc. It’s still a lot of places. - there are a number of different types of overdoses in the ranked section and mine would probably be very different compared to others that you have probably played... I'm trying to experiment different type of overdose mapping and this is the result... still, I'm constantly trying to get more inputs from other top players for this particular diff in the meantime...
  2. Another thing that really bothered me was the fact that you used a lot of consecutive circles in this diff. Example: 00:13:469 (1,2,3,4,5,6,1,2,3,4,5,6,7,8,1,2,3,4,5,6,1,2,3,4,5,6,7,8,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,5,6) – etc. (It got too long, lol) This lacks variety and makes the diff very difficult and also uncomfortable to play. I highly suggest mixing some sliders in between there as well. - maybe no, maybe yes... i might going to revise on them if it's too consecutive (but i think it's fine imo for this diff)

I’m still not sure if I can judge overdose correctly, but these are my personal opinions. Perhaps wait for others (experts) to check this out before making big changes.

Rain!!:
  1. Lift your HP a bit. Right now it’s a bit too low for a Rain diff. Either 6 or 7 will work. - i would rise it to 6 if overdose's is 7 HP. no change
  2. 00:01:469 (1,2) –Hyperdash doesn’t really fit here imo. Vocal isn’t strong enough. Try to keep the spacing similar to 00:00:469 (1,2,3,4) – since the vocals are the same. - ok
  3. 00:03:969 (3,4) -^, even though the pitch is a bit higher than here: 00:03:469 (1,2,3) – I still feel a hyperdash is too much. A dash is fine, so rather keep the spacing similar to: 00:03:469 (1,2,3) – - i'm pretty sure that this isn't a hyperdash in the first place lmao... but i keep the distance since the pitch is higher
  4. 00:04:219 (4,1) –The song isn’t that intense here but still the spacing looks quite big. Consider nerfing it a bit to support the music better. - i still prefer having hdash to (1)...
  5. 00:06:969 (5,6,7,8) –Consider making the spacings here similar to 00:06:469 (1,2,3,4) – for consistency since the vocals’ intensity remains the same at this part. - k
  6. 00:07:844 (4,5) –A normal dash would fit in better here and not a hyperdash. The beat/vocal isn’t strong enough imo. - alright
  7. 00:09:219 (7) –Be consistent with 00:08:719 (3) – and also add a dash there/use similar spacing since they follow the same beat. - err no... I'll keep it the same as 00:07:219 (7) - actually... no change
  8. 00:09:844 (4,5) –Same as 00:07:844 (4,5) – etc. I’m not gonna point out all similar cases. - kk i get it.. sheeesh
  9. 00:18:719 (2) –At strong beats like this I would actually expect a hyperdash. - i think a normal dash would be sufficient enough... i only added some more distance inbetween the notes
  10. 00:29:344 (5,1) –I suggest adding a bit of distance here because of the strong beat on (1) - aye
  11. 00:36:969 (3,4) –Too large spacing and the vocals aren’t that intense, so consider nerfing it a bit. - reduced
  12. 00:38:594 – and 00:38:844 – Since there are beats here, I would map them out by changing 00:38:469 (1) – and 00:38:719 (2) – into 1/2 sliders:
    - okay then
  13. 00:16:594 -^ - but this one is a nope for me
  14. 00:10:594 -^ - ^
  15. 00:16:594 -^, etc. Not gonna point out all of them. - ^, etc. not gonna apply all of them
  16. 00:39:344 (1,2) –A hyperdash here would be nice to support that strong beat on (2) - not sure if it's good, but let's try adding hyperdash first~
  17. 00:50:344 (4,1) –Consider adding a hyperdash here for the strong beat on (1) - lol why i forgot about this one xP
  18. 00:52:469 (1,2) –Why is the distance so small between these two? It looks inconsistent with the rest of the similar patterns. Consider making the spacing a bit bigger, the same as other similar beats. - fixed
  19. 00:54:094 –You can map this beat out as well by changing 00:53:969 (4) – into a ½ slider. - i prefer not to add as many 1/2 notes to avoid overmapping... i only added one or two but that's enough for this diff in particular
  20. Some of the dashes/spacings look inconsistent and consistency is very important imo otherwise the diff can look messy and random.

Like in the overdose diff, you used a lot of consecutive circles which take away variety and make a diff uncomfortable to play. Add in more sliders. - adding some

Platter!!:
  1. HP is a bit too low. Consider raising it to 5 or 6. - as i've mentioned above
  2. 00:06:594 –Just like in the Rain diff, a note can be added here so you can change 00:06:469 (1) – into a ½ slider. I’m not gonna point out the others, but you should be able to find them. Rather not leave out places where you can clearly hear vocals/a beat otherwise the diff can play a bit weird. - iot's true but i'm trying to not make the diff overmapped so it's hard to either put or not... if it suited the rhythm, i'll add it
  3. 00:12:469 (1,2,3,4) –Why not make the spacings similar here? They do follow the same beat afterall. - hmmmm
  4. 00:12:469 (1,2) – and 00:12:969 (3,4) – Also, I feel the spacings are too low here since there’s a loud beat on 00:12:719 (2) – and 00:13:219 (4) – and they should be emphasized more. You emphasized it more here: 00:13:469 (1,2) – so be a bit consistent. - i could do that, but I prefer to ephasize the vocals more (maybe adding a extra bit of spacing but that's there to them for now
  5. 00:39:344 (1) –A bit more spacing won’t hurt here. - remapped a bit on that part
  6. 01:04:719 (2,4) –It feels as if larger spacings will fit in better with these circles than with these circles: 01:04:469 (1,3) – since the beats on (2) and (4) are quite loud and strong. Also they are inconsistent with 01:05:719 (2) – which has a larger spacing. - same as what i've mentioned above since it's the same part

Same thing about the use of too many consecutive circles. - i'm not completely follow on adding sliders since adding 1/2 slider wont actually create droplets so i stick with circles... but still i'll look for some parts that can be changed into slider (especially the 1/1 distance) if it deemed so

Salad!!:
  1. HP should rather be 4 or 5. - as mentioned above
  2. 00:05:469 (1) –Rather remove this new combo. It’s unnecessary. - fuck
  3. 00:11:219 (4) –Consider placing this note somewhere here: X:248 to be consistent with 00:10:469 (1,2) – and also since the beat on (4) is strong. - same as what i've been saying above as well
  4. 00:12:219 (4) -^, add a bit more emphasis. I’m not gonna point out all of them. - ^
  5. Beats like these: 00:12:719 (2,4) – can also be increased in spacing a bit imo. - okay~
  6. 00:36:469 (1,2,3,4,5,6,7,8,9,10,11,12) –This combo is a bit too long for a salad. The recommended length is 10. - fuck another one
  7. 00:39:344 (1) –A bit more spacing can be added at this slider since the beat is strong on the head. - a bit
  8. 00:39:719 (2,3,4) –Rather make the spacing here similar. There’s no reason for them to be differently spaced imo. - okay
  9. 00:51:969 (3,4,5,2,3,4) –Rather make the spacings here similar since they do follow the same beat. - okay~
  10. 00:56:219 (4) –This can be spaced out a bit. No need to place it at the same place as 00:55:844 (2,3) – A little bit of emphasis would be nice. - allright
  11. 01:15:469 (1) –Unnecessary NC - again, fuck
  12. 01:28:219 (4) –More spacing here would be nice for emphasis.
  13. A lot of the spacings feel inconsistent and it would be better for the spacings to remain consistent since this is the Salad diff, so it would be nice to use the distance spacing option a bit more. Also don’t shy away from spacing notes out a bit more. This doesn’t mean using more dashes but rather forcing the player to move the plate a bit more to the left or right without having to use dash. - i like players to familiarize the hard dashes in this diff without having difficulty of making large movement along the way.

Same issue as other diffs about using too many consecutive circles.

Cup!!:
  1. Your NC pattern is a bit too short. Don’t make it too short otherwise the fruit will jump off the plate too early which isn’t always a good thing. Rather add NC every third measure. I’ll point out a few: Remove NC at these places: 00:01:469 (1) - 00:03:469 (1) -00:07:469 (1) - 00:09:469 (1) - 00:11:469 (1) – etc.
  2. 00:05:469 (1) –Unnecessary NC
  3. 00:28:469 (1) - ^, not gonna point out all of them.
    i forgot to adjust the NC while i was mapping this lmao... fixed
  4. 00:07:719 (2,3) – and 00:09:719 (2,3) – Use similar spacing here since they follow the same beat. - okay
  5. 00:12:719 (2,4) –You can add a bit more spacing at these so they are emphasized more. A zigzag pattern where the players has to move the place to the left and right a bit more. - let's see if it's good
  6. 00:13:969 (3) –Add a bit more spacing at this three since the beat on it is loud and can be emphasized more. - a little more would be fine, but more than that would be too hard for this diff
  7. 00:15:719 (2,3) – and 00:17:719 (2,3) – Again, use similar spacing here since they have the same beat. - okay
  8. I’m not gonna point out every single place where you can add a bit more spacing, so listen for the strong beats and add a bit more spacing accordingly. Also, try to keep the distances similar for objects that follow similar rhythms. For aesthetic reasons and also because it’s very noticeable in-game for a Cup diff. - not sure of what you want to say but adding more spacing would make the diff harder than it supposed to so i'm trying to avoid that... still, thanks for pointing out

I also think there can be a bit more sliders in this diff for more variety. - it should be enough i think

If you have any questions regarding my mod, feel free to poke me in-game.
Good Luck~ :D
thanks for the mod~!
SYAHME
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Topic Starter
Kagari
metadata conformation~ thanks kwan for the check! :D




*update (26/12/2016)*
some short discussion with clsw
2016-12-26 22:18 CLSW: 01:10:469 (1,2) - pixeldash w
2016-12-26 22:18 Kagari: w.w
2016-12-26 22:18 Kagari: hdash then
2016-12-26 22:19 CLSW: 00:20:094 (4,5,6) - seems too long jump here
2016-12-26 22:19 CLSW: especially 00:20:094 (4,5) - can be considered as semi edge dash cuz the hyperdash flow on 00:19:969 (3) -
2016-12-26 22:19 Kagari: i see
2016-12-26 22:20 CLSW: okay i won't touch anything for detail
2016-12-26 22:20 CLSW: overall it's fine fun map w
2016-12-26 22:21 Kagari: yey /o/
2016-12-26 22:21 CLSW: just try to be careful on 1/2 jump distances
2016-12-26 22:21 CLSW: that's all i can say~
2016-12-26 22:21 Kagari: kk thanks for the input~
Moeruattack
#modreqs

Color fruit is all default color c:

Overdose
00:20:219 (5) - I bet mostly have less reaction to catch this one after timing jump. Lessen the distance just a bit.
00:31:344 (5) - Looks way better movements if move this one to x:216, retaining H-Dash.
00:30:094 (9) - Kinda excessive distance adding here, lessen just a bit to x:304.
00:44:969 (3,4) - Flow kinda short on previous (2), move both to x:232 seems fine. And also, New Combo.
00:51:219 (6,7,1,2,3,4,5,1,2,3,4,5) - Dangerous questionable timing jump for overdose and its bpm=240. I still can catch it but some other may have different opinion about it. 00:52:719 (2,3,4) - one seems harder than other parts, prefer if move 00:52:969 (4) a bit left to x:384 as it plays the same.
01:22:094 (4,1) - lol not sure i can catch this with this distance.

Hard Overdose, but really good one :o
Only questionable distance, which I`m sure other modders might have different opinions.

Rain
01:12:719 (3,4) - I was really expecting to see h-dash on next one but isn`t.
01:14:219 (6) - Move this one to x:88, seems looks a bit better.
01:22:469 (1) - Move a bit right, just reducing some *ezmiss* stuff :p

Good rain :3

Platter
00:25:469 (1,2) - Anti-flow for platter. Curve slider might do, but if wanna keep the way it looks, then its fine :p
00:33:344 (5,1) - Looks ugly if played for a while. Like 00:33:469 (1) was unnecessary extra note, same goes as 00:35:469 (1).
00:39:219 (5) - Same extra notes.
00:37:719 (3,4,5) - Anti-flow, prefer if Ctrl+H then move to x:200, since it was same too.
00:44:719 (2) - Seems fit if add more distance since have stronger beats like (1).
00:47:844 (2) - Better if move this one a bit right to x:344, looks a bit clean.

Hard to point out, but might need a bit more modder for this one. And probably there`s some extra notes that you can removed but not sure where, I guess other opinion for modder then.

Salad
00:33:344 (4) - A bit left to x:264, a bit better flow if plays on Default skin.
00:35:344 (4) - Move to x:184, ^.
00:31:344 (3) - Better move this one to x:240.
00:39:719 (2,3,4) - Ugly flow, better use 1.00x distance but (4) just 1.3 or 1.5x distance.
01:24:719 (2,3,4) - Salad cannot use anti-flow on this one. Ctrl+H and put on same place.
01:28:469 (5) - You could make this one a jumpy pattern for the end.

Salad is ok i guess.

Cup
00:32:469 (1,1) - Lack of distance for a strong beat.
00:40:469 (1,1) - ^
00:46:094 (5) - ^
01:20:469 (1,2,3,4,5,6) - Better use repeated slider instead, still same, but adds variety.
01:10:469 (1,2,3,4,5,6) - ^
00:50:469 (1,2,3,4,5,6,1,2,3) - ^
00:53:469 (4,5,6,7) - Use slider instead of notes.
01:28:469 (5) - I expect movements on this one lol.

I think you need to use more sliders than notes for Cup difficulty, even it is same pattern.

#Rankmorehardermaps2017
Good luck for ranking :3
Topic Starter
Kagari

murutattack wrote:

#modreqs

Color fruit is all default color c: - nanti add c:

Overdose
00:31:344 (5) - Looks way better movements if move this one to x:216, retaining H-Dash. - sure! (btw remapped that part a bit)
00:51:219 (6,7,1,2,3,4,5,1,2,3,4,5) - Dangerous questionable timing jump for overdose and its bpm=240. I still can catch it but some other may have different opinion about it. - we'll see about that~ 00:52:719 (2,3,4) - one seems harder than other parts, prefer if move 00:52:969 (4) a bit left to x:384 as it plays the same. - okay~
01:22:094 (4,1) - lol not sure i can catch this with this distance. - it's passable enough xP (did some modifications tho)

Hard Overdose, but really good one :o
Only questionable distance, which I`m sure other modders might have different opinions.

Rain
01:12:719 (3,4) - I was really expecting to see h-dash on next one but isn`t. - xP added
01:14:219 (6) - Move this one to x:88, seems looks a bit better. - readjust the pattern of that part
Good rain :3 - hew :3

Platter
00:25:469 (1,2) - Anti-flow for platter. Curve slider might do, but if wanna keep the way it looks, then its fine :p - i guess it's fine as it is for now
00:33:344 (5,1) - Looks ugly if played for a while. Like 00:33:469 (1) was unnecessary extra note, same goes as 00:35:469 (1). - fair enuf.. removed
00:39:219 (5) - Same extra notes. - ^

Hard to point out, but might need a bit more modder for this one. And probably there`s some extra notes that you can removed but not sure where, I guess other opinion for modder then. - we'll see about that too

Salad
00:39:719 (2,3,4) - Ugly flow, better use 1.00x distance but (4) just 1.3 or 1.5x distance. - readjust the pattern a bit
01:28:469 (5) - You could make this one a jumpy pattern for the end. - :thinking:

Salad is ok i guess. - yey

Cup
00:53:469 (4,5,6,7) - Use slider instead of notes. - i prefer the previous one instead
01:28:469 (5) - I expect movements on this one lol. - kek

I think you need to use more sliders than notes for Cup difficulty, even it is same pattern. - :thinking:

#Rankmorehardermaps2017
Good luck for ranking :3 - thanks~! :3
the rest of them have been applied accordingly
thanks for the mod murut~! :3
Xinnoh
I mapped this song when www.working!! first aired but gave up because i thought the new season was shit :/ triggering my ptsd a little

General
You're probably going to have to put CV stuff like character names in artist
Not really sure if soft-hitwhistle matches the song, it doesn't compliment it much and just stands out in comparison. Variations of the default soft-whistle would probably be a better choice to use.
00:28:469 (1) - For salad maybe platter, just simplify the rhythm for this section into just 1/1 sliders. Feels kind of overmapped on the low diffs, + you don't always have to follow the vocals.
Note density should match song intensity, for the lower diffs you often use lots of 1/2 patterns on some of the weaker parts and stick to 1/1 in kiai areas. Lower note density on the easy parts.
You sometimes go on large sections without using any sliders, they are vital to maintaining flow because droplets aid in guiding the player on where to go during passive parts. I would highly suggest raising the usage of sliders that you have.

On cup I just don’t agree with the note density usage. The opening is fairly high, but long sliders are used to map the chorus. Doesn’t really match the tone of the song. There’s other issues here but I’m not good with low diff stuff,

Salad
  1. 00:00:469 (1,2,3,4) - Odd spacing because 1,2 is a dash but 3,4 have a larger difference between pitch of vocals. Would suggest more constant spacing on lower diffs. That said, 00:01:969 (3) - needs a bit more emphasis because it's much higher compared to anything else in this section
  2. 00:04:469 (1) - Make larger so it's clear it's a dash
  3. 00:10:969 (3,1) - ^ or reduce spacing for consistency
    eh would be better if I did general stuff rather than specifics
It seems like overmapping this song prevents actually emphasizing the important parts. If you use fewer circles, it would match up with more important sounds, and
Use more sliders to help control flow on parts where there aren’t any for 5+ seconds
Salads should generally have very few dashes, only done to emphasise important parts. They’re equivalent of a hyperdash on platter,

Platter
Kind of questioning whether or not 1/2 hyperdashes should be allowed at this bpm. They function literally identically to 1/4 hyperdashes of 120bpm, which are unrankable
00:18:469 (1,2,3,4,1,2,3) - just going back and forth like this doesn’t really represent anything in the music, change aroudn so that there’s less distancing on vocals which have less importance
You’re using 1/2 large dashes too often imo. These kind of dashes really break flow and have the player focus on that specific dash. If it was a one off important part of the music it could work (eg. 00:00:469 (1,2) - the start maybe), but it’s just over used in general for the rest. Reduce distances on those so they’re walkable, it will improve flow
I don’t have to reference a specific area, but a pattern you use too often is dash to the side, triple, dash back, change side, repeat. If you change patterns to give more variety in flow, it would create more interesting patterns, rather than just repeating them.

Rain
00:02:719 (2,3,4,5,6,1) - why is an easy opening lyrics like this technical, just keep the first part simple because it has much less importance compared to the rest of the song
My unwritten rule on mapping a good rain is that hyperdash speed should reflect importance of the sound. eg. 00:11:344 (6,1) - Is a massive hyperdash for a small sound, whereas 00:12:344 (6,1) - has a more important sound, but has a smaller hdash. big sound = big dash
If you’re mapping streams, they look significantly better if you make them look like shapes. Eg. use slider to stream to form curves, create squares with the grid, or just use straight lines. By doing this you can create patterns that are easier for the player to recognise. This point will probably apply to overdose too.

Can kind of tell that you just copy pasted a diff and then changed patterns to make it easier or harder :/ Try and changing patterns around or at bare minimum ctrl-h large sections so that diffs are different from each other

Overdose
Most of the rain stuff applies here
Hard antiflow triplets and edge dashy stuff should only be used when the music has a significant change to justify it. If you use them a lot it’s just tedious to play
In general it feels like the spacing on non-hyperdash objects is far too large. If you take a look at one of Assdance’s more recent sets, you’ll see that he actually uses really small spacing, they’re all pretty much the same distance apart too. The only things that have inconsistent spacings are hyperdashes, but that’s more so that the diff can be overweighted. By having consistent normal dash spacing, it creates a clear pattern for the player to follow, and they don’t have to keep guessing how far each fruit will be.
Topic Starter
Kagari
wip

Sinnoh wrote:

I mapped this song when www.working!! first aired but gave up because i thought the new season was shit :/ triggering my ptsd a little - it's not that great compare to previous series, but still I like it a lot (mainly because of muranushi asjdhakjshdlaksjdh)

General
You're probably going to have to put CV stuff like character names in artist - did that, stuck at submission page coz bss wont let me use longer name for the artist... so i followed kwan's metadata suggestion for much safer solution (for now)
Not really sure if soft-hitwhistle matches the song, it doesn't compliment it much and just stands out in comparison. Variations of the default soft-whistle would probably be a better choice to use. - aaaa i'm not good enough with hitsounds so i probably gonna ned help if this became an issue
00:28:469 (1) - For salad maybe platter, just simplify the rhythm for this section into just 1/1 sliders. Feels kind of overmapped on the low diffs, + you don't always have to follow the vocals. - reduced a bit, tho i prefer mapping with vocals at this point
Note density should match song intensity, for the lower diffs you often use lots of 1/2 patterns on some of the weaker parts and stick to 1/1 in kiai areas. Lower note density on the easy parts. - urgh, i'll try to change some of them
You sometimes go on large sections without using any sliders, they are vital to maintaining flow because droplets aid in guiding the player on where to go during passive parts. I would highly suggest raising the usage of sliders that you have. - hmm... i'll try to add some if possible

On cup I just don’t agree with the note density usage. The opening is fairly high, but long sliders are used to map the chorus. Doesn’t really match the tone of the song. There’s other issues here but I’m not good with low diff stuff, - managed to reduce some notes, but i dont think that's the main issue imo lol :P

Salad
  1. 00:00:469 (1,2,3,4) - Odd spacing because 1,2 is a dash but 3,4 have a larger difference between pitch of vocals. Would suggest more constant spacing on lower diffs. That said, 00:01:969 (3) - needs a bit more emphasis because it's much higher compared to anything else in this section - remapped this section a bit
  2. 00:04:469 (1) - Make larger so it's clear it's a dash - if you talk about dash towards (1), yeah i increased the dash a bit... but if you talk about dash from (1), then no is the answer
  3. 00:10:969 (3,1) - ^ or reduce spacing for consistency - made it larger
    eh would be better if I did general stuff rather than specifics - i prefer specifics unless the general stuff is not too vague for me to comprehend
It seems like overmapping this song prevents actually emphasizing the important parts. If you use fewer circles, it would match up with more important sounds, and
Use more sliders to help control flow on parts where there aren’t any for 5+ seconds
Salads should generally have very few dashes, only done to emphasise important parts. They’re equivalent of a hyperdash on platter,
this kind of explanations are too vague for me, so i can't blame you or myself if i didn't cover most of the parts... ._.

Platter
Kind of questioning whether or not 1/2 hyperdashes should be allowed at this bpm. They function literally identically to 1/4 hyperdashes of 120bpm, which are unrankable - i think it's fine, tho i must say that it doesnt have to be that much of that kind of hyperdashes in the first place xP
00:18:469 (1,2,3,4,1,2,3) - just going back and forth like this doesn’t really represent anything in the music, change aroudn so that there’s less distancing on vocals which have less importance - remapped some a bit
You’re using 1/2 large dashes too often imo. These kind of dashes really break flow and have the player focus on that specific dash. If it was a one off important part of the music it could work (eg. 00:00:469 (1,2) - the start maybe), but it’s just over used in general for the rest. Reduce distances on those so they’re walkable, it will improve flow - errr
I don’t have to reference a specific area, but a pattern you use too often is dash to the side, triple, dash back, change side, repeat. If you change patterns to give more variety in flow, it would create more interesting patterns, rather than just repeating them. - errr
i can't give any comments on the last two, I'll change them if there's a lot of modders giving some advice on that particular parts


Rain
00:02:719 (2,3,4,5,6,1) - why is an easy opening lyrics like this technical, just keep the first part simple because it has much less importance compared to the rest of the song - welp i'll try to make it less intense than before
My unwritten rule on mapping a good rain is that hyperdash speed should reflect importance of the sound. eg. 00:11:344 (6,1) - Is a massive hyperdash for a small sound, whereas 00:12:344 (6,1) - has a more important sound, but has a smaller hdash. big sound = big dash
oh shit i completely unaware of that ( I've mapped this previously so that i can trigger hdash on some parts but ended up like this rip) fixed some patterns a bit to make sure the distance is kinda acceptable for this matter... big thanks for pointing this out!
If you’re mapping streams, they look significantly better if you make them look like shapes. Eg. use slider to stream to form curves, create squares with the grid, or just use straight lines. By doing this you can create patterns that are easier for the player to recognise. This point will probably apply to overdose too. - nah i still prefer my way of making stream patterns... i only use slider stream option if the previous pattern is too bad xP

Can kind of tell that you just copy pasted a diff and then changed patterns to make it easier or harder :/ Try and changing patterns around or at bare minimum ctrl-h large sections so that diffs are different from each other - yeah i did copy pasted some parts from higher diffs but that doesnt really mean that I'm a lazyass... this mapset is more to a 'difficulty spread' kind of sets... if i were to make multiple variation of the mapset, i could create at least another set of difficulties to cater with the variation spread that you've mentioned, or just find one or two GDers to make some GDs on this set... but doing that would defeat the purpose of having this kind of mapset in the first place.

Overdose
Most of the rain stuff applies here - aye aye
Hard antiflow triplets and edge dashy stuff should only be used when the music has a significant change to justify it. If you use them a lot it’s just tedious to play - it's called overdose for a reason duhh
In general it feels like the spacing on non-hyperdash objects is far too large. If you take a look at one of Assdance’s more recent sets, you’ll see that he actually uses really small spacing, they’re all pretty much the same distance apart too. The only things that have inconsistent spacings are hyperdashes, but that’s more so that the diff can be overweighted. By having consistent normal dash spacing, it creates a clear pattern for the player to follow, and they don’t have to keep guessing how far each fruit will be. - you don't have to compare that person's mapset to mine... we clearly have different kind of mapping style(s) and I'm nowhere near his level in a sense of mapping methodology... but still, i do understand by what you meant about spacing distances for normal dash and i tried to fix this... however, this part is too vague for me and i cant figure out which part needs to be done so I just had to go on my instinct for this one... probably gonna missed out some part but i dont think it will cause much of an issue in terms of gameplay.
thanks for the mod sinnoh~ o/
CLSW
[Platter]
00:20:969 (2,3,4,5) - Antiflow movement here seems too hard for platter difficulty, try to make them as curved with straight flow or something easier like full vertical?
00:22:344 (5) - bpm 240 1/2 HDash is pretty a borderline since the ranking criteria says, but as I did for Sey's tekken map before when I was QAT this can be passable with some discussions imo. Try to contact with QATs about this. In my opinion this can be considered because its flow is straight without antiflow and enough spaces exist after HDash.
00:25:344 (5,1) - but this one is nope :( if you really wanna use this as HDash you may try to make 00:25:469 (1,2) - fully horizontal.
00:26:844 (3,4) - Another antiflow complex here, this can make players confused. Try to use horizontal one
00:29:969 (8,9,10) - ^
00:39:844 (7) - to make this smoothly, try to move 00:39:844 (7) - to x:304
00:48:469 (1,2) - Antiflow jump after HDash is not recommendable usage for Platter difficulty. This is gonna kill players with reactions.
00:49:844 (2,3,4) - This one needs more movements to not be flowbreaker. try this. 00:53:719 (2,3,4) - antiflow complex
01:24:469 (1,2,3,4,5,6) - Huge antiflow madness, this is almost like overdose level usage. I highly recommend you to change like this one.
I didn't mentioned the other 1/2 HDash usages, so just you need some more discussions.

[Rain]
00:17:594 (2) - Easy to overshoot so probably it needs more spacings. try x:32
00:37:344 (5,1,2,3,4,5) - Not really satisfying flow imo. I'd recommend to add jump between 00:37:344 (5,1) - , 00:37:594 (2,3) - and 00:37:844 (4,5) - .
00:48:719 (2,3) - Flow isn't finest one. How about to ctrl+h all objects of 00:48:969 (3,4,5,6) - ?
01:09:594 (2) - Similar reason as 00:17:594 (2) - , try to replace this on corner.

[Overdose]
00:09:594 (2,3,4) - Needs more movements here for better flow, how about to try this? 00:27:219 (5,6) - Felt a bit harsh distance. Reduce a bit?

:idea:
Topic Starter
Kagari

CLSW wrote:

[Platter]
00:20:969 (2,3,4,5) - Antiflow movement here seems too hard for platter difficulty, try to make them as curved with straight flow or something easier like full vertical? - did a curved like stream for better flow
00:22:344 (5) - bpm 240 1/2 HDash is pretty a borderline since the ranking criteria says, but as I did for Sey's tekken map before when I was QAT this can be passable with some discussions imo. Try to contact with QATs about this. In my opinion this can be considered because its flow is straight without antiflow and enough spaces exist after HDash. - i think i's fine to me for now... seems okay for that kind of 1/2 Hdash (tho i did deleted some of the more unrankable 1/2 hdashes like the ones that you have mentioned
00:25:344 (5,1) - but this one is nope :( if you really wanna use this as HDash you may try to make 00:25:469 (1,2) - fully horizontal. - made it normal dash instead of hdash w
00:26:844 (3,4) - Another antiflow complex here, this can make players confused. Try to use horizontal one - okay~
00:29:969 (8,9,10) - ^ - ^
00:39:844 (7) - to make this smoothly, try to move 00:39:844 (7) - to x:304 - okay~
00:48:469 (1,2) - Antiflow jump after HDash is not recommendable usage for Platter difficulty. This is gonna kill players with reactions. - reduced the dash inbetween the two notes
00:49:844 (2,3,4) - This one needs more movements to not be flowbreaker. try this. - might have readjusted a bit coz i destroyed the 1/2 hdash at that part00:53:719 (2,3,4) - antiflow complex - okay~
01:24:469 (1,2,3,4,5,6) - Huge antiflow madness, this is almost like overdose level usage. I highly recommend you to change like this one. - fuck me oh my god xP (remapped this based on my opinion, not gonna used your suggestion, sorry
I didn't mentioned the other 1/2 HDash usages, so just you need some more discussions. - deleted most of the 1/2 hdashes except some part at the end, i managed to make the hdashes less complicated and more towards flow (in a sense)

[Rain]
00:17:594 (2) - Easy to overshoot so probably it needs more spacings. try x:32 - not necessary tho, but i'll try doing that for now
00:37:344 (5,1,2,3,4,5) - Not really satisfying flow imo. I'd recommend to add jump between 00:37:344 (5,1) - , 00:37:594 (2,3) - and 00:37:844 (4,5) - . - not making jump for 00:37:344 (5,1) - but applied the rest
00:48:719 (2,3) - Flow isn't finest one. How about to ctrl+h all objects of 00:48:969 (3,4,5,6) - ? - fixed... seems much better compared to previous :D
01:09:594 (2) - Similar reason as 00:17:594 (2) - , try to replace this on corner. - not necessary tho, but i'll try doing that for now

[Overdose]
00:09:594 (2,3,4) - Needs more movements here for better flow, how about to try this? - not really follow your suggestion, but i get the idea of the movement w 00:27:219 (5,6) - Felt a bit harsh distance. Reduce a bit? - okay

:idea:
:!: :!:

thanks for the mod clsw~! :D

all are updated~ o/
Yumeno Himiko
NM as requested

[General]
Reconsider HP in all diffs, seems a bit low, my suggestion is HP+1 on all diffs

[Cup!!]
00:04:469 (1) - Feels a bit strange here, make this slider end at 00:05:219, or add a note at 00:05:344.
00:06:469 - 00:23:469 The density of notes is a bit too high for a Cup diff, you may consider remove some notes for several short breaks, such as 00:08:219 (5), 00:10:219 (5) and so on.
2nd kiai part same, reduce the density of notes a bit

[Salad!!]
00:04:469 (1) - Dash seems a bit larger than other dashes, reduce a bit?
00:05:344 (5) - ^
00:15:969 (2) - a bit far from the previous note, move to x:264
00:17:969 (2) - copy&paste
00:41:469 (1) - hmm actually I think removing this note will make the rhythm better
00:43:469 (1) - same on this, if you agree, I guess you can combine patterns like 00:33:344 (4,1) into 1 slider.
01:09:969 (4,5,1) - 2 dashes appear here, and I strongly suggest you cut down one of them into a walk.
01:14:969 (3,4) - I can understand your idea but the ds gets ambiguous here and hard to say it's a walk or a dash, my suggestion is to move 01:15:219 (4) to the same position as 01:14:719 (2).

[Platter!!]
00:03:969 (3,4) - Nearly edge dash here, considering the next jump is hyper jump, I'll say you should reduce ds a bit.
00:05:969 (3,4) - same here
00:38:969 (3,4) - very easy to miss here, a sudden jump, you may just make them closer and easier to catch. Something like 00:36:969 (3,4).
00:43:969 (4,5) - same reason as the 1st suggestion
00:57:344 (5,6,7,1) - Imo the hypers look a bit weird for a platter diff, you may cut the ds down or consider another pattern.
01:11:719 (2,3) - can be catched without pressing dash, add some ds

[Rain!!]
00:25:344 (5) - x:160 to improve the flow
00:26:344 (5) - x:352
01:04:469 (1,2,3,4,1,2,3,4,5) - ds get larger gradually?

[Overdose!!]
00:07:719 (3) - x:48 to curve the stream
00:09:719 (3) - x:472
00:11:094 (4) - x:176 curve in another direction
00:12:219 (5) - x:312
00:15:719 (3) - x:48 again
00:17:719 (3) - ^ seems that there're still some similar flows in the later kiai parts, not going to mention them all.
00:22:469 (1,2,3,4,5,6,7,8,1) - tbh I think this is a little hard, especially 00:23:344 (8,1) since it just ends long continuous jumps. At least 00:23:344 (8,1) needs to be reduced.

That's all from me, good luck~
Topic Starter
Kagari

Yumeno Himiko wrote:

NM as requested

[General]
Reconsider HP in all diffs, seems a bit low, my suggestion is HP+1 on all diffs - not sure about this tho... seems higher HP on overdose make it too hard for players i think... i'll be keeping tabs on this if more modders are questioning about the HP

[Cup!!]
00:04:469 (1) - Feels a bit strange here, make this slider end at 00:05:219, or add a note at 00:05:344. - added a note
00:06:469 - 00:23:469 The density of notes is a bit too high for a Cup diff, you may consider remove some notes for several short breaks, such as 00:08:219 (5), 00:10:219 (5) and so on. - tried to reduce some
2nd kiai part same, reduce the density of notes a bit - ^

[Salad!!]
00:41:469 (1) - hmm actually I think removing this note will make the rhythm better - okay
00:43:469 (1) - same on this, if you agree, I guess you can combine patterns like 00:33:344 (4,1) into 1 slider. - oh yeah... slider seems much appropriate for this part... added a slider for above suggestion too
01:09:969 (4,5,1) - 2 dashes appear here, and I strongly suggest you cut down one of them into a walk. - reduced the distance of (4) and (5)

[Platter!!]
00:57:344 (5,6,7,1) - Imo the hypers look a bit weird for a platter diff, you may cut the ds down or consider another pattern. - cutting down some ds to eliminate the hdash for 00:57:344 (5,6) -

[Overdose!!]
00:17:719 (3) - ^ seems that there're still some similar flows in the later kiai parts, not going to mention them all. - got it
00:22:469 (1,2,3,4,5,6,7,8,1) - tbh I think this is a little hard, especially 00:23:344 (8,1) since it just ends long continuous jumps. At least 00:23:344 (8,1) needs to be reduced. - reduced ds a bit but keeping the hdash

That's all from me, good luck~
rest of them are applied accordingly... thanks for the mod exam... err i mean himiko~! :3
Hareimu
:lol: m4m, remember to mod painful history after this <3

[Cup]
  1. 00:13:719 (2,1) - Distance between these is a bit rough? 1,34x should be ok.
  2. 00:07:469 (2,3,4,2,3,4,2,3,4,2,3,4,2,3,4,2,3,4,3,4,5,3,4,5) - I wonder if all these are just copypasted or for some reason you couldn't think of alternative pattern choices at the moment of mapping. Whatever, er, I suggest you vary the patterns of all these a bit just for more diversity and so, since playing the same triangle patterns two pairs of four consecutive times in a row is kinda boring IMO.
Personal Thoughts: Pretty fun cup, although I noticed you were going for a quite symmetrical style if I must say so. One thing is symmetry and another one is repeating the same patterns too many times as I mentioned on the last point though, so you might wanna check out deeper on to possibly make significant changes to vary the layout of notes a tad. I believe it can be even more fun this way~

[Salad]
  1. 00:00:469 (1,2,1,2) - These two could be symmetrical between them just to have a nice touch to the beginning.
  2. 00:23:469 (1,2,3,4) - Standing still to catch most of these ain't fun, you could spread them to progressively move to the right side or at least to the center, since there is a 1/1 distance between all these objects.
  3. 00:24:594 (2,3,4) - Some more distance between these could work nicely since the drums are pretty strong. Same with 00:25:594 (2,3,4) - these.
  4. 00:24:469 (1,2,3,4,5,1,2,3,4,5,1,2,3,4,5,6,7,8) - Too much time over the left side IMO, 3 seconds playing over this side leaves the opposite one really empty. Try ctrl+h-ing 00:25:469 (1,2,3,4,5) - these.
  5. 00:51:469 (1,2,3,4) - I was expecting these patterns to reappear 00:53:469 (1,2,3,4) - here too, for consistency between the same pitched sounds, but I think this is mostly personal prefference.
  6. 00:54:469 (1,2,3,4,5,1,2,3,4,1,2,3,4,5) - Again, too much time over the left side. Give some love to the right side too :<
  7. 00:54:969 (3,4) - Try moving these a bit further apart from 00:54:719 (2) - to make the movement between these more pronounced and evident, since the strength (2) has could be emphasized a bit more.
Personal Thoughts: Pretty easy salad, although even if it's a salad and it should be made for new players, most if not all of the dashes could be spaced some more to both increase a bit the difficulty of the map and to make the diff have more movement overall, since the song provides a lively, happy jumpy melody and the dashes don't really reflect this.

[Platter]
  1. 00:20:469 (1) - For some reason the way this slider is curved (even if it's almost completely horizontal) makes the droplet that is in between appear on a really uncomfortable place of the slider coming from the previous jump, so I'd suggest either making the slider more vertical-shaped or completely horizontal.
  2. 00:36:219 (4,1) - Why isn't there a HDash between these? There's a cymbal sound on (1), try moving 00:35:969 (3) - to x:400 or so and 00:36:219 (4) - to x:472 or something like that, it should work.
  3. 01:28:219 (4,5) - Same as before, it would grant a nice touch to the ending if there was an HDash between these two to finish off the map.
Personal Thoughts: Nicely made platter, but if I have to say something I'm not completely sure if having 1/2 240 HDashes at this point of the spread is a good idea, you should ask a BN or so to make sure.

[Rain]
  1. 00:29:219 - There is an audible sound here, yet there isn't a note here. Considering you're trying to follow both vocal line and instrumentals for as far as I've seen into the diff, I suggest you don't leave this empty.
  2. 00:52:719 (2,3,4) - The movement between these is just too much, I suggest you keep on using the same distancing you used 00:51:969 (3,4,5) - in places like these until now too, as there is also no reason to suddenly increase distancing since I can't notice any sense on emphasizing something that doesn't really sound so differently as to suggest a different distancing.
Personal Thoughts: Solid rain, even if it's kinda harsh due to the movements the player has to pull of in order to catch certain antiflowing patterns and so. It's a nice challenge, I think.

For the overdose, only thing I have to say is that dashing distance between patterns like 01:02:969 (3,4) - this one for example is really demanding to the player as to making precise movements and the like. If said distances were slightly reduced, the overdose would be A-OK to me so far.

Finished finally :D
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