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ICE - Entrance

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Topic Starter
Eyenine
This beatmap was submitted using in-game submission on Wednesday, May 14, 2014 at 5:07:19 PM

Artist: ICE
Title: Entrance
Source: Cytus
Tags: give money
BPM: 180
Filesize: 2599kb
Play Time: 01:38
Difficulties Available:
  1. Easy (2.43 stars, 103 notes)
  2. Entrance (5 stars, 405 notes)
  3. Hard (4.84 stars, 271 notes)
  4. Normal (3.75 stars, 130 notes)
Download: ICE - Entrance
Information: Scores/Beatmap Listing
---------------
Give money please.

Pending!
All diffs done by me. No guest diffs, pro'lly.
Entrance = Insane

I don't think my mapping style isn't original. I mean, I always checked La Cataline's VANESSA (Another diff) while mapping Insane. And yeah, I think it's pretty obvious. I'm sorry.

Completed mapset on 29 April 2014. Wow, this mapset alone took me 35 days.
Fixed artist (Ice --> ICE) on 11 May 2014. My bad. Also changed diff name (Insane --> Entrance)

Credits to Ringating for the BG fix.
Sakary
an Eyenine map again
Topic Starter
Eyenine

Hi_Hello wrote:

an Eyenine map again
Eyenine map = Shit map
There fore, Eyenine = Shit
haha
Sakary

Eyenine wrote:

Hi_Hello wrote:

an Eyenine map again
Eyenine map = Shit map
There fore, Eyenine = Shit
haha
NO! Your beatmap is really good.

Note: Need more patterns, especially in Insane
Topic Starter
Eyenine
I don't get what you mean by more patterns. If you're talking about variation, I can't. It's difficult for me to think of different patterns throughout a map.

Also, I have no plans to remap.
Okoayu
My M4M attempt


General

  1. I like the song, trying to point out some more minor issues on the insane.
  2. Note that I'm new to modding anything other than insane
  3. What's the "give money" in the tags mean?
  4. Also Combo Colour 3 is a bit too bright compared to the others IMO might try to use sth like this

  5. Example

    I think this way it's more pleasant to look at...
    R: 0
    G: 219
    B: 219

Insane

  1. Plays neat, imma point some things out nonetheless
  2. 00:25:816 - & 00:25:927 - I'd suggest you either map those as part of the stream that follows (because you do so here: 00:23:371 (2,3,4,5,6,7) - ) or similarily to 00:24:371 (1) - using another slider.
  3. 00:27:038 (1,2,3,4,5,6,7) - this pattern looks kind of out of place because you never split up a stream like that again throuhout the whole map, might consider just moving them closer together and leave the gap to 00:28:038 (8) - as it is
  4. 00:53:038 (1,2,3,4,5,6,1) - looks kinda lazy, would make this one a stream with low distance snap or similar to 00:42:371 (1,2,3,4,5,6,7) - because the sounds are similar here
  5. 00:58:371 (1) - might remove the whistles from its 1/6 ticks only, to empathize that the next sound in the music 00:58:705 (1) - is clearly louder than it
  6. 01:05:371 (1) - would remove the NC to have it similar to 01:03:705 (1,2,3,4,5,6) - or add a NC on that one (i think 3 is pretty short for a stream combo though)
  7. 01:06:704 (1) - same here, same reason ^
  8. 01:13:705 (1) - would extend this one by one tick to end on the white tick (01:14:371 - ) to have the last "bigger bass" of that buildup or whatever you wanna call it mapped aswell!
  9. 01:33:705 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18) -
    1. would NC on either 01:34:705 (10) - or 01:35:038 (13) -
    2. Would use 1/6 sliders for this stream (because the bass sounds in the background are so strong and actually land on those ticks imo:
      Example


      note that i only placed them hastily in order to have this argument

Hard

  1. I'm new to modding these kinds of diffs, dunno how it will turn out
  2. Wiki says OD 6 or higher is apropiate for a Hard diff (http://osu.ppy.sh/wiki/Hard)
  3. 00:10:371 (5,6) - would place them in a manner that suggest that these are only reversing once, would be cool for the flow too
    Example

    would be easier to guess what those are doing and might flow better
  4. 00:31:705 (1,2) - same here
  5. 01:08:927 (3) - looks like this is stacked wrongly
  6. 01:14:371 - would add a circle for the same reason as in the insane (actually mapping this last sound and have it end on a white tick)
  7. 01:16:705 (2) - would create this one as a rotated copy of 01:16:371 (1) - to have their shapes nicely similar

Normal

  1. Well, let's see how i manage to do that
  2. 00:13:038 (3) - would NC here instead of 00:13:705 (1) - and then on this one again
  3. 00:24:705 (2,3) - the blanket here could be more even like this:
  4. 00:31:038 (3,4) - not sure if this pattern could confuse newbies in this game...
  5. 00:34:038 (3) - might rotate this slightly and play with its anchors to improve that blanket a bit ?
  6. 01:03:038 (2) - might consider playing around with its anchors to make it fit the form of 01:01:705 (1) - a bit better.. I'm thinking of something like this:

Easy

  1. Wow.. easy diffs sure are boring
  2. Why do you use a higher distance snap than on the Normal (1.1x for some times, because of the slider velo?)
  3. 00:19:705 (2) - rotating this one a bit would look a bit nicer
  4. 00:31:705 (3) - is there a reason whi this one is a bit tilted to the left, if not, making this linear would be an option:

Gl with your map!
Topic Starter
Eyenine

Okoratu wrote:

My M4M attempt


General

  1. I like the song, trying to point out some more minor issues on the insane.
  2. Note that I'm new to modding anything other than insane
  3. What's the "give money" in the tags mean? Check background image please XD
  4. Also Combo Colour 3 is a bit too bright compared to the others IMO might try to use sth like this

  5. Example

    I think this way it's more pleasant to look at...
    R: 0
    G: 219
    B: 219
    Nice color. Changed. Didn't think it was bright, though.

Insane

  1. Plays neat, imma point some things out nonetheless I'm not convinced with this map playing neatly.
  2. 00:25:816 - & 00:25:927 - I'd suggest you either map those as part of the stream that follows (because you do so here: 00:23:371 (2,3,4,5,6,7) - ) or similarily to 00:24:371 (1) - using another slider. Made a stream.
  3. 00:27:038 (1,2,3,4,5,6,7) - this pattern looks kind of out of place because you never split up a stream like that again throuhout the whole map, might consider just moving them closer together and leave the gap to 00:28:038 (8) - as it is Fixed the stream, but didn't leave the gap between stream and slider. I don't like it.
  4. 00:53:038 (1,2,3,4,5,6,1) - looks kinda lazy, would make this one a stream with low distance snap or similar to 00:42:371 (1,2,3,4,5,6,7) - because the sounds are similar here Nope. The stack comes after the break and is followed by a slow 1/1 circle pattern, so it should be fine.
  5. 00:58:371 (1) - might remove the whistles from its 1/6 ticks only, to empathize that the next sound in the music 00:58:705 (1) - is clearly louder than it Good idea.
  6. 01:05:371 (1) - would remove the NC to have it similar to 01:03:705 (1,2,3,4,5,6) - or add a NC on that one (i think 3 is pretty short for a stream combo though)
  7. 01:06:704 (1) - same here, same reason ^ Forgot to fix these haha.
  8. 01:13:705 (1) - would extend this one by one tick to end on the white tick (01:14:371 - ) to have the last "bigger bass" of that buildup or whatever you wanna call it mapped aswell! No for now. Might reconsider though. OP drumroll ends where the repeat slider ends.
  9. 01:33:705 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18) -
    1. would NC on either 01:34:705 (10) - or 01:35:038 (13) - I like this stream to be single combo.
    2. Would use 1/6 sliders for this stream (because the bass sounds in the background are so strong and actually land on those ticks imo:
      Example


      note that i only placed them hastily in order to have this argument
      Nope. 18 1/6 kick sliders in a song like this kills both the map and the song. Actually, I had two choices for this: make a high-combo but easy 1/6 repeat sliders, or a harder 18-note stream. Obviously, I took the latter. A stream makes a good ending for the kind of kiai section I made. Also, it follows the rhythm better than 1/6 repeat sliders.

Hard

  1. I'm new to modding these kinds of diffs, dunno how it will turn out
  2. Wiki says OD 6 or higher is apropiate for a Hard diff (http://osu.ppy.sh/wiki/Hard) Well, this Hard is pretty easy, anyway, so ok.
  3. 00:10:371 (5,6) - would place them in a manner that suggest that these are only reversing once, would be cool for the flow too
    Example

    would be easier to guess what those are doing and might flow better
    Fixed, though not exactly like yours.
  4. 00:31:705 (1,2) - same here Not here. This is intuitive enough imo. Might reconsider though.
  5. 01:08:927 (3) - looks like this is stacked wrongly Eh? How so? Well, slider 1 end and note 2 is stack, so this is ok.
  6. 01:14:371 - would add a circle for the same reason as in the insane (actually mapping this last sound and have it end on a white tick) Same as Normal.
  7. 01:16:705 (2) - would create this one as a rotated copy of 01:16:371 (1) - to have their shapes nicely similar Mmkay.

Normal

  1. Well, let's see how i manage to do that
  2. 00:13:038 (3) - would NC here instead of 00:13:705 (1) - and then on this one again
    OK
  3. 00:24:705 (2,3) - the blanket here could be more even like this:
    Fixed it enough, I guess.
  4. 00:31:038 (3,4) - not sure if this pattern could confuse newbies in this game... Seems fine to me, so not touching this until another mod says so.
  5. 00:34:038 (3) - might rotate this slightly and play with its anchors to improve that blanket a bit ?
    Fixed.
  6. 01:03:038 (2) - might consider playing around with its anchors to make it fit the form of 01:01:705 (1) - a bit better.. I'm thinking of something like this:
    Fixed a bit, though didn't move the whole slider. I was aiming for two things: blanktet by 1 on 2 head, and 2 fitting on 1.

Easy

  1. Wow.. easy diffs sure are boring
  2. Why do you use a higher distance snap than on the Normal (1.1x for some times, because of the slider velo?) The objects would be so close together if I used 1.0x
  3. 00:19:705 (2) - rotating this one a bit would look a bit nicer
    Fixed.
  4. 00:31:705 (3) - is there a reason whi this one is a bit tilted to the left, if not, making this linear would be an option:
    No particular reason. I just want it tilted a bit, looks better for me.


Gl with your map!
Thanks for first mod!
Number5
The M4M in your queue
General
I enjoy this song. Try to add some bass drum hitsound in this mapset.

Insane
Try to add more notes in 1/3 or 1/6.

Normal
00:15:705(3) Try to add a slider whistle hitsound on it.

Easy
Try to add more note. Else this map will be boring.

This is my first modding.Thanks
blaterwolf
Mod Time

A Cytus map by Eyenine

Eyenine wrote:

Eyenine map = Shit map
There fore, Eyenine = Shit
haha
Alrighty Then

Easy

Too Easy aaaa

no problem i see <.<

Normal

00:23:038(3) : um put in center?

00:31:171(4) : put in the end of the slider 2 for style ;)

01:26:038(2,3,4) : Triangle Formation


01:28:371(1,2) : since slider 4 is moved move slider 1 and 2 like this


Hard

2perfect2me

Insane

I dont know but that sliders on 01:12:371 ~ 01:14:330 seems uncomfortable but its your decision :D

Thats all
Topic Starter
Eyenine

Number5 wrote:

The M4M in your queue
General
I enjoy this song. Try to add some bass drum hitsound in this mapset. Normal-hitnormal seems fitting for me imo. I'll wait for a more elaborate hitsound mod and see if I'll add more bass drum hitsound.

Insane
Try to add more notes in 1/3 or 1/6. Overmap? No, no, no.

Normal
00:15:705(3) Try to add a slider whistle hitsound on it. Whistles on endpoints should be enough. Besides I don't like whistles along slider tracks.

Easy
Try to add more note. Else this map will be boring. Ugh, what do you mean?

This is my first modding.Thanks

SkyBearer245 wrote:

Mod Time

A Cytus map by Eyenine

Eyenine wrote:

Eyenine map = Shit map
There fore, Eyenine = Shit
haha
Alrighty Then

Easy

Too Easy aaaa

no problem i see <.<

Normal

00:23:038(3) : um put in center? Nope. Flow and spacing.

00:31:171(4) : put in the end of the slider 2 for style ;) Ugh wat? A note hidden like that is too difficult to read for a Normal. Besides, spacing.

01:26:038(2,3,4) : Triangle Formation


01:28:371(1,2) : since slider 4 is moved move slider 1 and 2 like this

Don't like the idea. Making these kind of patterns require that the next objects be outside the pattern.

Hard

2perfect2me

Insane

I dont know but that sliders on 01:12:371 ~ 01:14:330 seems uncomfortable but its your decision :D That's the best I could map this section.

Thats all
No changes. Thanks for modding either way.
DenoisoGoiso
Artist is "ICE", it's capitalized

just helping there :3
Topic Starter
Eyenine

DenoisoGoiso wrote:

Artist is "ICE", it's capitalized

just helping there :3
Oops, my bad. Thanks!

To the BAT (if ever one will check this thread), kill me if you deny DenoisoGoiso's kd pls
pishifat
yo, random mod again. no reason why this time either, i just felt like modding a map and yours seemed fun :3

General
  1. 01:36:483 (1) - spinners on all difficultes should end on 01:38:871 - (red tick) if you listen at 25% playback you'll hear that the annoying high pitched thing ends there
  2. timing is a little out of sync. use a 386ms offset and re-adjust inherited timing ticks/bookmarks
  3. feels weird that the hitsound volumes are all loud during teh quiet parts of the song (70%), but are quiet during the loud parts of the song (45%). i'm not saying it needs to be changed, but it's still odd

Entrance
  1. 00:08:371 (3,4) - should space these notes like you did 00:01:705 (1,2,3,4) - to maintain spacing consistency
  2. 00:11:038 (1,2) - ^
  3. 01:12:371 (1,1,1,1,1,1,1) - might sound weird, but i think it would be best to ctrl+G all of these. my reasoning is that the song is building up, so the jumps should be getting wider. the way you have it now, 01:12:371 (1,1,1,1) - are larger jumps than 01:13:038 (1,1,1,1) - when changed though, jumps look like this:
    you'll also have to adjust the positions of some objects since there will be a larger gap between 01:12:260 (12,1) -
  4. 01:13:705 (1) - end this on the next white tick (1/6 after current position). seems weird having it end right before the drum on the downbeat

Hard
  1. there's some places where you've got pretty inconsistent combo-ing. for the most part you're keeping each combo within about 1 measure (each large white tick = new measure), but some places like 01:07:048 (1,2,3,1,2,3,4,1,2,3,4,1,2,3,1) - pointlessly screw with hp drain due to the amount of combos. i'm not saying all instances of this are bad, such as the ones with the reverse sliders, but still changes shoudl probably be made
  2. 00:09:705 (4) - this note seems... kind of out of place. there's no actual beat here, it's just that bass noise turning off. i'd either put in a green tick so that you can greatly lower the hitsound volume on that one note, or extend 00:09:048 (3) - to the previous 1/3 tick at 00:09:604
  3. 00:35:260 (2) - would be best to add a note here. during the previous doubles, your fingers get into a pattern of starting on the 1/3 tick before the white tick, but it changes at 00:35:371 (2) - to starting on the white tick, which makes reading it difficult
  4. 00:58:371 (3) - this is going to sound weird, but i found myself counting in my head every combo where circles landed on white ticks (like 00:53:705 (1,2,3,4,1,2,3,4) - ), so having 00:59:371 (1) - not start where i counted the 1 felt really off. i think it may be best to start the combo on 00:58:371 (3) - get rid of the one on 00:59:371 (1) - , and add another NC to 01:00:371 (1) - so it'll resemble the area meantioned in parantheses earlier
  5. 01:14:371 (7) - should also be a circle added onto the stream here. see comment on entrance difficulty.

Normal
  1. in places like 00:10:371 (5) - 00:25:705 (3) - 00:31:705 (5) - you've got some extremely passive hitsounds. if you don't know what i mean by that, see the box labeled passive/active hitsounding... so i think those need to be changed
  2. 00:37:038 (4) - would be nice if this were pointing towards the next note
  3. 00:58:705 (4,5,6,1) - considering the last long section was completely symmetrical, this part seems kind of weird. i think it would be best if you did something symmetrical with this part too, like
    (also i just noticed your background is off center too. ringating shall rescue you)
  4. 01:35:705 (3) - this note ends pretty far away from teh spinner, making for a semi-jump thing to get to the spinner-center. i'd do something like this, since you can also sort of blanket the spinner

Easy
  1. 00:15:371 (2) - since you're going for symmetry a lot, it would probably be best if this were exactly between the tail of (1) and the start of (3) like such

yeah... that's it. enjoy a free mod :3
Ringating

pishifat wrote:

(also i just noticed your background is off center too. ringating shall rescue you)
yes

the resolution on the new version is higher, the whole center circle thing is actually in the center now, and the compression artifacts are as gone as i can get them to be. here you go:
Topic Starter
Eyenine

pishifat wrote:

yo, random mod again. no reason why this time either, i just felt like modding a map and yours seemed fun :3

General
  1. 01:36:483 (1) - spinners on all difficultes should end on 01:38:871 - (red tick) if you listen at 25% playback you'll hear that the annoying high pitched thing ends there Moved a 1/6 tick closer. That red tick is the end of the fade, not the actual end of the long note.
  2. timing is a little out of sync. use a 386ms offset and re-adjust inherited timing ticks/bookmarks Adjusted.
  3. feels weird that the hitsound volumes are all loud during teh quiet parts of the song (70%), but are quiet during the loud parts of the song (45%). i'm not saying it needs to be changed, but it's still odd Sections with 45% hitsound strength uses normal sampleset. Normal sampleset at 70% is too loud.

Entrance
  1. 00:08:371 (3,4) - should space these notes like you did 00:01:705 (1,2,3,4) - to maintain spacing consistency
  2. 00:11:038 (1,2) - ^ Fixed both.
  3. 01:12:371 (1,1,1,1,1,1,1) - might sound weird, but i think it would be best to ctrl+G all of these. my reasoning is that the song is building up, so the jumps should be getting wider. the way you have it now, 01:12:371 (1,1,1,1) - are larger jumps than 01:13:038 (1,1,1,1) - when changed though, jumps look like this:
    you'll also have to adjust the positions of some objects since there will be a larger gap between 01:12:260 (12,1) - Tried to follow. One single mod against this will make me revert this, though. Personally, I don't like the idea of having the first repeater point towards the preceding stream.
  4. 01:13:705 (1) - end this on the next white tick (1/6 after current position). seems weird having it end right before the drum on the downbeat Ugh, there is no drum on the downbeat.

Hard
  1. there's some places where you've got pretty inconsistent combo-ing. for the most part you're keeping each combo within about 1 measure (each large white tick = new measure), but some places like 01:07:048 (1,2,3,1,2,3,4,1,2,3,4,1,2,3,1) - pointlessly screw with hp drain due to the amount of combos. i'm not saying all instances of this are bad, such as the ones with the reverse sliders, but still changes shoudl probably be made Fixed some inconsistencies. Others are still kept because I find them logical enough.
  2. 00:09:705 (4) - this note seems... kind of out of place. there's no actual beat here, it's just that bass noise turning off. i'd either put in a green tick so that you can greatly lower the hitsound volume on that one note, or extend 00:09:048 (3) - to the previous 1/3 tick at 00:09:604 Resorted to option 1. Option 2 is pretty inconsistent and, bluntly, shit.
  3. 00:35:260 (2) - would be best to add a note here. during the previous doubles, your fingers get into a pattern of starting on the 1/3 tick before the white tick, but it changes at 00:35:371 (2) - to starting on the white tick, which makes reading it difficult Added for gameplay reasons. I personally don't like the idea, though.
  4. 00:58:371 (3) - this is going to sound weird, but i found myself counting in my head every combo where circles landed on white ticks (like 00:53:705 (1,2,3,4,1,2,3,4) - ), so having 00:59:371 (1) - not start where i counted the 1 felt really off. i think it may be best to start the combo on 00:58:371 (3) - get rid of the one on 00:59:371 (1) - , and add another NC to 01:00:371 (1) - so it'll resemble the area meantioned in parantheses earlier Justifying NC mods. I like this. Fixed with passion.
  5. 01:14:371 (7) - should also be a circle added onto the stream here. see comment on entrance difficulty. See my response on Entrance difficulty.

Normal
  1. in places like 00:10:371 (5) - 00:25:705 (3) - 00:31:705 (5) - you've got some extremely passive hitsounds. if you don't know what i mean by that, see the box labeled passive/active hitsounding... so i think those need to be changed Changed a few of them, I mean really few. It's difficult to emphasize stuff in a Normal diff of a song with 12/8 time signature without using passive hitsounding.
  2. 00:37:038 (4) - would be nice if this were pointing towards the next note Adjusted the end a bit. I don't like the resulting flow after totally pointing the slider to the next object.
  3. 00:58:705 (4,5,6,1) - considering the last long section was completely symmetrical, this part seems kind of weird. i think it would be best if you did something symmetrical with this part too, like
    (also i just noticed your background is off center too. ringating shall rescue you)
  4. 01:35:705 (3) - this note ends pretty far away from teh spinner, making for a semi-jump thing to get to the spinner-center. i'd do something like this, since you can also sort of blanket the spinner
    Fixed the rest.

Easy
  1. 00:15:371 (2) - since you're going for symmetry a lot, it would probably be best if this were exactly between the tail of (1) and the start of (3) like such
    bux
    Fixed.
    Fixed w/ grid snap off huehue

yeah... that's it. enjoy a free mod :3
Free mods!

Ringating wrote:

pishifat wrote:

(also i just noticed your background is off center too. ringating shall rescue you)
yes

the resolution on the new version is higher, the whole center circle thing is actually in the center now, and the compression artifacts are as gone as i can get them to be. here you go:
Woot you did come to the rescue.

Thanks a lot, pishifat and Ringating!
KUURAhoshi
Hello Eyenine !
I haven't check you beatmap but..

You must add this to the tags :
Cytus chapter II 2 disaster ice iceloki ice_loki
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