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Rhythm Incarnate
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This beatmap was submitted using in-game submission on Tuesday, January 7, 2014 at 9:49:40 PM

Artist: Mago de Oz
Title: Astaroth
Tags: Nemis
BPM: 103.92
Filesize: 3272kb
Play Time: 01:10
Difficulties Available:
  • Hard (4.49 stars, 85 notes)
  • Insane (4.88 stars, 144 notes)
  • Normal (2.75 stars, 65 notes)

Download: Mago de Oz - Astaroth
Information: Scores/Beatmap Listing
---------------
Take me, and the wind shall make songs of us~~
Special thanks to Nemis for the Light difficulty
Officially revived on sept 15 with all the diffs done!
Last edited by Xanandra on , edited 23 times in total.
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Rhythm Incarnate
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A ver, sugerencias.


Hard

00:44:505 (5) - Pondría new combo porque concuerda mejor por cuando canta, no sé cómo explicarlo. xDU

00:47:969 - Quita el new combo

00:49:701 - New combo. c:

00:52:011 - El new combo lo veo muy random. lol


Normal

00:38:154 - El new combo sobra, lo pondría en 00:39:886

También lo cambiaría en otros sitios pero no soy buena modeando, aun así son sólo sugerencias. -w-

Un spinner al final también lo pondría aunque sea Normal.


Light

00:38:154 - Reverse selection maybe?

Perfect diff, that was only a suggestion. ~
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Rhythm Incarnate
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you know right

general:
1366x768 bg - http://puu.sh/4ueHY.JPG

Hard just few suggestions on hitsounds
try this finish - http://puu.sh/4uf3W.wav
00:32:380 (3) - add finish
00:32:669 (4) - and here, this double cymbal sounds so awesome
00:38:731 (3) - volume on 70 here and +finish
00:43:350 (3) - finish on start
00:51:722 (1,1,3) - here here and here finishes
00:53:743 (11) - and on the end note of all this streams 00:56:052 (9) - 00:58:362 (9) - etc

Light and Normal seems perfect to me :3
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Rhythm Incarnate
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All fixed, except for some of Inyuschan's combo suggestions that seemed a bit too weird for me.
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Spinner Sage
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Eru :3


General

Offset: 15632 (-5)
me suena mejor, idk. El BPM está bien, lo revisé a 25%.


Normal

Técnicamente perfecta.


Light

00:42:773 (4,1) - This is flow-breaking and plays kinda ugly imo...


Hard

00:27:184 (1,2,3,4) - El jump está sexy, pero no concuerda mucho con la canción; de hecho, es algo un poco raro. Considera reducir el spacing.
00:32:958 (5,6,7,8) - Finish en (7) y (8); suena hermoso así, o al menos así yo escucho yo lol

Es todo, suerte :3
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AkagamiNamikaze wrote:
Eru :3


General

Offset: 15632 (-5)
Ok

me suena mejor, idk. El BPM está bien, lo revisé a 25%.


Normal

Técnicamente perfecta.


Hard

00:27:184 (1,2,3,4) - El jump está sexy, pero no concuerda mucho con la canción; de hecho, es algo un poco raro. Considera reducir el spacing.
Estan ahi justamente estackeando los slider ends del pattern anterior

00:32:958 (5,6,7,8) - Finish en (7) y (8); suena hermoso así, o al menos así yo escucho yo lol
Solo agregue el finish en 7

Es todo, suerte :3


Graias por el mod!:$
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Rhythm Incarnate
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Hi! mod from my queue... wait, what am I saying? this map is perfect!
Star :)
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luxoDeh wrote:
Hi! mod from my queue... wait, what am I saying? this map is perfect!
Star :)


Oh, thanks a lot!
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Yo, as requested. Sorry aout the delay, I'm having a hard time irl, atm.


General
  • First of all, disable letterboxes and widescreen support. You don't have any breaks and widescreen SB. Therefore, keeping these things enabled makes no sense.
  • Well, Normal/Light/Hard mapset sounds really strange. How about some alternative diff names to make it sound a bit better. Average/Intermediate/Advanced sounds much better, imo.
  • ErufenRito should be in tags. It's quite clear why. Because your fans will be able to find your maps faster.


Normal
  • 00:15:632 (1,2) - nazi - tail of the slider is TOO close. Some beginner-players may mistakenly hit it. Try to make your flow a little bit more intuitive, this is the easiest diff of the mapset!
  • 00:54:892 (1) - as long as you don't have a new combo on 00:35:262 (3) - you shouldn't have a new combo on 00:54:892 (1) - to keep consistency.

    Nice diff. I like your style <3


Light
  • Try to use AR6, it fits here and it makes the mapset more balanced. I really do like it more with the AR6.
  • 00:38:726 (1) - nazi - it feel a little bit putof your regular pattern. Something like this or stack would flow better here, i think.


Hard
  • Diff itself is really nice. But it doesn't feel like a [Hard]. It something between [Hard] and [Insane]. I''d recommend you to rename it. (see my suggestion in [General] part)
  • 00:15:632 (1,2,3,4) - nazi - didn't like these overlaps. But i can't think of anything better. So, feel free to keep them as they're.
  • 00:32:231 (2,3,4) - players will be confused by this stack. Red combo colour on red background makes it even harder to read. Try to unstack (4) to make it more, much more playable!

    Nothing else to say. Seems pretty good to me. I'd ask for more opinions about this jumps, because they kinda bug me. But as long as they fit, you're free to keep them!

Nice map! Hope to see it ranked soon!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Best of luck!
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Rhythm Incarnate
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-Bakari- wrote:
Yo, as requested. Sorry aout the delay, I'm having a hard time irl, atm.


General
  • First of all, disable letterboxes and widescreen support. You don't have any breaks and widescreen SB. Therefore, keeping these things enabled makes no sense.
  • Well, Normal/Light/Hard mapset sounds really strange. How about some alternative diff names to make it sound a bit better. Average/Intermediate/Advanced sounds much better, imo.
    Hmm will ask around some people about what they think, I dont really like the light diff name either, I prefer using the standard easy/normal/hard/insane, but thats just me
  • ErufenRito should be in tags. It's quite clear why. Because your fans will be able to find your maps faster.
    I have my reasons to not add erufenrito to tags, and Id prefer it to be that way, sorry.


Normal
  • 00:15:632 (1,2) - nazi - tail of the slider is TOO close. Some beginner-players may mistakenly hit it. Try to make your flow a little bit more intuitive, this is the easiest diff of the mapset!
  • 00:54:892 (1) - as long as you don't have a new combo on 00:35:262 (3) - you shouldn't have a new combo on 00:54:892 (1) - to keep consistency.
    I dont see why theres the need to keep consistency between the two, they sound very different, and in fact, if I take out the new combo, it wont be consistent with the following patterns...

    Nice diff. I like your style <3

Thanks!


Hard
  • Diff itself is really nice. But it doesn't feel like a [Hard]. It something between [Hard] and [Insane]. I''d recommend you to rename it. (see my suggestion in [General] part)
  • 00:15:632 (1,2,3,4) - nazi - didn't like these overlaps. But i can't think of anything better. So, feel free to keep them as they're. Ill leave them as they are for now
  • 00:32:231 (2,3,4) - players will be confused by this stack. Red combo colour on red background makes it even harder to read. Try to unstack (4) to make it more, much more playable! I added a new combo in 00:32:664 (1) - , combo count is too high anyways.... lol

    Nothing else to say. Seems pretty good to me. I'd ask for more opinions about this jumps, because they kinda bug me. But as long as they fit, you're free to keep them!

Nice map! Hope to see it ranked soon!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Best of luck!


Thanks a lot for the mod!
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Fixed everything, thank you!
collapsed text
Code:
osu file format v12

[General]
AudioFilename: astaroth.mp3
AudioLeadIn: 0
PreviewTime: 34112
Countdown: 0
SampleSet: Soft
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
DistanceSpacing: 1.1
BeatDivisor: 2
GridSize: 4

[Metadata]
Title:Astaroth
TitleUnicode:Astaroth
Artist:Mago de Oz
ArtistUnicode:Mago de Oz
Creator:Xanandra
Version:Light
Source:
Tags:Nemis
BeatmapID:301978
BeatmapSetID:86069

[Difficulty]
HPDrainRate:5
CircleSize:4
OverallDifficulty:6
ApproachRate:7
SliderMultiplier:1.5
SliderTickRate:2

[Events]
//Background and Video events
0,0,"1.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples
//Background Colour Transformations
3,100,163,162,255

[TimingPoints]
15632,577.367205542725,4,2,1,40,1,0
31798,-100,4,2,1,50,0,0
32375,-100,4,2,1,40,0,0
32664,-100,4,2,1,50,0,0
33241,-100,4,2,1,40,0,0
33530,-100,4,2,1,50,0,0
33819,-100,4,2,1,30,0,0
34107,-100,4,2,1,40,0,0
52583,-100,4,2,1,50,0,0
66440,-100,4,2,1,60,0,0
67017,-100,4,2,1,50,0,0
67595,-100,4,2,1,60,0,0
67883,-100,4,2,1,50,0,0
68172,-100,4,2,1,40,0,0
68461,-100,4,2,1,30,0,0
68749,-100,4,2,1,20,0,0


[Colours]
Combo1 : 200,159,140
Combo2 : 81,2,4
Combo3 : 230,202,176
Combo4 : 151,0,0

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Rhythm Incarnate
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Hey, from my "non-japanese" Queue.

Normal

00:22:560 (3) - Move this a little lower or else its touching the scores too much. Same with 00:31:798 (3) - , try to move the 2nd slider point a little right then its fine. Same here 00:42:190 (6,1) -
00:40:747 - , 00:49:985 - Add a note here, would fit good.
00:50:274 (4) - Put a NC here, its a very long pattern.

Hard

00:51:717 (3) - Rotate the slider so it doesnt touch the HP bar.

Insane

00:16:209 (2,3) - How it overlapps currently looks clustered and not well looking. Try to make it not overlap.
00:17:941 (1,2) - This jump is too big and doesnt relate to something in the song. Its too big when the music is not even really dramatic like later. You should decrease it.
00:23:715 (4) - , 00:46:232 (2) - Same again, rotate it a little so it doesnt touch the scores.
00:32:664 (1) - , 00:52:006 (1) - NC is not needed here, remove it.
00:39:015 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,3) - Combo spam. Reduce it a little.
00:52:294 (1,2,3,4,5,6,7,8,9,10,11) - , 00:54:892 (1,2,3) - I cant hear anything in the song relating to this stream. I strongly advise to change it and remap this section to something in the music. This is ongoing from here 00:52:294 - to 01:05:862 - . Please explain this to me.

Good luck with this.
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Rhythm Incarnate
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BounceBabe wrote:
Hey, from my "non-japanese" Queue.

Normal

00:22:560 (3) - Move this a little lower or else its touching the scores too much. Same with 00:31:798 (3) - , try to move the 2nd slider point a little right then its fine. Same here 00:42:190 (6,1) -
Okay

00:40:747 - , 00:49:985 - Add a note here, would fit good.
I prefer the way it is

00:50:274 (4) - Put a NC here, its a very long pattern.
Okay

Hard

00:51:717 (3) - Rotate the slider so it doesnt touch the HP bar.
I know that this is not my diff, but in Nemis's defense: http://osu.ppy.sh/ss/1075600 it doesnt touch the hp bar?

Insane

00:16:209 (2,3) - How it overlapps currently looks clustered and not well looking. Try to make it not overlap.
Actually, I love the way it overlaps.

00:17:941 (1,2) - This jump is too big and doesnt relate to something in the song. Its too big when the music is not even really dramatic like later. You should decrease it.
Imo, and from what Ive seen from testplays, the amount of jump in here its not important, whats important here its the spatial position of these objects in relation to the other objects to make its own pattern, and imo, that fits perfectly well to the music.

00:23:715 (4) - , 00:46:232 (2) - Same again, rotate it a little so it doesnt touch the scores.
Same

00:32:664 (1) - , 00:52:006 (1) - NC is not needed here, remove it.
Musically speaking, they are not needed, but gameplay wise, it helps to make them more noticeable and easier to be sightread, remember, this is a game afterall!

00:39:015 (1,2,1,2,1,2,1,2,1,2,1,2,1,2,3) - Combo spam. Reduce it a little.
Ok

00:52:294 (1,2,3,4,5,6,7,8,9,10,11) - , 00:54:892 (1,2,3) - I cant hear anything in the song relating to this stream. I strongly advise to change it and remap this section to something in the music. This is ongoing from here 00:52:294 - to 01:05:862 - . Please explain this to me.
If you meant the note located at parts such as 00:53:593 - or 00:55:903 - or 00:58:212 - etc I would understand you perfectly, but youre not! In case you havent noticed, the whole map has been mapped to the instruments, and this part is no exception, being this part specially mapped to the guitars, the reason that I added that extra note on the spots mentioned before its because its easier to be played in that way, and trust me, I tested it and it does.

Good luck with this.
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Hi, m4m from your queue

Unrankable issues
Highly recommend to fix
Common sugestions

General
00:34:107 - why not start kiai here and end it at 00:52:583 - or 01:08:749 - or somewhere you want
I suggest that you add a muted soft-sliderslide file cause some long sliders apply some unftting sound imo

Insane
00:18:518 (2) - I would say that the distance change is quite sudden and unexpected,as the music doesn't have big changes
00:30:066 (2,3) - a bit boring to stack all these here, I don't get the meaning to stack them from the music, also for the latter ones
00:49:119 (3,1) - seems they are not in the same prase of music, but why are they so similar (too coherent) in the map? maybe 00:49:696 (1) - should go elsewhere, to not make 00:49:119 (3,1) - look like a pair of sliders
for this diff, I think you should try to combine sliders and circles into some structures, not only symmetry . Try not to use all sliders 00:34:107 (1,2,3,1,2,3,1,2) - and all circles 00:39:015 (1,2,3,4,1,2,3,4,1,2,3,4) - but mix them together, that would make your map more interesting

Hard
why you used a different way to add hitsounds in this diff? You used soft whistle soft clap(normal-hitnormal) for your Insane while normal clap for your Hard diff. I think you'd better make them consistent
00:37:283 (2,3,4) - I don't really like the flow here, maybe it's just me, I would prefer to put 3 to around (418,176)
00:42:623 - I think it's ok to add notes at blue ticks like this and some other, to catch the drums, it won't be too hard
01:08:749 (1) - I remembered that you didn't use finish for the spinner's end in Insane and I think that's better, plz consider to remove this finish sound

Normal
00:32:664 (4) - is the finish at end really needed? I don't think it fits as good as the one on head
00:33:530 - useless green line here
01:01:821 (1,1,1) - I think the whistles are not needed, consider to remove them

That's all
Good luck
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