This is a BSS beatmap submission. Click here to view full beatmap information.
User avatar
Elite Storyboarder
584 posts
Offline
This beatmap was submitted using in-game submission on samedi 4 avril 2015 at 05:31:40

Artist: raja
Title: the light
Tags: mbc8 snowflake emily richards ralf jacobsen winter remix ayu
BPM: 90
Filesize: 3657kb
Play Time: 02:08
Difficulties Available:
  • Hard (2,98 stars, 296 notes)
  • Insane (3,44 stars, 302 notes)
  • Normal (2 stars, 154 notes)

Download: raja - the light
Information: Scores/Beatmap Listing
---------------



:>


Winning entry of the MBC#8
Hard by Ayu


Image
Last edited by Damnae on , edited 14 times in total.
User avatar
Rhythm Incarnate
5,252 posts
Offline
No kudosu yet.
\:D/ First!
Last edited by - Marco - on , edited 1 time in total.
User avatar
Rhythm Incarnate
530 posts
Offline
No kudosu yet.
User avatar
Rhythm Incarnate
1,155 posts
Offline
No kudosu yet.
i'm first of firsty
User avatar
Beatmap Nominator
5,609 posts
Offline
No kudosu yet.
this the winner?
User avatar
Rhythm Incarnate
1,038 posts
Offline
No kudosu yet.
is this the winning mapset? :o
User avatar
Rhythm Incarnate
5,252 posts
Offline
No kudosu yet.
Kibbleru wrote:
this the winner?


CSLM wrote:
is this the winning mapset? :o


It is \^3^/ (p/4012939)
User avatar
Rhythm Incarnate
3,720 posts
Offline
No kudosu yet.
Grats Damnae & Ayu
User avatar
osu! Alumni
2,925 posts
Offline
Earned 1 kudosu.
Dropping some nitpicks here.


General

  • There is a little consistency problem between the Guest Difficulty and the other diffs, which normally wouldn't matter but shouldn't exist in a bundled mapset in my opinion. In the sections 00:58:474 to 01:01:474 and especially 02:07:807 to 02:08:141 - , the Hard follows piano and vocals, while Normal and Insane follow only vocals. The results are the following:
    In the first section mentioned, the rhythm in Hard is more dense than in Insane, since more instruments were followed.
    The last section causes the Hard to be slightly longer than the Normal and Insane difficulties.
    • Therefore, I would recommend you to change the rhythm in the Hard to something similar to Insane's rhythm.
    • If you don't want to change this, atleast end Hard's kiai at 02:08:141 as ending it earlier seems weird when the rhythm goes on.
  • I would also recommend lowering the difficulty settings for Hard a little bit, since they are currently very close to Insane's settings and far from Normal's difficulty settings. I know that AR8 fits well for both Hard and Insane, but maybe Hard could use AR 7.5 to have a lower gap to Normal in that field? The HP drain could be lowered a bit too, to be different from Insane's HP drain.


Hard



Insane

  • 00:42:641 (7,1) - You sometimes use low spacing before the big white tick, which fits the double bass sound really well, and sometimes high spacing, which stresses the downbeat itself. Here I recommend you the second option, since the downbeat is the start of a new section in the song, so it should be stressed more by using higher spacing. Suggestion: http://puu.sh/gZ4sQ/76c4827c54.jpg
  • 00:43:474 (3,4) - The jump between these particular objects seems a little too big.. It's bigger than your other jumps and 00:43:974 is not really an important note that would justify such a jump, even though it flows well. The only solution I can think about without moving many objects around would be this: http://puu.sh/gZ4Nr/07c6b5e999.jpg Stacking (4) underneath (3)'s tail and then using Ctrl+G on 00:44:141 (5) as shown in the screenshot would create a nice movement for 00:44:141 (5,6,7) too imo, but I am not sure if it fits with your style of flow.
  • 01:45:141 (4,5,6,7,8) - This circle pattern as it is now feels a bit out of place here. The anitjump/jump movements it creates are kinda sharp and emphasize this pattern a lot, atleast more than most of your patterns used in the chorus and verses of this map do, but it is used in a section as calm as this one, where only the drum is playing. Maybe you could get rid of the jumps, and make a pattern with consistent spacing ~1.3-1.4?
  • 01:46:474 (10,1) - A small (or bigger) jump could be used between these, to stress the beginning of the chorus more.

The Normal seemed flawless to me.
Overall, I would say we can qualify this after 4-5 mods, as the mapset is really professional and polished already.
User avatar
Rhythm Incarnate
728 posts
Offline
No kudosu yet.
Damnae please make a storyboard!
User avatar
Elite Mapper
3,353 posts
Offline
No kudosu yet.
There won't be enough forum titles for Damnae \:D/
User avatar
Rhythm Incarnate
3,720 posts
Offline
Earned 1 kudosu.
Ok. The main thing is the spread. The Density from Normal -> Hard is extremely high, with the note density being doubled. I'm going to assume the QAT are going to overlook this major issue though as it's way too big of a jump if you were to rank a normal mapset. I think Ayu's diff should be heavily nerfed in density, but I don't know if this will be needed since this is a MBC map. Maybe the QAT should look into this a bit first though before ranking. The maps are beautiful as standalone diffs, but it's a bit uneven as a package.
Normal ------------Hard=Insane <---- Density
Normal ----------Hard----Insane <--- Difficulty



First off you should get rid of some of those green lines in Normal since they don't really do much.

00:23:974 - 00:24:141 - and all similar ones can be removed without problems. The only ones you should leave are the ones you use reverses on like 00:42:641 -

For consistency purposes. I highly suggest mapping the Normal until 01:01:141 - The little bit of break included on Hard/Insane, is more than enough for Normal, or at least in my opinon.

----------------------

Widescreen support can be removed as well.

----------------------

The combo colors on Ayu's diff are pretty nice. Maybe consider changing Normal/Insane to them? The only thing that bugs me, is that during kiai, the reverse arrow is extremely hard to see on Ayu's diff when the green color shows up.

-----------------------

So I was looking up some info on this song and it led to this, the original.

http://ccmixter.org/files/snowflake/44468

This means you would add: snowflake to the tags. I think snowflake is the singer, when looking at the rest of her songs. http://ccmixter.org/people/snowflake | http://tunetrack.net/snowflake/pages/about/ Her real name is Emily Richards | Stuff like Winter would also be reasonable since this is a winter themed song. Remix is another fair tag. And of course, Ayu. raja's real name is Ralf Jacobsen

One more thing. This might need double-checking. I believe the artist name is just "raja" according to the website and myspace. I'll leave it up to the QATs to decide this. Just seems like raja was already taken...

Desperate-kun EDIT: Confirmed with ztrot and me. The Artist should be changed to simply "raja"


Normal
Honestly the only thing I noticed was some hitsound inconsistency with your insane. I'm guessing you wanted each diff to have a different feel to it. I'm gonna point out some sounds that would probably suit the song better if they were removed or changed. The stuff I want to leave alone is your asthetics, as much as possible since it gives a unique feel to the map. I personally like it.
  • 00:32:141 (1) - I feel like the tail shouldn't be so close to (4) Perhaps you could send the tail off to the right so the 1/1 gap actually feels like a 1/1 gap, by not being so cluttered? If that makes sense: http://puu.sh/gZ5C3.jpg
  • 00:56:474 - I don't see this whistle used in Ayu's or your Hard diff. Maybe remove it? It sounds a little out of place.
  • See the top about mapping the break a little further.
  • 01:25:141 (6) - just a whistle is probably good enough here.
  • 01:53:141 (4) - whistle on head is missing. There's a soft sampleset on the head here as well. Not sure what your plan for this note is, but it's definitely missing something.
  • 01:38:807 - Change volume to 20%
  • 01:46:807 - soft finish like Insane?
  • 02:05:474 (1) - missing soft addition?


Ayu's Hard
I still really heavily believe this diff should be nerfed a lot in Density. I still don't really feel much of a difference between this and insane imo. You could easily squeeze a difficulty between this Hard and Normal.

  • 00:36:641 (6) - Just as an example to the nerfing if it's required. you could easily remove this note as there isn't any sound in the song here. If you must map to this, then it'd work as a slider end I guess.
  • 00:58:474 (1,2) - Major issue here. The spacing from every single previous note is roughly the same length as well as the 1/2 gap between 00:58:474 (1,2) - This slowdown is way to unexpected. Personally you should stack it on 00:58:807 (2) - like Insane does so it gives off the 1/2 feeling. Reading by gaps will cause confusion otherweise. Also put the NC on the (2) and move the slow-down point to there.
  • 01:04:974 (3) - feels a little forced, since you were using a lot of 1/2 gaps here. Same with 01:07:641 (4) - Honestly it would play and feel much better without these on the field.


Insane
to be honest, this diff is pretty much perfect. The only thing that feels odd to me is the covered 01:55:307 (2) - and such. This is actually pretty simple to play at 01:57:474 (1,2) - however, and I believe it's due to the finish being the problem, and the whistle being the savior. It gives off the feeling of 1/2 gaps here and I don't really think about the hidden notes under the ends. Maybe add whistles to the end of these? 01:54:807 (1) - 02:00:141 (1) - so there is some hint.

Sorry it's not much, I'm a bit worried about the gap from Normal->Ayu's Hard. Beautiful maps though. I can see why they won ;)
Last edited by Lanturn on , edited 4 times in total.
User avatar
Rhythm Incarnate
1,609 posts
Offline
Earned 1 kudosu.
so


general

・add damnae ayu to tags? mbc8 too? as last renatus and evanescent had mbc in tags lol
02:08:141 - i would also suggest ending the diffs here, as having the last circle on thse spot where that calm part start would provide something like.. fullness, more logical completion, like the last main note in the musical compositions, etc o͡͡͡͡͡͡╮(。>_<。)╭o͡͡͡͡͡͡ ᵑ৹

normal

00:25:807 - i would recommend adding a note here. nowhere else you have ignored that Boom in the diff and overall, cause of that, the whole short part 00:23:474 (5,1,2,3,4) - feels like it has too many 1/2 breaks. would be more natural to have a click on a timestamp i mentioned, so the part gets better rhythmically ;; maybe a kind of pattern like you have later here 00:48:807 (3,4,5,6) - would fit:
collapsed text
Image



hard

・hp5? its same as in- aaaactually desperate stole my catch, so yeah, i would recommend lowering the hp and ar, as mentioned in the previous modpost. it would provide a smaller gap between this and normal difficulty, smoother transition to the next diff
02:07:807 (3,4) - the (4) circle is completely out of place and there is no sound, nothing what would fit for an object. ninjaed by desp as well
・everything else i wanted to mention has already been said


insane

01:46:474 (10,1) - more spacing before (1) to emphasize the downbeat and the main part of the song would be cool. you could move the whole 01:44:141 (1,2,3,4,5,6,7,8,9,10) - structure a bit the right to make it happen easier
・the diff is great as the Great Damnae greatly is but the only thing which kept bothering me was those 3 sections of overlaps. maybe its going to something personal from here, but 00:48:141 (1,2,3,4,5,6,7,8,1,2) - 01:05:474 (5,6,7,8,1,2) - 01:48:141 (5,7) - part are catching the eye with the first play, in first 2 cases you are continuously moving around the same corner and and third is just completely personal, as (7) could be moved to the left to form a blanket and therefore make the part neater. i would suggest to stack some of those objects instead
collapsed text
Image

Image
unless you are completely OK with the your stuff, for sure.



01:57:141 - bananana
User avatar
osu! Alumni
2,925 posts
Offline
No kudosu yet.
I agree with Lanturn that the Hard's density should be toned down a bit. Try to include more 1/2-gaps that serve as little breaks for the players. I disagree that not a huge difference between Hard and Insane can be felt, as Insane is a lot more jumpy than Hard.
I also forgot to mention that the combo colors could be made consistent. Ayu's fit a lot better to the background, so I would recommend you to use them for all difficulties.
User avatar
Beatmap Nominator
5,609 posts
Offline
Earned 1 kudosu.
nitpicking

same as lanturn's comment (spead thingy)
u could use the same combo colours as insane for consistency butt i guess thats up to u.

insane
  • 00:58:474 (1,2,3,1,2,3) - i found this part rather weird. you ignored the piano beat and went with the (arguably weaker) vocals :X especially how u just omitted this 01:00:141 - completely (not even putting a slider over it or something)
  • 01:36:974 (2) - this soft whistle felt a bit weird here, dunno what you're trying to emphasize with it
    01:38:474 - ^ but with the finish
  • 01:49:974 - am i the only one who noticed that these sound slightly off lol. (slightly later than the blue tick). w/e it's probably fine

hard
  • 00:52:474 (1,2) - you can space this out a little more. like so maybe. to keep the jumps more consistent
    collapsed text
    Image
  • 01:47:807 (3,4) - nazi, why are these not copy pasted (not perfectly anyway)
  • 02:07:974 (4) - i feel like just removing this wud be better

normal
  • fine i think
This is a BSS beatmap submission. Click here to view full beatmap information.
Reply 70 posts jump | 1, 2, 3, 4, 5  next

Users browsing this forum: None


Jump to: