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This beatmap was submitted using in-game submission on Monday, March 6, 2017 at 11:27:16 PM

Artist: kors k feat. Yukacco
Title: On The Beat (Akira Complex Remix)
Tags: dubstep S2TBGathering 2014 C86 S2TB Gathering
BPM: 170
Filesize: 9361kb
Play Time: 05:02
Difficulties Available:

Download: kors k feat. Yukacco - On The Beat (Akira Complex Remix)
Information: Scores/Beatmap Listing
---------------
WE WILL BE THE ONE
~the enjoyment depends on you~
↑click here↑
show me how much you can style on me
Image
Image


Collab: Evens by cancer, odds by the other cancer.
Last edited by Naitoshi on , edited 54 times in total.
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Rhythm Incarnate
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No kudosu yet.
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Combo Commander
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Hp 3, ok, i'm safe
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Rhythm Incarnate
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i love every second of this omg
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Rhythm Incarnate
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But can I get away with any of it? #therealquestion
>~>
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Nothing wrong with a little reading challenge every now and then 8-)
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Elite Mapper II: Aspirant
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ez
https://osu.ppy.sh/ss/4078048
spaced stream is pretty out of place though
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Rhythm Incarnate
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Charles445 wrote:
ez
https://osu.ppy.sh/ss/4078048
spaced stream is pretty out of place though

o dam.
Rip fc
Gotcha
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Rhythm Incarnate
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You were kinda right about this, while I don't hate it, I absolutely can't mod it.
Sorry for that, hoped to be of help this time. :/
But I can't even play it, so I don't know how I could help improve it.

All I could say would be that the beginning was really confusing to play becaue all of the 1/1 and 1/2 beats have the same distance from each other.
Then again, better players should be able to read that without and problems, I guess~ so Idk.
00:31:000 (1) - imo should be two circles cause two seperate sounds on the white ticks.

And I died after that part so...
I wish you the best of luck finding modders for this and getting it ranked.
The style's really nice and it looks like you put so much effort in already, kinda sad I can't help you. >o<

Really, good luck!
//squee
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Rhythm Incarnate
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xD yeep Ohhh boy.... This'll be a difficult journey
Ty Squirrel for looking, I really do appreciate it
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Naitoshi wrote:
xD yeep Ohhh boy.... This'll be a difficult journey

Or you could just ask really crazy people like me to mod and everything will go fine!

Complex


I replaced your bg with some random image while modding. If you see the Windows logo in the screenshots, that's why.

00:29:676 (1) - Remove this NC. The SV change is already easily readable because of the rhythm structure/note layout. At best, all this does is clutter things up; at worst, it will confuse people into thinking the rhythm will change here. Same for 00:40:970 (4) - or any other place where NC'ing for an SV change will clash with NC'ing for the complex rhythm.

01:18:559 (6,1) - Bring these closer together. The rhythm structure here is different from what we're used to because of 01:17:235 (5,1) - , we need to make the 1/4 gap here more obvious. Everything else is fine after this, because the rhythm stays consistent so everything can be expected, but this first one needs to be as readable as possible. Same for 03:11:764 (6,1) - .

01:25:176 (3,4) - Right now 3 feels really far away from 4 because you have to speed up to hit 4 after finishing 3's sliderbody. Since they're all on the same line of travel, this feels weird to play. If you ctrl+g 3, the motion will be the same as 01:26:235 (7,8) - , which plays a lot nicer because of the direction change. Or you could just do something like this if you aren't attached to the current slider structure.

01:39:823 (2,1) - This angle seems really arbitrary/random. This is the first time these kiai synths have shown up in the song, and especially after you used the same slider twice (01:38:764 (1,2) - ), the 1/4 distance can be unexpected. There are basically two arrangements that keep the distance you want that still make the 1/4 snap easy to read. You could form a right angle like so. People like snapping at right angles, so they're more inclined to hold on the sliderbody as long as they can. The other option is to place the second slider close to the first slider's head, like so. 2's sliderhead is a natural returning point for the hand, and with the two approach circles so close together, it's very easy to read. You actually do this kind of thing the second time these synths appear, but it's more important to do it here. (These arrangements will still work even if you change the slider designs, btw)

01:50:059 (1,1) - This is pretty cool, but you really need the circle to line up with the curve of the sliderbody. Right now it feels more like a sharp turn off of the slidertail instead of a complete direction change. And this also causes the 1/4 distance to be harder to read than it should be. If the layout was more like this, it would be a lot better. Also applies to 02:12:647 (1,1) - .

01:59:588 (2,3,1) - lol could you fix the stacking please :P

03:20:059 (3) - NC here, it's very hard to tell the 1/6 from the 1/4, NC'ing will help at least a little. Also NC at 01:27:117 (3) - for consistency.

03:28:441 (4,1) - I know Charles said the spaced stream was out of place, but a streamjump is much more out of place. It's 3 and a half minutes in to the map, and we've never done a streamjump before, throwing one in now feels random. (Oh and make the NC jobs at 01:35:588 (5,6,7,1) - and 03:28:529 (1,2,3,4,5) - consistent in one way or another)

03:31:353 (1,1,1) - It is reallly hard to tell this is 1/3. Though tbh I've done a lot of fiddling around and I really don't know what would make this any easier. The closest I've come up with is something like this, where you form a line with the sliderheads to smoothly curve into the next sliderbody, but I still don't think it works out that well. Removing the NC's on the 1/6 sliders kinda helps, but not really. Try to fiddle around with it some more if you can, but I'm at a bit of a loss here. (Honestly I tried just making them into just a 1/3 repeat slider and I think it works fine, the emphasis isn't really lost in this instance, it ends up similar to 04:38:764 (1) - . Consider it as an option, at least)

03:42:294 (1,2,1,2,1,2) - These NC's need to be structured like so. This makes it more obvious these are 1/6 sliders and not 1/4, because the NC's are on white ticks like normal. But also, there's a clear increase in volume at 03:42:647 (2) - that doesn't happen at the places you've NC'd. It makes more sense to NC here. Same for 04:04:882 (1,2,1,2,1,2) - .

04:05:941 (2) - Shouldn't there be a 1/4 snap here as well, the way it is at 03:43:000 (1,1) - ?

04:53:235 (6) - Well, stacking here covers up the repeat, so this can be pretty annoying on first play. Just let the arrow peak out slightly and it should be fine. Same applies to the other 1/16 sliders.

---

I think that's everything from me, hope I was helpful. Change the bg please :v
This map is really wonderful, good luck with ranking!
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Rhythm Incarnate
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omg I love you, you crazy person


(replies later busy cause cwismwis) replying -> 12/28
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Rhythm Incarnate
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UndeadCapulet mod
UndeadCapulet wrote:
Naitoshi wrote:
xD yeep Ohhh boy.... This'll be a difficult journey

Or you could just ask really crazy people like me to mod and everything will go fine!

Complex


I replaced your bg with some random image while modding. If you see the Windows logo in the screenshots, that's why. I will change, lol (back to bou nin again...)

00:29:676 (1) - Remove this NC. The SV change is already easily readable because of the rhythm structure/note layout. At best, all this does is clutter things up; at worst, it will confuse people into thinking the rhythm will change here. Same for 00:40:970 (4) - or any other place where NC'ing for an SV change will clash with NC'ing for the complex rhythm. I feel like the rhythm is so implanted at this point that the player can already tell what they are going to be. The NC's are for that added effect, the slider v change, and the background electronic volume increment

01:18:559 (6,1) - Bring these closer together. The rhythm structure here is different from what we're used to because of 01:17:235 (5,1) - , we need to make the 1/4 gap here more obvious. Everything else is fine after this, because the rhythm stays consistent so everything can be expected, but this first one needs to be as readable as possible. Same for 03:11:764 (6,1) - . Okie for the first one I believe the second one is alright

01:25:176 (3,4) - Right now 3 feels really far away from 4 because you have to speed up to hit 4 after finishing 3's sliderbody. Since they're all on the same line of travel, this feels weird to play. If you ctrl+g 3, the motion will be the same as 01:26:235 (7,8) - , which plays a lot nicer because of the direction change. Or you could just do something like this if you aren't attached to the current slider structure. I believe that the first one feels good because there ISN'T a direction change

01:39:823 (2,1) - This angle seems really arbitrary/random. This is the first time these kiai synths have shown up in the song, and especially after you used the same slider twice (01:38:764 (1,2) - ), the 1/4 distance can be unexpected. There are basically two arrangements that keep the distance you want that still make the 1/4 snap easy to read. You could form a right angle like so. People like snapping at right angles, so they're more inclined to hold on the sliderbody as long as they can. The other option is to place the second slider close to the first slider's head, like so. 2's sliderhead is a natural returning point for the hand, and with the two approach circles so close together, it's very easy to read. You actually do this kind of thing the second time these synths appear, but it's more important to do it here. (These arrangements will still work even if you change the slider designs, btw) This one's a bit tricky. I could rearrange this pattern, but I'll have no idea what that would do to the "hidden" flow. Now, I did rotate the second slider and bring it closer to the next one, hopefully it'll be enough. As it is a good point, I'll have this in my blue suggestions >~> But for now, this isn't something that I would drastically change at the moment.

01:50:059 (1,1) - This is pretty cool, but you really need the circle to line up with the curve of the sliderbody. Right now it feels more like a sharp turn off of the slidertail instead of a complete direction change. And this also causes the 1/4 distance to be harder to read than it should be. If the layout was more like this, it would be a lot better. Also applies to 02:12:647 (1,1) - . You see, originally I had it like this, but then I mapped onward. I wanted the flow from the circle to the next slider to be way more ambiguous than it was so I copied an LC pattern >~> The horizontal jump feels soooo much better than it would have felt if I kept it that way, especially since that next slider has a clockwise direction

01:59:588 (2,3,1) - lol could you fix the stacking please :P OMG ROUNDING ERRORS. SLIDER ENDS WILL NOT STACK EF THIS

03:20:059 (3) - NC here, it's very hard to tell the 1/6 from the 1/4, NC'ing will help at least a little. Also NC at 01:27:117 (3) - for consistency. ye, gotcha

03:28:441 (4,1) - I know Charles said the spaced stream was out of place, but a streamjump is much more out of place. It's 3 and a half minutes in to the map, and we've never done a streamjump before, throwing one in now feels random. (Oh and make the NC jobs at 01:35:588 (5,6,7,1) - and 03:28:529 (1,2,3,4,5) - consistent in one way or another) Yeah, I got this too. I don't think the NCs have to be consistent at these points. I mapped them differently and the second section of kiais are different too

03:31:353 (1,1,1) - It is reallly hard to tell this is 1/3. Though tbh I've done a lot of fiddling around and I really don't know what would make this any easier. The closest I've come up with is something like this, where you form a line with the sliderheads to smoothly curve into the next sliderbody, but I still don't think it works out that well. Removing the NC's on the 1/6 sliders kinda helps, but not really. Try to fiddle around with it some more if you can, but I'm at a bit of a loss here. (Honestly I tried just making them into just a 1/3 repeat slider and I think it works fine, the emphasis isn't really lost in this instance, it ends up similar to 04:38:764 (1) - . Consider it as an option, at least) Don't worry, I was on the fence about this too xd, but this will definitely be change to something better. I really like your suggestion. I just will blue suggestion suggestions to this so that I can find the optimal answer from them or from myself. I will consider 1/3 repeat too.

03:42:294 (1,2,1,2,1,2) - These NC's need to be structured like so. This makes it more obvious these are 1/6 sliders and not 1/4, because the NC's are on white ticks like normal. But also, there's a clear increase in volume at 03:42:647 (2) - that doesn't happen at the places you've NC'd. It makes more sense to NC here. Same for 04:04:882 (1,2,1,2,1,2) - . yeahmmmmm

04:05:941 (2) - Shouldn't there be a 1/4 snap here as well, the way it is at 03:43:000 (1,1) - ? no, 3 clicks in a row is gross... also they're different. Extending sliders just adds that extra soft sound (which sounds so cool before a finish-clap). I will allow myself to only do it once in a subsection

04:53:235 (6) - Well, stacking here covers up the repeat, so this can be pretty annoying on first play. Just let the arrow peak out slightly and it should be fine. Same applies to the other 1/16 sliders. I'm actually going to rework this section soon. Not too much, just forgot signature pattern ._. The stacks will be removed and this whole section will play a lot smoother (promise)

---

I think that's everything from me, hope I was helpful. Change the bg please :v
This map is really wonderful, good luck with ranking!

Great insight
Thank you Capulet. I appreciate it very much! ^^


UPDATED
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Rhythm Incarnate
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Hi!
You sent me quite a few requests already, seems like you're having trouble finding mods (?)
Anyways, from PM request.

:idea: General


* Unused hitsounds:
soft-hitclap2.wav
, soft-slidertick2.wav
, soft-slidertick3.wav
* You can't silence both slider slide & slider tick sounds. This counts for S:C1, C2 & C3


:arrow: Testplay


* Insane - Score ~ Replay


Image Insane


* HP3 is way too low & really lame... I understand why you may put it that low, since it's a rather gimmicky map, but this is just too easy. I highly recommend using at least HP5.
* 02:45:823 (1,2,1,2,1,2,1) - Strange that this has a larger spacing and is consistent all the way through compared to 00:52:882 (1,2,1,2,1,2,3) - . In terms of volume/intensity, they seem really similar. Try to make (a bit more) this consistent with each other?
* 03:53:588 (4) - Add NC? For slowdowns with this instruments you usually have one. Would also help with readability, as the player cannot rely on slider ticks here due to the short length.
* 04:53:235 (8) - 04:56:059 (8) - 04:58:882 (10) - While I like the idea of this, if it's going for rank I would not let this pass. Due to the low SV and surrounding objects & hitbursts, the reverse arrow isn't visible at all.
* 04:53:588 (1,2,3,4,5) - Nice pattern, but the fact that the spacing changed from 4.0x-ish to 10.0x-ish without any change in the song itself was really awkward. I see that the ending also has some large spacing, would appreciate it if the distance would just increase gradually rather than massive & random increases in spacing.


Okay map. I like the concept of the overall concept, just wish you were more consistent with stuff. I guess that's not what you were really aiming for.

Didn't go into full details, you mainly follow the same instrument with slider spam so doubt that will help lol.

Hope it helped, good luck \o/
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