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This beatmap was submitted using in-game submission on domingo, 06 de agosto de 2017 at 12:40:15 p. m.

Artist: Maduk
Title: Life (ft. Hebe Vrijhof)
Tags: DnB Drum and Bass Summer Slammers 2013 Viper Recordings
BPM: 175
Filesize: 4003kb
Play Time: 02:35
Difficulties Available:
  • Easy (1,45 stars, 156 notes)
  • Hard (3,1 stars, 372 notes)
  • Insane (4,23 stars, 517 notes)
  • Normal (2,15 stars, 274 notes)

Download: Maduk - Life (ft. Hebe Vrijhof)
Information: Scores/Beatmap Listing
---------------
This is ready for rank. Call to your local BN to get this ranked :3

https://soundcloud.com/madukdnb/maduk-l ... be-vrijhof
https://www.viperrecordings.co.uk/download/vprlp006

How many BNs are looking in?: 5





Use this space to tell the world about your [******]. It helps to include a list of changes as your [******] is modded!

let mods or stars please :3
hitsounds done.
Last edited by ErunamoJAZZ on , edited 49 times in total.
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beatmap is a bit hard for testplay thought
take an star instead and good luck c:
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Shit mod v.1
Image Easy
  • 00:00:026 (1,1) - En un mapa yo también hice algo parecido a esto, me señalaron bastante que dos sliders se parecían mucho y que copiara uno y que lo pegara, como todos son diferentes creo que sería mejor cambiar un poco la forma de 00:02:768 (1) -
  • 00:32:597 (4,2) - Uh men, ¿Que pasa con este overlap xD mejor deja 2 debajo de 4.
  • 01:05:854 (3,1,1,1) - Son todos iguales, creo que sería mejor mapear todos como sliders 1/1
  • 01:05:854 (3) - Con respecto a los demás que mencioné arriba, ¿NC? Todos tenían y se ve un poco raro así xd
  • 01:25:054 (1) - Mueve el punto rojo hacia x:168 | y:216, nazi
  • 01:50:083 - ¿Que pasó con este sonido? Es muy prominente el sonido de platillos, debería ser clickable.

Image Normal

Image Hard

Image a

GL~
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Primer y pequeño shitmod
Image General
Tags: Summer Slammers (álbum) Viper (Distribuidor del álbum)
Kiai time: Porqué no le aumentas el volumen al kiai a 80%? Se escucha muy monótono.

No encontré nada fuera de lo común en las diff. Suerte ^^
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Hazu- wrote:
Shit mod v.1
Image Easy
  • 00:00:026 (1,1) - En un mapa yo también hice algo parecido a esto, me señalaron bastante que dos sliders se parecían mucho y que copiara uno y que lo pegara, como todos son diferentes creo que sería mejor cambiar un poco la forma de 00:02:768 (1) - mm.. no estoy de acuerdo en que necesariamente tengan que ser iguales. Por ahora los dejaré así, y esperare a ver que más feedback me dan al respecto :3
  • 00:32:597 (4,2) - Uh men, ¿Que pasa con este overlap xD mejor deja 2 debajo de 4. Este overlap así es de gusto. Hasta cierto punto, mejora un poco la legibilidad, y además 00:34:311 (2) - es simétrico.
  • 01:05:854 (3,1,1,1) - Son todos iguales, creo que sería mejor mapear todos como sliders 1/1 Tienes razón en que el primero es un slider, pero el sonido en 01:11:340 (1) - sería el único que no da para un slider. Mejoré un poco más el pattern.
  • 01:05:854 (3) - Con respecto a los demás que mencioné arriba, ¿NC? Todos tenían y se ve un poco raro así xd agree.
  • 01:25:054 (1) - Mueve el punto rojo hacia x:168 | y:216, nazi Lo probé, pero en donde está cuadra exactamente sobre el slider tick. Así que nope. (eso sí, trate de mejorar un poco el blanket sin perder eso que te dije.)
  • 01:50:083 - ¿Que pasó con este sonido? Es muy prominente el sonido de platillos, debería ser clickable. Pero, para el sonido que estoy siguiendo (la voz en este caso), pienso que queda mejor como está ahora.

Image Normal
  • 01:05:854 (1,2,1,2,1,1,2,1) - ¿Que tal si intentas poner breaks entremedio como en Easy? Todavía no estoy seguro de ponerlo, pero lo consideraré en el futuro.
  • 01:11:340 (1) - Lo mismo que en Easy same
  • 01:20:940 (4,5,6) - Creo no sigue bien el ritmo xd Ctrl+G a 01:21:454 (5,6) - yep, tienes toda la razón. Cambiado.
  • 01:57:968 (1,3) - Otro overlap raro xd No es raro, si le hago un stack, al jugarlo con DT es bastante difícil de leer.
  • 01:49:740 - En Easy mapeaste este sonido, pero aquí no xd Bueno, son mapas distintos, y estoy siguiendo ritmos distintos también xD
  • 01:50:083 - Lo mismo que en Easy same too

Image Hard
  • 00:22:997 (4) - No creo que el stack sea prudente aquí, realmente no se como explicarlo pero no se siento cómodo con respecto a 00:23:340 (1) - (Por ejemplo, en tus otros combos que tienen los mismos sonidos no hay stack, y se siente mejor) okay, cambiado.
  • 02:26:597 (4) - Creo que aquí sería mejor hacer stack con 02:25:911 (2) - El overlap se siente raro :s No estoy de acuerdo.
  • 01:06:540 (2,3) - Nazi blanket done
  • 01:45:282 (4,1) - nazi blanket done

Image a
  • 00:09:626 - & 00:09:968 - Estas timing section solo están en esta diff, sería mejor que estén en todas creo, aunque no estoy muy seguro No hay problema con tener distintos green lines en los mapas. Lo que se debe procurar no hacer, es dejat greenlines que no se usen.
  • 00:34:826 (1) - Saca el NC, pero si lo quieres dejar sería mejor poner NC en 00:40:311 (2) - Lo siento, pero por legibilidad lo debo dejar. Ese combo lo puse así luego de multiples testplays, y de varias personas que lo sugirieron.
  • 01:50:083 - Lo mismo que en Easy y Normal same too.

GL~



-Taku wrote:
Primer y pequeño shitmod
Image General
Tags: Summer Slammers (álbum) Viper (Distribuidor del álbum)
Kiai time: Porqué no le aumentas el volumen al kiai a 80%? Se escucha muy monótono.

No encontré nada fuera de lo común en las diff. Suerte ^^

Aplicadas las sugerencias, pero por algo tan corto no te puedo dar kudosu.


Muchas gracias!!!!

-----

Nyu-chan wrote:
Cool stuff.

Yeah~
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Heyo, NM here for you!

Easy
00:10:997 (1) - the sliderpath is out of play area, Im 98% sure that is unrankable
00:57:626 (1) - ^
02:08:939 (1) - ^
00:43:911 (1) - make the slidershape with a red anchor, so its more different from the previous one which is nice to introduce to a new part of the song, just a suggestion
02:22:654 (1) - i suggest you to make also a flow interruption like you did with 02:19:911 (1) - 02:17:168 (1) - 02:14:426 (1) -
02:28:140 (1) - same thing
02:32:940 - make that clickable with a 1/1 slider and start the spinner right after (02:33:626 - ), its a really strong sound which should be mapped too imo.
You can also extend the spinner to 02:36:368 - (so it ends on a downbeat which is always very good) and make the volume at the end of it at 5%. you could even consider to make the volume decreasing in the spinner itself because the sound gets quiter and quiter (make sure you end the spinner at 5% becuase there is no beat). Do that for all difficulties


Normal
check AiMod and fix all the DS issues, Normal difficulties shopuld always have a consistent DS
00:47:340 (2) - nerf the shape, the flow isnt that great here. Or make a pattern like this http://puu.sh/rJOPN/fd92bc1ed4.jpg (that flows way better and is also aesthetically prettier c:)
make the spinner end at 01:27:111 - . 01:27:454 - has not enough recovery time for the player to hit the next object, espeically because the spinner overlaps the next objects drastically
01:32:940 (6,7,1) - that 1/4 snapping is questionable in Normal diffs, I'd remove it because in general you use 1/4 snaps rarely (because the less difficult difficulty hasnt got any 1/4's or in some cases even no 1/2's)
01:33:283 (1,2) - this is really bad flow, because slider (1) tends to click the slidertail of (2) which, we know, isnt right and would cause a miss. especially newer players are really confused to move the cursor all the way to the left to click the sliderhead
01:33:797 (2) - slightly hits the life bar with default skin which isnt recommended
In general: reduce your 1/4 usage. the difficulty might have a low star rate (which is appropriate for Normal) but it's a lot harder with all the 1/4's. Keep this diff more simple, nerf it a tiny bit because the gap between Easy and Normal is huge (regarding to the 1/4's)


I hope i helped you a tiny bit.
GL with your map and happy mapping! (:
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Phyloukz wrote:
Heyo, NM here for you!

Easy
00:10:997 (1) - the sliderpath is out of play area, Im 98% sure that is unrankable 00:57:626 (1) - ^ 02:08:939 (1) - ^
In game play, all are inside 4:3 screen, I think it will no have problems, but I will ask.

00:43:911 (1) - make the slidershape with a red anchor, so its more different from the previous one which is nice to introduce to a new part of the song, just a suggestion ok
02:22:654 (1) - i suggest you to make also a flow interruption like you did with 02:19:911 (1) - 02:17:168 (1) - 02:14:426 (1) - Its because it is following voice
02:28:140 (1) - same thing
02:32:940 - make that clickable with a 1/1 slider and start the spinner right after (02:33:626 - ), its a really strong sound which should be mapped too imo. mm, idk.. To follow this rhythm, will be complicated for a easy diff.

You can also extend the spinner to 02:36:368 - (so it ends on a downbeat which is always very good) and make the volume at the end of it at 5%. you could even consider to make the volume decreasing in the spinner itself because the sound gets quiter and quiter (make sure you end the spinner at 5% becuase there is no beat). Do that for all difficulties
I will think about it.


Normal
check AiMod and fix all the DS issues, Normal difficulties shopuld always have a consistent DS
00:47:340 (2) - nerf the shape, the flow isnt that great here. Or make a pattern like this http://puu.sh/rJOPN/fd92bc1ed4.jpg (that flows way better and is also aesthetically prettier c:) oks
make the spinner end at 01:27:111 - . 01:27:454 - has not enough recovery time for the player to hit the next object, espeically because the spinner overlaps the next objects drastically This time is acceptable for a normal diff.
01:32:940 (6,7,1) - that 1/4 snapping is questionable in Normal diffs, I'd remove it because in general you use 1/4 snaps rarely (because the less difficult difficulty hasnt got any 1/4's or in some cases even no 1/2's) emm... but think I dont have a advanced diff. the use 1/4 sliders is not problematic in a normal diff. Also, Normals are for casual players, not for noob players.
01:33:283 (1,2) - this is really bad flow, because slider (1) tends to click the slidertail of (2) which, we know, isnt right and would cause a miss. especially newer players are really confused to move the cursor all the way to the left to click the sliderhead Not problematic for a normal
01:33:797 (2) - slightly hits the life bar with default skin which isnt recommended true!!, fixed!!
In general: reduce your 1/4 usage. the difficulty might have a low star rate (which is appropriate for Normal) but it's a lot harder with all the 1/4's. Keep this diff more simple, nerf it a tiny bit because the gap between Easy and Normal is huge (regarding to the 1/4's)

mm... I think the gap is fine:
Image

But tried to keep this diff simple even with all 1/4 sliders, I need more mods anyway ^^U




I hope i helped you a tiny bit.
GL with your map and happy mapping! (:



Thank you very much!!! :D
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Resurrected.. man, why no one wanna mod it :(
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Hi, from my modding queue

General
  • Some DS problems in Normal, check AIMod

Insane

Nice map and awesome song, sorry for this shitmod but I can't find much lol
Good luck!
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Shyotamaze wrote:
Hi, from my modding queue

General
  • Some DS problems in Normal, check AIMod There are because manual stacks. Not problematic

Insane

Nice map and awesome song, sorry for this shitmod but I can't find much lol lol, not problem. I will try to get any BN >_<
Good luck!

Thank you very much!
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Heya (quick NM from modreqs)

Remember that all of these are my own opinions and you have right to deny any of them but consider explaining why you have denied them aswell (I go full potato sometimes when modding at 3am so some of my points may not make sense xd)


Easy
00:12:368 (2) - Purely optional but you could move this roughly to x440|y150 so it would flow little bit better with the slider before it. The current placement may be intentional but all the other patterns 00:08:254 (1,2) - 00:13:740 (1,2) - 00:16:483 (1,2) - 00:19:226 (1,2) - (Long slider|Object) have much better flow when compared to that one :P There isn't really anything wrong with it but it's not similiar (in that way) when compared to the other otherwise similiar patterns so might just list this out here

00:24:711 (1) - Is there really any necessary reasons to have the two red anchors like they are now... It doesn't really create anything interesting like for example here 00:56:254 (3) - . You could for example try to tweak the slider to be somewhat like the other one 00:56:254 (3) - because... well it would just look more interesting imo .-.


Normal
00:56:254 (4) - You could move this little bit downwards and left to create a nice circular flow over hitcircle3|slider4|sliderhead5

01:25:226 (1) - This spinner is too close to the following notes. You can read more about this from here p/3359472 or argue with the BNs and QAT about it

01:33:283 (1,2) - Nothing wrong with the flow imo when you take a look at the overall mapping before but the overall placement could be improved. Mostly this is because the blanketing is... well kinda badly exectured currently as the midpoints of the sliders (when compared to the head/tail of the other slider) are so much further away than for example the tail of 1 and the head of 2. This is just a grid or so but it still shows off when you look at it. This http://puu.sh/sL4jd/249454db8e.jpg kind of placement for example would look better imo


Hard
00:27:968 (2) - I'll assume that you are trying to prioritize the vocals when they are there so you could add a reverse to this slider to cover up the sound here 00:28:311 - because i don't really see a reason to not have it mapped. Another issue around the other suggestion is that you have left a similiar vocal sound here 00:33:454 (2) - but you have done like so here 00:38:940 (2) - so what do you think about this?

00:46:311 (3,1,2) - Correct me if i fuck up at some point. Just be generally careful with stuff like this. Currently the 3|1 has same DS as the 1/1s you have used most of the time even though they are 1/2 apart from each other. This is fine as it can be justified by slider leniency and so on but right after that for the 1|2 you are using the similiar DS as you are using for 1/2s most of time time even though they are 1/1 apart from each other. This is just overall confusing to the players as you are not using that kind of beat spacing for the patterning. The fact of you doing similiar thingy here 00:48:026 (1,2,1) - aswell which is kinda right after the first mentioned thingys does not make the situation any better. This is why i for example use constant DS with DS snap for hard difficulties aswell. 00:51:454 (3,4) - For example stuff like this is fine but using similiar patterns here with different placement in the timeline 00:53:511 (1,2) - in my opinion is not the best possible decision. Beat spacing is important when your mapping is not consistant 1/2 for example because it gets really hard to read for example with hidden

00:57:626 (1,2) - This is not a big deal at all (=you can keep it if you like the way it is) but i would move this a bit to the left somewhat like this http://puu.sh/sL6Y1/78d174486a.jpg so the almost-a-wiggle part™ is not harassing the 2. You gotta give everyone their personal space nowdays


Insane
00:19:740 (2,3,4,5,6) - Too tired to write a rant about the beat spacing here (Comparing 00:19:740 (2,3) - and 00:20:426 (5,6) - ) but if you agreed on it overall in the hard check through this diff generally for stuff like this as there is stuff like this 01:05:683 (4,1,2) - for example. On top of the rant earlier i want to talk about emphasizing notes exceptionally here 01:10:826 (6,7,1) - . It's good to emphasize things that deserve it like the 1 here but completetly destroying the idea of beat spacing makes the map quite hard to read. Thus imo something like this https://osu.ppy.sh/ss/6778096 would fit really well as it clearly shows that the 6|7 is longer distance and by that way further away from each other timeline wise even though the 7|1 isn't changed that much from what it currently is but it shows that the distance in the timeline is not that big as 6|7 but it still somewhat emphasizes the strong hit here 01:11:340 - and it does not confuse the players by totally ignoring the beat spacing. Alternatively you can do stuff like this https://osu.ppy.sh/ss/6778177 where the 1/1s are stacked and 1/2s are spaced like they would be normally. This works really well aswell. Though these all are my own silly personal opinions and you are allowed to keep your own mapping but please if you disagree i want to hear your reasons why do you think the current way is the correct one

02:20:597 (3,4,5) - I think it should be just fine not to have these overlapped because you've done stuff like this 02:10:997 (7,8) - earlier in the difficulty. It would look better imo not to have them overlapped


Nice mapping overall. The style is quite enjoyable when playing and it feels nice and calm. Really well done dude

Few good nazi mods + BN mod/check and this should be ranked :>
Good luck
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inexperienced modder here trying to get xp

normal
00:26:083 (3,4) - I don't see why you have a dobbel here? to me it sounds like a normal beat. Suggest removing the circle and moving sliderhead to where the circle was. this happens some other places in the map, some where dobles are relevant and some where i think they are not.
00:46:654 (1,2,3) - think this could flow better.
02:24:883 (5) - considder turning this in to a repeat slider like the previus one.
02:26:597 (3) - is expendable


hard
00:04:654 (4,5) - sure about this? you didn't do this anywhere else in the opening so why are these? i cant hear any strong sound here ether.
00:20:597 (1) - don't think you need a new combo here.
00:46:654 (1,2,1) - this might be wrong of me but i think you can make this more interesting? i think this will make it more interesting http://puu.sh/sUeUq/4ea0caf1b6.jpg. i does not have to be like that, tho the sliders should be changed. just think it flows better. as it is now it feels kinda clunky.
01:38:768 (1) - think you should remove this and move 01:38:940 (2,3) - to its position.


hope it is something and gl with the map
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Nimagan wrote:
inexperienced modder here trying to get xp

normal
00:26:083 (3,4) - I don't see why you have a dobbel here? to me it sounds like a normal beat. Suggest removing the circle and moving sliderhead to where the circle was. this happens some other places in the map, some where dobles are relevant and some where i think they are not. This follow same sound as in 00:34:311 (4,5,6) - , but I dont understand why you feel this was wrong.
00:46:654 (1,2,3) - think this could flow better. I feel this flow is good, have you any suggestion?
02:24:883 (5) - considder turning this in to a repeat slider like the previus one. Im following the drums here, its why I did not use a repeat slider.
02:26:597 (3) - is expendable uh?, I dont understand what do you mean xD


hard
00:04:654 (4,5) - sure about this? you didn't do this anywhere else in the opening so why are these? i cant hear any strong sound here ether. yeah, Im sure.
00:20:597 (1) - don't think you need a new combo here. Not agree. I tried to keep a new combo at each new compass.
00:46:654 (1,2,1) - this might be wrong of me but i think you can make this more interesting? i think this will make it more interesting http://puu.sh/sUeUq/4ea0caf1b6.jpg. i does not have to be like that, tho the sliders should be changed. just think it flows better. as it is now it feels kinda clunky. Hey, its a good idea. Applied but without last circles (I made a repeat slider instead), ;)
01:38:768 (1) - think you should remove this and move 01:38:940 (2,3) - to its position. Not agree.


hope it is something and gl with the map


Thanks Nimagan!


DTM9 Nowa wrote:
Heya (quick NM from modreqs)

Remember that all of these are my own opinions and you have right to deny any of them but consider explaining why you have denied them aswell (I go full potato sometimes when modding at 3am so some of my points may not make sense xd)


Easy
00:12:368 (2) - Purely optional but you could move this roughly to x440|y150 so it would flow little bit better with the slider before it. The current placement may be intentional but all the other patterns 00:08:254 (1,2) - 00:13:740 (1,2) - 00:16:483 (1,2) - 00:19:226 (1,2) - (Long slider|Object) have much better flow when compared to that one :P There isn't really anything wrong with it but it's not similiar (in that way) when compared to the other otherwise similiar patterns so might just list this out here ok

00:24:711 (1) - Is there really any necessary reasons to have the two red anchors like they are now... It doesn't really create anything interesting like for example here 00:56:254 (3) - . You could for example try to tweak the slider to be somewhat like the other one 00:56:254 (3) - because... well it would just look more interesting imo .-. ok


Normal
00:56:254 (4) - You could move this little bit downwards and left to create a nice circular flow over hitcircle3|slider4|sliderhead5 okay

01:25:226 (1) - This spinner is too close to the following notes. You can read more about this from here p/3359472 or argue with the BNs and QAT about it good catch!

01:33:283 (1,2) - Nothing wrong with the flow imo when you take a look at the overall mapping before but the overall placement could be improved. Mostly this is because the blanketing is... well kinda badly exectured currently as the midpoints of the sliders (when compared to the head/tail of the other slider) are so much further away than for example the tail of 1 and the head of 2. This is just a grid or so but it still shows off when you look at it. This http://puu.sh/sL4jd/249454db8e.jpg kind of placement for example would look better imo fixed


Hard
00:27:968 (2) - I'll assume that you are trying to prioritize the vocals when they are there so you could add a reverse to this slider to cover up the sound here 00:28:311 - because i don't really see a reason to not have it mapped. Another issue around the other suggestion is that you have left a similiar vocal sound here 00:33:454 (2) - but you have done like so here 00:38:940 (2) - so what do you think about this?
The reason to make this like is, is to keep a similar feelink like in 00:26:768 (2,3) - and 00:29:511 (2,3) - Not changed.

00:46:311 (3,1,2) - Correct me if i fuck up at some point. Just be generally careful with stuff like this. Currently the 3|1 has same DS as the 1/1s you have used most of the time even though they are 1/2 apart from each other. This is fine as it can be justified by slider leniency and so on but right after that for the 1|2 you are using the similiar DS as you are using for 1/2s most of time time even though they are 1/1 apart from each other. This is just overall confusing to the players as you are not using that kind of beat spacing for the patterning. The fact of you doing similiar thingy here 00:48:026 (1,2,1) - aswell which is kinda right after the first mentioned thingys does not make the situation any better. This is why i for example use constant DS with DS snap for hard difficulties aswell. 00:51:454 (3,4) - For example stuff like this is fine but using similiar patterns here with different placement in the timeline 00:53:511 (1,2) - in my opinion is not the best possible decision. Beat spacing is important when your mapping is not consistant 1/2 for example because it gets really hard to read for example with hidden
Well... I am usually very careful about playability, Its why I ask ever for testplays when I make a map so I am sure about those patterns. About DS issues, I fixed that with Nimagan's mod :3

00:57:626 (1,2) - This is not a big deal at all (=you can keep it if you like the way it is) but i would move this a bit to the left somewhat like this http://puu.sh/sL6Y1/78d174486a.jpg so the almost-a-wiggle part™ is not harassing the 2. You gotta give everyone their personal space nowdays
humm... sorry I dont want.


Insane
00:19:740 (2,3,4,5,6) - Too tired to write a rant about the beat spacing here (Comparing 00:19:740 (2,3) - and 00:20:426 (5,6) - ) but if you agreed on it overall in the hard check through this diff generally for stuff like this as there is stuff like this 01:05:683 (4,1,2) - for example. On top of the rant earlier i want to talk about emphasizing notes exceptionally here 01:10:826 (6,7,1) - . It's good to emphasize things that deserve it like the 1 here but completetly destroying the idea of beat spacing makes the map quite hard to read. Thus imo something like this https://osu.ppy.sh/ss/6778096 would fit really well as it clearly shows that the 6|7 is longer distance and by that way further away from each other timeline wise even though the 7|1 isn't changed that much from what it currently is but it shows that the distance in the timeline is not that big as 6|7 but it still somewhat emphasizes the strong hit here 01:11:340 - and it does not confuse the players by totally ignoring the beat spacing. Alternatively you can do stuff like this https://osu.ppy.sh/ss/6778177 where the 1/1s are stacked and 1/2s are spaced like they would be normally. This works really well aswell. Though these all are my own silly personal opinions and you are allowed to keep your own mapping but please if you disagree i want to hear your reasons why do you think the current way is the correct one
I take your suggestion for jump before kiai. n.n

02:20:597 (3,4,5) - I think it should be just fine not to have these overlapped because you've done stuff like this 02:10:997 (7,8) - earlier in the difficulty. It would look better imo not to have them overlapped oh, but will be bad for HR players.


Nice mapping overall. The style is quite enjoyable when playing and it feels nice and calm. Really well done dude

Few good nazi mods + BN mod/check and this should be ranked :>
Good luck


Thank you DTM9 Nowa!, and sorry for delay >_<
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Combo Commander
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Hola, mod desde #modreqs:

Insane


00:27:454 (1,2,3) - en vez del ctrl + g que sugirieron arriba, podrías hacer un slider como este https://osu.ppy.sh/ss/7024733 para que no quede tanta distancia entre el slider y la siguiente nota

00:33:626 (3,4) - deberías hacerlos circulares o rectos como los venías haciendo, por consistencia digo, así como el punto anterior también, si notas la diferencia entre las notas largas (00:30:197 (1) -), la voz hace como un pequeño cambio que es para un slider más curvo

00:46:311 (3,4) - podrías moverlos a x:400 y:104, le dan un buen pie al siguiente slider

00:49:740 (2,3) - un ctrl+g, básicamente por cómo se siente al jugarlo (especialmente hdhr)

00:49:740 (2,3) - ese golpe que hay de fondo de ritmo deberías cambiarlo por slider (tick blanco -> tick blanco), en la siguiente lo haces así (01:08:597 (1) - ) o si no al revés, cambiar el último por 2 círculos como lo hacías anteriormente, y si andas de ganas podrías hacerle a cada uno un pequeño cambio de slider velocity, lo haría entretenido

01:26:426 (1,2,3,4,5,6,7) - este te sugiero que lo hagas al revés, que venga con notas cercanas y se alejen debido a cómo aumenta el ritmo de la canción, o la otra opción es que hagas stream con la última parte, no quedaría overmapped

01:35:168 (3,4) - ctrl + g, queda un bonito salto(free pp (?))

01:49:568 (8) - podrías bajarlo a y=196, para darle mejor pie al siguiente slider

02:10:826 (5,6,7,8) - la verdad, no sé que opinar de eso, quizás un stream largo por un tema de jugabilidad, pero igual al ser low bpm no es tan grave

02:15:111 (3,4,5) - quizás este triple está de más, es exactamente igual al anterior verso y siento que sobra /:


como siempre, todas son sugerencias, es un modeo bastante novato así que ojalá te sirva, quizás edito mi post y modeo las lower diffs que son más difíciles para mí xD, está entretenido en fin, saludos!
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