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9mm Parabellum Bullet - Inferno [CatchTheBeat]

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Topic Starter
MBomb
This beatmap was submitted using in-game submission on 04 March 2017 at 04:29:58

Artist: 9mm Parabellum Bullet
Title: Inferno
Source: ベルセルク
Tags: MBomb BERSERK guts casca griffith 2016 tv size opening
BPM: 195
Filesize: 23891kb
Play Time: 01:28
Difficulties Available:
  1. Conflagration (7.89 stars, 542 notes)
  2. Cup (1.51 stars, 147 notes)
  3. Overdose (6.24 stars, 497 notes)
  4. Platter (3.14 stars, 263 notes)
  5. Rain (4.34 stars, 365 notes)
  6. Salad (1.94 stars, 194 notes)
Download: 9mm Parabellum Bullet - Inferno
Download: 9mm Parabellum Bullet - Inferno (no video)
Information: Scores/Beatmap Listing
---------------
"The raging inferno burned down all that surrounded it, leaving nothing left but a scar on the land, and the ruins of civilisation that once lived there."

Thanks to JBHyperion for getting the video for me! Redl after 27/12/2016 for video.

Standard Set

#4 in Community Choice 2017


Cup mapped and (not) hitsounded by - Magic Bomb -
Salad mapped and (not) hitsounded by - Magic Bomb -
Platter mapped and (not) hitsounded by - Magic Bomb -
Rain mapped and (not) hitsounded by - Magic Bomb -
Overdose mapped and (not) hitsounded by - Magic Bomb -
Conflagration mapped and (not) hitsounded by - Magic Bomb -
Hitsounds by Monstrata
PlasticMemor
this was a meme confirmed
Absolute Zero
hey look it's the x-axis but covered in streams :^)
DeletedUser_6709840
I'll map you a platter if you want
Sorceress
Cool beatmap, played "Incandescent" a little more and it's good fun but I noticed a quick couple of things.

There's the SV in the slow parts I mentioned to you earlier. Any full horizontal sliders outpace the catcher a bit making for some awkward dashing to keep up with them. So sliders such as 00:08:997 (2,3) - could do with being tilted a tad to reduce the overall distance on them. It's only really the slow parts with the long sliders that this is a problem but they shouldn't need reducing by much.

00:20:997 (1,2,3) - This pattern here aaand 00:21:613 (7,1) - this here are a bit of a difficulty spike. I'm bad at explaining this so I made a picture.
So both 00:20:997 (1) - and 00:21:613 (7) - require you to make a very fast right then left movement which is kind of tricky to do at this speed, moreso when the patterns around them are pretty consistently left right 1/4 sliders. It's not a bad pattern but it's pretty tricky and it only crops up these two times so could be an idea to nerf it.

Pester me on whatever you want if I didn't make sense here (:

x-axis mapping makes me wanna die
Topic Starter
MBomb

Sorcerer wrote:

Cool beatmap, played "Incandescent" a little more and it's good fun but I noticed a quick couple of things.

There's the SV in the slow parts I mentioned to you earlier. Any full horizontal sliders outpace the catcher a bit making for some awkward dashing to keep up with them. So sliders such as 00:08:997 (2,3) - could do with being tilted a tad to reduce the overall distance on them. It's only really the slow parts with the long sliders that this is a problem but they shouldn't need reducing by much. - Done for most, although some horizontal sliders were intended to be dashed, or fit well with flow (For example, going out from a dash of the previous note), so I left those ones.

00:20:997 (1,2,3) - This pattern here aaand 00:21:613 (7,1) - this here are a bit of a difficulty spike. I'm bad at explaining this so I made a picture.
So both 00:20:997 (1) - and 00:21:613 (7) - require you to make a very fast right then left movement which is kind of tricky to do at this speed, moreso when the patterns around them are pretty consistently left right 1/4 sliders. It's not a bad pattern but it's pretty tricky and it only crops up these two times so could be an idea to nerf it. - Talked to you in PM about this, I did this intentionally for a higher variety of patterns, and to add a bit more difficulty to the map, however the spike it causes may be a bit too much, so I'll see if others comment on this.

Pester me on whatever you want if I didn't make sense here (:

x-axis mapping makes me wanna die
Thanks for the mod!
DeletedUser_6709840
I'm not gonna wait for the M4M queue, so I'll give you a mod early with just nit picky stuff.


General

Looks fine.

Cup

00:37:613 (1,2) – From what I hear, (1) has more emphasis because it's deeper in tone but yet you put more spacing in-between these two notes than the previous pattern. Perhaps reduce a bit between these two so there's some more balance?
01:06:228 (4,1) – Are you sure about having this anti-flow here in a Cup? It could be a bit disorienting for a newer player unless perhaps it's nerfed distance wise or perhaps rotated.
01:27:459 (1,2,3,4,5,6,1) – I'd personally use 1.30x (or specifically 1.28x with the current grid snap) so this stream isn't as intimidating for a newer player and they don't have to be as precise with the fruit catcher to catch all notes.

Salad

00:26:536 (1,2) – If you're gonna do a dash into anti-flow, making it a 1.80x dash is a bit harsh for a Salad. Perhaps reduce to 1.60x or 1.70x spacing so it's not as large of a distance that is might be hard to read.
00:26:536 (1,2) – Comment: This anti-flow just really triggers me the more I look at it.
01:24:690 – A new combo here seems plausible to keep the catcher from getting cluttered.
01:27:459 (1,2,3,4,5,6) – What even is this spacing??? This is almost dashy because of the heavy spacing snap. I'd suggest moving 01:27:613 (2,4,6) to X=72 to make it 1.20x spacing and also more readable for the player.

Platter

- I felt like I had to flail my fingers to catch most of these jumps, what the heck.
00:01:920 (4,5,1) – I feel as if the jump here is a bit over spaced to and from (5). It would be more natural if the spacing was reduced a bit to something between 1.90x and 1.80x to me personally.
00:03:766 (4,5) – I feel as if this spacing is a bit large and it makes it hard to catch the hyper and would recommend reducing a small bit so it's not as large for the player.
00:05:613 (4,5) - ^ Same, I feel as is the spacing is a bit larger than intended.
00:14:536 (1,2) – This pattern is feels awkward to me. Either because of the anti-flow or it feels you have to dash a little too heavily to (1) and then it causes under-dashing and missing slider (1) of the next pattern. Move (2) to X=32 or lessen the curve of the slider so you can have more room to work with on the play field.
00:21:920 (4) – Personally, I'd feel this would play better if it flowed to the music more by the use of Ctrl+G on this slider because the anti-flow just doesn't sound like it should be natural here and then adjust distances to the next note.
00:31:151 (1,2) – I felt like this was over spaced again but since I pointed it out multiple times now you should get what I'm talking about since it keeps getting repeated.
00:36:997 (7) – There's an odd pause it feels like between (6) and (7). I feel like the spacing should be increased a bit so this pause isn't as noticeable.
00:49:613 (3,4,5) – The jumps to and from (4) seem a bit over spaced. It would really help to put (4) on X=112 so the player doesn't feel like they have to flail to catch everything.
01:26:536 (3,4,5) – Rhythmically and flow-wise, it would feel better to have these with more equal spacing because of the tone sounds more even to me here and more suitable for a plate walk/dash. (4) would work better on X=272 to match the song tone.

Rain

I couldn't find anything that as wrong with Rain flow or pattern wise. Seems fine.

I wish you the best of luck!
Topic Starter
MBomb
Set's finished, time to reply to this mod.

RoseusJaeger wrote:

I'm not gonna wait for the M4M queue, so I'll give you a mod early with just nit picky stuff.


General

Looks fine.

Cup

00:37:613 (1,2) – From what I hear, (1) has more emphasis because it's deeper in tone but yet you put more spacing in-between these two notes than the previous pattern. Perhaps reduce a bit between these two so there's some more balance? - Done.
01:06:228 (4,1) – Are you sure about having this anti-flow here in a Cup? It could be a bit disorienting for a newer player unless perhaps it's nerfed distance wise or perhaps rotated. - This cup is harder than a lot of others due to the song, so I feel this kind of pattern is fine, as there is reaction time given to compensate for the slightly harder pattern.
01:27:459 (1,2,3,4,5,6,1) – I'd personally use 1.30x (or specifically 1.28x with the current grid snap) so this stream isn't as intimidating for a newer player and they don't have to be as precise with the fruit catcher to catch all notes. - I feel as though 1.28x makes this stream a lot harder for a newer player, as with 1.44x they can just hold the right arrow key and hit it all, whereas a 1.28x makes it so that if you do this you miss.

Salad

00:26:536 (1,2) – If you're gonna do a dash into anti-flow, making it a 1.80x dash is a bit harsh for a Salad. Perhaps reduce to 1.60x or 1.70x spacing so it's not as large of a distance that is might be hard to read. - Done 1.7x, I think this is enough reaction time.
00:26:536 (1,2) – Comment: This anti-flow just really triggers me the more I look at it. - I think it's fine, not too difficult for a salad because of the reaction time given.
01:24:690 – A new combo here seems plausible to keep the catcher from getting cluttered. - Leaving it how it is for the consistency of NCs is fine in my eyes, and according to the guideline this is alright.
01:27:459 (1,2,3,4,5,6) – What even is this spacing??? This is almost dashy because of the heavy spacing snap. I'd suggest moving 01:27:613 (2,4,6) to X=72 to make it 1.20x spacing and also more readable for the player. - This isn't really heavy spacing right now, and decreasing it anymore would just lead to newer players trying to stand in the middle, which isn't what I want here.

Platter

- I felt like I had to flail my fingers to catch most of these jumps, what the heck.
00:01:920 (4,5,1) – I feel as if the jump here is a bit over spaced to and from (5). It would be more natural if the spacing was reduced a bit to something between 1.90x and 1.80x to me personally. - Reduced slightly considering this is the first 2 seconds of the song.
00:03:766 (4,5) – I feel as if this spacing is a bit large and it makes it hard to catch the hyper and would recommend reducing a small bit so it's not as large for the player. - Yeah reduced slightly.
00:05:613 (4,5) - ^ Same, I feel as is the spacing is a bit larger than intended. - I think this one is fine to be a bit stronger given the strength in pitch of this note.
00:14:536 (1,2) – This pattern is feels awkward to me. Either because of the anti-flow or it feels you have to dash a little too heavily to (1) and then it causes under-dashing and missing slider (1) of the next pattern. Move (2) to X=32 or lessen the curve of the slider so you can have more room to work with on the play field. - Lessened curve of slider.
00:21:920 (4) – Personally, I'd feel this would play better if it flowed to the music more by the use of Ctrl+G on this slider because the anti-flow just doesn't sound like it should be natural here and then adjust distances to the next note. - The antiflow on this sounds fine to me, and plays easy enough for a platter, so I'd rather keep it as it is.
00:31:151 (1,2) – I felt like this was over spaced again but since I pointed it out multiple times now you should get what I'm talking about since it keeps getting repeated. - I think these ones are fine, because they give you more reaction time.
00:36:997 (7) – There's an odd pause it feels like between (6) and (7). I feel like the spacing should be increased a bit so this pause isn't as noticeable. - I agree, fixed.
00:49:613 (3,4,5) – The jumps to and from (4) seem a bit over spaced. It would really help to put (4) on X=112 so the player doesn't feel like they have to flail to catch everything. - Looks good.
01:26:536 (3,4,5) – Rhythmically and flow-wise, it would feel better to have these with more equal spacing because of the tone sounds more even to me here and more suitable for a plate walk/dash. (4) would work better on X=272 to match the song tone. - Instead I decided to ctrl+H all notes after 01:27:151 (5) - , as I feel this creates a nicer backforth flow.

Rain

I couldn't find anything that as wrong with Rain flow or pattern wise. Seems fine.

I wish you the best of luck!
Thanks for the mod!
BoberOfDarkness
Small mod

Incandescent

  1. Lets start with reducing fruits stacking on platter I guess, put NC on:
    00:00:996 (5) -
    00:01:305 (8) -
    00:01:920 (5) -
    00:02:228 (9) -
    00:02:843 (3) -
    00:03:151 (6) -
    00:03:766 (5) -
    00:04:074 (9) -
    00:04:689 (4) -
    00:04:997 (7) -
    00:05:613 (5) -
    00:05:920 (9) -
    00:06:535 (4) -
    00:06:843 (8) -
    00:07:459 (5) -
    00:07:766 (9) -
  2. 00:05:305 (1,2,3,4) - please don't use so evil anti-flow stream
  3. 00:08:997 (2,3,4) - I would place NC on each one, every slider is placed on new stanza and contains a lot of droplets so its fine to reduce fruits on the platter :^
  4. 00:12:690 (4) - add NC

    00:14:536 (7) - NC for reducing those tons of fruits (17 fruits in one combo!)
  5. 00:31:613 (4,5) - thats look bad :v
  6. Again lets reduce stacking, add NC:
    00:45:459 (6) -
    00:46:228 (5,9) -
    00:47:305 (5) -
    00:48:074 (5,9) -
    00:48:997 (3,5) -
    00:49:920 (3,5) -
    00:50:843 (5,9) -
    00:51:842 (5,9) -

    and also here 00:53:305 (3) -
    and 00:55:151 (5) -

    and on those 00:56:997 (3,4) -

    and... this 01:02:536 (7) -

    also 01:04:382 (4) -

    you can add NC here too 01:06:228 (4) -

    same with this one 01:08:074 (4) -

    don't mind adding NC here too 01:09:920 (7) -

    also you can add some NC here 01:11:766 (4) - and 01:13:613 (4) -

    here 01:15:459 (3) - is nice spot for NC
  7. 00:46:536 (9,10,11,12) - that should flow better if you curve it
  8. 00:48:074 (5,6,7,8) - please no nazi anti flow
General stuff
There is huge gap between rain and overdose - I am suggesting making rain harder and overdose a bit easier
Maybe try using CS3.7 on overdose for some CS spread?
New combos should be applied to other diffs as well you use too long combos
Rain Overdose and Incandescent use same HP stats maybe try this spread - 5.5 > 6 > 6.5 ?


very nice mapset
Topic Starter
MBomb

BoberOfDarkness wrote:

Small mod

Incandescent

  1. Lets start with reducing fruits stacking on platter I guess, put NC on:
    00:00:996 (5) -
    00:01:305 (8) -
    00:01:920 (5) -
    00:02:228 (9) -
    00:02:843 (3) -
    00:03:151 (6) -
    00:03:766 (5) -
    00:04:074 (9) -
    00:04:689 (4) -
    00:04:997 (7) -
    00:05:613 (5) -
    00:05:920 (9) -
    00:06:535 (4) -
    00:06:843 (8) -
    00:07:459 (5) -
    00:07:766 (9) -

    Denied all, 12 fruits on the plate is fine in an overdose.
  2. 00:05:305 (1,2,3,4) - please don't use so evil anti-flow stream - It's a pretty easy wiggle pattern, and adds some variety in the streams.
  3. 00:08:997 (2,3,4) - I would place NC on each one, every slider is placed on new stanza and contains a lot of droplets so its fine to reduce fruits on the platter :^ - Don't like the idea of adding NCs onto these, it looks strange to me.
  4. 00:12:690 (4) - add NC - Following consistent NC pattern with previous.

    00:14:536 (7) - NC for reducing those tons of fruits (17 fruits in one combo!) - It's only 16, and I feel this is fine on an overdose, it doesn't clutter too much.
  5. 00:31:613 (4,5) - thats look bad :v - 4 is vertical so that the catcher follows a pattern as if this was a 1/8 triple, and then goes back to HDash to 5, I think it plays nicely.
  6. Again lets reduce stacking, add NC:
    00:45:459 (6) -
    00:46:228 (5,9) -
    00:47:305 (5) -
    00:48:074 (5,9) -
    00:48:997 (3,5) -
    00:49:920 (3,5) -
    00:50:843 (5,9) -
    00:51:842 (5,9) -

    Same as earlier.

    and also here 00:53:305 (3) -
    and 00:55:151 (5) - - Again with these, 12 fruit on plate is fine.

    and on those 00:56:997 (3,4) - - There's barely even any fruit on plate here though...

    and... this 01:02:536 (7) - - Again, I also feel up to 16 is fine on an overdose.

    also 01:04:382 (4) - - Same as earlier.

    you can add NC here too 01:06:228 (4) - -

    same with this one 01:08:074 (4) -

    don't mind adding NC here too 01:09:920 (7) - - And with all of these.

    also you can add some NC here 01:11:766 (4) - and 01:13:613 (4) - - Up to 16 still seems fine to me, doesn't feel cluttered.

    here 01:15:459 (3) - is nice spot for NC - Not cluttered at all here, barely any fruit on plate.
  7. 00:46:536 (9,10,11,12) - that should flow better if you curve it - Curved.
  8. 00:48:074 (5,6,7,8) - please no nazi anti flow - Simple wiggle pattern is fine at this high difficulty.

General stuff
There is huge gap between rain and overdose - I am suggesting making rain harder and overdose a bit easier - This gap is only in star rating, in terms of difficulty, the gap is not that big.
Maybe try using CS3.7 on overdose for some CS spread? - Would rather increase CS of Incandescent if I was going to try and improve CS spread, but I think it's fine as it is, because the difficulty itself is more of an increase than the CS would make it.
New combos should be applied to other diffs as well you use too long combos - I stuck to the guidelines of the ranking criteria in all difficulties, so combo lengths are fine.
Rain Overdose and Incandescent use same HP stats maybe try this spread - 5.5 > 6 > 6.5 ? - I don't like going above HP6 in most situations, and I think the increasing nature of streams getting harder makes the HP seem to go up anyway, even though it technically never does.


very nice mapset
Thanks for the mod!
Yuii-
Hoooly

Good luck!
Bunnrei
oke

[through the fire and flames]
00:23:151 (2,3,4,5) - make this a stream going to the right at a low spacing
00:25:766 (2,3) - i think it's better to have the first slider more horizontal than the second, since the pitch of the drum (whatever you call that specifically lol) gets lower and lower in pitch
00:28:997 (6,7,8,9) - ctrl+g (6,7) and (8,9) separately for more variety (and better flow into the next pattern)
00:29:305 (1,2,3,4,5,6) - there's the pitch thing here again, so a bit of variety in spacing might be good (maybe a curve)
00:40:843 (4,5) - (5) is a stronger beat so move it a bit farther (maybe 1.5x-2x DS)

[ovrdose]
i didnt see too many problems, tho i think the diff as a whole is in need of a bit of a nerf >.> especially those 1/2 consecutive left-rights and those slider/stream antiflows

rank
Topic Starter
MBomb

Chara wrote:

oke

[through the fire and flames]
00:23:151 (2,3,4,5) - make this a stream going to the right at a low spacing - Nice idea, done in a way where it plays differently to other patterns still, whilst feeling good to play.
00:25:766 (2,3) - i think it's better to have the first slider more horizontal than the second, since the pitch of the drum (whatever you call that specifically lol) gets lower and lower in pitch - Done.
00:28:997 (6,7,8,9) - ctrl+g (6,7) and (8,9) separately for more variety (and better flow into the next pattern) - Really like how this plays.
00:29:305 (1,2,3,4,5,6) - there's the pitch thing here again, so a bit of variety in spacing might be good (maybe a curve) - Made the pattern a curve, but not with the pitches, as the actual strength of the drum feels really similar throughout, so similar distances are still fine.
00:40:843 (4,5) - (5) is a stronger beat so move it a bit farther (maybe 1.5x-2x DS) - Yeah, increased.

[ovrdose]
i didnt see too many problems, tho i think the diff as a whole is in need of a bit of a nerf >.> especially those 1/2 consecutive left-rights and those slider/stream antiflows - I think the consecutive left-rights are fine because they're a lot easier than the patterns in incandescent, and I think it forms a good bridge between that and the rain. I tried to keep those patterns simple whilst still making them difficult, which is why they are pretty simple movement, rather than the more complicated ones used, for example, at the end of Incandescent.

rank
Thanks for the mod!
Crowley
pp

[platr]

01:18:228 (1) - to 01:23:459 (3) - wouldnt it be better if u made it like on the first part?

[rain]

00:08:997 (2) - ctrl g then make it a bit more farther than (1)
00:18:228 (5) - idk this feels empty there are alot of beats not being mapped
00:24:382 (3,1) - i think (3) should have no Hfruit and (1) should have one
00:28:382 (3) - better if this has hfruit or farther distance
00:35:766 (1) - better if the sliderend has a hfruit
00:38:536 (2) - flip this?
00:48:690 (1,2) - bit more distance between this and 00:49:151 (3,4) -
01:05:613 (2) - remove this then make 01:05:305 (1) - with reverse slider and add another note at 01:05:766 (2) -
01:15:459 (2) - ctrl g pls then increase ds
01:20:997 (5) - feels empty
01:27:459 (1,2,3,4,5,6) - i think this is better if they are alternating

also pls make more streams than the curved sliders

dats all sorry for sht mod xddd
BoberOfDarkness
I would discus if 12 fruits on plate are fine even if thats is extra level of difficulty (but I am not even on discord so where we can discus :^)
JBHyperion

BoberOfDarkness wrote:

I would discus if 12 fruits on plate are fine even if thats is extra level of difficulty (but I am not even on discord so where we can discus :^)
Ranking Criteria



discuss
Topic Starter
MBomb

Crowley wrote:

pp

[platr]

01:18:228 (1) - to 01:23:459 (3) - wouldnt it be better if u made it like on the first part? - The dash patterns are basically the same as the first part, the only difference is I didn't map the long slider for the held note, which I decided not to do because the second kiai actually has a constant 1/2 drumbeat which is pretty strong rhythm.

[rain]

00:08:997 (2) - ctrl g then make it a bit more farther than (1) - I like the way the antiflow plays here, and I think it neatly compliments the intensity of the vocals on these.
00:18:228 (5) - idk this feels empty there are alot of beats not being mapped - I think following the guitar is best for the first section like this.
00:24:382 (3,1) - i think (3) should have no Hfruit and (1) should have one - My mapping style (As well as most other mappers) is to have HDashes to strong notes, to emphasise how that is the strong one. I think 1 is a lot stronger note than 2, as this is where the actual change in intensity happens. Having a HDash to 2 could be nice as well, but I feel it would be too hard for this difficulty, so I decided to only have one to 1.
00:28:382 (3) - better if this has hfruit or farther distance - Increased distance slightly, I think a HDash would be too much.
00:35:766 (1) - better if the sliderend has a hfruit - I think this would be a bit hard for this type of difficulty.
00:38:536 (2) - flip this? - The antiflow is to put more emphasis on the vocals here, however I did reduce the distance slightly to make it easier.
00:48:690 (1,2) - bit more distance between this and 00:49:151 (3,4) - - Done.
01:05:613 (2) - remove this then make 01:05:305 (1) - with reverse slider and add another note at 01:05:766 (2) - - Focus here in timeline is on drums, not vocals.
01:15:459 (2) - ctrl g pls then increase ds - Antiflow feels better for these vocals to me.
01:20:997 (5) - feels empty - Fixed for reason stated in platter.
01:27:459 (1,2,3,4,5,6) - i think this is better if they are alternating - I'm not entirely sure what this means, but either way, I like the dashes how they are because all of the notes in this section are strong, it's just I felt this type of pattern would've been too hard in the platter.

also pls make more streams than the curved sliders

dats all sorry for sht mod xddd
Thanks for the mod! Just some advice to improve your modding, you should probably try mentioning reasons for what you say in your mods. I could understand your reasoning for the most part, but some less experienced mappers would maybe not understand why you were asking them to do certain things, and so not accept the suggestions, even if they would if they actually knew the reasoning. It was helpful though, so thanks! :D
snexe
Nice hardest difficulty name, but Conflagration could be more okay than Incandescent.

map shelter
Bunnrei

BoberOfDarkness wrote:

I would discus if 12 fruits on plate are fine even if thats is extra level of difficulty (but I am not even on discord so where we can discus :^)
tbh i did not notice the 12 notes thing, and it doesnt bother me too much since lots of streams

if anything, having too many NCs on the streams would make it look like a bunch of notes bouncing off the platter really often so that would be more confusing ;/

and regarding diffname: its better to use the noun form (Incandescence) than the adjective form (Incandescent)
Topic Starter
MBomb

Chara wrote:

BoberOfDarkness wrote:

I would discus if 12 fruits on plate are fine even if thats is extra level of difficulty (but I am not even on discord so where we can discus :^)
tbh i did not notice the 12 notes thing, and it doesnt bother me too much since lots of streams

if anything, having too many NCs on the streams would make it look like a bunch of notes bouncing off the platter really often so that would be more confusing ;/

and regarding diffname: its better to use the noun form (Incandescence) than the adjective form (Incandescent)
I prefer Incandescent, because, whilst CtB difficulty names don't reflect this well, most of the time difficulty names are used to describe, and so an adjective makes more sense to me.
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