This is a BSS beatmap submission. Click here to view full beatmap information.
User avatar
Star Shooter
234 posts
Offline
This beatmap was submitted using in-game submission on 27 октября 2017 г. at 22:36:48

Artist: DJ Swan
Title: Beautiful Angel
Source: beatmania IIDX 15 DJ TROOPERS(CS)
Tags: drum'n'bass dnb KaniNayuta Heatherfield Gordon123
BPM: 172
Filesize: 10151kb
Play Time: 01:54
Difficulties Available:

Download: DJ Swan - Beautiful Angel
Information: Scores/Beatmap Listing
---------------
IIDX初识曲 dream back to 2010
Hyper - kaninayuta
Insane - me
Another - Heatherfield
Ex - me
SB - Gordon123
ready to fall
Last edited by rs_fadeaway on , edited 49 times in total.
User avatar
Tempo Trainee
10 posts
Offline
Earned 2 kudosu.
The endings of Hard and Another charts need tweaking, I think.
I'd say the Normal diff, which has double 1/3s instead of 1/2s, is acoustically the best for this song - IIDX had it that way too.
cf. http://textage.cc/score/17/btyangel.html?2AA00, 82nd and 83rd bars.
I know it's for difficulty's sake, but it feels just weird to have 1/2s towards the very end, where the drum machine is fading out.

By the way, if you wanted Taiko/Mania charts for this map, I'd be more than happy to contribute.
User avatar
Star Shooter
234 posts
Offline
m7d07 wrote:
The endings of Hard and Another charts need tweaking, I think.
I'd say the Normal diff, which has double 1/3s instead of 1/2s, is acoustically the best for this song - IIDX had it that way too.
cf. http://textage.cc/score/17/btyangel.html?2AA00, 82nd and 83rd bars.
I know it's for difficulty's sake, but it feels just weird to have 1/2s towards the very end, where the drum machine is fading out.

By the way, if you wanted Taiko/Mania charts for this map, I'd be more than happy to contribute.

hi, thank you for your suggest.
before i made the endings, i also watched how it goes in IIDX, but it still hard to choose map 1/3 or 1/2 (osu can only show one track at the same time)
Since the map is just begining, i will consider it and sure we could find out the best way to solve)
Im interesting in the mania chart,but this probably go for rank,so we need full mania set or u'd better creat a own set by urself :)
User avatar
Tempo Trainee
10 posts
Offline
No kudosu yet.
rs_fadeaway wrote:
m7d07 wrote:
The endings of Hard and Another charts need tweaking, I think.
I'd say the Normal diff, which has double 1/3s instead of 1/2s, is acoustically the best for this song - IIDX had it that way too.
cf. http://textage.cc/score/17/btyangel.html?2AA00, 82nd and 83rd bars.
I know it's for difficulty's sake, but it feels just weird to have 1/2s towards the very end, where the drum machine is fading out.

By the way, if you wanted Taiko/Mania charts for this map, I'd be more than happy to contribute.

hi, thank you for your suggest.
before i made the endings, i also watched how it goes in IIDX, but it still hard to choose map 1/3 or 1/2 (osu can only show one track at the same time)
Since the map is just begining, i will consider it and sure we could find out the best way to solve)
Im interesting in the mania chart,but this probably go for rank,so we need full mania set or u'd better creat a own set by urself :)


I see, so how many mania diffs are usually needed to get the ball rolling? Will 2 key counts with 3 diffs in each do?
User avatar
Rhythm Incarnate
1,672 posts
Offline
Earned 2 kudosu.

General
Widescreen and Letterbox off in all diffs pls


Easy
00:38:920 (4,1) - blanket
00:57:059 (1) - maybe this NC isn't necessary? if necessary, i think 00:58:106 (2) - also NC is better
01:11:013 (3,4) - I hope blanket but at least make it balanced? i mean move to right a bit
01:12:757 (5) - 01:32:292 (5) - 01:35:083 (9) - forgot NC
01:18:338 (1,2) - DS 1.65
01:27:059 (2,3) - DS 1.49
01:36:478 (1) - NC off
01:37:873 (1) - NC
01:54:617 (1) - why no spinner..?


Normal
NC is quite irregular. somewhere per 1 downbeat, somwhere 2 downbeat, and somewhere not both. if no reason, NC per 2 downbeat pls, since hard using NC like that.

00:19:035 (3) - unsnap
00:25:838 (2,2) - if it's not your pattern, can improve this overlap..?
00:57:059 (2,3,4) - 4 is closer to slider's tail than 3. there's 3/2 time gap so not a big problem, but improving for readability of nubs would be better i think
00:58:803 - easy has slidertail here, but nothing in normal. add note here pls
01:36:478 - this sound is quite strong, catch if u can
01:42:059 (1) - end this one in white tick, cuz that sound is stronger
01:43:629 (1,2,3,4) - i think this sound is 1/3 rhythm, check once more with 25% speed
01:54:617 (1) - can use sound fadeout?


Hard
00:37:350 (1) - NC off
00:36:129 (8,2) - intentionally unstacked?
01:09:269 (6) - sound is strong, I think can catch it from Hard diff.


Hyper
00:16:594 (8,1) - oh too close, can improve like this kind? https://osu.ppy.sh/ss/7313899
00:29:327 - can put circle here like 00:23:745 (7) - ? sound here i thnk
00:32:292 (6) - NC
00:35:519 (6,7) - I cant know reason why you separated stream here, I think 00:35:780 (9) - is more suitable according to sound? like extra
01:04:036 (9) - stack
01:14:501 (2,2) - stack
01:15:548 (1,2,3,4,5,6,7) - https://osu.ppy.sh/ss/7313942 can make polished pattern like this? (if you hate monstrata pass this)
01:39:617 (3) - actually strong beat and melody is high, but why DS is super low 01:39:443 (2,3) - here?
01:53:222 (1,2,3,4,5,6,7) - considering hard used, 1/4 rhythm, can reconsider this 1/3 pattern.
01:54:617 (7) - where's spinner


Extra
00:12:757 (1,1) - would be nice pattern if you can stack these
00:25:838 (3) - i understand 00:25:315 (1) - why this one is 1.5, but I think there's no reason to make this one to 1.5 too.
00:20:605 (7) - 00:26:187 (5) - clap off?
01:19:385 (5,1) - stack
01:37:699 (4,5,1) - really tense, I think u can give more DS
01:37:873 (1) - can use finish here since song gives strange symbol sound
01:54:617 - where's spinner

your Extra became better i think. i saw some creative patterns


Good luck!
User avatar
Rhythm Incarnate
621 posts
Offline
Earned 1 kudosu.

Genal
这两个音效没有用到,建议删掉 drum-hitclap2.wav normal-hitclap2.wav
diff的结束时间不统一:
01:54:617 - Beginner
01:58:803 - Normal
01:54:617 - Hard
01:54:617 - Hyper
01:54:791 - Extra
所有diff的combo color无法识别
hard(3.2)到Hyper(4.7)的spread有点太大了,我个人还是推荐再补一个diff,4.0-4.2左右

Biginner
01:11:013 (3,4) - 没包好

Normal
00:19:035 (3) - unsnap
NC的问题有点大,最好重新下一遍

Hard
挺稳的,就是NC还是最好再改改,一小节一NC感觉更舒服
00:12:407 (6) - unsnap
00:41:536 (8) - 没叠好
01:35:083 (1) - 这里的lap挺丑的,ctrl+J一下吧

Hyper
开头的折返跳太难了,后面的kiai大部分都达不到这样的难度,还是改善良点吧,不然难度脱节了
连续两个clap感觉不怎么合曲,24clap感觉可以了,再要玩花样还是在whistle里玩吧
00:41:711 (8) - 老老实实ctrl+G吧,flow还是舒服点
01:41:187 - 漏音了
00:45:199 (2,3) - 重音在00:45:373 - ,用滑条尾曲跟反馈会变差,建议2的滑条头改单点,滑条尾改成1/1滑条,正好也把3跟了
00:58:019 - 这里漏音了应该
01:04:036 (9,10) - 虽然这里没说必须要叠起来,但是看01:00:374 (5,6,9,10) - 你都完全stack了,这里不stack看起来不好看
01:09:269 (1,2,5,2) - 这三个最好还是叠一下吧,强迫症看得要死了.....
01:39:269 (1,2,3,4,5,6,7,8) - 这一串跳有点丑.....尤其是01:39:269 (1,5,7) - 这三个被微妙的lap了
主难度摸不动,GL啦
User avatar
Beatmap Nominator
2,628 posts
Offline
No kudosu yet.
看了一下我是觉得Hard Hyper gap很大
Hard基本按DS走的 Hyper跳得很厉害,简直就是Insane了
User avatar
Rhythm Incarnate
1,077 posts
Offline
Earned 1 kudosu.
as request


Hyper
00:23:048 (2,3,4,5,6) - 用和之前一样的三连结构可能会好一点,这一部分你好像都是用三连的...从 - 00:25:315 - 开始,音乐进入下一部分了再考虑用5连会好一点


Extra
00:23:396 (7) - 歪了

00:45:461 (5) - 有点让人迷惑

00:47:640 (1,2) - 间距有点太大

00:50:431 (1,2) - 可能也有点太大

01:27:582 (7) - 因为stack的原因有点歪,是ex的话可以果断把SL改成0.5,这样就更难而且更好看一点
http://puu.sh/u2H1A/6fec5a07cc.png

01:39:617 (3,4,5,6) - 间距突然小了,456整体ctrl+g?

gl
User avatar
Star Shooter
234 posts
Offline
Left wrote:

General
Widescreen and Letterbox off in all diffs pls alright


Easy
00:38:920 (4,1) - blanket fixed
00:57:059 (1) - maybe this NC isn't necessary? if necessary, i think 00:58:106 (2) - also NC is better sure,its not
01:11:013 (3,4) - I hope blanket but at least make it balanced? i mean move to right a bit done
01:12:757 (5) - 01:32:292 (5) - 01:35:083 (9) - forgot NC
01:18:338 (1,2) - DS 1.65
01:27:059 (2,3) - DS 1.49
01:36:478 (1) - NC off
01:37:873 (1) - NC ^ done
01:54:617 (1) - why no spinner..?


Normal
NC is quite irregular. somewhere per 1 downbeat, somwhere 2 downbeat, and somewhere not both. if no reason, NC per 2 downbeat pls, since hard using NC like that.

00:19:035 (3) - unsnap
00:25:838 (2,2) - if it's not your pattern, can improve this overlap..? sure, fixed
00:57:059 (2,3,4) - 4 is closer to slider's tail than 3. there's 3/2 time gap so not a big problem, but improving for readability of nubs would be better i think yep, i didnt consider this,changed pattern
00:58:803 - easy has slidertail here, but nothing in normal. add note here pls added
01:36:478 - this sound is quite strong, catch if u can +
01:42:059 (1) - end this one in white tick, cuz that sound is strongermb we should just keep it, coz the coming rhythm in this way too
01:43:629 (1,2,3,4) - i think this sound is 1/3 rhythm, check once more with 25% speed hmm here got wrong , but3/8 here
01:54:617 (1) - can use sound fadeout? hitsound will in further work


Hard
00:37:350 (1) - NC off
00:36:129 (8,2) - intentionally unstacked? nope,just edited with DS open,but now stack
01:09:269 (6) - sound is strong, I think can catch it from Hard diff. sure


Hyper
00:16:594 (8,1) - oh too close, can improve like this kind? https://osu.ppy.sh/ss/7313899
00:29:327 - can put circle here like 00:23:745 (7) - ? sound here i thnk
00:32:292 (6) - NC
00:35:519 (6,7) - I cant know reason why you separated stream here, I think 00:35:780 (9) - is more suitable according to sound? like extra
01:04:036 (9) - stack
01:14:501 (2,2) - stack
01:15:548 (1,2,3,4,5,6,7) - https://osu.ppy.sh/ss/7313942 can make polished pattern like this? (if you hate monstrata pass this)
01:39:617 (3) - actually strong beat and melody is high, but why DS is super low 01:39:443 (2,3) - here?
01:53:222 (1,2,3,4,5,6,7) - considering hard used, 1/4 rhythm, can reconsider this 1/3 pattern.
01:54:617 (7) - where's spinner
since the diffculty gap between hyper and hard is a kinda big, so i may fix a lot, so just remain for further work


Extra
00:12:757 (1,1) - would be nice pattern if you can stack these im not sure if its nice pattern, but ok, lets try this
00:25:838 (3) - i understand 00:25:315 (1) - why this one is 1.5, but I think there's no reason to make this one to 1.5 too. hold this for far more suggestions
00:20:605 (7) - 00:26:187 (5) - clap off? ok
01:19:385 (5,1) - stack +
01:37:699 (4,5,1) - really tense, I think u can give more DS ok
01:37:873 (1) - can use finish here since song gives strange symbol sound done
01:54:617 - where's spinner im feel that a long spinner at end is boring, and this slider end with hitsound is more clear and powerful

your Extra became better i think. i saw some creative patterns


Good luck!
Thx for ur helpful mod :)

kanor wrote:

Genal
这两个音效没有用到,建议删掉 drum-hitclap2.wav normal-hitclap2.wav ok~
diff的结束时间不统一:
01:54:617 - Beginner
01:58:803 - Normal
01:54:617 - Hard
01:54:617 - Hyper
01:54:791 - Extra 这个稍微放下,我考虑下是转盘结尾还是滑条结尾:)
所有diff的combo color无法识别 呀,根本就没放颜色
hard(3.2)到Hyper(4.7)的spread有点太大了,我个人还是推荐再补一个diff,4.0-4.2左右 后期

Biginner
01:11:013 (3,4) - 没包好 改了

Normal
00:19:035 (3) - unsnap
NC的问题有点大,最好重新下一遍 嗯 好了

Hard
挺稳的,就是NC还是最好再改改,一小节一NC感觉更舒服 好的 我考虑下,我NC从来都是2节无脑下
00:12:407 (6) - unsnap fixed
00:41:536 (8) - 没叠好 厉害了
01:35:083 (1) - 这里的lap挺丑的,ctrl+J一下吧 可以

Hyper
开头的折返跳太难了,后面的kiai大部分都达不到这样的难度,还是改善良点吧,不然难度脱节了 那我改简单?太难了么,没啥直观感受
连续两个clap感觉不怎么合曲,24clap感觉可以了,再要玩花样还是在whistle里玩吧
00:41:711 (8) - 老老实实ctrl+G吧,flow还是舒服点
01:41:187 - 漏音了remain
00:45:199 (2,3) - 重音在00:45:373 - ,用滑条尾曲跟反馈会变差,建议2的滑条头改单点,滑条尾改成1/1滑条,正好也把3跟了 看起来不错
00:58:019 - 这里漏音了应该 remain 加了
01:04:036 (9,10) - 虽然这里没说必须要叠起来,但是看01:00:374 (5,6,9,10) - 你都完全stack了,这里不stack看起来不好看 随手习惯了
01:09:269 (1,2,5,2) - 这三个最好还是叠一下吧,强迫症看得要死了.....
01:39:269 (1,2,3,4,5,6,7,8) - 这一串跳有点丑.....尤其是01:39:269 (1,5,7) - 这三个被微妙的lap了 这么一看好像有点
主难度摸不动,GL啦
thx for modding :)

Lily Bread wrote:
as request


Hyper
00:23:048 (2,3,4,5,6) - 用和之前一样的三连结构可能会好一点,这一部分你好像都是用三连的...从 - 00:25:315 - 开始,音乐进入下一部分了再考虑用5连会好一点


Extra
00:23:396 (7) - 歪了

00:45:461 (5) - 有点让人迷惑 再考虑下

00:47:640 (1,2) - 间距有点太大 还好啦

00:50:431 (1,2) - 可能也有点太大缩小了点

01:27:582 (7) - 因为stack的原因有点歪,是ex的话可以果断把SL改成0.5,这样就更难而且更好看一点
http://puu.sh/u2H1A/6fec5a07cc.png 好,我试一下

01:39:617 (3,4,5,6) - 间距突然小了,456整体ctrl+g? 音乐上这里是一个拖音的样子,不是很激烈,放个小DS感觉应该没差

gl
谢谢 :)

Regraz wrote:
看了一下我是觉得Hard Hyper gap很大
Hard基本按DS走的 Hyper跳得很厉害,简直就是Insane了

菜鸡控制不住星,很难受
Last edited by rs_fadeaway on , edited 3 times in total.
User avatar
Spinner Sage
151 posts
Offline
Earned 2 kudosu.
Hello! Hoping for M4M


General
  • Unused hitsounds:
    drum-hitclap2.wav
    normal-hitclap2.wav
  • Normal diff is 4s longer than others. Just wanted to point that out since in guidlines it's written:
    Your difficulties should all end at the same spot. Having a fully-mapped Normal/Hard and a half-mapped Easy just looks sloppy/lazy. A full Easy may look boring to you, but not to a player that can't handle the harder difficulties.
    Don't think 4s matters though but making them all consistent is a good thing.
  • Set combo colors. It's sort of a must nowadays.



Extra
  • 00:02:989 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - I think your Hyper diff captures the music here better. Notes in music here are grouped by 2, meaning every piano note on white tick is more intense than on the red. In hyper you are grouping them by 4, which fits nicely but here you have random/no grouping at all. The direction of spinning motion changes on 4th note, then doesn't chage for a while. Also 3rd note has much sharper angle. Changing that direction is very noticable for the player and should generally be supported by music. I suggest changing it on every 4th note, or on every 8th. For example. This way notes will be grouped by 4 and the groups will be divided by the direction of the rotation.
  • 00:07:175 (1,2,3,4,5,6,7,8) - Those are very intense, compared to previous ones. Why not make them more spaced instead of stacking like this? For example.
  • 00:08:745 (2,3,4,5,6,7) - if you have triplets here, why don't you have them 00:10:315 (3,4,5,6) - here? Those sound basicaly the same
  • 00:18:861 (4,1,2,3) - if you listen closely there should be something like this because 00:20:257 (3,4,5,6,7) - in music is exactly the same. And here 00:21:652 (4,1,2) - etc. Undermapping is fine but you have to create some sort of pattern that will repeat itself several times (e.g. 2, 4, 8 times). Right now you map piano 00:21:129 (1,2,3,4,1,2,3,4) - here and 00:26:885 (1,2,3,4,5,6,7,8,9,1) - both piano and drums here. This apllies to this whole part, hope you can find them all. If not - feel free to pm me.
  • 00:30:460 - Imo there should be an object here, since it's part of piano triplet. Sliderend would do nicely.
  • 01:09:966 (1) - Is this an AWP from CS 1.6? (hitsound) LMAO
  • I've found no problems with how note placements anymore. Sooooo basicaly - try to implement in 00:18:861 (4,1,2,3) this part what you have done in kiai with your choices of when to place triplets and when 5-notes burst.
  • 01:43:455 (6) - In my opinion from this point onwards you should map the very strong piano notes and not the soft drums. Also piano here goes half-tempo 1/3 so that makes it unnatural to press 1/4 streams when there is a 1/3 snapping in piano lead. Something like this or even like this seems much more fitting to me. (1) is at 01:43:629 in this screenshot. To make this part in line in terms of difficulty you can give those sliders really big SV. Similary it can be mapped up to the end of the map. Give it a try.



Hyper
  • 00:06:478 (3) - I think you should stick with 1/2 snapping. This (3)->(4) feels very unnatural, because there are no sound on blue tick, and there is one on the red. I think you've tried to express the long note that starts 00:06:478 but this creates awkward rythm here.
  • 00:08:571 (1,2,3,4,5,6,7) - clearly, every 1/4 has piano sounds in it and it feels very weird that you have a circle 00:08:833 (2) - here but not here 00:09:181 and 00:09:356 here etc. Perhaps something like this would work. (1) is at 00:08:571 here.
  • 00:26:536 (1) - I am not sure this sounds is strong enough to skip over everything it covers. Skipping downbeat ( 00:26:710 ) - big white tick is rarely a good idea. Something like this would be more intuitive and more pleasant to play. You can give the slider really big/low SV to make it stand out in order to represent that odd sound.
  • 00:44:850 (1) - 00:45:896 (5) - 00:46:944 (1) - It's better to end them on 1/2 snapping especially since you are doing exactly that right after.
  • I'd change it to 2 circles since both sounds are equally very intense.
  • 01:16:420 (6,7,8) - you should stick here to either sharp angles or change 01:15:548 (1,2,3) - to have dull angles too. Right now those feel very diffent while being the same in music.
  • 01:23:048 (4) - Thi should be at least ctrl+g and optionally moved a bit for readability. Consecutively 01:23:222 (1,2,3,4,5,6,7,8) - would need a change to fit with new direction of 01:23:048 (4) - .
  • 01:41:013 (2) - should end at red tick 01:41:187. There is a strong piano there. And you seem to map piano here.
  • 01:46:245 (1) - Oh, so you noticed 1/3 here youself. I think this should be reflected in Extra diff aswell.



Hard


I looked through Normal and beginner diffs but couldn't really find anything. Perhaps, beginner can use a bit more polished blankets but that's all.

Good luck with ranking!
User avatar
Spinner Sage
149 posts
Online
Earned 1 kudosu.
M4M from your queue
Funny Suggestion
Make a fountain of kiai (making kiai only on 1 tick) everytime an explosion happen :P

Extra
00:02:989 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - as direday already said, you're grouping here is a bit random, and while you're at it don't forget to change the DS of each jump, because your jump right now, not only random on direction, but also random at spacing. Change it so the DS is consistent, or.. Alternating DS, or...
Descending DS, etc. Just make it consistent

00:08:571 (1,2,3,4,5,6,7,8) - structure here, can be a lot better.
Stack (1) to (8), because the angle it make from the jump are more emphasizing than now.
Make 00:08:745 (2,3,4) - and 00:09:094 (5,6,7) - kinda mirroring, because the placement of it is kinda awkward (with 00:08:571 (1,2,3,4) - being a bigger distance than 00:09:094 (5,6,7,8) - , That way you make a nice structure (of triangle, which I would assume the structure you're looking for?)

00:09:966 (1,2) - and 00:10:315 (3,4) - have different DS, despite being the same sound.
00:25:838 (3,4,5) - You sure about this?, this roughly have almost the same visual spacing as any of your 1/2 jump, I wouldnt be surprised if they thought its 1/2 jump, even tho the slider is obviously copied (which is 3/4 slider)
00:26:536 (1) - What's with the random sv?
00:30:896 (1,2) - You're obviously trying to follow the melody here. Change this to 1/1 slider instead .-.
00:40:838 (1,2,3,1,2,3,4) - why didn't you make this kinda the same as 00:38:047 (1,2,3,1,2,3,4) - ? (Except if you're purposely making every single one of them different, its ok... I think)
00:45:460 - no sound here .-. move 00:45:461 (5) - to 00:45:548 - because I think the beat you're mapping is the triplet sound
00:52:524 (1) - Random NCing
01:08:919 (6,1) - Because of the sv change, If you enable the Distance Snap, it will still show the same Distance, but its actually different by a lot (well 1.5x different to be honest) , thus resulting in a kinda weird distance considering what you want here is the descending DS of each note. Change the DS of this to about 0.06~0.07 or below, if you want to achieve that descending DS

01:21:129 (1,2,3,4) - tbh, this jump kinda flow awkwardly for me because, (1,2) is supposed to make the flow move downward, but then you completely broke the flow (which I dont see any reason to) with (2,3), which probably ok.. changing direction horizontally ok.. fine, but then you're back to downward movement with (3,4). Now if I were I would probably 01:21:478 (3,4) - ctrl + g, which would honestly end up with you changing 01:21:826 (5,6,7,8) - OR 01:21:129 (1,2) - ctrl + g this , which would change the angle you're looking for in 01:20:780 (3,1) - its your choice .-.

01:40:838 (1,1,1,1) - NCing this wouldn't show it is 1/6 (infact, I think it might have shown that its 1/3 or 1/2 instead .-.) , usually 1/6 is shown with a considerably low DS stream

Hyper (Where is Another?)
00:07:176 (5) - NC
00:13:629 (10,1) - someone out there would probably read this as a stream
00:14:327 (2,3,4,5,6,7) - make all of this parallel, especially (7) which is noticeably different than the rest
00:23:920 (1) - This repeat should've been 00:24:094 - here instead
00:38:222 (6) - NC this (Your Extra have this NCed), also NC the rest of it.
01:00:374 (5) - NC and 01:01:071 (8) - NC to indicate the 1/1 , also NC the rest of it
01:13:280 (3,4,5,6) - Check the zig-zaggy movement, and make the DS the same (atleast 01:13:280 (3,4) - and 01:13:803 (5,6) - make it the same)
01:16:420 (6,7,8,1) - I'm questioning your choice of an obtuse (more than 90 degree) angle jump this big, They usually dont play well .-.
01:22:699 (2,4) - Are you serious? This is so hard to read .-.

I think I made some of the point on Extra as well

Hard
imo The empasizing of the sounds here is a bit off for me...
00:14:152 (1,2,3) - I would probably mapped the piano instead of... What are you mapping here? Try this
Image
This happen A Lot , so check those

00:37:001 (2,3) - I'm questioning the stacking of this pattern tbh, (since most of the time you encounter this stacking its usually a 1/2, not 1/1), Try working it a bit here to make sure that its obvious its 1/1
00:56:536 (2,3) - This is different from the rest of the part
01:08:920 (6,1) - This spacing is bigger than the rest of the pattern, even though this have the most quiet sound (atleast make them consistent instead)

tbh, I dont find a lot of error on the Hard diff, good job :)


Unfortunately, I can't mod Easy and Normal (because I sux at those diff), Good Luck with the Map~ :)
User avatar
Spinner Sage
173 posts
Offline
Earned 1 kudosu.
random mod

Extra
User avatar
Rhythm Incarnate
1,276 posts
Offline
No kudosu yet.
User avatar
Star Shooter
234 posts
Offline
direday wrote:
Hello! Hoping for M4M


General
  • Unused hitsounds:
    drum-hitclap2.wav
    normal-hitclap2.wav
  • Normal diff is 4s longer than others. Just wanted to point that out since in guidlines it's written:
    Your difficulties should all end at the same spot. Having a fully-mapped Normal/Hard and a half-mapped Easy just looks sloppy/lazy. A full Easy may look boring to you, but not to a player that can't handle the harder difficulties.
    Don't think 4s matters though but making them all consistent is a good thing.
  • Set combo colors. It's sort of a must nowadays.
    thx, all done now



Extra
  • 00:02:989 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - I think your Hyper diff captures the music here better. Notes in music here are grouped by 2, meaning every piano note on white tick is more intense than on the red. In hyper you are grouping them by 4, which fits nicely but here you have random/no grouping at all. The direction of spinning motion changes on 4th note, then doesn't chage for a while. Also 3rd note has much sharper angle. Changing that direction is very noticable for the player and should generally be supported by music. I suggest changing it on every 4th note, or on every 8th. For example. This way notes will be grouped by 4 and the groups will be divided by the direction of the rotation. thx for your advice, i will remind this, but now havent think of a nice pattern.
  • 00:07:175 (1,2,3,4,5,6,7,8) - Those are very intense, compared to previous ones. Why not make them more spaced instead of stacking like this? For example. sry, but these just for visual effect
  • 00:08:745 (2,3,4,5,6,7) - if you have triplets here, why don't you have them 00:10:315 (3,4,5,6) - here? Those sound basicaly the same ok, you are right
  • 00:18:861 (4,1,2,3) - if you listen closely there should be something like this because 00:20:257 (3,4,5,6,7) - in music is exactly the same. And here 00:21:652 (4,1,2) - etc. Undermapping is fine but you have to create some sort of pattern that will repeat itself several times (e.g. 2, 4, 8 times). Right now you map piano 00:21:129 (1,2,3,4,1,2,3,4) - here and 00:26:885 (1,2,3,4,5,6,7,8,9,1) - both piano and drums here. This apllies to this whole part, hope you can find them all. If not - feel free to pm me. i know your mean, yep it should be that
  • 00:30:460 - Imo there should be an object here, since it's part of piano triplet. Sliderend would do nicely. this, no thx
  • 01:09:966 (1) - Is this an AWP from CS 1.6? (hitsound) LMAO yes, from LKS's hitsound. how it works?
  • I've found no problems with how note placements anymore. Sooooo basicaly - try to implement in 00:18:861 (4,1,2,3) this part what you have done in kiai with your choices of when to place triplets and when 5-notes burst. i think its ok, and trangle work together well
  • 01:43:455 (6) - In my opinion from this point onwards you should map the very strong piano notes and not the soft drums. Also piano here goes half-tempo 1/3 so that makes it unnatural to press 1/4 streams when there is a 1/3 snapping in piano lead. Something like this or even like this seems much more fitting to me. (1) is at 01:43:629 in this screenshot. To make this part in line in terms of difficulty you can give those sliders really big SV. Similary it can be mapped up to the end of the map. Give it a try.im hard to say,which way is better. lets wait for far more advices



Hyper
  • 00:06:478 (3) - I think you should stick with 1/2 snapping. This (3)->(4) feels very unnatural, because there are no sound on blue tick, and there is one on the red. I think you've tried to express the long note that starts 00:06:478 but this creates awkward rythm here. i think its fine
  • 00:08:571 (1,2,3,4,5,6,7) - clearly, every 1/4 has piano sounds in it and it feels very weird that you have a circle 00:08:833 (2) - here but not here 00:09:181 and 00:09:356 here etc. Perhaps something like this would work. (1) is at 00:08:571 here. this issue wait for far more mod
  • 00:26:536 (1) - I am not sure this sounds is strong enough to skip over everything it covers. Skipping downbeat ( 00:26:710 ) - big white tick is rarely a good idea. Something like this would be more intuitive and more pleasant to play. You can give the slider really big/low SV to make it stand out in order to represent that odd sound. i fixed some, make it end on red tick
  • 00:44:850 (1) - 00:45:896 (5) - 00:46:944 (1) - It's better to end them on 1/2 snapping especially since you are doing exactly that right after. its ok, this part kinda diffrents bettween aroud
  • I'd change it to 2 circles since both sounds are equally very intense. lost time line (
  • 01:16:420 (6,7,8) - you should stick here to either sharp angles or change 01:15:548 (1,2,3) - to have dull angles too. Right now those feel very diffent while being the same in music. i changed flow and incresed DS here, i think its unique enough?
  • 01:23:048 (4) - Thi should be at least ctrl+g and optionally moved a bit for readability. Consecutively 01:23:222 (1,2,3,4,5,6,7,8) - would need a change to fit with new direction of 01:23:048 (4) - . i dont rly see any big issue here
  • 01:41:013 (2) - should end at red tick 01:41:187. There is a strong piano there. And you seem to map piano here.
  • 01:46:245 (1) - Oh, so you noticed 1/3 here youself. I think this should be reflected in Extra diff aswell.i know the ending has some issue, but wait for far more work.



Hard
i dont see any bugs here :roll:


I looked through Normal and beginner diffs but couldn't really find anything. Perhaps, beginner can use a bit more polished blankets but that's all. ok, will recheck

Good luck with ranking!
thx for mod, it helps )
Last edited by rs_fadeaway on , edited 4 times in total.
User avatar
Star Shooter
234 posts
Offline
X Light wrote:
random mod

Extra

谢谢送摸啦~
This is a BSS beatmap submission. Click here to view full beatmap information.
Reply 57 posts jump | 1, 2, 3, 4  next

Users browsing this forum: None


Jump to: