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Rhythm Incarnate
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This beatmap was submitted using in-game submission on 2017年2月28日 at 21:26:38

Artist: Yakushi Ruri
Title: Oniichan, Motto!
Source: お兄ちゃん、キッスの準備はまだですか?エッチの準備もまだですか?
Tags: Kencho KSHR onikissh tinkle position eroge
BPM: 175
Filesize: 3779kb
Play Time: 01:30
Difficulties Available:

Download: Yakushi Ruri - Oniichan, Motto!
Information: Scores/Beatmap Listing
---------------
お兄ちゃん、PPの準備はまだですか?
Last edited by Karen on , edited 16 times in total.
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Rhythm Incarnate
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No kudosu yet.
osu was a mistake.
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Rhythm Incarnate
766 posts
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StarrStyx wrote:
osu was a mistake.
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Rhythm Incarnate
598 posts
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Star Shooter
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看到cs3就知道是神图
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Rhythm Incarnate
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薬師るり真是什么种类都能唱啊
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Spinner Sage
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Rhythm Incarnate
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Rhythm Incarnate
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Earned 1 kudosu.
Normal.
00:26:228 (3) - Imo adding a new combo would work nicely with the distinct song, but if you do not prefer a short combo, the current setting is fine too.
00:48:000 (4,5,6,1) - I'd consider the transition of this 1/2 spacing was really bad, since this normal is relatively in a low tier difficulty. The visuals are noticably different, and it is hard to tell these are a constant 1/2 beat. Please use a same spacing at 00:48:857 (6,1) too.
01:19:371 (4,5) - The spacings of each slider tail feels really close, which creates some inconsistency in visuals. Hope you could place more space between those. This stuff never happened before.
01:29:142 (1) - Considering there are spare space enough, I think you can try to avoid the hp bar overlap.

Hard.
01:00:857 (2) - This jump really feels random to suddenly exist at such a music where it is nothing special to get emphasized.

Expert.
00:15:085 (1,2) - The spacing concept didn't felt consistent to indicate the 1/4 rhythm properly, because the exact concept was also used right before at 00:14:400 (5,6,7). Using a different spacing concept to indicate the different rhythms of each will increase the structure you'll want to deliver.
00:25:971 (4,1) - Similar issue as above. Since the same spacing concept was already used at 00:25:628 (4,1) as a 1/4 rhythm, I strongly doubt if this could function as an anti-jump.
00:50:742 (1,2) - Are these unbalanced bezier sliders intended? o.o
01:10:800 (5,6,1) - There are similar stream usage in visuals at 00:55:542 (5,6,1) - 01:01:028 (4,5,1). I think you could maintain a consistent stream concept for here too?
01:30:000 (1,2) - Not really sure if it is nice enough to read the 1/1 properly, after a 1/4 spacing of 01:29:142 (1,1).

Good map. Definitely worth a nomination if the other diffs are as good as the existing ones.
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Rhythm Incarnate
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oh the voice, looks like chipmunk

it doesn't need a <2* diff tho?
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Rhythm Incarnate
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Pachiru wrote:
oh the voice, looks like chipmunk

it doesn't need a <2* diff tho?


someone is working on it dw
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Spinner Sage
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这么几把啊
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Rhythm Incarnate
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Rhythm Incarnate
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Sonnyc wrote:
Normal.
00:26:228 (3) - Imo adding a new combo would work nicely with the distinct song, but if you do not prefer a short combo, the current setting is fine too. added
00:48:000 (4,5,6,1) - I'd consider the transition of this 1/2 spacing was really bad, since this normal is relatively in a low tier difficulty. The visuals are noticably different, and it is hard to tell these are a constant 1/2 beat. Please use a same spacing at 00:48:857 (6,1) too. yes
01:19:371 (4,5) - The spacings of each slider tail feels really close, which creates some inconsistency in visuals. Hope you could place more space between those. This stuff never happened before. yes
01:29:142 (1) - Considering there are spare space enough, I think you can try to avoid the hp bar overlap. yes

Hard.
01:00:857 (2) - This jump really feels random to suddenly exist at such a music where it is nothing special to get emphasized. yes

Expert.
00:15:085 (1,2) - The spacing concept didn't felt consistent to indicate the 1/4 rhythm properly, because the exact concept was also used right before at 00:14:400 (5,6,7). Using a different spacing concept to indicate the different rhythms of each will increase the structure you'll want to deliver. too much consistency might make a map boring so i tried to not do much, but i make that consistent with 00:20:828 (2,3) - this instead, i think it's fine
00:25:971 (4,1) - Similar issue as above. Since the same spacing concept was already used at 00:25:628 (4,1) as a 1/4 rhythm, I strongly doubt if this could function as an anti-jump. right, stacked them instead
00:50:742 (1,2) - Are these unbalanced bezier sliders intended? o.o fixed
01:10:800 (5,6,1) - There are similar stream usage in visuals at 00:55:542 (5,6,1) - 01:01:028 (4,5,1). I think you could maintain a consistent stream concept for here too? yes
01:30:000 (1,2) - Not really sure if it is nice enough to read the 1/1 properly, after a 1/4 spacing of 01:29:142 (1,1). lol i like ending a map like this, like my other map do

Good map. Definitely worth a nomination if the other diffs are as good as the existing ones.


Thanks!

and now pending!
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Slider Savant
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Earned 1 kudosu.
蹲q差一秒wpcap :(
不过还是送个水摸吧 :)

Expert
00:01:714 (2) - 3/4的slider会好些
00:13:371 (1,2,3,4) - ctrl+g 这里本应该是一个stream jump 却在00:13:285 (4,1) - 这里间距太小卡了一下感觉很怪,ctrl+g后因为bpm不高和cs3的原因也不会难打。
00:25:714 (1,2,3,4) - same as^
00:26:742 (1) - ctrl+g会合flow一些
00:55:542 (5,6,1) - 这种不是应该561都叠的吗
01:01:028 (4,5,1) - 01:10:800 (5,6,1) - 同上,如果我说错了请忽略
01:06:514 (3) - 这个是不是出界了
01:30:000 (1,2) - 这里本来是三个重音做成这样很奇怪啊,不如改成三个circle来个跳
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