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This beatmap was submitted using in-game submission on Dienstag, 2. Mai 2017 at 20:05:26

Artist: 96neko
Title: Buriki no Dance
Tags: utaite cover 日向電工 Hinata Electric Works
BPM: 172
Filesize: 9307kb
Play Time: 03:17
Difficulties Available:

Download: 96neko - Buriki no Dance
Information: Scores/Beatmap Listing
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#21
cs 5.5 expert > top diff

nicovideo | youtube

bg source
Last edited by Lasse on , edited 19 times in total.
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Rhythm Incarnate
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Wow! for Ranked!?

I will support your map as I like Buriki no Dance :)

Star+10

Good luck!
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Rhythm Incarnate
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ready for mods?
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Yasaija 714 wrote:
Wow! for Ranked!?

I will support your map as I like Buriki no Dance :)

Star+10

Good luck!

oh, thanks!
didn't notice you edited your post

and yes, everything is finished now
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Rhythm Incarnate
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Normal

  • Reduce AR to 4 would be fitting for the spread and also the diff as it's aimed at beginners.
  • 00:22:430 (2,3,4) - I think ctrl +g this rhythm would be better imo. The vocals at 00:22:430 are very similar to 00:21:732 (1). Also to me, 00:23:127 and 00:23:476 are strong impact beats with the same intensity so I think it'd make more sense to have 00:23:127 (3) as 2 circles. This ofc would apply to other places such as 00:28:011 (2,3,4) and 00:44:755 (2,3,4) etc
  • 03:05:860 (2) - I think deleting this object and omitting the clap sound entirely would make it a lot easier for players. The position of the the objects 03:04:988 (1,2) on the timeline in combination of the playfield makes the rhythm somewhat ambiguous when playing imo. I believe think that sometimes having no objects (pauses in rhythm) can emphasize sounds.


Advanced



OD 8 is too high for the Insane imho. I would say 7.5 the highest. It also fits the spread better as Hard is 6.5 and Expert is 8.5, just incase you care about spread when making difficulty settings

apprently there's a video connected to the Delusion, albeit doesn't exist in the folder http://puu.sh/v4vDC/345e271933.png I'm not sure if this is unrankable or not but I would still take it off because you know, reasons.


I only thoroughly checked normal and advanced I can come back later if you want/need more mods on your higher diffs.

GL!
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M4M

Normal
00:14:930 (4) - It'd be cool if you used the same shape as 00:11:441 (2) here, since both sliders are mapped to the same guitar sound and the addition of a red node represents that white tick you have to skip.
00:20:685 (3,4,1) - I'd recommend increasing the visual distance between the tail of 3 and head of 1 here, since I don't think the curve is obvious enough on 3 to indicate that the player has to hit 4 first.
02:33:592 (2,3) - I get the feeling that this would be too uncomfortable to hit for newbies, but it might be fine. I'd just recommend that 3 follows the curve of 2 better here as opposed to a blanket to fix this.
03:11:441 (5,1) - Might be worth mentioning that this is the only overlap you have in this difficulty, which makes it a bit inconsistent. If this bothers you, I'd recommend changing it by just flipping 03:11:965 (1) horizontally and rearranging 03:12:837 (2,3) to accommodate the distance change.


Advanced
This DS tilts me for whenever I see 1/2 in the 1.0x SV sections, just because of how slight the overlap is. I'd recommend 0.9x, since it looks like you lowered the DS for the 1.05x SV sections to 0.8x.
01:51:558 (2) - The repeat doesn't land on any audible blue tick here. I get the feeling snapping is a bit weird here, but at least there's bass guitar backing the sound at 01:51:906. I'd recommend this rhythm.
03:04:988 (1,2) - It'd be cool if you spaced these with your normal DS for some contrast with 03:05:860 (1,2).


Hard
00:06:732 (3) - Extend to the next blue tick for consistency with the rest of the difficulties (Advanced aside).
00:18:069 (3,1) - This should have 1.6x DS for consistency with what you did at places like 00:15:802 (2,1).
00:32:546 (2,1) - For the previous section with this rhythm, your spacing was 1.6x, not 1.7x.
00:35:337 (2,1) - Should be a 1.6x jump here for consistency.
01:06:034 (4,1) - This jump looks like quite a big difficulty spike considering the rest of the jumps here. I recommend using a different pattern for 01:05:511 (2,3,4) for a more readable pattern here. I guess your spacing should end up with 1.6x here for consistency.
01:36:558 (1,2) - Probably last one of these i'll point out but yeah, fix your downbeat jump consistency.
02:30:453 (3,3,3) - Cute

Yeah it's pretty much just consistency among jumps in this difficulty, everything else is great.


Insane
00:03:593 (3) - I don't hear anything on this slider end. It's fine to have an extended slider here but please silence the end.
00:21:732 (1,2) - Considering there isn't any more 1/3 in this diff, I'd honestly simplify this to a repeat, but these are Insane level players we're talking about so this isn't necessary.
01:02:197 (3,4,5,6) - I expected some 1-2-1-2 NCing here.


Expert
01:57:313 (1,2,3,4,5) - I can't really understand why this is shaped like this since you've had so many other normally shaped streams for similar sounding parts like 01:51:034 (1,2,3,4,1). I like the idea but it'd be nice to see it used more consistently, because right now it does feel out of place.

Nothing more to say here, this diff is amazing.


Delusion
00:08:651 (1,2,3) - The expert had these sets of 3 with increased spacing to the third object, curious as to why you're not doing the same in this difficulty. Sometimes you do do it though.
01:06:383 (1,2,3) - I don't really see a purpose for such a harsh movement here. This is also inconsistent with 01:17:546 (1,2,3,4) and other rhythms like it.
01:08:476 (1,1) - You could increase this spacing more, I know you want that big movement here.
02:43:534 (1,1,2,3,4,1) - Honestly this direction change might be a bit much, considering spacing is also increased here. You may want to get more opinions on this or leave it anyways for mass tilt.

That's everything I've got for you, great set!
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Kisses
Kisses wrote:

Normal

  • Reduce AR to 4 would be fitting for the spread and also the diff as it's aimed at beginners. sure, idk why it's 5 lol
  • 00:22:430 (2,3,4) - I think ctrl +g this rhythm would be better imo. The vocals at 00:22:430 are very similar to 00:21:732 (1). Also to me, 00:23:127 and 00:23:476 are strong impact beats with the same intensity so I think it'd make more sense to have 00:23:127 (3) as 2 circles. This ofc would apply to other places such as 00:28:011 (2,3,4) and 00:44:755 (2,3,4) etc i think both work and current has more emphasis on 00:23:825 - due to starting to click again which is nice
  • 03:05:860 (2) - I think deleting this object and omitting the clap sound entirely would make it a lot easier for players. The position of the the objects 03:04:988 (1,2) on the timeline in combination of the playfield makes the rhythm somewhat ambiguous when playing imo. I believe think that sometimes having no objects (pauses in rhythm) can emphasize sounds. I might consider this, but I just don't think a pause in rhythm fits here.. and the long gap before should give players enough time to understand this?


Advanced

  • 00:54:523 (7) - what do you think of this rhythm? http://puu.sh/v4wwI/4e5ba77434.jpg spices things up imo. This applies to other places where appropiate yes it fits, but too dense in comparison with other parts as this part has very low intensiry
  • I don't think the reduced combo length in kiai times the section 02:32:895 is necessary. If you still choose to opt for it then NC 02:13:360 (4). Also at 02:35:685 (4) and 02:41:267 (4) but idk if these are intentional since they are both in similar places within the sections of the music, on the off chance they are I don't think vary combo lengths are appropiate made comboing consistent here within the part. I think length is alright as it's similar to chorus in intensity
  • 02:32:895 - The 1/2 beat spacings are bigger than the kiai times, imo it's not fitting again intensity thing, also rhythms are a bit less dense here so I think it's not more difficult, just difficult in a different way.
  • 02:37:081 (1,2,3) - this is really messy to me. how about changing slider (2) a bit for a cleaner pattern? https://osu.ppy.sh/ss/7701801 AR reduced for sake of screenshot it's just a rotational pattern with minimal overlaps o:


OD 8 is too high for the Insane imho. I would say 7.5 the highest. It also fits the spread better as Hard is 6.5 and Expert is 8.5, just incase you care about spread when making difficulty settings not sure, I think the od is fine as the set is very rhythm focused starting from insane and that forces people to pay more attention to these in order to get good accuracy

apprently there's a video connected to the Delusion, albeit doesn't exist in the folder http://puu.sh/v4vDC/345e271933.png I'm not sure if this is unrankable or not but I would still take it off because you know, reasons. I had the video, but the clapping things at 02:44:058 - are not centered/symmetrical and it tilted to too hard cause of how that part is mapped and the video is very mediocre anyways so I removed


I only thoroughly checked normal and advanced I can come back later if you want/need more mods on your higher diffs.

GL!


Halfslashed
Halfslashed wrote:
M4M

Normal
00:14:930 (4) - It'd be cool if you used the same shape as 00:11:441 (2) here, since both sliders are mapped to the same guitar sound and the addition of a red node represents that white tick you have to skip. would work, but I never really did that (the other one is mainly for movement overall) so lol
00:20:685 (3,4,1) - I'd recommend increasing the visual distance between the tail of 3 and head of 1 here, since I don't think the curve is obvious enough on 3 to indicate that the player has to hit 4 first. rotated things a bit instead so 3 leads more into 1
02:33:592 (2,3) - I get the feeling that this would be too uncomfortable to hit for newbies, but it might be fine. I'd just recommend that 3 follows the curve of 2 better here as opposed to a blanket to fix this. yeah I didn't like the angle much anyways, found a better solution by arranging stuff differntly around here
03:11:441 (5,1) - Might be worth mentioning that this is the only overlap you have in this difficulty, which makes it a bit inconsistent. If this bothers you, I'd recommend changing it by just flipping 03:11:965 (1) horizontally and rearranging 03:12:837 (2,3) to accommodate the distance change. maybe, not sure, it might be a bit inconsistent visually, but that kind of stuff won't bother beginners and it's still simple to read


Advanced
This DS tilts me for whenever I see 1/2 in the 1.0x SV sections, just because of how slight the overlap is. I'd recommend 0.9x, since it looks like you lowered the DS for the 1.05x SV sections to 0.8x. 1/2 ds in chorus is lower cause rhythm is harder there so spacing makes it slightly more simple and it's also 0.9x for second half of these. for the 1x ds 1/2 parts I don't think they look tilting lol
01:51:558 (2) - The repeat doesn't land on any audible blue tick here. I get the feeling snapping is a bit weird here, but at least there's bass guitar backing the sound at 01:51:906. I'd recommend this rhythm.
think this is alright with the vocals and what I did on higher diffs too, suddenly doing bass stuff would be worse
03:04:988 (1,2) - It'd be cool if you spaced these with your normal DS for some contrast with 03:05:860 (1,2). don't really want spaced and stacked 1/2 circles right after each other and all other 2xcircle patterns are stacked too


Hard
00:06:732 (3) - Extend to the next blue tick for consistency with the rest of the difficulties (Advanced aside). that works for clickable rhythms, but I think here it's better to keep the current cause of the change on the downbeat
00:18:069 (3,1) - This should have 1.6x DS for consistency with what you did at places like 00:15:802 (2,1). but it's the same as 00:15:279 (3,1,2) - . the jumps are only on each first downbeat, which would be 00:18:941 (1) - here, but since it goes into a calmer part I went with normal ds
00:32:546 (2,1) - For the previous section with this rhythm, your spacing was 1.6x, not 1.7x.fixed
00:35:337 (2,1) - Should be a 1.6x jump here for consistency. yeah
01:06:034 (4,1) - This jump looks like quite a big difficulty spike considering the rest of the jumps here. I recommend using a different pattern for 01:05:511 lowered spacing a bit, but it should be alright as people will be getting better at utilizing slider leniency at this level of difficulty (2,3,4) for a more readable pattern here. I guess your spacing should end up with 1.6x here for consistency.
01:36:558 (1,2) - Probably last one of these i'll point out but yeah, fix your downbeat jump consistency. same as the other one
02:30:453 (3,3,3) - Cute

Yeah it's pretty much just consistency among jumps in this difficulty, everything else is great.
yeah I fixed some when possible/necessary, but also some being like 1.5x or 1.7x instead for visuals and some other stuff won't matter much as they will be interpreted as more emphasized either way and with the time between them, people won't notice much of a difference


Insane
00:03:593 (3) - I don't hear anything on this slider end. It's fine to have an extended slider here but please silence the end. it's only soft hitnormal anways and the additive stuff is alright here, the beats that are mapped clickable right after and actually in the song have much more hitsoundd feedback
00:21:732 (1,2) - Considering there isn't any more 1/3 in this diff, I'd honestly simplify this to a repeat, but these are Insane level players we're talking about so this isn't necessary. yeah, it's also only one 1/3 snapped circle with a 1/3 slider before and early into the map, also fits much better with how these are mapped later (though snapping is easier there)
01:02:197 (3,4,5,6) - I expected some 1-2-1-2 NCing here. maybe, but I think it fits the rather consistent feeling buildup better here, as compared to how chorus utilized 1-2 combos


Expert
01:57:313 (1,2,3,4,5) - I can't really understand why this is shaped like this since you've had so many other normally shaped streams for similar sounding parts like 01:51:034 (1,2,3,4,1). I like the idea but it'd be nice to see it used more consistently, because right now it does feel out of place.
see http://lasse.s-ul.eu/ZdcdXsod.jpg

Nothing more to say here, this diff is amazing.


Delusion
00:08:651 (1,2,3) - The expert had these sets of 3 with increased spacing to the third object, curious as to why you're not doing the same in this difficulty. Sometimes you do do it though. they both use different concepts for this part /besides rhythm/ and the different spacing ones are mainlly for visuals/placement
01:06:383 (1,2,3) - I don't really see a purpose for such a harsh movement here. This is also inconsistent with 01:17:546 (1,2,3,4) and other rhythms like it. made it a bit less harsh I think lol
01:08:476 (1,1) - You could increase this spacing more, I know you want that big movement here. current is enough I think and better placement wise for following objects, 02:16:151 (1) - does the same thing
02:43:534 (1,1,2,3,4,1) - Honestly this direction change might be a bit much, considering spacing is also increased here. You may want to get more opinions on this or leave it anyways for mass tilt. seems alright to me actually. I can hit that more consistenly than 02:42:662 (1,2,3,4,5,6,7,8,9,10) - lol also melody becomes so intense here that it fits well I think

That's everything I've got for you, great set!





thanks for modding!
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General
- Grey (Colour 3) feels out of place for a combo colour to me, given that the other colours seem more vibrant. I would maybe try something like a light pink or a dark purple.

Normal
- 01:02:895 (5) - I feel like pointing this at a ~45 degree angle would fit better with the theme of horizontal/vertical sliders.
- 01:03:592 (1,2,3) - Nazi thing, maybe adjust the placement so it's perfectly in a straight line.
- 01:09:174 (1,2,3,4,5) - 01:14:755 (1,2,3,4,5) - Heh, this pasting.
- 01:38:825 (3,4,1) - You could make a symmetric style pattern here if you wanted.
- 01:49:988 - Missing hitsounds? (Might be the same for other diffs).

Advanced
- 02:02:197 (1,2,3,4,5,6,7,8) - Maybe rotate this so it's tilted the other way? It'll be better for representing the combo goes in the opposite direction.
- 02:18:941 (1) - I would suggest changing this to be longer so it doesn't look as cramped and out of place.
img
Image

- 02:49:988 (2) - Missing hitsound?

Hard
- 01:44:319 - There's a vocal sound here I guess you could map to if you wanted though I suppose it'll break come consistency elsewhere.

Insane
- 00:08:738 - I would suggest making triples on these guitar sounds but they seem to be intentionally missed so eh.
- 00:34:465 (1) - Maybe make this first slider a triple instead since there's a sound on the blue tick?
- 01:07:779 (1,2,1,2) - Also a personal thing, maybe reverse the order of these (Ctrl+G on each single combo) so that there's also reflect some emphasis through a change in flow, but still keep the repetitive feel to it? Same would apply to the other 1-2 combos.
Some of these points apply to the higher diffs I guess, so it's up to you whether you apply them or not.

Expert
- 00:49:290 (3) - The reverse seems out of place to me, since there's nothing on the blue tick worth mapping to. A 1/2 slider should be fine.
- 01:42:052 (2) - Looks like this is snapped incorrectly.
- 01:56:790 - There is a vocal note here you could map to if you wanted.
- 03:04:988 (1,2) - Reducing the spacing feels kind of underwhelming for the final part of the kiai. I would stack the final 2 ontop of 03:04:813 (2) personally.
Again some stuff applies to Delusion if you wanted.

Delusion
- 00:28:709 (1,1,1,1) - 00:51:034 (1,1) etc - I feel like the spacing between 1-2 should be increased further for this pattern, it doesn't feel constrasting enough from the previous combos to emphasise the louder vocals to me.
- 00:39:872 (2) - Maybe stack this ontop of 00:39:348 (1) to continue the theme of reduced spacing for this sound like in the previous diffs?
- 01:14:058 (1,2) - 01:25:220 (1,2) etc - I think it would be cool if you offset these to match the stream like you did at 00:05:686.
- 02:09:697 (1,2) - Stacking these on top of 02:10:395 (3,4) could make a cool effect.
- 02:15:104 (1) - You could stratch this out to ~18:284 since it appears that with 02:14:058 (1) - 02:14:406 (1) - 02:14:755 (1) - the angles are slowly getting wider with each combo, but you seem to break it with this final circle.
- 03:10:744 (1) - Nazi thing, the stack is slightly off.

Nice map.
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-Mo- wrote:
General
- Grey (Colour 3) feels out of place for a combo colour to me, given that the other colours seem more vibrant. I would maybe try something like a light pink or a dark purple. yeah the colors weren't changed after I got a new bg, adjusted them

Normal
- 01:02:895 (5) - I feel like pointing this at a ~45 degree angle would fit better with the theme of horizontal/vertical sliders. it's there to "break" the theme to transition to next part and make it stand out more as music is quite intense here
- 01:03:592 (1,2,3) - Nazi thing, maybe adjust the placement so it's perfectly in a straight line.actullay prefer this, it's not like "slightly" off, but makes I kinda noticeable cute curve ingame
- 01:09:174 (1,2,3,4,5) - 01:14:755 (1,2,3,4,5) - Heh, this pasting. :eyes:
- 01:38:825 (3,4,1) - You could make a symmetric style pattern here if you wanted. looks nice, but I don't really like movement into 01:39:523 (4,1) - with the different curve
- 01:49:988 - Missing hitsounds? (Might be the same for other diffs). it's in top diff so idk how it got lost, copied them over again. same for advanced

Advanced
- 02:02:197 (1,2,3,4,5,6,7,8) - Maybe rotate this so it's tilted the other way? It'll be better for representing the combo goes in the opposite direction. would fit, but the whole part is built with a rotated gridsnap/90° angle thing http://i.imgur.com/vkI6yMz.jpg
- 02:18:941 (1) - I would suggest changing this to be longer so it doesn't look as cramped and out of place. yes
- 02:49:988 (2) - Missing hitsound? fixed with the other hs fix on normal

Hard
- 01:44:319 - There's a vocal sound here I guess you could map to if you wanted though I suppose it'll break come consistency elsewhere. yeah, there are similar spots like 00:26:180 - that also ignore it for simplicity

Insane
- 00:08:738 - I would suggest making triples on these guitar sounds but they seem to be intentionally missed so eh. guitar is most empphasized on the 1/2 ticks so I didn't like that here. higher diffs map them in parts like 00:14:232 - cause of the other sounds
- 00:34:465 (1) - Maybe make this first slider a triple instead since there's a sound on the blue tick? similar for all the emhasis on 1/2 ticks as ^
- 01:07:779 (1,2,1,2) - Also a personal thing, maybe reverse the order of these (Ctrl+G on each single combo) so that there's also reflect some emphasis through a change in flow, but still keep the repetitive feel to it? Same would apply to the other 1-2 combos. would fit, but I think the kinda awkward movement makes it stand out nicely and I personally really enjoy patterns like that
Some of these points apply to the higher diffs I guess, so it's up to you whether you apply them or not.

Expert
- 00:49:290 (3) - The reverse seems out of place to me, since there's nothing on the blue tick worth mapping to. A 1/2 slider should be fine. unlike similar parts this one has lots of background 1/4 so adding more passive 1/4 is better imo
- 01:42:052 (2) - Looks like this is snapped incorrectly. it's my style
- 01:56:790 - There is a vocal note here you could map to if you wanted.I changed rhythm for that part so many times and current seemed to work best with the pretty unclear vocals lol
- 03:04:988 (1,2) - Reducing the spacing feels kind of underwhelming for the final part of the kiai. I would stack the final 2 ontop of 03:04:813 (2) personally I'll maybe consider this, though I think the big spacing decrease and centered placement make it stand out more .
Again some stuff applies to Delusion if you wanted.

Delusion
- 00:28:709 (1,1,1,1) - 00:51:034 (1,1) etc - I feel like the spacing between 1-2 should be increased further for this pattern, it doesn't feel constrasting enough from the previous combos to emphasise the louder vocals to me. it's more about making vocals themself stand out form the part with the patterning etc. not making them stand out from each other (if that makes sense)
- 00:39:872 (2) - Maybe stack this ontop of 00:39:348 (1) to continue the theme of reduced spacing for this sound like in the previous diffs? Prefer current for this diff somehow and it's mapped quit different from insane/expert pattern wise too
- 01:14:058 (1,2) - 01:25:220 (1,2) etc - I think it would be cool if you offset these to match the stream like you did at 00:05:686. different context on both pattern, also the diff is quite simple reading wise, so suddenly throwing overlapped 1/2 after huge jumps would throw people off so much lol
- 02:09:697 (1,2) - Stacking these on top of 02:10:395 (3,4) could make a cool effect. made them overlap cleaner, stacking won't fit cause that would make both streams have same spacing, but I want it to build up
- 02:15:104 (1) - You could stratch this out to ~18:284 since it appears that with 02:14:058 (1) - 02:14:406 (1) - 02:14:755 (1) - the angles are slowly getting wider with each combo, but you seem to break it with this final circle. doesn't really fit the other angles used for similar things I think
- 03:10:744 (1) - Nazi thing, the stack is slightly off. fixed, but osu will just break it again probably

Nice map.


thanks!
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Rhythm Incarnate
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heyo~ m4m from your Q



sorry for shitmod. catchy song

GL/
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From your Q

General:

MA says: Image

Normal:

00:22:430 (2,3,4) - I think you can Ctrl+G this pattern for better rhythm because in my opinion vocal sounds on 00:23:127 - 00:23:476 - should be both clickable, especially 2nd one
00:44:755 (2,3,4) - Kinda ^
02:09:872 (5,1) - fix blanket
02:38:476 (1,2,3,4,5) - Maybe following vocal ( "dance" or .. ) like you do here 02:41:267 (1,2,3,4) - would be better idea? You can use rhythm like https://puu.sh/vjaiD/b60d86ed27.png
02:55:569 (2) - You should emphasize vocal 02:56:267 - by using circle like you do here 02:57:662 (5) - , it seems really better imo

Advanced:

00:22:430 (2,3,4) - Same suggestion as in Normal
00:52:430 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,4) - I think you can make this patterns more interesting by emphasizing vocals at least, it seems boring to me atm
01:24:174 (4) - I think you can do slider here to emphasize vocal more + it is ending of kiai part, which means it can be more difficult than previous part of kiai
02:31:325 - ^
02:11:092 - Why no circle like in first kiai 01:04:116 (2) - ?
02:32:895 (1,2,3,1,2,3) - Cant catch your rhythm choice, maybe do smth like this? https://puu.sh/vjbAT/7829bb75a0.png

Hard:

00:10:569 (1,2) - I really cant understand your rhythm choice here, long strong sounds you emphasize by circle and weak sounds by sliders, thats strange, + you miss strong beats on 00:10:918 -
01:01:151 (1) - Remove nc?
01:42:662 (1) - 2 1/2 sliders would fit better
01:53:825 (1) - ^
01:59:406 (1,2,3,4) - Too hard for hard lol, i wouldn't map these sounds instead of actual beats
02:09:697 (1,2,3,4) - You mapped these sounds and not map these? Strange, maybe do kicksliders?


Good mapset, GL!
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iYiyo
iYiyo wrote:
heyo~ m4m from your Q


    General
  • Wave hitsounds with possible delay > 5ms:
    soft-hitnormal98.wav


    Buriki no Dance
  • 00:50:337 (1,2,3,4,5) - Seems like for these streams you're following vocals, however I feel like this one in particular should've been a streams instead of doubles. Same for 01:56:616 (1,2,3,4,5) - this. current fits vocals better imo
  • 01:06:645 (2,3) - Considering the DS you were using for streams being != than doubles, I really expected something like 01:05:249 (2,3) - this stack. current makes the surrouding patterns work much better and there are only these two in the chorus anyways. if there were more like the first one after it again then this would feel unfitting, but they only appear again in following kiais
  • 01:23:476 (1,2,1,2,1,2) - Imo this DS isn't really appropiate considering that vocals get more intense 01:24:523 - here instead, and 01:24:523 (1,2,1,2,1,2) - these jumps doesn't really make a difference from previous one.. I'll suggest to go for something with similar DS as 01:13:011 (1,2,1,2,1,2) - or 02:30:104 (1,2,1,2,1,2,1,2) - . ds is fine with the overall intensity and the break in pattern/flow at the spot you pointed out highlights the change very nicely anyways
  • 03:04:988 (1,2) - I think this jump deservers way more DS than 03:05:860 (1,2) -. Actually I'd say that 03:04:988 (1,2) - should have bigger DS than 03:03:592 (1,2,1,2,1,2,1,2) - cause those drums are more prominent on the music + it's the ending of the very last kiai so it'd fit well imo.
  • 03:15:627 (1,2,3) - I think it'd be better if you follow better that guitar's wavy song with some 1/4 slider or something. Right now it's mapped similar as 03:16:325 (1,2,3) - but suggesting different rhythm. similar: movement change gives emphasis and lower spacing is alright since the intensity drops a lot as you can notice from the ride cymbal spam stopping etc.
  • 03:17:197 (2) - Imo this 0,1x SV is way too off for what the music supports there. The last section of the song (03:15:627 - to 03:17:546 - ) has same guitar volume as previous sections, it's just that the guitar is the only instrument there. Therefore I highly suggest to increase the SV to something that really matches your mapping style with previous mapped guitar sections. Same for the next diffs.it's my style!!


    Expert
  • 00:41:965 (6,7) - 00:43:534 (6,7) - Don't really know why these sliders are different from every other sections you mapped for this diff (Stacking with half of the sliderhead visible). They aren't really emphasizing something, so imo it'd be better if you arrange them in another way. Maybe something like http://puu.sh/vis9Y/cd3dd519a1.jpg this could fit better? current fit the bit higher reading difficulty of the diff well I think, also this part is noticeable different from similar parts (all the background 1/4) so these can stand out a bit
  • 00:49:639 (4) - maybe you'd want to NC this? good catch


    Insane
  • 00:38:127 (2,1,2) - Idk but this linear transition/flow doesn't really correlate from the mapping overall. I just found it a bit unusual. I don't see an issue with this


    Hard
  • 00:32:546 (2) - maybe move it like this? https://puu.sh/vixSU/0a6086e2b7.jpg look weird to me in relation to the other objects here and limits placement for next object too much
  • 01:01:151 (1) - Why the NC? It isn't really emphasizing something new since it's part of the same section with 01:00:802 (1) - change in music/rhythm is similar to things like 00:58:709 (3,1) - so nc makes sense to me
  • 03:15:627 (3) - maybe NC this? alright


    Advanced
  • 00:08:825 - Since this guitar sound has the wavy effect, I think it'd be better if you make 00:08:651 (2,3) - these into a slider reverse. I also think it feels a bit unintuitive to play when hitting red ticks... idk, it might be an advanced diff, but still it should be newbie-friendly it's all 1/1 gaps mapping the more emphasized sounds lol
  • 02:53:825 - I highly believe this beat should be mapped aswell. Maybe adding a circle would make it feel a bit crowded.. Maybe 02:53:476 (4) - convert this into a circle and then add another one 02:53:476 (4) - here? https://puu.sh/viyyF/b22df2d8c2.jpg Right now it could lead to missreading from players. makes it too dense/weird rhythm and the stop is alright since guitar also stops


    Normal
  • fine imo


sorry for shitmod. catchy song

GL/


MashaSG
MashaSG wrote:
From your Q

General:

MA says: Image

Normal:

00:22:430 (2,3,4) - I think you can Ctrl+G this pattern for better rhythm because in my opinion vocal sounds on 00:23:127 - 00:23:476 - should be both clickable, especially 2nd one
00:44:755 (2,3,4) - Kinda ^ as stated in another mod, I don't think it matters and current makes a nicer taspping rhythm overall and makes the 1/2 repeat stand out more imo
02:09:872 (5,1) - fix blanket i tried
02:38:476 (1,2,3,4,5) - Maybe following vocal ( "dance" or .. ) like you do here 02:41:267 (1,2,3,4) - would be better idea? You can use rhythm like https://puu.sh/vjaiD/b60d86ed27.png melody is way more important and slider spam is gross
02:55:569 (2) - You should emphasize vocal 02:56:267 - by using circle like you do here 02:57:662 (5) - , it seems really better imo vocal at 02:56:616 (3) - is more important either way so it doesnt really matter

Advanced:

00:22:430 (2,3,4) - Same suggestion as in Normal
00:52:430 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3,4) - I think you can make this patterns more interesting by emphasizing vocals at least, it seems boring to me atm musically it's quite similar to 00:01:500 - so mapping reflects it
01:24:174 (4) - I think you can do slider here to emphasize vocal more + it is ending of kiai part, which means it can be more difficult than previous part of kiai
02:31:325 - ^
makes 1/2 chain way too long
02:11:092 - Why no circle like in first kiai 01:04:116 (2) - ? cause 02:09:174 (1,2,3,1) - is already a pretty long chain of 1/2 gaps
02:32:895 (1,2,3,1,2,3) - Cant catch your rhythm choice, maybe do smth like this? https://puu.sh/vjbAT/7829bb75a0.png follows the main aspects of the song fine withouth being dense slider spam

Hard:

00:10:569 (1,2) - I really cant understand your rhythm choice here, long strong sounds you emphasize by circle and weak sounds by sliders, thats strange, + you miss strong beats on 00:10:918 - don't see an issue with this, makes sense with guitars
01:01:151 (1) - Remove nc? see other reply
01:42:662 (1) - 2 1/2 sliders would fit better
01:53:825 (1) - ^
part is way less intense so it's mapped with less density
01:59:406 (1,2,3,4) - Too hard for hard lol, i wouldn't map these sounds instead of actual beats seems alright to me and fits the song much better
02:09:697 (1,2,3,4) - You mapped these sounds and not map these? Strange, maybe do kicksliders? current seems better to me with the main emphsis of the song


Good mapset, GL!






the hitsound is fine, it just peaks a bit later, but removing earlier part makes it sound weird

thanks for modding!
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Normal
  • Maybe AR4.5 works better for the gap on higher diffs, as you used 6 or adv and 7.5 on hard
  • 01:20:337 (1) - ctrl + j flows better with 01:21:383 (2,3) - tbh
  • 01:25:220 (4) - maybe you making a blank to emphasize more on 01:25:918 (1) - but yea I suggest to use 1/2 reverse here as 01:25:395 - 01:25:569 - is still have strong instruments (and making blanks on kiai is kinda meh imo as it's indicating as most intense part of the song)
  • 01:51:732 - leaving a blank here is somewhat breaking your rhythm consistency but yea i noticed that there's no sound that p audible, try adding reverse on 01:49:988 (3) - and try the rhythm below, this may provide some natural playability to the newbies
    Image
  • 03:17:372 - lands almost nothing imo, maybe removing reverse on 03:17:023 (1) - is better for emphasizing the last guitar

Advanced
  • 00:05:686 (5,6,7) - this may mess up the play as you're using 3/2/3 rhythm (which isn't that common for following those common beat patterns) i guess these rhythms plays more natural (or u can do same with 01:02:197 (5,6,7) - )
    dImage
    bImage
  • 02:04:290 (7,8) - i guess it's fine to just using 1/1 slider here for consistency, it's the only one you put 1/2 or else just do the same on 02:07:081 (7) -

Hard

Insane

Expert

Delusion

i love your stacks glgl
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Akitoshi
Akitoshi wrote:
👀

Normal
  • Maybe AR4.5 works better for the gap on higher diffs, as you used 6 or adv and 7.5 on hard will consider but 4 seems fine to read and all
  • 01:20:337 (1) - ctrl + j flows better with 01:21:383 (2,3) - tbh yeah, but movement on 01:19:639 (5) - becomes much worse imo
  • 01:25:220 (4) - maybe you making a blank to emphasize more on 01:25:918 (1) - but yea I suggest to use 1/2 reverse here as 01:25:395 - 01:25:569 - is still have strong instruments (and making blanks on kiai is kinda meh imo as it's indicating as most intense part of the song) I think blank is fine cause vocals stop and map is very vocal heavy
  • 01:51:732 - leaving a blank here is somewhat breaking your rhythm consistency but yea i noticed that there's no sound that p audible, try adding reverse on 01:49:988 (3) - and try the rhythm below, this may provide some natural playability to the newbies
    Image I think that feels quite off due to being so different from all other times I mapped it when the songs is basically the same (just with random blue tick vocal lol)
  • 03:17:372 - lands almost nothing imo, maybe removing reverse on 03:17:023 (1) - is better for emphasizing the last guitar alright,
    removed for now

Advanced
  • 00:05:686 (5,6,7) - this may mess up the play as you're using 3/2/3 rhythm (which isn't that common for following those common beat patterns) i guess these rhythms plays more natural (or u can do same with 01:02:197 (5,6,7) - )
    current fits song better imo and it's not that complex, also right at the start so people could simply retry once and get it
  • 02:04:290 (7,8) - i guess it's fine to just using 1/1 slider here for consistency, it's the only one you put 1/2 or else just do the same on 02:07:081 (7) - 02:04:290 (7,8) - has way more 1/4 drums during it, so more dense rhythm makes sense to me

Hard
  • 00:21:732 (1,2) - stack since you stacked on 3/4+1/2 slider pattern on 00:27:313 (1,2,3,4) - ? this is 1/3 though, I want to have some difference
  • 01:01:151 (1) - remove NC i guess, it's not necessary to have single combo on 01:00:802 (1) - imo well, since everyone complains about this guess I will change it lol
  • 02:10:220 (4) - you can put some 1/4 rhythm here to emphasize that vocals (?) and to maintain the density from 02:09:697 (1,2,3) - I tried that before, but it felt really unnatural to me and spikes difficulty a bit much for this part
  • 02:25:133 - maybe add note to keeping the vocals rhythm from 02:24:523 (1,2,3) - adding one or two more 1/4 isnt that hurt so whynot would make sense, but also make this the most dense part of the map which seems a bit unfitting

Insane

Expert

Delusion

i love your stacks glgl


thanks!
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General
  • Unused hitsounds: soft-hitwhistle50.wav
  • we are having everything above advanced hp6 lol

Advanced
  • 02:13:360 (4) - should divide combo
  • 02:53:825 - for patterning sake or rhythm density you leave this empty? the intensity of music is building up here (dense 1/4 rhythms) so i think it won't hurt to have another note, would make rhythm transition to 02:53:999 - smoother imo
  • just my opinions but maybe you can make rhythm of second chorus bit different, it plays too repeating and similar despite the barely noticeable spacing changes

Hard
  • 00:23:476 (3) - 00:45:802 (3) - etc. imo dividing this into slider+circle can follow vocal better cuz 00:23:825 - doesn't sound like a passive pronunciation
  • 01:28:534 (1,2,3) - i'd suggest reversed slider instead so it would be slightly easier than triplet in insane, making a nice diff spread and introducing 1/4 rhythm here as well

Insane
Expert
Delusion
not in favour of repeating jump pattern in top diff im sure you can do sth more interesting than that.. everything else is generally solid to me. expert is more like delusion while delusion is not lol
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