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Aimer - Yakou Ressha~nothing to lose~

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Total Posts
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Topic Starter
William K
This beatmap was submitted using in-game submission on Thursday, March 30, 2017 at 8:36:11 PM

Artist: Aimer
Title: Yakou Ressha~nothing to lose~
Tags: Sleepless Nights Night Train
BPM: 111
Filesize: 3330kb
Play Time: 02:05
Difficulties Available:
  1. Advanced (1.98 stars, 224 notes)
  2. Easy (1.24 stars, 118 notes)
  3. Hard (2.59 stars, 282 notes)
  4. Normal (1.48 stars, 171 notes)
  5. Train (3.2 stars, 349 notes)
Download: Aimer - Yakou Ressha~nothing to lose~
Information: Scores/Beatmap Listing
---------------
More Aimer~
Electoz
We talked about visual spacings, we discussed other a lot of mapping related stuff too but they're not quite related to the beatmap itself.
IRC
01:02 Electoz: tbh I don't feel much intensity
01:03 Electoz: from mapping in kiai
01:03 William K: even with those jumps xd
01:04 Electoz: 00:00:123 (1,2,3) - zz
01:04 Electoz: like
01:04 Electoz: these are not
01:04 Electoz: really aesthetically appealing
01:04 William K: maybe...
01:05 Electoz: 00:17:420 (1,2,3) - zz
01:05 William K: 00:00:933 (3,5) - I should switch the shapes for those instruments
01:05 Electoz: idk I got an impression that
01:05 Electoz: you're bad with curve sliders
01:05 William K: lol
01:07 William K: ye
01:07 William K: btw is the map boring :v
01:07 Electoz: it's like
01:07 Electoz: you managed to maintain consistent visual spacings
01:07 Electoz: with straight sliders and circles
01:07 Electoz: but not curve sliders
01:07 Electoz: especially when they're used
01:07 Electoz: continuously
01:08 Electoz: sec brb
01:08 William K: 00:41:204 (1,2,3,4) - how about this
01:08 William K: okie
01:10 Electoz: what do you mean by 00:41:204 (1,2,3,4) - ?
01:11 William K: the visual spacings
01:14 Electoz: yeah looks bad
01:14 Electoz: they're cluttered
01:14 Electoz: if you're REALLY prioritizing visual spacings
01:14 William K: lol
01:14 Electoz: then your style is really similar
01:14 Electoz: as mine
01:15 William K: hmm :v maybe?
01:15 Electoz: what I used to do
01:15 Electoz: is to use approach circle to determine consistent visual spacing
01:15 Electoz: in this case
01:15 Electoz: 00:41:744 (2,3) - you'll see this is more cluttered than 00:43:906 (2,3) -
01:15 Electoz: and you can see it from the approach circle
01:16 William K: yes I often did that too
01:16 Electoz: wait wrong timestamp
01:16 Electoz: I mean
01:16 Electoz: 00:43:366 (1,2) -
01:16 Electoz: this shouldn't be a problem zz
01:16 William K: they looked too dense? you mean
01:16 Electoz: cluttered
01:19 William K: https://osu.ppy.sh/ss/7662988 then how abouot this?
01:19 Electoz: oh
01:19 Electoz: that still looks bad imo
01:19 William K: may I have an example xD
01:19 Electoz: cuz at first you intended to have 00:41:744 (2,3) - blanketed
01:19 Electoz: now you kind of like
01:19 Electoz: it's not either a blanket
01:20 Electoz: or not completely not a blanket either
01:20 William K: right...
01:20 Electoz: actually just
01:20 Electoz: 00:41:744 (2) - move this down a bit would do
01:21 Electoz: 00:42:015 (3) - or make sure this doesn't curve too much
01:21 William K: https://osu.ppy.sh/ss/7663017 this? :V
01:21 Electoz: if you don't want to blanket them
01:21 Electoz: mmm
01:21 Electoz: not quite
01:21 Electoz: is like
01:21 Electoz: ok it's not dense
01:21 Electoz: but they're not perfectly blanketed
01:21 Electoz: so it's triggering
01:21 William K: xDDD
01:21 William K: lmao
01:37 William K: Electoz may I ask one more xD
01:38 Electoz: go aheadf
01:38 Electoz: *go ahead
01:38 William K: umm
01:38 William K: I put in many variations
01:38 William K: how're they
01:38 William K: in your opinion
01:39 William K: 00:04:447 (1,2,3,4,1,2,3,4,5,6,7,8) -
01:39 William K: this for example
01:40 Electoz: ok I think
01:40 Electoz: when I played it's sort of predictable
01:40 Electoz: but I didn't feel they're repetitive
01:41 William K: alrightyy
Topic Starter
William K
Thanks Electoz! And right... I forgot to ask for some hitsound suggestions lol.
Kyouren
Yes, more Aimer <3
JierYagtama
Welp its atleast what I can do to repay for the help you gave to me here 2 stars for you
newton-
hi, from queue

[general]
  1. where is the background
[ easy]
  1. 01:01:744 (2,4,1) - could have done triangle a bit better here
  2. 01:19:852 - feels weird leaving this unmapped (same goes for 01:37:150 - ). just do 2 1/1 sliders separated by a 1/2 gap - it's fine since this is the kiai so rhythm should be more dense + you used a 1/2 gap on 01:46:069 (2,3) -
  3. 01:52:555 (1,2,3,4,5) - could have been a pentagon :c
  4. 02:02:285 (2,3,1) - triangle
  5. 02:03:366 (1) - touches hit error bar (blame low od lol) -- also vertically flip slidershape for flow?
[ normal]
  1. you have a lot of ds breaks, ranking criteria say you still have to keep constant ds on normals
  2. 00:26:879 (2,3,4) - kinda confusing flow since the momentum from 00:26:879 (2,3) - leads you towards 4's sliderend, not head
  3. 01:00:663 (1) - might wanna end it on 01:01:474 - to have the vocal mapped
[ advanced]
  1. 00:06:069 (4) - maybe for beats like this (eg 00:10:393 (4) - ) you could map it with a 1/4 repeat slider to map the sounds on stuff like 00:06:204 - and 00:06:339 - too (like what you did on hard)
  2. 01:12:825 (4,1) - all other stuff with this spacing were 1/1 gaps so consider changing spacing here
  3. 01:57:960 - should be clickable, stronger sound
  4. 02:02:285 - ^
[ hard]
  1. 00:02:825 (2) - way too close to hit error bar
  2. 00:32:555 (1,2,3) - kinda uncomfortable, i'd suggest this personally but it's up to you
  3. 00:42:555 (3) - ctrl+g for flow?
  4. 01:16:879 (3,1) - is this intentionally unstacked?
  5. 01:20:933 (2) - maybe do this instead to add rhythm density since it's the kiai and you already use triples in this section
  6. 01:42:825 (3,4) - could rotate 3 so it blankets 4
  7. 01:46:609 (2) - stack under 1 since it's a 1/4 gap and you did that for all other 2-object 1/4 gaps
[ train]
  1. 00:44:988 (5,6) - might be hard to read since it overlaps with 3, personally i wouldve done this but again it's up to you
  2. maybe introduce the jump after 1/4 gimmick through the entire map instead of just in sections, so players will be easily able to identify the gimmick in later sections rather than getting surprised with a gimmick halfway through the map
good luck!
Topic Starter
William K

newton- wrote:

hi, from queue

[general]
  1. where is the background I'm still confused on what should I use xD
[ easy]
  1. 01:01:744 (2,4,1) - could have done triangle a bit better here ok, fixed.
  2. 01:19:852 - feels weird leaving this unmapped (same goes for 01:37:150 - ). just do 2 1/1 sliders separated by a 1/2 gap - it's fine since this is the kiai so rhythm should be more dense + you used a 1/2 gap on 01:46:069 (2,3) - Should disagree with this, yes the kiai can be a little dense from the other section but using 1/2 gaps in easy for something I can really pass without problems are a bit weird. I used 1/2 gapped objects so rarely here,just 01:46:069 (2,3) - and 02:04:988 (2) - . I did 1/2s at 01:46:069 (2,3) - so that it would result in a consistency with 01:43:906 (1) - while mapping also the difference here, (it's at 01:47:150 - )
  3. 01:52:555 (1,2,3,4,5) - could have been a pentagon :c Would be cool, but a pattern somehow doesn't really fit this section.
  4. 02:02:285 (2,3,1) - triangle No, a triangle would result in newbies clicking 02:03:366 (1) - before 02:02:825 (3) - .
  5. 02:03:366 (1) - touches hit error bar (blame low od lol) -- also vertically flip slidershape for flow? Do you mean the score meter? I think we can disable it so, this's fine.
[ normal]
  1. you have a lot of ds breaks, ranking criteria say you still have to keep constant ds on normals Yes, and I only made 2 kinds of DS. This's actually allowed in Normals, I used 0.80x spacing for 1/2s and 1.00x spacing for 1/1s. Well this's mainly for aesthetics.
  2. 00:26:879 (2,3,4) - kinda confusing flow since the momentum from 00:26:879 (2,3) - leads you towards 4's sliderend, not head Not really confusing, actually. As the tail of slider (4) is pretty far from circle (3), this should be noticable. Will change if someone mods again.
  3. 01:00:663 (1) - might wanna end it on 01:01:474 - to have the vocal mapped The current one is pretty much fine imo. Holding the slider at 01:00:663 (1) - any longer without any sounds of holding doesn't really makes sense imo. Also, it also makes some break as pressing consecutive 1/2 gapped objects at a calm section won't really fit.
[ advanced]
  1. 00:06:069 (4) - maybe for beats like this (eg 00:10:393 (4) - ) you could map it with a 1/4 repeat slider to map the sounds on stuff like 00:06:204 - and 00:06:339 - too (like what you did on hard) No, it's just a bit too early for this diff to be mapped to so many 1/4s. I introduced complex rhythms in Hard.
  2. 01:12:825 (4,1) - all other stuff with this spacing were 1/1 gaps so consider changing spacing here No, this stack functions as an emphasis to the start of the kiai and it fits nicely, actually. And due to the stack leniency, this is noticable as a 1/1.
  3. 01:57:960 - should be clickable, stronger sound
  4. 02:02:285 - ^ Nope for both, they're just slightly stronger and also, I mainly focus on guitars and drums here.
[ hard]
  1. 00:02:825 (2) - way too close to hit error bar Can be disabled, should be fine.
  2. 00:32:555 (1,2,3) - kinda uncomfortable, i'd suggest this personally but it's up to you Nice suggestion, but I like the current one more :3
  3. 00:42:555 (3) - ctrl+g for flow? No, I wanted to emphasize the vocals there.
  4. 01:16:879 (3,1) - is this intentionally unstacked? I wonder how did I do that xD Fixed.
  5. 01:20:933 (2) - maybe do this instead to add rhythm density since it's the kiai and you already use triples in this section Sure.
  6. 01:42:825 (3,4) - could rotate 3 so it blankets 4 Sure.
  7. 01:46:609 (2) - stack under 1 since it's a 1/4 gap and you did that for all other 2-object 1/4 gaps No, as a note is hardly notice below the end of the slider I prefered unstacking it.
[ train]
  1. 00:44:988 (5,6) - might be hard to read since it overlaps with 3, personally i wouldve done this but again it's up to you Shouldn't be that hard for an Insane player due to the high enough AR.
  2. maybe introduce the jump after 1/4 gimmick through the entire map instead of just in sections, so players will be easily able to identify the gimmick in later sections rather than getting surprised with a gimmick halfway through the map Yeah, the note after the extended sliders got bigger in spacing progressively. I did this.
good luck!
Thanks :3

Also thanks JeirYagtama for stars :3
Lune
STOP WITH AIMER WILL IT'S NOT FUNNY ANYMORE
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