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Spinner Sage
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This beatmap was submitted using in-game submission on 07 July 2017 at 17:20:09

Artist: Mili
Title: Vulnerability
Tags: Miracle milk electronic saihate records HAMO hamoloid Yamato Kasai
BPM: 166
Filesize: 4713kb
Play Time: 02:00
Difficulties Available:
  • Easy (1.53 stars, 135 notes)
  • Hard (3.36 stars, 303 notes)
  • Mell (4.48 stars, 385 notes)
  • Normal (1.98 stars, 174 notes)

Download: Mili - Vulnerability
Information: Scores/Beatmap Listing
---------------



「What makes you vulnerable makes you beautiful.







Image - Mir
Image - Pentori
Thanks for being very helpful guys <3

#2
Last edited by Alphabet on , edited 22 times in total.
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Combo Commander
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Hello" :D
General
Turn off widescreen support

Easy
01:58:650 (1) - delete this , change it into slider from 01:58:469 until 01:58:650

Normal
00:32:446 - add notes here
01:58:650 (1) - delete this , change it into slider from 01:58:469 until 01:58:650

Good Luck! :D
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Spinner Sage
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Rizevim wrote:
Hello" :D
General
Turn off widescreen support

Easy
01:58:650 (1) - delete this , change it into slider from 01:58:469 until 01:58:650 No, I like the strength of the single note alone. Gives it a strong feeling.

Normal
00:32:446 - add notes here Okay
01:58:650 (1) - delete this , change it into slider from 01:58:469 until 01:58:650 Same with Easy.

Good Luck! :D


Some things changed I guess, thanks
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Rhythm Incarnate
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hello m4m

General
    good song <3

Colours
  • Your colors do not match what is shown on the background,try to use this variant :
    Combo1 : 255,140,85
    Combo2 : 101,148,226
    Combo3 : 199,199,199
    Combo4 : 255,193,228
    Combo5 : 206,254,82

Easy

Normal

Hard
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Good Luck ;)
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Star Shooter
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hi nm

Hard


Mell


I only pointed out parts that seemed odd to me. Hope it helps. Gl :)
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Spinner Sage
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Gordon123 wrote:
hello m4m

General
    good song <3

Colours
  • Your colors do not match what is shown on the background,try to use this variant :
    Combo1 : 255,140,85
    Combo2 : 101,148,226
    Combo3 : 199,199,199
    Combo4 : 255,193,228
    Combo5 : 206,254,82
That's because they're supposed to represent the weather and mood that the song gives off. Also, the mood of the combo colours get more intense and "evil" around the peaks of the song as if a storm has arrived and such.


Easy
    00:08:409 (2,3) - better blanket pls : https://osu.ppy.sh/ss/8142318
    00:14:193 (1) - Move it below because it overlaps with health bar It doesn't overlap the hp bar with the default skin which is what you should base it off, but I'll try and do something.
    01:42:747 (2) - Remake this moment,You have a not very convenient transition here 01:41:301 (1,2,3) - this,I suggest you remake like this https://osu.ppy.sh/ss/8142398 Hmm, I won't because the kiai and this part has quite a bit of sharp flow to emphasize the peak of the song, it also goes along with the combo colour idea to more accurately represent my ideas of what the song is about.

Normal
  • Better use CS=3.5 or 4 for normal diff Mmm, not really..? CS for a diff like this can be safe around CS2 - 4
    00:51:060 (1) - Bends in this slider are not very beautiful, maybe you will do so> https://osu.ppy.sh/ss/8142477 ? This slider transfers a small rhythm of music// The slider I have currently uses the rhythm you want me to use too.
    01:08:409 (1) - 3rd part of slider add Finish - Because I hear a strong blow there The blow is actually at the start of the kiai. I'll use a whistle here though since it fits more with the sound here.
    01:52:506 (4,1) - please blanket

Hard
    00:18:530 (1) - This bend does not make any sense - make it more beautiful What do you mean by "beautiful"? That's heavily subjective.
    Anyway, it emphasizes the strong sound which contrasts the slider from the rest of the map, almost making it dissonant.

    00:25:036 - 00:25:940 - You miss out here a lot of sound, I suggest you do it like this : Image
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Good Luck ;)


Thanks, fixed a couple of things.
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Spinner Sage
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crystalinfusion wrote:
hi nm

Hard


Mell
    > I don't really think 00:02:807 (2) - is following the instrument you're following because 00:02:265 (1,2,3) - is similar to 00:06:602 (1,2) - It just adds some variation to the map instead of blandly following strictly one instrument the whole time. idk if you have a serious problem with it, I can always change it.
    > 00:44:915 (2,3) - what is this following? You can definitely hear the bell ringing in the song.
    > 00:48:168 (2,3) - even if you're following the other sound, I don't think it's supposed to be overlapping each other in a way because for most of the segment your sliders are spaced in accordance to the song. Also it's similar to 00:43:831 (2,3) - so maybe having it as sliders that don't overlap or circles would be better It's similar in a way but it isn't. You can hear a melody playing over the strong noises which is why I had the incentive to place the sliders in accordance to how I placed them. For me to overlap them, it doesn't play right and it doesn't look good overall. I don't want to change because I like this idea.
    > 00:53:590 (2,3) - Similar to 00:44:915 (2,3) - ,
    > 01:13:831 - I think something like this is better:
    Image
    Instead I'll put a NC on 01:14:554 (2) - to make the NC patterning consistent.



I only pointed out parts that seemed odd to me. Hope it helps. Gl :)

Thanks for the mod!
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Rhythm Incarnate
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Alphabet wrote:
That's because they're supposed to represent the weather and mood that the song gives off. Also, the mood of the combo colours get more intense and "evil" around the peaks of the song as if a storm has arrived and such.

Then at least use a darker hue of red instead of one that looks like solid red, like 128,0,0 {maroon, otherwise known as a color of blood}.

Easy
  • 00:12:024 (1) - 00:38:048 (1) - 00:59:735 (1) - you're overlapping with the slidertail in this case; 01:41:301 (1) might be fine since the path feels more defined
    Avoid overlapping circles, slider heads, and slider tails. These can be confusing for new players. 1/1 overlaps due to distance snapping should be avoided with higher spacing or slider velocity.


Hard

Mell
  • 01:13:469 (2) - the violin sounds like it's 1/3 instead of 1/2

    Image

  • 01:15:096 (6) - you should space this further apart to emphasize how powerful the thumps are. It also forms a neat triangle pattern.
  • 01:30:186 (4,5) - it would be less awkward if you kept the downward motion going with Ctrl+g, especially since you've just introduced a completely new pattern {isolated doubles}
  • 01:35:698 - you could probably do some cool-looking slider so that the melody doesn't feel undermapped
  • 02:00:006 (2,1) - For readability sake, space these a bit farther out. I got the impression that 02:00:006 (2) was part of the slider.
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Spinner Sage
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F1r3tar wrote:
Alphabet wrote:
That's because they're supposed to represent the weather and mood that the song gives off. Also, the mood of the combo colours get more intense and "evil" around the peaks of the song as if a storm has arrived and such.

Then at least use a darker hue of red instead of one that looks like solid red, like 128,0,0 {maroon, otherwise known as a color of blood}. Sure

Easy
  • 00:12:024 (1) - 00:38:048 (1) - 00:59:735 (1) - you're overlapping with the slidertail in this case; 01:41:301 (1) might be fine since the path feels more defined I liked the use of them since it then remains consistent with the rest of the mapset but I'll widen the angle so the turn is more visible, although it kinda looks visible enough as is, also I'll leave the third one because I think it's common sense to tell where that slider is going.
    Avoid overlapping circles, slider heads, and slider tails. These can be confusing for new players. 1/1 overlaps due to distance snapping should be avoided with higher spacing or slider velocity.


Hard
  • 01:06:241 (1,2,3) - 01:07:325 (1,2,3) - are you emphasizing certain sounds by inconsistently spacing these? if not, reposition (2) in both parts Yeah, it's to emphasize the sound of the violin decreasing in intensity.
  • 01:29:734 (1) - you should differentiate from curved shape to indicate that it's clearly 3/4 Fixed


Mell
  • 01:13:469 (2) - the violin sounds like it's 1/3 instead of 1/2 The ending of the violin here is not clearly distinguishable and it seems weird to suddenly have a longer-than-usual break here, not to mention it provides a smooth transition for the next pattern. I also like 1/2 since it accompanies for more than just the violin in the background which is what I was aiming to do through the whole map.

    Image

  • 01:15:096 (6) - you should space this further apart to emphasize how powerful the thumps are. It also forms a neat triangle pattern. I like it
  • 01:30:186 (4,5) - it would be less awkward if you kept the downward motion going with Ctrl+g, especially since you've just introduced a completely new pattern {isolated doubles} Okay
  • 01:35:698 - you could probably do some cool-looking slider so that the melody doesn't feel undermapped Hmm, I don't like that idea.
    The break was meant to give the impression that the storm is over, however it isn't yet.
  • 02:00:006 (2,1) - For readability sake, space these a bit farther out. I got the impression that 02:00:006 (2) was part of the slider. how do you read stacks then xd Fixed


Thanks for the mod
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Star Shooter
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HI! you requested mods in #modreqs, so im here to see if i can help you with your map
Im going to be specific as much as i can, so lets see what you have.

Easy:

1. 00:49:976 (2) uwu (Idea/Suggestion) http://osu.ppy.sh/ss/8237764? it may flow better

The rest looks amazing


Normal:

Perfect, just perfect


Hard:

1. 00:53:952 (3) - try moving this slider to X:48-Y:164, and the gray dot to X:20-Y:88 or X:24-Y:88. Im suggesting this because this will give the sliders kind of a similar space, and it might look good https://osu.ppy.sh/ss/8237970

2. 01:04:072 (1,2) - should this have the same spacing that you used with 00:58:470 (2,3) ? https://osu.ppy.sh/ss/8238006 like that

3. 01:11:662 (3,4) - should this have the same spacing that you used in 01:14:554 (3,4) ?


Vulnerability:

1. 00:51:060 (1,2,3,4,5,6) - if this part sounds the same... why 00:51:783 (5,6) goes to other direction, but 00:51:060 (1,2,3,4) doesnt? :S idk, but making them go in the same way like is good idea for you? :o :o :o


Very small "mod" because everything looks very good... i hope it does help :o
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Spinner Sage
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Joe Castle wrote:
HI! you requested mods in #modreqs, so im here to see if i can help you with your map
Im going to be specific as much as i can, so lets see what you have.

Easy:

1. 00:49:976 (2) uwu (Idea/Suggestion) http://osu.ppy.sh/ss/8237764? it may flow better Looks good!

The rest looks amazing


Normal:

Perfect, just perfect


Hard:

1. 00:53:952 (3) - try moving this slider to X:48-Y:164, and the gray dot to X:20-Y:88 or X:24-Y:88. Im suggesting this because this will give the sliders kind of a similar space, and it might look good https://osu.ppy.sh/ss/8237970 The slider is already at x:48 y:164 and I don't want to move the node around since the slider is a clone of the previous two sliders, just flipped.

2. 01:04:072 (1,2) - should this have the same spacing that you used with 00:58:470 (2,3) ? https://osu.ppy.sh/ss/8238006 like that Hmm, I don't see any change?

3. 01:11:662 (3,4) - should this have the same spacing that you used in 01:14:554 (3,4) ? I changed the spacing of the first one to be bigger than the second.


Vulnerability:

1. 00:51:060 (1,2,3,4,5,6) - if this part sounds the same... why 00:51:783 (5,6) goes to other direction, but 00:51:060 (1,2,3,4) doesnt? :S idk, but making them go in the same way like is good idea for you? :o :o :o I Ctrl + G'd 5 and 6


Very small "mod" because everything looks very good... i hope it does help :o


Thanks for the mod!
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Beat Clicker
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Hello!~

ImageEasy:

00:02:265 (2) - : I think you should change the slider art here so you can introduce the player on how music can differentiate slider's art.Alternatively,you can change the slider art of this 00:01:181 (1) - since the shape of 00:02:265 (2) - is more capable to the rhythm.
00:06:602 (2) - : Same as above
00:13:108 (2,3) - : I don't see any reason to have a clickable note since there is no any characteristic sound to be clickable at this part.Better map it as a slider like 00:12:024 (1) - so you can keep a calm cohesion.

ImageNormal:

00:03:349 (1,2) - : This rhythm is inconsistent with that 1/4 slider,listen how the musics goes.It should be mapped rhythmically like this
Image
00:05:518 (1,2) - : Same thing.
00:20:699 (1) - : The blanket is a little bit off on the top and on the bottom.Maybe space it out a bit

ImageHard:

00:29:373 (1,2) - : I dont understand the SV change here plus that clickable note make no sense.It is just high toned,the rhythm does not change rapidly in order to speed up the velocity.Better delete that 0,60 SV change and let the slider end on the white tick.
00:31:542 (1) - : 0,80 SV?LOL,rly?Did you place the fastest SV change than all the other ones,just for this specific high tone?The rhythm here is held and calm,its not getting faster or something,so you should avoid doing those SV changes.I see that you are changing the SV later again,so i will just skip them,i hope that you got my point.
00:55:217 (5) - : Why did you emphasize the spacing here only on this note and these 00:54:674 (2,3,4) - have the same spacing?You should emphasize them too cause the beat is getting louder and more louder on each one of them.
01:11:662 (3,4) - : They should be like these 01:10:939 (1,2) - .
01:15:638 (3) - : Same thing.

ImageMell:

00:13:831 (1,2) - : I dont see any reason behind of this huge jump.There is no any strong or characteristic sound to emphasize them like this.In this case its the exact opposite,the tempo here is getting more silent.You should emphasize this 00:13:470 (3) - instead.
00:31:542 (1,2,3,1,1,2,1,2,1,2,1,1,2,1) - : Same thing from the Hards mod about the SV changes.You should avoid spamming these SV changes in a calm part,the rhythm is the same.
00:55:759 (2) - : Rotate that clockwisely by 25 degrees?
01:08:048 (3) - : Ugly overlap i guess.
01:23:951 (1) - : This pause is akward cause you are in the most intense part of the song,called kiai.You should map two 1/2 sliders to keep a cohesion.
01:29:554 (3,4,1,2,3,4,5,1) - : I think this is better rhythmically .
Image
01:49:072 (4,1,2) - : These should be mapped like 01:49:614 (3,4) - .

Very chilling song,wish you luck.
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Spinner Sage
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Nikakis wrote:
Hello!~

ImageEasy:

00:02:265 (2) - : I think you should change the slider art here so you can introduce the player on how music can differentiate slider's art.Alternatively,you can change the slider art of this 00:01:181 (1) - since the shape of 00:02:265 (2) - is more capable to the rhythm. I have a little pattern at the start where every 1/1 slider has the same slider after it
00:06:602 (2) - : Same as above ^
00:13:108 (2,3) - : I don't see any reason to have a clickable note since there is no any characteristic sound to be clickable at this part.Better map it as a slider like 00:12:024 (1) - so you can keep a calm cohesion. No, I like the density of the circle as the loud drum kicks in

ImageNormal:

00:03:349 (1,2) - : This rhythm is inconsistent with that 1/4 slider,listen how the musics goes.It should be mapped rhythmically like this
Image Yeah but I don't like the density of it at such an early stage of the map. You can see further on that I save the 1/2 sliders until around 00:40:217 - and onwards.
00:05:518 (1,2) - : Same thing.
00:20:699 (1) - : The blanket is a little bit off on the top and on the bottom.Maybe space it out a bit k

ImageHard:

00:29:373 (1,2) - : I dont understand the SV change here plus that clickable note make no sense.It is just high toned,the rhythm does not change rapidly in order to speed up the velocity.Better delete that 0,60 SV change and let the slider end on the white tick. Huh? You can clearly tell the pitch of the song rising. I changed the SV off the increase / decrease in pitch
00:31:542 (1) - : 0,80 SV?LOL,rly?Did you place the fastest SV change than all the other ones,just for this specific high tone?The rhythm here is held and calm,its not getting faster or something,so you should avoid doing those SV changes.I see that you are changing the SV later again,so i will just skip them,i hope that you got my point. LOL Like I said before, it's how I represented the song and your idea completely changes the idea of the map.
00:55:217 (5) - : Why did you emphasize the spacing here only on this note and these 00:54:674 (2,3,4) - have the same spacing?You should emphasize them too cause the beat is getting louder and more louder on each one of them. So the player can differentiate between the loud drums and the softer notes, Hard difficulties should still have somewhat basic snapping and clearly emphasized sounds are an exception.
01:11:662 (3,4) - : They should be like these 01:10:939 (1,2) - . Makes the map too dense for my liking. Also this same pattern is repeated throughout the whole kiai
01:15:638 (3) - : Same thing. ^

ImageMell:

00:13:831 (1,2) - : I dont see any reason behind of this huge jump.There is no any strong or characteristic sound to emphasize them like this.In this case its the exact opposite,the tempo here is getting more silent.You should emphasize this 00:13:470 (3) - instead. I must be deaf if nobody can hear the loud transition at 00:14:012 - . You should look at the hitsound patterns, you'll see that the claps go with louder drum beats / the blows and that's how I wanted to emphasize my map
00:31:542 (1,2,3,1,1,2,1,2,1,2,1,1,2,1) - : Same thing from the Hards mod about the SV changes.You should avoid spamming these SV changes in a calm part,the rhythm is the same. Same thing I said before, it completely goes against what I wanted to do.
00:55:759 (2) - : Rotate that clockwisely by 25 degrees? Okay
01:08:048 (3) - : Ugly overlap i guess. Not really, the spacing is decreasing with the pitch
01:23:951 (1) - : This pause is akward cause you are in the most intense part of the song,called kiai.You should map two 1/2 sliders to keep a cohesion. It really isn't since there is pretty much no beat here and only barely audible background instruments
01:29:554 (3,4,1,2,3,4,5,1) - : I think this is better rhythmically . I don't like it, the sliders somewhat ignore some of the foreground beats since it doesn't make the player click them.
Image
01:49:072 (4,1,2) - : These should be mapped like 01:49:614 (3,4) - . I like how it is, it gradually rises in spacing and at the end it rises in rhythm density.
Very chilling song,wish you luck.


Thanks
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Rhythm Incarnate
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Yeah woops im late

gen:

Ending time is not the same across all diffs. Mell's is shorter.
01:09:494 - Timing point here says one sample and a green line on the exact same spot says another. THis can bug your map. Delete the green line and set kiai and the sample and volume on the red one. Unless of course, there's an sv change, in which case both lines need to have the same sample setting.

ez:

00:55:036 (3,1,2) - I would like it if they were more linear personally.
01:27:566 (2,3) - Blanketing could improve slightly.
01:40:578 (3,1) - Since the end of (1) is closer to the end of (3), players will try and hit it from that end. please make your flow more obvious.
02:00:096 - Spinner realLLLLly should end here.

nm:

Why snaps in the diff but not easy?
00:07:687 (1,2) - two 1/2 sliders and then a circle would do fantastic.
00:19:614 (5,1) - Slider body blanketing could use some touch ups on the head and tail of the rack on (1).
00:43:108 (2,3,4) - Put the slider where the circles are and the circles where the slider is. Circle should emphasize the stronger sounds.

hd:

00:25:307 - Triplet here. It's more of a prominent sound then where you chose to put the triplet (later in)
00:31:542 (1,2) - Stack. Your target audience wont read anti jumps the same way as a stack. Since you've already defined a stack as a gap in objects in time, let's keep using that for consistency.
01:11:662 - This should be mapped like 01:10:939 (1,2) - since the sound is still going. Doesn't feel right to cut it off.
01:15:638 (3) - This needs a 1/3 repeat slider because the sound is too prominent here to ignore.
01:27:927 (4) - Circles work better here.
01:29:012 (3,4) - Blanket could use some improvements.
01:29:012 (3,4) - Break?
01:42:385 (4,1) - Not a good idea. Move (1) somewhere else entirely. Your target audience will read this placement as a triplet, as you've previously defined right in this section.
01:54:674 (2,3,4,5) - Sounds here are way too minute for jumps.
01:58:470 (4,5,1) - Unstack these to give (1) lots more emphasis.

gl
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Spinner Sage
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PolkaMocha wrote:
Yeah woops im late

gen:

Ending time is not the same across all diffs. Mell's is shorter. Refer to the point on Easy
01:09:494 - Timing point here says one sample and a green line on the exact same spot says another. THis can bug your map. Delete the green line and set kiai and the sample and volume on the red one. Unless of course, there's an sv change, in which case both lines need to have the same sample setting.
Ah, deleted green point
ez:

00:55:036 (3,1,2) - I would like it if they were more linear personally.
01:27:566 (2,3) - Blanketing could improve slightly.
01:40:578 (3,1) - Since the end of (1) is closer to the end of (3), players will try and hit it from that end. please make your flow more obvious.
02:00:096 - Spinner realLLLLly should end here. Imo it's too short of a spinner for an easy / normal / hard so that's why I made the lower diffs have the spinner end when the instruments do.

nm:

Why snaps in the diff but not easy?
00:07:687 (1,2) - two 1/2 sliders and then a circle would do fantastic.
00:19:614 (5,1) - Slider body blanketing could use some touch ups on the head and tail of the rack on (1).
00:43:108 (2,3,4) - Put the slider where the circles are and the circles where the slider is. Circle should emphasize the stronger sounds.

hd:

00:25:307 - Triplet here. It's more of a prominent sound then where you chose to put the triplet (later in)
00:31:542 (1,2) - Stack. Your target audience wont read anti jumps the same way as a stack. Since you've already defined a stack as a gap in objects in time, let's keep using that for consistency.
01:11:662 - This should be mapped like 01:10:939 (1,2) - since the sound is still going. Doesn't feel right to cut it off. I just think it's too much of a spam to have this in a Hard, especially since I've only just introduced it here in the map.
^
01:15:638 (3) - This needs a 1/3 repeat slider because the sound is too prominent here to ignore.
01:27:927 (4) - Circles work better here.
01:29:012 (3,4) - Blanket could use some improvements.
01:29:012 (3,4) - Break?
01:42:385 (4,1) - Not a good idea. Move (1) somewhere else entirely. Your target audience will read this placement as a triplet, as you've previously defined right in this section. I stacked these since all of my triples in this section aren't. It also introduces the stacking in the slower section right after.
01:54:674 (2,3,4,5) - Sounds here are way too minute for jumps.
01:58:470 (4,5,1) - Unstack these to give (1) lots more emphasis.

gl


Thanks! blank = fixed
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