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Nekomata Master - Deadman Falling [Taiko]

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Topic Starter
Azer
This beatmap was submitted using in-game submission on Sunday, January 21, 2018 at 3:21:04 AM

Artist: Nekomata Master
Title: Deadman Falling
Source: REFLEC BEAT 悠久のリフレシア
Tags: bemani The Reflesia of Eternity Naoyuki Sato
BPM: 165
Filesize: 3439kb
Play Time: 01:56
Difficulties Available:
  1. Futsuu (2.61 stars, 314 notes)
  2. Inner Oni (4.82 stars, 702 notes)
  3. Kantan (1.61 stars, 184 notes)
  4. Muzukashii (3.1 stars, 462 notes)
  5. Oni (4.01 stars, 616 notes)
  6. Scars of ELFERIA (6.12 stars, 789 notes)
Download: Nekomata Master - Deadman Falling
Information: Scores/Beatmap Listing
---------------
Redownload Jan. 19
Check out the standard set by celerih

Despair of ELFERIA
Element of SPADA
Scars of FAUNA
and now this
celerih
Your mp3 for this is over 192kbps, here's one with a rankable bitrate if you do go for rank https://celerih.s-ul.eu/QU1Xa5gi
new offset should be 2111

thanks for putting this map on your twitter, this song is amazing
Kimitakari
Random star passing by
Midnaait
Hey, NM.
// = Suggestion
d=don - k=kat - D=big don - K=big kat
Bold = Must change/strong suggestion

[ General]
I noticed the three lower diffs (Kantan, Futsuu and Muzu) are particulary dense and have little to no breaks, you should really check them a bit and nerf them if possible. I'll throw some suggestions later.
SV between all the diffs should be consistent, you should change the lower three diffs to 1.4
00:02:039 - Why the soft hitsounds :^)

[ Kantan]
In general, I highly recommend nerfing this diff and make a bit more 2/1 and 3/1 breaks, it's particulary dense for a Kantan imo (Try to aim for 1.2* to 1.5* if you can lol)
Also, avoid using 1/2 patterns since they're a too difficult for an easy diff.
(unless you do 3/2, that's ok)

00:09:676 - Move this note 1/1 to the right? (00:10:039 - ) Piano is the louder sound here and it keeps the 3/1 note structure you were having before
00:36:949 - I recommend changing a bit the structure of this part, so it doesn't get boring, for example deleting 00:37:676 - 00:39:858 and 00:42:039 - would play a bit better for a Kantan. Adding to that, you could change 00:42:403 - to kat so it does a bit more of variety lol
00:38:039 - Change this finisher to 00:39:130 since there's a cymbal on that note, would fit better
00:42:403 - Same as above, but to 00:43:494
Oh yeah about the slider in 00:44:585 - you could replace it with some notes, something like this would work fine imo

If you changed the slider, please delete 00:44:221 - for simplicity and emphasis on the notes you placed
00:46:767 to 01:17:312 - As I said before, you should nerf a bit this diff, 1/1 patterns shouldn't exceed more than 7 notes, you're kinda using them everywhere lol. So in the less intense parts I recommend doing the main structure like this:

You can add some 1/1 doubles in between (Like here 00:52:221 - https://memenaait.s-ul.eu/GDjDgKWo) or even 1/1 quads/5plets if there are more instruments or louder melody (Like here I'd use a quad 00:58:767 - https://memenaait.s-ul.eu/vzibnEjv), so it doesn't feel repetitive.
01:07:312 - As I stated before, delete all the 1/2 notes like 01:07:312 - 01:15:312 - 01:43:676 - etc. Since they're hard for a Kantan.
01:32:585 and 01:33:676 - You can replace these sliders with some notes, since melody is more active here than in 01:23:858 -. You could do something like this if you wish:
01:36:949 to 01:43:130 - // I'd just keep the finishers and make 01:39:130 - a big don. The spinner and the slider feel a bit off.

[ Futsuu]
SV in a lower diff must be static or have really minor changes, you go as low as 0.6x and as high as 1.3x, so I highly recommend to stick between 1.0x ~ 1.1x at most.
Here we have the same problem with Kantan, it's a bit too overmapped for a Futsuu, so I'd try to stick with 1/1 and short 1/2 patterns ocassionally, with your usual 1/1, 2/1 and even 3/1 breaks if necessary.

// OD4.8? That's kinda weird, change to 4.5 to be more balanced between diffs?

00:08:221 - Delete to preserve structure. (xx xx xxxxx)
From 00:19:494 to 00:36:949 - Add many 2/1 and 3/1 breaks in this section, it's barely more intense than the previous section which was using simple 1/1 patterns, so I'd stick with a similar structure, with the ocasional 1/2 triplet.
Something like this should work: starting from 00:19:494

00:36:767 - Delete to emphasize music intensity change in the next note
00:37:221 to 00:45:676 - This is too dense and complicated for a Futsuu, highly recommend to delete this note and similar (00:38:312 - 00:39:403 - etc. Basically delete all the blue tick ones lol)
// 00:44:858 - you can keep this one since you have a very big break after that pattern
From 00:46:767 to the end - This section is mostly okay with note hitsounding, but you should nerf a bit the 1/2s, something like using mostly doubles, triplets and 5plets instead of just 5plets and 7plets, with some 2/1 and 3/1 breaks inbetween if possible. Take these as an example starting from 00:46:767 - :


01:33:858 - 01:34:221 - 01:34:585 - Delete so the player recovers from the sudden snapping change of here 01:32:585 -
01:36:949 to 01:42:403 - // Same as Kantan

I have nothing more to say LUL

[ Muzukashii]
The SV thing persists here as well, it shouldn't be that hard of a change. So my suggestion is the same as Futsuu.
As for the density and patterning, you may use less breaks than futsuu, but try to stay consistent between these diffs. The problem with this Muzu relays on the patterning, 1/4 patterns shouldn't be abused, not longer than 3 notes, and should be monocolor/really simple (ddk or kkd for example) under specific circumstances with a long enough break after it.


From 00:02:039 to 00:19:494 - I'd add a couple of 2/1 breaks to stay consistent between futsuu and muzu. For example like this

00:19:494 to 00:36:949 - Same as above, but try to nuke most 1/4 patterns (specially the 5plets), so it's a bit more dense than the previous part but not by too much.
00:36:949 to 00:45:312 - Remove all finishers, they're too much and require a lot of coordination for a Muzu.
00:46:767 to 01:04:221 - Like I said before, huge density in general, so try to follow a bit this structure for example?


01:04:585 - I like the idea of the triplets here, but you shouldn't put too many near each other, so you should delete some of them. For example you can get rid of 01:05:494 (251,252) - since there's no xylophone there, and makes for a nice 1/1 break
01:07:676 (263,264) - 01:08:767 (267,268) - 01:10:949 (278,279) - Same here, delete for the same reason as above
01:14:221 - 01:15:676 - 01:16:221 - 01:16:767 - Delete to follow the xylophone? Sounds rather nice imo
01:17:312 to 01:34:767 - Again, I like the idea of the triplets, but as I said before, they should be monocolor because it'd be an Oni otherwise.
Adding to that, I see you're following mostly the melody, so make sure to delete notes like 01:20:585 - this to follow it better

01:18:403 - Move to 01:18:221 to follow better the melody and the snare (change to kat if you wish as well)
01:25:312 - Delete this note, this 1/4 double is too complicated for a Muzu since it does not have a break anywhere near
01:33:676 - Same as Futsuu, make this part a bit less dense, like for example get a 1/1 break in 01:33:858 - and use only 1/1s until the spinner
01:36:949 to 01:42:403 - // Same as Kantan and Futsuu
01:48:949 - Ok you totally need to nerf this part, this is Oni patterning :^)

I will mod Oni and harder when you fix the lower ones, will edit the post later after that lol

Good luck! :)
Topic Starter
Azer
Thanks for the mod!! Applied everything except for the following

Midnaait wrote:

[ Muzukashii]00:19:494 to 00:36:949 - Same as above, but try to nuke most 1/4 patterns (specially the 5plets), so it's a bit more dense than the previous part but not by too much. 00:32:292 - Gonna keep this one I think, it fits well with the intensity of the song imo
vrnl
m4m wall post lol

for the lower difs, theres a lot of overmapping i think. mostly because there arent a lot of breaks, which are needed in lower difs. have a look at the kantan/futsuu/muzukashii tiers on the ranking criteria for taiko https://osu.ppy.sh/help/wiki/Ranking_Criteria/osu!taiko , just for future reference and for some help with mapping these lower difs. i used a little of it in the replies to some difs on here, but take a look on ur own for ur own sake

some general stuff:
spread OD/HP seems little weird to me, id suggest for hp: 8/7/6/5.5or6/6/6.5? lower dif to highest. id say oni can do either but i think 5.5 would fit the spread better
for od: 3/4/5/5.5/6/6.5? lowest to highest, i kept ur highest 6.5 and went off of that for the others. i think decimal numbers for lower difs is strange tbh i dont see it often
also i think u can omit the first barline on every dif, its especially noticeable on the higher ones where the first line is just flying past with nothing on it https://osu.ppy.sh/ss/10514047 as u can see here. unless u want to move it to the first note at 00:02:110 - then u dont need to do that

kantan:
i feel this dif is the most different from the other ones spread-wise after playing all of them

00:11:201 - spinner isnt in any of the other difs, maybe continue what u were mapping in the previous section
00:23:929 (16) - change d for the drum hit here, and gives little variation from kkkk
00:32:656 (29) - finisher not consistent with this other spot that sounds the same 00:28:292 (22) - probably just add one on the 22
00:59:565 (69) - d for lower sound here
01:04:656 (80) - delete so theres a moment of rest between the finisher and the next note, sometimes its confusing for newer people
01:13:020 (98) - finish mayb?
01:26:110 (125) - ^
01:56:292 - end spinner here since the sound stops here, idk if its really important but just makes it look nicer in editor

futsuu:
in general this dif is pretty dense for futsuu id say, try making more 2/1 breaks in places where notes arent too important like these examples, 00:49:383 - https://osu.ppy.sh/ss/10514130 01:06:474 - https://osu.ppy.sh/ss/10514168 where it would be ok to leave this spot empty for a break. this is the big thing with this dif i think, rest is just suggestions

00:37:020 (74) - finish?
01:13:020 - ^
01:26:110 -
01:23:201 (230,231,232) - kdk seems to sound better for the last note being a snare and the pitch going down the first 2 notes
01:45:747 (14) - this is the only finish in this last section? rather make all of the same spots finishers by themselves(1/1 break before and after) or to not have any except the last note

muzu:
beginning part is p dense again, delete these 2 00:23:201 (67,68) - so theres a 2/1 break in here. another spot which i think it would be ok is here 00:28:110 (87,89,90) - having breaks is necessary in lower difs for newer players so remember that for other times u make them (not being rude, just advice)
also
1/4 patterns with one or more colour changes should be used sparingly. They should be avoided in conjunction with other patterns of this nature because the target audience of this difficulty level is not used to patterns of this complexity.
ranking criteria quote, just for the use of the kkd and ddk mixed in here, at 00:50:838 - 00:56:292 - 01:13:565 - i think it would be better to remove the ddk's and keep the other 2 if u want to use them and just change ddk ddk to some other full color

00:31:020 (100) - think this pattern is too long too, delete this one for a little shorter one
00:32:292 (105,106,107,108,109) - i know u replied to this earlier but i disagree with the intensity here, its just about to build up but not yet. would rather see kkk k instead
01:23:020 (337) - delete, think this pattern is too long
01:31:747 (381) - ^
01:45:929 (20) - having both 2 triples and a finish in one pattern is pretty tough, id delete this so theres a break after the finisher
01:47:929 (32,33) - same as above but make 32 finisher
01:50:110 (45,46) - ^

oni:
lots of volume changes in the beginning.. personally not a fan but it doesnt hinder too much of gameplay so its fine

reference
You should insert at least 1 rest moment which is 1/1 or longer after 16/1 to 20/1 of continuous mapping. Longer periods of continuous mapping may put too much strain on players of this difficulty level and shorter rest moments would count as continuous mapping.

00:11:202 (30) - delete for ^
01:04:292 - very dense section here, maybe delete these so it isnt super dense before the actual kiai: 01:06:656 (332,333) - 01:08:838 (348,349) - 01:11:110 (366) - 01:15:383 (396) - (if u do that last one u can make this a d 01:15:474 (396) - for dk which plays better)
01:26:292 (471) - delete for break
last part is pretty dense too, i suggest deleting 01:44:474 (17) - 01:46:656 (31) - 01:48:838 (45) -

inner oni:
00:34:292 (178,179,180) - dkk for snare on the last note
00:50:838 (266,267,268,269) - kddd?
01:22:656 (497,498,499,500,501,502,503,504,505) - ddd k (dkkd) k more fitting for music i think
01:28:838 (548,549,550,551) - kkkk for consistency with 01:26:656 (529,530,531,532) -
01:33:565 (584) - move to 01:33:474 -
01:37:929 (8,9,10,11,12,13) - could make ddk kdd but ddd ddd works too since its kinda like a break from the rest of the map
01:47:020 (38,39,40,41,42,43,44,45) - kddk for both? since its higher pitch on the first note and last, i get the mirror thing u were going for kkkd kkkd dddk dddk but doesnt really fit music imo
01:49:201 - if u do that then u can make this kddk since i think u were going for having the previous 2 patterns combined at the end

top dif:
can i get a reason for the dif name? just curious

00:18:292 - u mapped this one but none of the others in the beginning? 00:05:201 - 00:09:565 -
01:02:110 (369) - random finisher?
01:19:201 (515,516,517) - kkd for follow the snare, and to not have kdkdkdk pattern which it would of been if u just made the first one k
01:37:929 - same as inner, just small suggestion
01:47:020 (40,41,42,43,44,45,46,47) - same as inner oni
01:51:201 (78,79,80,81) - ^

also the top dif is the only one with the lowered volume at the end? 01:52:474 - apply it to every dif

sorry for wall mod, just tryin to help some, hope it does and i dont seem rude or somethin

gl for rank :3 (also heres mine so u dont forget https://osu.ppy.sh/s/743046)
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