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This beatmap was submitted using in-game submission on Tuesday, September 19, 2017 at 11:52:42 AM

Artist: scop
Title: Yubikiri
Source: 初音ミク -Project DIVA- F 2nd
Tags: Ayyri Vocaloid F2nd Hatsune Miku HELL YA TRAINS Pinky Promise Swear thousand needles Light and Shadow Love Songs 〜Girls Side〜 Days ~Best of Scop~ BALLOOM BEST Yuri ムラサキ Murasaki violet Purple Arcade Future Tone Sound Colorful Deluxe DX
BPM: 195
Filesize: 23316kb
Play Time: 02:38
Difficulties Available:

Download: scop - Yubikiri
Download: scop - Yubikiri (no video)
Information: Scores/Beatmap Listing
---------------

With you, it's special.

ImageImageImageImageImage Easy, Advanced, Hard, Insane, and Muzu by Noffy
ImageImageImage Promise, Hari Senbon, and Hitsounds by Ayyri
Image Normal by both

Normal bg by Yuuki | Ayyri's bg by 72 | Noffy's bg by Mikuni



Image August 11th, 2017: Starred by - Monstrata
Image September 13th, 2017: Bubbled by - Taikocracy
Image September 16th, 2017: Qualified by - Monstrata
ImageImage September 18th, 2017: Dis- and re-qualified by - IamKwaN so I could fix the source
ImageImage September 19th, 2017: Dis- and re-qualified by - Nardoxyribonucleic so I could fix taiko sv
Last edited by Noffy on , edited 42 times in total.
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Here M4M

Hard

Please change AR8
It's better https://osu.ppy.sh/ss/8503552 00:40:367 (8) -
01:17:290 (2) - ^
01:18:828 (1,2) - You missed a lot of hits here

I'm really sorry I don't find other wrong in your mapset :cry: , Your mapset are just amazing good luck for the ranking and again sorry for the short modding :?
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Ward74 wrote:
Here M4M

Hard

Please change AR8 Nah, I think that'd be too high.
It's better https://osu.ppy.sh/ss/8503552 00:40:367 (8) -
01:17:290 (2) - ^ These two I'll keep in mind. For now I prefer the curved slider to represent how the piano is so fast it's almost one continual sound.
01:18:828 (1,2) - You missed a lot of hits here changed this and 00:41:905 (1,2) - as well.

I'm really sorry I don't find other wrong in your mapset :cry: , Your mapset are just amazing good luck for the ranking and again sorry for the short modding :?
thanks for looking :) !
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Rhythm Incarnate
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omg i remember i mapped this ages ago oh my god this song i love it omg yes best music best taste (this is a reminder post don't mind me)
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Renumi wrote:
omg i remember i mapped this ages ago oh my god this song i love it omg yes best music best taste (this is a reminder post don't mind me)


yoooo you mapped it too? what a coincidence! best music taste, I agree 8-)
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idk i can't mod this but if i were to say something i'd say that the hitfinish with 100% sampleset volume is borderline earrape
please rank this i'd be so ggrateful HAVE SOME STARS
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Renumi wrote:
idk i can't mod this but if i were to say something i'd say that the hitfinish with 100% sampleset volume is borderline earrape
please rank this i'd be so ggrateful HAVE SOME STARS



hmm i think that will stay the same volume, it's balanced well with the other hitsounds. I think they're an itsy bit louder than normal overall, but that if someone is playing and finds this uncomfortable, it's easier to lower too-loud hitsounds than to raise computer volume + lower in-game music volume for if they're too quiet.
Sooo... yeah~ !

Thank you so much for the stars ! \ o / Will do my best to GET THIS RANKD
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Hey! Ayyri requested so im gonna take a look
Easy

Well tbh I don't really agree with the concept of easy. Rhythms are really sparse and simplified, which newbies could have problems following the progression of the song. Then, even with cs2, sr bumped over 1.5. I strongly believe the reason lies in your sv, which imo is too fast for an easy at this bpm. I'd suggest you consider lowering it to 0.8 which seems to be the typical easy sv for this bpm, then make your rhythm denser to include in more strong notes you missed. Also, with 1x sv, your spacing seems to be pretty high.
Note that if you follow my suggestions pls fix all other occurrences as well

Normal

Again I think 1.2 sv is also high, especially since you have an advanced, this should be an easier normal
  • 00:04:982 - I'd like to know why you have nc inconsistency. Here you nc every downbeat and in a lot of other occurrences like 00:39:444 - you nc every measure?
  • 00:27:752 - vocal and piano are the main factors of the song. I mean you dont have to map every note but leaving a gap while there's still one isn't what id prefer. Id add another 1/1 slider here or extend the previous slider here. 00:32:675 - same with this
  • 00:48:059 - idk why this part is suddenly less intensive and inconsistent with that of 2 other kiais. imo this is the strongest vocal part of the song
Didn't find anything else except that the kiais are very even with 1/1 beats which can be boring, but also subjective

Advanced
  • 00:54:726 (3) - way too confusing. This is not a typical straight song and at an extremely fast bpm. For hard and under try to avoid placing circles on a purple tick.Those swing melodies should be represented by sliders only for lower diffs
  • 00:59:649 - try to have a slider here for the drums like you mapped them before like 00:23:957 (3) - Otherwise feels weird to have something on a weaker drum but nothing on a stronger one
  • 02:38:521 (4) - nc for emphasis?
Other than those diff is just repeating so...

Hard
Your hard is way too confusing. Those fast clickable offbeat swing melodies are brutal. I'm not exactly new to the game but I failed this. Consider simplify your rhythms a bit and use sliders more often than circles for the confusing notes.
Again still same stuff with advanced. I just found these 00:43:033 (5,1,2,3,4) - are too clustered and can give some reading troubles (they don't look nice to me also)

For the last diff, 01:17:290 (2,3,4,5,6,7) - are you sure this is playable? 195/4=292.5/6 you're streaming at nearly 300bpm and unless you've SSed everything will freeze I don't think anyone could perfect this (also ewf is only 240 :>)


That's all I have. I'm very inexperienced with higher diffs and the jazzy swing types so sorry if its a bad mod.
Hope its helpful anyway. Best of luck~
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Astarte wrote:
Hey! Ayyri requested so im gonna take a look hello there~
Easy

Well tbh I don't really agree with the concept of easy. Rhythms are really sparse and simplified, which newbies could have problems following the progression of the song. Then, even with cs2, sr bumped over 1.5. I strongly believe the reason lies in your sv, which imo is too fast for an easy at this bpm. I'd suggest you consider lowering it to 0.8 which seems to be the typical easy sv for this bpm, then make your rhythm denser to include in more strong notes you missed. Also, with 1x sv, your spacing seems to be pretty high. I'll consider for the SV, but that depends on whether normal would be changed as well. I think its current speed is best with fitting into the set overall. Additionally, I did a test and the difference made by changing the sv to .8 and adjusting objects accordingly was only .1 of a star, which is hardly anything.
  • 00:06:828 - imo this is stronger than 00:07:136 - and should be mapped instead, the latter can be ignored. also 00:08:059 - 00:08:367 - these high pitch piano notes deserves a slider too. suggestion https://osu.ppy.sh/ss/8509400 Changed the first bit as suggested, didn't add anything for the piano notes since these are comparitively softer compared to the .. the.. .. louder higher instrument idunno its name, which has mostly stopped at this time.
  • 00:12:675 - a break here seems questionable since its just 13s into the map and map length is pretty long. Also that part is just as intensive and is no different. A break somewhere in the middle and in a calmer part is more feasible imo. 01:52:367 - like here? i'm confused why this is in easy if it applies to every single std difficulty. But, uh, it's because it's literally the same section a second time. So first you get thrown into it, then have a chance to actually listen to it before continuing. Also lets the credits in the video roll. The calm part you mentioned in the middle is comparatively easy in the maps enough to give the players a rest without stopping gameplay entirely.
  • 01:50:828 (2) - maybe this is too simplified for an intense piano part and the downbeat deserves to be clickable than released. something like https://osu.ppy.sh/ss/8509496? but this 01:42:213 entire section is following the guitar, which is dying out at this point.
  • 00:48:059 - rhythm this part of the kiais are pretty sparse consider that you follow vocals mostly and vocals there are pretty strong and unique. 00:43:136 (1,2,3) - if this vocal part is dense then the latter deserves to be denser too. At least put circles between your 2/1 sliders like this 00:48:982 - since if you listen again those notes are actually a lot louder than others. my suggestion https://osu.ppy.sh/ss/8509574 I'll keep this in consideration, because that was what I thought of at first, but I felt going from what had a lot of 4/1 and 3/1 time inbetween notes to constant 1/1 would be too much of a difficulty spike, and that having constant 2/1 for the second half of the chorus here already makes it pretty intense.
  • 00:52:367 - i'd add a 1/1 slider here as the vocals have no reason to be ignored Okay, makes sense. Added this to the other two kiais as well.
  • Same with 00:54:828 - you used circles to build 2/1 rhythm as vocals suggest but leaving the last one out is extremely questionable. https://osu.ppy.sh/ss/8509601 added a 1/1 slider here in all 3 kiais, similar to the above suggestion.
  • 02:37:598 (3,4) - ^ https://osu.ppy.sh/ss/8509618 changed as suggested
Note that if you follow my suggestions pls fix all other occurrences as well i'll do my best

Normal

Again I think 1.2 sv is also high, especially since you have an advanced, this should be an easier normal i'll try to talk about it with ayyri
  • 00:04:982 - I'd like to know why you have nc inconsistency. Here you nc every downbeat and in a lot of other occurrences like 00:39:444 - you nc every measure? generally the pattern is that for the most part it's every downbeat, but every other measure of the calmer sections where the singing goes without stopping. This is to contrast how 00:23:136 (1,1) - these vocal patterns start and stop, but 00:25:598 (1) - these just keep on going.
  • 00:27:752 - vocal and piano are the main factors of the song. I mean you dont have to map every note but leaving a gap while there's still one isn't what id prefer. Id add another 1/1 slider here or extend the previous slider here. 00:32:675 - same with this changed these both a bit.
  • 00:48:059 - idk why this part is suddenly less intensive and inconsistent with that of 2 other kiais. imo this is the strongest vocal part of the song it's the first occurence of three. it's less intense so that there is some degree of increasing difficulty as the map goes on. I agree that this part is the strongest of the vocals, that's why I intentionally arranged it in a pattern that will take a bit more focus to read correctly. It's also different because I mapped the first kiai and ayyri did the other two so.....
Didn't find anything else except that the kiais are very even with 1/1 beats which can be boring, but also subjective


Advanced
  • 00:54:726 (3) - way too confusing. This is not a typical straight song and at an extremely fast bpm. For hard and under try to avoid placing circles on a purple tick.Those swing melodies should be represented by sliders only for lower diffs ahaha.. i wasn't sure about this one anyways. changed
  • 00:59:649 - try to have a slider here for the drums like you mapped them before like 00:23:957 (3) - Otherwise feels weird to have something on a weaker drum but nothing on a stronger one that's because the music totally stopped here, so the map doesn't start again until the vocals do. It's even stacked to further emphasize this.
  • 02:38:521 (4) - nc for emphasis?sure
Other than those diff is just repeating so...


Hard
Your hard is way too confusing. Those fast clickable offbeat swing melodies are brutal. I'm not exactly new to the game but I failed this. Consider simplify your rhythms a bit and use sliders more often than circles for the confusing notes. I went through and changed some of the rhythms which followed the piano.
Otherwise...

?_? i already use sliders with a circle at the end or slider-slider for the vast majority of 1/3 gaps. the primary exception is the kiai, which is done that way because of how intense it is compared to the rest of the song. If there's specific rhythms more awkward or unfitting than others, I'll change it. Otherwise, if there's a problem spread wise, it would be advanced that needs to be harder rather than hard made easier.

Again still same stuff with advanced. I just found these 00:43:033 (5,1,2,3,4) - are too clustered and can give some reading troubles (they don't look nice to me also) I'll try to figure something out.. I prefer them this way so that they'd look like a solid mass, just like how the AAAA can be intterpreted as one held note.

For the last diff, 01:17:290 (2,3,4,5,6,7) - are you sure this is playable? 195/4=292.5/6 you're streaming at nearly 300bpm and unless you've SSed everything will freeze I don't think anyone could perfect this (also ewf is only 240 :>) in my opinion the 1/6 bursts in this map are easier than the spacier 1/3, I can play it pretty dang well and i'm, like, 135k. It's the top diff. I don't think this is the place for holding back!


That's all I have. I'm very inexperienced with higher diffs and the jazzy swing types so sorry if its a bad mod.
Hope its helpful anyway. Best of luck~ Thank you for the help, it was very insightful in a lot of ways!
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I'm here cuz some cutie that named Ayyri asked me :^)


Muzukashii


Ayyri's Hari Senbon

That's it I guess uhuhuh, good luck :)
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zigizigiefe wrote:
I'm here cuz some cutie that named Ayyri asked me :^) i agree she a big qt


Muzukashii

That's it I guess uhuhuh, good luck :) thank you very much! :D


oni
ayyri's response from beyond the depths of hell
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I M S O L A Z Y


Ayyffy's Fated????? Normal

00:48:674 (3,1,2) - Although the time between (3,1) is a full 2 measures, I still feel as though this cursor movement is pretty counterproductive and unfriendly to players around this level. Move 2 upwards to both fix this, and create a nice parallel.
00:50:829 (2) - Same here ^.

01:51:136 (1,2,1,2) - This movement feels kinda awkward to me, reminds me of Angelhoney which probably isn't a good thing for normals. Move 01:52:367 (2) -
over a bit to the right to remedy this. https://puu.sh/wHEQ5/5aa6515884.png

02:38:521 (1) - Fix DS for this note, it's fairly noticeable.


Ayyri's Promise

00:40:367 (1,2,3,4,5,6) - I don't really agree with using a 1/6th stream for this section. Not only is it a really difficult burst compared to the rest of the map's difficulty, but you can't really claim that it matches with the piano stream in that regard. I'd just keep it as a 1/3rd stream.

00:43:136 (1,1,1,1,1) - mmmmmmmmmmmmmmmmmmmmmmmMMMMMMMMMMMMMMMMMMMm i like it but its dubious


sorry for the small mod but i'm just not really feeling it much anymore

gl cuties
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Weber wrote:
I M S O L A Z Y B O I


Ayyffy's Fated????? Normal

00:48:674 (3,1,2) - Although the time between (3,1) is a full 2 measures, I still feel as though this cursor movement is pretty counterproductive and unfriendly to players around this level. Move 2 upwards to both fix this, and create a nice parallel.
00:50:829 (2) - Same here ^. If this continues to be a problem I'll change it as suggested, but I think the current set up here being a bit more challenging is fitting for how intense the song gets at this point.

01:51:136 (1,2,1,2) - This movement feels kinda awkward to me, reminds me of Angelhoney which probably isn't a good thing for normals. Move 01:52:367 (2) -
over a bit to the right to remedy this. https://puu.sh/wHEQ5/5aa6515884.png changed this timestamp in general some for a qt circle shape

02:38:521 (1) - Fix DS for this note, it's fairly noticeable. it's not noticable if i didn't notice~ *runs* fixed.


Ayyri's Promise

00:40:367 (1,2,3,4,5,6) - I don't really agree with using a 1/6th stream for this section. Not only is it a really difficult burst compared to the rest of the map's difficulty, but you can't really claim that it matches with the piano stream in that regard. I'd just keep it as a 1/3rd stream. but it does match with the piano stream?

00:43:136 (1,1,1,1,1) - mmmmmmmmmmmmmmmmmmmmmmmMMMMMMMMMMMMMMMMMMMm i like it but its dubious MMMmmmMMMmmmMMMM


sorry for the small mod but i'm just not really feeling it much anymore

gl cuties thank you friendly frog
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general
yubki.png is hefty 2mb. convert it into compressed format of image file (jpg). For rest of other bg, i recommend re-compressing with 80% jpg compression to save space. Quality is still plenty good and size is much smaller


easy
- 00:41:905 (3,4) - this can be a slider. hollow space between that feels weird as there is a lot of vocal happening between that


ayyffy
- Can't have custom name "fated" as it is 1. not consistent. 2. not highest diff.
- 01:22:521 (1,2,3,1,2) - over usage of snare drum sound makes other parts bland sounding. Listen carefully to the song and you'll hear that not all white ticks have snare sounds.
01:24:059 (1) - remove NC as it is not needed. Compared to other kiais, you didn't put them.
01:43:444 (3) - according to previous | next part HS, you need clap here
01:46:828 (6) - would have this addition-drum finish rather than clap
01:52:367 (2) - remove whistle as it is calm part and kick drum is overkill there


advanced
- Its advanced diff, you should really map the break.
00:57:905 (1) - curve other way to aesthetically look nicer and and flows better for next part
01:51:443 (3) - ^

I dont have much to say on this diff since it is very consistent but some of the rhythms are very awkward. As an example like 00:36:367 (3,4) - I know you did this as vocal has two distinctive pronunciations, but just a note before that 00:35:751 (2) - you decided to use slider there. 00:36:982 (5) - this slider made more sense as it only had only one distinctive pronunciation (single syllables) of lyrics.


hard
again please map the break. Starting from advanced, you don't really want to leave out big portion like that and even more weird to leave it out when you actually mapped the beginning parts of it that sounds like break as well. Goes for other diffs as well.
00:25:187 (3,4) - circle implementation | 00:23:957 (3) - slider implementation. please be more consistent with this. Both parts use floor toms and they are implemented differently. Would make more sense if you consistently used circle for majority of this diff since sliders were already used in advanced diff. Leave the easier version on lower diff!
00:38:008 - there is a drum here. Remove 00:38:110 (9) - this and add two reverses and lean it against next object. As a this being a music game, it is really important to express the song rather than fighting with the song and overriding the sounds with your new beat. You did well here 00:52:059 (7) -
01:07:033 (3,4) - and 01:02:110 (3,4) - .
01:58:110 (4) - sudden 1/3 is somewhat confusing even though distance helps. Would just use slider to express that since sliderhead offers much more accuracy of click leniency compared to circle. Slider start at 01:58:110 - and end at 01:58:418 -
02:03:033 (4) - ^
02:10:418 (5) - this is actually on 02:10:521 - ._.


insane
00:40:367 (1) - no one expect the sliders to be this fast suddenly. Add NC at 00:40:572 (2) - to differentiate the huge SV changes. Or rather use special combo colour just for extreme SV changed sliders. Readability is crucial thing
01:17:290 (1) - ^
00:44:675 (1,2,3,4,5,6) - You can probably thing of better looking one that also adds characteristics with the song. Current looks rushed and doesn't reflect the song very much :l
01:27:752 (3) - addition-drum add finish
01:37:290 (1) - map the next part as it is just weird to leave it like this
01:53:187 (4) - https://puu.sh/wIkyK/296ef76812.jpg this feels better since you're already mapping to vocal. why not use slider there.
01:58:110 (4) - ^
02:10:418 (5) - this is suppose to be at 02:10:521 -
02:10:982 (6) - you were mapping vocal until this part and now you just switched to piano... just stick to vocal as this is just confusing and you suddenly had to switch to 1/6 to even map this slider
02:38:521 (5) - this goes well with single 1/6 slider rather than one circle.
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Sidetail wrote:

general
yubki.png is hefty 2mb. convert it into compressed format of image file (jpg). For rest of other bg, i recommend re-compressing with 80% jpg compression to save space. Quality is still plenty good and size is much smaller O.... I forgot to compress the images... will do this once I have access to my pc in a few days. ended up not posting my draft reply until I had access to my pc so, uhh, fixed! did not change normal's bg as the jpg compression was very noticable on its thin lines.


easy
- 00:41:905 (3,4) - this can be a slider. hollow space between that feels weird as there is a lot of vocal happening between that mmm i see your point but it doesn't feel right to have it as a slider either.


ayyffy
- Can't have custom name "fated" as it is 1. not consistent. 2. not highest diff. 1.) it's not a custom name. it does not take place of the difficulty name "normal". 2.) it is a thematic replacement of where the word "collab" would typically go. When two people are "fated" they are "joined together" by something that was inevitable, when two people collab they are "joined together" by making the map... and this collab was inevitable, so...~
- 01:22:521 (1,2,3,1,2) - over usage of snare drum sound makes other parts bland sounding. Listen carefully to the song and you'll hear that not all white ticks have snare sounds.
01:24:059 (1) - remove NC as it is not needed. Compared to other kiais, you didn't put them. o_O?? there is no NC here to begin with though.
01:43:444 (3) - according to previous | next part HS, you need clap here added to all diffs with an object at this time
01:46:828 (6) - would have this addition-drum finish rather than clap fixeds
01:52:367 (2) - remove whistle as it is calm part and kick drum is overkill there changed to soft whistle instead of normal

will ask ayyri about the other hitsound point mentioned.


advanced
- Its advanced diff, you should really map the break. no
00:57:905 (1) - curve other way to aesthetically look nicer and and flows better for next part changed as suggested
01:51:443 (3) - ^ for this one i think the current set up is fine as it helps reflect how.. like.. bouncy the piano sounds here :D.

I dont have much to say on this diff since it is very consistent but some of the rhythms are very awkward. As an example like 00:36:367 (3,4) - I know you did this as vocal has two distinctive pronunciations, but just a note before that 00:35:751 (2) - you decided to use slider there. 00:36:982 (5) - this slider made more sense as it only had only one distinctive pronunciation (single syllables) of lyrics. I see.. well I'll try to keep this in mind, and make changes as I see fit, since there's more that goes into deciding what to put down than just the presence of a syllable, such as how strong or strained the vocal may sound.


hard
again please map the break. Starting from advanced, you don't really want to leave out big portion like that and even more weird to leave it out when you actually mapped the beginning parts of it that sounds like break as well. Goes for other diffs as well. I would much prefer it to have a break here as it does in project diva, the source of the video. this additionally allows for a player to view the title card in the video (i'll ask a QAT to have the title/artist moved to the same time later as well) and so that there is 1 of the instrumental section at the start and 1 at the end which mirror eachother.
00:25:187 (3,4) - circle implementation | 00:23:957 (3) - slider implementation. please be more consistent with this. Both parts use floor toms and they are implemented differently. Would make more sense if you consistently used circle for majority of this diff since sliders were already used in advanced diff. Leave the easier version on lower diff! It is currently done this way to emphasize the distinct higher sound at 00:25:290 (4) - which is not present in the previous bar. Fixed 00:32:572 (7) - to be two circles since it is following similar, same goes for insane.
00:38:008 - there is a drum here. Remove 00:38:110 (9) - this and add two reverses and lean it against next object. As a this being a music game, it is really important to express the song rather than fighting with the song and overriding the sounds with your new beat. You did well here 00:52:059 (7) - overriding the song with a new beat was not my intention at all, I was just trying to figure out a non-awkward way to play what was present (the way i had it before was BAD) . I've changed this a different way as I'd like to avoid having 2x reverse sliders in the map.
01:07:033 (3,4) - and 01:02:110 (3,4) - . first linked has the weird glass/ice sound, second does not. See 01:03:444 (4) - and 01:07:136 (4) - and how they are given the same slider shape for these as well.
01:58:110 (4) - sudden 1/3 is somewhat confusing even though distance helps. Would just use slider to express that since sliderhead offers much more accuracy of click leniency compared to circle. Slider start at 01:58:110 - and end at 01:58:418 - I do not think the 2/3 is sudden when it's accompanied by the song getting drastically less intense, and had been present throughout the song prior..
02:03:033 (4) - ^ ^
02:10:418 (5) - this is actually on 02:10:521 - ._. Oops, fixed ^^;


insane
00:40:367 (1) - no one expect the sliders to be this fast suddenly. Add NC at 00:40:572 (2) - to differentiate the huge SV changes. Or rather use special combo colour just for extreme SV changed sliders. Readability is crucial thing added a new combo color for distinguishing the sudden 2x sliders
01:17:290 (1) - ^ ^
00:44:675 (1,2,3,4,5,6) - You can probably thing of better looking one that also adds characteristics with the song. Current looks rushed and doesn't reflect the song very much :l nononononoo you see she says she's "falling in love" so the sliders are in a literal falling formation now the player's mouse is falling and it fits perfectly
01:27:752 (3) - addition-drum add finish fixed in all difficulties.
01:37:290 (1) - map the next part as it is just weird to leave it like this but I'm mapping the piano this entire section which totally stops for a second here? ;.;
01:53:187 (4) - https://puu.sh/wIkyK/296ef76812.jpg this feels better since you're already mapping to vocal. why not use slider there. I feel having sliders 1/3 apart like the majority of the song would take away from how calm this part is in comparison to the rest of the song. Similar to how 01:54:521 (1,2,3,4) - is circles instead of 2/3 sliders one after the other like I did at 01:02:521 (1,2,3,4) - for example.
01:58:110 (4) - ^ ^
02:10:418 (5) - this is suppose to be at 02:10:521 - fixeds
02:10:982 (6) - you were mapping vocal until this part and now you just switched to piano... just stick to vocal as this is just confusing and you suddenly had to switch to 1/6 to even map this slider yeaah.. but i felt just sticking to the vocal here in insane was unfitting as well, since the piano sound is so loud and occurs before the vocal does. the only alternative I could think of would to have JUST a circle at 02:11:136 - like hard does, but this seems wrong as well since in promise it even has 1/6 notes here to play. nothing->nothing->ALL THING vs. nothing->something->all thing in regards to how its mapped as the difficulty increases... i'm gonna leave this the same so that it's the latter q.q. Additionally, due to the long pause before it I do not think reading will be an issue even though it starts on a red tick.
02:38:521 (5) - this goes well with single 1/6 slider rather than one circle. Changed to a 1/6 reverse slider like in promise.

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