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Spinner Sage
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This beatmap was submitted using in-game submission on 1 августа 2017 г. at 12:35:40

Artist: Enter Shikari
Title: The Last Garrison
Tags: mindsweep trancecore alternative drum and bass
BPM: 175
Filesize: 8446kb
Play Time: 03:40
Difficulties Available:

Download: Enter Shikari - The Last Garrison
Information: Scores/Beatmap Listing
---------------
Lyrics contain strong language

Try playing with combo colours on, it will give you hints for sv changes and different sections of the song
Last edited by h4d0uk3n1 on , edited 39 times in total.
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Combo Commander
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irc mod for insane diff
Code:
2017-07-19 21:38 h4d0uk3n1: ACTION is listening to [https://osu.ppy.sh/b/1360038 Enter Shikari - The Last Garrison]
2017-07-19 21:38 h4d0uk3n1: инсейн дифа
2017-07-19 21:38 h4d0uk3n1: там большой промежуток нихуя в середине, Сори
2017-07-19 21:38 h4d0uk3n1: меня волнует киай в конце
2017-07-19 21:38 h4d0uk3n1: готов спектейтить
2017-07-19 21:44 PandaHero: какая-то несбалансированная диффка что ли
2017-07-19 21:44 h4d0uk3n1: надо понерфить билдап
2017-07-19 21:44 h4d0uk3n1: определенно
2017-07-19 21:45 PandaHero: 02:49:613 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - ну вот это жопка
2017-07-19 21:45 PandaHero: и то что потом
2017-07-19 21:45 h4d0uk3n1: да, я про это и говорю
2017-07-19 21:45 PandaHero: 02:53:556 (1,2,3,4,5,6,7,8,9,10) - ну вот тут просто спейсинг зарежь
2017-07-19 21:45 h4d0uk3n1: может кикслайдеры влеплю
2017-07-19 21:45 h4d0uk3n1: мне в принципе этот момент не нравится
2017-07-19 21:45 PandaHero: я ещё оффскрины где-то видела
2017-07-19 21:46 h4d0uk3n1: просто рандомные какие-то триплы
2017-07-19 21:46 h4d0uk3n1: я на с оффскринами аккуратен
2017-07-19 21:46 h4d0uk3n1: не должно быть
2017-07-19 21:46 h4d0uk3n1: аимод ругается на карту руручи, всем похуй :^)
2017-07-19 21:47 PandaHero: 00:31:770 (2,3,4) - вот тут оверлапает шкалу точности, это гайдлайн, конечно, но в данном случае как-то неприятно выходит
2017-07-19 21:47 PandaHero: а ещё ротация паттернов скучновата
2017-07-19 21:47 PandaHero:  00:31:770 (2,3,4) - алсо это кажется двоечка по музыке
2017-07-19 21:47 h4d0uk3n1: может такое впечатление создается ибо дифа не твоего уровня?
2017-07-19 21:48 PandaHero: нет
2017-07-19 21:48 PandaHero: такие инсики можно очень миленько делать
2017-07-19 21:48 PandaHero: 00:32:970 (1) - вот эти парты по ритму скучные пиздос
2017-07-19 21:48 PandaHero: я чуть не уснула
2017-07-19 21:48 h4d0uk3n1: ну так ебать, там пум-тс-пум-тс как это мапать(
2017-07-19 21:48 h4d0uk3n1: хотя
2017-07-19 21:48 PandaHero: а вообще довольно чистая карта
2017-07-19 21:49 h4d0uk3n1: спасибо
2017-07-19 21:50 PandaHero: 00:33:308  - так тут же звук 
2017-07-19 21:50 PandaHero: 00:33:986 - , 00:34:156 -
2017-07-19 21:50 PandaHero: из всего этого и состряпаешь
2017-07-19 21:50 h4d0uk3n1: охуеть я его впервые слышу
2017-07-19 21:50 PandaHero: а, это слайдертик, кажется
2017-07-19 21:51 PandaHero: >_<
2017-07-19 21:51 PandaHero: или нет
2017-07-19 21:51 h4d0uk3n1: не, там реально звук
2017-07-19 21:51 PandaHero: а, гитарка
2017-07-19 21:51 h4d0uk3n1: даже не гитарка
2017-07-19 21:51 h4d0uk3n1: какая-то часть перкуссии
2017-07-19 21:51 PandaHero: 00:33:393 - если ты особо ебанутый, то и вот тут можно услышать
2017-07-19 21:52 h4d0uk3n1: слышно-слышно
2017-07-19 21:52 h4d0uk3n1: только ты тиком промазала
2017-07-19 21:52 h4d0uk3n1: но я понял
2017-07-19 21:52 PandaHero: на голубом тоже чо-то есть
2017-07-19 21:52 PandaHero: только слабенькое
2017-07-19 21:52 PandaHero: а вот на красном нормально так
2017-07-19 21:52 PandaHero: ну всё, развлекайся
2017-07-19 21:53 h4d0uk3n1: да, спасибо
2017-07-19 21:53 PandaHero: ой, у тебя и в ласт тут унылости
2017-07-19 21:53 h4d0uk3n1: лоу интенсити часть ну алло
2017-07-19 21:54 PandaHero: 00:54:664 (1) - вот лоу интенсити, а там так, средненько
2017-07-19 21:54 PandaHero: и то она у тебя веселее
2017-07-19 21:55 h4d0uk3n1: Постараюсь что-нибудь придумать
2017-07-19 21:55 h4d0uk3n1: потмоу что звучит логично
2017-07-19 21:55 PandaHero: :)
2017-07-19 22:13 h4d0uk3n1: овермапать тройкой вместо двойки нормально? :<
2017-07-19 22:14 h4d0uk3n1: потому что технически двойки сложнее
2017-07-19 22:14 h4d0uk3n1: или это субъективно?
2017-07-19 22:20 PandaHero: ну такое, я не фанат овермапов да и двойки люблю
2017-07-19 22:21 h4d0uk3n1: просто не хочется в легкий инсейн пихать эту сложную хуйню
2017-07-19 22:21 PandaHero: двойки простые
2017-07-19 22:21 h4d0uk3n1: когда ты играла 4 звезды для тебя были они простыми?
2017-07-19 22:21 PandaHero: ACTION is listening to [https://osu.ppy.sh/b/212118 Caravan Palace - Rock It For Me]
2017-07-19 22:22 PandaHero: нормальными они для меня были
2017-07-19 22:22 PandaHero: Алсо карта шикарная
2017-07-19 22:22 PandaHero: Жаль маппер в рестрикте
2017-07-19 22:23 PandaHero: уж лучше двойка, чем нота под воздух
2017-07-19 22:50 h4d0uk3n1: можешь глянуть стало ли лучше?
2017-07-19 22:51 h4d0uk3n1: плес
2017-07-19 22:52 PandaHero: сейчас, доделаю тут у себя
2017-07-19 22:58 PandaHero: так, какую диффу смотреть?
2017-07-19 22:59 h4d0uk3n1: инсейн
2017-07-19 23:06 PandaHero: ну окей, стало веселее
2017-07-19 23:06 PandaHero: Ещё бы св добавить, наверное
2017-07-19 23:07 PandaHero: чтобы этот парт отличался от следующего не только по спейсухе
2017-07-19 23:07 h4d0uk3n1: Подумаю
2017-07-19 23:07 h4d0uk3n1: Можешь на форуме написать что-нибудь а-ля "я помогла"
2017-07-19 23:07 h4d0uk3n1: дам кудосу
2017-07-19 23:07 PandaHero: 00:51:614 (6) - почему-то мне кажется, что на голубом тике ничего нет и продолжать туда слайдер глупо
2017-07-19 23:08 PandaHero: да ну брось, я ж ничего не сделала
2017-07-19 23:08 h4d0uk3n1: на голубом тике действительно ничего нет, это продленный слайдер для подчеркивания вокала
2017-07-19 23:08 h4d0uk3n1: нуууу, как хочешь
2017-07-19 23:09 h4d0uk3n1: мне кажется помогла
2017-07-19 23:09 PandaHero: хз
2017-07-19 23:09 PandaHero: скину лог, если сильно хочется
2017-07-19 23:09 h4d0uk3n1: это твое право, я просто говорю, что ты действительно помогла)
2017-07-19 23:10 PandaHero:  алсо если хочешь там вокал подчеркнуть, лучше убрать нотку и продлить слайдер вот досюда 00:52:122 - 
2017-07-19 23:10 h4d0uk3n1: но на единичке басс бочка
2017-07-19 23:11 PandaHero: а ты мейнишь ударные?
2017-07-19 23:11 PandaHero: если да, то тогда замечание валидное, а если нет, то не очень
2017-07-19 23:11 h4d0uk3n1: вся карта как бы под ударные
2017-07-19 23:11 h4d0uk3n1: ну кроме этого парта
2017-07-19 23:12 h4d0uk3n1: ибо тут только "пум-тщ-пум-тщ"
2017-07-19 23:12 h4d0uk3n1: благодаря этому понял что тут 00:41:783 - нужен клик
2017-07-19 23:13 PandaHero: ну вот определись, что ты маппаешь в этой части и отдавай этому приоритет. Приоритет разумеется не значит, что прям нельзя подыгрывать другими инструментами, но и вот так скакать с вокала на ударные не стоит
2017-07-19 23:13 PandaHero: как то так
2017-07-19 23:14 h4d0uk3n1: оке
2017-07-19 23:14 h4d0uk3n1: Спасибо
2017-07-19 23:15 PandaHero: пожалуйста



Алсо 300 пост ))
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Cymbal Sounder
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Hi M4M


Normal
Nothing. Just check some blanket to make your map looks neater.


Hard
I don't found any issues in this diff


Insane
wow, i don't found any issues in this diff too. Perfect.


Still Alive
Perfect. (i think u know what i mean when i say this)

What a good map! hope this will be ranked.

GL~~~ :)
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Star Shooter
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M4M


Still Alive

00:11:541 (3,4,1) - This triple begins on the red tick. Bring it closer to 00:11:370 (2) - since it's not a strong beat (Move 00:11:884 (2,3,4,1,2,3,4) - with the triple as well)
00:13:084 (1) - Get rid of NC
00:13:770 (3) - NC
00:15:141 (5) - ^
00:15:827 (1) - Get rid of NC
00:17:198 (1) - ^
00:18:570 (1) - ^
00:19:256 (7) - NC
00:19:941 (1) - Get rid of NC
00:20:627 (8) - NC
00:21:313 (1) - Get rid of NC
00:22:684 (1) - ^

I hope you understand what's going, make sure to only have new combo's on white ticks since it's most commonly used that way, if you put it on any other tick, it can look out of place xd

01:22:778 (1,2,3,4,1,2,3,4) - This is mapped differently than 01:17:121 (2,3,1,2,3,4,1,2,3,4) - Fix it so it matches the song c:
01:25:349 (5,6,1,2,3,1,2) - This section is mapped very differently to the other sections that sound the same, I suggest you fix it
02:54:413 (2,3,4) - These triples are too difficult for a player reaching low 5* maps

This difficulty is nice, but in general, you should lower the SV, for example, from 03:16:793 - 03:38:488 - It is way to high

I hope this was helpful, gl with the mapset!
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Spinner Sage
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[ - Zekks - ] wrote:
M4M


Still Alive

00:11:541 (3,4,1) - This triple begins on the red tick. Bring it closer to 00:11:370 (2) - since it's not a strong beat (Move 00:11:884 (2,3,4,1,2,3,4) - with the triple as well) uh, maybe ill move it later
00:13:084 (1) - Get rid of NC
00:13:770 (3) - NC
00:15:141 (5) - ^
00:15:827 (1) - Get rid of NC
00:17:198 (1) - ^
00:18:570 (1) - ^
00:19:256 (7) - NC
00:19:941 (1) - Get rid of NC
00:20:627 (8) - NC
00:21:313 (1) - Get rid of NC
00:22:684 (1) - ^
i have different way of comboing for this section following main instrument and for better readability

I hope you understand what's going, make sure to only have new combo's on white ticks since it's most commonly used that way, if you put it on any other tick, it can look out of place xd

01:22:778 (1,2,3,4,1,2,3,4) - This is mapped differently than 01:17:121 (2,3,1,2,3,4,1,2,3,4) - Fix it so it matches the song c: it basically has the same idea - back-and-forth jumps, having these look the same would be poor variety
01:25:349 (5,6,1,2,3,1,2) - This section is mapped very differently to the other sections that sound the same, I suggest you fix it i think this represents vocal better (and here 00:19:941 (1,2,3,4,5,1,2,3,4,5) - i mapped it like this too)
02:54:413 (2,3,4) - These triples are too difficult for a player reaching low 5* maps 1) i think this is subjective, spaced triples are easy for me, for example. 2) also good way to show music. 3) in testplayes this place suprisingly wasn't too bad too. 4) this diff can be easily treated as extra since i have another insane in the mapset
This difficulty is nice, but in general, you should lower the SV, for example, from 03:16:793 - 03:38:488 - It is way to high its the coolest part of the song, i think this sv represents music in a very good way D:

I hope this was helpful, gl with the mapset! thanks!
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Combo Commander
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m4m from modreqs


Normal



Hard
  • 00:32:970 (1) - This is a really jarring change of density here, i feel like it's /too/ slow since there is a guitar you could be mapping to, same for second chorus
  • Nothing else, it seems



Insane



Still Alive


didn't find as much as i thought i would, your rhythms are quite consistent and i appreciate that

gl!
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Spinner Sage
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Fizz wrote:
m4m from modreqs


Normal
  • 00:49:241 (1,2) - i dont think this shape looks very good when it comes after 00:47:885 (3) - i suggest this instead change if will be mentioned more, looks fine for me
  • 01:05:635 (1,2) - 01:08:378 (4,5) - this is the only part is this slow section that you used all circles instead of sliders, consider making it consistent reworked a bit
  • 01:58:887 (2) - this looks too tight to me, not a big deal but consider changing changed to blanket



Hard
  • 00:32:970 (1) - This is a really jarring change of density here, i feel like it's /too/ slow since there is a guitar you could be mapping to, same for second chorus had this problem with insane and extra, reworked
  • Nothing else, it seems



Insane



Still Alive
  • 00:31:941 (4) - even in the insane this was two separate circles, so i suggest you do the same here yup
  • 00:33:647 (2,3,4,5) - i personally think all of these can be slightly bigger jumps, it's a little too bland here otherwise hm, i think those jumps from these circles and to other objects make these sections relatively hard, so no need to make space bigger here
  • 01:15:235 (1,1) - make the spacing here more similar to 01:15:749 (2,1) - very prone to misreads as it is didn't have troubles with testplays
  • 01:39:226 (2,3,4,5) - same suggestion
  • 02:41:127 (1) - this is really awkward and should be removed changed to two sliders
  • 02:52:356 (1) - i think compared to the rest of this difficulty, this mini "deathstream" is a little out of place, i think you could do with replacing some circles with kicksliders 1) this stuff is pretty common in nowadays maps. 2) its not that hard for this starrate, bpm is pretty ok
  • 02:54:413 (2,3,4) - and this spacing is really insane too, this wasnt established anywhere else in the map so it's a big surprise 1) surprisingly didn't have troubles with other peoples replays at this moment, raising space and big jump works, i guess. 2) its just 3 notes, its not hard at all
  • 02:57:132 (2,3,4,5) - yada yada
  • 03:15:776 (3,4) - this needs bigger spacing i made such space for these sounds purposely


didn't find as much as i thought i would, your rhythms are quite consistent and i appreciate that im glad :)

gl! You too
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Spinner Sage
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FROM M4M!

Still Alive
collapsed text
00:13:084 (1,2) - this slider-slider flow is odd
01:24:835 (3) - consider curving this less
01:34:264 (5,6) - you can copy and paste 5, would make it look neater
02:54:413 (2,3,4) - this is the only spaced stream so far in the map, could be considered a difficulty spike since its borderline 5*
03:18:488 (2) - why reverse it? doesn't reflect the rhythm that well
03:27:980 (2) - this too


Insane
collapsed text
01:45:328 (1,2) - change 2 a bit maybe for aesthetic purposes


yeaah i can only mod insanes and extras :/

sorry
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Spinner Sage
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Pencil-kun wrote:
FROM M4M!

Still Alive
collapsed text
00:13:084 (1,2) - this slider-slider flow is odd ill keep it for now
01:24:835 (3) - consider curving this less i think it looks fine + blanket
01:34:264 (5,6) - you can copy and paste 5, would make it look neater but they are not the same length..
02:54:413 (2,3,4) - this is the only spaced stream so far in the map, could be considered a difficulty spike since its borderline 5* previous mods
03:18:488 (2) - why reverse it? doesn't reflect the rhythm that well in this section i put reverses sometimes, just to keep object density as high as possible, since its the most intense part of the song
03:27:980 (2) - this too ^ (there are many of them)


Insane
collapsed text
01:45:328 (1,2) - change 2 a bit maybe for aesthetic purposes was mentioned before, so ok


yeaah i can only mod insanes and extras :/

sorry
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Rhythm Incarnate
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пишу что бросилось в глаза

General
  • Твои красные комбоколоры очень сильно похожи и их сложно отличить при игре, сделай их более различимыми
  • фон очень скучный, а также имеет довольно низкое качество (можно разглядеть отдельные пиксели)


last diff
  • расстановка нк довольно странная, расматривать всё подробно я не буду ибо не очень то хочу возиться с этим просто убедись что тебе самому точно все нормально и у тебя есть причины ставить нк где то а где то нет
  • 00:10:341 (1) - просто проводить слайдер когда тут есть столько потенциала очень скучно, можно сделать нотами на 1/2, вот будет каеф, еще их дс можно постепенно увеличивать
  • 00:24:570 (2) - немного задевает хп бар, по рц это не желательно. тоже самое к 01:26:035 (3) -
  • 01:00:492 - такой же как 01:00:149 - но не кликабелен, лучше исправить. тоже самое идет к другим таким же 01:05:635 (1) - и т.д.
  • 01:48:887 (1,1) - тут в плане паттерна лучше подойдет что то не столь оверлапаемое либо что то такое https://puu.sh/wQ579/3c1c38b9bf.jpg
  • 02:32:984 (1) -02:41:127 (1,1) - (относится ко всем сложностям) подобные вставки во время перерыва глупость, звуки там не такие сильные что бы ради них ломать перерыв, они выходят слишком неожиданно, сделай просто брейк без ничего.

ну такое, мне не нравится, нужно больше работы. гл
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Spinner Sage
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M a r v o l l o wrote:
пишу что бросилось в глаза

General
  • Твои красные комбоколоры очень сильно похожи и их сложно отличить при игре, сделай их более различимыми попробовал сделать более различимыми
  • фон очень скучный, а также имеет довольно низкое качество (можно разглядеть отдельные пиксели) я думаю эти фигуры не должны быть идеально гладкими, и он такой специально


last diff
  • расстановка нк довольно странная, рассматривать всё подробно я не буду ибо не очень то хочу возиться с этим просто убедись что тебе самому точно все нормально и у тебя есть причины ставить нк где то а где то нет я придерживался определенной идеи пока расставлял
  • 00:10:341 (1) - просто проводить слайдер когда тут есть столько потенциала очень скучно, можно сделать нотами на 1/2, вот будет каеф, еще их дс можно постепенно увеличивать мне кажется этот слайдер со сменой св хорошо подчеркивает интенсивность
  • 00:24:570 (2) - немного задевает хп бар, по рц это не желательно. тоже самое к 01:26:035 (3) - пока что оставлю так, ибо эти объекты там не просто так стоят
  • 01:00:492 - такой же как 01:00:149 - но не кликабелен, лучше исправить. тоже самое идет к другим таким же 01:05:635 (1) - и т.д. я старался в этой секции не делать слишком много кликов просто так ибо спокойная часть песни, так что сделал сосиски, думаю они нормально заходят
  • 01:48:887 (1,1) - тут в плане паттерна лучше подойдет что то не столь оверлапаемое либо что то такое https://puu.sh/wQ579/3c1c38b9bf.jpg читается вполне нормально, хотелось чтобы начало второго слайдера было продолжением первого
  • 02:32:984 (1) -02:41:127 (1,1) - (относится ко всем сложностям) подобные вставки во время перерыва глупость, звуки там не такие сильные что бы ради них ломать перерыв, они выходят слишком неожиданно, сделай просто брейк без ничего. подумаю

ну такое, мне не нравится, нужно больше работы. гл гл
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Beat Clicker
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From the queue:

This is beyond me, sorry.
only a few suggestions.
To me this is better thought out than what I can map.

Normal
00:18:570 (6) - perhaps line this up with the half hexagon.
03:21:200 (5) - not sure what this curve stands for maybe mirror it to stress the following circle?
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Slider Savant
82 posts
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Form Modreqs:

M4M with this map: https://osu.ppy.sh/s/638443

Still Alive
00:11:370 (2,3) - this jump feels a tiny bit too big to play into a triple and then jumps with lower spacing

00:11:713 (1,2,3,4,1,2,3,4) - these jumps feel a bit boring with how intense the music is here, something like this could help
Image

00:15:313 (6,7,8,1) - this should flow the other way, like you did here 01:20:035 (1,2,3,4,5,6,7,8,1,2,3) -

00:17:198 (1,2,3,4,1,2,3,4) - try and vary the jump lengths to make them more interesting to play 00:21:313 (1,2,3,4,5,1) - this is a good example of what i think most of the jumps in this map should look like

00:33:647 (2,3,4,5) - 00:35:003 (2,3,4,5) - these are good, but i think they should be spaced out a tiny bit more like you did here 00:36:359 (3,4,5,6,1) - because the small spacing is boring here

00:44:495 (2,3,4,5,1,2,3,4,5,1) - ^^

01:17:121 (2,3,1,2,3,4,1,2,3,4) - same as my first point

01:22:778 (1,2,3,4,1,2,3,4) - this is nice <3

01:29:806 (1) - maybe don't curve this

02:04:356 (1,2,3,4) - 02:15:327 (1,2,3,4) - weird to play

02:41:127 (1,2) - delete these, they make no sense and aren't timed properly

02:49:613 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - <<<<<<<<<<<3 love this

02:54:413 (2,3,4) - this is good, but going back to what i said about these 02:55:776 (2,3,4,5) - being too low spaced, at this part it's even more noticable because you've just gone through a huge build up and then your 1/4 is spaced more than your 1/2

03:15:776 (3,4) - this ruins the jump pattern, please space this out a lot more

03:29:336 (2) - stack this properly

03:37:471 (3) - rotate this like 20/30 degrees clockwise for better flow


Insane
personally i would name this Light Insane because it's too hard for a hard diff but too easy for an insane

00:37:715 (2,1) - put a note in between these, your ignoring the rhythm that you've been using for this exact same sound before like 00:36:359 (2,3,1) -

00:41:105 (1,2,3,4) - keep these the same distance

00:42:461 (1) - tiny bit too curved imo

00:43:139 (2,1,1) - i get what your doing here, but the SV change is a bit too drastic, try reducing it a tiny bit

00:51:953 (1,2,3,4) - same distance

most of these problems are repeated throughout the map so i'm not going to list all places where they occur

02:41:127 (1,2) - again don't have this here

02:52:356 (1,2,1,2) - decrease the spacing on these 1/4 gaps

02:53:384 (2,3,1) - this doesn't play well at all try doing this:
Image
Image


looks good! I hope this helps!! :) :) :) :) :)
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Combo Commander
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m4m


Still Alive
00:19:256 (3,4) - too close
00:20:627 (4,5) - ^
00:21:656 (4,1) - ^
00:41:783 (3,4) - ^
00:46:529 (1) - x:379,y:333
01:10:092 (3) - x:159,y:78
01:55:498 (2,3) - 1/2 slider pls
01:56:896 (3,4) - ^
02:08:984 (5,6) - ^
02:14:470 (3) - ^
03:01:200 (2,3) - ^
03:12:048 (2,3) - ^
02:04:527 (2,3) - too close
02:11:042 - add a note
02:41:127 (1,2) - emmmm......it would be better if you delete that..
02:45:499 (5) - NC?
02:48:242 (5) - ^
02:53:642 (3,4,1,2,3) - too noisy
03:29:844 (3) - y:69
03:31:370 (5) - x:467,y:40


Insane
02:41:127 (1,2) - delete?
nice diff


Hard
01:16:606 (1) - y:0 ??


Normal
nothing wrong
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Spinner Sage
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josh1024 wrote:
From the queue:

This is beyond me, sorry.
only a few suggestions.
To me this is better thought out than what I can map.

Normal
00:18:570 (6) - perhaps line this up with the half hexagon. maybe later
03:21:200 (5) - not sure what this curve stands for maybe mirror it to stress the following circle? don't want any overlaps, also i think blanket work fine


DeviousPanda wrote:
Form Modreqs:

M4M with this map: https://osu.ppy.sh/s/638443

Still Alive
00:11:370 (2,3) - this jump feels a tiny bit too big to play into a triple and then jumps with lower spacing was mentioned before, nerfed a bit now

00:11:713 (1,2,3,4,1,2,3,4) - these jumps feel a bit boring with how intense the music is here, something like this could help i don't really think that they are boring, there are many consecutive jumps which makes this section relatively hard

00:15:313 (6,7,8,1) - this should flow the other way, like you did here 01:20:035 (1,2,3,4,5,6,7,8,1,2,3) - this is another structure, i think it plays almost the same

00:17:198 (1,2,3,4,1,2,3,4) - try and vary the jump lengths to make them more interesting to play 00:21:313 (1,2,3,4,5,1) - this is a good example of what i think most of the jumps in this map should look like maybe ill vary them later

00:33:647 (2,3,4,5) - 00:35:003 (2,3,4,5) - these are good, but i think they should be spaced out a tiny bit more like you did here 00:36:359 (3,4,5,6,1) - because the small spacing is boring here kinda answered with previous mods, also these circles are for background guitar, while other ones are for vocals

00:44:495 (2,3,4,5,1,2,3,4,5,1) - ^^

01:17:121 (2,3,1,2,3,4,1,2,3,4) - same as my first point i think if works fine here since it is jump from slider, not circle, and its not that big

01:29:806 (1) - maybe don't curve this i want to :(

02:04:356 (1,2,3,4) - 02:15:327 (1,2,3,4) - weird to play didn't have troubles with this, testplays were fine

02:41:127 (1,2) - delete these, they make no sense and aren't timed properly they are timed properly, maybe ill delete later

02:54:413 (2,3,4) - this is good, but going back to what i said about these 02:55:776 (2,3,4,5) - being too low spaced, at this part it's even more noticable because you've just gone through a huge build up and then your 1/4 is spaced more than your 1/2 but it sounds absolutely the same

03:15:776 (3,4) - this ruins the jump pattern, please space this out a lot more i don't make jumps to bass drum in this section 03:14:082 (1,2) -

03:29:336 (2) - stack this properly ok

03:37:471 (3) - rotate this like 20/30 degrees clockwise for better flow i think it flows fine


Insane
personally i would name this Light Insane because it's too hard for a hard diff but too easy for an insane maybe, tho "light insane" and custom diffname after it looks weird

00:37:715 (2,1) - put a note in between these, your ignoring the rhythm that you've been using for this exact same sound before like 00:36:359 (2,3,1) - i try not to put circles where are no sound :)

00:41:105 (1,2,3,4) - keep these the same distance distance for snare, also makes good flow kinda

00:42:461 (1) - tiny bit too curved imo i think its fine

00:43:139 (2,1,1) - i get what your doing here, but the SV change is a bit too drastic, try reducing it a tiny bit combo colours help

00:51:953 (1,2,3,4) - same distance

most of these problems are repeated throughout the map so i'm not going to list all places where they occur

02:41:127 (1,2) - again don't have this here

02:52:356 (1,2,1,2) - decrease the spacing on these 1/4 gaps why, it plays good D:

02:53:384 (2,3,1) - this doesn't play well at all try doing this i think its fine, im following some pattern here


looks good! I hope this helps!! :) :) :) :) :) thank youu


S o a p wrote:
m4m


Still Alive
00:19:256 (3,4) - too close why D:
00:20:627 (4,5) - ^
00:21:656 (4,1) - ^
00:41:783 (3,4) - ^
00:46:529 (1) - x:379,y:333 im keeping ds here
01:10:092 (3) - x:159,y:78
01:55:498 (2,3) - 1/2 slider pls extended sliders for vocals
01:56:896 (3,4) - ^
02:08:984 (5,6) - ^
02:14:470 (3) - ^
03:01:200 (2,3) - ^
03:12:048 (2,3) - ^
02:04:527 (2,3) - too close
02:11:042 - add a note im trying to keep object density here
02:41:127 (1,2) - emmmm......it would be better if you delete that.. ok..
02:45:499 (5) - NC? nah
02:48:242 (5) - ^
02:53:642 (3,4,1,2,3) - too noisy hm? i think its pretty readable
03:29:844 (3) - y:69
03:31:370 (5) - x:467,y:40


Insane
02:41:127 (1,2) - delete? yeah
nice diff thanks


Hard
01:16:606 (1) - y:0 ?? i think its ok


Normal
nothing wrong


Thanks for modding guys!
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