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Combo Commander
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This beatmap was submitted using in-game submission on Saturday, September 16, 2017 at 9:37:21 AM

Artist: Keigo Hoashi
Title: Rebirth & Hope
Source: NieR:Automata
Tags: monaca ニーア オートマタ platinumgames square enix
BPM: 66
Filesize: 3839kb
Play Time: 00:33
Difficulties Available:
  • Belief (3.1 stars, 37 notes)
  • Hard (1.97 stars, 27 notes)
  • Normal (1.17 stars, 22 notes)

Download: Keigo Hoashi - Rebirth & Hope
Information: Scores/Beatmap Listing
---------------
I still haven't completed Route A yet Lol...
Update: School started so it's going to be put off even longer Lol...
Last edited by Aeril on , edited 14 times in total.
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Cymbal Sounder
33 posts
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Earned 1 kudosu.
Normal
objective
00:00:914 (1) - Questionable Starting point, the sound seems to start 1/4 earlier. I could see this being simplification for lower ranks, but it seems like it would just confuse them.
00:23:208 (1) - Questionable Ending Point

subjective
00:04:550 (5) - I might move this a hair over for visuals, just preference.
00:30:777 (1) - I might make the end of this spinner have no sound for a clean ending.


Hard
objective
00:00:914 (1) - Starting time is questionable.
00:04:095 (5,1) - Distance is larger than the ones before it by a noticeable amount.
00:26:427 (2,1) - This distance should be larger. Not too much, I agree with the concept of it being smaller than the others, but still it looks like another 1/4 jump not the 1/2 beat jump it is.

subjective
00:30:777 (1) - 00:30:777 (1) - I might make the end of this spinner have no sound for a clean ending.


Belief
Objective:
00:04:095 (5,1) - Too large of a distance compared to previous ones.
00:26:427 (1,1) - This seems too similar to this 00:14:827 (3,1) - but it has an immensely different timing.
Subjective:
00:30:777 (1) - I might make the end of this spinner have no sound for a clean ending.
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Combo Commander
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Yuuki Konno wrote:
Normal
objective
00:00:914 (1) - Questionable Starting point, the sound seems to start 1/4 earlier. I could see this being simplification for lower ranks, but it seems like it would just confuse them. yea wel.. its the only starting point that, otherwise requires 1/16 slider and or move it back and have odd rhythm
00:23:208 (1) - Questionable Ending Point building of intensity through rhythm, ends on the 2nd note of the violin

subjective
00:04:550 (5) - I might move this a hair over for visuals, just preference. distance snmap
00:30:777 (1) - I might make the end of this spinner have no sound for a clean ending. 5% is lowest u can go


Hard
objective
00:00:914 (1) - Starting time is questionable. yea wel.. its the only starting point that, otherwise requires 1/16 slider and or move it back and have odd rhythm
00:04:095 (5,1) - Distance is larger than the ones before it by a noticeable amount. its a jump
00:26:427 (2,1) - This distance should be larger. Not too much, I agree with the concept of it being smaller than the others, but still it looks like another 1/4 jump not the 1/2 beat jump it is. there isnt a 1/4 jump but meh, even if they get the rhythm slightly wrong between 1/3 and 1/2, thers slider leniency

subjective
00:30:777 (1) - 00:30:777 (1) - I might make the end of this spinner have no sound for a clean ending. 5% is lowest u can go


Belief
Objective:
00:04:095 (5,1) - Too large of a distance compared to previous ones. reduced a bit
00:26:427 (1,1) - This seems too similar to this 00:14:827 (3,1) - but it has an immensely different timing. changed second a bit
Subjective:
00:30:777 (1) - I might make the end of this spinner have no sound for a clean ending. 5% is lowest u can go

thx, mod back probably tmrw
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Combo Commander
497 posts
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Earned 1 kudosu.
o/ m4m just bought nier and yet my ps4 broke down ytd somehow lol

belief


hard


normal


GL :D
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Combo Commander
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Nostalgic wrote:
o/ m4m just bought nier and yet my ps4 broke down ytd somehow lol

belief


hard


normal
  • 00:01:823 (2,3) - fix spacing theres nothing to fix, its ds'd, sure stacking moves it down a bit but meh
  • 00:04:550 (5) - According to the ranking rubric, time-distance equality should be used. Interestingly, the bpm change makes it no longer a constant time-distance snap and this applies to all the following notes and sliders. idk if u need to fix all of them manually... changed everything below 1/1, 1/1 is large enough rhythm spacing at this bpm that it really shouldnt make that much a difference in reading


GL :D
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Star Shooter
255 posts
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Earned 1 kudosu.
very simple and short map so sorry if I pulled suggestions out of my A** and might got a bit pandering.


Image Normal
  • Not really an issue per se, but mixing stacks for both 1/1 and 1/2 can be confusing. Tho you used it early on and consistently so you might just wanna make everything spaced out for consistency.
  • You could blanket the slider end better by using a placebo circle like this maybe. Also the fist curve could be rounder like the other curves in the slider.
  • I would rather use a soft-hitfinish at the slider end 00:30:627 - since in most skins the normal finish also has added hit... and soft just fits more imo.



Image Hard
  • just as a little suggestion, I would add another read anchor at the beginning of this slider to emphasize the piano glissando a bit more 00:19:499 (1) - this could be done with other sliders, but it's fine either way.
  • similar tips as in the normal 00:27:027 (1) - also you might wannna overlap this shape again over itself to remove some anchors, If you don't know what I mean here's an example. I personally think the red ones specifically sometimes can take away smoothness and the fist curve since it is connected to a red anchor is bezier so adding 2 grey anchors there might be better to make it rounder. All of this is still only aesthetic choice ofc



Image Belief
  • I think a more gradual transition from the lower diff to this CS might be good. going from CS4 to CS7 is a bit much in terms of spread theme normal or hard player case be expected to play CS5 or even 6 at this level since the maps is REALLY short. It would add a interesting idea to the whole set I think.
  • I don't really care about the aesthetic of this overlap, but I think it could have some more logic behind it 00:14:827 (3,1) - like perfectly overlapping red anchors, parallele lines or whatever.


gl with the set~
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Combo Commander
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Celektus wrote:
very simple and short map so sorry if I pulled suggestions out of my A** and might got a bit pandering.


Image Normal
  • Not really an issue per se, but mixing stacks for both 1/1 and 1/2 can be confusing. Tho you used it early on and consistently so you might just wanna make everything spaced out for consistency. spaced out the first, left second to make it easier
  • You could blanket the slider end better by using a placebo circle like this maybe. Also the fist curve could be rounder like the other curves in the slider. ya
  • I would rather use a soft-hitfinish at the slider end 00:30:627 - since in most skins the normal finish also has added hit... and soft just fits more imo. tru



Image Hard
  • just as a little suggestion, I would add another read anchor at the beginning of this slider to emphasize the piano glissando a bit more 00:19:499 (1) - this could be done with other sliders, but it's fine either way. makes it look odd so no
  • similar tips as in the normal 00:27:027 (1) - also you might wannna overlap this shape again over itself to remove some anchors, If you don't know what I mean here's an example. I personally think the red ones specifically sometimes can take away smoothness and the fist curve since it is connected to a red anchor is bezier so adding 2 grey anchors there might be better to make it rounder. All of this is still only aesthetic choice ofc on purpose tbh



Image Belief
  • I think a more gradual transition from the lower diff to this CS might be good. going from CS4 to CS7 is a bit much in terms of spread theme normal or hard player case be expected to play CS5 or even 6 at this level since the maps is REALLY short. It would add a interesting idea to the whole set I think. hmmm... maybe, cs 5 seems reasonable, spread would also be 3,5,7 so ye
  • I don't really care about the aesthetic of this overlap, but I think it could have some more logic behind it 00:14:827 (3,1) - like perfectly overlapping red anchors, parallele lines or whatever. made it so angle on slider edge


gl with the set~
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Rhythm Incarnate
503 posts
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Earned 1 kudosu.
Hello ~ hitsound mod as your request from my queue :3

just going to mod the hardest since this is just hitsound ~

Belief
-00:23:839 and -00:24:471 and -00:25:116 you can remove whistle and add sampleset drum if you want :3


this is the shortest mod i have done lol , anyway Good luck ~

its kinda funny that my name is kinda same like you lol im Aerith you're Aeril XD
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Combo Commander
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-Aerith- wrote:
Hello ~ hitsound mod as your request from my queue :3

just going to mod the hardest since this is just hitsound ~

Belief
-00:23:839 and -00:24:471 and -00:25:116 you can remove whistle and add sampleset drum if you want :3


this is the shortest mod i have done lol , anyway Good luck ~

its kinda funny that my name is kinda same like you lol im Aerith you're Aeril XD

added all and another 2, thanks~ <3
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Star Shooter
193 posts
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Earned 1 kudosu.
hi m4m

00:00:004 - place the offset here , not after an object

belief
00:01:368 (2,3) - make a blanket here https://osu.ppy.sh/ss/8688446
00:26:877 - put a circle here or make the slider longer , because the sound is long

hard
same 00:26:877 -

normal
maybe place 00:21:333 (4) - in blanket whis 00:19:499 (3) -

99% sure my mod is useless
sorry
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Combo Commander
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pacsu wrote:
hi m4m

00:00:004 - place the offset here , not after an object sur

belief
00:01:368 (2,3) - make a blanket here https://osu.ppy.sh/ss/8688446 na
00:26:877 - put a circle here or make the slider longer , because the sound is long no sound there

hard
same 00:26:877 - n

normal
maybe place 00:21:333 (4) - in blanket whis 00:19:499 (3) - blanketed something else

99% sure my mod is useless
sorry

thanks
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Spinner Sage
123 posts
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Earned 1 kudosu.
Hi! From my queue

Map is already short and good, so I won't be writing much and they'll be almost all aesthetic things


Normal
00:04:095 (4,5) - check ds and also fix triangle
00:12:058 (3) - It's kinda bad to see that this doesn't follow correctly the curve of 00:10:183 (2) -. You could move these 00:08:308 (1,2) - to the left to fix it while keeping ds the same
00:19:499 (3) - Personally i don't like using these shapes for shorter sliders but that's up to you
00:27:027 (1) - How about making the end a bit more circular? Like this


Hard
00:05:502 (2) - Maybe make it follow the slider's curvature?
00:19:499 (1,2) - I'd make them symmetrical like these 00:15:750 (1,2) -. Also, if you rotate (2) by 5-6° it'll look better


Belief
00:01:823 (3) - Imo it'll look better if you rotate it 10° anti-clockwise and you blanket it to 00:01:368 (2) -
00:13:904 (2) - Wrongly snapped, just make it a circle if you don't wanna move it 1/12 earlier
00:15:811 (1) - Check your snapping
00:21:391 (2) - These S shapes can be made much better if you enable the grid and draw it symmetrically, then you can scale and rotate it as you want
00:27:027 (1) - Make the start more curved and the end more circular, like this

That's all! Good luck!
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Combo Commander
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walter85 wrote:
Hi! From my queue

Map is already short and good, so I won't be writing much and they'll be almost all aesthetic things


Normal
00:04:095 (4,5) - check ds and also fix triangle ds like that cuz changes bpm, also fixed
00:12:058 (3) - It's kinda bad to see that this doesn't follow correctly the curve of 00:10:183 (2) -. You could move these 00:08:308 (1,2) - to the left to fix it while keeping ds the same i think its fine? large space in time and its barely off the curve
00:19:499 (3) - Personally i don't like using these shapes for shorter sliders but that's up to you i like it
00:27:027 (1) - How about making the end a bit more circular? Like this i prefer this


Hard
00:05:502 (2) - Maybe make it follow the slider's curvature? changed slider
00:19:499 (1,2) - I'd make them symmetrical like these 00:15:750 (1,2) -. Also, if you rotate (2) by 5-6° it'll look better nah, i prefer this because the 2nd has a different trill than the first


Belief
00:01:823 (3) - Imo it'll look better if you rotate it 10° anti-clockwise and you blanket it to 00:01:368 (2) - nah
00:13:904 (2) - Wrongly snapped, just make it a circle if you don't wanna move it 1/12 earlier o
00:15:811 (1) - Check your snapping moved to 1/12
00:21:391 (2) - These S shapes can be made much better if you enable the grid and draw it symmetrically, then you can scale and rotate it as you want nah i wanted it asymmetrical
00:27:027 (1) - Make the start more curved and the end more circular, like this prefer mine

That's all! Good luck!
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Rhythm Incarnate
2,425 posts
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Earned 1 kudosu.

Normal

  • 00:19:499 (3) - big CS and small slider body makes the wave a bit ugly imo
  • 00:23:208 (1) - Finish isn't necessary, there isn't a sound here which differs much from the other objects with just whistles.
  • Settings could do with looking over to me, especially the AR. The AR seems too much looking at the really low object density tied with the bpm


Hard

  • 00:23:208 (1) - same as normal
  • 00:01:368 (2,3) - in terms of flow it's a bit weird having such a dramatic dip in spacing between 2 and 3
  • settings, same as normal


belief



I feel like AR and OD should be reduced across all diffs, it does feel kinda of forced for the song and map of this sort. Since the timing of these objects requires you to be so precise the high settings, OD in this case, can cause it to be rather frustrating especially as most ppl are going to be playing this with DT and HR and well, you know how it goes
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Combo Commander
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Kisses wrote:

Normal

  • 00:19:499 (3) - big CS and small slider body makes the wave a bit ugly imo why does noone like that wave slider ;-; changed
  • 00:23:208 (1) - Finish isn't necessary, there isn't a sound here which differs much from the other objects with just whistles. tru
  • Settings could do with looking over to me, especially the AR. The AR seems too much looking at the really low object density tied with the bpm changed ar and od for all diffs


Hard

  • 00:23:208 (1) - same as normal k
  • 00:01:368 (2,3) - in terms of flow it's a bit weird having such a dramatic dip in spacing between 2 and 3 made same spacing
  • settings, same as normal


belief



I feel like AR and OD should be reduced across all diffs, it does feel kinda of forced for the song and map of this sort. Since the timing of these objects requires you to be so precise the high settings, OD in this case, can cause it to be rather frustrating especially as most ppl are going to be playing this with DT and HR and well, you know how it goes

thanks kisses
ill get back to you and pacsu on my side of the m4ms today after my appointment
This is a BSS beatmap submission. Click here to view full beatmap information.
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