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This beatmap was submitted using in-game submission on Sunday, October 15, 2017 at 2:16:15 AM

Artist: Squarepusher
Title: Dark Steering
Tags: dubstep future idm electronic electronica ufabulum warp records glitch
BPM: 170
Filesize: 15778kb
Play Time: 06:02
Difficulties Available:

Download: Squarepusher - Dark Steering
Information: Scores/Beatmap Listing
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Last edited by dsco on , edited 29 times in total.
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Beatmap Nominator
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No need to download the map to know it's worth putting as a favourite (:
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Tempo Trainee
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I remember when you attempting to finish this on stream and not liking it lol. It turned out really good!

03:21:148 (4) - WutFace
03:27:677 (2) - WHY ARE THESE IN THE SONG

But seriously, I didn't notice anything wrong when I went through it besides difficulty issues lmao I really like the long sliders you put in. Normally when people make big sliders, they turn out really ugly and jagged but you made everything in this map so visually appealing. 10/10 IGN
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Beat Clicker
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M4M for this map: https://osu.ppy.sh/s/592207


Nuclear
  • 00:24:228 (2,1) - This spacing seems too high here, the entire section has consistent 1/4 spacing except for these parts and the music doesn't seem to have any unique sounds to emphasize it. Applies to all similar instances.
  • 01:15:140 (1,2) - A small rounding error.
  • 01:23:169 - Maybe emphasize the loud sound here, though I guess it would just make it awkward to play.
  • 03:27:669 (2) - The sound lasts a bit longer than the slider.
  • 03:47:787 (1,2) - This spacing seems a bit low.

Really clean map. Good luck!
Cymbal Sounder
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Hello.

Nuclear

Notes:
1. I mod with hitsounds disabled.

General:
1. Lots of rounding errors. 01:11:975 (1,2) is a big one. fix them all, if you can.
2. I don't want to comment on all the angles, but do note that movement from the second to third notes in 150degree spaced 1/4 triplet is much harder than the same style movement at 180degree(where the cursour would move in a straight line throughout). i don't have the skill or knowledge for the harder parts of this map, but if you are confident in your placement it should be fine. 03:43:563 (1,2,3,4,5) - this sort of thing is very hard, and you might not want it that way.

Aesthetics and design (mostly suggestions):
00:39:946 (2,3) - there's no followpoint. moving either of these notes by 1 pixel would fix this, if it is unintended. this happens other places as well, maybe it is a part of rounding errors

02:02:346 (3) - this would be perfect as a 1/8 slider

03:11:975 (1) - to 03:34:387 (4) - stacking the 1/4s manually will create consistency when rotated.

03:56:269 (3,4,1,2,3) - these sounds appear once in the entire song, it's a nice place to do something unique.

04:32:446 (1,2,3) - Stacking looks bad.

04:47:799 (5,1,2,3,4,5,6,1,2,3,1,1,2,3,4,5,1,2,1,2,1,2) - do something really cool here.


Gameplay:
00:23:963 (1,2) - is (1) the same sound as 00:23:257 (4)'s sliderend :?

00:26:081 (1,2) - (1)'s SV should be higher than (2)'s to show a change in sound.

02:16:916 (1,2,3) - That's a very large spacing, i think a calmer spacing would better represent the music.

05:17:622 (1,2,3) - This one is especially hard to read considering the spacing used on the previous 3 1/2 notes.



I thought i could find more issues.. very sorry.

I'll send you the M4M map when it's complete.
Good luck.
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Star Shooter
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non-one wrote:
M4M for this map: https://osu.ppy.sh/s/592207


Nuclear
  • 00:24:228 (2,1) - This spacing seems too high here, the entire section has consistent 1/4 spacing except for these parts and the music doesn't seem to have any unique sounds to emphasize it. Applies to all similar instances. will consider but given that there is a kick drum that plays only on every white tick (in general) in this section the groove gives this beat heavy emphasis
  • 01:15:140 (1,2) - A small rounding error. fixed
  • 01:23:169 - Maybe emphasize the loud sound here, though I guess it would just make it awkward to play. i think following this sound would overcomplicate the map since this synth sound is always in the background swelling, and its not always on the metronome
  • 03:27:669 (2) - The sound lasts a bit longer than the slider. ye
  • 03:47:787 (1,2) - This spacing seems a bit low. i think this was an accidental drag of a circle when hitsounding, it was fixed when i got to it so that seems to be the case

Really clean map. Good luck!

thank you!

4n3c wrote:
Hello.

Nuclear

Notes:
1. I mod with hitsounds disabled.

General:
1. Lots of rounding errors. 01:11:975 (1,2) is a big one. fix them all, if you can. fixed that one. most i didn't bother to fix if they weren't visible at the same time, i'll go back through and look for more
2. I don't want to comment on all the angles, but do note that movement from the second to third notes in 150degree spaced 1/4 triplet is much harder than the same style movement at 180degree(where the cursour would move in a straight line throughout). i don't have the skill or knowledge for the harder parts of this map, but if you are confident in your placement it should be fine. 03:43:563 (1,2,3,4,5) - this sort of thing is very hard, and you might not want it that way.

Aesthetics and design (mostly suggestions):
00:39:946 (2,3) - there's no followpoint. moving either of these notes by 1 pixel would fix this, if it is unintended. this happens other places as well, maybe it is a part of rounding errors fixed

02:02:346 (3) - this would be perfect as a 1/8 slider hmm, maybe. will consider, i think it would confuse player though

03:11:975 (1) - to 03:34:387 (4) - stacking the 1/4s manually will create consistency when rotated. personally not a fan of this look

03:56:269 (3,4,1,2,3) - these sounds appear once in the entire song, it's a nice place to do something unique. made these curvy to emphasis

04:32:446 (1,2,3) - Stacking looks bad. fixed

04:47:799 (5,1,2,3,4,5,6,1,2,3,1,1,2,3,4,5,1,2,1,2,1,2) - do something really cool here. :thinking:


Gameplay:
00:23:963 (1,2) - is (1) the same sound as 00:23:257 (4)'s sliderend :? no, 4's is much shorter and nearly instantaneous, the long slider is a drawn out bass drum sound

00:26:081 (1,2) - (1)'s SV should be higher than (2)'s to show a change in sound. i dont want to use more than 2 SVs early in the map, and i think 2 is too similar to be 0.5x

02:16:916 (1,2,3) - That's a very large spacing, i think a calmer spacing would better represent the music. i think out of context this may be true but this is after a 2 minute long build up and there's a lot of tension here

05:17:622 (1,2,3) - This one is especially hard to read considering the spacing used on the previous 3 1/2 notes. at this point the player will understand the map, though.



I thought i could find more issues.. very sorry.

I'll send you the M4M map when it's complete.
Good luck.

good mod, definitely things to consider, thanks a ton!
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osu! Champion
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i modded cuz im bored

00:22:904 (1,1) - fixd already cuz i told u in irc but im saying here cuz i want this mod to look good
01:39:140 (1) - nc not really needed here
01:40:904 (1) - would personally change this slider shape, the loop makes this actual aids to play + the sv doesn't help either lul
02:16:904 (1,2,3) - how to make people sliderbreak 101 also 02:16:993 (2,3) - literally everyone told me overlaps that cover slider repeats are unrankable so
02:28:287 (2,3) - yea same deal here
02:37:375 (1) - separate this into two sliders? one can start on the white tick
nice break time snappings
03:05:068 (2) - uhhh is this audible cuz i dont hear anything here and compared to the other rhythms this is out of place
03:21:127 (4) - add a whistle sound on this entire slider so i can kill myself
03:27:656 (2) - seriuously who the fuck made this god damn song
03:34:539 (1) - where the kiai time at bros
04:12:656 (1,2,3,4,5) - this is a really awkward to hit pattern, i'd move 2 down to where 04:12:127 (5) - sliderhead is just to improve flow, it's honestly a bit too difficult here lol
05:02:068 (4) - nc
05:06:391 (2,3) - yea just make sure this is actually rankable cuz if it is im gonna be tilted cuz i changed like 100 patterns from this kinda stuff
06:01:141 (1) - this actually ends on the white tick

okj thanks
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Star Shooter
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fieryrage wrote:
i modded cuz im bored

00:22:904 (1,1) - fixd already cuz i told u in irc but im saying here cuz i want this mod to look good ye
01:39:140 (1) - nc not really needed here switched to 01:38:169 (1) -
01:40:904 (1) - would personally change this slider shape, the loop makes this actual aids to play + the sv doesn't help either lul maybe, the slider ticks make this extremely easy to hit tho
02:16:904 (1,2,3) - how to make people sliderbreak 101 also 02:16:993 (2,3) - literally everyone told me overlaps that cover slider repeats are unrankable so mite b but you have over 600ms to react so i think its arguable. given that theres no exact time range i dont know if its 100% unrankable. new RC sux tho lul
02:28:287 (2,3) - yea same deal here
02:37:375 (1) - separate this into two sliders? one can start on the white tick i think its less impactful that way. also to note i made this decrease in volume every 2 ticks
nice break time snappings hell yEa
03:05:068 (2) - uhhh is this audible cuz i dont hear anything here and compared to the other rhythms this is out of place ye i cant rly tell which are just the delay/echo and which are real notes, i removed tho i think ur rite
03:21:127 (4) - add a whistle sound on this entire slider so i can kill myself i did + 35%
03:27:656 (2) - seriuously who the fuck made this god damn song my dad =/
03:34:539 (1) - where the kiai time at bros o shit u rite
04:12:656 (1,2,3,4,5) - this is a really awkward to hit pattern, i'd move 2 down to where 04:12:127 (5) - sliderhead is just to improve flow, it's honestly a bit too difficult here lol mite as well,
05:02:068 (4) - nc ye
05:06:391 (2,3) - yea just make sure this is actually rankable cuz if it is im gonna be tilted cuz i changed like 100 patterns from this kinda stuff YE
06:01:141 (1) - this actually ends on the white tick o ya i forgot to resnap after adding red tick at break, thank u

okj thanks


hEll Yeah
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Rhythm Incarnate
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This will be the Atomosphere of 2017.
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M4M on this: https://osu.ppy.sh/s/624572


Nuclear
00:22:993 (2,3) - You could try flipping these like this to put a bit more emphasis on 2, since it'd fit the synth pattern or whatever better than a simple curve does. This would require moving some stuff around for aesthetics though.
00:27:228 (2,3,1) - It'd be cool to show off the blue tick synth here, since the current rhythm doesn't really permit for that. Try using two 1/4 sliders here instead.
00:36:052 (5,6) - It looks like you ran out of room here since this is conceptually much different movement wise than 00:30:404 (5,6,1). Due to 6 being placed so close to 5's head, the player doesn't even have to follow the slider and it makes that held synth feel really weak. I suggest looking into a way to arrange this similarly to 00:30:404 (5,6,1).
01:11:963 (1) - I think you forgot an SV decrease here based on what you did for this sort of sound at places like 01:00:669 (1) -.
02:17:081 (3) - This is cool and all but you don't use similar rhythm choices at 02:22:904 (1,2,3,4,5,6,7) - so this undermapping seems out of place, especially considering how similar these are musically. I know the synth sound or whatever is different here, so I suggest using a different undermapped rhythm like a circle with a 3/2 gap into a 3/2 slider or something.
03:59:597 (6) - I suggest using an SV decrease+ extended slider for this part since your curent 1/2 slider + 1/2 gap leads to a pace drop rather than a strong emphasis for the held synth here.
04:18:303 (1,2,3,4,5) - For how strong these are and that this is the end of the kiai, I think this is a relatively underwhelming pattern. Try using a zigzag pattern instead.

Good luck!
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Star Shooter
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Halfslashed wrote:
M4M on this: https://osu.ppy.sh/s/624572


Nuclear
00:22:993 (2,3) - You could try flipping these like this to put a bit more emphasis on 2, since it'd fit the synth pattern or whatever better than a simple curve does. This would require moving some stuff around for aesthetics though. i prefer to keep it very simple at the beginning and build off of it
00:27:228 (2,3,1) - It'd be cool to show off the blue tick synth here, since the current rhythm doesn't really permit for that. Try using two 1/4 sliders here instead. i actually considered this deeply but the song is inconsistent in that sometimes the red tick is more emphasized / the blue tick less audible
00:36:052 (5,6) - It looks like you ran out of room here since this is conceptually much different movement wise than 00:30:404 (5,6,1). Due to 6 being placed so close to 5's head, the player doesn't even have to follow the slider and it makes that held synth feel really weak. I suggest looking into a way to arrange this similarly to 00:30:404 (5,6,1). i think its fine as the players movement is influence in an upwards direction making 6,1 a strong contrast
01:11:963 (1) - I think you forgot an SV decrease here based on what you did for this sort of sound at places like 01:00:669 (1) -. since the song is increasing in energy and the 0.5x SV sound 00:22:552 (1) - 01:07:728 (1) - doesnt exist in this section i use normal SV
02:17:081 (3) - This is cool and all but you don't use similar rhythm choices at 02:22:904 (1,2,3,4,5,6,7) - so this undermapping seems out of place, especially considering how similar these are musically. I know the synth sound or whatever is different here, so I suggest using a different undermapped rhythm like a circle with a 3/2 gap into a 3/2 slider or something. the synth that is playing here isnt playing there, and its much louder than anything else in the music, drowning out the intricate synths
03:59:597 (6) - I suggest using an SV decrease+ extended slider for this part since your curent 1/2 slider + 1/2 gap leads to a pace drop rather than a strong emphasis for the held synth here. i made this 0.1x 3/4 slider
04:18:303 (1,2,3,4,5) - For how strong these are and that this is the end of the kiai, I think this is a relatively underwhelming pattern. Try using a zigzag pattern instead. increased sv

Good luck!


thanks a ton!
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Rhythm Incarnate
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frankly i started to love your mapping style plus i like the song too
anyway here just to throw some points


nuclear
*00:52:904 (4,5) - the flow seems a bit forced ctrl+G'ing it would make the flow more smootlier
*01:31:022 (1) - lol that slidershape but it plays pretty rough tbh so maybe make another one which would play less rough? as the bpm is really high the player can easily do sliderbreak during aiming this slider
*02:16:993 (2,3) - this 1/4 hitcircle's hitburst hids 02:17:081 (3) - 's repeat which is not a good idea even if it looks like the repeat is visible enough still it's not allowed stacking the note on the repeat so better unstack it from (3)-'s repeat // 02:28:287 (2,3) - same // 05:28:983 (2,3) - etc.
*03:55:097 (4,5) - this flow is really really forced imo as 03:54:656 (2,3,1,2,3,4) - represents the circular flow but then it gets broken suddenly by 03:55:186 (5) - as you change it in a sudden way from circular flow to straight flow moving 03:55:186 (5) - to 251|104 would improve the flow and make it more smoothlier than before
*03:59:598 (1,1) - as the SV from this slider is really really low the player can easily make a sliderbreak on the next hitobject which has higher SV than the previous or even a miss the only way is t decrease the spacing in order to make the aim of the next hitobject possible // 04:02:421 (1,1) - same as above // 04:05:245 (1,1) - // 04:10:892 (1,1) - etc.

the kiai feels so overmapped ;_;
gl!
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Star Shooter
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ByBy wrote:
frankly i started to love your mapping style plus i like the song too
anyway here just to throw some points


nuclear
*00:52:904 (4,5) - the flow seems a bit forced ctrl+G'ing it would make the flow more smootlier dont see how you mean, i think the flow is fine and ctrl+g would mess with the consistent spacing concepts
*01:31:022 (1) - lol that slidershape but it plays pretty rough tbh so maybe make another one which would play less rough? as the bpm is really high the player can easily do sliderbreak during aiming this slider in such a difficult map i think this slider is fine, in playtesting it didn't come up as an issue
*02:16:993 (2,3) - this 1/4 hitcircle's hitburst hids 02:17:081 (3) - 's repeat which is not a good idea even if it looks like the repeat is visible enough still it's not allowed stacking the note on the repeat so better unstack it from (3)-'s repeat // 02:28:287 (2,3) - same // 05:28:983 (2,3) - etc. the player has more than 500ms to react to the reverse arrow and this is mostly a non-issue. this part of the ranking criteria was made during the version 1 osu skin with the hit-300 that had a red opaque background. this rule has leniency and i think this is well within it
*03:55:097 (4,5) - this flow is really really forced imo as 03:54:656 (2,3,1,2,3,4) - represents the circular flow but then it gets broken suddenly by 03:55:186 (5) - as you change it in a sudden way from circular flow to straight flow moving 03:55:186 (5) - to 251|104 would improve the flow and make it more smoothlier than before a lot of this map relies on implied flow, although the first four notes of this pattern are part of a hexagon, its moreso that 1,2,3 are part of one and the 3,4,5 are part of one facing the other direction
*03:59:598 (1,1) - as the SV from this slider is really really low the player can easily make a sliderbreak on the next hitobject which has higher SV than the previous or even a miss the only way is t decrease the spacing in order to make the aim of the next hitobject possible // 04:02:421 (1,1) - same as above // 04:05:245 (1,1) - // 04:10:892 (1,1) - etc. it is a 6.99* star map, this jump is well within a player's ability to hit if they are able to play this map

the kiai feels so overmapped ;_;
gl!



thanks for mod!
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