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Rhythm Incarnate
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This beatmap was submitted using in-game submission on Tuesday, October 10, 2017 at 5:55:46 PM

Artist: Scenarioart
Title: Sayonara Moon Town
Source: BORUTO-ボルト- NARUTO NEXT GENERATIONS
Tags: naruto-ナルト- 疾風伝 ボルト:新世代ナルト shippuden opening
BPM: 196
Filesize: 23022kb
Play Time: 01:27
Difficulties Available:
  • Easy (1.65 stars, 93 notes)
  • Goodbye (4.78 stars, 328 notes)
  • Hard (3.49 stars, 264 notes)
  • Insane (4.43 stars, 310 notes)
  • Normal (2.35 stars, 195 notes)

Download: Scenarioart - Sayonara Moon Town
Download: Scenarioart - Sayonara Moon Town (no video)
Information: Scores/Beatmap Listing
---------------
i love anime :3
Last edited by toybot on , edited 16 times in total.
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Rhythm Incarnate
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is this elvis
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Rhythm Incarnate
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Beatmap Nominator
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:'( I was planning to map this, f... my life
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Rhythm Incarnate
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Rhythm Incarnate
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i know u could find better bg for this :c

https://wall.alphacoders.com/big.php?i=820590

try this? w
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Rhythm Incarnate
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M4M

Easy

Normal

Hard

Insane

Goodbye

first mod :)
good luck!
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Rhythm Incarnate
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Earned 1 kudosu.
M4M from my queue.

General
On Easy and Normal from 00:13:651 to 00:14:186 and 00:54:365 are unused green lines, you can remove them.

Easy
Good.

Normal
00:25:283 (4,5) - Almost not missed here. This rhythm is safer to play.
00:34:926 (4,1) - Maybe switch NCs? I noticed that you are following all vocal notes now.

Hard
00:12:120 (7) - Because it's place a bit too high i always miss on it wieh every attempt. You have two options: move this note around x/y 430/190, or place 00:12:273 (8,9,1) a little higher.

Insane
01:24:059 (1) - what about to add more spacing to have bigger than Hard difficulty.

I' enjoyed this mapset because Insane is an insane in comparison of other insanes with lots pp jumps.

Good luck, your turn
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Combo Commander
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m4m for baebot


wtf I can't find anything
stop being so good


Normal

Hard


Insane
  • 00:23:906 (5,6) - I would actually put claps here but really soft, since its a snare buzz roll.


Goodbye
  • 00:23:982 - pls map this like what you did in your insane :?

12/10 map needs more sharkie sliders
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osu! Alumni
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Hello toybot. M4M from my queue

General


Easy

  • 00:06:916 (2) - Decrease this slider by 1/2 and add a circle on 00:07:834 so that you keep the same rhythm structure during this part (it appeared so weird and empty with the unmapped red tick at 00:07:375 plus the missing element on the white tick at 00:07:834)
  • 00:11:814 (3,4) - Considering that the spacing you used between 00:12:426 (4,1) is wrong (the (1) should not be there so close to the previous (4) but further to warn players about the unmapped section) and the rhythm you used at 00:11:814 (3,4) is unconsistent with previous parts plus the missing unmapped red tick at 00:12:273 (4) I would highly suggest you to use this rhythm so you can keep consistency with previous parts and fix the spacing between (4) and (1):
    Image
  • 00:33:855 (1) - I do not understand why you decided to use custom hitsounding here and at the same time to reduce its volume. This shouldn't have any sense tbh. Increase these whistles at least till 50%+ (consider to apply this to other diffs as well)
  • 01:01:712 (4) - Add NC here for new vocal, combo is even too long compared to others

Normal

  • 00:08:600 (2) - The long sound in the music starts here and not at 00:08:753 (3) so the slider (3) should actually start here and circle placed at 00:09:059 (3). To be clearer it's the entire section that doesn't fill to the way you mapped this part of the music. I mean, the correct rhythm should be this one according to your logic:
    Image
  • 00:12:120 (5) - I would say the same here tho because the instrumental sound starts on the red tick here as well
  • 00:20:845 (5) - Reduce this slider by 1/2 (and remove clap on its tail) and add a circle on 00:21:304 with a clap hitsound. I fits better with the vocal and custom hitsounding you are using
  • 00:53:447 (4,1) - This kind of stack after a break is confusing for a Normal diff, especially when the player knows from the song's intensity that the kiai time is gonna to start and so they are puushed to click it fastly and missing after
  • 01:20:998 (4) - Just a tip, I would move this slider some grid below because it's covered by HP bar's shadow
  • 01:23:447 (5) - NC? It would be nice because of the new vocal

Hard

  • 00:04:773 (5,6) - Is this variation of spacing intentional? I would just use 1.05x for consistency
  • 00:10:436 - This part starts so bad with this slider because the downbeat should be clickable like you did for all other parts
  • 01:13:038 (6) - NC here to warn about the jump and to avoid this 11 long combo pattern

Insane

  • 00:09:059 (1,2,3,4) - How dare you decided to suddenly change rhythm with using only circles here? I would keep the same logic here using some 1/1 sliders instead, this looks a bit placed there randomly :\
  • 00:11:814 (1,2,3,4,5,6) - If you fixed above I would bring some changes here as well
  • 00:16:253 (3,4,1) - The cursor movement during gameplay you have during this kind of jumping is kinda unconfortable to play tbh. I would stack the (4) with 00:15:487 (1) to make a fun triangle to play instead
  • 00:28:957 (1) - I really would have expected to come back with cursor on the left part of the pattern here honestly xD This just made me feel sad TwT What about doing something like this instead? https://osu.ppy.sh/ss/8968421 it makes the pattern much more fun to play actually. I know you have a blanket with next slider (2) too but if I had to choice I would decide to apply this because this pattern is actually cool to play if set in this way
  • 00:50:385 (5) - Stack it with 00:49:467 (4)'s tail so you can make a polygon? Even because this antijump was pretty unfun D;

Goodbye

  • 00:12:885 (2) - This circle would be played better if placed at x:308 y:52 to create a triangle with 00:12:273 (2,3,4,5). It even plays better because after moved the cursor for playing this pattern 00:12:273 (2,3,4,5) on the up-left, you come back down with 00:12:732 (1) and fastly go up again but on the right this time: https://osu.ppy.sh/ss/8968470
  • 00:13:038 (1,1,2,3) - Cool stuff
  • 00:22:222 (5,6) - I didn't like how this pattern flows after have played 00:21:610 (3,4) this honestly. I would flip the previous pattern on the left instead, to make it looks like this: http://osu.ppy.sh/ss/8968489 If you apply this you don't need to fix next elements as well because they are already well connected
  • 00:25:742 (3) - I hear a drum sound on the middle of the slider. I would reduce this by 1/2 by adding a circle on 00:26:049 where the slider actually ends. I know you are mapping this slider filling the vocal but it would be the best if you filled both instead
  • 00:42:885 (2) - Try to move this slider some grid below because it's covered by HP bar
  • 00:55:589 (4) - I am not 100% sure about this stack but I think it's unreadable and it would be better to avoid this kind of issues
  • 01:08:753 (4,5) - This is not fun to play, it's unflowing and unconfortable. I would stack it with slider's tail so you can do a down-up back movement to play the next slider at 01:09:059 (6). To be short I mean this: https://osu.ppy.sh/ss/8968529
  • 01:14:263 (1,2) - How is this part of the song related to this antijump while you didn't do it at 01:16:712 (3,4) with the same rhythm? I would make something else here instead xP

I see you do not respond to mod posts but I would appreciate if you did it for me so I can know what you fix and what not and why.
I hope this mod will help you. Good luck my friend!
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Rhythm Incarnate
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Yasaija 714
Yasaija 714 wrote:
M4M

Easy

Normal

Hard

Insane

Goodbye

first mod :)
good luck!


ReFaller
ReFaller wrote:
M4M from my queue.

General
On Easy and Normal from 00:13:651 to 00:14:186 and 00:54:365 are unused green lines, you can remove them.

Easy
Good.

Normal
00:25:283 (4,5) - Almost not missed here. This rhythm is safer to play.
00:34:926 (4,1) - Maybe switch NCs? I noticed that you are following all vocal notes now.

Hard
00:12:120 (7) - Because it's place a bit too high i always miss on it wieh every attempt. You have two options: move this note around x/y 430/190, or place 00:12:273 (8,9,1) a little higher.

Insane
01:24:059 (1) - what about to add more spacing to have bigger than Hard difficulty.

I' enjoyed this mapset because Insane is an insane in comparison of other insanes with lots pp jumps.

Good luck, your turn // fix all


Sharkie
Sharkie wrote:
m4m for baebot


wtf I can't find anything
stop being so good


Normal

Hard
  • 01:15:181 (3,4,5) - I feel bad cuz its such a cool pattern but it felt weird to play www // i think it's not that bad to play
  • 01:22:834 (4,5) - pls make this a jump, that bass guitar is so strong!



Insane
  • 00:23:906 (5,6) - I would actually put claps here but really soft, since its a snare buzz roll.


Goodbye
  • 00:23:982 - pls map this like what you did in your insane :?

12/10 map needs more sharkie sliders


Chewin
Chewin wrote:
Hello toybot. M4M from my queue

General


Easy

  • 00:06:916 (2) - Decrease this slider by 1/2 and add a circle on 00:07:834 so that you keep the same rhythm structure during this part (it appeared so weird and empty with the unmapped red tick at 00:07:375 plus the missing element on the white tick at 00:07:834)
  • 00:11:814 (3,4) - Considering that the spacing you used between 00:12:426 (4,1) is wrong (the (1) should not be there so close to the previous (4) but further to warn players about the unmapped section) and the rhythm you used at 00:11:814 (3,4) is unconsistent with previous parts plus the missing unmapped red tick at 00:12:273 (4) I would highly suggest you to use this rhythm so you can keep consistency with previous parts and fix the spacing between (4) and (1): // decided to just place it further instead
    Image
  • 00:33:855 (1) - I do not understand why you decided to use custom hitsounding here and at the same time to reduce its volume. This shouldn't have any sense tbh. Increase these whistles at least till 50%+ (consider to apply this to other diffs as well) // because the second pitch is at a lower volume than the first one?
  • 01:01:712 (4) - Add NC here for new vocal, combo is even too long compared to others // its not that large, only 2-3 objects more and i'd rather keep 4 measure structure

Normal

  • 00:08:600 (2) - The long sound in the music starts here and not at 00:08:753 (3) so the slider (3) should actually start here and circle placed at 00:09:059 (3). To be clearer it's the entire section that doesn't fill to the way you mapped this part of the music. I mean, the correct rhythm should be this one according to your logic: // i wanted to map the guitar here instead and this follows it
    Image
  • 00:12:120 (5) - I would say the same here tho because the instrumental sound starts on the red tick here as well
  • 00:20:845 (5) - Reduce this slider by 1/2 (and remove clap on its tail) and add a circle on 00:21:304 with a clap hitsound. I fits better with the vocal and custom hitsounding you are using // staying consistent with 00:30:181 (4,5) -
  • 00:53:447 (4,1) - This kind of stack after a break is confusing for a Normal diff, especially when the player knows from the song's intensity that the kiai time is gonna to start and so they are puushed to click it fastly and missing after
  • 01:20:998 (4) - Just a tip, I would move this slider some grid below because it's covered by HP bar's shadow
  • 01:23:447 (5) - NC? It would be nice because of the new vocal // eh not necessary

Hard

  • 00:04:773 (5,6) - Is this variation of spacing intentional? I would just use 1.05x for consistency // yes
  • 00:10:436 - This part starts so bad with this slider because the downbeat should be clickable like you did for all other parts
  • 01:13:038 (6) - NC here to warn about the jump and to avoid this 11 long combo pattern

Insane

  • 00:09:059 (1,2,3,4) - How dare you decided to suddenly change rhythm with using only circles here? I would keep the same logic here using some 1/1 sliders instead, this looks a bit placed there randomly :\ // elvis comboing; i think the circles are fine since i'd rather not spam sliders too much
  • 00:11:814 (1,2,3,4,5,6) - If you fixed above I would bring some changes here as well // ^
  • 00:16:253 (3,4,1) - The cursor movement during gameplay you have during this kind of jumping is kinda unconfortable to play tbh. I would stack the (4) with 00:15:487 (1) to make a fun triangle to play instead
  • 00:28:957 (1) - I really would have expected to come back with cursor on the left part of the pattern here honestly xD This just made me feel sad TwT What about doing something like this instead? https://osu.ppy.sh/ss/8968421 it makes the pattern much more fun to play actually. I know you have a blanket with next slider (2) too but if I had to choice I would decide to apply this because this pattern is actually cool to play if set in this way
  • 00:50:385 (5) - Stack it with 00:49:467 (4)'s tail so you can make a polygon? Even because this antijump was pretty unfun D;

Goodbye

  • 00:12:885 (2) - This circle would be played better if placed at x:308 y:52 to create a triangle with 00:12:273 (2,3,4,5). It even plays better because after moved the cursor for playing this pattern 00:12:273 (2,3,4,5) on the up-left, you come back down with 00:12:732 (1) and fastly go up again but on the right this time: https://osu.ppy.sh/ss/8968470
  • 00:13:038 (1,1,2,3) - Cool stuff
  • 00:22:222 (5,6) - I didn't like how this pattern flows after have played 00:21:610 (3,4) this honestly. I would flip the previous pattern on the left instead, to make it looks like this: http://osu.ppy.sh/ss/8968489 If you apply this you don't need to fix next elements as well because they are already well connected
  • 00:25:742 (3) - I hear a drum sound on the middle of the slider. I would reduce this by 1/2 by adding a circle on 00:26:049 where the slider actually ends. I know you are mapping this slider filling the vocal but it would be the best if you filled both instead // i like how this slider looks int he pattern, would rather keep it
  • 00:42:885 (2) - Try to move this slider some grid below because it's covered by HP bar
  • 00:55:589 (4) - I am not 100% sure about this stack but I think it's unreadable and it would be better to avoid this kind of issues // its not unreadable for all playtests ive had
  • 01:08:753 (4,5) - This is not fun to play, it's unflowing and unconfortable. I would stack it with slider's tail so you can do a down-up back movement to play the next slider at 01:09:059 (6). To be short I mean this: https://osu.ppy.sh/ss/8968529 // tbh uncomfortable movement is the point of this diff
  • 01:14:263 (1,2) - How is this part of the song related to this antijump while you didn't do it at 01:16:712 (3,4) with the same rhythm? I would make something else here instead xP // its just a continuation of the similar sliders theme

I see you do not respond to mod posts but I would appreciate if you did it for me so I can know what you fix and what not and why.
I hope this mod will help you. Good luck my friend!


thanks all for the mods :d
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Rhythm Incarnate
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Earned 2 kudosu.
mostly my own prefference

General

TV size without video? anyone who does not wants to watch the video can disable it or simply download the no-video version.
If you just don't know how to get the video file let us know.

easy

00:02:936 - why no note here while you mapped all of the beats until 00:13:038 -?
00:13:038 - i think the default normal-finish sounds better here
00:41:814 - use a custom slider tick here with the clap sound please.
01:08:140 (4,5) - this part sounds a bit boring compared to 00:58:345 (4) - because it don't have the clap sound there.
01:14:263 (1) - slider end in the previous white tick with a clap (and maybe a finish too) please
01:16:712 (1) - ^
01:19:161 (1) - ^

normal

00:01:253 (2) - slider end at the red tick just like 00:03:702 (3) - 00:06:151 (2) - 00:11:049 (2) -
01:10:589 - slider tick with finish sound maybe

hard

00:08:140 (1) - all of sudden you decided to not map the red tick? you mapped them at 00:00:794 (1,2) - 00:03:242 (1) - 00:05:691 (1) -
so you should try this
Image

00:10:513 (2) - barely noticeable sound to map. i think you don't need it in this difficulty (also you don't have a triple here in your insane)
00:16:559 - please remove this note because the sound is barely noticeable.
00:18:855 (7) - same as above, actually there is no relevant sound at all in the red tick
00:23:753 (8) - same as 00:16:559 -
00:53:447 (4) - add another repeat and make the next circle(s) closer to this slider. kinda confusing to play rn if you ask me.
00:59:569 (1,2) - this slow down is kinda unintuitive, especially because you have a lot of similar "stacks" with different rhythm, check those for exemple 00:33:396 (2,1) - 00:34:926 (2,1) - 00:36:304 (5,6) -
01:09:365 (1,2) - ^


insane

00:12:579 (7) - because the white tick has a very noticeable sound, i think you should shorten this slider and add a note at 00:12:885 -
00:23:829 (4) - no relevant sound here, remove this note imo.
00:53:829 - add a circle with clap

goodbye

a bit above my playing skill level but it looks okay rn. i struggled with readability in some parts but no big deal

GL
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Rhythm Incarnate
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pimpG wrote:
mostly my own prefference

General

TV size without video? anyone who does not wants to watch the video can disable it or simply download the no-video version.
If you just don't know how to get the video file let us know.

easy

00:02:936 - why no note here while you mapped all of the beats until 00:13:038 -?
00:13:038 - i think the default normal-finish sounds better here // i prefer this whistle sound
00:41:814 - use a custom slider tick here with the clap sound please.
01:08:140 (4,5) - this part sounds a bit boring compared to 00:58:345 (4) - because it don't have the clap sound there.
01:14:263 (1) - slider end in the previous white tick with a clap (and maybe a finish too) please
01:16:712 (1) - ^
01:19:161 (1) - ^

normal

00:01:253 (2) - slider end at the red tick just like 00:03:702 (3) - 00:06:151 (2) - 00:11:049 (2) -
01:10:589 - slider tick with finish sound maybe

hard

00:08:140 (1) - all of sudden you decided to not map the red tick? you mapped them at 00:00:794 (1,2) - 00:03:242 (1) - 00:05:691 (1) - // following guitar mostly
so you should try this
Image

00:10:513 (2) - barely noticeable sound to map. i think you don't need it in this difficulty (also you don't have a triple here in your insane)
00:16:559 - please remove this note because the sound is barely noticeable. // keeping it for flow
00:18:855 (7) - same as above, actually there is no relevant sound at all in the red tick // ???????
00:23:753 (8) - same as 00:16:559 - // it's sliders, it doesnt really make much difference and making it circles only would make it a little offputting
00:53:447 (4) - add another repeat and make the next circle(s) closer to this slider. kinda confusing to play rn if you ask me.
00:59:569 (1,2) - this slow down is kinda unintuitive, especially because you have a lot of similar "stacks" with different rhythm, check those for exemple 00:33:396 (2,1) - 00:34:926 (2,1) - 00:36:304 (5,6) - // i like it since it helps emphasize that upbeat vocal more
01:09:365 (1,2) - ^


insane

00:12:579 (7) - because the white tick has a very noticeable sound, i think you should shorten this slider and add a note at 00:12:885 -
00:23:829 (4) - no relevant sound here, remove this note imo. // clear drums here
00:53:829 - add a circle with clap // and ruin the pattern

goodbye

a bit above my playing skill level but it looks okay rn. i struggled with readability in some parts but no big deal

GL


thanks!
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Rhythm Incarnate
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toybot wrote:
pimpG wrote:
hard

00:10:513 (2) - barely noticeable sound to map. i think you don't need it in this difficulty (also you don't have a triple here in your insane)
00:16:559 - please remove this note because the sound is barely noticeable. // keeping it for flow
00:18:855 (7) - same as above, actually there is no relevant sound at all in the red tick // ??????? i mean same as 00:10:513 (2) -

insane

00:23:829 (4) - no relevant sound here, remove this note imo. // clear drums here there is no relevant sound starting on that blue tick, what's really going on is the sound starting at 00:23:753 - ends on 00:23:906 (4) - so that's like overmapping. and again, your more challenging insane is not even using that note.
00:53:829 - add a circle with clap // and ruin the pattern but you "ruined" the pattern in the other insane. at least it's following the drums accurately there


my main concern is the video ofc, hope you actually add one (or explain why not)

following the music is very important but a hard don't need to be a long 1/2 stream when some of the sounds are barely noticeable, especially because you have two insanes. the goodbye difficulty is definely not an expert.

i'm kinda against overmapping and because both insanes are mapped by you i had to complain about consistency.

see ya
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Rhythm Incarnate
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toybot wrote:
pimpG wrote:
hard

00:10:513 (2) - barely noticeable sound to map. i think you don't need it in this difficulty (also you don't have a triple here in your insane)
00:16:559 - please remove this note because the sound is barely noticeable. // keeping it for flow
00:18:855 (7) - same as above, actually there is no relevant sound at all in the red tick // ??????? i mean same as 00:10:513 (2) - // then basically same as 00:16:559 - , keeping since it would be jarring otherwise

insane

00:23:829 (4) - no relevant sound here, remove this note imo. // clear drums here there is no relevant sound starting on that blue tick, what's really going on is the sound starting at 00:23:753 - ends on 00:23:906 (4) - so that's like overmapping. and again, your more challenging insane is not even using that note.
00:53:829 - add a circle with clap // and ruin the pattern but you "ruined" the pattern in the other insane. at least it's following the drums accurately there // going to use kickslider instead


my main concern is the video ofc, hope you actually add one (or explain why not) // im probably going to ask someone to do it

following the music is very important but a hard don't need to be a long 1/2 stream when some of the sounds are barely noticeable, especially because you have two insanes. the goodbye difficulty is definely not an expert.

i'm kinda against overmapping and because both insanes are mapped by you i had to complain about consistency.

see ya
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