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This beatmap was submitted using in-game submission on sábado, 9 de dezembro de 2017 at 16:41:56

Artist: S3RL feat Tamika
Title: Tell Me What You Want
Tags: UK hardcore techno female vocal cut short version girl Poggo shadren mkguh
BPM: 160
Filesize: 3237kb
Play Time: 01:48
Difficulties Available:

Download: S3RL feat Tamika - Tell Me What You Want
Information: Scores/Beatmap Listing
---------------
Image


Banner by: Enkrypton
Mapset complete

Mapset collaborators: MkGuh and Shadren
Last edited by Lumael on , edited 13 times in total.
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Rhythm Incarnate
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Hello! It's a pleasure to mod something from you guys :3

Extreme
00:25:982 (2) - 220,131. This is more preference, but i feel that it captures that reverse motion you have going on around this bit a little bit better. It also leads into 00:26:170 (1) a bit better in terms of reversing motion. This may not work as well, assuming the height of this is supposed to correlate with the vocal pitch changes, so feel free to ignore this!
00:31:607 (2) and 00:31:982 (2) could both be placed further downwards, just to give a subtle downward movement as you jump between the doubles. This may go against the mapping style intended though :/
00:36:482 (2) - This could be moved up a bit, so that you kind of create a line which fits inside of the curvature of the following slider. This is mostly just aesthetic and can be ignored. I noticed that by doing this, you could create a set of jumps pretty much perpendicular to 00:37:045 (2,3) , which doesn't actually change much, though I feel as though this similarity might be more representative of what it is mapped to. Not sure though ¯\_(ツ)_/¯
00:43:420 (3) - Feel like the slider end on this could be a tad bit more higher up, just to create a sharp kind of corner which leads into the stream. More preference and visual than gameplay though.
I feel like 00:55:420 (1) and 00:55:795 (5) could come in a bit to create slightly curved corners on the stream, and just as a way to transition between stream spacing. Not sure if I'm making sense or not, so feel free to question this :3
00:59:732 (1,2,3) - You might be able to play around with slider velocity or hitsounding here to differentiate these, as the music has pretty distinct and different sounds for each.
01:06:857 (2) - Not gonna lie, this feels pretty weird. Yes there's supposed to be emphasis for these jumps, but the gap between this and 01:07:045 (1) seems a bit too great for a part that doesn't really need much emphasis. You could argue that it's to further emphasise the two lows in the music, but i'd like to argue that for the sake of gameplay, it's a bit unnecessary.
You use different slider shapes for notes like 00:39:670 (1) , but lack any change for 01:10:420 (3,4,1) . If you could explain this it'd be great, so I know more about when and when not to use specific slider shapes.
01:19:045 (2,3,4) - Feels randomly placed to the left. Yes it disrupts the motion of the slider but looks a bit random and doesn't play as nicely as I'd like.
01:27:670 (1) - This slider is getting awfully close to being too far out of the play area, 01:32:920 (3) is as well.
01:36:670 (1) - Is this one rankable? It's actually off of the screen a little :/
01:37:420 (3) - This one is also pretty bad for positioning, but at least the whole slider is on the screen this time.

I can't really think of that much that can be modded with this one, i'd just recommend not having notes coming off the screen or too far out of the play area if you want this ranked - I am aware that a lot of ranked maps do this a bit as well, and Shadren's difficulty does as well. Overall a pretty nicely playing map, it's clear you're experienced with mapping from what I can tell.

/box


box=Shadren's Hyper
Played plenty of your ranked maps, so it's a bit exciting to actually mod something from you :3
00:25:232 (3) - This slider could have a bit of a sharper curve to it and it'd still play well with your triple 1/4 sliders.
00:54:670 (1,2,3,4,5) - You use clockwise-circular flow in the jumps leading up to this, so i feel like to contrast this you could have used this section with anticlockwise-circular flow rather than leave it so simple.
00:57:670 (1) - How far out do you want your circle to go >.<
01:11:920 (6) - Bit of a weird slider, even if it's mapped to the glitchy nature of this bit of the music.
01:22:420 (5,6) - These two should have probably kept the clockwise movement going on with the other jumps, since there's no huge difference in the music to reflect this sudden change.
01:22:888 (1) - Surprised this wasn't mapped using buzz sliders or something, probably works better with the spinner though.
01:37:795 (5) - just to make this look a bit more interesting, I would have flipped this upside to keep with the same style you've been using for the triple 1/4's

Not much i could think about that needed modding. Map flows and plays quite well. Gave a few suggestions that may or may not help with representing/presenting the song better


I quite enjoyed modding these, good maps, good song. Good luck with getting this ranked!
Like I always say, if you need any help with mods or testing, hit me up on my modding queue again, or pm me here or ingame, I'll gladly help!
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Star Shooter
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Simple
collapsed text
00:34:045 Add circles here
01:00:295 Add circles here
01:36:295 There is no need to divide kiai here

Extreme
collapsed text
01:36:295 There is no need to divide kiai here


Good Luck!
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Combo Commander
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M4M from your queue
Please mod this map: https://osu.ppy.sh/s/580549


Image Simple
  • 00:48:668 - Delete this inherited because it does nothing
  • 01:00:668 - ^
  • 01:06:576 - ^ i will stop here but you capt the idea, this diff had a lot of inherited useless (especially in the kiai)
  • 00:33:670 (1) - Maybe replace this for a slider? (for a better consistency)
  • 01:05:170 (1,2) - Imo this blanket could be better c:


Image MkGuh's Average


Image MkGuh's Challenging


Image Shadren's Hyper


Image Extreme
Same issue at Simple with the inherited

Gl~
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Spinner Sage
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Hello, from my queue. This was being edited as Cris_1 posted his mod, so my mod may conflict with his.

general

Some of these maps contain unsnapped inherited points, meaning that some green lines don't land on a tick. This is problematic, since the more green lines there are, the longer the download speed, and you have these redundant green lines sitting in your Simple and Mkguh's difficulties:
00:48:668 - snap to 00:48:670
00:59:168 - snap to 00:59:170
01:00:668 - snap to 01:00:670
01:06:668 - snap to 01:06:670
01:07:043 - snap to 01:07:045

Also keep your custom combo colors consistent across your difficulties. Extreme and Shadren's Hyper contain custom combos but none of the other diffs.

Change AR on Shadren's Hyper to 9 or 8.5 for conventional purposes.

In the higher difficulties, I occasionally make comments about the distance snapping. I'm doing my best to preserve the map's difficulty, but I also want the map to be visually appealing. Just note this as you read the mods.


simple

00:34:045 - Feels like it's missing a note. You could add a circle here for rhythm emphasis and to not impose slider-heavy rhythms on the player.
00:41:170 (4) - It doesn't really make sense to have a long slider here. Everything around it is the same 1/1 slider and here you place down a random 2/1 slider. Shorten it to a 1/1 slider to keep things consistent and add a circle at 00:41:920 to keep a similar rhythm.
00:42:670 (1,2,3,4) - Imo I think putting the clap hitsounds on the slider end sounds better and emphasizes the buildup better.
01:06:576 - Redundant inherited timing points here. Remove them for faster download speed.
01:18:576 - ^
01:24:295 - ^
01:25:513 - There's a lot of redundant inherited timing points at this kiai section. I think these came from your harder difficulties, which you don't need in easy difficulties. Remove every point that you aren't using.
01:36:295 - ^
01:37:513 - ^
01:47:732 (3) - There shouldn't be a hitsound here, use an inherited timing point to perhaps use a different hitsound.


mkguh's average

01:35:920 (5,6) - Maybe use a rhythm like this:
Image
It emphasizes the vocals and still makes the map fun to play.


mkguh's challenging

00:33:670 (1,2,3,4,5,6) - In the previous combos the whistle hitsounds sounded really nice, but here you sacrificed the hitsounds for a rhythm that works,
but I still missed the hitsounds. Try to construct a rhythm that still emphasizes the same beats but also includes the whistle hitsounds.
00:40:982 (4,5) - Blanket for visual appeal.
00:43:420 (2,3,4) - (4) looks awkwardly placed, it doesn't create any symmetry. Why not move (4) to improve the symmetry?
00:44:920 (5) - Blanket for appeal.
00:46:420 (3,4,1) - Same as the 'awkwardly placed' comment above, this time (4) looks awkwardly placed.
01:06:670 (1,2) - I think these would sound better with two whistle hitsounds on each of them as well.
01:16:982 (5) - This slider end randomly has a whistle hitsound on it, doesn't seem fitting.
01:34:232 (2) - I suggest adding NC here since you added a NC at 01:32:920 (1) where the vocals transition into a different part of the chorus, while here you just let the combo be.


shadren's hyper

00:55:420 (1,2,3,4,5) - Personally I think still using a stream followed by a repeating slider would be nice, similar to what you did at 00:54:670 (1,2,3,4,5),
the previous combo.
00:56:170 (1,2,3,4,5) - Here you should use a repeating slider followed by a stream, which represents the small transition in the buildup. To put it simply, the two changes above simply reverse the rhythm of 00:55:420 (1,2,3,4,5) and 00:56:170 (1,2,3,4,5) around.
01:06:670 (1,2) - I think these would sound better with two whistle hitsounds on each of them as well.


extreme

00:57:670 (1,2,3,4) - Change these sliders to 1/4 repeat sliders to accompany the streams right behind the combo.
01:06:670 (1,2) - I think these would sound better with two whistle hitsounds on each of them as well.
01:22:795 (1) - This note probably shouldn't be farther away from 01:22:607 (2), perhaps keep the distance snapping at 1x since this is still the same drum sound as 01:22:420 (1,2) are.
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o/

collapsed text
Xtream
00:54:670 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - Maybe with a different pattern , just don't really fit the song imo
The rest are fine



collapsed text
Hyper
00:42:670 (1) - I don't think this slider match very well , since the sound starts here 00:43:045 - instead of the blue tick :/


Really neet tbh , and that's all I could find xd , good luck
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Rhythm Incarnate
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Thank you guys for all the mods, I don't think I will find enough time to reply properly to each mod, but if you guys have any concerns you can forum PM me since I won't be online most likely.
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Rhythm Incarnate
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Lab Mod!

Extreme


Mk's Average
Object at 01:04:045 - should be placed at: [315, 342] currently at: [316, 340] to move in line with slider


Mk's Challenging
Object at 00:42:295 - should be placed at: [243, 61] currently at: [244, 64] to blanket slider body
Object at 00:43:420 - should be placed at: [243, 61] currently at: [244, 64] to blanket slider body
Object at 01:03:295 - should be placed at: [300, 101] currently at: [300, 104] to move in line with slider
Object at 01:03:482 - should be placed at: [300, 101] currently at: [300, 104] to move in line with slider
Object at 01:10:232 - should be placed at: [61, 193] currently at: [60, 196] to blanket slider body
Object at 01:18:107 - should be placed at: [177, 90] currently at: [180, 92] to blanket slider body
Object at 01:45:670 - should be placed at: [285, 199] currently at: [285, 200] to move in line with slider


Shadren's Hyper
Object at 00:54:951 - should be placed at: [408, 161] currently at: [408, 164] to move in line with slider
Object at 00:57:295 - should be placed at: [380, 309] currently at: [380, 308] to move in line with slider
Object at 00:57:388 - should be placed at: [411, 307] currently at: [411, 305] to move in line with slider
Object at 00:57:482 - should be placed at: [443, 304] currently at: [443, 303] to move in line with slider
Object at 01:17:545 - should be placed at: [109, 254] currently at: [112, 256] to blanket slider body


Simple

I hope I didn't malfunction! C:
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Rhythm Incarnate
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Arphimigon wrote:
Lab Mod!

Extreme


Mk's Average
Object at 01:04:045 - should be placed at: [315, 342] currently at: [316, 340] to move in line with slider


Mk's Challenging
Object at 00:42:295 - should be placed at: [243, 61] currently at: [244, 64] to blanket slider body
Object at 00:43:420 - should be placed at: [243, 61] currently at: [244, 64] to blanket slider body
Object at 01:03:295 - should be placed at: [300, 101] currently at: [300, 104] to move in line with slider
Object at 01:03:482 - should be placed at: [300, 101] currently at: [300, 104] to move in line with slider
Object at 01:10:232 - should be placed at: [61, 193] currently at: [60, 196] to blanket slider body
Object at 01:18:107 - should be placed at: [177, 90] currently at: [180, 92] to blanket slider body
Object at 01:45:670 - should be placed at: [285, 199] currently at: [285, 200] to move in line with slider


Shadren's Hyper
Object at 00:54:951 - should be placed at: [408, 161] currently at: [408, 164] to move in line with slider
Object at 00:57:295 - should be placed at: [380, 309] currently at: [380, 308] to move in line with slider
Object at 00:57:388 - should be placed at: [411, 307] currently at: [411, 305] to move in line with slider
Object at 00:57:482 - should be placed at: [443, 304] currently at: [443, 303] to move in line with slider
Object at 01:17:545 - should be placed at: [109, 254] currently at: [112, 256] to blanket slider body


Simple

I hope I didn't malfunction! C:


lol this means extreme is perfect?
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Rhythm Incarnate
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Simple and extreme are so PERFECT <3
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Rhythm Incarnate
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Arphimigon wrote:
Simple and extreme are so PERFECT <3


<333
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Rhythm Incarnate
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NM from my queue.

Simple
Arphimigon wrote:
Simple and extreme are so PERFECT <3


Mk's Average
Good.

Mk's Challenging
Good.

Shadren's Hyper.....shouldn't be just named Insane?
Objects with AR 8,8 goes a bit too fast. What about maximum 8,5?
01:11:920 (6) - Slider oustands by his shape from rest. It's a good place to put NC.

Good luck. Give me KDs if Shadren will apply at least 1 suggestion.
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Rhythm Incarnate
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Heyo!~

NM request from Q

    General
  • umm seem fine~





gl!~
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Combo Commander
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M4M at my Saayonara Memories

sry for late mode < school works


General
  • Make sure the tags are there
  • medata ulgud?
  • 00:06:670 - isn't should be in here this is the start of the beat of the song
  • not sure about the Difficulties Names Challenging is high diff (?)


Extreme
overall structure of the map was almost perfect/almost ready for ranking


Hyper
some sections needs to be improve overall almost good mapping style


Challenging
every sections gets larger ds yet cuz beats are always the same, Hard Difficulty haves DS, some of it.


Average
  • add a colour circles
  • fix aimod: ds


S1mple

hi gl its me
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