This is a BSS beatmap submission. Click here to view full beatmap information.
User avatar
Star Shooter
233 posts
Offline
This beatmap was submitted using in-game submission on 13 October 2017 at 18:23:08

Artist: Denkishiki Karen Ongaku Shuudan
Title: Toki Hatsuru Yume
Source: ゴア・スクリーミング・ショウ
Tags: Visual Novel Gore Screaming Show Yui Itsuki 華憐 華憐的音楽集
BPM: 72.5
Filesize: 11539kb
Play Time: 04:58
Difficulties Available:

Download: Denkishiki Karen Ongaku Shuudan - Toki Hatsuru Yume
Information: Scores/Beatmap Listing
---------------

Timing from Lama Poluna's map.


「I am your forgotten dream, Broken and Unseen」
Last edited by Alphabet on , edited 15 times in total.
User avatar
Rhythm Incarnate
1,452 posts
Offline
Earned 1 kudosu.
m4ticket
Red means this point is about unrankable thing.


Metadata
Title, artist and source is correct.
Resources:

Forgotten Memory
  • 00:29:113 (5,6) - Since you placed spacings like 00:15:872 (5,6) - this, 00:19:182 (5,6) - this or 00:35:734 (5,6) - this etc. this on similar rythm, don't you think you should make it similar instead of overlapped stacking? I think it will works better for consistency because spacings on similar rythms will be similar. Composition like this fits nice 00:48:975 (5,6) - here, where rythm should be emphasised because there's vocal line here.
  • 01:17:734 (3,4) - If you have used here spacing like this, you should spice up spacing 01:18:768 (6,7) - here because rythm here is more important and it should be emphaisied well.
  • 01:52:699 (1) - 01:56:010 (1) - If you have ignored sounds on red ticks here, you should ignore them 01:56:837 (2,3,4) - here too. I prefer do 3/4 slider + circle instead here like you did on similar compositions.
  • 02:05:941 (1) - 02:09:251 (1) - Beore this wasn't issue but here it is because these sounds on red ticks are important I think. What are you think about 1/2 + circle after 1/4 interval instead of these sliders?
  • 03:11:320 - I think this sound is too important to get ignored. 03:08:837 (1) - here repeat was on piano sound so why not keep consistency here and change this slider to 1/1 one with repeat. I think it works much better here.
  • 03:44:423 (6,7) - Strong vocal line shouldn't be ignored 03:44:837 - here. I think you should use rythm ctrl+g on 03:44:733 (7,8) - this one. If you do this you'll emphasise 03:44:733 - this rythm better too I think. // 04:02:940 (7,8) - The same here. // 04:04:491 (6,7,8) - here etc.
  • 04:58:320 (1) - Slider slide sound on beginning is unnecessary I guess.

Good luck~
User avatar
Star Shooter
233 posts
Offline
Venix wrote:
m4ticket
Red means this point is about unrankable thing.


Metadata
Title, artist and source is correct.
Resources:

Forgotten Memory
  • 00:29:113 (5,6) - Since you placed spacings like 00:15:872 (5,6) - this, 00:19:182 (5,6) - this or 00:35:734 (5,6) - this etc. this on similar rythm, don't you think you should make it similar instead of overlapped stacking? I think it will works better for consistency because spacings on similar rythms will be similar. Composition like this fits nice 00:48:975 (5,6) - here, where rythm should be emphasised because there's vocal line here.
  • 01:17:734 (3,4) - If you have used here spacing like this, you should spice up spacing 01:18:768 (6,7) - here because rythm here is more important and it should be emphaisied well. I tried to emphasize it by giving it a more sharper, shorter spacing
  • 01:52:699 (1) - 01:56:010 (1) - If you have ignored sounds on red ticks here, you should ignore them 01:56:837 (2,3,4) - here too. I prefer do 3/4 slider + circle instead here like you did on similar compositions. These are for dragging out the vocals, there's no vocals snapped to the red ticks whereas the blue tick does
  • 02:05:941 (1) - 02:09:251 (1) - Beore this wasn't issue but here it is because these sounds on red ticks are important I think. What are you think about 1/2 + circle after 1/4 interval instead of these sliders? Refer to above
  • 03:11:320 - I think this sound is too important to get ignored. 03:08:837 (1) - here repeat was on piano sound so why not keep consistency here and change this slider to 1/1 one with repeat. I think it works much better here. I'm focusing on the vocals here with the foreground piano keysounded
  • 03:44:423 (6,7) - Strong vocal line shouldn't be ignored 03:44:837 - here. I think you should use rythm ctrl+g on 03:44:733 (7,8) - this one. If you do this you'll emphasise 03:44:733 - this rythm better too I think. // 04:02:940 (7,8) - The same here. // 04:04:491 (6,7,8) - here etc. Not really a big fan because I start to prioritize the background instruments
  • 04:58:320 (1) - Slider slide sound on beginning is unnecessary I guess.

Good luck~


Thanks, everything unmentioned was fixed :)
User avatar
Beat Clicker
60 posts
Offline
Earned 1 kudosu.
M4M

Play time 4:58 and stars 4.58 :kyahh:
02:40:285 (6,7,1) - should 7 and 1 be more spaced than 6 and 7 cause higher pitch?
04:12:561 (7) - NC? you did an NC on the vocals before and after it so would make sense to repeat this pattern
04:20:837 (9) - again to maintain a pattern NC here? you did it on the reverse sliders before them and the streams are all mutliplies of 8

sorry to disappoint, I really tried but I couldn't find anything more than this (ofcourse this is a good thing too cause it means your map is good) so if you ever need a mod just tell me! I'll try my best <3
gl!
User avatar
Star Shooter
233 posts
Offline
Mking wrote:
M4M

Play time 4:58 and stars 4.58 :kyahh: It's actually 5:00 but the drain or play time doesn't account for the last object :thinking:
02:40:285 (6,7,1) - should 7 and 1 be more spaced than 6 and 7 cause higher pitch?
04:12:561 (7) - NC? you did an NC on the vocals before and after it so would make sense to repeat this pattern
04:20:837 (9) - again to maintain a pattern NC here? you did it on the reverse sliders before them and the streams are all mutliplies of 8

sorry to disappoint, I really tried but I couldn't find anything more than this (ofcourse this is a good thing too cause it means your map is good) so if you ever need a mod just tell me! I'll try my best <3
gl!


Thanks, applied everything
User avatar
Rhythm Incarnate
1,933 posts
Offline
Earned 1 kudosu.
omg the vocal =w=
User avatar
Star Shooter
233 posts
Offline
SnowNiNo_ wrote:
omg the vocal =w=

    I
  • 00:03:458 (1) - 00:06:768 (1) - 00:10:079 (1) - add finish to keep consistent imo that makes the finishes too common
  • 00:16:285 (6,1) - 00:19:596 (6,1) - inconsistent spacing usage
  • 00:34:699 (3,4) - why not keep stacking to stay consistent with the previous part The vocals get slightly more powerful so i represented it with the spacing change
  • 00:42:975 - imo use a note here instead can give more impact in gameplay I don't think it's an important enough sound to make it clickable
  • 01:11:320 (4,5) - space more cuz rn the spacing looks the same as the 1/2 gap 01:11:113 (3,4) -
  • 01:18:768 (6,7) - spaced out for emphasis
  • 02:43:389 - pitch is going down here tho, the spacing should be decreasing
  • 03:48:147 (4) - replaced by 2 notes makes more sense since ur making the drum sound clickable here but u ignored 03:48:251 - The part i ignored isn't really anything significant and making this a triple makes the flow stop suddenly which would be awkward to play
  • 04:13:388 (1,2) - i dont rly recommend using reverse slider at the most intense part of the song, instead should be a large spacing stream It's to make seperate the section from the big streams upcoming, it also gives the player a forewarning
  • 04:20:837 (1) - this feel rly weird in gameplay imo, how about use this https://puu.sh/xw8cQ/9ae9df6d65.jpg instead, give a good emphasis on the drum sound and keep ur concept imo I like the emphasis it gives on the next stream which is arguably the hardest part of the map


Thank you :3
User avatar
Rhythm Incarnate
1,452 posts
Offline
Earned 1 kudosu.
m4m

General


  • why slider's track is all purple color? i think it looks not good... maybe change it to common setting...


Forgotten Memory


  • 00:13:389 (1) - from here to 01:04:699 (1) - , you've set too little hitsounds to your objects, and that's easily not approved to nominators. i think you need add more to give effects and noticing rhythm to players with them.
  • 01:12:148 (6,1) - this jump can give a larger distance one, even with anti-flow for it's 1/2 gap before downbeat.
  • 01:23:527 (2) - try 223,345, like you did at 01:32:837 (1,2,3) - .
  • 01:38:216 (5) - should be at 388,375 imo.
  • 01:40:285 (3) - i recommend you reverse this slider... with sharp curving aiming flow and pause to emphasize the next slider seems better to me.
  • 02:34:906 (5,6) - this jump is a bit sudden, move note 6 to 393,361 maybe.
  • 02:51:251 (2) - jump here can be advanced as well, try stack at 380,185.
  • 02:52:079 (5) - 328,295, this is obvious.
  • good map, i love your placement of notes, have a star.

those piano sounds effect very well, must took lots of time of you i guess...

good luck!
User avatar
osu! Alumni
3,312 posts
Offline
Earned 1 kudosu.
Hello Alphabet! Your mapset has been chosen from my Queue!
Sorry for being late btw I have been busy during last period xP

~General~

  • Increase volumes of 5% green line to 15-20% at least because it's unrankable:
    Quote:
    Hitsounds from notes and sliders must be audible. These provide feedback for the player, and having them silent in a rhythm game doesn't make much sense. If you don't like the default sounds, then find replacements rather than silencing notes. You can use hitsounds from the Custom Hitsound Library or easily find others online. Lowering the volume of a few notes to provide a dampened effect is usually fine, but complete silence is always unacceptable. The end of a spinner (or even the entire spinner) the sliding sound of a slider, and the end of a slider can be silent, but only do it if it makes sense. Finally, you cannot silence both slider ticks and slider slides together.

  • Your idea to use flashing combo colours for kiai time is pretty cool honestly but I would personally select something else related to the BG (always flashing) instead of these two random red and cyan (this is good but too flashing imo) that don't fit the BG theme at all. These two (a light green and less flashing cyan) would fill it in the best way imo: https://puu.sh/xzFLn.png

~Forgotten Memory~

  • 00:01:389 (4,4) - These two circles should be invertent to be consistent with 00:08:010 (4,4) - . I mean the first should be at x:241 y:156 (it keeps the same trajectory of the previous circles like you did for 00:08:010 (4) - first part) while the second one should be at x:172 y:197 to make a triangle with previous circles like you did for 00:11:320 (4) - second part
  • 00:18:148 (3,4) - Stack these two elements for consistency with all next parts? I see no reason to keep this differently compared to the next patterns
  • 00:24:768 (3,4) - What about starting this pattern on the same line of the previous 00:24:148 (2) - 's trajectory? It's smoother than the actual one imo: https://osu.ppy.sh/ss/9087996
  • 00:49:389 (6,1,2) - What about using an 1.30x spacing to be consistent with 01:00:148 (2,3,4) - ? It would be a nice idea imo
  • 01:15:044 (4) - I would move this some grid upward because it's reverse is covered by accuracy bar and it looks ugly www
  • 01:16:285 (1,2) - Using the same distance spacing of 01:12:975 (1,2) - that is snapped as 1/4 for this 1/2 rhythm looks kinda unexptected and confusing: you could easy fix this by adding a circle at 01:16:906 because I can hear a vocal sound (so you don't have to destroy the pattern). Furthermore, why did you decide to increase SV on (1)? The vocal isn't that different than previous section imo
  • 01:18:768 (7,8) - Sudden change of spacing that is kinda confusing and questionable. You could stack the slider with (7) maybe?
  • 01:20:423 (2) - Same of 01:16:285 (1,2) -. I don't get your decisions to make these sudden changes honestly TwT Mh.. I think best way to fix this is moving the slider further from previous element because adding a circle on the blue tick is not worth because I can't hear vocal there compared to the previous 01:16:285 (1,2) -I mentioned above
  • 01:29:527 (1,2) - ^ it applies here as well (I won't mention them anymore because it would make the mod post too long xD Well.. I guess you got what I mean so you can check them by yourself
  • 01:36:148 (1) - What about reducing it by 1/4 adding a circle on the blue tick? It would make it consistent with all other parts. It's kinda weird to see this longer slider placed there on the same section honestly xD
  • 01:56:010 (1) - Same here: there is a sound on the red tick (1/4 earlier) that shouldn't be skipped imo same here 02:05:941 (1) - and so on, I won't mention again xP (They don't even follow the vocal because it ends 1/4 earlier sooo I don't understand TwT)
  • 02:11:527 - There is a sound here in the music that should be clickable tbh What about adding a circle then? If you don't like the circle you could make an 1/4 slider with removing the 02:11:734 (5) -
  • 02:14:010 (3,4) - (nazi) These circles are actually not perfectly linear with previous slider's trajectory
  • 02:45:251 (5) - It would be a nice idea if you placed this slider in this way to connect it better with previous and next slider instead: https://osu.ppy.sh/ss/9088089 just like you did with 02:55:182 (4) -
  • 03:08:837 (1) - This slider's body is actually full covered by the previous one and it's actually unrankable since it appears too suddenly being stacked 1/4 from 03:07:182 (1)'s tail. I think it's very cool but it should be fixed orz
  • 03:13:803 (4,5) - Wrong and confusing spacing: compared to the previous 1/2 this should be placed further from (4) because it's not 1/2
  • 03:47:734 (1,2) - I would switch NC here to warn about the new upcoming 1/4 sliders (instead than circles) and because of the clap sound placed at 03:47:837 (2) - (it will be even aesthetically better imo)
  • 03:49:802 (5) - This could sound nazi but move the second waypoint a bit on the right without grid snap activated to make it linear with the previous stream
  • 03:52:492 (4) - Move this 1 grid down with distance snap activated so it's perfectly centered between 03:52:285 (3,1) -
  • 04:14:320 (2,3) - I would reduce the spacing between these two to make it consistent with previous sliders (maybe you can make it x2.12 like 04:13:388 (1,2) - )
  • 04:15:871 (9,9) - I would use NCs on these two to avoid this long combo section and it would be even consistent with 04:20:733 (8,1) - (This applies to the next streams as well of course)
  • 04:26:630 (1) - Move this circle further because it has the same spacing of 04:25:595 (7,1) - that is 1/4 while this circle is snapped 1/2 later

I like the kiai time very much honestly xP You did a great job there. The map is very well made because it fits very well with this kind of song and softpiano hitsounding you decided to use. But even if I say this I think you should really fix those rhythm/spacing issues I mentioned above because they actually make the map look messy/confusing/unflowing. I wish you good luck for the rank!
User avatar
Star Shooter
233 posts
Offline
Hollow Wings wrote:
m4m

General


  • why slider's track is all purple color? i think it looks not good... maybe change it to common setting... I think it fits in with the mood the song creates, it's very minor and the vocals are emotional.


Forgotten Memory


  • 00:13:389 (1) - from here to 01:04:699 (1) - , you've set too little hitsounds to your objects, and that's easily not approved to nominators. i think you need add more to give effects and noticing rhythm to players with them.
  • 01:12:148 (6,1) - this jump can give a larger distance one, even with anti-flow for it's 1/2 gap before downbeat.
  • 01:23:527 (2) - try 223,345, like you did at 01:32:837 (1,2,3) - .
  • 01:38:216 (5) - should be at 388,375 imo.
  • 01:40:285 (3) - i recommend you reverse this slider... with sharp curving aiming flow and pause to emphasize the next slider seems better to me. I like how it is because it gives a flow change to the finish
  • 02:34:906 (5,6) - this jump is a bit sudden, move note 6 to 393,361 maybe.
  • 02:51:251 (2) - jump here can be advanced as well, try stack at 380,185. I used standard spacing at parts I didn't emphasize with the pitch changing instrument
  • 02:52:079 (5) - 328,295, this is obvious. I like the emphasis it gives though :cry:
  • good map, i love your placement of notes, have a star. Thanks :3

those piano sounds effect very well, must took lots of time of you i guess...

good luck!


Thank you! Everything unmentioned was fixed
Renaming the keysounds took longer than actually using them lol

Chewin wrote:
Hello Alphabet! Your mapset has been chosen from my Queue!
Sorry for being late btw I have been busy during last period xP

~General~

  • Increase volumes of 5% green line to 15-20% at least because it's unrankable:
    Quote:
    Hitsounds from notes and sliders must be audible. These provide feedback for the player, and having them silent in a rhythm game doesn't make much sense. If you don't like the default sounds, then find replacements rather than silencing notes. You can use hitsounds from the Custom Hitsound Library or easily find others online. Lowering the volume of a few notes to provide a dampened effect is usually fine, but complete silence is always unacceptable. The end of a spinner (or even the entire spinner) the sliding sound of a slider, and the end of a slider can be silent, but only do it if it makes sense. Finally, you cannot silence both slider ticks and slider slides together.


    Alright, changed each 5% green line to 15% so they technically shouldn't be silenced now. (imo pretty dumb rule not being able to silence sliderticks at the same time as anything else either lo)
  • Your idea to use flashing combo colours for kiai time is pretty cool honestly but I would personally select something else related to the BG (always flashing) instead of these two random red and cyan (this is good but too flashing imo) that don't fit the BG theme at all. These two (a light green and less flashing cyan) would fill it in the best way imo: https://puu.sh/xzFLn.png

~Forgotten Memory~

  • 00:01:389 (4,4) - These two circles should be invertent to be consistent with 00:08:010 (4,4) - . I mean the first should be at x:241 y:156 (it keeps the same trajectory of the previous circles like you did for 00:08:010 (4) - first part) while the second one should be at x:172 y:197 to make a triangle with previous circles like you did for 00:11:320 (4) - second part I just ctrl + G'd the last notes since I didn't want both of these patterns to be the exact same.
  • 00:18:148 (3,4) - Stack these two elements for consistency with all next parts? I see no reason to keep this differently compared to the next patterns
  • 00:24:768 (3,4) - What about starting this pattern on the same line of the previous 00:24:148 (2) - 's trajectory? It's smoother than the actual one imo: https://osu.ppy.sh/ss/9087996
  • 00:49:389 (6,1,2) - What about using an 1.30x spacing to be consistent with 01:00:148 (2,3,4) - ? It would be a nice idea imo I wanted to introduce the extra piano that starts to play in the background
  • 01:15:044 (4) - I would move this some grid upward because it's reverse is covered by accuracy bar and it looks ugly www There's nothing necessarily wrong with it
  • 01:16:285 (1,2) - Using the same distance spacing of 01:12:975 (1,2) - that is snapped as 1/4 for this 1/2 rhythm looks kinda unexptected and confusing: you could easy fix this by adding a circle at 01:16:906 because I can hear a vocal sound (so you don't have to destroy the pattern). Furthermore, why did you decide to increase SV on (1)? The vocal isn't that different than previous section imo There isn't a SV change on 1. Anyway, the 1/4 patterns all use smooth trajectories that flow into the next pattern and the 1/2 patterns use sort of anti jumps which are more than distinguishable imo. I used this idea throughout this section
  • 01:18:768 (7,8) - Sudden change of spacing that is kinda confusing and questionable. You could stack the slider with (7) maybe? It ruins the emphasis on the finish though
  • 01:20:423 (2) - Same of 01:16:285 (1,2) -. I don't get your decisions to make these sudden changes honestly TwT Mh.. I think best way to fix this is moving the slider further from previous element because adding a circle on the blue tick is not worth because I can't hear vocal there compared to the previous 01:16:285 (1,2) -I mentioned above As I said above, it's the gimmick I use which was introduced at the start. I think it's readable
  • 01:29:527 (1,2) - ^ it applies here as well (I won't mention them anymore because it would make the mod post too long xD Well.. I guess you got what I mean so you can check them by yourself Same here
  • 01:36:148 (1) - What about reducing it by 1/4 adding a circle on the blue tick? It would make it consistent with all other parts. It's kinda weird to see this longer slider placed there on the same section honestly xD
  • 01:56:010 (1) - Same here: there is a sound on the red tick (1/4 earlier) that shouldn't be skipped imo same here 02:05:941 (1) - and so on, I won't mention again xP (They don't even follow the vocal because it ends 1/4 earlier sooo I don't understand TwT) It follows the vocals since it represents how the vocal is dragged
  • 02:11:527 - There is a sound here in the music that should be clickable tbh What about adding a circle then? If you don't like the circle you could make an 1/4 slider with removing the 02:11:734 (5) - Hmm, the little sound here is barely audible
  • 02:14:010 (3,4) - (nazi) These circles are actually not perfectly linear with previous slider's trajectory
  • 02:45:251 (5) - It would be a nice idea if you placed this slider in this way to connect it better with previous and next slider instead: https://osu.ppy.sh/ss/9088089 just like you did with 02:55:182 (4) -
  • 03:08:837 (1) - This slider's body is actually full covered by the previous one and it's actually unrankable since it appears too suddenly being stacked 1/4 from 03:07:182 (1)'s tail. I think it's very cool but it should be fixed orz Checked with a BN and they said it wasn't rankable, the slider path isn't exactly unreadable and it's pretty predictable
  • 03:13:803 (4,5) - Wrong and confusing spacing: compared to the previous 1/2 this should be placed further from (4) because it's not 1/2 The vocals are pretty much whispers here, I wanted to represent that with the change in emphasis
  • 03:47:734 (1,2) - I would switch NC here to warn about the new upcoming 1/4 sliders (instead than circles) and because of the clap sound placed at 03:47:837 (2) - (it will be even aesthetically better imo)
  • 03:49:802 (5) - This could sound nazi but move the second waypoint a bit on the right without grid snap activated to make it linear with the previous stream Thanks nazi (jk xd)
  • 03:52:492 (4) - Move this 1 grid down with distance snap activated so it's perfectly centered between 03:52:285 (3,1) -
  • 04:14:320 (2,3) - I would reduce the spacing between these two to make it consistent with previous sliders (maybe you can make it x2.12 like 04:13:388 (1,2) - )
  • 04:15:871 (9,9) - I would use NCs on these two to avoid this long combo section and it would be even consistent with 04:20:733 (8,1) - (This applies to the next streams as well of course) Tbh I think it's too many NCs
  • 04:26:630 (1) - Move this circle further because it has the same spacing of 04:25:595 (7,1) - that is 1/4 while this circle is snapped 1/2 later

I like the kiai time very much honestly xP You did a great job there. The map is very well made because it fits very well with this kind of song and softpiano hitsounding you decided to use. But even if I say this I think you should really fix those rhythm/spacing issues I mentioned above because they actually make the map look messy/confusing/unflowing. I wish you good luck for the rank!


Thank you! Everything unmentioned was fixed :)
User avatar
Rhythm Incarnate
1,322 posts
Offline
Earned 2 kudosu.
m4mnice 05:00:509 draintime

General
  • is countdown still necessary because it doesn't appear in gameplay?
  • you might add "ost guitar" in tags, like in toybot's and lp's.
  • where does color 5 from? i can't see any in bg.


Forgotten Memory

why you mapped streams some parts while they are guitar thoughout the kiai part?
overall it is good. if you don't satisfy with my mod, you could rejected m4m.
gl~
User avatar
Star Shooter
233 posts
Offline
- Frontier - wrote:
m4mnice 05:00:509 draintime

General
  • is countdown still necessary because it doesn't appear in gameplay?
  • you might add "ost guitar" in tags, like in toybot's and lp's.
  • where does color 5 from? i can't see any in bg Neither is 6, they're there in the map to represent the contrast of the kiai.


Forgotten Memory
  • 00:00:148 (1) - soft-hitfinish57 here might lead players to misclicked the other notes. (idk how to explain properly.) i think better to remove it. it's still great without this hs. I don't really think it's a problem, but I might change the finish anyway
  • 00:55:596 (5,6) - why these aren't the same as 00:42:354 (5) -? since they have the same rhythm and piano sounds.
  • 01:12:975 (1,2) - lol why these aren't the same as before?
  • 01:59:320 (1,2,3) and 02:02:630 (1,2,3,4) - hope this is diversity ofc
  • 02:36:768 (3) - this note doesn't have strong intense sound as the others. so why this a circle like the other ones? maybe try something like this to represents the song? I like what I have currently because it's exactly how the player would expect such a rhythm to be
  • 02:42:768 (2,3,4,5,6,7) - since the tone is decreasing, why don't you make the spacing smaller too? so that it would fit with the song.
  • 03:13:803 (4) - maybe nc this note because the gap between 03:13:389 (3,4) - is different from the others.
  • 03:28:492 (4,1) - i think they should be stacked like 03:27:665 (2,3) -, etc. do. Eh the change in stacking notifies the start of the buildup
  • 03:54:354 (1,2,3,4,5,6,7,8) - i can't hear the significantly different sound here that makes these have different spacing. The vocals are increasing in intensity

why you mapped streams some parts while they are guitar thoughout the kiai part? Because it adds variety, and there's 4 sections to the kiai in rondo form.
overall it is good. if you don't satisfy with my mod, you could rejected m4m.
gl~


Thanks, everything unmentioned was fixed~
User avatar
Beat Clicker
79 posts
Offline
Earned 1 kudosu.
This map made me cry ::: to beautiful

Mod>
Forgotten Memory

00:32:837 (6,7) - during gameplay it looked like an ugly stack which contrasted the map but in editor it looks fine, so idk
04:14:526 - I guess this is what they mean when they say the star system is broken
04:16:492 - rip drum clap san
04:16:078 - same
03:35:320 - please try to find a place for nc along this stream, because of its broken star level a lot of less skilled players will be playing this, they can use the bonus hp of ncs
04:23:216 (16) - same
04:24:871 (16,1) - this angle is VERY TIGHT> seriously especially long streams this is the easiest way to miss
04:24:975 (1,2,3,4,5) - such a spaced stream is very difficult for many players, on its own it would be fine but its introduced right after a tight note stream
04:36:799 (2) - I would cut slider to 04:37:228 - and start new slider from 04:37:657 - to 04:38:085 - , I think it will be fine rhythm wise because later on you do 04:50:514 (2,3) - to emphasize both time stamps
05:01:826 - bookmark graveyard?

really daisuke this map +1 star
User avatar
Star Shooter
233 posts
Offline
Lafayla wrote:
This map made me cry ::: to beautiful

Mod>
Forgotten Memory

00:32:837 (6,7) - during gameplay it looked like an ugly stack which contrasted the map but in editor it looks fine, so idk
04:14:526 - I guess this is what they mean when they say the star system is broken ¯\_(ツ)_/¯
04:16:492 - rip drum clap san hmm? There's a clap there
04:16:078 - same ^
03:35:320 - please try to find a place for nc along this stream, because of its broken star level a lot of less skilled players will be playing this, they can use the bonus hp of ncs Those sliders give a lot of HP on it's own, I think it's fine tbh
04:23:216 (16) - same And tbh the drain is less harsh due to the map mostly being very sparse in texture so the HP is accounted for that
04:24:871 (16,1) - this angle is VERY TIGHT> seriously especially long streams this is the easiest way to miss If you miss you need to git gud :^)
04:24:975 (1,2,3,4,5) - such a spaced stream is very difficult for many players, on its own it would be fine but its introduced right after a tight note stream The tight streams are introduced at 04:00:975 - , so it's not really a problem
04:36:799 (2) - I would cut slider to 04:37:228 - and start new slider from 04:37:657 - to 04:38:085 - , I think it will be fine rhythm wise because later on you do 04:50:514 (2,3) - to emphasize both time stamps I changed to two notes, should be fine now
05:01:826 - bookmark graveyard? yes rip

really daisuke this map +1 star


Thanks, unmentioned stuff was fixed :)
User avatar
Rhythm Incarnate
1,480 posts
Offline
Earned 1 kudosu.
m4m

00:00:148 (1) - this hitsound extends for too long imo try shorten it and make it end before 00:01:389 -
00:32:837 (6,7,1) - move this thing 1 px to the right so that 00:32:423 (5,6) - followpoint makes a straight y axis line
01:08:837 (6,7,1) - snt 7 -> 1 supposed to be bigger than 6 -> 7 also if u place 01:09:251 (7) - at ~x126 y273 would work better
02:05:734 - lets map this vocal!!!
02:36:561 (2,3,4,5) - drums arent being emphasized quite right here i would do this instead http://puu.sh/xObG8/ab98099bed.jpg
02:41:527 (3,4) - the jump is supposed to be at 3 and spacing decrease at 4 cuz the instument fade stuff imo
02:42:768 (2,3,4,5,6,7,1) - these sounds like fade out as well
03:08:837 (1,2) - 03:12:148 (1,2,3,1,2,3) - spot the difference! 2nd slider of the first timestamp isnt slowing down
04:01:388 (5,6,7,8) - while this is fine u sure u dont wanna do something like 03:54:768 (5) - here for drums?
04:20:837 (1) - remove nc
04:32:514 - 04:34:228 (3) - and more - wherse the keysounds lolol hitsound ruins this part pretty bAdly
This is a BSS beatmap submission. Click here to view full beatmap information.
Reply 27 posts jump | 1, 2  next

Users browsing this forum: None


Jump to: