This is a BSS beatmap submission. Click here to view full beatmap information.
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Combo Commander
374 posts
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This beatmap was submitted using in-game submission on 28 ноября 2017 г. at 19:49:41

Artist: Kola Kid
Title: the Earth is counting on you
Tags: chiptune 8-bit 8bit contra 88 teaMblack19
BPM: 210
Filesize: 1747kb
Play Time: 01:34
Difficulties Available:

Download: Kola Kid - the Earth is counting on you
Information: Scores/Beatmap Listing
---------------
tMb's Hyper by teaMblack19
Last edited by h4d0uk3n1 on , edited 34 times in total.
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Spinner Sage
175 posts
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No kudosu yet.
can i make gd :3

sht i love kola kid
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Combo Commander
374 posts
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Uh, no, sorry, one person already took a slot, the rest I want to make myself
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Spinner Sage
175 posts
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No kudosu yet.
h4d0uk3n1 wrote:
Uh, no, sorry, one person already took a slot, the rest I want to make myself


aw, ok then
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Spinner Sage
120 posts
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No kudosu yet.
~ GD ~

Моя первая ГД, к тому же первый раз мапал Light Insane. Надеюсь, понравится. :)
tMb's Insane
Code:
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 1501
Countdown: 0
SampleSet: None
StackLeniency: 0.3
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 4644,9216,13787,18358,22930,41216,59501,64073,68644,73216,77787,94930
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 32
TimelineZoom: 3
[Metadata]
Title:the Earth is counting on you
TitleUnicode:the Earth is counting on you
Artist:Kola Kid
ArtistUnicode:Kola Kid
Creator:h4d0uk3n1
Version:tMb's Insane
Source:
Tags:chiptune 8-bit 8bit contra 88
BeatmapID:0
BeatmapSetID:-1

[Difficulty]
HPDrainRate:5.5
CircleSize:3.6
OverallDifficulty:7.5
ApproachRate:8.5
SliderMultiplier:1.6
SliderTickRate:1

[Events]
//Background and Video events
0,0,"wallpaper-1c6ef.jpg",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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[Colours]
Combo1 : 115,107,154
Combo2 : 12,255,225
Combo3 : 255,214,135
Combo4 : 255,33,124

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483,256,83073,1,0,0:0:0:0:
399,136,83358,1,0,0:0:0:0:
399,136,83501,6,0,P|445:126|489:146,1,95.9999970703126,0|0,0:0|0:0,0:0:0:0:
322,164,83930,2,0,L|316:108,1,47.9999985351563,0|0,0:0|0:0,0:0:0:0:
312,68,84216,1,0,0:0:0:0:
322,250,84501,1,0,0:0:0:0:
322,250,84644,6,0,L|311:366,1,95.9999970703126,0|0,0:0|0:0,0:0:0:0:
312,345,85073,1,0,0:0:0:0:
241,239,85358,1,0,0:0:0:0:
396,107,85644,1,0,0:0:0:0:
396,107,85787,6,0,P|338:72|304:79,1,95.9999970703126,0|0,0:0|0:0,0:0:0:0:
322,250,86216,2,0,L|329:180,1,47.9999985351563,0|0,0:0|0:0,0:0:0:0:
332,154,86501,1,0,0:0:0:0:
106,129,86787,1,0,0:0:0:0:
249,136,86930,6,0,B|217:119|182:136|182:136|146:151|109:133,1,143.999995605469,0|0,0:0|0:0,0:0:0:0:
47,88,87644,1,0,0:0:0:0:
220,213,87930,1,0,0:0:0:0:
220,213,88073,6,0,L|211:318,1,95.9999970703126,0|0,0:0|0:0,0:0:0:0:
299,295,88501,2,0,L|304:242,1,47.9999985351563,0|0,0:0|0:0,0:0:0:0:
303,247,88787,1,0,0:0:0:0:
135,292,89073,1,0,0:0:0:0:
135,292,89216,6,0,P|139:348|174:383,1,95.9999970703126,0|0,0:0|0:0,0:0:0:0:
163,376,89644,1,0,0:0:0:0:
307,251,89930,1,0,0:0:0:0:
235,102,90216,1,0,0:0:0:0:
235,102,90358,6,0,L|240:198,1,95.9999970703126,0|0,0:0|0:0,0:0:0:0:
277,24,90787,2,0,L|226:21,1,47.9999985351563,0|0,0:0|0:0,0:0:0:0:
229,21,91073,1,0,0:0:0:0:
364,35,91358,1,0,0:0:0:0:
364,35,91501,6,0,B|398:9|398:9|389:126,1,143.999995605469,0|0,0:0|0:0,0:0:0:0:
390,109,92216,1,0,0:0:0:0:
375,284,92501,1,0,0:0:0:0:
375,284,92644,6,0,P|394:240|385:194,1,95.9999970703126,0|0,0:0|0:0,0:0:0:0:
258,235,93073,2,0,L|310:229,1,47.9999985351563,0|0,0:0|0:0,0:0:0:0:
305,229,93358,1,0,0:0:0:0:
178,153,93644,1,0,0:0:0:0:
178,153,93787,6,0,L|172:252,1,95.9999970703126,0|0,0:0|0:0,0:0:0:0:
172,248,94216,1,0,0:0:0:0:
100,118,94501,1,0,0:0:0:0:
361,151,94787,1,0,0:0:0:0:
280,154,94930,6,0,L|244:156,11,23.9999992675781,0|0|0|0|0|0|0|0|0|0|0|0,0:0|0:0|0:0|0:0|0:0|0:0|0:0|0:0|0:0|0:0|0:0|0:0,0:0:0:0:
317,80,95787,6,0,L|331:79,8,11.9999996337891,0|0|0|0|0|0|0|0|0,0:0|0:0|0:0|0:0|0:0|0:0|0:0|0:0|0:0,0:0:0:0:

И да, название диффы можешь менять как хочешь, мне не принципиально. :D
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Spinner Sage
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hellow :D

General:
fix countdowns on all diffs and make it equal. (hyper stands out)

Easy:
Hp 2 OD 2 to make it more a difference between normal and hard
3 objects arent distance snapped - aimod
prob offscreen? 00:36:789 -

01:26:930 (1,1) they dont fit to the rest of the map ,this shape looks rly ugly imo xD
only way to fit them is mirror them (ctlg + h the first one)

and this one doesnt looks clean: 01:34:930 (1) - dunno why

What about hitsounds ;) ? and maybe get rid of the drumroll sound

Normal:

This ar is way to low go atleast for 5 here.

overall this diffs looks so hard i recommend you to space it more and simplify some of the rhythms.
^
00:06:644 (3,1) -
00:11:215 (3,1) -
00:12:358 (3,1) -,... these ones i would make easier and give the player some time to breath.

lemme know what u think about it if u wont change it and give me some reason ill mod it later again.

Hard:

00:10:072 (4) - you really should stack these under the slider ends before imo it looks a lot cleaner

00:24:358 (2,3,4) -
00:29:215 (3,4) -
00:33:501 (2,3,4,5) -
00:37:786 (1) -
00:38:358 (3,4) - they are to close, that looks a bit messy space them a bit more appart.
most of them caused by stacks in connection with DistanceSnap, by arrange them to the same visual distance as any other other pattern makes the map looks a lot better

01:35:786 (1) - that sound gets quiet i dont think it fits that long like in the hyper diff

Hyper:

00:15:786 (1,2) - should be a jump like u did before on this part

00:21:787 (1) - u have a sudden flow change here but nothing happens in the music

00:24:929 (5,6) - from there on no jumps anymore? is there any reason?

01:10:644 (5,6) - jump

Insane:

00:05:787 (1,2) - bad movement and thats random in comparison to others like: 00:14:930 (1,2) - 00:10:358 (1,2) -

00:52:073 (1,2,3,1,2,3) - add a jump to that melody like u did on the other pattern

01:35:787 (1) - same as in hard diff, make it shorter

well beside the normal (imo) well done ;)
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Rhythm Incarnate
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Easy

Normal
  • consider to nerf the density to be more linear with Easy
  • AR is way too low compared to the density and OD, AR5 is the best here imho
  • I don't see any problem except I stated above. maybe it's just because the CS is too big, objects look rly cramped lol

Hard

tMb's Hyper

Insane

i didn't nitpick for everything cuz that's gya and for easier fix
gl
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Combo Commander
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Rin Desu response
Rin Desu wrote:
hellow :D

General:
fix countdowns on all diffs and make it equal. (hyper stands out) okie, i'll talk with dude if he wants countdown on his diff

Easy:
Hp 2 OD 2 to make it more a difference between normal and hard ye, toyed with setups a bit
3 objects arent distance snapped - aimod yup
prob offscreen? 00:36:789 - nope, checked on 800x600 - its good

01:26:930 (1,1) they dont fit to the rest of the map ,this shape looks rly ugly imo xD
only way to fit them is mirror them (ctlg + h the first one) just made straight sliders instead :(

and this one doesnt looks clean: 01:34:930 (1) - dunno why i purposely made it like this, red notes are on sliderticks

What about hitsounds ;) ? i kind of out of ideas for this song, i hsed snare if you didn't notice but besides that nothing comes to my mind :c and maybe get rid of the drumroll sound maybe

Normal:

This ar is way to low go atleast for 5 here.

overall this diffs looks so hard i recommend you to space it more and simplify some of the rhythms. uh, i kind of agree with this concern,
but i don't have any idea how to simplify rhythm for normal in this case without sacrifacing song representating much, thats why i made easy diff

^
00:06:644 (3,1) -
00:11:215 (3,1) -
00:12:358 (3,1) -,... these ones i would make easier and give the player some time to breath.

lemme know what u think about it if u wont change it and give me some reason ill mod it later again.

Hard:

00:10:072 (4) - you really should stack these under the slider ends before imo it looks a lot cleaner i think its ok atm, don't want to make things too crammed, just my style

00:24:358 (2,3,4) -
00:29:215 (3,4) -
00:33:501 (2,3,4,5) -
00:37:786 (1) - didn't fix this cause i don't see any problem
00:38:358 (3,4) - they are to close, that looks a bit messy space them a bit more appart.
most of them caused by stacks in connection with DistanceSnap, by arrange them to the same visual distance as any other pattern makes the map looks a lot better true, ill adjust stacks

01:35:786 (1) - that sound gets quiet i dont think it fits that long like in the hyper diff ill wait for others opinion cause this sound is pretty audible to me

Hyper:

00:15:786 (1,2) - should be a jump like u did before on this part

00:21:787 (1) - u have a sudden flow change here but nothing happens in the music

00:24:929 (5,6) - from there on no jumps anymore? is there any reason?

01:10:644 (5,6) - jump

Insane:

00:05:787 (1,2) - bad movement and thats random in comparison to others like: 00:14:930 (1,2) - 00:10:358 (1,2) - i like this kind of flow tbh, there are a few other similar instances throughout the map

00:52:073 (1,2,3,1,2,3) - add a jump to that melody like u did on the other pattern i make jumps to snares only

01:35:787 (1) - same as in hard diff, make it shorter

well beside the normal (imo) well done ;) Thanks!


Akitoshi response
Akitoshi wrote:
Easy
  • 00:22:216 (6,1) - ds true
  • just a suggestion though, how about adding reverse on 00:41:216 (1) - 00:45:787 (1) - for some variation with your rhythm? I can see your objects are kind of one-sided so ye ill consider, 1/1 reverses seem too fast for such a "beginner" diff
  • 01:26:930 (1,1) - this bezier is :weary: fixed with previous mod
  • 01:34:930 (1) - 1/1 reverse + circle works better here i guess song doesn't do much here, so i want to keep object density as low as possible

Normal
  • consider to nerf the density to be more linear with Easy explained in previous mod
  • AR is way too low compared to the density and OD, AR5 is the best here imho fixed with previous mod
  • I don't see any problem except I stated above. maybe it's just because the CS is too big, objects look rly cramped lol

Hard

tMb's Hyper

Insane

i didn't nitpick for everything cuz that's gya and for easier fix
gl Thanks!
Last edited by h4d0uk3n1 on , edited 1 time in total.
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Spinner Sage
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Answer to Rin Desu's mod
Rin Desu wrote:
hellow :D

Hyper:

00:15:786 (1,2) - should be a jump like u did before on this part ✔ - Oh, changed.

00:21:787 (1) - u have a sudden flow change here but nothing happens in the music ✖ - I don't see anything sudden. Ordinary circular flow.

00:24:929 (5,6) - from there on no jumps anymore? is there any reason? ✖ - Yes, this part is quieter than the last one.

01:10:644 (5,6) - jump ✔ - ^

well beside the normal (imo) well done ;)

Answer to Akitoshi's mod
Akitoshi wrote:
tMb's Hyper
i didn't nitpick for everything cuz that's gya and for easier fix
gl

Thanks for modding! :)

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Slider Savant
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o/
Insane
00:04:644 (1,2,3) - Because it's such a distinct Triangle pattern, I would have expected better use of flow for 00:04:930 (3) , as it feels uncomfortable to then go into 00:05:216 (4) - .
00:06:073 (2) - Mapped as a red anchor slider whilst 00:10:644 (2) is mapped as a bezier (with a large curve).
00:09:787 (4,5,6,7,1) - Not a huge fan of the changing flow (I am aware of the sounds on 5,6,7).
00:11:787 (3,4,5) - When you have circular movement like from 3,4 , you generally keep some form of momentum in that direction of rotation. Following from this, (5) should really be following the flow, especially since the thumping 00:12:358 (5,6) are mapped to aren't particularly high intensity or high importance.
00:19:787 (2) - You've completely forgotten about using red anchor sliders for this sound, but yet still differentiate the sliders by giving them various curves. Consistency!
00:24:358 (2) - You have returned to the red anchor sliders for this sound! And then you stick with it for several repeats :////
00:40:930 (6,1,2,1,2) - Not a huge fan of how cramped this pattern is, or frequency of NC's.
00:47:501 (1,2,1,2) - I'd normally complain about this, but it's done pretty well IMO.
00:58:358 (1,2,3,4,5,6,7,8,9,10,11,12) - Inconsistent stream owo. Also sort out combos for the stream, maybe for every beat or downbeat.
01:26:930 (1) - I generally recommend that people use red anchor sliders where there's fast movement or a high intensity sound :p

Mostly a nice difficulty, found myself able to high acc FC first try. I think there's room to improve consistency and visuals, and maybe the occasional bit of un-intuitive movement


tMb's Hyper
Generally good use of the play area, though the large circles and lack of spacing makes the map feel a little cramped >~<
00:16:072 (3,4) - These guys kinda overlap with 00:17:216 (1) in the editor :/
00:18:644 (3) - Very slight overlap with 00:19:787 (3) .
00:22:930 (1,2) - Not blanketed particularly well by 00:23:501 (4) .
00:42:644 (3,4,5,6,1,2,1,2,1,2) - Like the overall triangle pattern, don't like the amount of overlapping, even if it's done intentionally.

Really like how this is made, visually appealing patterns along with consistency make it one of the nicer looking maps I've played. I would have maybe like to have seen a bit more spacing or more experimentation with spacing, but what you've got is fine


Good luck getting this ranked!
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Rhythm Incarnate
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kola kid :0 nice
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Combo Commander
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ShiiTsuin wrote:
o/
Insane
00:04:644 (1,2,3) - Because it's such a distinct Triangle pattern, I would have expected better use of flow for 00:04:930 (3) , as it feels uncomfortable to then go into 00:05:216 (4) - .hm, tbh i don't see how it is uncomfortable atm, pretty straight forward imo
00:06:073 (2) - Mapped as a red anchor slider whilst 00:10:644 (2) is mapped as a bezier (with a large curve). yup, 2 different ways of representing these sounds - anchor and round slliders
00:09:787 (4,5,6,7,1) - Not a huge fan of the changing flow (I am aware of the sounds on 5,6,7). i really like it tho ;;
00:11:787 (3,4,5) - When you have circular movement like from 3,4 , you generally keep some form of momentum in that direction of rotation. Following from this, (5) should really be following the flow, especially since the thumping 00:12:358 (5,6) are mapped to aren't particularly high intensity or high importance. i placed 5-6 accordingly to how i hear those sounds, i think they deserve change of flow and i use that quite sometimes, i maintain circular flow very rarelly
00:19:787 (2) - You've completely forgotten about using red anchor sliders for this sound, but yet still differentiate the sliders by giving them various curves. Consistency! its round-ish tho :0
00:24:358 (2) - You have returned to the red anchor sliders for this sound! And then you stick with it for several repeats ://// yup, explained above :<
00:40:930 (6,1,2,1,2) - Not a huge fan of how cramped this pattern is, or frequency of NC's. thats kind of the point of this section. i don't see anything inherently wrong with a little bit of reading challenge at this skill lvl and i think the way i organized this and other similar patterns represent high-pitched synth quite well
00:47:501 (1,2,1,2) - I'd normally complain about this, but it's done pretty well IMO. tu-du-du-tu-du-du
00:58:358 (1,2,3,4,5,6,7,8,9,10,11,12) - Inconsistent stream owo. Also sort out combos for the stream, maybe for every beat or downbeat. what do you mean behind "inconsistent" tho, i made it by ctrl+shift+f-ing o.o Willl think about ncing, don't see much reason to it
01:26:930 (1) - I generally recommend that people use red anchor sliders where there's fast movement or a high intensity sound :p well,
thats not rule, right? tbh i never assosiated red anchor sliders with fast movement/sv o.o, its just a shape for me


Mostly a nice difficulty, found myself able to high acc FC first try. I think there's room to improve consistency and visuals, and maybe the occasional bit of un-intuitive movement


Good luck getting this ranked! Thank you!
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Rhythm Incarnate
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M4M -

    General
  • Countdown Conflicts with tMb's Hyper difficulty
  • Just think that 2.4 CS is a tad bit too big on the hard- I understand what ya doing but maybe make it just a little smaller
  • May just be me but ur Normal is more like an advanced (not even saying this because of the sr but actually looking at it) and that it seems to big of a jump compare to how simple the easy - Not really suggesting another difficulty - but possible nerf the Normal a bit is all I am really saying
    - just pointing it out - don't know if it is an actually problem since I still noobish at modding

    Insane

  • I suggest using ur finish on note like this 00:04:644 (1) - (basically the start of almost every NC) since it close to it but recognizable enough to blend into it
  • 00:04:930 (3) - (minor) will flow bit better if you rotate the slider to -5 degrees
  • 00:06:073 (2) - this type of note has a pew type sound that loud and noticable - In my opinion I feel you should emphasize it more by giving it more spacing


yup that bout it... there wasn't really much that I could find in the map at all (why I said my mod wouldn't be useful in game >.>)

GL and have a star
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Hailie response
Hailie wrote:
M4M -

    General
  • Countdown Conflicts with tMb's Hyper difficulty oops, forgot to add it
  • Just think that 2.4 CS is a tad bit too big on the hard- I understand what ya doing but maybe make it just a little smaller pretty okie to me, makes linear graduation with two other diffs
  • May just be me but ur Normal is more like an advanced (not even saying this because of the sr but actually looking at it) and that it seems to big of a jump compare to how simple the easy - Not really suggesting another difficulty - but possible nerf the Normal a bit is all I am really saying ill probably just buff easy instead
    - just pointing it out - don't know if it is an actually problem since I still noobish at modding

    Insane

  • I suggest using ur finish on note like this 00:04:644 (1) - (basically the start of almost every NC) since it close to it but recognizable enough to blend into it thats a really great idea! thanks
  • 00:04:930 (3) - (minor) will flow bit better if you rotate the slider to -5 degrees okie
  • 00:06:073 (2) - this type of note has a pew type sound that loud and noticable - In my opinion I feel you should emphasize it more by giving it more spacing hm, i think it would feel unnatural considering what im usually emphasizing

    Hard
  • 01:35:786 (1) - make this more clear by move it away from this slider 01:34:929 (1) - hm, but im making such space for all extended things instances

yup that bout it... there wasn't really much that I could find in the map at all (why I said my mod wouldn't be useful in game >.>) dw, mod is valuable when its helpful to the mapset, yours was pretty helpful

GL and have a star Thanks, ill mod your map a bit later today
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Rhythm Incarnate
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Hey, m4m from #modreqs


General
  • In your spread, the Normal difficulty is technically classed as a hard, and on the website the N icon is skipped. I'm fairly sure this is unrankable, so to be safe I would nerf the Normal a bit.


Easy
  • Why do you have tickrate 2? I don't see a reason why in this 210bpm song; tick rate 2 would be chosen instead of 1. It just artificially inflates the combo if you ask me.
  • 00:35:501 (4) - This slider is a bit too close to the edge for comfort. Even though it't not offscreen on my display, you should still move it to be safe.


Normal
  • AR5 is much more fitting due to the large cs and dense rhythms here.
  • 00:59:215 (4) - Maybe place some sort of hitsound here? The sound is quite strong, and the sound is distinct from the sounds at 00:58:358 (1,2,3) - so placing a hitsound would help emphasise it.


Hard
  • 00:36:358 (5,1) - Not really a fan of the flow here, I think it would be better if (5) directly lead into (1). Like if you were to stack (1) underneath 00:36:215 (4) - for example.
  • 00:58:358 (1,2,3,1) - You should place a green line to lower the hitsound volume here, something like 30% would be more appropriate. This is because the sound you are mapping to is quiet in comparison to the other instruments in the song, so lowering the hitsound volume would help the map represent the music.
  • 01:03:786 (5) - You seem to be missing a whistle for this slider head. A whistle would be appropriate here as it'll make it consistent with your current hitsound pattern.
  • 01:18:786 (3,1) - For this part, maybe you should start the NC on (3) instead of (1), so that the 1 beat gap becomes more apparent.
  • 01:34:929 (1) - This note is very low, in fact mod assistant says it's potentially off the screen. (although when I look at it, it appears to be fine). Maybe move it up a bit to be safe?
  • 01:35:786 (1) - This slider should end at 01:36:072 - . Past that, there isn't any sounds that would justify this buzz slider carrying on. There is only a fade-out. Even at 5%, the hitsounds from the buzzslider greatly overpower the music.


TMb's Hyper
  • 00:52:787 (2,2,2) - The stacking on the sliderends are very slightly off. Minor, but fixing this will make the pattern look nicer.
  • 01:29:216 (1,2) - These notes are a bit close to the edge of the screen. Not directly off, but I'd still move it up to be safe.


Insane

Very clean map across all difficulties, I like it. Good luck ~
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