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Rhythm Incarnate
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This beatmap was submitted using in-game submission on Sonntag, 29. Oktober 2017 at 13:46:06

Artist: Quynh Nhu
Title: Don Coi
Tags: phyloukz short cut ver version instrumental vietnamese
BPM: 160
Filesize: 3047kb
Play Time: 01:38
Difficulties Available:
  • Easy (1,45 stars, 110 notes)
  • Hard (3,36 stars, 301 notes)
  • Insane (4,53 stars, 317 notes)
  • Normal (2 stars, 183 notes)

Download: Quynh Nhu - Don Coi
Information: Scores/Beatmap Listing
---------------
Please enjoy this wonderful song!

I hope you like the hitsounds.


#4 for ranked beatmap
Last edited by Sakurauchi Riko on , edited 20 times in total.
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Spinner Sage
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From #modreqs

Hello! Sorry if something wrong in my words because my english not very good. (thx, google.translate.)

Offsets are good, but for a greater sense of rhythm I recommend putting them on 1405 and then moving all Inherited Points to -14.

Hard
The first thing about which I want to say: it's AR - it's really low for this difficulty. I think AR8.2 is better than 7.5 here because there are some patterns that hard to read with AR7.5.

00:11:919 (1,2,3,4,1,2,3,4,1) - First pattern that hard to read with AR7.5.
00:16:794 (2,3,4,5,6,7) - Second pattern that hard to read with AR7.5.
00:44:169 (1,2,3,4,1) - I think it's looks bad. https://osu.ppy.sh/ss/9313409 - My mapping style is bad (as others say), but I think that better.
01:19:794 (2,3,4,5,6,7) - https://osu.ppy.sh/ss/9313434 - Maybe you'll try to do this?
01:29:169 (4,5,6,7) - ^


Insane
00:02:731 (1) - Why is the volume 5% here?
00:20:919 (1,2,3) - Some players can think that it's another one triple and miss this moment. Can you increase the spacing?
00:23:544 (1,2,1) - Triangle maybe?
01:19:231 (5,6,1,2,3,4) - I think some players can missread this pattern.
01:23:919 (1,2,3) - Some players can think that it's another one triple and miss this moment. Can you increase the spacing? [x2]
01:32:918 (1,2,3) - Some players can think that it's another one triple and miss this moment. Can you increase the spacing?[x3]


I hope my mod will help your map and you'll rank it. This mapset is really good!
Bye! ;)
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Rhythm Incarnate
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Rus_Brony_osu wrote:
From #modreqs

Hello! Sorry if something wrong in my words because my english not very good. (thx, google.translate.)

Offsets are good, but for a greater sense of rhythm I recommend putting them on 1405 and then moving all Inherited Points to -14. this offset is from the ranked version, im timing noob so i cant judge which offset is better

Hard
The first thing about which I want to say: it's AR - it's really low for this difficulty. I think AR8.2 is better than 7.5 here because there are some patterns that hard to read with AR7.5. i changed it to ar8 and the insane to ar9, i agree that 7.5 is kinda low for a fairly hard "Hard" diff

00:11:919 (1,2,3,4,1,2,3,4,1) - First pattern that hard to read with AR7.5.
00:16:794 (2,3,4,5,6,7) - Second pattern that hard to read with AR7.5.
00:44:169 (1,2,3,4,1) - I think it's looks bad. https://osu.ppy.sh/ss/9313409 - My mapping style is bad (as others say), but I think that better. [color=#BF0080]did this

01:19:794 (2,3,4,5,6,7) - https://osu.ppy.sh/ss/9313434 - Maybe you'll try to do this? i liek changing angles, i tihnk its awkwards to keep one sided angle for many jumps
01:29:169 (4,5,6,7) - ^[/color]


Insane
00:02:731 (1) - Why is the volume 5% here? [color=#BF0080]spinnerend silence
00:20:919 (1,2,3) - Some players can think that it's another one triple and miss this moment. Can you increase the spacing? i like the patterning here, maybe this gonna be an issue but maybe not, idk yet - will keep in mind
00:23:544 (1,2,1) - Triangle maybe? think its good ><
01:19:231 (5,6,1,2,3,4) - I think some players can missread this pattern.
01:23:919 (1,2,3) - Some players can think that it's another one triple and miss this moment. Can you increase the spacing? [x2]
01:32:918 (1,2,3) - Some players can think that it's another one triple and miss this moment. Can you increase the spacing?[x3][/color]


I hope my mod will help your map and you'll rank it. This mapset is really good!
Bye! ;)


thank you for your mod! much appreciated :)
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o/ from #modreq
m4m if you can
https://osu.ppy.sh/s/673857

General
mb remove widescreen support
Easy
00:22:419 (6) - maybe it's nitpicking but this slider looks closer 00:20:919 (4) - to this so make distance more even between these 00:20:919 (4,5,6,7) -
00:32:544 (5) - idk about this whistle sound, song doesn't support it
00:50:169 (2,3,1,2) - looks confusing I suggest:
Image
01:35:919 (1,1) - it's not bad but I think as for easy diff just spinner would be enough or at least it should be moved to 01:36:294 -

Normal
00:13:419 (1,2) - confusing, make it one slider
00:30:669 (3) - imao no need for repeat
00:31:794 (5) - ^
01:10:419 (4,5) - make it one slider
01:36:106 (1) - mb move spinner also

Hard
00:32:169 (7) - I think it'd be more comfortable if curve would go up (and then slider also should be shifted up
00:45:856 (3) - you should make this slider 2 circles bc this slider's tail emphasizes a stronger sound (it shouldn't be like that)
00:48:669 (3) - you can make this slider further bc of the stronger sound. For example
Image
01:12:669 (3) - ^
01:23:919 (1,2,3) - these three are in the same pattern (stacked) and only 01:24:106 (2,3) - these two can be stacked bc song does support it (they are same sounds)
01:32:919 (1,2,3) - ^
01:38:919 - you could do the ending :D

Insane
00:20:919 (1,2,3) - same pattern as 00:20:356 (4,5,6) - as for insane you should NC these two also 00:21:106 (2,3) - .But it'd be better if it was different pattern
00:35:544 (2) - imo it'd be better if you stacked it with slider's tail
00:37:981 (7) - a 1/4 slider would be better instead
01:12:669 (3) - same as in hard diff
01:23:919 (1,2,3) - ^^
01:32:918 (1,2,3) - ^ I really doubt about this

Well that's all :D Good luck!

Edit:
I see you're very high rank,pls tell me if my map's 7* is "beatable" xd
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Rhythm Incarnate
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seselis1 wrote:
o/ from #modreq
m4m if you can
https://osu.ppy.sh/s/673857

General
mb remove widescreen support yes
Easy
00:22:419 (6) - maybe it's nitpicking but this slider looks closer 00:20:919 (4) - to this so make distance more even between these 00:20:919 (4,5,6,7) - did
00:32:544 (5) - idk about this whistle sound, song doesn't support it remov
00:50:169 (2,3,1,2) - looks confusing I suggest: think its ok since you dont see the stack at slidertail while palying
Image
01:35:919 (1,1) - it's not bad but I think as for easy diff just spinner would be enough or at least it should be moved to 01:36:294 - moved

Normal
00:13:419 (1,2) - confusing, make it one slider theres this sound on sliderhead i map at next object too
00:30:669 (3) - imao no need for repeat high pitched sound i map
00:31:794 (5) - ^ i agree here, there isnt the high pitched sound
01:10:419 (4,5) - make it one slider did
01:36:106 (1) - mb move spinner also good spread now to keep red tick here

Hard
00:32:169 (7) - I think it'd be more comfortable if curve would go up (and then slider also should be shifted up did
00:45:856 (3) - you should make this slider 2 circles bc this slider's tail emphasizes a stronger sound (it shouldn't be like that) oki
00:48:669 (3) - you can make this slider further bc of the stronger sound. For example 00:47:919 (1,3) - represent same sound, so i want them to look together, it looks like both slider are in one slider and i like that, it supports the strong sounds imo
Image
01:12:669 (3) - ^
01:23:919 (1,2,3) - these three are in the same pattern (stacked) and only 01:24:106 (2,3) - these two can be stacked bc song does support it (they are same sounds) i did same concept in insane, they are together imo
01:32:919 (1,2,3) - ^
01:38:919 - you could do the ending :D it fades out and volume decreases which is bad to map, ending is perfect imo!

Insane
00:20:919 (1,2,3) - same pattern as 00:20:356 (4,5,6) - as for insane you should NC these two also 00:21:106 (2,3) - .But it'd be better if it was different pattern nc good idea
00:35:544 (2) - imo it'd be better if you stacked it with slider's tail maybe, i consider it
00:37:981 (7) - a 1/4 slider would be better instead tru
01:12:669 (3) - same as in hard diff
01:23:919 (1,2,3) - ^^
01:32:918 (1,2,3) - ^ I really doubt about this

Well that's all :D Good luck!

Edit:
I see you're very high rank,pls tell me if my map's 7* is "beatable" xd


Thank you for the mod! :D
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Rhythm Incarnate
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soo good ><
also insane
00:14:919 (1) - ctrl+g pls for better flow
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Rhythm Incarnate
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Loreley wrote:
soo good ><
also insane
00:14:919 (1) - ctrl+g pls for better flow


i think current flow is better, the jumps go horizontally to the bottom so the slider flows also downside,
And Thank You! :)
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Rhythm Incarnate
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Hi. Here for M4M. Hope this helps!


Easy

00:47:919 (1) – One thing I like about this slider is that the finish hitsound on the reverse makes it really obvious what sound you're going for which lets me better understand the expression the map has of the song. I feel like you could use that technique at 00:38:919 (1) – etc. Is there a custom hitsound that would nicely reflect that string instrument you're going with?

00:51:669 – Skipping this note was bit complex/unintuitive which isn't the most appropriate for someone just starting to play osu. Maybe I'm being too strict because the melody is nice here, but an Easy diff isn't the best place to capture all the subtle transitions between drums and melodies, and that's best saved for Normals and above.
00:56:919 (1,2) – here too and wherever else this happens

01:28:419 (4) – Consider putting the red anchor at 01:29:169 - like http://puu.sh/xYONc/89c111e2e2.jpg . The change in flow at that location makes it feel like the beat there is what's causing the flow change, which is a detail I like. The map I learned this from is the Normal of https://osu.ppy.sh/s/55644 at 01:16:248 (2) –, and so if you're not convinced, give that a play.
01:19:419 (4) – also this one


Normal

00:15:294 (2) – Try rotating this by 15 degrees so that the flow/aesthetic into it from (1) is more smooth: http://puu.sh/xYNrD/98a0931258.png

00:50:919 (1,2,3,4,5,6,7,8) – I want to say that the rhythm in the previous bookmarked section of the song was well done. This part I start to disagree with. I think it's because you're starting to acknowledge melody notes, but this intention was not clear to me and it led to some confusing/disagreeable rhythms. I think I would have expected 00:51:669 (3) – to be a circle instead of a slider to provide rest and keep the map calm, especially since this is starting to get note dense. Really that's my issue, I thought the map ought to be more calm. A different way to address that might be to make 00:50:919 (1) – into a 3/2 slider and delete (2).
00:53:169 – The drum/guitar is really strong here, and I really didn't like that this wasn't clickable. I realize your goal is to transition to the melody, but there has to be a more clear and intuitive way to do this, because right now 00:52:606 (6) – is going so strong with the drum which puts all my expectations on the drum sound at 00:53:169
00:57:856 (3) – Consider ½ reverse slider?
00:58:419 (4,5) – Ctrl + G this rhythm. The whistle admits that 00:58:793 – is a strong note, so that's where I think the click should be.
01:02:919 (1) – This section didn't feel bad in terms of note density, but if you want to add rest, again consider turning this into a 3/2 slider.
01:09:856 (3) - This makes me focus on the melody, so that made me want to hold the note at 01:10:419 (4) – with a 1/1 slider.

Hard

00:58:794 (7) – and 01:10:606 (7) - That whistle hitsound is a bit odd for two reasons. One is that an actual whistle sound is more for party music while your song has a calm, reflecting tone. Using a custom hitsound like a bell or a ding would fit better (let me know if you want a .wav file of one). The other reason it felt odd was that it was a one time thing throughout the majority of this section of the map. It kind of made me ask “why did it come here, and why did it leave. What is the mapper trying to express with the whistle?” If you're going with the drums, then I'm confused why you didn't put whistles on 01:07:044 (4,6) - . If there really aren't other places for this kind of hitsound, that's all the more reason you should the hitsound more unique with a chime.

01:07:231 (5,6) – This spacing felt slightly odd to me. It's not the most obvious thing for me to expect a jump just by listening to the song. One way you could make it clear to me that there definitely ought to be a jump is to not only change spacing, but to change the flow as well. The changes in both will compliment each other more and make the jump more agreeable. A quick, not-thought-out example: http://puu.sh/xYN6L/8cf8c8c061.jpg

01:19:794 (2,3,4,5,6,7,1) – I don't have enough perspective on what Hard players actually think, but it might be difficult for them to read this with all the overlaps. I personally would say it's fine, but try getting more opinions on this.


Insane

You do a great job with the rhythm and using slider ends to provide rest.

00:01:419 (1,1) – This felt too fast for what I perceived as something calm. There's not a lot of time between the end of the spinner, and I spin mostly at the center, so the big DS and low time felt like a fast way to introduce the map.

00:20:919 (1,1,1) – Does this have to be the same spacing as ¼? You can achieve a very similar effect by doing something like http://puu.sh/xYKEt/e83d5d22f4.jpg without confusing the player.
01:23:919 (1,1,1) -

00:17:919 (1,2,3) – This is nice to map because both the melody and and drums are doing the same thing, so there's no conflict. At 00:14:919 (1,2,3) - , the current mapping could kind of go either way. So to me, a lot of the kiai went with the melody (especially when you use unique spacings like 00:20:919 (1,1,1) – to really emphasize the melody), which is why it was a bit surprising that at 00:22:419 (1,2,3,4) – it doesn't go with the melody. Particularly, not hitting the 00:23:356 – note to go with the increased tempo was a let down, so consider making the (4) slider into two circles.
01:35:169 (4) -

00:37:794 (5,6) – This felt more intuitive when they overlapped like http://puu.sh/xYMuy/27fa3da4a2.jpg

01:16:981 (2) – This felt fine by itself, but it set up low expectations for the note density later. So at 01:19:231 (5,6,1) - , I was like “oh crap, we're going fast now.” For this reason, I think making 01:16:981 (2) – a triple puts the player in a frame of mind closer to the intensity of the map.

01:29:169 (1,2,3,4,1) – This felt just a bit too much, particularly the (4,1) jump. Scaling it down by .95 would be nice. Don't get me wrong, I love that this is a big jump, but compare it to places like 01:32:169 (3,4,5,6,7) – and 01:34:981 (3,4,5,6,1) – which also feel pretty strong. These other moments are pretty small in comparison. It's just a little too out of sync for me. In fact, that would be one way to address the concern. Instead of nerfing 01:29:731 (4,1) – , you could buff up a lot of these other parts a bit more. Another small factor that contributed to me thinking 01:29:731 (4,1) – was big was that (4) is in the bottom corner of the screen. Usually, the corners are hard to reach for the tablet and mouse, so they are actually a bit more difficult then if they were at the center of the map.

Nice mapset, have a star. Good luck!
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Rhythm Incarnate
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pinataman wrote:
Hi. Here for M4M. Hope this helps!


Easy

00:47:919 (1) – One thing I like about this slider is that the finish hitsound on the reverse makes it really obvious what sound you're going for which lets me better understand the expression the map has of the song. I feel like you could use that technique at 00:38:919 (1) – etc. Is there a custom hitsound that would nicely reflect that string instrument you're going with? i dont have good source of hitsounds, im already happy i found these i used here ..

00:51:669 – Skipping this note was bit complex/unintuitive which isn't the most appropriate for someone just starting to play osu. Maybe I'm being too strict because the melody is nice here, but an Easy diff isn't the best place to capture all the subtle transitions between drums and melodies, and that's best saved for Normals and above.
00:56:919 (1,2) – here too and wherever else this happens i tihnk as long as the gap (here its 1/1) stays the same i dont see an issure

01:28:419 (4) – Consider putting the red anchor at 01:29:169 - like http://puu.sh/xYONc/89c111e2e2.jpg . The change in flow at that location makes it feel like the beat there is what's causing the flow change, which is a detail I like. The map I learned this from is the Normal of https://osu.ppy.sh/s/55644 at 01:16:248 (2) –, and so if you're not convinced, give that a play.
01:19:419 (4) – also this one neat idea, changed


Normal

00:15:294 (2) – Try rotating this by 15 degrees so that the flow/aesthetic into it from (1) is more smooth: http://puu.sh/xYNrD/98a0931258.png

00:50:919 (1,2,3,4,5,6,7,8) – I want to say that the rhythm in the previous bookmarked section of the song was well done. This part I start to disagree with. I think it's because you're starting to acknowledge melody notes, but this intention was not clear to me and it led to some confusing/disagreeable rhythms. I think I would have expected 00:51:669 (3) – to be a circle instead of a slider to provide rest and keep the map calm, especially since this is starting to get note dense. Really that's my issue, I thought the map ought to be more calm. A different way to address that might be to make 00:50:919 (1) – into a 3/2 slider and delete (2). i think the density in the calmer section will be a problem compared to lower density in the kiais, i will see for a solution
00:53:169 – The drum/guitar is really strong here, and I really didn't like that this wasn't clickable. I realize your goal is to transition to the melody, but there has to be a more clear and intuitive way to do this, because right now 00:52:606 (6) – is going so strong with the drum which puts all my expectations on the drum sound at 00:53:169 true
00:57:856 (3) – Consider ½ reverse slider? too dense imo
00:58:419 (4,5) – Ctrl + G this rhythm. The whistle admits that 00:58:793 – is a strong note, so that's where I think the click should be. i want downbeat to be emphasized, also i dont empahsize that sound anywhere else by ignoring smth else
01:02:919 (1) – This section didn't feel bad in terms of note density, but if you want to add rest, again consider turning this into a 3/2 slider.
01:09:856 (3) - This makes me focus on the melody, so that made me want to hold the note at 01:10:419 (4) – with a 1/1 slider.

Hard

00:58:794 (7) – and 01:10:606 (7) - That whistle hitsound is a bit odd for two reasons. One is that an actual whistle sound is more for party music while your song has a calm, reflecting tone. Using a custom hitsound like a bell or a ding would fit better (let me know if you want a .wav file of one). The other reason it felt odd was that it was a one time thing throughout the majority of this section of the map. It kind of made me ask “why did it come here, and why did it leave. What is the mapper trying to express with the whistle?” If you're going with the drums, then I'm confused why you didn't put whistles on 01:07:044 (4,6) - . If there really aren't other places for this kind of hitsound, that's all the more reason you should the hitsound more unique with a chime. yes, removed in all diffs

01:07:231 (5,6) – This spacing felt slightly odd to me. It's not the most obvious thing for me to expect a jump just by listening to the song. One way you could make it clear to me that there definitely ought to be a jump is to not only change spacing, but to change the flow as well. The changes in both will compliment each other more and make the jump more agreeable. A quick, not-thought-out example: http://puu.sh/xYN6L/8cf8c8c061.jpg did liek in the picture

01:19:794 (2,3,4,5,6,7,1) – I don't have enough perspective on what Hard players actually think, but it might be difficult for them to read this with all the overlaps. I personally would say it's fine, but try getting more opinions on this. me neither, will se how this turns out, something has to put the sr above 3* xD


Insane

You do a great job with the rhythm and using slider ends to provide rest.

00:01:419 (1,1) – This felt too fast for what I perceived as something calm. There's not a lot of time between the end of the spinner, and I spin mostly at the center, so the big DS and low time felt like a fast way to introduce the map. thats true, first cirlce is rather centered now

00:20:919 (1,1,1) – Does this have to be the same spacing as ¼? You can achieve a very similar effect by doing something like http://puu.sh/xYKEt/e83d5d22f4.jpg without confusing the player.
01:23:919 (1,1,1) - will keep current pattern, i really like it because the player actually has to be careful and pay attention what hes playing to in the music, the NC spam indication is enough i think

00:17:919 (1,2,3) – This is nice to map because both the melody and and drums are doing the same thing, so there's no conflict. At 00:14:919 (1,2,3) - , the current mapping could kind of go either way. So to me, a lot of the kiai went with the melody (especially when you use unique spacings like 00:20:919 (1,1,1) – to really emphasize the melody), which is why it was a bit surprising that at 00:22:419 (1,2,3,4) – it doesn't go with the melody. Particularly, not hitting the 00:23:356 – note to go with the increased tempo was a let down, so consider making the (4) slider into two circles.
01:35:169 (4) - but the clap sound is consistent in whole kiai except here, so i wanna map this sudden change, it would be wasted to ignore it imo. also its a nice transition and makes the map a bit more exciting if the emphasis suddenly changes

00:37:794 (5,6) – This felt more intuitive when they overlapped like http://puu.sh/xYMuy/27fa3da4a2.jpg

01:16:981 (2) – This felt fine by itself, but it set up low expectations for the note density later. So at 01:19:231 (5,6,1) - , I was like “oh crap, we're going fast now.” For this reason, I think making 01:16:981 (2) – a triple puts the player in a frame of mind closer to the intensity of the map. i dont like circles after a break, the player has no chance to acc it according to the music, he has to pay attention on approach circle or fading if you play with HD, that way the palyer doesnt get trapped - might be just personal preference of me

01:29:169 (1,2,3,4,1) – This felt just a bit too much, particularly the (4,1) jump. Scaling it down by .95 would be nice. Don't get me wrong, I love that this is a big jump, but compare it to places like 01:32:169 (3,4,5,6,7) – and 01:34:981 (3,4,5,6,1) – which also feel pretty strong. These other moments are pretty small in comparison. It's just a little too out of sync for me. In fact, that would be one way to address the concern. Instead of nerfing 01:29:731 (4,1) – , you could buff up a lot of these other parts a bit more. Another small factor that contributed to me thinking 01:29:731 (4,1) – was big was that (4) is in the bottom corner of the screen. Usually, the corners are hard to reach for the tablet and mouse, so they are actually a bit more difficult then if they were at the center of the map. i tried nerfing it a bit, i agree that this feels a bit too much

Nice mapset, have a star. Good luck!



unmentiuoned is changed
thank you for the mod, was really helpful! :)
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Rhythm Incarnate
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hello nm mod by my queue

general
  • turm off : widescreen support(only for SB) and latterbox during breaks
  • what about use sliderslide?
  • tags???

easy

normal
00:19:044 (3) - in most cases I do not like these places, since they do not show where the slider goes. maybe you make it a bit crooked?
hard
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Good Luck ;)
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Rhythm Incarnate
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Gordon123 wrote:
hello nm mod by my queue

general
  • turm off : widescreen support(only for SB) and latterbox during breaks
  • what about use sliderslide? i accidently silenced sliderticks, i wanted to silence sliderslide because unnecessary
  • tags??? no idea what to put there except my old username xD

easy
    00:50:919 (1,2) - for beginners this place will be quite difficult to understand, since there is a crossing of the rhythm and you put a slider from a red tick to another red tick, I think you can do it a lot easier > http://puu.sh/xZHVk/5da5fde65c.jpg
    00:56:919 (1,2) - same too ^
    01:08:919 (1,2) - ^ for beginners the most noticeable sounds matter imo. since the rhythm gap between objects stay 1/1 (like always) and the loudest sound is on the red tick the player wont get confused by much. i think this is rather an advantage for beginners so they already get the diversity the song has and the map will have in harder diffs.
    looks good ;3

normal
00:19:044 (3) - in most cases I do not like these places, since they do not show where the slider goes. maybe you make it a bit crooked?
    00:27:669 (3) - slightly to the side for a better flow > https://puu.sh/xZIr4/67bed4f3b7.jpg i like the perfect lineup of slider and circle, the alternative just looks messy to me .. ><
    00:40:981 (5,6) - (5) to make a little crooked? dont see a necessity
    00:52:419 (4) - NC
    00:55:419 (4) - ^ i nc on every 2nd downbeat except special cases
    01:07:419 (5,6) - not a very convenient moment for clicking on a note, could you move the slider a little lower under the circle?
    01:17:919 (1) - starting from this place, all of the following notes go only to one side (counter-clockwise) - I was slightly crouched LOL. you can not diversify this place, not only in one direction, but also in another. thats perfect then :D this is a nice way to emphasize things in low difficulties without making something too confusing

hard
    00:10:419 (8) - it seems to me that this slider is very close to the circles standing before it. when pressing circles it is possible to accidentally touch the tail of the slider! yea.. good point
    00:58:419 (6) - NC
    01:07:419 (6) - ^
    01:10:419 (6) - ^ same thing like normal, i nc every 2nd downbeat here. sometzimes its less dense and sometimes more dense rhythm thats why combo goes up to 11, but i want to keep it consistent
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Good Luck ;)


unmentioned changed

Thank you for the mod!! :)
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Rhythm Incarnate
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No kudosu yet.
Yea, if u changed ur username in past u need to put it in tags,butt idk its worked only for maps after rank ur first map with old username :roll: :roll: :roll:
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Star Shooter
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o/


Insane

- 00:13:044 (6,2) - maybe make that overlap in the same shape as 00:12:481 (3,5) - / 00:12:481 (3,5) -
- 00:32:731 (6,1) - this dont flow too well to each other - flow could be improved there ~
- is it just me or could the overlaps be cleaner at 00:59:919 (1,3) - / 01:00:669 (3,1) - like they dont feel equal
- i feel like 01:17:544 - should be clickable ~
- 01:34:606 (2,4) - this pattern looks a bit uhh - thrown in cause you use it here the first time and the music dont give that there need to be sth new - mybe use an older pattern rearanged ^^
- 01:35:544 (5,6) - i would nc both of theese cause the pattern has similarities to this pattern: 01:23:919 (1,1,1) - (could prevent for unnecessary misreads)


Hard

- 00:11:919 (1,2,3,4,1,2,3,4,1) - idk but i feel like this a huge diffspike for such an low intensity
- 01:15:640 - thowing an overlap there feels kinda random to me - maybe try this: https://puu.sh/y3v1q/0fb9d778df.jpg


Normal

- 00:31:419 (4,5) - idk but you can do this nicer like this:

Nothing found in the Easy

~ Gl mate ~ :)
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Rhythm Incarnate
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IceKalt wrote:
o/


Insane

- 00:13:044 (6,2) - maybe make that overlap in the same shape as 00:12:481 (3,5) - / 00:12:481 (3,5) -
- 00:32:731 (6,1) - this dont flow too well to each other - flow could be improved there ~
- is it just me or could the overlaps be cleaner at 00:59:919 (1,3) - / 01:00:669 (3,1) - like they dont feel equal
- i feel like 01:17:544 - should be clickable ~ i dont want this to be intense
- 01:34:606 (2,4) - this pattern looks a bit uhh - thrown in cause you use it here the first time and the music dont give that there need to be sth new - mybe use an older pattern rearanged ^^ did something else, probably not what you wanted to happen but
- 01:35:544 (5,6) - i would nc both of theese cause the pattern has similarities to this pattern: 01:23:919 (1,1,1) - (could prevent for unnecessary misreads) but its different sounds and a different reason i'd nc it


Hard

- 00:11:919 (1,2,3,4,1,2,3,4,1) - idk but i feel like this a huge diffspike for such an low intensity
- 01:15:640 - thowing an overlap there feels kinda random to me - maybe try this: https://puu.sh/y3v1q/0fb9d778df.jpg i use many overlaps, dont see necessity to change


Normal

- 00:31:419 (4,5) - idk but you can do this nicer like this:

Nothing found in the Easy

~ Gl mate ~ :)


unmentioned fixed,
Thanks!! :)
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Combo Commander
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nm from q

come back to live mapping project :c


general
  • consider adding a diff between normal and hard? i'm unsure about spread rankability


easy
  • 00:11:919 (5) // 00:05:919 (1) - curved slider would fit here, song sounds too calm in this section to have any aggressive red anchor sliders
  • 00:14:919 (1,2) - ctrlged rhythm would fit more nicely here, ending the slider on that snare thing feels odd when its more intense than the 2nd white tick
  • 01:19:419 (4) // 01:28:419 (4) - i really feel that youre sacrificing song representation with these sliders. maybe this could be replaced with 2 1/1s? kiai by nature should be more intense than nonkiai so this should be different from 00:16:419 (4) - rhythmically


normal


hard
  • feels more like light insane imo
  • 00:20:919 (1,2,3) - space these out? feels more appropriate since stacking these gives the unwanted emphasis as theyre the only objects arranged this way in the section. also this makes this different from the more intense second kiai so it makes the second kiai more special
  • 00:28:419 (5,6) // 00:34:419 (5,6) etc - considering you used lots of jumps like 00:03:294 (2,3,4) - before i feel like stacking these would be a better way to signify 1/1 since this might be misread as 1/2
  • 00:39:481 (2) - white tick is much stronger than red tick imo


insane
  • 00:20:919 (1,1,1) - stack these to make the ones in the second kiai stand out more?
  • 00:46:981 (2) - would be better as 2 circles, the snare on the sliderend warrants clickability
  • 01:01:794 (2,3,4) - make these linear so the bend in the accelerating pattern happens on 4, to better emphasize the drum thing on it

cool map

good luck!
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