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This beatmap was submitted using in-game submission on Friday, November 17, 2017 at 3:43:42 PM

Artist: Street
Title: Maritime Police
Tags: lasse c90 toyKasket rock SunFlowers House
BPM: 132
Filesize: 9865kb
Play Time: 03:24
Difficulties Available:

Download: Street - Maritime Police
Information: Scores/Beatmap Listing
---------------
BLUE TICK RHYTHM :WEARY:

Insane by my waifu Lasse~
Last edited by Mir on , edited 10 times in total.
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osu! should really prompt you warning about F5.....

Marigold
00:25:631 (1,2,3,1,2,3) - the hitsounds are really really loud (same applies to this hs everywhere)

02:41:427 (2) - sliderend on the kick sound is not that ideal imo when your hitsound is so loud and powerful (You sometimes switch layer but I think there is no guitar here either). I recommend just remove the reverse and knock the slider forward on timeline then put a circle on top of it

02:45:063 (2) - stack


Easy
The CS wasn't the only thing that was large.....


Normal
01:11:995 (7) - you're following the guitar right but I think the sound is on the red tick not blue, so 3/4 wouldn't work well here


Hard
01:07:449 (1,2) - the gap here is really weird, I don't see you do 3/4 gap often at all. I believe it would be more simple to just make it 1/1 or 1/2

02:54:495 (7,1) - when you count slider leniency this one is quite awkward to hit because all the notes before are 1/4 and have 1/4 spacing. but a kick slider is played like a 1/2 but it also has 1/4 spacing which can be misleading. you spread kicksliders apart like this 01:56:086 (5,6,1) - so why not here?


Lasse's
01:29:495 (2,3,1,2,3) - never seen ctrl+H looks this good

truly a mod post worthy of 2 kudosu
GL!
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+1 sp

Easy

Normal

Hard

Lasse's Insane

Marigold

goodluck uwu
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timemon wrote:
osu! should really prompt you warning about F5.....

Marigold
00:25:631 (1,2,3,1,2,3) - the hitsounds are really really loud (same applies to this hs everywhere) - i think they're fine tbh on 100% they fit nicely

02:41:427 (2) - sliderend on the kick sound is not that ideal imo when your hitsound is so loud and powerful (You sometimes switch layer but I think there is no guitar here either). I recommend just remove the reverse and knock the slider forward on timeline then put a circle on top of it - there's the synth in the back that i switch to here which is why the kick is on the reverse

02:45:063 (2) - stack


Easy
The CS wasn't the only thing that was large.....


Normal
01:11:995 (7) - you're following the guitar right but I think the sound is on the red tick not blue, so 3/4 wouldn't work well here


Hard
01:07:449 (1,2) - the gap here is really weird, I don't see you do 3/4 gap often at all. I believe it would be more simple to just make it 1/1 or 1/2

02:54:495 (7,1) - when you count slider leniency this one is quite awkward to hit because all the notes before are 1/4 and have 1/4 spacing. but a kick slider is played like a 1/2 but it also has 1/4 spacing which can be misleading. you spread kicksliders apart like this 01:56:086 (5,6,1) - so why not here?

truly a mod post worthy of 2 kudosu
GL!


Akitoshi wrote:
+1 sp

Easy
  • 01:05:631 (1) - isn't should be zigzag shape for guitar?
  • 02:54:722 - add note here, or move your break here - i swear there was something there

Normal
  • 00:38:131 (4) - it can safely removed i guess, since you got 1/2 chains on this whole combo 00:36:540 (1,2,3,4,5,6,7) - while others were not - i would but the sound is still the same and bpm is fairly low so i think this chain is okay
  • 01:27:449 (1) - i rather use x1.5 ds for this note from 01:26:995 (2) - to emphasize last cymbals, since kiai's 1/2 rhythm placements were all spaced anyway. same with 02:54:722 (1) -

Hard

Marigold
  • 00:40:177 (1,2) - stacking might be great for saving up the clap emphasis at 00:40:631 (3) - all the melody string things are spaced like this
  • 00:45:404 (4,5) - maybe consider to make 1/4 slider instead here since 1/8 reverse on 00:45:177 (3) - is p sudden. in exchange of being too much sliders on that section, u can trim down the 00:45:631 (1) - to 1/4 then add circle on 00:45:858 - will consider but i think this is fine
  • 01:34:267 (1,2,3,4) - 01:48:813 (1,2,3,4) - isn't should be anchor sliders or something else than to put all circles? strings were much stronger than others so ye, u might try increase sv like x1.3 to differentiate the strength - can't anchor such small snaps so i did a triangle shape overall to show the same idea, they're all with that sound so yeah
  • 02:22:336 (2,3) - remove anchor? there's no strong sound kicks in so ye. i'm getting sensitive on slidershapes cuz of earlier parts lo

goodluck uwu


Thanks you two!
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Hey M4M thing,

marigold
00:14:495 (4,1) - i think this is a bit too much in spacing, you have very high spacing and sudden harsh flow change. for the beginning its a bit too high spaced although its strong downbeat
00:15:404 (6,1) - usually you have an at least minimal flow change or a different pattern for a new combo, here 6 and the NC is in the same pattern and in linear flow with isnt that great if you ask me
00:33:813 (1,2) - i dont know why you decided to stack the circle underneath the sliderend, you dont do this anywhere else in the section but you might have an intention here
00:56:427 (1,2,1,2,3) - from players-perspective I have to say that this plays really awkwardly. its really hard to get the 1/8 triple (especially with 300's) and then right after that to get fluently into the 1/3 part. i personally would prefer 1/8 reverse slider instead to do the player a favour
01:08:017 - i dont think here's a sound, not even a very quiet one. you could think that the sound of the previous white tick ends on the follow 1/8 tick 01:07:961 - but im fairly sure the blue 1/4 tick has no sound. unlike 01:15:745 - here because here is a sound
01:48:472 (2,3,4) - if you decide to keep the 1/8 triples i mentioned earlier then this might be missread because while playing you dont notice a difference between the autostack
02:17:904 (3,4) - visual spacing is wrong here, can be missread as 1/4
02:25:631 (1) - i love this slider but you literally never use this white/red anchor combination ever in this difficulty therefore i think this is inappropriate. maybe you can make 00:58:358 (1) - a similar slider to the second kiai beginning then you have it consistent and the beginning of each kiai is unique
02:40:063 (6,1) - this is very hard to hit because of the huge spacing, at previous similar spots you managed to use a slider before the downbeat which was much better imo

insane
00:25:934 (2,1) - this gets missread as 1/4, I'd space it same as 00:26:843 (3,1) - those 2 spots are very (or 100%) similar
00:51:427 (2,3) - maybe do the same spacing thing here as you did on 00:49:267 (1,2) - ? i think both share the same intensity and emphasis
00:57:563 (2,1) - doing a different shape for each is a good idea i think because the 2nd slider is has much slower sv, so maybe make the slow sv slider with a red anchor instead?
01:20:858 (4,5) - maybe space those out a bit because they are stronger than for example 01:19:040 (4,5) - ? would be neat imo
01:26:540 (1,4,5) - i tihnk this overlap is fairly hard to read, especially because you rarely use them and if, then its not that hard overlap.
with all the 1/4 stacking in this section i think 01:40:063 (3,4,1) - is a bit hard to get that its 1/8
01:24:722 (1) - 02:52:449 (2) - same curve would be neat imo

really like this diff very clean

hard
00:25:631 (1,2,3,1) - make same visual spacing here. first gap is much more tiny than second one but same rhythm
00:56:540 (1,2,1,2) - now that i see this i would recommend making 00:26:086 (3,1,3,1) - smaller gap, either way i think its important to have exact same visual spacing here for the 1/3 rhythms
01:21:995 (1,2) - blanket? c:
02:52:904 (1,2,3,4,5,1,2,3,4,5,6,7,1) - im 100% sure a Hard diff player gets overwhelmed here, not only that its a stream and very dense, much more its the amount of objects appearing all at once on the screen because of the low AR. i tihnk introducing into this dense rhythm with reverse slider would do the player a big favour

normal
00:31:995 (5,1) - this is a really harsh angle, i think something like https://puu.sh/y6Mgt/3c1baacfa8.png would be better
00:57:449 (6,1) - kinda similar thing here, i think adding a slight curve to (1) would flow much better and more pleasant
01:18:358 (4) - make this shape a bit clearer so it looks more intended (red anchor more to the right and adjust the curve so the first part of the slider is better visible)
01:25:631 (1) - isnt this offscreen? i dont know but you definetely do i think
02:26:540 (3,4) - blanket :D
02:51:995 (3,1) - maybe stack circle on top of the red anchor for better aesthetic? imo the "90% overlap" of circle and slider looks messy and not intended

easy
01:16:540 (1,2,3) - fix spacing
02:27:904 (4) - slightly offscreen
02:37:449 (3) - i dont know if you care but this heavily overlaps the accuracy bar which looks really bad ingame
02:52:904 (1) - i think a wide angle instead of a sharp angle at the end of the slider is better readable for the player



I hope my mod helped you! tried my best (tried more than my usual mods)
Good Luck :)
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Akitoshi
Akitoshi wrote:
+1 sp

Lasse's Insane


Sakurauchi Riko
Sakurauchi Riko wrote:
Hey M4M thing,

insane
00:25:934 (2,1) - this gets missread as 1/4, I'd space it same as 00:26:843 (3,1) - those 2 spots are very (or 100%) similar 1/3 slider before should be clear enough imo
00:51:427 (2,3) - maybe do the same spacing thing here as you did on 00:49:267 (1,2) - ? i think both share the same intensity and emphasis doesnt matter much and current looks nicer with 00:50:517 (2) -
00:57:563 (2,1) - doing a different shape for each is a good idea i think because the 2nd slider is has much slower sv, so maybe make the slow sv slider with a red anchor instead? would take away from the shape of 00:58:358 (1) -
01:20:858 (4,5) - maybe space those out a bit because they are stronger than for example 01:19:040 (4,5) - ? would be neat imo prefer simplified spacing for this difficulty, it already get a sharper angle
01:26:540 (1,4,5) - i tihnk this overlap is fairly hard to read, especially because you rarely use them and if, then its not that hard overlap. slightly moved stuff
with all the 1/4 stacking in this section i think 01:40:063 (3,4,1) - is a bit hard to get that its 1/8 should be intuititve enough and the slider hitwindow helps a lot
01:24:722 (1) - 02:52:449 (2) - same curve would be neat imo current both fit better with the surrounding objects so changing either is lol

really like this diff very clean


thanks!
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hi !
sorry that im kinda late since i dont notice that you pick my map, also college is getting pretty tough these days :d


Marigold
there's a lot of unsnapped object in the diff, you may check aimod first
00:20:517 (1) - why there's nc here ? i dont think it's needed since you dont do it at 00:18:358 (1,2,3,4) - or 00:16:540 (1,2,3,4) -
00:25:290 (4,5) - tbh this one is pretty hard to read since 5 is stacked and this note hidden by it, try to space it a bit just like you did at 00:20:745 (2,3) - ? like https://osu.ppy.sh/ss/9435830
01:04:722 (1) - tbh this feel more natural and balanced between the spacing if its stacked with 01:05:177 (3) - 's head instead of the tail. since the current placement is a bit edgy compared to the previous circular pattern
01:07:961 - there're guitar sound here, probably doing something like 00:39:892 (4) - might be appropriate
01:26:767 (1,1) - this is really hard xD, potentially sliderbreak tho
02:13:927 (2) - i prefer a 1/2 slider here since the stop feel a bit awkward imo, it has different feeling with 02:15:404 (3,1) - 02:17:222 (4,1) - which feels more natural
02:18:131 (4,1) - swap nc to help readibility ?
02:27:677 (3,4) - well this one was really far for part that dont have anything special like cymbal or anything on the music
03:22:449 (4) - nc here like you usually did 00:27:449 (1,2,3,1,2,3) -


Hard
honestly i think this diff is more like a hyper instead of general hard diff, rhythm is a lot denser and there're so much stream and spaced 1/4 slider here and there despite the star rating which didn't justify the stuff
00:21:653 (7) - try to change this with a note at 00:21:767 - , it's better along with instrument
01:05:631 (1) - just nazi thing but i think you can do better wave here xD
01:07:449 - missing drum hitsound
01:39:495 (5,6) - try 1/2 slider here to simplify the rhythm
02:17:790 - this one deserves emphasizement imo, try to not leave this empty
03:16:198 (7) - unsnapped


Normal
why SL so low ._.
01:02:904 (6,1,2) - is this a spacing error intentional ?, why 01:02:904 (6,1) - is 1/2 and 01:03:813 (1,2) - is 1/4, this one is extremely confusing for new players you know :d, move this 01:03:813 (1) - away from (6)
i kinda disagree with the usage of rhythm like 01:29:267 (4,5) - in the middle part of the song, it's introduced way too late and players might cant adapt into it. the other reason was because visually it's also overlapped like 1/2 rhythm with a bit difference. if you just use something like 01:27:449 (1,2,3) - across the map it's better imo. it's just normal diff man but things way soo complicated compared with easy diff that just spamming 1/1 rhythm everywhere


Easy
00:41:995 (3) - https://osu.ppy.sh/ss/9435914 ?
02:32:904 (1) - also looks kinda cramped imo, try separating the red dots a bit farther
02:54:722 (1) - i think you're missing hitsound here
03:23:358 (4) - try a slider that end to the blue tick ?

good luck !
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Sakurauchi Riko wrote:
Hey M4M thing,

marigold
00:14:495 (4,1) - i think this is a bit too much in spacing, you have very high spacing and sudden harsh flow change. for the beginning its a bit too high spaced although its strong downbeat
00:15:404 (6,1) - usually you have an at least minimal flow change or a different pattern for a new combo, here 6 and the NC is in the same pattern and in linear flow with isnt that great if you ask me
00:33:813 (1,2) - i dont know why you decided to stack the circle underneath the sliderend, you dont do this anywhere else in the section but you might have an intention here - i tried doing a stack and i tried making the slider shorter but nothing really fit as well as the sliderend circle as much as i hate it... x.x I want to emphasize the melody on 3 with movement but since both 2 and 3 are circles i have to stop movement on 2 to accomplish that
00:56:427 (1,2,1,2,3) - from players-perspective I have to say that this plays really awkwardly. its really hard to get the 1/8 triple (especially with 300's) and then right after that to get fluently into the 1/3 part. i personally would prefer 1/8 reverse slider instead to do the player a favour - it was kind of intended to be this way, I realize it's a bit awkward but once you get the hang of it it actually plays fine so yeah.. i would like to keep this since i built most of the map around it lol
01:08:017 - i dont think here's a sound, not even a very quiet one. you could think that the sound of the previous white tick ends on the follow 1/8 tick 01:07:961 - but im fairly sure the blue 1/4 tick has no sound. unlike 01:15:745 - here because here is a sound - there's definitely a guitar playing there
01:48:472 (2,3,4) - if you decide to keep the 1/8 triples i mentioned earlier then this might be missread because while playing you dont notice a difference between the autostack - the lack of nc + ar should be enough and nobody misread this so far
02:17:904 (3,4) - visual spacing is wrong here, can be missread as 1/4
02:25:631 (1) - i love this slider but you literally never use this white/red anchor combination ever in this difficulty therefore i think this is inappropriate. maybe you can make 00:58:358 (1) - a similar slider to the second kiai beginning then you have it consistent and the beginning of each kiai is unique
02:40:063 (6,1) - this is very hard to hit because of the huge spacing, at previous similar spots you managed to use a slider before the downbeat which was much better imo - spaced 6 a bit more to make it smoother but this really isn't that hard to hit and the difference in guitar rhythm made me use this instead so yeah

hard
00:25:631 (1,2,3,1) - make same visual spacing here. first gap is much more tiny than second one but same rhythm
00:56:540 (1,2,1,2) - now that i see this i would recommend making 00:26:086 (3,1,3,1) - smaller gap, either way i think its important to have exact same visual spacing here for the 1/3 rhythms
01:21:995 (1,2) - blanket? c: - not intended
02:52:904 (1,2,3,4,5,1,2,3,4,5,6,7,1) - im 100% sure a Hard diff player gets overwhelmed here, not only that its a stream and very dense, much more its the amount of objects appearing all at once on the screen because of the low AR. i tihnk introducing into this dense rhythm with reverse slider would do the player a big favour

normal
00:31:995 (5,1) - this is a really harsh angle, i think something like https://puu.sh/y6Mgt/3c1baacfa8.png would be better - isn't that bad for a normal imo
00:57:449 (6,1) - kinda similar thing here, i think adding a slight curve to (1) would flow much better and more pleasant - again i don't think flow in normals really matters unless circles are involved, this really doesn't seem that bad
01:18:358 (4) - make this shape a bit clearer so it looks more intended (red anchor more to the right and adjust the curve so the first part of the slider is better visible)
01:25:631 (1) - isnt this offscreen? i dont know but you definetely do i think
02:26:540 (3,4) - blanket :D
02:51:995 (3,1) - maybe stack circle on top of the red anchor for better aesthetic? imo the "90% overlap" of circle and slider looks messy and not intended

easy
01:16:540 (1,2,3) - fix spacing
02:27:904 (4) - slightly offscreen
02:37:449 (3) - i dont know if you care but this heavily overlaps the accuracy bar which looks really bad ingame - we don't care about acc bars much xD
02:52:904 (1) - i think a wide angle instead of a sharp angle at the end of the slider is better readable for the player



I hope my mod helped you! tried my best (tried more than my usual mods)
Good Luck :)


Momochikun wrote:
hi !
sorry that im kinda late since i dont notice that you pick my map, also college is getting pretty tough these days :d


Marigold
there's a lot of unsnapped object in the diff, you may check aimod first
00:20:517 (1) - why there's nc here ? i dont think it's needed since you dont do it at 00:18:358 (1,2,3,4) - or 00:16:540 (1,2,3,4) - higher bass note here that i wanted to emphasize with an nc as well as the coming rhythm variation
00:25:290 (4,5) - tbh this one is pretty hard to read since 5 is stacked and this note hidden by it, try to space it a bit just like you did at 00:20:745 (2,3) - ? like https://osu.ppy.sh/ss/9435830
01:04:722 (1) - tbh this feel more natural and balanced between the spacing if its stacked with 01:05:177 (3) - 's head instead of the tail. since the current placement is a bit edgy compared to the previous circular pattern
01:07:961 - there're guitar sound here, probably doing something like 00:39:892 (4) - might be appropriate - would be too weird to play, so i'll simplify it
01:26:767 (1,1) - this is really hard xD, potentially sliderbreak tho - forgot to buffer ree
02:13:927 (2) - i prefer a 1/2 slider here since the stop feel a bit awkward imo, it has different feeling with 02:15:404 (3,1) - 02:17:222 (4,1) - which feels more natural - i like the stop more since it fits with the sharp staccato of the melody here
02:18:131 (4,1) - swap nc to help readibility ? - fixed another way
02:27:677 (3,4) - well this one was really far for part that dont have anything special like cymbal or anything on the music
03:22:449 (4) - nc here like you usually did 00:27:449 (1,2,3,1,2,3) -


Hard
honestly i think this diff is more like a hyper instead of general hard diff, rhythm is a lot denser and there're so much stream and spaced 1/4 slider here and there despite the star rating which didn't justify the stuff
00:21:653 (7) - try to change this with a note at 00:21:767 - , it's better along with instrument
01:05:631 (1) - just nazi thing but i think you can do better wave here xD
01:07:449 - missing drum hitsound
01:39:495 (5,6) - try 1/2 slider here to simplify the rhythm - doesn't fit the rhythm but i did a different simplification that i think works fine
02:17:790 - this one deserves emphasizement imo, try to not leave this empty
03:16:198 (7) - unsnapped


Normal
why SL so low ._.
01:02:904 (6,1,2) - is this a spacing error intentional ?, why 01:02:904 (6,1) - is 1/2 and 01:03:813 (1,2) - is 1/4, this one is extremely confusing for new players you know :d, move this 01:03:813 (1) - away from (6)
i kinda disagree with the usage of rhythm like 01:29:267 (4,5) - in the middle part of the song, it's introduced way too late and players might cant adapt into it. the other reason was because visually it's also overlapped like 1/2 rhythm with a bit difference. if you just use something like 01:27:449 (1,2,3) - across the map it's better imo. it's just normal diff man but things way soo complicated compared with easy diff that just spamming 1/1 rhythm everywhere - that's kinda why i had the easy diff because this wouldn't be okay as a lowest diff lol. the rhythm introduced at the bass part is the only place it's appropriate to use that rhythm anyways but i did use 3/4 sliders like that already for 01:22:904 (3,4) - and so on so it's basically the same thing


Easy
00:41:995 (3) - https://osu.ppy.sh/ss/9435914 ? - sound at where the bump is :?
02:32:904 (1) - also looks kinda cramped imo, try separating the red dots a bit farther - intentional
02:54:722 (1) - i think you're missing hitsound here
03:23:358 (4) - try a slider that end to the blue tick ?

good luck !


Thanks guys.~

I know the Hard and Normal are slightly more difficult but worst case scenario I just rename diffs to Normal Advanced and Hyper lol. I think they fit in the context of the song at least.
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That's definitely a big seagull, alright.


Marigold
More of a general issue, but the spaced 1/4 in the kiais just seem incoherently spaced overall. An example is how large the spacing is to kicks at 01:00:517 (2,3) - compared to your spacing to the more prominent guitar on 00:59:722 (3,4) -. In terms of angles, there doesn't seem to be a pattern to when you're
using sharper angles or wider angles for the same instrument such as 01:10:177 (1,2,3) - 01:06:767 (2,3,4) - 01:07:449 (1,2,3) - .To fix this you'd need to figure out some concept for the 1/4 jumps within the same instrument.
00:12:790 (1,2,1,2) - Since you map the 1/3 actively later, I think it'd be better if you used a rhythm like this for setup purposes, since the repeats this early on give the wrong impression due to the intensity of the drums here.
00:13:927 (1,2,3) - This rhythm ends up out of place since you had a drum focus in the previous measure, and for some reason you end up having the strongest drums on passive beats. Try a rhythm like this instead.
00:14:722 (1,2) - I think changing this into a 1/4 slider would fit the strong held sound on 1, which works better than having 2 as a circle since right now you're giving 00:15:063 (4) - too much emphasis with this stack and taking away emphasis from 00:14:949 (3) - which is quite an important melody beat.
00:21:086 (1,2,3,4) - This rhythm doesn't seem to prioritize any sort of drums or melody, while you pretty much had a melody focus in the rest of the section before this.
00:20:404 (3,1) - It's alright to introduce 1/4 jumps in this measure, but this one feels awkward since the melody beat in this section is on 3 as opposed to 1. I recommend having the jump and NC to 3 as opposed to 1.
00:20:858 (3,1) - I don't think this cursor movement works very well given how strong 1 is, so I recommend increasing the spacing to 1.
00:21:086 (1,2,3,4) - Not sure what you were going for with this rhythm, since the drums are only strong on 1,3 and you had a melody focus for the entire section before this. Try something like this.
00:25:631 (1,2,3,1,2,3,1,2,3,1,2,3,1) - Several things can be improved here: The 1/3 placements feel unintuitive since you have direction changes to weaker beats, and the 1/4 on 00:26:086 (1,2,3) - introduce more awkward rhythm transitioning than necessary, since you're focusing on the drums. To fix the first one, I recommend a placement along these lines to remove the direction changes, and to handle the rhythm, I recommend you to change 00:26:086 (1,2,3) - into a 1/4 repeat + circle to give the player a break from the 1/3 drums.
00:28:358 (1,2,1,2) - In skyshards there was a similar drum pattern where you placed jumps here to emphasize the drum and melody transitions, and I recommend you do the same here, since it feels awkward to only emphasize the drums when you have focused the 3/4 melody up to this point.
00:29:267 (1,2,3,4,5,1) - It's awkward that you decide to ignore the more complex percussion backing in this section, since although the kicks are on all of the white ticks, the drums on 00:29:495 - 00:30:063 - 00:30:404 - are being either blended together in triples or passively represented. The reason this ends up problematic is because you chose to focus these types of drums earlier on when they were 1/3 and 1/4, but here you're not really giving them any sort of recognition, which hurts the overall structure of your map. One way you could try to fix this is by changing 1,2 into a circle + 1/4 slider separated by a 1/2 gap, and 5,1 into a 1/4 slider + circle separated by a 1/2 gap.
00:33:813 (1,2) - This slider end stack creates an unnecessary pace drop that just makes for awkward movement without actually emphasizing a change in the song. I recommend using your typical 1/4 spacing here instead.
00:36:086 (3,4) - I think you should stick to your 1/4 DS here like you did at 00:32:677 (3,4,1) - to fit the guitar more appropriately.
00:59:040 (4,1) - I recommend circle + 1/4 slider + circle here instead to better fit the guitar, since you seemed to want to do that based off of what you did for 00:58:358 (1) -.
01:01:086 (1,2) - 01:08:358 (1,2) - Circles placed this closely to the slider bodies of the previous slider create large pace drops since the player abuses slider leniency to hit the circle early, and this is particularly problematic since you do this right before large 1/4 jumps.
01:07:961 - Skipping the yellow tick guitar makes me sad due to how prominent it is in this section. I recommend starting a 1/4 slider here and deleting 01:08:017 (4) - or just adding a circle here for a 1/8 triple.
01:39:381 (2,3,4) - The rest of the section suggests that this should actually be a back and forth of sorts, so I recommend doing that instead.

Most issues repeat, I think I'll stop here. Good luck!
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Halfslashed wrote:
That's definitely a big seagull, alright.


Marigold
More of a general issue, but the spaced 1/4 in the kiais just seem incoherently spaced overall. An example is how large the spacing is to kicks at 01:00:517 (2,3) - compared to your spacing to the more prominent guitar on 00:59:722 (3,4) -. In terms of angles, there doesn't seem to be a pattern to when you're
using sharper angles or wider angles for the same instrument such as 01:10:177 (1,2,3) - 01:06:767 (2,3,4) - 01:07:449 (1,2,3) - .To fix this you'd need to figure out some concept for the 1/4 jumps within the same instrument. - ended up emphasizing snares where i could
00:12:790 (1,2,1,2) - Since you map the 1/3 actively later, I think it'd be better if you used a rhythm like this for setup purposes, since the repeats this early on give the wrong impression due to the intensity of the drums here. - gonna do some adjustments to this and other areas
00:13:927 (1,2,3) - This rhythm ends up out of place since you had a drum focus in the previous measure, and for some reason you end up having the strongest drums on passive beats. Try a rhythm like this instead. - because that rhythm sucks to emphasize the bass to the fullest, which is the main "interesting instrument" in the song. I mostly ignore drums in favor of bass anyways cuz screw drums, passively mapping them is as far as i'll go
00:14:722 (1,2) - I think changing this into a 1/4 slider would fit the strong held sound on 1, which works better than having 2 as a circle since right now you're giving 00:15:063 (4) - too much emphasis with this stack and taking away emphasis from 00:14:949 (3) - which is quite an important melody beat. - i'm not following the melody or the drums here, it's all put on the slap bass in the back. That emphasis is intentional because spacing into stacked stream already gives the 1 a lot of emphasis
00:21:086 (1,2,3,4) - This rhythm doesn't seem to prioritize any sort of drums or melody, while you pretty much had a melody focus in the rest of the section before this. - again, it's to the bass, while faint it does play that rhythm
00:20:404 (3,1) - It's alright to introduce 1/4 jumps in this measure, but this one feels awkward since the melody beat in this section is on 3 as opposed to 1. I recommend having the jump and NC to 3 as opposed to 1. - A g a i n I m M a p p i n g W i t h F o c u s O n T h e B a s s
00:20:858 (3,1) - I don't think this cursor movement works very well given how strong 1 is, so I recommend increasing the spacing to 1. - did
00:21:086 (1,2,3,4) - Not sure what you were going for with this rhythm, since the drums are only strong on 1,3 and you had a melody focus for the entire section before this. Try something like this. - no i did not, i think you completely misunderstand what im going for
00:25:631 (1,2,3,1,2,3,1,2,3,1,2,3,1) - Several things can be improved here: The 1/3 placements feel unintuitive since you have direction changes to weaker beats, and the 1/4 on 00:26:086 (1,2,3) - introduce more awkward rhythm transitioning than necessary, since you're focusing on the drums. To fix the first one, I recommend a placement along these lines to remove the direction changes, and to handle the rhythm, I recommend you to change 00:26:086 (1,2,3) - into a 1/4 repeat + circle to give the player a break from the 1/3 drums. - the stack there and nc should be enough to handle the switch to 1/4, i don't think it's really that hard to see coming. the only jumps spaced this highly and nc'd in this manner are 1/3 so it should be fairly obvious when they happen later in the map, I did however do something about the 1/3 direction change thing
00:28:358 (1,2,1,2) - In skyshards there was a similar drum pattern where you placed jumps here to emphasize the drum and melody transitions, and I recommend you do the same here, since it feels awkward to only emphasize the drums when you have focused the 3/4 melody up to this point. - did something edgier
00:29:267 (1,2,3,4,5,1) - It's awkward that you decide to ignore the more complex percussion backing in this section, since although the kicks are on all of the white ticks, the drums on 00:29:495 - 00:30:063 - 00:30:404 - are being either blended together in triples or passively represented. The reason this ends up problematic is because you chose to focus these types of drums earlier on when they were 1/3 and 1/4, but here you're not really giving them any sort of recognition, which hurts the overall structure of your map. One way you could try to fix this is by changing 1,2 into a circle + 1/4 slider separated by a 1/2 gap, and 5,1 into a 1/4 slider + circle separated by a 1/2 gap. - im not focusing on those drums in the presence of the melody which takes over from here, that's why they get put on passive beats. this not only happens here but in the beginning, and in the kiai, and in the bass part... everywhere. this actually is the most consistent thing in the entire map in that i don't focus on the drums where they don't blatantly take over in 1/3 i adjusted some where there was no melody but the stuff at the beginning you mention is intentional
00:33:813 (1,2) - This slider end stack creates an unnecessary pace drop that just makes for awkward movement without actually emphasizing a change in the song. I recommend using your typical 1/4 spacing here instead. - yeah decided to just stack
00:36:086 (3,4) - I think you should stick to your 1/4 DS here like you did at 00:32:677 (3,4,1) - to fit the guitar more appropriately. - ye
00:59:040 (4,1) - I recommend circle + 1/4 slider + circle here instead to better fit the guitar, since you seemed to want to do that based off of what you did for 00:58:358 (1) -.
01:01:086 (1,2) - 01:08:358 (1,2) - Circles placed this closely to the slider bodies of the previous slider create large pace drops since the player abuses slider leniency to hit the circle early, and this is particularly problematic since you do this right before large 1/4 jumps. - yeah did something about these
01:07:961 - Skipping the yellow tick guitar makes me sad due to how prominent it is in this section. I recommend starting a 1/4 slider here and deleting 01:08:017 (4) - or just adding a circle here for a 1/8 triple. - that'd death the guitar in both cases esp. with the 1/8 triple cuz the recovery time after that is way too low, it's already being pushed with the 1/8 into 1/3 parts i'd rather not go more than that. did a 1/8 reverse for now until i think of something better
01:39:381 (2,3,4) - The rest of the section suggests that this should actually be a back and forth of sorts, so I recommend doing that instead. - there's a distinctly different sound to the bass here, it's more muted than others so i stopped movement instead of encouraged it

Most issues repeat, I think I'll stop here. Good luck!


The valid stuff that repeated I fixed, but the rest I think you misunderstood. I'm focusing on bass > melody > drums in that order. If either one is present on top of the other that gets mapped and the rest is passive. That's why for the most part drums get ignored unless they clearly stand out when in 1/3 and those specific bongos on 1/4. I adjusted a couple of parts but the main idea of focusing melody over drums still stands.

Thanks for the mod!
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Metadata http://toykasket.net/SunFlowers/

General
Add some silent soft-sliderslides, quite noticeable on lower diffs.
03:24:154 (1) - Should be snapped to ⅙, applies to top 3 diffs

Marigold
02:52:449 (1) - Why not map the active ⅛ like 01:25:177 (1,2) -
03:09:608 (4) - Why did the triangle sliders like 01:43:472 (4) - stop? You're following bass normally but the unique slider shapes aren't really emphasising it Like last time.

Hard
02:23:358 (4,1) - Spacing error
02:53:131 (3,1) - Sound starts on the next red tick, would follow sounds clearer if 3 had four repeats + 1 was moved forward ¼ to the red tick.

Normal
02:35:858 (7) - There are no 1/1 gaps in rhythm for the rest of kiai, add some.
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mh 1/8 actually sounds really nice to me for 03:24:154 -
though if mir changes it I'll adjust too (actually just change it for me in that case lol)
also why is every green line 100% :thinking:
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Sinnoh wrote:
Metadata http://toykasket.net/SunFlowers/

General
Add some silent soft-sliderslides, quite noticeable on lower diffs. - ye, did.
03:24:154 (1) - Should be snapped to ⅙, applies to top 3 diffs - apparently this is 1/6 so fixing for lasse too

Marigold
02:52:449 (1) - Why not map the active ⅛ like 01:25:177 (1,2) - active 1/8 into 1/4 :thinking: seems like too much for how i mapped this
03:09:608 (4) - Why did the triangle sliders like 01:43:472 (4) - stop? You're following bass normally but the unique slider shapes aren't really emphasising it Like last time. - last time the entire section was dedicated to that bass and there was a completely different emphasis and rhythm on it. This is just the outro and i didn't emphasize it in the intro either so I think this is fine (?)

Hard
02:23:358 (4,1) - Spacing error - fix
02:53:131 (3,1) - Sound starts on the next red tick, would follow sounds clearer if 3 had four repeats + 1 was moved forward ¼ to the red tick. - guitar is on blue but i made this part easier anyways since it seems a bit much

Normal
02:35:858 (7) - There are no 1/1 gaps in rhythm for the rest of kiai, add some. - added some more in the later bits since they kinda disappear


Thanks Sinnoh!
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Could add a spinner at the opening or ending since there's currently none

02:37:449 (3) - Offscreen on easy
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Sinnoh wrote:
Could add a spinner at the opening or ending since there's currently none - dont think a spinner fits in the song tbh

02:37:449 (3) - Offscreen on easy


BUT IS IT REALLY OFFSCREEN Image

moved up a bit xd
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