forum

DJ YOSHITAKA - Evans [CatchTheBeat|Osu|Taiko]

posted
Total Posts
10
Topic Starter
ZHSteven
This beatmap was submitted using in-game submission on 2012年2月12日 at 15:03:25

Artist: DJ YOSHITAKA
Title: Evans
Source: jubeat
BPM: 185
Filesize: 3678kb
Play Time: 01:42
Difficulties Available:
  1. Catch the Beat (5 stars, 419 notes)
  2. Catch the Jubeat (4.89 stars, 71 notes)
  3. OSU! standard (5 stars, 28 notes)
  4. taiko (5 stars, 681 notes)
Download: DJ YOSHITAKA - Evans
Information: Scores/Beatmap Listing
---------------
My last beatmap for osu!.
Evans is my favourite song in jubeat.
I am planning to map 3 mode.
taiko 100% (difficult:slightly below 10☆)
osu! 0%
CTB 100%
taiko finished. It is the first time I map a taiko diff, so I need a huge number of suggestions and guides~~~ thank you~
Daiguren
那个tags.里的东西是怎么回事 =,=


Your message is too short.
Topic Starter
ZHSteven

Daigurenhyourinmaru wrote:

那个tags.里的东西是怎么回事 =,=


Your message is too short.
forget it ...fixed
Drafura
[Catch the Beat]
Take in consideration that I try to improve guidelines. And this is only suggestions/ideas to apply in your entire map and next maps.

About actual guidelines :
Burai sliders. I don't like them but since the actual guidelines seems to approve them i think you should lower the volume of the double beats in order to equalize to the volume of the other hitsounds. And btw you need hitsounds on the diff ^^'
------------------------------------------
Too many new combos in some patterns : Take in consideration that fruits are jumping from the ryuuta each combo end and this could be anoying/distrating for some players, especially when there's patterns where you have to be very accurate.
------------------------------------------
I wanted to clarify something about the SSable/FCable point... I don't feel like a pro at ctb but 60+ miss under 660 combos is a bit huge. But i understand that is a divergence of point of view so i'll explain what could be improved. However for me this isn't SSable.

What I suggest :
First of all : Hitsounds ! They are the only way in ctb to know if you catch the object without looking combo or the bottom of the screen.
------------------------------------------
Go AR9, with this bpm the map is just unreadable with AR8.
------------------------------------------
Please add some 'easy' parts on it :
Spacing, the dash use is way too present in the diff. You have to alternate easy / hard jumps, for example start a pattern with easy jumps and then at the end of the pattern or when the song suggest it add here your" combo break jump". I mean your "combo break jumps" are too many in there and not all well thinked. i'll not list here all those jump it can takes me like 5-6 hours of testing to find them all so please refer to musical/common sense to fix these.
Just an example : Here 00:24:805 (1,1) - move the second slider a bit to the left. If you look at the timeline you make a greater jump for a 1/4 tick than your slider move wich is 1/2 tick lengh. I mean this is not incorrect to do that but you do it on 75% on the map the result is : the player never stop dashing and it's not fun at all... Use jumps to make the player have fun with the dash button.
------------------------------------------
Readability, this is something wonderfull wich can allowed you to put a jump likely where you want i'm gonna show you some patterns wich have to be more readable in order to let the player enjoy completly them without random miss each 2 combos :

00:14:751 (2,3,4,5,1,2) - you start with two double backing sliders the pattern then you suddenly change for another kind of pattern. I ear the crash on the song but you suddenly change the gameplay of the pattern with 00:15:399 (4,5) - just before the crash. What i suggest is to make 00:15:399 (4,5) - another double baking then hyperdash 00:15:724 (1,2) - (only the 1 but the 2 could be too this fit with the song too).

00:45:075 (3) - kind of too much just before the stream

01:36:561 (4) - put it in the middle of 01:36:237 (2,3) -

01:36:967 (5,6,7) - For me these are double backing sliders and i don't approve this until it's 1/4, so unreadable. Use only circles and don't put a so huge spacing for this stream.

01:41:508 (1,2,4,3,5,6,7,8,9,1) - Looks like a spinner...
------------------------------------------
SSability :
00:19:616 (1,2,3) - i think this is too much you don't need to go so far to make a player press the left/right key in a slider. This one is way better 01:22:372 (2) -

00:51:886 (2) - Last droplet isn't justified by the song and it's really annoying in term of playability.
------------------------------------------
Conculsion : If you can make this map more readable i'll remod it and give an opinion about your jumps difficulty.
Topic Starter
ZHSteven

Drafura wrote:

[Catch the Beat]
Take in consideration that I try to improve guidelines. And this is only suggestions/ideas to apply in your entire map and next maps.

About actual guidelines :
Burai sliders. I don't like them but since the actual guidelines seems to approve them i think you should lower the volume of the double beats in order to equalize to the volume of the other hitsounds. And btw you need hitsounds on the diff ^^'

actually about all these sliders, the overlapping notes is what I want to make it sounds louder. anyway, I will check it out to see if any of it needs to be lower down the volume.
------------------------------------------
Too many new combos in some patterns : Take in consideration that fruits are jumping from the ryuuta each combo end and this could be anoying/distrating for some players, especially when there's patterns where you have to be very accurate.
Ok this point I will consider it. What I want to do is, making new combos each of the phrases end. But there is a special case: if there is a short reverse slider, the fruit will probably overflow from the plate. So we must not make long time short reverse siider.
I think this problem need to add into the guideline.

------------------------------------------
I wanted to clarify something about the SSable/FCable point... I don't feel like a pro at ctb but 60+ miss under 660 combos is a bit huge. But i understand that is a divergence of point of view so i'll explain what could be improved. However for me this isn't SSable.

I know when 1st or 2nd play for this map, it looks like very annoying.. but after 3rd try, I think it will be better.
But, yes. there is still some part very hard to catch them all. I will give it to some of my friends for testing in order to have further fix.


What I suggest :
First of all : Hitsounds ! They are the only way in ctb to know if you catch the object without looking combo or the bottom of the screen.
forgiven me..I am noob at hitsound..But I will try my best.
------------------------------------------

Go AR9, with this bpm the map is just unreadable with AR8.
For this map, I still want to use AR8. for AR9 it is so hard to place max jumps.
I want to make maps that challenging players' jumping skill, rather than hyper-dash.

------------------------------------------
Please add some 'easy' parts on it :
Spacing, the dash use is way too present in the diff. You have to alternate easy / hard jumps, for example start a pattern with easy jumps and then at the end of the pattern or when the song suggest it add here your" combo break jump". I mean your "combo break jumps" are too many in there and not all well thinked. i'll not list here all those jump it can takes me like 5-6 hours of testing to find them all so please refer to musical/common sense to fix these.
I think I know which part you are talking about. now trying to find them and fixing....

Just an example : Here 00:24:805 (1,1) - move the second slider a bit to the left. If you look at the timeline you make a greater jump for a 1/4 tick than your slider move wich is 1/2 tick lengh. I mean this is not incorrect to do that but you do it on 75% on the map the result is : the player never stop dashing and it's not fun at all... Use jumps to make the player have fun with the dash button.
------------------------------------------
Readability, this is something wonderfull wich can allowed you to put a jump likely where you want i'm gonna show you some patterns wich have to be more readable in order to let the player enjoy completly them without random miss each 2 combos :

00:14:751 (2,3,4,5,1,2) - you start with two double backing sliders the pattern then you suddenly change for another kind of pattern. I ear the crash on the song but you suddenly change the gameplay of the pattern with 00:15:399 (4,5) - just before the crash. What i suggest is to make 00:15:399 (4,5) - another double baking then hyperdash 00:15:724 (1,2) - (only the 1 but the 2 could be too this fit with the song too).
This part is want I want to make an increasing jump, which I use it in deltamax and performing well. I will rebuild it to make it looks better. thanks.

00:45:075 (3) - kind of too much just before the stream
this point I think I will not change...lets see other people's opinion

01:36:561 (4) - put it in the middle of 01:36:237 (2,3) -
remap this part.

01:36:967 (5,6,7) - For me these are double backing sliders and i don't approve this until it's 1/4, so unreadable. Use only circles and don't put a so huge spacing for this stream.

01:41:508 (1,2,4,3,5,6,7,8,9,1) - Looks like a spinner...
Makes it streaming~
------------------------------------------
SSability :
00:19:616 (1,2,3) - i think this is too much you don't need to go so far to make a player press the left/right key in a slider. This one is way better 01:22:372 (2) -
fixed.
00:51:886 (2) - Last droplet isn't justified by the song and it's really annoying in term of playability.
remains...
------------------------------------------
Conculsion : If you can make this map more readable i'll remod it and give an opinion about your jumps difficulty.
thx for modding.
Edit: file uploaded.
Deif
Catch the Beat:

General:

Hitsounds: They're too soft in the stronger parts of the song. I felt a lack of N-Finishes in some notes as 00:02:913 (1 - beginning), 00:03:399 (2 - beginning and end), 00:04:048 (1),...

New Combo: Try to apply them in every new stanza of the map, like in 00:14:426 (1,2,3,4,5,1,2,3,4,5,6,7). There's now sort of a NC spam in some parts (e.g. 00:24:805 (1,1,1,1)).

Rankable issues:

Auto = SS?: Yes
Unreachable/Border-reachable spots: While testing, I couldn't FC these notes 01:42:075 (5,6,7,8). (7) is the problem, because it's in a situation where there's a big distance w/o hyperdash, almost unreachable after catching (6). So you'll have to put (7) closer to (6), or even further to make (6) hyperdashed.

Gameplay:

AR9 is suggested to read properly some of these patterns. Anyway, your preferred AR is 8, so it's up to you.

00:14:751 (2,3,4) - I suggest reducing the distance between them, because if you catch properly (2) and (3), (4) is kinda tricky to get.
00:22:372 (1) - Please extend this spinner until 00:24:481.
00:24:805 (1,1,1) / 00:26:102 (1,1,1) - Uhh... this is the kind of pattern that makes this diff hard to read. I strongly recommend using such a big distance only in some of them, not constantly. Or you can reduce a bit the distance as well... it's easy to fail in Kiai#1, where there are some of that sliders consecutive.
00:48:156 (1,2,3) - This is the kind of stuff that a Standard difficulty can't have. I'm ok with that pattern as long as the end of a slider is perfectly stacked with the beginning of the next one (Distance between them = 0x).
00:49:453 (1,2,3) - ^
00:57:237 (1,2,3,4,1,2,3,4,5,1,2,1,2,1,1,2) - This pattern is REALLY hard to FC.
00:59:021 (1) - Start it in 00:58:697 and end it in 00:59:508.
01:06:156 (5,1) - Please, stack them properly.
01:16:535 (5,1) - ^
01:07:778 (2,3,4) - This is the typical annoying pattern generated by HR. Would you mind placing (3) between (2) and (4)?
01:36:237 (2,3,4) - Hard to FC, put (3) not so far from the other notes.

EDIT: By the way, your mp3 file bitrate is 242 kbps. You'll need to find another one from 128 to 192 kbps, which is the rankable song quality.
Topic Starter
ZHSteven

Deif wrote:

Catch the Beat:

General:

Hitsounds: They're too soft in the stronger parts of the song. I felt a lack of N-Finishes in some notes as 00:02:913 (1 - beginning), 00:03:399 (2 - beginning and end), 00:04:048 (1),...
TAT fix some, but still no idea about N-hitsound...
New Combo: Try to apply them in every new stanza of the map, like in 00:14:426 (1,2,3,4,5,1,2,3,4,5,6,7). There's now sort of a NC spam in some parts (e.g. 00:24:805 (1,1,1,1)).
14426part i will make it. but for NC spaming part, I use it to prevent the fruit overflow the plate
Rankable issues:

Auto = SS?: Yes
Unreachable/Border-reachable spots: While testing, I couldn't FC these notes 01:42:075 (5,6,7,8). (7) is the problem, because it's in a situation where there's a big distance w/o hyperdash, almost unreachable after catching (6). So you'll have to put (7) closer to (6), or even further to make (6) hyperdashed.

Gameplay:

AR9 is suggested to read properly some of these patterns. Anyway, your preferred AR is 8, so it's up to you.
Change to AR9 already= =
00:14:751 (2,3,4) - I suggest reducing the distance between them, because if you catch properly (2) and (3), (4) is kinda tricky to get.
Actually that is what I want..
00:22:372 (1) - Please extend this spinner until 00:24:481.
fixed
00:24:805 (1,1,1) / 00:26:102 (1,1,1) - Uhh... this is the kind of pattern that makes this diff hard to read. I strongly recommend using such a big distance only in some of them, not constantly. Or you can reduce a bit the distance as well... it's easy to fail in Kiai#1, where there are some of that sliders consecutive.
using AR9 will be better for it. Now I can see Drafura fced that part.
00:48:156 (1,2,3) - This is the kind of stuff that a Standard difficulty can't have. I'm ok with that pattern as long as the end of a slider is perfectly stacked with the beginning of the next one (Distance between them = 0x).
XD
00:49:453 (1,2,3) - ^
00:57:237 (1,2,3,4,1,2,3,4,5,1,2,1,2,1,1,2) - This pattern is REALLY hard to FC.
00:59:021 (1) - Start it in 00:58:697 and end it in 00:59:508.
fixed
01:06:156 (5,1) - Please, stack them properly.
01:16:535 (5,1) - ^
fixed
01:07:778 (2,3,4) - This is the typical annoying pattern generated by HR. Would you mind placing (3) between (2) and (4)?
01:36:237 (2,3,4) - Hard to FC, put (3) not so far from the other notes.
remaped
EDIT: By the way, your mp3 file bitrate is 242 kbps. You'll need to find another one from 128 to 192 kbps, which is the rankable song quality.Ok, I will convert it into 192 when I get time.
Drafura
Recheck for [Catch the beat]

00:14:426 (1) - 1 tick less
00:16:981 (1) - Start on yellow tick..... Put it on the white tick and finish on the blue one
00:43:940 (6,7) - I'll use the same spacing as in : 00:43:616 (3,4) -
00:55:940 (1,2,3,4,1,2,3,4) - I really don't like it, the 2 last before hyperdash should have same spacing of those just before or be hyperdashed.
01:37:453 (1) - I'll reverse it (ctrl-R) then put it on the same horizontal position of : 01:37:129 (6) - (the start of the slider) And maybe reverse : 01:37:778 (2) - to don't break the next pattern.
01:42:318 (9) - Really hard to reach there... for the end pattern many people will cry for not Fcing cause of this one. 2 way to solve the problem : make the end easier OR make the start easier cause with this tricky start of stream it's hard to get the good timing to reach the last notes without misses.

Overall : I understand you mapped this to challenge jump skill but i'll suggest you to make them softer jumps in parts like this 01:10:210 (1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,1,2,3,4,5,6) - i mean, lower the jump difficulty when you make patterns between jumps wich requires a lot of precision.

Oh and do not feed this post with kudos, it's a completion of my first mod.
Deif
The stacked sliders like 00:48:156 (1,2,3), 00:49:453 (1,2,3),... have been rejected as rankable patterns, due to 2 notes existing in the same milisecond (ms). This is because:

Rules wrote:

No two hitobjects on the same tick. This includes hit circles, starts and ends of sliders, and starts and ends of spinners. Although this may be possible to accomplish while playing, it defeats the purpose of following the rhythm of the song.
As it's in the official rules, this fact can't be bend for CTB mapping.

(Don't kudosu this post)
Topic Starter
ZHSteven

Drafura wrote:

Recheck for [Catch the beat]

00:14:426 (1) - 1 tick less
move 1 more towards right.
00:16:981 (1) - Start on yellow tick..... Put it on the white tick and finish on the blue one
fixed
00:43:940 (6,7) - I'll use the same spacing as in : 00:43:616 (3,4) -
fixed.
00:55:940 (1,2,3,4,1,2,3,4) - I really don't like it, the 2 last before hyperdash should have same spacing of those just before or be hyperdashed.
reduce the last hyper, but not stacked.
01:37:453 (1) - I'll reverse it (ctrl-R) then put it on the same horizontal position of : 01:37:129 (6) - (the start of the slider) And maybe reverse : 01:37:778 (2) - to don't break the next pattern.
you are right. I get what you mean. remap this part a bit.
01:42:318 (9) - Really hard to reach there... for the end pattern many people will cry for not Fcing cause of this one. 2 way to solve the problem : make the end easier OR make the start easier cause with this tricky start of stream it's hard to get the good timing to reach the last notes without misses.
1 diff should have 1 extreme point right? I check it already it is not a bug jump.
anyway, I will wait others response.

Overall : I understand you mapped this to challenge jump skill but i'll suggest you to make them softer jumps in parts like this 01:10:210 (1,2,3,4,5,6,7,8,9,10,1,2,3,4,5,1,2,3,4,5,6) - i mean, lower the jump difficulty when you make patterns between jumps wich requires a lot of precision.
= =sorry I will leave it..
Oh and do not feed this post with kudos, it's a completion of my first mod.

Deif wrote:

The stacked sliders like 00:48:156 (1,2,3), 00:49:453 (1,2,3),... have been rejected as rankable patterns, due to 2 notes existing in the same milisecond (ms). This is because:

Rules wrote:

No two hitobjects on the same tick. This includes hit circles, starts and ends of sliders, and starts and ends of spinners. Although this may be possible to accomplish while playing, it defeats the purpose of following the rhythm of the song.
As it's in the official rules, this fact can't be bend for CTB mapping.

Understand about that.
This stacked slider I will leave it until 1 day CTB diff is rankable.

(Don't kudosu this post)
BanchoBot
This modding thread has been migrated to the new "modding discussions" system. Please make sure to re-post any existing (and unresolved) efforts to the new system as required.
Please sign in to reply.

New reply