mapped by Jakkubon
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This beatmap wasn't updated since 29 November 2020 so it was graveyarded...
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00:01:967 (1,1) - this flow is awkward, I would place this on the left side instead at ~x:89 to make a bigger movement and have a good flow

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ok

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Marked as resolved by Jakkubon

00:02:983 (1,2,3) - Those walks are really rough I strong suggest to reduce those to a 1.0x~ distance. We are still in the intro so making strong walks is something you should avoid

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nerfed a bit

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Marked as resolved by Jakkubon

00:05:695 (1,2,3) - Bit strange to make the walk between 00:05:695 (1,2) - stronger then 00:06:034 (2,3) - , 00:06:373 (3) - is a pretty unique sound and should have more emphasizing

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its still calm part i think i want this to be walkable

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Marked as resolved by Jakkubon

00:06:373 (3,1) - The violin sound at 00:07:221 - is really gentle so making this a much easier walk is highly recommended, while you keep the jump between 00:07:221 (1,2) -

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ok

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Marked as resolved by Jakkubon

00:10:102 (1) - Bit strange to put antiflow on this slider the sound isn't strong at all or special so making it flow good would make much more sense

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ok

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Marked as resolved by Jakkubon

00:12:729 (1,2,3,4,5) - wrong snapping

(1) - 00:12:772
(2) - 00:12:814
(3) - 00:12:941
(4) - 00:13:005
(5) - 00:13:068

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ok

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Marked as resolved by Jakkubon

00:13:238 (1,2,3,4) - correct snapping but ugly. consider resnapping notes with ds 1.8-2.0x

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i think i like the snapping like it is for now

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Marked as resolved by Jakkubon

00:14:170 (1,2) - Why is this a hyperdash? The strong sound is at 00:14:509 (3) - which you made a normal jump instead. Making 00:14:170 (1,2) - a normal jump would be good enough for this kind of drum

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did something

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Marked as resolved by Jakkubon

00:14:509 (3,4) - (3) is at x:0 which is ~not~ unrankable but still can't be done

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did something

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Marked as resolved by Jakkubon

00:14:848 (1,2,3,4,5,6) - could you make it more vertical, like this
https://osu.ppy.sh/ss/14068841/e7fb

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sure

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Marked as resolved by Jakkubon

00:15:521 (1,2) - high distance, reduce

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reduced a bit

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Marked as resolved by Jakkubon

00:16:034 (1,2,3,4) - Bit strange what you follow here, it would make much more sense to follow the drums in this section like you did in the other parts as well, this way you stay way more consistent all around the map and this way you can emphasize the downbeats propperly because you are skipping the one at 00:16:882 - for example

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im following here the violin (i think) sound which is quite loud and i want to keep it

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Marked as resolved by Jakkubon

00:17:390 (1) - I would end this on 00:17:729 - instead this way you can emphasize the strong drum at 00:17:899 - with a 1/2 slider

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ok

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Marked as resolved by Jakkubon

00:17:560 (2,3) - Intentional edge dash? The sound on (3) isn't that relevant, so you can reduce the distance between those two objects

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reduced

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Marked as resolved by Jakkubon

00:18:238 (1) - There shouldn't be a clap on the drum isn't strong so no hitsound should be fine

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ok

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Marked as resolved by Jakkubon

00:18:916 - I don't see a reason to not map this drum here, its pretty strong and skipping this in an overdose is a but strange imo

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did something

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Marked as resolved by Jakkubon

00:19:085 (1,2,3) - No reason to put a double hdash here, the sound isn't strong at all if you would compare it to the sound at 00:18:577 (2,3) - for example. I suggest keeping this just as a normal jump

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did something

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Marked as resolved by Jakkubon

Maybe a double hyperdash would've been too much, but the current solution seems underwhelming. The sound on (3) really deserves at least a dash between (2,3)

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Reopened by Deif

changed the pattern a bit so there are hypers instead

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Marked as resolved by Jakkubon

00:20:102 (2) - If you're trying to follow the guitar + piano then ending this at 00:20:272 - and adding a circle at 00:20:441 - to emphasize this sound would make much more sense

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its more like a piano follow so i think its fine and ill keep it

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Marked as resolved by Jakkubon

00:20:611 (3,4,1) - Consider reducing the distance (3,4), without cancelling the hyperdash (4,5). A rather unexpected edge dash followed by a hyperdash is an easy spot to get random misses

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should be fine now after the change of the previous pattern

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Marked as resolved by Jakkubon

00:20:950 (1,2) - I don't like the flow on this sliders, maybe curved them like this? https://osu.ppy.sh/ss/13936580/601f

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also I don't see reason why not mapping both 00:22:305 - 00:22:644 -

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1.Curved only second one 2.Im following more the piano sound and i think mapping these 2 can cause an unwanted overmapping here

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Marked as resolved by Jakkubon

00:23:492 (3,1) - It's odd not to have a hyperdash between those objects, considering this section is kind of intense before the calm part starts. For example, you can move the head of (1) more to the left and create a vertical slider

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sure

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Marked as resolved by Jakkubon

00:24:848 (1) - Instead of putting a spinner here placing a circle to add a jump would make much more sense, the sound at 00:24:848 - is pretty strong and short and the spinning sound you can hear at which starts at 00:25:526 - is very minimal and should be ignored imo

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did something else

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Marked as resolved by Jakkubon

00:24:848 (7) - Since the instrument just stops playing at the exact moment the slider ends, you can decrease the volume on 00:25:187 - so the hitsound accomodates better to the (lack of) music

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reduced

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Marked as resolved by Jakkubon

so this 00:26:373 (1) - whole section to 00:32:983 (3) - had no hyperdashes and then 00:32:983 (3) - is a hyperdash that emphasizes literal nothing

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did something for now

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Marked as resolved by Jakkubon

00:26:882 (2,3) - Current flow isn't the best between those two objects. You can try shaping those sliders like this https://osu.ppy.sh/ss/14084132/7e1c to have a more natural movement. Also tried to increase a bit the distance (2,3) to about 1,5-1,6x

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sure

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Marked as resolved by Jakkubon

00:27:390 (3) - This should be a slider because you are follow focals here and you can clearly hear it still until 00:27:560 -

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ok

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Marked as resolved by Jakkubon

00:27:729 (1,2) - Why is this walk so far, there is nothing strong to emphasize at all so keeping a walk of around 1.0x~ would play much nicer

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00:27:983 (2,3) - not ugly but not cute either distance between objects. don't forget that ctb has aesthetics too :)

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moved a bit to the right

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Marked as resolved by Jakkubon

00:29:933 (1,2) - Missing jump for the vocal?

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Addition to this 00:30:102 (2,3) - would make much more sense as a slider because you can hear the vocal still holding on

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ok

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Marked as resolved by Jakkubon

00:30:272 (3,1) - Intentional antiflow between those objects? Since it's a rather calm section, I'd try curving the slider the other way around (first vertical, then horizontal). You can also add a hyperdash between (3,1) as you did in other similar spots in this section where the new stanza starts

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Also, since you're mostly following the instruments and not the vocals here, you can shorten the slider (1) and make it end at 00:30:780 - , plus add an extra note at 00:30:950 - . The beat at 00:30:780 - seems relevant to map for the highest difficulty

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should be fine now

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Marked as resolved by Jakkubon

00:31:628 (2,1) - That high-pitched vocal would deserve a hyperdash added between those objects

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sure

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Marked as resolved by Jakkubon

00:32:305 (3,1,2,3) - Having 4 times the same distance plays very strange to me 00:32:644 (1,2) - This could be made into a hyperdash because 00:32:814 - is a stronger vocal

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ok

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Marked as resolved by Jakkubon

00:38:577 (1) - Overmap this should only be a circle, the buzzing sound you can hear is very short and is better expressed with a single circle imo

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circle on this buzzing sound i think is a bit not enough i want to keep the end of the buzzing which is on a blue tick

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Marked as resolved by Jakkubon

00:40:780 (3) - Bit strange to put a 1/2 slider here because you miss the opportunity to emphasize the strong sound and vocal at 00:40:950 -

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i like how it is now

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Marked as resolved by Jakkubon

00:41:119 (4,1) - Following partially #1251320 you can also add a hyperdash there. If you do so, try to adjust the new distance 00:41:289 (1,2) - since that'd become a quite tight jump

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ok

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Marked as resolved by Jakkubon

00:42:305 (3,4) - Why is this a hyper? the sound is very minimal and not special at all so this should be a walk imo

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i think in the opposite

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Marked as resolved by Jakkubon

but greaper is right

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Reopened by skill issue lol

you emphasized a SNARE with a hdash, a SNARE. there are plenty of snares why won't you add hypers there?

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nerfed then

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Marked as resolved by Jakkubon

00:42:475 (4,1) - Edge dash should be a hyper imo so increase the distance here

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its not as strong as 3,4 and also i think hyper on 4 is a bit unnecessary here , will keep it for now

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Marked as resolved by Jakkubon

00:44:339 (3) - Could add a jump here 00:44:509 - for the vocal and the drum

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i like how it is now

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Marked as resolved by Jakkubon

00:45:356 (1,2) - The sound at 00:45:611 (2) - is very minimal and not strong so making making this fully walkable is much better, This way you make The sound at 00:45:695 (3) - much more important

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it is walkable

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Marked as resolved by Jakkubon

00:45:865 (1,2,3,4) - Putting this many jumps make it feel play very strange, it would make much more sense to put only a jump at 00:46:204 (2,3) - for the strong vocal

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ok

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Marked as resolved by Jakkubon

00:48:068 (1) - cymbal no hdash i guess you can fix that

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fixed

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Marked as resolved by Jakkubon

00:48:407 (2,1) - Could add a hyperdash here for the strong drum sound which is pretty unique in this section

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the first one isnt that strong enough i think for a hyper and on the second one i want to follow the vocals instead of drumms and other stuff

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Marked as resolved by Jakkubon

00:49:085 (3,1) - Missing hyperdash, the vocal is very strong at 00:49:255 (1) - so adding a hdash here is a must

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ok

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Marked as resolved by Jakkubon

In a similar way as explained on #1251320 I'd rather go with another kind of curve for 00:49:255 (1) - to have a better flow (first vertical, then horizontal)

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Reopened by Deif

did like you said ( i think)

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Marked as resolved by Jakkubon

00:49:255 (1,1) - No need to put a edge jump here, the vocal at 00:49:763 - isn't that strong so putting a normal jump here should be good enough

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did something else

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Marked as resolved by Jakkubon

00:49:763 (1,2,3) - I'd avoid such stairs if there are edge dashes involved, especially referring to the jump (1,2), as they're quite tight to perform. Try to reduce the distances between those sliders a bit more

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reduced

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Marked as resolved by Jakkubon

00:50:441 (3,1) - Missing hyper for the downbeat

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thats not a strong one imo , i think ill keep it

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Marked as resolved by Jakkubon

00:50:780 (1,2) - Why is this a hyper, there is a no need to put a hyper on this sound, the drum isn't that special and there is no vocal which at this point

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its a bit strong one so ill keep it

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Marked as resolved by Jakkubon

00:51:289 (3) - Bit strang to ignore the strong drum sound at 00:51:458 - you mapped similar sounds like this at 00:50:102 (2) - and 00:48:746 (1) -

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did something

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Marked as resolved by Jakkubon

00:51:967 (2) - I would not map this as a long slider because you are missing the opportunity to map sounds like:

00:52:305 - The strong drum
00:52:644 - The calm piano hit
00:52:814 - And the strong drum

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did someting

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Marked as resolved by Jakkubon

00:52:983 (1,2,3) - A straight line of notes to map the vocals seems to be a bit underwhelming. Try introducing a higher distance (2,3) or a direction change

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sure

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Marked as resolved by Jakkubon

00:54:678 (1) - Why is this a repeat slider? You can clearly hear a different kind of sound at the downbeat at 00:54:848 - which should be emphasized with a jump

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did something

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Marked as resolved by Jakkubon

00:54:678 (1,1) - Strong vocal at 00:55:187 (1) - should have a hyperdash

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ok

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Marked as resolved by Jakkubon

00:56:204 (4,5) - There is no reason to put the hyperdash on the strong jump at 00:56:373 (5) - it should be placed on the strong downbeat at 00:56:204 (4) - which has vocal drum and piano

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ok

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Marked as resolved by Jakkubon

00:56:543 (6) - I would made this into a 1/2 slider, this way you can emphasize the strong drum at 00:56:543 (6) - with a hyper or jump

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ok

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Marked as resolved by Jakkubon

00:57:390 (2) - Bit strange to map all this as a long slider, would make much more sense to do the following

00:57:560 - Create a hdash for the downbeat
00:57:899 - Put a hdash for the strong drum
00:58:068 - Add a jump for the strong piano
00:58:238 - ^ but for the strong drum

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did sometthing

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Marked as resolved by Jakkubon

00:57:390 (2) - The slider end isn't really properly timed on that 1/6 snap divisor. Maybe the ms difference to simplify this beat to the 1/1 divisor 00:57:560 - is quite noticeable, so better try to end it at the 1/8 snap divisor 00:57:602 - instead

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00:58:125 (3) - In a similar way, this slider head seems to be a bit late. More accurate would be the 1/8 snap divisor 00:58:111 - instead

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did both of them

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Marked as resolved by Jakkubon

00:59:424 (1) - I would end this slider on 00:59:763 - this way you can emphasize the strong drum at 00:59:933 -

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ok

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Marked as resolved by Jakkubon

01:00:780 (1,2) - No need to add this kind of intense jumps, the vocal is pretty calm and the strong vocal at 01:01:119 (3) - feels very unemphasized right now. Using this kind of pattern http://osu.ppy.sh/ss/13753531/ec99 would play much better

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did in other way

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Marked as resolved by Jakkubon

01:01:119 (3,4) - high distance, may be considered as edge dash

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nerfed a bit

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Marked as resolved by Jakkubon

01:06:712 (3) - should be a hdash and probably just rotate it

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ok

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Marked as resolved by Jakkubon

01:08:746 should belong to provious combo
01:09:424,01:09:763 i will delete these 2 to make a little break

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made some changes with combo but keeping this 2 notes cause the end of the slider and these 2 really fits here

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Marked as resolved by Jakkubon

01:08:746 (1,2,3,1) - Such a low movement kills the flow a lot, I highly suggest to keep a 0.8x distance between at least.

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ok

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Marked as resolved by Jakkubon

01:08:746 (1) - no need for a hitsound on a slider end

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silenced somehow like the next 2 notes

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Marked as resolved by Jakkubon

01:10:102 (1,2,3) - Why are those notes so far apart from each other. 01:10:102 (1,2) - is a edge dash and 01:10:441 (2,3) - is a hyperdash which should all be walkable because the start of the kiai at 01:10:611 (3,1) - feels very unemphasized because you put so many intense jumps on the calm part

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highly nerfed the 2,3 jump which i wanted to keep it dashed because on the last 2 notes here are the guitar thingies and also 1,2 did walkable

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Marked as resolved by Jakkubon

01:10:950 (1,2) - Edge dash should be reduced

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did something else

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Marked as resolved by Jakkubon

01:11:288 (2,3) - This should be a hyperdash because the drum is very strong and should be emphasized more

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ok

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Marked as resolved by Jakkubon

01:11:797 (1) - You miss the opportunity to map the strong drum at 01:12:136 - with this repeat slider, I highly suggest to remove the repeat and add a jump for 01:12:136 -

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ok

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Marked as resolved by Jakkubon

01:12:644 (2,4) - Bit strange to ignore the drum at 01:12:814 - and 01:13:492 - with those slider, they are definitely worth a jump

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u see the drums , i see the building vocal , im keeping it

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Marked as resolved by Jakkubon

01:14:339 (3,4) - Could add a hyper for the strong vocal at 01:14:678 -

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ok

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Marked as resolved by Jakkubon

01:14:678 (4,1) - Missing hyper for the downbeat at 01:15:017 (1) -

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ok

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Marked as resolved by Jakkubon

01:15:017 (1,2) - This shouldn't be a hyper, I know the drum is strong but the vocal here is not strong at all and should play much better as a normal jump.

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ok

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Marked as resolved by Jakkubon

01:15:695 (4,5,6) - Those jumps are very harsh and 01:16:034 (5,6) - is even a edge dash, I highly suggest to reduce the distance here

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reduced

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Marked as resolved by Jakkubon

01:16:373 (7,1) - I don't see the reason to not make this a hyperdash, the sound at 01:16:543 - is very strong and should be emphasized more

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Marked as resolved by Jakkubon

01:16:543 (1,2) - Why is this a hyperdash? There is almost no sound at 01:16:712 - having a 1.0x distance to make this walkable should be good enough

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01:16:543 (1) - yeah this one itself is a strong one and also 01:16:712 (2) - this one is the one which prepares for the vocals which i switched to

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Marked as resolved by Jakkubon

01:17:814 (2,3) - aesthetics check!@@ please change distance between (1,2) and (3) so it looks cuter

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okok

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Marked as resolved by Jakkubon

01:18:238 (4,5) - Missing hyper on the strong vocal at 01:18:407 -

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ok

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Marked as resolved by Jakkubon

oK UPDATE THAT'S NOT EDGE DASH just a high spacing make it higher so it becomes a hdash

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ok

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Marked as resolved by Jakkubon

01:20:102 (3) - there's no sound on tail should be 1/2 slider not 5/8

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yup

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Marked as resolved by Jakkubon

01:20:950 (1,2,3) - actually you could go for some simple streams for example like that https://osu.ppy.sh/ss/13936634/cef9 ofc with hyper dash to next note

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i like how it is now tbh

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Marked as resolved by Jakkubon

01:22:136 (2,3) - Strong drum and vocal could be a hyperdash here instead

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well there are stronger ones i think , ill keep it for now

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Marked as resolved by Jakkubon

01:22:644 (1,2) - Missing hyper on strong vocal

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ok

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Marked as resolved by Jakkubon

01:23:153 (1,2) - Why is this a hyperdash, the strong vocal and downbeat at 01:23:153 - should be the hyperdash instead

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ok

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Marked as resolved by Jakkubon

01:24:085 (2,3) - The vocal at 01:24:170 (3) - is very strong and should be emphasized with a hyperdash for sure 01:23:831 (1,2) - should be made walkable instead because the sound at 01:24:085 - is not special and not strong at all.

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ok

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Marked as resolved by Jakkubon

01:27:729 (2,1) - There is a strong vocal at 01:27:899 (1) - so emphasizing this with a hyperdash would make sense. 01:27:899 (1,2) - Instead should be made walkable because the sound at 01:28:238 - is not strong at all

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01:27:390 (1,2,1) - this vocal is not a stronger one comparing to the other vocals so im keeping this and about 01:27:899 (1,2,3,4) - i wanted to switch from the vocals to the piano thats why here is hyper

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Marked as resolved by Jakkubon

okok

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Marked as resolved by Jakkubon

01:29:170 (2,3) - Missing jump there is a strong vocal and piano sound at 01:29:255 - which should be emphasized more, I highly suggest to make this a hyperdash

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i dont like the idea with hyperdash but did a dash between 2 and 3

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Marked as resolved by Jakkubon

01:29:255 (3,4) - gross pattern. if you wanted to make both hdash then you could've moved (4) more to the right (and do the same to (5)) or just move (4) closer to (3)

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did the 1 st one

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Marked as resolved by Jakkubon

01:29:678 (4,5) - Should be a hyperdash because the drum is pretty strong, 01:29:255 (3,4) - should be made fully walkable because the sound at 01:29:678 (4) - is not strong.

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ok

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Marked as resolved by Jakkubon

01:30:102 (1,2,1,2,1,2,3) - Not sure what you are trying to follow here, but it would make sense to emphasize the strong vocals like you did in most of this section. vocals like 01:30:611 -

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did something else

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Marked as resolved by Jakkubon

01:32:051 (1) - This spinner doesn't fit at all imo, mapping the vocals at 01:32:136 - and 01:32:305 - would make much more sense

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Well in this one i dont want to follow much vocal so i decided to put spinner which is a kinda break between stronger sounds

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Marked as resolved by Jakkubon

01:32:983 (2,3) - There is a strong sound at 01:33:153 (3) - which should be emphasized with a hyperdash for sure

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well i dont agree that 2 is strong enough like 3,4 so did hyper on 3

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Marked as resolved by Jakkubon

01:33:153 (3,4) - Edge dash should be reduced

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reduced a bit

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Marked as resolved by Jakkubon

01:42:983 (3) - ctrl-h because of how objects before flow you literally miss the half of this slider

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did something else instead

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Marked as resolved by Jakkubon
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