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This beatmap wasn't updated since 14 October 2024 so it was graveyarded...
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idk if anyone mentioned this, but how about making the svs slow in the top diff, like in oni? seems a bit weird to have the slow sv gimmick in the oni diff but not in the top diff imo (even though the oni is a gd)

this helps with diff progression, since the slower svs in the oni gd are slightly harder to read compared to the top diff currently

also it would fit the song name lol

(alternatively, you could nerf this diff and make sn's diff be the top diff to make the slow sv progression work, but i don't think you'd want that lol)

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also, i noticed that the sv changes in this diff are quite abrupt (e.g. 00:35:556, 01:26:660), you can consider using gradual sv changes instead to make the sv changes feel more natural?

same concept applies if you want to add slow svs instead

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not really feeling like copying the same gimmick as sn's diff but did reduce all the svs on the map by like 0.3x so that its slow to fit the song, also added more gradual sv changes to lead into these

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Marked as resolved by omg it migu

start sv decrease at 01:37:125 to be consistent with 00:46:893 ?

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Reopened by chairIess

also another suggestion, i feel that 01:26:660 would be better off be a sudden but subtle sv change, gradient not needed. I highly recommend you remove the note at 01:26:835 and make 01:26:486 a triplet (would fit with 02:39:044)

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both changes are cooked (also removed descending sv from end of kiai so that its consistent)

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Marked as resolved by omg it migu

00:34:858 - instead of the sv increase here, it might be more fitting to have the sv increase starting from 00:35:381 up to 00:36:777 instead?

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Reopened by doulph

doing all these sv changes manually is starting to hurt me gg (done)

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Marked as resolved by omg it migu

if you didn't know you could use svt or the manage beatmap tool to apply svs:
svt discord link: https://discord.gg/DHbsen8HNc
manage beatmap link: https://github.com/frukoyurdakul/Manage_Beatmap/releases

note that manage beatmap can only apply sv changes linearly, svt is generally more flexible
however manage beatmap is easier for normalizing sv when there are multiple bpm changes (not in this map)

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actually how about adding an sv increase for the buildup to the kiai sections? it looks a bit better imo, might be good to consider

do a linear sv increase from 00:51:602 -> 00:53:521 and 02:05:207 -> 02:06:079

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Reopened by doulph

i procrastinated these mods way too much woops
done

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Marked as resolved by omg it migu

would be cool if all finisher "trios" have notes in between them
such that all finishers go X x X x X instead of having gaps in them, for better progression since oni diff does this

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alternatively, you could also try other finisher patterns (that are consistent throughout the kiai), currently the finisher patterns feel a bit inconsistent, e.g. 01:01:370 is mapped but 01:12:532 isn't

you can make 00:54:916 - 00:55:614 and 01:06:079 - 01:06:777 have the same pattern, and 01:00:498 - 01:01:195 and 01:11:660 - 01:12:358 be another pattern, same with the second kiai

or you can make all the finisher patterns the same (like in oni)

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did both suggestions (all finisher trios have notes between + alternating finishing patterns) except the last slowly night cause thats higher pitched

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Marked as resolved by omg it migu

i think it might be more consistent if you removed the note at 01:06:951 and added a note at 01:12:532 (d), like you did in the first half of the kiai? same with the second kiai

also helps to have a rest after a long stretch of notes

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Reopened by doulph

sures

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Marked as resolved by omg it migu

uhh actually relooking at this, it might be a bit cleaner if you added a rest for all of the finisher triplets instead of half of them?

basically remove 01:01:370 and 01:12:532 for the first kiai, and 02:13:928 and 02:25:091 for the second kiai

(sry for my bad mod earlier lol)

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Reopened by doulph

dones, also no worries

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Marked as resolved by omg it migu

i noticed that you did finishers for the crashes at 00:03:288 and 00:14:451, but not in the other parts of the map

you can add finishers for these notes to be consistent (and maybe tweak the note coloring to be consistent):
01:15:846, 01:21:428, 02:28:404, 02:33:986

you can also do the same for this section if you like: 01:43:753, 01:49:335, 01:54:916, 02:00:498
however you'll have to change some of the 1/4 patterns if you apply

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could also apply to the other diffs if you want to be consistent

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applied first 4 timestamps across all my diffs, not feeling the other 4 that much

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Marked as resolved by omg it migu

This diff could be more harder (try to put more notes) than Oni diff, for now this just like a harder Oni diff.

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really struggling to see any spots where i could comfortably fit a harder pattern or add more notes, and besides i think the spread right now is pretty okay-ish as the Oni is a GD. If there are any suggestions for areas to buff which fit the current feel of the map rn, i'd totally be down

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Marked as resolved by omg it migu

i agree actually, this diff is fairly undermapped imo and could very well renamed to oni (since to be perfectly honest it doesn't even break any oni rules and guidelines which is kinda alarming for a top diff)

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imo you could rename this diff to a custom diff name, instead of inner oni? it feels a bit weird to call this an inner oni diff, since the oni gd and this diff are very similar in sr

in terms of note density, i'm personally not sure if you could add more notes to this diff without the map feeling a bit overmapped, i think the current note density seems fine

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Reopened by doulph

btw this is just a suggestion, if you don't like custom diff names you could prob leave it as inner oni lol

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was gonna say no to custom diff names but considering how this kinda gives the vibes of a 2nd oni rather than inner ive decided to add an arcpotato diffname

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Marked as resolved by omg it migu

arcpotato diffname is crazy

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i think you should add a note at 01:06:253 and maybe remove the one at 01:06:951 to better suit the vocals
same goes for other kiai

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agreeable, sures (also jumpscare mod o/)

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Marked as resolved by omg it migu

hehehehaw

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clash royale sound effect

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01:43:753 (4) -> 02:05:904 (11):

I think you should move around some of the improv here so you catch the drum triplets. The start of this section does it well, but around the time doublets get introduced (01:50:294 (5)), you end up missing a lot of the drums and change up your improv rhythm a fair bit.

For example, making 01:51:777 (7) a 5-plet maintains consistency with what you've been doing prior as well as catches the drum at 01:52:038.

01:54:044 (3) - You should turn this into 3 3-plets and remove 01:55:178 (3). I don't think 5-plets really work here when the drums are constantly going 123 123 123.

01:56:137 (8) - make this a triplet to follow the drums. Same at 02:01:718 (10).

02:03:986 (5) - a 7-plet here feels a little much. I think a 5-plet into a 3-plet is a better gradual build up to the kkddkkddk burst at 02:05:207 (3). Something like ddkdk dkd could work nicely.

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pretty much all applied except the last suggestion which is applied but ddkkk

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Marked as resolved by omg it migu
  1. I really like the 1/1 gaps you have while following the vocals but I wouldn't keep them for the kiai since there's more going on.
  2. At the same time, there are no kdk's (actually 1) anywhere on the map and I think their contrast could be useful.
    I think that by applying both things you get to make your kiai distinct from the rest of the map while still following the vocals. Since they collide here's a couple ideas:

(On your first kiai)

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Aditionally and to further follow this dynamic.

whatever change you end up doing remember to apply it to your second kiai as well!

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continuous mapping my beloved (perfectly fine with it since its in kiai so sures)
didnt add any kdkkd 5-plets cause i dont use that pattern anywhere else and having it just like 3 times feels like an outlier, pretty sure the rest of the suggestions are added though

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Marked as resolved by omg it migu

00:35:556 (1) - is unaffected by the x1.0 sv increase, the greenline is 2ms late.

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thanks!

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Marked as resolved by omg it migu
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