bloom

Gowrock

Guest difficulty by Frey
1:48
173.99
104
109
mapped by Krimek
submitted
last updated
This beatmap wasn't updated since 8 February 2025 so it was graveyarded...
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metadata: https://remywiki.com/AC_SDVX_III
https://remywiki.com/Bloom

audio: don't think a better audio for this exists because you won't find this song on soundcloud, any streaming platforms and etc - i didn't find any, though i did a deep research for this

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Got this from Avena aka Priti, I don't think there's a better source for SDVX songs.
Also having a high frequency cut doesn't automatically mean an audio is in low quality.~

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i believe that this beatmap needs one more difficulty between frey's novice and smoothie's advanced due to extreme overusage of active rhythms or hard nerfing of smoothie's advanced

while novice difficulty constantly uses 1/1 and rarely using 1/2, advanced difficulty goes absolutely crazy because it constantly uses 1/2 combining it with 1/4 without giving any breaks which absolutely breaks the spread and this must be balanced

if osu's default diffnames would be used here, this would be light insane which means that your set has normal and light insane, but doesn't have a hard difficulty and this is not cool

even in the most chill section of the map, 00:11:637, mapper uses very dense rhythm which shouldn't be a thing in a difficulty level like this - add more gaps in this specific section

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Tripples -> #4698228/12608224
Density -> I made some 1/1 breaks in the early section.

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Marked as resolved by Krimek

Added new difficulty between Frey's and Smoothie's difficulty.

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any particular reason all the hp values are so high across the set

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This is a certified 2015 mapping moment

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Changed it ( N | H | H | I | I | X | X )
old version: 4 | 6 | 6.5 | 7 | 7 | 6 | 6.5
new version: 4 | 5 | 5 | 6 | 6 | 6 |

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Marked as resolved by Krimek

captins is still 7 is that intentional or what

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Reopened by Basensorex

yes lol

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actually no, I fixed it

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Marked as resolved by Krimek

could you make volume control more complex? song is diverse enough, but you only have 55% and 65% for kiai which is kinda ughhhh

did these greenlines in normal difficulty, could use them or take them as a reference for improvement

603,-100,4,2,12,80,0,0
11637,-100,4,2,12,70,0,0
33706,-100,4,2,12,80,0,0
55775,-100,4,2,12,85,0,0
71636,-100,4,2,12,85,0,0
73016,-100,4,2,12,85,0,0
74051,-100,4,2,12,85,0,0
76465,-100,4,2,12,85,0,0
77844,-100,4,2,12,95,0,1
99913,-100,4,2,12,85,0,0
108189,-100,4,2,12,85,0,0
108534,-100,4,2,12,75,0,0
108706,-100,4,2,12,70,0,0
108878,-100,4,2,12,65,0,0
109051,-100,4,2,12,60,0,0
109223,-100,4,2,12,55,0,0
109396,-100,4,2,12,50,0,0
109568,-100,4,2,12,45,0,0
109740,-100,4,2,12,40,0,0
109913,-100,4,2,12,35,0,0
110085,-100,4,2,12,30,0,0
110258,-100,4,2,12,25,0,0
110430,-100,4,2,12,20,0,0
110603,-100,4,2,12,15,0,0
110775,-100,4,2,12,10,0,0
110947,-100,4,2,12,5,0,0
111292,-100,4,2,12,25,0,0
111465,-100,4,2,12,29,0,0
111637,-100,4,2,12,32,0,0
111809,-100,4,2,12,35,0,0
111982,-100,4,2,12,39,0,0
112154,-100,4,2,12,42,0,0
112327,-100,4,2,12,45,0,0
112499,-100,4,2,12,50,0,0
112671,-100,4,2,12,55,0,0
112844,-100,4,2,12,60,0,0
113016,-100,4,2,12,65,0,0
113189,-100,4,2,12,70,0,0
113361,-100,4,2,12,75,0,0
113534,-100,4,2,12,80,0,0
113706,-100,4,2,12,85,0,0

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in current state this is worth a problem stamp due to extremely weak feedback from circles and increasing volumes for samples is not an option because a lot of players play with custom hitsounds disabled

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also did some cool volume progression for the spinner at the end

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Damn, I'm really not a big fan of going up to 95% volume 😭
Also the spinner volume changes only works for difficulties that actually placed a spinner there.

I did (my own) volume changes for every difficulty except captin's, since he's using his own hitsounds + normal sampleset, and it just appears louder by default, so I don't want to mess with his hitsounds in particular.

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Marked as resolved by Krimek

Also I silenced some sliders in top difficulty, not many, just some 3/4 in kiai + kicksliders in 1/2 rhythms. I left most of them unsilenced because of the constant 1/4th hihat rhythm in the background - I don't want to mess with the hitsounds and I think having the feedback for most of the parts is necessary, just the straight up 1/2 rhythms don't need feedbacks on the red ticks.

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have just noticed a bpm issue, clarified that with a professional timing maker

actual bpm is 173.99, you can notice that 174 feels off near the end of the map because metronome hits faster than the song. if in the beginning it feels almost perfect, then at the end it feels early. changing offset didn't help at all. it had been balancing which section would be more late or early. adjusting the bpm helped, so yeah

as far as i know, there's a thing in mapping tools that helps with applying new timing because it resnaps objects and greenlines automatically, so it shouldn't be a big problem to fix

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I fixed it (manually orz).~

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Marked as resolved by Krimek

offset +6? current offset sounds very early to me

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resolved, refer to #4725583

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Marked as resolved by Daycore

Unused files.
"drum-hitnormal11.wav"
"normal-hitclap11.wav"
"normal-sliderslide11.wav"
"soft-hitclap11.wav"
"soft-hitnormal11.wav"
"soft-hitwhistle11.wav"
"soft-sliderslide11.wav"

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Somewhat of an oopsy here. captin's difficulty should actually use this sampleset, but they are gone?? I think it will be fixed once he applied changes to his GD.

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Nevermind, he ended up using sampleset12 only, so I removed the unused files. 🙇

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Marked as resolved by Krimek

Nevermind once again, sampleset11 back in the beatmap, being used in captin1's diff 😂

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Reopened by Krimek

.

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Marked as resolved by Krimek

Unused files.
"normal-hitclap11.wav"

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Reopened by Daycore

it's gone.

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Marked as resolved by Krimek

1/4 hs across the map but especially in the kiai feels super underwhelming cuz whenever theyre following synths u dont rly use whistles on em so they just end up having no feedback

on captins diff he uses hitnormals on the kiais so he has decent enough feedback but for the rest of the diffs its kinda lacking, would either add a lot more whistles or do the same hitnormal tech as captin

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I really don't think it's a problem. It got kicks, snares, cymbals (hit-finish) and hitwhistles on the bell synths. Everything else is optional, but I'm not interested in adding more hitsounds to it. Also I don't get what you mean by 1/4 hs across the map. It's hitnormals you're talking about? What's the issue with that. :o

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Marked as resolved by Krimek

"-famous- rhythm video game" in tags

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Fixed (changed famous -> -famous- | famous still searchable so this should be fine)

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Marked as resolved by Krimek

done modding, poke me for recheck when 2nd bn mods/rechecks

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ill go 1st, poke me when u have a 2nd bn

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poke o7

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fun map

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xdfgnsegarsweg

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<3

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any bns in the chat

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gm

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This beatmap has been migrated from the forum-based modding system.

Please check the forum thread (https://osu.ppy.sh/forum/t/329581) and ensure all issues are resolved.

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Removed lowest Difficulty
Removed highest Difficulty and making a new top diff [BLOSSOM] -> [ULTIMATE]
Changed Background and CCs
Fixed Mapper Names, Tags, etc.

Most issues have been checked and fixed back when the mapset was modded.
Both difficulties that also made most of the problemes were removed.

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Marked as resolved by Krimek

Received new hitsounding.

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yes

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<3

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cool

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gaming

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