mapped by Nerova Riuz GX
submitted
ranked
This beatmap was ranked on 1 December 2018!
nominated by bossandy and NeilPerry
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00:02:011 - i think this spinner can have an increase in volume imoimoimoimoimoimoimoimoimoimoimoimo

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20% now

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Marked as resolved by Nerova Riuz GX

00:09:770 (2) - completely a good mod here: if you want to make it linear with 00:08:908 (4,1) - put it on 83,32

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fine lol

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Marked as resolved by Nerova Riuz GX

00:16:752 (2) - It sounds better in 1/8
Something Like: https://osu.ppy.sh/ss/11588427

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That's funny cuz I was gonna mention the exact same thing lmao

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xD

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though that sounds quite legit but the density feels a little bit high.

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I'll keep the circle for now.

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Marked as resolved by Nerova Riuz GX

00:19:942 - i think u can put a 1/6 reverse slider like this one 00:14:426 (4) - cus atm i see no reason for the rhythm to be less dense than the previous section

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nice catch, but I tend not to add them.

sounds on 00:17:528 (1,2,3) - get much stronger than the previous section, so the other things are mapped with less density and less movements

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Marked as resolved by Nerova Riuz GX

00:24:770 (5) - Maybe have this reverse slider in a way so that it blankets the previous slider?

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movements feels clumsy if the slider bends too much. it might look better but doesnt feel right for me.

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Marked as resolved by Nerova Riuz GX

00:27:528 (4) - Would recommend muting the slider tail at 00:28:477.

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I don't like completely silenced so i'll just do 20%

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Marked as resolved by Nerova Riuz GX

00:28:563 - double greenline (aimod)

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fixed.

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Marked as resolved by Nerova Riuz GX

00:33:994 (4,1) - If you remove all of the objects at 00:33:735 (1,2,3,4,1,2) and carefully listen to the song at this part (it's easier to hear at 50%), you'll notice that the first three circles land on the synth's plucks, whereas the slider at 00:34:080 (1) doesn't start on a pluck, but rather on a smooth transition in pitch. The pluck hits at 00:33:908 and smoothly slides down in pitch at 00:33:994 and at 00:34:080. As it is currently mapped, the slider at 00:34:080 (1) starts in the middle of that downshift in pitch, and a pluck at 00:34:166 isn't mapped at all.

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After trying a bunch of different variations on the pattern here, it seems like if you directly follow the synth noises here, it doesn't play/sound right at all, even though it is technically correct oof. I'm not sure what the solution is, or if there is any solution that feels right, so I'm mostly just pointing this out for the sake of being thorough, and in case anyone else can find a way to accurately follow the synth line here.

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Map everything can only make things worse. Should take those which are really important.

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Marked as resolved by Nerova Riuz GX

00:39:425 (6) - i think it would be nice if u delete this circle to differentiate rhythm from 00:37:873 (5,6) - since there was a sound here 00:38:045 (6) - and not at 00:39:425 -

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it's more ambiguous because I added that circle to fulfill the 1/2s intentionally. the part after that is getting dense (00:40:977 (1,2,3) - ), so I personally think the fulfillment can actually help predicting the density increment

I'd like to get more information on this so I'll just mark this unresolved

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ok, resolved for now

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Marked as resolved by Nerova Riuz GX

00:46:494 (1,2,3,4) - just a suggestion, but you can make these into circles to fit the song's heavy beats better

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I feel the explanation is unclear. those lands on the right beats to me.
Are you referring to the spacings/placements/etc.?

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um ok then

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Marked as resolved by Nerova Riuz GX

00:48:994 (1) - Since the riser sound that the spinner here is following cuts off dramatically at 00:50:287, the hit sound at the end of the spinner is really noticeable, and feels out of place. I would recommend muting the end of the spinner.

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03:03:045 (1) - Here as well.

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Actually, no. They lands on something clear and audible, so they definitely need to be noticed.

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Marked as resolved by Nerova Riuz GX

00:56:149 (1,2,1,2,1,2) - 感覺應該是用成兩個3 combo pattern 比較有感覺你的whistle音效是跟著效果音下所以我覺得是可以改的

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後面好像也有一些類似的 有要改的話就一起改吧 沒改應該也沒差哈哈

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這個我真的覺得沒差,因為音效混合很多元素,除了強調之外還有就是增加聽覺上的豐富度。有些真的就是二選一,這部分就是自由選擇,沒什麼差別。

Nothing changed.

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Marked as resolved by Nerova Riuz GX

00:59:761 (1,2,3,4,5) - skipping this white tick sound weird, i think u should make it a different pattern tho

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Uhh I'm sure you might just copied the wrong time stamp because I can't see anything related to what you've said there
marked as unsolved for now

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i mean this 01:10:201 (1) oops

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I'm quite sure that I should follow those cymbals in the first place. They are the actual impacts here, not the drum.

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Marked as resolved by Nerova Riuz GX

01:02:183 (1,2) - 01:07:701 (1,2) - 01:15:459 (1,2) - 01:15:977 (1,2) - I'd say ~4.00x DS is a bit excessive for those jumpstreams. I can see that those are supposed to be symmetrical and shit, but something around 3.00x - 3.40x would just straight up play less forced imo.

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I want to keep the jumps, but you're right. I still nerfed some to make them under 4.00x, though not as low as you suggested, but that should help.

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Marked as resolved by Nerova Riuz GX

01:02:873 (2) - It looks better this way according to the rhythm section: https://osu.ppy.sh/ss/11588453

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Or apply what you did in 01:08:390 (2) -

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As the first long slider in this part, I want to make it a little bit simpler. it's still weird if that's just a normal curve, so I made some changes - but still "simpler."

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Marked as resolved by Nerova Riuz GX

S shape is simple yet sleek, though. https://osu.ppy.sh/ss/11692747

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Reopened by Saturnalize

S shape is too soft

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Marked as resolved by Nerova Riuz GX

01:03:390 (4,1,2,3) - maybe this will be a bit hard to hit especially after the 4

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Spacings after that jump is intentionally reduced. it's normal to feel they are hard to hit, but in a different perspective they do a great job on emphasizing.

though I haven't received any comments about that from players yet.

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Marked as resolved by Nerova Riuz GX

01:05:977 (3,4) - I feel like you could map the high pitched sound between those circles with a simple slider, like you did here 01:10:977 (2)

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if I do the same thing right on that place it will make (4) super weak against all the patterns around. Can't even fill the 1/2 gap between them either.

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Marked as resolved by Nerova Riuz GX

01:06:494 (1) - This is actually can go with sampleset drum, considering 01:06:494 (1,2,3) - is actually a gradual volume increase kick

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not strong enough for me to add a kick sound imo

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Marked as resolved by Nerova Riuz GX

01:09:252 (3,4) - Arrange this sliders in a way so that they create symmetry with the upcoming circle

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i like the asymmetric though

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Marked as resolved by Nerova Riuz GX

01:11:839 (1,2,3,4,5) - this is a pretty hard pattern to read could switch the places of 2 and 3 for an easy fix while keeping the structure

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erm even if you misread, the chance of getting lost is quite slim...

also switching 2 and 3 doesn't help at all unless you have a new nc
and that doesn't worth at all.

about the second one, you can surely hit them after the first one. totally predictable.

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Marked as resolved by Nerova Riuz GX

01:12:011 (2,3) - 這兩個間距跟01:11:839 (1,2) - 01:12:183 (3,4) - 一樣會不會有點坑阿 lol

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不會,大致上這個pattern可以分成以下幾點:

1.) 穩定的點擊頻率。除了降低出錯率,也不用考慮太多跟snap有關的問題。
2.) 滑條容錯率。與一般1/4滑條相同,滑條容錯可以保證在正常遊玩下不會無故出現滑條斷。範圍則要參見01:12:126 - https://puu.sh/C3CtU/df93dbc1b4.jpg
3.) 夠低的穩定間距。雖然間距可大可小,但低間距可以發揮類似低難度裡的DS作用,有助於辨認打擊時機(同第一點)。

Nothing changed.

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Marked as resolved by Nerova Riuz GX

01:17:011 (3,1) - not sure about this overlap

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First one is a back-and-forth pattern. it's normal to have them overlapped, but NC is placed to prevent some weird misreading stuff happening in gameplay.

The second one is obviously a normal 1/4 transition between sliders. It can also works on circle, too.

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Marked as resolved by Nerova Riuz GX

01:18:132 (4) - add kick hitsound? would make the stream more full instead of having hitsounds only on 1,2,3 and then nothing on 4

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uh I don't like to add hitsound like that though...there's no drum in the background

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Marked as resolved by Nerova Riuz GX

01:23:735 (4) - feels really weak to me, could do something like this: https://puu.sh/BntvG/f8fd24f483.png

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seems good, but I want them to be stacked. They provide a stop movement and that's what I want here.

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Marked as resolved by Nerova Riuz GX

01:27:183 (5) - i think this can be changed to 1/4 slider-circle since this is the only time where the kick isnt clickable throughout the section, thus clicks rather weirdly

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I actually did the same thing here 01:43:563 (4,5,6,7) -

1/4 repeats are used when the background piano goes relatively soft/weak.
(also imo snare drums are much more important than kick drums here)

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Marked as resolved by Nerova Riuz GX

01:32:011 (1,2) - Any reason to stack these? Because from the previous part you separate these.

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01:37:528 (1,2) - and then followed with separated again 01:43:045 (1,2) -

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double drums are all stacked or mapped as a slider. The last one is an exception because that circle (1) is in a triple and stacking them won't become better

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Marked as resolved by Nerova Riuz GX

01:37:011 (1) - nc is unnecessary tho

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background sample density changed on that place.

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Marked as resolved by Nerova Riuz GX

01:39:425 (5,6,7) - rhythm can be ctrl g-ed for less misleading hitsound patterns tbh

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ok

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Marked as resolved by Nerova Riuz GX

01:39:597 (7,1,2,3) - I think you can arrange these sliders into a pattern, just like how you did it at 38:000

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01:39:770 (1,2,3) - these are arranged as a pattern itself. 01:39:597 (7) - this slider shouldn't be in this pattern since it doesn't belong to this group/samples.

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Marked as resolved by Nerova Riuz GX

01:39:770 (1) - For both of the sliders at 01:39:942 (2,3), the cursor changes direction after the slider end, but for 01:39:770 (1), the cursor changes direction mid-slider, which feels a little off. The flow here feels a little better if you ctrl+g the slider at 01:39:770 (1) as it moves the point where the direction of the cursor's movement changes to between sliders (like the other two are).

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The main downside of this is that it breaks up the circular flow that groups the three sliders together, but it potentially makes up for that by grouping them together visually (all three sliders point outwards, linking them together). Additionally, you can fix the issue of the circular flow being broken by curving the sliders at 01:39:942 (2) and 01:40:114 (3) in the opposite direction.

Example: https://osu.ppy.sh/ss/11694728

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01:40:114 - there's a difference on that point though so it's not in the same direction

also why does the direction changed on (1)? the movement goes to where the slidertail points to and there's no way to change direction in the middle of that

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Marked as resolved by Nerova Riuz GX

02:07:873 (1) - It'd be better if you just turn this into a large jump, considering the amount of impact you give to this circle's hs

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I intentionally made it like that though, it doesn't need a huge blast because the next part is just a build-up

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Marked as resolved by Nerova Riuz GX

02:13:390 (1,2) - this feels a bit out of place for me 02:14:770 (1,2) - same with this one, the overlap feels weird

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Though the overlaps are actually not necessary, I like the current spacing and movements.

To keep the small spacing and that sharp angle, they have to be overlapped. A tiny little compromise here.

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Marked as resolved by Nerova Riuz GX

02:15:804 (3,4) - i think ctrl-ging would emphasize the stream better

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I don't really need them to be emphasized though. on top of that, having the downward movement is my main concern.

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Marked as resolved by Nerova Riuz GX

02:18:994 - Do you think this is where another drop happens? If so, you should add a Kiai

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Actually I did add kiai burst.
Didn't make long kiai cuz I feel the burst is good enough.

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Marked as resolved by Nerova Riuz GX

its very hard to hit 02:19:597 (1) - after 02:18:908 (1,2) -

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Yes. I made the first one much harder. That gives a stronger impact, but not that good for first-time playing.

In some cases this could be questionable, so I'll keep this suggestion as unsolved for now - but I tend to have my original pattern for sure.

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didn't receive anything negative so far.
that shouldn't be a fatal difficulty spike.

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Marked as resolved by Nerova Riuz GX

02:19:597 (1,2,1,2) - I feel like those are a bit extreme in terms of spacing. The sounds itself arent that ... like, ultra hype, so I think a smaller spacing would support those much better. Same for 02:22:356 (1,2,1,2).

Maybe just about as much as 02:20:977 (1,2), maybe a bit more if combined in a pattern.

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The last half of this part is mainly built with streams, so to make the contrast bigger I made those jumps more aggressive. For 02:20:977 (1,2,1,2) - , the spacing/pattern got changed because the wubs' pitches are going up.

I tend to keep them for its own uniqueness. Though its not "ultra hype" as you said, I think it still deserves that by the song's style/genre change.

(about the first pattern, I was thinking of nerfing the spacing earlier so I'll just do it)

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Marked as resolved by Nerova Riuz GX

02:20:114 (2,1) - these look cool but play really bad

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I literally just can't answer that.
Why is it bad, and what should I change?

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you can tell by the bad flow, i can't suggest thing other than doing a different cool visual pattern

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https://osu.ppy.sh/ss/11699057 maybe something like this

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I'm pretty sure those jump flows are not a problem.

From the example you gave, which is generally equalizing the spacing, won't do anything good for the emphasizing through spacings.

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Marked as resolved by Nerova Riuz GX

02:20:287 (1,2,3) - i think since the music emphasizes percussives, this pattern feels very weak to play, due to the big decrease in spacing and mostly wide angles. I think what u can do is ctrl g-ing 02:20:459 (2) - for more impact in movement

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that's kinda weird to me actually...i want to keep the low spacing.

about the angles, there's no huge spacing spikes so it should be fine

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Marked as resolved by Nerova Riuz GX

02:23:908 (5) - moving this down a bit would help the flow a lot as the slider repeat and the previous kicksliders kinda muddy the movement, also it helps the visual spacing as well

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uuuuummmmmm you might be correct but I think moving it up is better
so it works with movement dynamics

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Marked as resolved by Nerova Riuz GX

i also think this is better if moved down tbh

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02:24:425 (2) - Finish in the slider head?

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umm Nope. that's too much.

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Marked as resolved by Nerova Riuz GX

02:25:632 (3,4) - you should start new combo here

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Nope. Surely it's the start of that stream but with those drums and spacing change it shouldn't be NC'd.

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Marked as resolved by Nerova Riuz GX

02:31:321 (5) - i think changing this to a circle would be nice to emphasize the kick sounds at 02:31:494 (2,3) -

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I tend to map out the wubs more, with those shapes and pattern.

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Marked as resolved by Nerova Riuz GX

02:38:908 (1,2,3) - this plays really awkwardly imo, i'd try to make the movement more comfortable like the previous patterns; maybe: https://puu.sh/BntDa/2acff97103.png ?

kinda follows the same idea as 02:38:218 (1,2,3) -

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uhhhh i made this through tons if self testplaying though

the main concern is to have a clear tweak on 02:39:425 (3) - to show the difference, not just do the high-speed circular flow all the way down til the end.

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Marked as resolved by Nerova Riuz GX

02:40:977 - Why not start break here instead so HP doesn't drain

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Fun fact: No matter when you start the break, HP doesn't drain before the actual break starts. Shifting the start time of break doesn't affect the HP drain for sure.

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Marked as resolved by Nerova Riuz GX

02:40:977 - break extension seems odd since theres nothing really worth emphasizing here

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02:45:919 - ditto

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i was awful

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Marked as resolved by Nerova Riuz GX

02:40:977 (2) - So high volume gap sounds inconsistence for this note.It should has more feedback.

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60% now. 20% gap makes more sense.

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Marked as resolved by Nerova Riuz GX

03:03:045 - i'd suggest to add a circle here and start the spinner 1/4 after or something. This would allow the player to "complete" the melody phrase and then start spinning for the buildup

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I think the two ways are both ok so I'll just leave it empty.

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Marked as resolved by Nerova Riuz GX

03:11:321 (1,2) - Just align these linearly,,

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fine

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Marked as resolved by Nerova Riuz GX

03:17:183 (2,3,4,5,6,7,8) - would be nice if u keep using sharp angle jumps here (https://osu.ppy.sh/ss/11693046) as the current jump transition in to 03:18:218 (1) - is really poor

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No. A sharp angle like that would enlarge the emphasizing, and that's not what I want to do.

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Marked as resolved by Nerova Riuz GX

but the transition into 03:18:218 (1) is really really bad, since this silder is faster it might cause players to break

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Reopened by Smug Nanachi

https://osu.ppy.sh/ss/11699079 maybe something less extreme like this would be better

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Marked as resolved by Smug Nanachi

oops wrong click

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Reopened by Smug Nanachi

the slider (2)'s position and leniency can keep the player away from choking - if they play it normally.

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Marked as resolved by Nerova Riuz GX

03:17:528 (4,5,6,7) - 5 has the same emphasized blue as 03:14:770 (4,5,6,7) - so maybe do doubles there too?

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Marked as resolved by Nerova Riuz GX

03:28:562 (1,2,3,4,5,6,7,8,1) - this increase in spacing feels way too subtle, u can climax it out here 03:28:907 (5,6,7,8,1) - and space it further tbh

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okie. that feels better.

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Marked as resolved by Nerova Riuz GX

03:31:321 (4,5,6,7) - this rythm is very misleading as it skips over the prominent and consistent hat.
as (6) is a filler note and you already follow the hat some of the times, having a similar rythm to 03:34:080 (5,6,7,8) - would be more suited
also helps with the sb hitsound thing

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#509613
same thing here

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Marked as resolved by Nerova Riuz GX

03:38:908 (1,2,3) - blanket doesnt really encourage players to finish the slider so the sound 1 is portraying ends up really weak, moving 2,3 over like this https://puu.sh/BntID/b3a3f5a058.png would give 1 more emphasis

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04:10:459 (2,3) - same thing here, 3 is really weak and 2 is barely played so it's also weak

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First one: No, I made it to limit the moving area just around that slider, so the moving intensity will start to rise from that point until the slider part ends

Second one: nice point, but can't think of anything good for replacing that. I just want to keep (2) holding, and (3) is actually not that important. I moved that a bit farther anyway, since I only need the instant impact when clicking on (2). will look for another good looking pattern.

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Marked as resolved by Nerova Riuz GX

03:41:494 (2,3,4,1) - if you wanna emphasize 03:42:011 (1) - more then moving 03:41:839 (1) - closer to the triple like https://puu.sh/BntL8/535cc64468.png or something similar would be nice, since then the contrast in movement is more obvious. right now you move nearly the same for both 03:41:839 (1,1) -

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Surprisingly, that design is the first one i've used but apparently I disposed that. Though the contrast can be bigger, the visual is not as pleasing as I want.

But you're right, having some more contrast is good. I tried to make the difference larger on spacings whilst not blocking that single slider.

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Marked as resolved by Nerova Riuz GX

03:50:977 (1) - missed drum sdampleset

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First one: intentional, the slider head doesn't really need a strong impact because the bass line has to be clear

Second: Maybe you got the wrong timestamp but I added a kick drum on 04:11:839 (5) -

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Marked as resolved by Nerova Riuz GX

03:52:528 (2,1) - maybe move these away from the sliderart and could overlap more or separate for more contrast for the 1/4s right after
cuz they look the same

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dont really want to but i'll see if anyone has ever mentioned that

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Marked as resolved by Nerova Riuz GX

04:02:011 (5) - ctrl+j would make the movement into the next stream less awkward

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don't really want to make the flow circular but I tweak the slider anyway

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Marked as resolved by Nerova Riuz GX

04:08:390 (4,1,2,3) - 1/6 spacing lol

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They should work like normal 1/4 sliders. nothing causes misreading, unavoidable choke, etc.

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Marked as resolved by Nerova Riuz GX

would still lower it a bit, this is a halfscreen jump with 55-ish ms hitwindow,

could stack 4 with the head of 04:07:528 (4) -

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Reopened by Mir

I can accept if that needs to be lowered, but about 3.6x DS is the minimum value I can accept there. Sill need it to be like a jump.

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Marked as resolved by Nerova Riuz GX

04:08:563 (1) - the clap sound here is a bit too loud, could u reduce it?

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alright

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Marked as resolved by Nerova Riuz GX

04:35:201 - Spinner should start here because there's no sound starting where it currently is

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the spinner head follows that echo.
also, placing the spinner that early is kinda meh - it pops up way too sudden.

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Marked as resolved by Nerova Riuz GX
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