mapped by Rocma
submitted
ranked
This beatmap was ranked on 18 September 2019!
nominated by Secre and Jemzuu
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00:02:909 - map this?

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free pp from combo

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Marked as resolved by Rocma

00:20:077 (5) - starting here, i think the correct pattern for emphasis is four circles then two sliders

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oops changed all to circle

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Marked as resolved by Rocma

00:26:220 - 00:32:003 - 00:37:786 - 00:43:569 - gets pretty underwhelming emphasis, would change it up so these noises have more movment behind it

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this is salad part
I dont rly wanna use any strong emphasis here

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Marked as resolved by Rocma

00:30:015 (8,9) - hdash here is too muc pls rmeove thnx (same here 00:41:581 (6,7) - )

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not too much. hdash will not make players sleep :p

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Marked as resolved by Rocma

00:30:376 (9,1) - Feel like (1) deserves more emphasis. Even sounds like 00:32:003 (5,1) - have a dash but not this? Try making (9) vertical instead. Saying that you want players to fall asleep (#1067660) doesn't sound cool ):

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added dash

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Marked as resolved by Rocma

00:41:039 (5,6) - hdash is better on right side here for better flow

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00:41:942 (7) - has higher pitch

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Marked as resolved by Rocma

00:47:545 (3,4) - These could be more horizontal to help build intensity

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adjusted sliders around here

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Marked as resolved by Rocma

00:48:268 (1) - first of all whats with weird slider shape.

second of all, sliders like 00:48:991 (3) - 00:50:437 (6) - 00:51:883 (3) - etc have noises on tick so it is probbaly worth mapping that differently instead of lumping everything into note + slider pattern

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Im following that bell sound you fat
and that special shapes express howling

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Marked as resolved by Rocma

00:52:515 (4,5) - In my opinion, should be better to put this pattern at the right of this one 00:51:792 (2,3) -

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since pitch is going down, no need to use same direction that makes sense of wide

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Marked as resolved by Rocma

00:53:328 (6) - Before the 6 there should be a circle like here 00:52:515 (4,5) - , there is the same sound, feels undermapped

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oooops

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Marked as resolved by Rocma

00:56:401 (2) - This pattern requires more movement and seems better in my opinion than the original : https://osu.ppy.sh/ss/13556366/1e93

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like 00:57:846 (6,7,8) - , it's emphasizing 3rd note

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Marked as resolved by Rocma

The third sound isn't really different from the first two at all, the current pattern makes (4) seem super important but I don't really notice it at all. Giving them the same distance would be better.

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Reopened by JBHyperion

now distances look more reasonable

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Marked as resolved by Rocma

00:56:401 (2,3,4) - this triplet still looks absurd to me with its spacing. compared to 00:57:846 (6,7,8) - that u pointed out above, this one is unreasonable to be spaced, perhaps ctrl g (3,4) to fix

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Reopened by Jemzuu

(4) doesnt have sound that is in (2,3). I just wanted to make difference in strength

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Marked as resolved by Rocma

00:59:291 (2,3,4) - increase spacing more dramatically, i can walk these

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ok

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Marked as resolved by Rocma

00:59:834 (1) - up to the bookmark make the 1/1 sliders probably mor weirder to follow the weirdness of the first part

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but the part gets stronger so I made wider slider like horizontal

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Marked as resolved by Rocma

01:05:979 (2) - u can hyper this for noise if u want

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I dont want because this is still calm part

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Marked as resolved by Rocma

01:08:148 (4,1) - you can rework the previous part to make this hyper bigger

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now it looks bigger

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Marked as resolved by Rocma

01:12:666 (7) - NC as combos exceed by 16 fruits

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oof

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Marked as resolved by Rocma

01:13:027 (12) - This is undermapped. I don't think emphasizing 01:13:117 - this kick with just a droplet is a good idea, a note is obviously required here

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ah right

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Marked as resolved by Rocma

01:13:840 (3,4,5,6,7,8,9,10) - You can put 1/16 doubles on the 01:13:840 (3,4) -

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the 1/16 is following high pitch sound

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Marked as resolved by Rocma

01:13:931 (4) - Shouldn't this also be a double for the synth sound like 01:14:021 (5,6,7,8,9,10) - are?

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that doubles follow some high pitch sound starting from 01:14:021 and I think I had to use 1/8 sorry

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Marked as resolved by Rocma

01:15:919 - drum here is pretty important, would map by itself

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yee

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Marked as resolved by Rocma

01:16:642 (2) - Clap sound is unfitting since there's no drum sound here. Also, the hyper to 01:16:822 (3) - would flow a lot better if this was a bit less vertical imo.

Extra clap appears in some other places too, such as 01:30:286 (1) - (where it should be on 01:30:557 -)

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that not-vertical is not to harsh players. the others are fixed i think

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Marked as resolved by Rocma

01:17:003 - I'm not sure about buzzing sound here. It looks like it's still on going until 01:17:093 -. Might be good to remove circle at 01:17:093 - and extend the repeat to there instead.

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01:17:093 has pitch itself so I think it would be fine to make 1/8 gap between notes

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Marked as resolved by Rocma

01:17:726 (5,6) - any reason for low movement

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consistency for 01:11:943 (9) -

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Marked as resolved by Rocma

01:18:991 (3) - Missing Finish?

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ok

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Marked as resolved by Rocma

01:19:352 (1,2,3,4,5,6) - hyper should be 01:19:488 (4,5) - imo since pitch is more pronounced here

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wront resolve sorry
I was gonna say this here
끔찍한 시간을 보내고싶어?

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Marked as resolved by Rocma

01:19:352 (1) - do u mind make this as a vertical instead? hitting this horizontally is pretty hard imo

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I wanted to make harder standstill for requiring more tech but I find better shape to better expression with nerf so I change

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Marked as resolved by Rocma

01:20:798 (1,2,3,4) - the transition between the 1-2 should be softer because the combination of hyperdashes 5-6-1 are pretty damn powerful x)

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reversed 5,6 and reduced distance between 1,2

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Marked as resolved by Rocma

01:21:521 (1,2,3,4,5) - 이 파트는 앞,뒤랑 비교했을 때 난이도가 갑자기 어려워져, 하이퍼 거리가 멀어서 플레이 할 때 불편해

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너프했음

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Marked as resolved by Rocma

01:21:702 (2,3,4,5) - no hyper at 01:21:521 (1,2) - and (2) has similar noise as 01:21:973 (4,5) - so i would remove a hyper somewhere

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kds misteiku sorry

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Marked as resolved by Rocma

hdashes express their strong parts each

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01:21:792 (3,4,5) - mayb not this a stack? either tilt to the left or right cause flow

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now it looks like expressing the vocal in better way

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Marked as resolved by Rocma

01:21:792 (3) - Don't think the slidertail ends at something. I think 1/12 slider would be the best choice.

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there's still voice in 1/8tick so reducing length would not be better

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Marked as resolved by Rocma

01:23:328 - not gonna map ths?

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remapped

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Marked as resolved by Rocma

01:24:322 (5,6) - do we rlly need a hyper here? i feel like pitch is getting lower but its fine ig

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changed

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Marked as resolved by Rocma

01:30:738 (4,5) - Synth here is 1/6 instead of 1/2 + 1/4

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oh yeah yeah

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Marked as resolved by Rocma

01:30:919 (1) - Missing Clap?

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sure

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Marked as resolved by Rocma

01:31:099 (5,6) - looks kinda weird ingame, perhaps make (5) as a curve instead?

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sure

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Marked as resolved by Rocma

01:32:635 (4,5,6) - i like to make it flow and generate hdash like this,since you put clap in there ;3 https://osu.ppy.sh/ss/13539509/61e1

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since the part is going calm down, I didnt use hdash on purpose

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Marked as resolved by Rocma

01:33:629 (7) -; 01:33:810 (1) -; 01:33:991 (2) -; 01:34:172 (1) - These all could use a Finish on them. I think you tried to make a HS buildup here, but imo leaving 01:34:352 (2) - without a Finish and making others I mentioned hitsounded sounds like a better alternative uwu

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someone deleted hs not me :^)

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Marked as resolved by Rocma

01:34:533 (1,2,3,4,5,6,7,8,9,10,11,12) - this feels overmapped, I don't know what you follow here but we hear the same sound (tu-tu-tu-tu) a lot of times after this moment and it feels pretty inconsistent because they are mapped half of the time,for exemple here 01:37:425 (1,2,3,4) - you didn't map it, 01:41:039 (1,2,3) - here you did, 01:43:208 (1,2,3,4,5,6,7,8) - here you didn't but just after 01:43:931 (1,2,3,4) - you do.. but here 01:43:931 (1,2,3,4) - there is the same pattern as 01:38:148 (1,2,3,4,5,1) - here. Well it feels inconsistent that's all I have to say and fixing it would be a nightmare.. Idk what you could do here xD

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uhh that 15/16s are used only when there're no other sounds so it's not inconsistent
but 01:41:039 (1,2,3) - is obviously wrong so I fix here

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Marked as resolved by Rocma

01:35:165 (12,1) - In my opinion putting hyper here fits more to indicate the short-break from the instruments itself.

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changed some flow around here

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Marked as resolved by Rocma

01:35:979 (3,4) - really overdone 1/8 hypers here, while i get 01:36:160 - has a high pitch sound, i think it is not worthy enough to deserve such strong emphasis compared to other strong sounds. wouldve opt to use 1/2 slider with 1/8 triplet https://osu.ppy.sh/ss/13804098/d974 so its less overshootable

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keeping 1/8 but nerfed strength a lot

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Marked as resolved by Rocma

01:36:160 (4,1) - 4번슬라 하이퍼 다음에 나오는 스트림을 놓치기가 쉬워. 01:36:340 (1,2,3,4,5,6) - 이걸 조금만 더 오른쪽으로 옮기는게 어때?

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리매핑했음이다

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Marked as resolved by Rocma

01:36:160 (4,1) - sudden stop breaking the flow for no reason? maybe try putting 4 diagonal http://prntscr.com/ofrcl6

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changed to horizontal for better flow

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Marked as resolved by Rocma

01:36:340 (1,2,3,4,5,6) - i think it's better if you make it like this since i can't catch it pretty well ;d https://osu.ppy.sh/ss/13539496/6064

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made more comfortable spacings

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Marked as resolved by Rocma

01:36:702 (1,2,3,4,5,6,7,8,9,10) - you make it pretty hard here and here 01:39:593 (1,2,3,4,5,6,7) - you have the same but it's really soft, well I don't understand the change of difficulty for the same sound

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the 39s sound seems pressed down than 36s one so I made less flow but the distances look too small so I buff a little

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Marked as resolved by Rocma

01:39:593 (1,2,3) - these three have pretty strong snares + high synths on them but arent hdashes, would be really nice to have them as hypers to make them stand out more

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because the pitch was low, I wanted to use weak flow to see. I changed with other way

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Marked as resolved by Rocma

will this affect hr mod :monka

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01:40:316 (1) - I think this one should be a Clap instead of 01:40:678 (1) -, since there's no kick on 01:40:678 -. Imo using a Whistle sample on 01:40:678 (1) - makes more sense instead of Clap, think about it

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no hs is better imo

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Marked as resolved by Rocma

01:43:208 (1,2,3,4) - honestly dont get why are these 1/8s like this when the sound is just on still. a simple 1/8 reverse would be much appreciated to avoid things being overdone. adjust latter patterns like (2) by ctrl hing and placing it on the center if u choose to apply

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owo I found shit mistake while I look around here thanks

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Marked as resolved by Rocma

01:44:292 (3) - These drums are 1/3

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to use 1/3, I make more TecH pattern and players will cry

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Marked as resolved by Rocma

01:46:009 - cmiiw, but I'm a bit concerned about this sliderhead doesn't land correctly. The buzzing sound ends at 01:46:099 -. But this slider starts too early from it. Might want to place the head at 01:46:099 - and then adjusting the slider.

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the last sound starts 01:46:009 and ends 099 so slider head place is fine imo

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Marked as resolved by Rocma

01:47:003 (2,3,4) - Why did you decide to change the emphasize all of a sudden and start do ignore 01:47:274 -; 01:47:455 - ? It really bothers me, both as a player and as a mapper, imo it should not left ignored

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oops

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Marked as resolved by Rocma

01:47:003 (2) - 01:47:274 - 01:47:455 - missing finishes

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louder hs!

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Marked as resolved by Rocma

01:54:774 (1) - you should move this slider to left side of screen like this: https://osu.ppy.sh/ss/13813404/27a1

right now the antiflow movement on right side to left is too hard, this flow is easier for this 1/8 hdash

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k

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Marked as resolved by Rocma

01:55:407 (3,4) - , 01:55:768 (5,6) - , 01:56:039 (6,1) - , 01:56:220 (1,2) - , 01:56:491 (2,3) - , you could clearly add hyperjumps between them, like an exponential pattern, could be cool, in fact it feels a bit empty here :/

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I add 1 hdash for expressing better that this part getting calmer

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Marked as resolved by Rocma

01:55:497 (4,5,6,1,2,3) - hdashes probably bc its the bridge to the calmer paarttttttt

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that's the reason why I dont use hdash you fat

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Marked as resolved by Rocma

01:58:389 (6) - I don't know why you are not emphasising the drum here, and even after this one there is a hell lot of them, it's like you don't map them, quite sad :c
For exemple here 02:01:822 (7,8,1,2,3) - it feels undermapped, the drums are not mapped, and that's what we hear the most !

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uhhh this could be very subjective but I wanna follow drumsound for more rhythmical play to players

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Marked as resolved by Rocma

02:02:364 (3) - Another huge flaw here. Both strong kick and background bell land on 02:02:545 -, but you've made it a big droplet in a C curved slider, which kills the emphasize here. You even placed some green lines so it could have a noticeable hitsound, so why not placing a regular note/slider on it? Makes much more sense to me

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tbh that kick sound isnt that big so I expressed with hs droplet

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Marked as resolved by Rocma

02:02:364 (3,4,5,6) - probably snap them just a bit furtherrrrrrrrrrrrrrrrrrr bc it plaays so weird considering ur triples are super duper spaced

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wtf is this noob notes

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Marked as resolved by Rocma

02:02:726 - missing clap

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02:14:292 - same

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yee

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Marked as resolved by Rocma

02:15:557 (2,3,4) - Not the same spacing than the other triangles in this section

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it's same to 02:06:882 (2,3,4) - for expressing calm part

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Marked as resolved by Rocma

02:24:955 (2) - this should be 1/3, same with 02:36:521 (2) -

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wow

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Marked as resolved by Rocma

02:26:581 (1) - ctrl-h plz for better flow

same here 02:38:148 (1) -

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kk

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Marked as resolved by Rocma

02:48:178 (4,1) - You could put this one at the left of this one 02:47:455 (2,3) -

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that's an good idea for calmer part

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Marked as resolved by Rocma

03:06:340 (3,4,5,6) - There are 6 distinct sounds here, meaning this is 1/6, not 1/4. I would do this as two 1/12 streams / buzz sliders, separated by a gap at 03:06:491 -

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changed to 1/6 and it's very sad that there's no 1/24

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Marked as resolved by Rocma

03:07:063 - big shoutouts to this buildup, i love it<3

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:D/

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03:17:751 (1,2,5,6) - I don't really understand the change of spacing here except for playability but I feels kinda weird to see, only visual aspect but it could bother the player

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reworked

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Marked as resolved by Rocma

03:18:801 (5,6,5,6,5,6,5,6,5,6,5,6) - Those antiflows are a bit too much in my opinion, I don't see why they should be there in the first place, I don't feel the need of them with the flow of the song, and even then, they are a bit too powerful, if you want to keep them, you should maybe try to nerf it in the way you like it

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reduced 1.25x to 1x all

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Marked as resolved by Rocma

03:22:196 (4,5) - u 4got hdash lole

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ah shit

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Marked as resolved by Rocma

03:26:767 - wew volume is way too loud and annoying considering there are claps on every tick here, pls reduce

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sad

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Marked as resolved by Rocma

03:27:974 (8,1,2,3) - 8번과 1번사이가 멀어서 그런지 칼점처럼 느껴짐.

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0.5칸씩 줄였음

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Marked as resolved by Rocma

03:29:267 (10,11) - Same here, I don't understand the change of spacing, except for visual effects but it feels a bit too much in my opinion, well it feels technical I will give you that so it's following the concept of the map, but it's not essentialand may piss off more than one player xD
I have another argument to change it : here 03:50:905 (1,2,3,4) - you haven't done this style of changing the spacing to make it more technical by visual effect while just after 03:51:336 (6,7) - you did, if you change one, you should change the other.

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uh that distance change is expressing pitch and that 32 difference would not rly bother players since the patterns are already hard

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Marked as resolved by Rocma

03:29:354 (9,1) - Hdash feels very weak for the start of the kiai, I would at least increase the distance to ~3x

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I love this mod. this means I can buff the map's difficulty legally :D

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Marked as resolved by Rocma

03:29:698 (2) - 03:30:388 (2) - 03:31:078 (3) - 03:32:457 (2) - etc. - Why do all your strong snare and synth sounds fall on slider ends? This rhythm is so un-intuitive to play because you're throwing strong distances and direction changes to barely audible synth sounds, but offering no movement or direction change emphasis to the really important ones ):

These make way more sense if 03:29:698 (2,3) -, 03:30:388 (2,3) -, etc. are swapped (1/4 slider, then 1/2 slider)

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adjusted some parts some parts where dont have direction change after slider end

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Marked as resolved by Rocma

03:30:388 (2,3) - i dont get the sudden hyper here tbh, wouldve been nicer to place the hdash on the red tick as the high pitched sound is there

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that hdash was actually for emphasizing 03:30:561. because that distance makes red fruit on there. I just tried new way to express in ctb. ofc xinobikill was same too.
and about difficulty, as you know a note in general discussion, I collected opinions and saw their play. it may not be problem with difficulty

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Marked as resolved by Rocma

03:36:380 (8,1,2,3,4) - During the kiai, a lot of stacks appear out of nowhere to follow the sound that we hear behind, but not all of them are mapped, which feels weird, like they are out of place
Like here 03:38:664 (5,6) - 03:41:250 (2,3) - 03:43:492 (2) - 03:43:836 (3,4) - 03:54:957 (4,5,6) - 03:59:095 (1,2) - 04:00:474 (4,5) -
We could say it's undermapped or that the stacks you put between some patterns are overmapped so you should take concern about it

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without 03:59:354 (2) - , there are too weak sounds and it's very hard to listen so I fix only this one

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Marked as resolved by Rocma

03:40:733 (2) - might just be me but this slider is pretty harsh to catch considering it's an antiflow coming from a strong 1/4 hdash, would try to tilt the slider a bit so its less overshootable

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this is a dilemma. for various flow, it should not be changed. but it's harder than other parts. but if I give up horizontal, it loses it's identity. as I said before this map doesnt have issue about unexpectable difficulty issue so I would like to keep

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Marked as resolved by Rocma

ok then at least nerf the hyper strengths? this antiflow slider is really tight to catch

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Reopened by Jemzuu

sure

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Marked as resolved by Rocma

03:43:492 (2,3) - is hyper really necessary here, i get that it has a high synth, but would be a bit lenient if it were to give more recovery from previous patterns that were pretty sharp, by making this as a dash instead

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consistency for 03:37:802 (1,2) - and I already used normal dash between (1,2). if I dont use hdash 2 times in a row, players will be asleep

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Marked as resolved by Rocma

compared to the one u pointed out, 03:38:319 (3) - is a much higher sound than 03:43:836 (3) - which is lower and how is 'players will be asleep' a reason when this whole section is intense

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Reopened by Jemzuu

sorted out in irc, im fine with u keeping the hyper

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Marked as resolved by Jemzuu

03:48:750 (11,1) - hdash probably?

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made it stronger dash instead

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Marked as resolved by Rocma

i agree with crowley here, hdash would fit nicely for the cymbal sound. having 03:48:836 (1,2) - as stacked isnt a bad idea at all actually

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Reopened by Jemzuu

I just focused on strength to make emphasis to next highlight so that those calm part and highlight part can be compared easily

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Marked as resolved by Rocma

03:49:526 (3,4,5,6) - 03:49:871 (7,8,9,10) - Just to be more esthetic you could nerf a little bit the spacing between the 03:49:785 (6) - and 03:49:871 (7,8,9,10) -

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it's intended to seem firm because hs and song look like staccato

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Marked as resolved by Rocma

03:59:526 (5,6) - hdash here is quite overdone to me imo since the sound is gradually getting lower, wouldve been nicer to make this walkable doing smth like this https://osu.ppy.sh/ss/13804156/d989

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hdash should be there for consistency so I made flow better

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Marked as resolved by Rocma

04:10:215 (5,6) - You missed an 1/8 sound here

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owob

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Marked as resolved by Rocma

04:14:354 (1,2) - I would remove the hdash here and keep a normal jump, this way you make the louder noise at 04:14:871 (1) - much more noticeable

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eh this is very subjective and not that weak tho

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Marked as resolved by Rocma

04:21:250 (3) - should prolly have the clap than (4)

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added finish and keep clap on (4)

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Marked as resolved by Rocma

04:29:181 (1,2,3,4,5,6,7,8) - This pattern looks weird to catch

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reduced spacing a little

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Marked as resolved by Rocma

04:32:974 (1,2) - Hyperdash missing there :')

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not intended to put hdash for emphasis between 2,3

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Marked as resolved by Rocma

04:34:354 (1) - I would make this slider into 2 circles, this way you give more emphasis for the sound at 04:34:526 - imo

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emphasis is enough for 04:35:561 (5) -

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Marked as resolved by Rocma

04:35:733 (1) - Perhaps using a Whistle on it is a good idea to highlight the ending section

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nice

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Marked as resolved by Rocma

04:41:250 (1) - move closer to middle, having small break then note at x480 is sibal

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you noob

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Marked as resolved by Rocma

04:58:147 - Would be nice if you mapped more of the 1/2 piano sounds here, since these weren't present in the intro section it adds some nice variety. You can go to lower density nearer the end as well to give an effect of becoming more calm and fading out slowly.

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added some notes
and thank you for free pp from combo bonus

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Marked as resolved by Rocma
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