mapped by FDX
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This beatmap wasn't updated since 11 December 2020 so it was graveyarded...
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00:15:742 - i think you tried to mute this but the timing point is after the end of the spinner sooo it's not actually muted xd

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oh

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Marked as resolved by FDX
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that looks good

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Marked as resolved by FDX

00:21:591 (8,1) - This overlap is kinda ugly

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yeah moved it

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Marked as resolved by FDX

00:22:635 (4) - add a reverse to catch the sound of 00:22:968

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again, im mapping vocals and that sounds isn't that relevant o ill keep it like this

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Marked as resolved by FDX

00:22:635 (4) - should be longer slider to cover held vocal better to avoid a weird gap in rhythm

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00:23:135 (1) - maybe make 3/4 slider

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00:24:091 - it's astrong sound, so it's more natural to map 00:23:924 (4) - as circles

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i think it is fine im mapping vocals here

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Marked as resolved by FDX

00:24:302 (5) - I would suggest adding a note in 00:24:218 and stack like this. It would be better for emphasis that big drum sound and also 00:24:469 (1) rather than using equal spacing in 00:23:968 (4,5,1)

-> https://osu.ppy.sh/ss/14430756/6caa

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i don't like how the note on the blue tick sounds because there is no sound there. Increased spacing on 00:24:469 (1) - so there is more emphasis

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Marked as resolved by FDX

00:24:469 (1,2,3) - this is inconsistent because you suddenly stop following vocals properly. I would suggest a rhythm more like this that appropriately follows the vocals https://imgur.com/qxbi7C7, or like this https://imgur.com/M0OhYHr if you really feel inclined to cover that drum on 3 for whatever reason.

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00:25:925 (1,2,3,4) - not a big thing but imo making sharp-angled jumps fits little better

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keeping this

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Marked as resolved by FDX

00:25:969 (1,2,3,4) - this feels really underwhelming as a climax in the section. I would suggest increasing spacing or using sharper angles, like https://osu.ppy.sh/ss/15926315/23cf for example.

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00:26:802 (1) - i would suggest using a different kind of curve for these ones you really want to stand out, imo something like this really works well https://imgur.com/5J1fMD6

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01:41:468 (1) - you did it here actually :eyes:

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02:56:135 (7) - you do it again here but instead its a 1/2 slider instead of a 3/4 slider, which means every time the same thing happens you do something different which is a real consistency issue

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00:26:802 (1,1) - the spacing here sorta undermines the fact that you want the player to play the first slider slower since you slow down SV. If you did something like this https://osu.ppy.sh/ss/15926321/53e7 you can emphasize the first slider by slower movement and the 2nd slider by a harsh change in movement. I would also suggest decreasing the SV of the first one a lot more because the difference in speed is sorta underwhelming and could be emphasized a lot more.

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00:28:758 (2,3) - they can be made a little closer as the tone of the instrument decreases

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changed a bit

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Marked as resolved by FDX

00:31:258 (1) - move 1 to the place where 00:30:258 (2) is located.

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true

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Marked as resolved by FDX

00:31:302 (1,2,3,4,5) - You can improve visuals and make stuff look neater by taking advantage of consistent visual spacing concepts. By moving the 2 over slightly you make the whole pattern look at lot neater and more natural https://imgur.com/QPAxgrX

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00:31:591 (3) - you need to put a little further from 2

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yes

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Marked as resolved by FDX

00:32:135 (5,6) - should be slider imo, there is no sound on 6, so either leave a 1/1 gap or make a long slider.

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It's really important to copy paste sliders or it makes your map look really sloppy. For example, 00:33:302 (3) - is a slightly different curve from 00:32:968 (2) -

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00:37:091 (2,3) - mute sliderends

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oops

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Marked as resolved by FDX

00:38:424 (2,3,1,2,3,1,2,3,4,1,2,3,1,2,1,2,1,2,1,2,3) -minor thing, but i think this section could use some variation with hitsounds since it's kind of bland

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and for the section of 02:56:424 (1) - through 03:16:091 (3) - i think some additional hitsounds would really help the monotony / repetitiveness of the current hitsounds

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maybe ill add whistles to the first section or something. gotta work on those

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added piano Keysounds 😱

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Marked as resolved by FDX

00:39:802 (2,3,1,2,3,4) - this is really cool (the fanning out effect) but I think it could be made a bit more obvious, and you have to do it it more than one place otherwise its just kinda random

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00:49:635 - (Optional) You may map this sound by like changing 00:49:468 (3). Since there is a new clip started from 00:48:468 and I think you should make something more apart from only following the vocal.

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leaving this part as it is, really don't want to change that

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Marked as resolved by FDX

00:51:135 (1,2,3,4) - Do you do this kind of movement anywhere else? I think this is the only spot with the back and forth overlap type thing, which is pretty random.

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00:57:802 (1) - should probably have a finish here

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ye

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Marked as resolved by FDX

00:59:091 (1) - why suddenly you stopped mapping vocals?

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calm part idk

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I like this part

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resolved then

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Marked as resolved by FDX

01:13:091 (3,4,5,6) - this was followed by an increase in the volume of the drums, but you ignored it, please excuse the spacing. you can for example do this https://i.imgur.com/0yESYjF.png

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looks good

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Marked as resolved by FDX

01:13:924 (1,1,1) - ncs here may make it look like 1/3

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changed the 5 note bursts but i wont change the 1/4 sliders, it looks really good

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Marked as resolved by FDX

01:14:468 (1) - this slider feels really out of place cuz it should be connected to 01:14:802 (2) - but they are two different ideas

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02:29:136 (1,2) - this does a much better job of connecting the two

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you do it again here 03:43:802 (1,2) - so why is the first one different?

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01:14:758 (2,1) - 02:29:424 (2,1) - 03:44:091 (2,1) -spacing seems pretty inconsistent for these. since they are all basically the same pattern, i think the spacing should be much more similar. right now the first one has a tiny amount of spacing but the other two are way too hard when compared with eachother. either buff the first one or nerf the second two xd

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03:43:591 (1,1) - and nerff this cuz it's a bit too strong if you look at 01:14:258 (1,1) - and 02:28:924 (1,1) -

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fixed

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Marked as resolved by FDX

01:16:424 - it's not a case of missing such strong hits. Add the soft-hitclap2 sound to the slidertick.

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there's no slidertick xd

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it does not work idk, if i set the slidertick on 2 it also sounds on red ticks

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you need to make 2 soft-slidertick files, one without sound, the other with a clap. Next, set the timing where the clap is located, and then set the timing with a dummy so that there are no sounds on the red ticks.

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okay i fixed it. still, it feels weird having sliderticks on 3/4 sliders. will not mark as resolved for now

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sounds really good now with the screaming concert hitsound i added so ill mark as resolved

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Marked as resolved by FDX

01:17:802 (1) - loud vocal on slider tail despite following vocals

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01:18:968 (1) - 02:30:968 (3) - etc avoid hitsounding slider ticks please it breaks a guideline in the ranking criteria https://osu.ppy.sh/wiki/en/Ranking_Criteria/osu%21#-insane

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01:19:758 (4) - put a little further from 3

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yes

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Marked as resolved by FDX

your entire map is curved sliders so why do you have straight bursts 01:23:635 (2,3,4,5,6,7) -

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01:25:135 (1) - I suggest dont make that 1/8 kicks and like end at 01:25:427 . Since I expected that you are making an Insane difficulty (which your drain time & spread tell me), it may be too much where following by a stream.
I would suggest making this kick stop at 01:25:385 ; or make this a 1/6 kicks instead and stop 01:25:413 -

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i made them stop at the blue tick, should be fine now

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Marked as resolved by FDX

01:26:841 (5,6) - stack these two

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looks bad to me and the spacing doesn't really change so ill keep it the way it is

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Marked as resolved by FDX

01:28:968 (3,4,5,6) - The flow of these is not really what the rest of the section is going for. I'd suggest to ctrl+g 01:29:302 (4) - to solve this

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done will mark as resolved later ill maybe change a bit of this section

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yeah looks good

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Marked as resolved by FDX

space these out more, leaves 4 feeling really underwhelming 01:28:968 (3,4) -

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01:30:258 (3) - move to x:426 y:214
01:30:591 (2) - move to x:490 y:331

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kinda fix

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Marked as resolved by FDX

01:31:968 (4) - should emphasize this a lot more through increased spacing and or harsher movement

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you could actually make it a kickslider to cover the held vocal better :3c

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01:33:758 (1,2,3) - this passive jump is rather unexpected and has no real use, I'd recommend to nerf it

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nah this is fine

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Marked as resolved by FDX

01:33:758 (1,2,3) - minor thing but this seems pretty random since it's not really a gameplay mechanic that you introduce in the map. it sorta just pops out of nowhere

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was following vocals so 01:33:758 (1) - would fit perfectly since there's no significant sound on 01:33:924 - and there's a double afterwards. also the double after the slider is used again at 03:59:174 (7,8) - but idk

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changed both 01:33:802 (1,2,3) - and 03:59:218 (7,8) - to a 1/4 slider

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Marked as resolved by FDX

01:34:052 (2) - this is really a problem since 01:34:052 - this timing is not at 1/2 timing and the vocal is at 01:34:135. It is a very unexpected click especially there has space. I would just suggest putting 2 notes stack similar to #1377035 if you really want to map the sound 01:34:052. Else, I think putting a single note in 01:34:135 would be enough

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Reopened by W M

a friend of mine tested the map and he failed with the doubles stack after the slider but then after i changed it to a 1/4 slider 03:59:218 (7) - on the blue tick he hit it perfectly so idk ill leave this not solved for now.

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changed fixed now

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Marked as resolved by FDX

01:34:135 (2,3) - Spacing unnecessarily large compared to parts of similar intensity previous to it.

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redone that part. now the spacing increase is in the downbeat so its appropriate

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Marked as resolved by FDX

01:38:635 (1,2,3,4) - could increase spacing, this feels somewhat underspaced

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02:55:302 (2,3,4,5) - this is a bit better but could also be increased

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01:40:591 (2,3,4,5) - there is no difference in the volume of the drums, but you made a different distance, I think you can make a square https://i.imgur.com/NsZKeO6.png

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sure

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Marked as resolved by FDX

01:46:258 (3) - move to x:107 y:250

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fix

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Marked as resolved by FDX

01:48:424 (1) - snap properly

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fix

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Marked as resolved by FDX

01:51:302 (1,2,3,4,5,6,7) - this jump idea completely goes against the visual ideas in the entire map. Your jump patterns have all been relatively uniform spacing and suddenly you go full overlap mode out of nowhere.

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something like this fits the aes of your map much better than the random overlaps https://osu.ppy.sh/ss/15926381/1fa4

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01:55:468 (2,3) - Perhaps switch these 2 sliders with each other for similar flow used in 00:39:802 (2,3,1,2,3,4) - ?

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sounds good

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Marked as resolved by FDX

02:01:424 (4,5,1,2,3,4) - this pattern is very inconvenient to play, fix it

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i don't know about this one, it seems fine to me

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I was uncomfortable playing this moment, I made several mistakes here

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i had some friends test the map and they didn't seem to miss on that part because of that pattern. waiting to hear more opinions

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this pattern is alright. if you really want to change something for the flow, i would suggest just ctrl+g 02:01:135 (3)

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f

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Marked as resolved by FDX

02:04:091 (4,1) - do a blanket here and then ctrl+g for each.

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post a picture or something because i don't understand what you mean

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f

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Marked as resolved by FDX

02:11:468 ~ 02:13:691 Unlike 01:51:302 (1,1,1,1,1,1,1) in the previous section, the use of NC is 1/3 beat intervals. If you look at the difference between the two sections,it's look 1/2 beat like 01:51:302 (1,1,1,1,1,1,1) , so if you can should adjust the NC of the circle a little?

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i nc'd these jumps to emphasize the thingy sound idk how to describe it. will think about this later

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changed since its a low SR map it may confuse players

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Marked as resolved by FDX

02:13:468 (1,1,1,1) - If you want to make this play better you could consider doing spacing changes instead of direction change for emphasis. Perhaps like https://imgur.com/Dz5DEN2

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02:14:968 (2,3) - for this stuff i think its better to stack the circles on the slider heads so you emphasize the slider more than the circle, cuz then its more consistent with your general idea of following vocals throughout the map

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02:23:135 I think it's worth mapping the piano here

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02:27:258 (2) - put 2 at the end of the 5 slider, this is more convenient to play

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i dont really like how it plays, it is fine rn

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Marked as resolved by FDX

I believe this is the only spot you use the circle slider without it being on that one repeated sound which connects the two sounds despite them being different 02:33:635 (5) -

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02:40:468 (1) - etc these audience applause keysounds are kinda obnoxious, please remove them :))

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02:48:424 (6,1) - it is also not convenient to play, I advise you to lower the stream below https://i.imgur.com/5StKY21.jpg

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Marked as resolved by FDX

02:48:591 (1,2,3,4,5,6,1,2,3,4,5,6,7) - 04:03:258 (2,3,4,5,6,7,8,9,10,11) - ehhhh you undermapped the first one and overmapped the second. it looks inconsistent to change up the spacing so much for these when these parts of the song are nearly identical. just tweak the aesthetic / spacing and both of these could fit much better

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i increased the spacing in the first stream for now, i wanted that part of every kiai to be kinda different and its also not identical in the song so maybe with this change is enough but maybe not idk

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02:48:635 (1,2,3,4,5,6,1,2,3,4,5,6,7) - I dont know what you did before but i just mod what i see now.
I think it stream would be too hard for Insane, also you may do better on the emphasis.
I would make 02:48:802 (3,4) and 02:48:968 (5,6) be two 1/4 sliders to emphasis a bit more the vocal, at the same time not breaking your rhythm.

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btw it is better to make 02:48:468 (6) - a nc and 02:48:635 (1) - remove nc. No matter what pattern you are doing

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should be fine now

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Marked as resolved by FDX

02:55:258 (2,3,4,5) - I also advise you to make a square, or that the sides have the same distance

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kinda fixed will not mark as resolved for now

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f

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Marked as resolved by FDX

02:58:758 (2,1) - do a blanket

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sure

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Marked as resolved by FDX

02:58:802 (2) - this sounds like it'd be better as two circles, since theres vocals on the slider tails that could be mapped as circles with low spacing to still reflect the calmer section of the song. would also break up the monotonous slider patterns and add some variety with circles

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03:16:468 (1) - maybe using a single tap instead of slider wouod be better? Leaving a big space would be a good emphasis imo

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im leaving this as a slider because of the vocal at the sliderend

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Marked as resolved by FDX

03:35:635 (2) - this kickslider feels sorta random, kicksliders feel sorta intense but the section is fairly calm. It's especially out of place considering the spacing from 2->3

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03:36:468 (1) - i would suggest making this a 1/1 repeat as it lowers density (which is appropriate given the calmness of the section) and better follows the vocals. Just place a circle on the vocal on 03:37:302

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03:38:468 (2,3) - i like this movement

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03:39:135 (1) - I think you should not ignore the piano sound, like in 03:39:635. But thats also fine

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following vocals here so ill leave this as it is

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Marked as resolved by FDX

03:40:968 (3) - this feels like it should emphasized more due to the pitch increase, could increase with more spacing. Sometihng like this perhaps. https://osu.ppy.sh/ss/15926404/6203 It makes all of it fit within a nice blanket pattern as well, which would make the pattern look a lot nicer and more natural

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03:41:758 (1,2,1,2,1,2,1,2) - combo colors are inconsistent when compared with the other buildups @ 01:12:424 (1,2,1,2,3,4,5,6) - 02:27:091 (1,2,1,2,3,4,5,6) -

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made them all 1-2 for now

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f

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Marked as resolved by FDX

03:53:968 (1,2,3) - straight sliders?!?!?!

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oops

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Marked as resolved by FDX

03:59:925 (4) - move to x:260 y:274
04:00:258 (6) - move to x:377 y:259

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good

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Marked as resolved by FDX

fix stack 04:18:302 (2) -

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fix

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Marked as resolved by FDX
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