mapped by Aryssiel
submitted
ranked
This beatmap was ranked on 26 May 2023!
nominated by Usaha and Greaper
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00:02:449 (9) - this slider is so easy to miss especially if you're sightreading, would decrease the distance a little bit at least

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reduced a bit

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.

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Marked as resolved by Aryssiel

00:02:449 (9) - 1/4 stream potential if you listen it at 25%. Then you can make a slider for 00:02:755 - 00:02:985.

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this

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no its so bad

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imagina tenerle miedo a los cuartos

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.

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Marked as resolved by Aryssiel

00:04:898 (3,4,5) - This spacing seems unneeded? I know that the piano riff is strong, but having spacing like this so early in the song is rather unfitting when this kind of hyperdash strength isn't continuously used.

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dont think its "unfitting" considering its a 5 minute overdose but i still reduced it a bit

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Marked as resolved by Aryssiel

00:05:510 - your dash usage in this section doesn't make that much sense to me, the guitar sound is much more prominent than the weaker vocals and u even end up making those dashes right after this part, and i think it would be better to be consistent with that rather than focusing on the vocals

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wdym? atleast for my parts i always prefered vocals, since its a collab its rlly hard to be consistent, as for the part you mentioned, i dont think guitar is that strong, i've mapped it in a way that the movement accompanies the vocals which feel good imo

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Marked as resolved by Aryssiel

00:38:572 (2,3,4,5) - This doesn't make much sense. Would expect 2 1/2 sliders instead as there are only strong sounds at 00:38:572 - and 00:38:878 -

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fixed

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Marked as resolved by Aryssiel

00:38:572 (2,3) - se siente como si acá faltaran hitsounds O_o

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agregao (blame vale que no me recuerda)

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Marked as resolved by Aryssiel

00:39:337 (7,8) - Same hyper strength but the drum is reducing in intensity? Would suggest lowering here.

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okei

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Marked as resolved by Aryssiel

00:48:674 (2,3) - No way this is hyperdash chain worthy? Because you already place them on 00:49:133 (4) - and 00:49:286 (5) - putting one between here as well feels forced and makes the importance of the following hyperdashes feel much less impactful.

I suggest changing 00:48:674 (2,3) - to a dash.

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k

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Marked as resolved by Aryssiel

00:50:051 (1,1) - es mi parte pero saca estos 2 new combo la verdad como chucha pasó eso

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01:01:225 (1) - acá tmbn saca el nc

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pq chucha hay 2 new combo seguidos

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Marked as resolved by Aryssiel

00:54:184 (5,6) - This hyperdash is placed on almost nothing? It would've been fine if there was a strong drum of some sort, but here it is just a weak high-hat sound.

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Similar issue here 01:12:551 (6,7) - no sound at 01:12:704 - that justifies this

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i did first part and i emphasized vocal intensity increase, which seems fitting to me which makes it flow nicer.

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fixed

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Marked as resolved by Aryssiel

00:56:327 (3,4,5) - if ur gonna map 1/4 over this u should hs it like its 1/4

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aryssiel borrowed hs moment

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done

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Marked as resolved by Aryssiel

01:01:378 (4) - feels a bit weak to make this a standstill when the drum is pretty loud, think u should turn this into a walk towards the right or do 2 circles instead

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okay

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Marked as resolved by Aryssiel

01:04:133 (1,2,3) - these dashs r kinda far nerf some?

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nerfed some

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Marked as resolved by Seija

Seems untouched to me? 01:04:133 (1,2) - is still 1.7x and 01:04:592 (2,3) - 1.85x

I suggest making 01:04:133 (1,2) - a simple dash of around 1.4/1.5x and 01:04:592 (2,3) - could then be a hyperdash for the vocal strenght increase. This also seems quite easy to achive with the current patterning with mostly moving around 01:04:592 (2) - to the right

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Reopened by Greaper

If you really want to keep it as both dashes than I would not make them above 1.6x

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there's was a error while merging the .osu files and this part was missing. they are now 1.5x both 01:04:592 (2,3) - going into 2.2x

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Marked as resolved by Aryssiel

blame aryssiel

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01:14:082 (1,2) - This seems odd to me. While I can see it done for the strong holding vocal, having this just as a 1/1 anti-flow slider would do much better. Like you have at 02:37:347 (1) -

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kay

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boop

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Marked as resolved by Seija

01:20:204 (1) - this slider could be less spaced imo, feels close to an edge dash the way it is right now

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it's ok

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Marked as resolved by Seija

01:20:204 (1) - Wrongly snapped? Extending for a 3/4 slider feels wrong when such a strong kick is present at 01:20:357 -

Also, this is currently inconsistent with others such as 01:00:613 (1) - or 02:43:470 (1) -

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The same applies for 02:23:572 (5,1,2) -

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done, the second one isn't mine

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ready

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Marked as resolved by Aryssiel
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applied hs on them

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Marked as resolved by Aryssiel

01:27:398 (6,1) - this is too far, the flow of the 1/2 doubles really makes me assume there should be no harsh movement to 01:27:704 (1) - at all

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not far at all tbh, if a overdose player cant play this then damnnnnnnnnnnnn brooooo

i'll change if more people agree but with that logic i would need to change 00:03:061 (1,2,3,4,5,6,1) - too which is literally the same thing

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no, you would have to add a hyperdash to 01:27:398 (6,1) - to match 00:04:133 (6,1) -

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still unclear want you want me to do, nerf it or make it hyperdash?

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uh, whichever you prefer? lol.
if you add a hyper it will feel more consistent with 00:04:133 (6,1) - compared to just nerfing it, but tbh i think the sound doesn't deserve a hyperdash as there are no drums, so you could remove both and nerf the distances to 1.35x~ to match the way 00:02:143 (8,9) - feels.

either way a 1.45x after some tricky to read cross screen hypers feels really uncomfortable to read even at this relatively low ar. keep in mind you've probably already memorized (at least subconsciously) how these patterns play... if the player doesn't hold right immediately after 01:27:398 (6) - , it's very hard to recover and still hit (1). and it doesn't feel natural at all to hold a harsh right as the last drum hit is on (6)

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lol ok

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Marked as resolved by Aryssiel

01:28:163 (3) - There is no sound at the slider end to map 01:28:240 -

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ok

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Marked as resolved by Aryssiel

01:28:470 (5) - The slider end seems to be too late, should be ending at 01:28:584 - (1/8) or 01:28:597 - (1/12) instead to be more accurate

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not relevant anymore with #3683110

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Marked as resolved by Aryssiel

It still does slider end of 01:28:470 (3) - ends on 01:28:623 - which is too late.

Actually, let's wait to see what Usaha thinks about this because we could just leave it as is for playability

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Reopened by Greaper

yeah thats what im saying playability better but lets wait for the lad

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ඞ fixed on discord

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Marked as resolved by Aryssiel

01:42:857 (4,5) - While I get the way of emphasizing, however, I find it rather underwhelming. I would rather suggest having a strong hyperdash for 5 instead to justify this strong drum + vocal

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i had this with hdash but someone changed it xd

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not actually bastian's part but mine, will move 4 closer to 3.

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Marked as resolved by Aryssiel

01:50:204 (3,4,5) - Would flip the stack here so you have a hyper for the strong vocal at 01:50:357 - ?

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moved 01:50:357 (4) - to stack with 01:50:510 (5) -

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Marked as resolved by Aryssiel

01:52:041 (1,2,3) - Hyperdash is placed wrong? Would expect it to be at 01:52:347 - as it is now inconsistent with the slider end of 01:52:041 (1) -

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reduced 01:52:041 (1) - distance from 01:51:965 (6) - to 1.0x, did hdash to 01:52:347 (2) - and also made 01:52:653 (4) - vertical-ish so the pattern is similar as the slider before.

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Marked as resolved by Aryssiel

applied hs on these

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Marked as resolved by Aryssiel

agree

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agree
also 01:20:817 (3,4,5,6) - sounds more like a 1/4 triplet not 1/6 quat imo

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They are indeed 1/4, pointed them out before but ended up just keeping the overmap as it doesn't play that wrong, at least not for me.

The same does also apply for 01:20:817 (3,4,5,6) - as zerokt mentions

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1/6 plays nice and its hitsounded dont think its necessary to change

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it sounds wrong and 1/8 bursts instead sounds more accurate to whatever small sound you're trying to emphasize

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i dont rly understand how 1/8 is supposed to be any different from what 1/6 is doing lol, overmapping like this (in both cases) is completely justifiable since there the both doing the same thing

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because when i listen to the rhythm with 1/8 bursts it sounds better and more accurate than 1/6 because it supports the 1/4 notes as well. idk what else to say

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i get that but when u do rhythm like this the point is that through your hitsounding you create a layer of sound which your mapping to, as for music wise this wouldn't be a unexpected place to see a burst like this which is why i think it works nicely and doesnt feel unexpected to hear or play

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as greaper said, those are 1/4's but also they are intended to be in 1/6

imo it doesn't sound wrong, the hitsounds in a certain way give enough feedback to justify the overmapping in those sections because it blends with the song and it's barely noticeable just like Usaha said in the previous response.

1/8 burst can work in terms of... composition?? since it's more accurate as you said before, but it really feels forced.

imo i want to keep the 1/6 since it's better in terms of playability and it is justified by the hitsounds.

so we will keep the discussion open for more opinions.

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both can work fine

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I agree that 1/6 doesn't play wrong and it gives a feel to the map, don't see a reason to change it to 1/4

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ye my part was fixed

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After discussing with mappers in collab + mappers opinions we decided to keep 1/6 on Seija's parts and changed Vale's part to 1/4.

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Marked as resolved by Aryssiel

02:37:806 (2,3,4) - Would flip the hyperdash here to be between 3 -> 4 instead as the sound at 02:38:113 - is a simple weak kick so even having a dash here feels overdone.

However, staying consistent to 01:14:388 (2,3,4,5) - would be better here as they are similar in strength so having the same kind of dashes would be better

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02:37:806 - but this has a nice vocal, and this is a collab its really hard to stay consistent between 4 people (the example you gave is not my part)

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Marked as resolved by Aryssiel

02:51:429 (5,6,7,8,9) - ctrl+h in the same position? it's not really that much weaker than 02:56:327 (3,4,5,6,7) - so i think it deserves some more emphasis (it currently feels a bit strange to move between 02:51:123 (4,5) - )

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minor but the shape is kind of weird too, the curve could look nicer

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moved stuff around a bit here. Basically reduced the distance on 02:51:123 (4,5) - and added a hdash to 02:51:735 (9) - because finisher sound after the little whistles and now this should also play good 02:51:735 (9,1) -

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Marked as resolved by Aryssiel

02:59:847 (3,4) - Sudden strong dash compared to the rest of the difficulty. Either reduce or make this a hyperdash if intended.

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done

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boop

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Marked as resolved by Seija

03:02:602 (6) - this is too far from both (5,7). after a harsh regular dash (1,2), there's a harsh extended dash from (3,4,5) which altogether is a bit much for a 5.7*. you could do a lot of things to make this feel better like reducing the dash distance between (1,2) but nerfing (6) to 1.56x or so would be fine imo.

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i kinda nerfed everything and keep them all with a 1.50x distance

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Marked as resolved by Seija

03:06:582 (1,2) - this 1/4 hyperdash distance comes out of nowhere, 5.79x and could definitely be reduced to 4.5-5x

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okay, had to fix some distances to fit your suggestions

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Marked as resolved by Seija

03:15:919 (1,2,3,4,5,6,7,8,9,10) - This currently breaks a guideline having 18 objects on the plate.

RC says:

Combos should not exceed 16 objects including slider tails and repeats. Spinners are an exception.

Please remove the NC from 03:15:919 - and move it to 03:16:378 - instead (This would make more sense as well as this is the downbeat anyway)

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done

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Marked as resolved by Aryssiel

03:16:378 (4) - Wrongly snapped sliderend? You have a strong guitar pitch at 03:16:531 -?

If this 3/4 is indeded then it feels way too forced because of the guitar pitch, suggest changing it

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indeed, it was intended.

however, i've changed the pattern so it should be ok now

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boop

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Marked as resolved by Seija

03:17:143 (4,5,6) - compared to some other streams in the map such as 00:56:327 (3,4,5) - , this guitar section is kind of weak in terms of 1/4 hyper distances. you could increase these dashes to 1/4 hyperdashes so it's more exciting transitioning to the next section

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idk why the first part has such a long distance wtf, but sure, i buffed the dashes a bit

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Marked as resolved by Seija

03:20:204 - missing hitsound for kick

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applied

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Marked as resolved by Aryssiel

01:14:694 - 01:42:704 - 01:49:286 - 02:03:215 - 02:18:368 - 02:35:510 - 03:00:613 - 04:00:766 - 04:01:225 - 04:04:439 - 04:06:888 - 04:19:133 - 04:22:806 - here as well

02:24:337 - 02:37:500 - clap should be removed here as there is no kick

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Reopened by Greaper

applied all

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Marked as resolved by Aryssiel

03:20:510 (3) - this note is really close to an edge dash, when playing it with editor input lag i missed itmore then i hit it

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yea, x: 147

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Marked as resolved by Seija

03:20:510 (3,4) - Why a hyperdash for such a faint sound? Would make more sense just as a normal dash.

With your logic 03:20:664 (4,5) - should be a hyper as well as the sound at 5 is similar here. (although this would make a rather forced pattern)

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I remapped that section to fit your mod, should be fine now.

Added hdash from 5 to 1 in 03:20:051 (5,1)
nerfed the hdash in 3 to 4 03:20:510 (3,4)
and added the hdash in 5 03:20:817 (5,6)

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boop

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Marked as resolved by Seija

03:23:266 (4,5) - Would've expected the dash distance to be smaller then the ones used before this as the vocal sort of lowers in intensity. This would also make the focus on 03:23:725 (1) - much more impactful as it now gets overshadowed a bit by the dash strength.

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sure, distance reduced

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boop

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Marked as resolved by Seija

03:26:480 (2,3,4,5) - not really sure this calls for a held dash all throughout, but if you end up nerfing the hyperdash from (1) it might be fine

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i adjusted the distance in (1) following your previous mod, so idk if i need to reduce it more to keep the held dash

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boop

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Marked as resolved by Seija

applied

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Marked as resolved by Aryssiel

03:29:184 (3) - drum hitfinish

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fixed

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Marked as resolved by Aryssiel

03:49:898 (3,4,5) - Would've expected dashes here for the buildup. Having simple walks feels rather underwhelming

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Same could be said for 03:48:980 (2,3) - but is less of a problem to me

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did a bit more distance on 03:48:980 (2,3,4) - as I also converted into notes instead of slider.

for 03:49:898 (3,4,5) - increased 4 to 1.60x while still leaving 5 as a slider reverse. would like more feedback on this last one before closing it

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Marked as resolved by Aryssiel

03:53:113 (1) - minor but i think that a shape like 02:34:745 (1) - would feel more fun after the rhythm gap and hyperdash from (4) as the current slider angle is a bit awkward to walk

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applied

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Marked as resolved by Aryssiel

04:00:306 (4) - minor but u could move to x:340~ for a more exciting hyperdash as the pitch is still scaling up (and it's also end of the map)

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applied

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Marked as resolved by Aryssiel

04:31:684 (2) - podi poner recto esto y en 1.20x porfa, algo asi http://osu.ppy.sh/ss/18527892/96f9

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Lo deje echado pero en 1.0x 👍🏻

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Marked as resolved by Aryssiel

:handshake:

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04:32:296 (1,2) - Could probably tune down a bit here. The sound at 04:32:755 - isn't super strong, so a strong dash feels a bit out of place.

Like 1.7x or maybe even 1.6x would work fine here. (Especially as most dashes are around 1.6x in this section)

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reduced distance to 1.6x

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Marked as resolved by Aryssiel
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applied

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Marked as resolved by Aryssiel

04:58:929 (4,5) - fix the sampleset now lol

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sampleset is fine, dont know how those finish sneaked in, removed them

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Marked as resolved by Aryssiel

05:18:750 (1) - Slider is ending too early. The guitar hold you seem to focus seems to end around 05:20:357 - however you could even extend it to 05:20:740 -

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extended to 05:20:740

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Marked as resolved by Aryssiel
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