mapped by Ruubiii
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This beatmap wasn't updated since 15 February 2024 so it was graveyarded...
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03:08:309 (4) - such "stucked" doubles i think fits more with drums instead of normal sample with such strong sounds as it is, it is not 1 moment, there is too much over all the map. Look closely by yourself.

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I don't understand what do you mean in this mod so I will leave it unresolved until u explain

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Hitsound post, drum - sampleset instead of Normal

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Unsnapped objects:
00:10:565 - Circle unsnapped by 2 ms.
00:20:565 - Circle unsnapped by 2 ms.
00:40:565 - Slider head unsnapped by 2 ms.
(from mapset verifier)

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yea mb

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Marked as resolved by Ruubiii

Your mapping style starts to resemble my style on September 2023 (flow and stacking) + October 2023 (geometry).

However...

  1. The distance emphasises across the map isn't pretty much suitable for the song. For example, 00:45:273 (3,4,5,6,1), there is pretty much nothing big to emphasise except for that e-snare drum(?) on (5). In that case you should only emphasise (4->5) jump but not (5->6->1). Assume you want to use larger angles as your style, make sure to keep it under 120° for individual jumps and 80° for consecutive jumps (except if you want to do square jumps), as I see you using angles of over 150° which is very uncomfortable to players. Also try to use jump angles as emphasis, e.g. a sharper angle for sharper beats and a smoother angle for normal beats. Try to figure out which instruments you should emphasise (snares / cymbals recommended) and change them with either larger spacing or sharper angles.

  2. Some stacks are pretty weird and not good-looking. 01:01:156 (4,5,6,1) is kinda an example which may confuse players with lower reading skills, considering this is only an insane diff.

  3. Overlaps. I see you are trying to imitate my current overlapping techniques for aesthetics and emphasises, but try not to use these kinds of overlaps too much (unless you want to use 1/2 stacking with full overlaps, that's an exemption for me). Also, try to avoid circle-circle overlaps which basically destroys everything (lemme tell you that I only knew this when LeomineXD dislikes my mapping style in Kizuna Music, resulting into a huge change in overlapping / slidershapes into December 2023.)

  4. Flow angles.


    Pic. 1 is awkward but Pic. 2 is better. The circular flow angle works the best when the angle formed by the extent of the 1st curved slider to the 2nd curved slider is suitable. IMO try keeping this angle between 0 - 60°, while not making it reverse (denoted as ℝ- (i.e. negative angles)) flow like this unless you want to play some Russian style:

    Examples of these awkward flows appear in 01:13:145 (2,3), 02:29:222 (4,1).

  5. Mapping. Sections in the openings and endings seems to be too simplified. Many of these 3-bursts are instead 4x1/6s. If you want to rank a map, try characterising the song. FYI those 1/6s can be mapped as kicksliders instead to distinguish the opening and ending sections from the other parts. Try finding some special points on each section of a song (can last from 1-2 beats all the way to one whole kiai) and express them with different styles, e.g. a section with lower intensity can use lower sv's and smaller spacings (with smaller distance emphasis multiplier) and vice versa.

Yes this map is slightly better than remember remember but it's still very bad imo, don't get ashamed. We improve 'cause we want to rank.

I've only looked into a bit of the general look of the map, you may want to try figuring out where can the points above can be applied to as this is a key for a professional mapper. btw thumbs up for kudosu :)

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I tried to fix somethings u pointed here but the majority of the things u stated seemed too subjective for me as other mappers did give some opinions which they were way different than what u said thats why I'll go with what seems right to me.

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Marked as resolved by Ruubiii

i actually do agree with most of the points here fwiw, but i'll point out spacing here

00:00:565 (1,2,3,4,5,6) - the circles here cause less movement than the sliders, while the music seems to be lowering in pitch, seeming less intense while the patterns are doing the opposite in terms of movement
00:03:702 (1,2,3,4,5) - the strongest sound in this pattern imo is 00:04:877 - which is on a repeat. also, it's just suddenly more intense than the previous patterns when the music isn't that much different, which doesn't feel good
01:13:114 (2,3) - yes the intensity should drop, but not by this much, this is very not engaging
01:58:996 (5,6) - this is just too linear bc the sound at 6 is being ignored completely
02:30:172 (2,3,4,5,6) - what the pattern here is doing is exactly the opposite of what the music is doing
03:07:623 (2,3) - the way 2 just leads into 3 like this is very underwhelming especially since 1 and 2 aren't like this
03:47:426 (5,6,7) - what the pattern here is doing is exactly the opposite of what the music is doing
04:23:897 (7,1) - this jump is the biggest in the pattern but the music is reducing in intensity

this is a bit of a general problem throughout the map, but anyway, i hope you learned something

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Reopened by caps

Note that only circle-circle partial overlaps apply, but not full overlaps which I commonly use.

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Honestly, i dont agree with most of the point which some modders wrote and wanna and some words to this topic. Most of points are noticed by akivn_shugo is acceptable because of mapper intention of mapping and do not really require a quick change, it is how mapper feel the song. We must be respectful to this and do not give suggestion which may goes opposite of his mapper style.

01:01:156 (4,5,6,1) Such stacking is valid to use cuz mapper used same things every pattern and i believe it is not confuse somehow players. It is also low bpm song, so dont this it will occur some issue there for players.

00:45:273 (3,4,5,6,1) Like this one. Jump here with "awkward" angel like you might to think is not so uncomfortable. Mapper wanna represent with such angel and jumps snares and how music and vocal are increasing at this moment, which is goodly working here. Also in related to such stuff like 01:13:145 (2,3) (but there more movement issue instead of angel i believe, and think mapper may work with jumps there better).

There i may agree with caps points like 00:03:702 (1,2,3,4,5) with such changes in ds as music does not change so much as mapper thinks. Yeah beggining part is not super goodly expressed with contrast and rhythm, i think gonna be better if mapper gonna focus on melody to make some 1/1 gaps as music expressed. Or such overspaced objects like 04:23:897 (7,1) is valid i think, but a bit reduce may works there better.

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#4185951 + #4189861 - i agree with these points combined, however I'd turn 00:13:898 (4) into either a circle or 1/4 slider not stacked on 00:14:158 (5) and move 00:14:158 (5) to 00:14:093

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there's a lot of triplets that are not really supposed to be triplets. I don't think this is intentional but it can make it hard to play because the notes don't match up with the music which puts less emphasis on parts where triplets actually appear in the song. if you don't want to get rid of the silent triplets maybe add more emphasis on the triplets through spacing that match up with the song.

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Small changes:
-
00:14:174 (5,6,7) would map the 1/6 with reverse slider 00:18:610 (3,4,5) - 00:21:159 (2,3,4) - 01:48:218 (4,5,6) - 01:49:786 (4,5,6) - 02:21:159 (2,3,4) - a charming part of the song, would include.

  • 00:14:909 (2,3,4),00:21:184 (2,3,4) - distinctly higher pitched/clearer, should be mapped differently than the triples surrounding - can just be spaced slightly in a line.

  • 00:11:184 (5,6,1) - percussion warrants a change beyond spacing - pattern-wise.

  • both builds 00:49:223 02:43:732 regress in difficulty despite the slow continuous build in intensity, the break before the drop does the job for you - look at the spacing between objects during the build, there should be a steady average increase over time.

  • cursor at 00:04:909, this rhythm fits much better and be used on subsequent repeats

  • combines the pattern repeated previously but changes appropriately when the melody changes.

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I think the 1/4 triple would feel much better to the players than the 1/6 which has no impact on the playability,
for the second point yes I changed the spacing on those so yes its fixed.

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Marked as resolved by Ruubiii

ok I mapped some of the 1/16

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Reopened by Ruubiii

zz

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Marked as resolved by Ruubiii

The main issue with this map is the lack of structure mostly outside of the kiais.

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01:35:466 (3,4,5,6,7) - for this and the other one I was mainly inspired by rizia since he has them in his set.
for the rest it seems a bit subjective because other mappers who gave feedback said it was good

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Marked as resolved by Ruubiii

this hs has so many issues it's actually crazy how the hell did this get ranked WHAT

i could spend 20 years pointing out all the errors or just tell u to hs yourself or get someone else to hs this because these hs are actually so joever :sob:

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will recheck them later

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Marked as resolved by Ruubiii

timing - everything should be pushed back 1/16 or (25ms), then...

  • remove uninherited timing point here 02:07:693, and push every object past this point 1/16 (or 25ms back).
  • fits and sounds much better
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-30 offset would be better as I hear

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imo its -32 as I had in the other diffs
I changed the offset to make it work with the hitsounded set

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Marked as resolved by Ruubiii
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