beatmap discussions

very nice

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haiiiiii

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wb

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hi tokiko

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Acylica

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yeah its pretty cool

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:steamhappy:

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giga banger

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BANGER

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bonne année mon reuf

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!!!

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toe very good

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good job risen

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awesome

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omg kay mapping arc begins

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vouch

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Whatever dude

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The juice

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Your map is lacking one hype to get ranked

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Charybdis

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bye bye

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ended up modding the rest of the map in dms cuz it was easier

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01:43:988 (1) - 01:48:788 (1) - went over those shapes in dms

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01:42:488 (2,1) - 01:43:988 (1) - rly underwhelming spacing as opposed to things like 01:41:888 (2,1) - 01:42:938 (2,1) -

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This guy for sure didn't bang at my hotel door to check his map during coe

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Got me chewed up

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feur

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ouaip

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Heyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy

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personally im a big fan of cayenne

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05:42:044 (1) - could raise the sv considering how much momentum the player has when entering this slider, you could very well just overaim this and break because of it (also you might want to lower the volumes more as the slider goes on)

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05:33:769 (1,2,3) - could lower the spacing here, map doesn't really have back and forth 1/3s like that anywhere else and i don't think it's a good idea to randomly implement those on overmapped rhythm anyway, would feel a lot nicer if there was a bigger window to cheese them at least

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04:33:654 (1,2,1,2,1,2,3,4) - could space these more, feels a little unimpactful with all the patterning that's been leading up to this

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04:24:803 - is the colorhaxing intentional here

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04:13:769 (1) - 04:15:148 (1) - 04:16:527 (1) - 04:17:907 (1) - etc. these should likely all end on the ticks before to actually follow the kicks at those spots, or at least have muted sliderends so they don't sound weirdly off sync to the drums, but it'd still feel kind of awkward to play anyway

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04:13:424 (1,1) - really think you should lower the spacing between those sliders, there's no way to read the 1/6 gap and the sliders are so slow that this makes for a really huge jump out of nowhere on a 1/6 time frame

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02:01:010 (1) - offscreen bolosse

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01:42:734 (5,6,7) - could just be a quint instead just like 01:41:355 (1,2,3,4,5) - since it's the same drum pattern for both combos

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01:30:838 (3) - higher sv would be cool to make this bass stand out a little more from the smaller kicksliders following the drums

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01:06:182 (1) - dont think this needs to have sv this high, the bass sound this slider is following is extremely quiet and you're really unlikely to hear it in game anyway because of the hitsounds

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00:43:614 (1,2,1,1,2,3,1,2,3) - you probably want to avoid using too many of these in a row, these can be really straining since they're pp much 225 bpm 1/4 gaps, so having many of those in a row is a bit hard i think, could change some stuff like 00:44:614 (2,3) - into 1/2 sliders

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03:08:414 (3,1) - lower spacing feels so awkward to play imo, it's in that weird middle ground where it doesn't get any impact as opposed to no movement (stacking) or just spacing it away

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01:18:614 (1,2,1,2) - movement change feels a bit weird here, why not keep going for the back and forth patterns? also they kinda feel a lot harder than the previous 2 combos so progression gets weird here anyway

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01:11:414 (1,2,3,1,2,3) - think this is a bit too spicy relative to the rest of the part

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00:59:814 (1,2,1) - think this is a bit too much of a spike in spacing considering these are all 1/6 gaps

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00:53:814 - lowering density in this part would be nice to make the lead melody stand out more here, especially if you remove notes like 00:54:414 (5) - 00:56:014 (4) - or extending sliders like 00:57:547 (5,1) - to replace the following circle

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could raise AR a tad, map is super dense

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00:33:947 - think difficulty should come in a bit more progressively, this feels like a pretty big spike in difficulty right after a rly slow part

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