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Rohi - Kakuzetsu Thanatos [Taiko|Osu]

posted
Total Posts
141
Topic Starter
NatsumeRin
This beatmap was submitted using in-game submission on 2013年2月13日 at 19:13:52

Artist: Rohi
Title: Kakuzetsu Thanatos
Source: Vocaloid
Tags: Kagamine Rin Amamiya Yuko Pokie RLC hs714 qoot8123
BPM: 200
Filesize: 20669kb
Play Time: 03:28
Difficulties Available:
  1. 714's Taiko Muzukashii (4.57 stars, 742 notes)
  2. 714's Taiko Oni (4.72 stars, 1370 notes)
  3. Easy (2.65 stars, 251 notes)
  4. Hard (5 stars, 683 notes)
  5. Normal (4.21 stars, 340 notes)
  6. Pokie (5 stars, 920 notes)
  7. qoot8123's Taiko Oni (4.83 stars, 1254 notes)
  8. Rin (5 stars, 994 notes)
  9. RLC (5 stars, 735 notes)
  10. Skystar (5 stars, 1050 notes)
Download: Rohi - Kakuzetsu Thanatos
Information: Scores/Beatmap Listing
---------------
http://www.nicovideo.jp/watch/sm19896096 隔絶≡タナトス

孤独≒エゴイズム: http://osu.ppy.sh/s/58737
Difficulty: RLC(Jump)<=Pokie(Stream)<Rin<Skystar.

Dark Fang's Taiko Oni: http://puu.sh/20gkZ
Skystar
1

EDIT: Rin牌製圖機製品—— 請按此幹死NTR 已死,謝謝大家支持.
popner
2
Flask
3
Curisu
hs714
┏━━┓
┃┏━┛
┃┗━┓
┗━┓┃
┏━┛┃
┗━━┛
Pokie
臥槽 6
mintong89
7 ._.
NicholasSaputra
8 [__]
RLC
200 bpm 1/3 jumps -> 300 bpm 1/2 orz so strong

and ⑨
punikidesu-
nice
No_Gu
11
Muya
12 :)
[Epicz]
13
sammy711
14
wmfchris
第2頁沙發我要了
qoot8123
could i make taiko diffs for this song??
Topic Starter
NatsumeRin
hs714 is making the taiko diffs (like in Kodoku Egoism), I don't mind adding one more taiko oni though, you could try and i'll decide to accept or not.
Scorpiour
/me slaps baka wmf
Chewin
omg coming
Raging Bull
21
Star Stream
Really fun map
qoot8123
taiko diff finished~
http://puu.sh/1VfFm
hope you like it><
scanter
Amazing :D
tutuhaha
:O
Dark Fang
awesome :OO

btw just saying.

[Rin]

00:15:064 - why do not you try use two 1/3 repeat slider 00:34:264 - like this. because music thus, the difficulty has been upsurge from 00:10:564 . Players should be adapt follow the difficulty. In the process, 1/3 circle pattern feel too hard. or reduce difficulty than current. IMO

Star~ \:D/
ShadowSoul
27
Topic Starter
NatsumeRin

Dark Fang wrote:

awesome :OO

btw just saying.

[Rin]

00:15:064 - why do not you try use two 1/3 repeat slider 00:34:264 - like this. because music thus, the difficulty has been upsurge from 00:10:564 . Players should be adapt follow the difficulty. In the process, 1/3 circle pattern feel too hard. or reduce difficulty than current. IMO

Star~ \:D/
Reason is simple... for the pattern it's playable but probably hard to read... compared to let players retry later, i'd rather put it a earlier time.
Also the current one shouldn't be that hard anyway.

Edit: well.. not really sure... i'm trying other ways.
silmarilen
29
lolcubes
Since I actually like the maps on the base level, I really don't like how certain patterns play in general, mostly cause they break the flow, and this is what kills this mapset for me. I have played through Rin and Skystar diff currently.
I will label things in red what absolutely must be changed no matter what. In regular black will be things that should probably get changed but don't just dismiss them without even considering the reason why am I suggesting that. I respect the style but sometimes I feel that it just doesn't work and should change because it impairs the playability without any good reason.

I'm getting offset 76~78 for this.

[Rin]
  1. 00:11:914 (4) - Considering the movement required here, if you ctrl+g this it plays better.
  2. 00:14:914 (4,5,1,1,2,3,1) - Eh, this is unreadable because of the hitbursts. You can't notice that the last object is a slider. I know it's your style to use overlaps to your advantage but this just doesn't work if you ask me. The flow here is bad.
  3. 00:31:114 (4) - ctrl+g please, this jump breaks the flow.
  4. 00:33:514 (4) - Same here. If you really don't want to, try reversing the slider 3 in these two cases then, it flows better and preserves already high spacing.
  5. 01:12:864 (3,1) - This and all instances of this are actually quite a lot harder than it looks like, at least on mouse. http://osu.ppy.sh/ss/593647 this is more classic but it flows well.
  6. 02:31:189 (2) - Is this note really necessary?
  7. 02:53:389 (2) - Bigger spacing here please, it's hard to read considering the fast pacing.
  8. 03:02:989 (2) - This one is even more important, needs much bigger spacing.
  9. 03:08:931 (2,3) - Visibility here needs to be better. Even on a still screenshot you won't notice the slider at a glance, you will really have to focus.
In addition, there are a lot of moments where some jumps felt like they are forced, 02:54:364 (1,2,3,4,5,6,7) - this whole combo kinda flows badly, and some other patterns are generally quite hidden, but I guess that's not that bad.

[Skystar]
  1. The hitsounds are quite low, might want to increase the volume a bit.
  2. 00:32:389 (2) - This is very hard to notice, you should really try to make this more clear.
  3. 00:32:914 (2) - This is barely noticeable, you really have no reason to stay in this area so much, there is a lot of free space around that you can use. This just plays awful.
  4. 00:37:639 (3) - Incorrectly snapped.
  5. 00:50:464 (1,2,1,2) - The spacing in combos like this should be different. It's really hard to tell for someone who doesn't know the song. There is really no reason to keep it absolutely the same. Goes for all of such patterns.
  6. 01:00:514 (3) - This is almost 100% invisible on default skin during play.
  7. 01:12:664 (1,2,3,1,2,3) - Please, don't do things like this. This plays really poorly. If you already want to break the flow (which I have no idea why would you), at least make them visible. This is a part which should flow well because the music feels like it connects 2 parts, this is the complete opposite. Just check how you did 01:22:264 (1,2,3,1,2,3), this actually flows much better.
  8. 01:16:864 (1,2,3,4,5) - It's impossible notice the 2nd object is a slider. Same goes for 02:53:164 (1,2,3,4,5) and every other occurence.
  9. 01:51:064 (1,2,1) - This is really flow breaking and really awful to play. Why stack? This stack makes 0 sense.
  10. 02:48:964 (1,2,3,1) - This is actually unreadable. There are many ways to make this work. There was a hitburst here so you should try repositioning this somewhere else, and don't just return to an already played note if possible, that flows bad. Check 02:58:564 (1,2,3,1,2,3) - for example, this is just a really good example on how to do this well.
Overall I think the skystar diff here is focusing too much on artificial difficulty, meaning the objects are intentionally placed to trip the player, usually by silly overlaps or (unintentional?) hiding behind hitbursts. This doesn't need to happen all the time, the map is already really really hard, so using tricks to impair visibility is a bad thing. It's a cool effect sometimes, but in this case it just breaks the flow and readability without any really good reason if you ask me.

Anyways I hope this helps a bit. It's kinda silly to have this in pending btw haha.
-Napoleon-
Hello NatsumeRin! :)

Can I make a easy GD? I really love your maps ;w; And I would like to make a diff for your mapset...

So what do you think? Can I make it? :)
Topic Starter
NatsumeRin
You could have a try, i'll check the quality then decide to use it or not.

lolcubes wrote:

Since I actually like the maps on the base level, I really don't like how certain patterns play in general, mostly cause they break the flow, and this is what kills this mapset for me. I have played through Rin and Skystar diff currently.
I will label things in red what absolutely must be changed no matter what. In regular black will be things that should probably get changed but don't just dismiss them without even considering the reason why am I suggesting that. I respect the style but sometimes I feel that it just doesn't work and should change because it impairs the playability without any good reason.

I'm getting offset 76~78 for this. I'll ask more to check, but keep it now because i'm pretty confident with the current one. (both listening and testing..)


[Rin]
  1. 00:11:914 (4) - Considering the movement required here, if you ctrl+g this it plays better. Listen to the pitch, it goes E-C-E-C, that's why i use such a placement here (i admit, not in all parts, sometimes i have to break it for other reasons, 00:35:764 (2,3) - etc), you could check 00:12:964 (3,4) - too, i use a different way because the sound works different.
  2. 00:14:914 (4,5,1,1,2,3,1) - Eh, this is unreadable because of the hitbursts. You can't notice that the last object is a slider. I know it's your style to use overlaps to your advantage but this just doesn't work if you ask me. The flow here is bad. http://puu.sh/1W65q http://puu.sh/1W675I The tail of the slider is obvious and as i could remember, such kind of overlap is fine. I don't mind a discuss about this, but won't change for now. Edit: if stack to 5, it makes the spacing quite weird.
  3. 00:31:114 (4) - ctrl+g please, this jump breaks the flow. As explained before.
  4. 00:33:514 (4) - Same here. If you really don't want to, try reversing the slider 3 in these two cases then, it flows better and preserves already high spacing. same.
  5. 01:12:864 (3,1) - This and all instances of this are actually quite a lot harder than it looks like, at least on mouse. http://osu.ppy.sh/ss/593647 this is more classic but it flows well. I'm pretty sure this change would break the feeling of those 1/3s (they should be in group not only combo colors, but also placements)
  6. 02:31:189 (2) - Is this note really necessary? not. both way is fine to me
  7. 02:53:389 (2) - Bigger spacing here please, it's hard to read considering the fast pacing. I think after the 1st kiai, players should already know this beat, also in the later stream, i want a effect that it flys very close to 2 http://puu.sh/1W6md, put it further may cause some problems.
  8. 03:02:989 (2) - This one is even more important, needs much bigger spacing. I don't think so. When you're playing a pattern here, you should get how music plays here (it's the 4th time already)
  9. 03:08:931 (2,3) - Visibility here needs to be better. Even on a still screenshot you won't notice the slider at a glance, you will really have to focus. http://puu.sh/1W6sw ..ehh..won't? For pros, focusing on such objects shouldn't be that hard (asked about 10 testplays but only 1 or 2 get 100 here.
In addition, there are a lot of moments where some jumps felt like they are forced, 02:54:364 (1,2,3,4,5,6,7) - this whole combo kinda flows badly, and some other patterns are generally quite hidden, but I guess that's not that bad.
It's in pending because i'm lazy to change it to WIP every time i submit...

Edit: I fixed the incorrectly snapped note in Skystar diff, leave others for him to decide.
RLC
mod :3

[Rin]
  1. 00:36:964 (1) - the sliders before this get all steeper, but this suddenly flattens out... maybe start 00:36:064 (1) - flatter and make it so that 00:36:964 (1) - is the steepest?
  2. 00:54:514 - it'd be nice to have something here, since the beat is pretty strong in this section (like you did at 02:11:314 (2) - )
  3. 01:40:264 (3,4) - these feel awkwardly close, maybe move (3) left a little
  4. 02:16:564 (4) - rotate this -15 degrees about itself? so that the diagonal symmetry is better
  5. 02:40:714 (1,1) - these match beats in the music, but 02:42:514 (1,1) - these don't. I would use something different for the first two than for the last two, to distinguish them
  6. 03:08:256 (3) - i would advise against hiding this... the spaced 1/4 immediately before it is already very challenging, the hidden note adds a LOT of reading strain
  7. 03:22:147 (1,2,3,4) - i think this would better match the intensity of the music if it was tilted like your other symmetries
[Skystar]
  1. 00:32:764 (1,2) - really hard to read in an already intense section ;;
  2. 01:01:114 (1,2) - i'm not sure if this is deliberate, but it's really misleading D:
  3. 01:56:464 (6) - NC?
  4. 02:39:664 (3) - the placement of this (and the following 1/4 sliders) look a little messy imo, maybe just space it from the rest of the stream with the stream's spacing? like http://puu.sh/1W9Kx
  5. 03:04:110 (1,2,3) - this concealed backtracking may confuse players a lot. I like the backtracking flow, but i suggest putting it somewhere where it's more visible
  6. 03:27:388 (3,4) - i expected (3) to be where (4) was... because the preceding part 03:26:510 (1,2,1,2) - establishes clockwise rotation
i'm too noob for this diff

hope i was somewhat helpful
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