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BABYMETAL - Road of Resistance

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Total Posts
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Topic Starter
Monstrata
This beatmap was submitted using in-game submission on February 8, 2016 at 9:35:45 PM

Artist: BABYMETAL
Title: Road of Resistance
Tags: dragonforce herman li sam totman ktsune suzuka nakamoto yui mizuno moa kikuchi su-metal yuimetal moametal
BPM: 199
Filesize: 10417kb
Play Time: 05:09
Difficulties Available:
  1. Rebellion (7.25 stars, 2026 notes)
Download: BABYMETAL - Road of Resistance
Information: Scores/Beatmap Listing
---------------
Pass this map and burn 350 calories in the process!


Rebellion


--

NFHR Hype!! Don't skip spinner day Cookiezi!
Aeril
Did you actually wait until 2016 to submit this beatmap... waow
Topic Starter
Monstrata
I was also waiting for my name change xD.

Its a new year! Time to start mapping new stuff and try out new styles :D.
Kite
this is really great
GoldenWolf
T-T-T-Timing check!

Step by step procedure so future modders/timers can know what I did just in case it might be useful for some reason
Everything should and must be done unless specified otherwise


Move the very first red line from 00:04:700 - to 00:04:710 -
Change the redline's bpm at 00:07:064 - from 203.000 to 206.000
Add a redline at 00:08:520 - with a bpm of 204.500
Change the redline's bpm at 00:09:400 - from 204.100 to 201.000; since you're following the guitar in the intro, it has to be 201.000 bpm there otherwise it's way off by 20+ ms here.
Move the redline at 00:11:760 - to 00:11:743 - and change its bpm from 205.000 to 206.000
Move the redline at 00:09:409 - to 00:09:400 -
Move the redline at 00:12:919 - to 00:12:908 -
Delete the redline at 00:14:979 -
Move the redline at 00:15:256 - to 00:15:249 -
Move the redline at 00:16:442 - to 00:16:422 - and change its bpm to 204.000
Add a redline at 00:17:598 - with a bpm of 205.000
Add a redline at 00:19:793 - with a bpm of 193.000; Up to you if you want to map that or not, the redline is there to ensure the time between each circle is equal, because the second bass hit is about 9ms earlier than 00:19:870 - there, but I figured it would be/look nicer if every circle was equally spaced in time. It effectively doesn't have any impact gameplay-wise wether you put that redline or not, 9ms difference during a triple on the second note is really negligible, players are not going to notice that, neither they can even feel such a small difference during a triple. It's there to look nicer if you plan to map the triple there, if not, then it doesn't matter and you can skip this.
Move the redline at 00:19:928 to 00:19:948 - and change its bpm from 205.000 to 209.000
Add a redline at 00:20:378 - with a bpm of 205.000
Add a redline at 00:21:109 - with the same bpm as above, for metronome reset purpose
Move the redline at 00:32:220 - to 00:32:230 - and change its bpm to 200.000
Delete the redline at 00:33:980 -
Move the redline at 00:37:498 - to 00:37:504 - and change its bpm to 206.500
Move the redline at 00:38:662 - to 00:38:666 -
Move the redline at 00:41:586 - to 00:41:600 -
Move the redline at 00:41:919 - to 00:41:924 -
Delete the redline at 00:42:119 -
Move the redline at 00:42:318 - to 00:42:325 - and change its bpm from 204.960 to 205.000
Then delete the redline at 00:55:203 -

Don't be scared by the list of changes, it's mostly fine tuning, you were already mostly right in what you found, except it was just off by ~10-20ms at times

Now the ending

Change the redline's bpm at 04:55:051 - from 180.000 to 200.000
Move the redline at 04:55:217 - to 04:55:202 - and change its bpm from 215.000 to 195.000
Change the redline's bpm at 04:55:643 - from 178.000 to 169.000
Move the redline at 04:55:980 - to 04:55:998 - and change its bpm from 205.000 to 153.000
Move the redline at 04:56:205 - to 04:56:194 - and change its bpm from 170.000 to 136.000
Move the redline at 04:56:381 - to 04:56:414 - and change its bpm from 111.500 to 127.000
Change the redline's bpm at 04:56:650 - from 76.250 to 75.000
Move the redline at 04:57:436 - to 04:57:450 - and change its from from 83.750 to 85.250
Change the redline's bpm at 04:58:152 - from 85.000 to 81.500
Move the redline at 04:58:504 - to 04:58:520 - and change its bpm from 77.000 to 80.500

04:59:906 - ... Yeah ain't gonna time that shit lol, especially since you slapped a spinner over it, let's call it a day.

That should be it! and yet another hour spent timing something ;_;
Mint
BABYMETAL!
OmegaR
Topic Starter
Monstrata
Bumped to AR 9.3
pkhg
9.42 pls
Marianna
♥♥♥
Aeril
04:18:910 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - SPACING WHYYYYY ;W;

the one part that keeps me from fcing

02:41:446 (1,2,1) - also weird jump from the kicksliders to that note
Shiirn
Let's do this.

Suggestions
Heavily Recommend
Vital



[Rebellion]
00:01:091 (1) - Starting with a spinner always has a weird effect on the player. The fact that it ends, not on a beat, but when noise stops, makes it even weirder. I suggest having the spinner get progressively louder over time with the final note being much softer in volume.
00:12:908 (2,3,4,5) - The 2,4,5 are not in a straight line.
00:21:109 (1) - This is pretty freakin' far outside the grid area. Is that really necessary?
01:20:959 (1,2,3,4) - You can move these apart in such a way to allow them to not overlap with 01:21:837 (7,8,9,10,1) - . This will also move 01:22:422 (3) - .
04:53:300 (2,3,4) - doesn't need to overlap with (1). You could space this out a bit.

Curse your efficient mapping style that leaves little chance for error.
Topic Starter
Monstrata

Shiirn wrote:

Let's do this.

Suggestions
Heavily Recommend
Vital



[Rebellion]
00:01:091 (1) - Starting with a spinner always has a weird effect on the player. The fact that it ends, not on a beat, but when noise stops, makes it even weirder. I suggest having the spinner get progressively louder over time with the final note being much softer in volume. I lowered volume to 40% but I think the volume is fine since you don't really get any 1000's until midway through the spinner atleast (using auto) so the volume should fit well.
00:12:908 (2,3,4,5) - The 2,4,5 are not in a straight line. Fixed.
00:21:109 (1) - This is pretty freakin' far outside the grid area. Is that really necessary? Well, its not off screen, but i made this a bit nicer. I like using the full area of the screen, not just the limits of the grid, especially when it fits the structure i've set up here.
01:20:959 (1,2,3,4) - You can move these apart in such a way to allow them to not overlap with 01:21:837 (7,8,9,10,1) - . This will also move 01:22:422 (3) - . Yea Alright, fixed this, and applied to some other stacked triplets too.
04:53:300 (2,3,4) - doesn't need to overlap with (1). You could space this out a bit. Alright, did something cool.

Curse your efficient mapping style that leaves little chance for error.
First Shiirn mod :D Thanks <33
Topic Starter
Monstrata

Aeril wrote:

04:18:910 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - SPACING WHYYYYY ;W; :DD Well, i might nerf them after some more testplays but i'm impressed you can FC (if not for this part). The rest of the map is still 6.75 stars without this.

the one part that keeps me from fcing

02:41:446 (1,2,1) - also weird jump from the kicksliders to that note I think they play really nicely though. I really like this jump design anyways.
pishifat
look at me i put letters

  1. 00:06:519 (2,1) - like 1 pixel off the bottom and in everyone's score meters without any real necessity for keeping neat strucutre stuff plsmoveup
  2. 00:41:600 (1) - feeling like you could control emphasis on 00:41:600 (1) - way more by having 34 not being sharper than 12. like https://osu.ppy.sh/ss/4272252, keeping the idea you did with 00:39:836 (1,2,3,4) - then having a non wideaf angle to 00:41:600 (1) -
  3. 00:56:373 (1,1,1,1) - vocals literally saying 1234 and you decide to combo spam why
  4. 01:35:007 (1,2,3,4,1,2,3,1,2,3) - kinda dont understand how you structured rhythm for this stuff. 01:35:007 (1) - this combo goes 100% instrumental, 01:36:178 (1) - prioritizes instrumentals then has a loud af thing on the tail of 2, and 01:37:349 (1) - goes for vocal emphasis only and ignores the loud af thing in the middle of 2 wat
  5. 01:54:617 (7) - separate from pattern like youd done up til now. something like https://osu.ppy.sh/ss/4272261 works pretty well linear transition into 1's sliderbody so planned rite
  6. 02:24:178 (1,2,3) - 02:25:349 (1,2,3) - gonna break everything here but i dunno why you go with the 1/1 emphasis while switching to 3/2 during the stream stuff at 02:28:861 (1) - . and like 02:26:520 (1,2,3,4,5,6,7,8,1,2,3) - this stuff is emphasizing 3/2ness while the streamy stuff prior had the same stuff to emphasize uuuuuu u
  7. 04:02:081 (2,3,4,5,6,1) - 04:04:422 (2,3,4,5,6,7) - these are the same things dood. putting emphasis on the white tick like the first one is cool, so like sdsdsd on both = max cool
  8. 04:28:276 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - wouldnt this make more sense split into 6+6+4 cuz hello song hello 1000 other times you did it right
  9. 04:59:906 - pls
https://osu.ppy.sh/s/387185 ty mONSTRATA
NucleaRaven
Thats an awesome map (i can almost pass it xd). I was gonna suggest a mod but pishi already suggested it :D
Topic Starter
Monstrata

pishifat wrote:

look at me i put letters

  1. 00:06:519 (2,1) - like 1 pixel off the bottom and in everyone's score meters without any real necessity for keeping neat strucutre stuff plsmoveup Ok
  2. 00:41:600 (1) - feeling like you could control emphasis on 00:41:600 (1) - way more by having 34 not being sharper than 12. like https://osu.ppy.sh/ss/4272252, keeping the idea you did with 00:39:836 (1,2,3,4) - then having a non wideaf angle to 00:41:600 (1) - True. Fixed.
  3. 00:56:373 (1,1,1,1) - vocals literally saying 1234 and you decide to combo spam why Literally deaf
  4. 01:35:007 (1,2,3,4,1,2,3,1,2,3) - kinda dont understand how you structured rhythm for this stuff. 01:35:007 (1) - this combo goes 100% instrumental, 01:36:178 (1) - prioritizes instrumentals then has a loud af thing on the tail of 2, and 01:37:349 (1) - goes for vocal emphasis only and ignores the loud af thing in the middle of 2 wat I wanted to follow instruments and keep a simpler rhythm here but yea, ignoring that drum in the middle of 2 was kinda random so I split that into a circle + 1/2 slider instead.
  5. 01:54:617 (7) - separate from pattern like youd done up til now. something like https://osu.ppy.sh/ss/4272261 works pretty well linear transition into 1's sliderbody so planned rite Good idea.
  6. 02:24:178 (1,2,3) - 02:25:349 (1,2,3) - gonna break everything here but i dunno why you go with the 1/1 emphasis while switching to 3/2 during the stream stuff at 02:28:861 (1) - . and like 02:26:520 (1,2,3,4,5,6,7,8,1,2,3) - this stuff is emphasizing 3/2ness while the streamy stuff prior had the same stuff to emphasize uuuuuu u This, Honestly i have no reason other than switching up the rhythm. And I felt like using 1/4 repeat sliders for a bit of a break after the stream without losing the intensity that a 3/2 rhythm gives. The 1/1 rhythm is exclusively 1/4, without any 1/2 gaps so its an easy to play rhythm that i think transitions a bit better after the streams than just going straight into 3/2's.
  7. 04:02:081 (2,3,4,5,6,1) - 04:04:422 (2,3,4,5,6,7) - these are the same things dood. putting emphasis on the white tick like the first one is cool, so like sdsdsd on both = max cool Cool
  8. 04:28:276 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - wouldnt this make more sense split into 6+6+4 cuz hello song hello 1000 other times you did it right Right
  9. 04:59:906 - pls Ok ;w;
https://osu.ppy.sh/s/387185 ty mONSTRATA
ty PISHIFAT
Lami

Zzzzz...

maybe AR 9.5~?
according to 04:16:568 - ~ end
in my view, ar 9.3 is so low, in high distance stream with over 200 bpm.
yea, it is just my view.

use mute custom hitsound on slider-tick?
just some example)
00:05:011 -
00:05:313 -
00:21:401 -
02:38:520 -
02:39:690 -

00:18:671 - missed rhythm?

02:08:227 (3,4,5) - avoid overlap with 02:08:739 (7,8,9) - . for clear visual

02:28:861 (1,2,3,4) - different distance in same rhythm with same NC..
I guess it's missreadable.. and damaged on consistent placement.
you can find good example in 02:31:202 (1,2,3,4) -

02:40:861 (1,2) - if you want to build up distance in 02:40:568 (1,2,1,2,1,2,1,2) -
increase DS each other.

02:45:324 (2) - overmapped? since you didn't use some rhythm in 02:49:934 (1,2) -
i guess it's same music with that.

03:41:666 (2) - remove? basis is 03:42:617 (1,2) -

03:51:105 (2,3) - u suddenly change ur natural placement style..
example
Marianna
Resistaaaaance~

  1. 00:42:398 (1) - Complete this spin here 00:47:154 - It has a very strong hit here
  2. 02:38:227 - It makes more sense to finish the kiai here
  3. 04:54:032 - ^
ProfessionalBox
Hello Monstrata, I like your new username o3o Here is my part of the M4M

Rebellion

- I think that HP4 is a bit too low even if the map is hard and requires a lot of stamina. Maybe consider something closer to 4,5

00:06:217 - This empty space begs for a circle. I can hear it crying >:D Stacking it on top of the following slider or having it spaced a bit both work just fine imo
00:18:476 (7) - Consider making this a circle instead since the 1/3 rhythm stops here and with the current slider it adds 1/3 rhythm where there is none. It doesn't effect gameplay that much but it's totally noticeable
00:41:600 (1) - You could make this a repeat slider with 1/12 to match the guitar trill. I think it also makes the bpm change more easy to react to (not like it isn't easy with 2 simple sliders xD).
01:21:837 (7,8,9,10,1,3) - This looks really messy. I see that you wanted to stack 01:21:105 (2,3) - and to keep them stacked move the stream like this for an easy fix
02:04:275 (1,2) - The spacing of these might confuse some players because of 02:03:105 (1,2,3,4) - having similiar spacing but is played as 1/4 instead of 1/2. This is easily fixed by adding new combos on 02:04:568 (2,3,4) - aswell since the lack of follow point naturally makes the player react to the changed rhythm.
02:37:641 (1,2,3,4) - Imo these feel overly spaced since the stream before these isn't incresing in spacing although it's very long.
02:41:154 (1,2) - These aren't symmetrical. Just a minor thing but something I noticed :D
02:56:373 (1) - This slider feels a bit lame. Make it end on the next red point and add some spice to it maybe?
04:11:885 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4) - Freedom dive?
04:18:910 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - YOO HOLY SHIT WTF
04:55:643 (1,1) - I'd add new combo's to these aswell to make the bpm change more clear

Really fun looking 200bpm streamhell :D!

That's it for the mod, hope it helps :) You don't need to change those streams that I highlited, those were just my initial reactions when seeing them xD
Topic Starter
Monstrata

Lami wrote:


Zzzzz... Actually this is intentional. Red-line modifies the spinner since the spinner comes before the first red line (you can't put green lines in front of red line).

maybe AR 9.5~? I was thinking of increasing it. okay!
according to 04:16:568 - ~ end
in my view, ar 9.3 is so low, in high distance stream with over 200 bpm.
yea, it is just my view.

use mute custom hitsound on slider-tick? Hmm good idea. Added
just some example)
00:05:011 -
00:05:313 -
00:21:401 -
02:38:520 -
02:39:690 -

00:18:671 - missed rhythm? I prefer the pause.

02:08:227 (3,4,5) - avoid overlap with 02:08:739 (7,8,9) - . for clear visual I think this overlap is fine, the pattern is still very straightforward.

02:28:861 (1,2,3,4) - different distance in same rhythm with same NC.. I like this pattern though xP I think its pretty straightforward to read anyways.
I guess it's missreadable.. and damaged on consistent placement.
you can find good example in 02:31:202 (1,2,3,4) -

02:40:861 (1,2) - if you want to build up distance in 02:40:568 (1,2,1,2,1,2,1,2) - This is fine. I think changing the DS will mess up the structure of this pattern too much.
increase DS each other.

02:45:324 (2) - overmapped? since you didn't use some rhythm in 02:49:934 (1,2) - I wanted a jump here instead of a stream so i mapped the space. Rhythm variety
i guess it's same music with that.

03:41:666 (2) - remove? basis is 03:42:617 (1,2) - True. Fixed.

03:51:105 (2,3) - u suddenly change ur natural placement style.. True... Remapped this.
example
Thanks Lami!
Topic Starter
Monstrata

Marianna wrote:

Resistaaaaance~

  1. 00:42:398 (1) - Complete this spin here 00:47:154 - It has a very strong hit here Hmm, very true. I originally didnt map it because the timing was incorrect, but goldenwolf fixed it :D.
  2. 02:38:227 - It makes more sense to finish the kiai here I prefer the Kiais I currently have xP. I especailly wanted 02:40:568 (1,2,1,2,1,2,1,2,1) - to be part of the Kiai since it's pretty intense. The second Kiai is basically extended to keep consistency here,and I think it works fine.
  3. 04:54:032 - ^
Thanks!
Topic Starter
Monstrata

ProfessionalBox wrote:

Hello Monstrata, I like your new username o3o Here is my part of the M4M

Rebellion

- I think that HP4 is a bit too low even if the map is hard and requires a lot of stamina. Maybe consider something closer to 4,5 Yea. I eventually plan on making this HP 5.5 or 6. I just kept it at 4 for now so some of my testplayers can pass it without using NoFail xD.

00:06:217 - This empty space begs for a circle. I can hear it crying >:D Stacking it on top of the following slider or having it spaced a bit both work just fine imo It's quite soft, but okay lets map it xD.
00:18:476 (7) - Consider making this a circle instead since the 1/3 rhythm stops here and with the current slider it adds 1/3 rhythm where there is none. It doesn't effect gameplay that much but it's totally noticeable I silenced the slider-end instead. I think the 1/3 slider works though. It fits the pattern well, and I think most people will play them as kicksliders based on how the previous sliders were arranged.
00:41:600 (1) - You could make this a repeat slider with 1/12 to match the guitar trill. I think it also makes the bpm change more easy to react to (not like it isn't easy with 2 simple sliders xD). I think it'll be harder actually xd. But anyways, yea I think simplicity is best here.
01:21:837 (7,8,9,10,1,3) - This looks really messy. I see that you wanted to stack 01:21:105 (2,3) - and to keep them stacked move the stream like this for an easy fix Fixed another way.
02:04:275 (1,2) - The spacing of these might confuse some players because of 02:03:105 (1,2,3,4) - having similiar spacing but is played as 1/4 instead of 1/2. This is easily fixed by adding new combos on 02:04:568 (2,3,4) - aswell since the lack of follow point naturally makes the player react to the changed rhythm. Ahh that's true. Okay NC spam :D.
02:37:641 (1,2,3,4) - Imo these feel overly spaced since the stream before these isn't incresing in spacing although it's very long. True. Nerfed them a bit.
02:41:154 (1,2) - These aren't symmetrical. Just a minor thing but something I noticed :D That 1 degree. Fixed lol.
02:56:373 (1) - This slider feels a bit lame. Make it end on the next red point and add some spice to it maybe? I was thinking of giving a 1/1 break for the player to prepare for the next spaced stream section. I'll get more opinions though because I think extending to the red tick will also keep the intensity (but at the cost of some breathing room).
04:11:885 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4) - Freedom dive? Yesss
04:18:910 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - YOO HOLY SHIT WTF :DDD
04:55:643 (1,1) - I'd add new combo's to these aswell to make the bpm change more clear Added to the first one, but i kept the second since i think it's close enough to the curved slider to make sense without needing an NC.

Really fun looking 200bpm streamhell :D!

That's it for the mod, hope it helps :) You don't need to change those streams that I highlited, those were just my initial reactions when seeing them xD
Thanks for the mod ProBox!!!
Kinshara
MONSTERata?

good luck!
Haruto
Awesome map as Always <3
Good luck! no sliderart on the end? uwu
Lince Cosmico
source? o.o
grumd
http://www.twitch.tv/grumd/v/34172038
my mod :^)
kudosu plspls

btw that was the worst mod ever with 40 minutes talking about nothing :s
will improve my modding next time c:
nimfa109
That map really broke my stamina, bro
Asahina Momoko
REJISUTANSU

Rebellion

  1. 00:42:325 (1) - it'd be better to make more distance from 00:41:924 (1) - . 00:41:924 (1,1) - have more interval than 00:41:600 (1,1) -, but currently "where to tap" of 00:41:600 (1,1) - is larger than 00:41:924 (1,1) - , so considering BPM change you should place it around 256/328.
  2. 00:56:081 (11) - why don't you make this curved and triangle? also it makes flow better imo
  3. 01:16:276 (1,3) - subjective but if you set stack leniency to 5, they looks perfect-stacked notes and i prefer it (it doesn't affect 1/2 stack)
  4. 01:56:666 (4,5,6,7,8,9,10,11,1) - how about make this stream curved?
  5. 02:05:446 (1,2) - maybe a bit close? how about put around 306/353 and make the same spacing you did at 02:05:885 (3,4) -
  6. 02:16:861 (7) - they can be good friend
  7. 02:51:983 (3,1) - they're toooo close, it's hard to catch timing of 02:52:276 (1) - for me, so ummmm how about make this to 3/4 slider to follow guitar sound or change to 1/4 reverse to follow drums?
  8. 03:47:885 (1,2,3,4) - considering flow from 03:47:300 (1,2,3,4) - , ctrl h'd aiming is more natural to play, maybe
  9. 04:18:910 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - kill me

that's all, gl!! :)
Topic Starter
Monstrata

Asahina Momoko wrote:

REJISUTANSU

Rebellion

  1. 00:42:325 (1) - it'd be better to make more distance from 00:41:924 (1) - . 00:41:924 (1,1) - have more interval than 00:41:600 (1,1) -, but currently "where to tap" of 00:41:600 (1,1) - is larger than 00:41:924 (1,1) - , so considering BPM change you should place it around 256/328. Okay! Made the jump bigger
  2. 00:56:081 (11) - why don't you make this curved and triangle? also it makes flow better imo I wanted a linear slider cuz straight line is stronger than curved.
  3. 01:16:276 (1,3) - subjective but if you set stack leniency to 5, they looks perfect-stacked notes and i prefer it (it doesn't affect 1/2 stack) Oh, cool. Okay :D
  4. 01:56:666 (4,5,6,7,8,9,10,11,1) - how about make this stream curved? I wanted it linear because later i use a lot of circular/curved streams so this is for some variety.
  5. 02:05:446 (1,2) - maybe a bit close? how about put around 306/353 and make the same spacing you did at 02:05:885 (3,4) - I kinda liked this pattern though ;c I think it's fine
  6. 02:16:861 (7) - they can be good friend Yes they can :D.
  7. 02:51:983 (3,1) - they're toooo close, it's hard to catch timing of 02:52:276 (1) - for me, so ummmm how about make this to 3/4 slider to follow guitar sound or change to 1/4 reverse to follow drums? Very true. I made the jumps bigger instead, since i don't really like 3/4 sliders into a long stream section.
  8. 03:47:885 (1,2,3,4) - considering flow from 03:47:300 (1,2,3,4) - , ctrl h'd aiming is more natural to play, maybe Nice.
  9. 04:18:910 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - kill me >:D

that's all, gl!! :)
Thanks Momoko!
Pho
Nice song!

[General]
  1. Idk but both normal-hitfinish1.wav and normal-hitfinish2.wav sound somewhat unfitting to the song, first one would fit more to an actual dnb track and the latter sounds somewhat bad IMO. Can you find something more authentic to the rock genre?
[Easy]
  1. 00:23:450 (1,2) - 00:25:791 (1,2) - I'd prefer having the following rhythm on these sections as percussions feel more noteworthy to me than the guitar beats:
  2. 00:30:474 (1,2,3,4,5) - These should be double triples in the map right? Not sure what this ministream is following anyway.
  3. 00:32:230 (4,5) - 4 circles would make for better emphasis on the guitar riffs.
  4. 00:41:600 (1,1,1) - This feels somewhat squished together on the left side of the gamefield, why not using the right one?
  5. 01:05:739 (1,2) - Speeding up the spacing a bit more at this point would fit really well to the guitar.
  6. 01:22:129 (1,2,3,4,5,6,7,8) - I miss the synergy with the song in this pattern, why is jump distance increasing when the song is still calm?
  7. 01:34:642 - Add a note here feels better with drums and e-guitar
  8. 01:36:617 (2) - What's that finish on the end lol
  9. 01:44:080 (1) - This looks like an unnecessary NC
  10. 01:44:373 (1,2,3) - straight-curved-curved and then 01:45:544 (1,2,3) - straight-straight-straight although these sound really much alike feels inconsistent.
  11. 01:46:568 (5,1) - This looks like an incredibly huge jump compared to the previous spacing.
  12. 02:07:349 (4,1,2,3) - How2read, 1-2 is closer to each other than 2-3 although there's a bigger gap between them. That jump to the kickslider feels too much.
    Similar goes for 04:27:690 (1,2,1) -
  13. 02:37:568 (8,1,2,3,4,1) - I still feel this could be more intense for what the beats actually represent in the music, space them out more?
  14. 02:51:690 (1,2,3) - Flow could be smoother if you push 2 more to the left. Try at 177 | 277 so it complements with the upcoming stream.
  15. 03:00:178 (1,2) - This is pretty devasting low spacing, set for higher jumps for these beats.
  16. 03:35:154 (1,2,3,1) - Even if the beat on 03:35:593 - is emphasized, the jump to it feels really unbalanced compared the spacing between the kicksliders. Equalize it a bit more?
  17. 03:42:105 - This is overmap, 03:42:178 - This is 1/6 lol.
  18. 03:50:812 - Why not following the guitar more thoroughly here?
  19. 03:55:787 (5,6,1) - Be a man and map these 1/4's out lol.
  20. 04:18:910 - wow rip
  21. 04:20:959 (1,2,1) - And a big flow break after such an rsi-inducing spacestream lol. Can you make a smoother transition into it please?
  22. 04:31:056 (3,4,5,6,7,8,9,10,11,12,1,2,1,2,3,4,5,6,7,8) - Listen closer to the song and you'll see that there are actually not that many consecutive 1/4 beats here, but it actually starts at 04:32:959 - first.
    So many beats of this pattern are overmapped, I'm sure you know how to fix it up.
  23. 04:39:983 (1,2,3) - This could have higher spacing for a better momentum into the stream.
  24. 05:09:344 - Wow, map these beats at the end out. Please. It hurts that you left them out ;-;
As soon as you think it's ready, you can call me back, good luck! /o/
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