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Ito Kashitaro - Fairytale,

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Total Posts
189
Topic Starter
Battle
This beatmap was submitted using in-game submission on Monday, August 17, 2020 at 6:56:07 PM

Artist: Ito Kashitaro
Title: Fairytale,
Tags: gumi hero buzzg Haruto Haruto_Aizawa Nerova_Riuz_GX NRG SnowNiNo_ Doormat Anxient utaite male vocal cilia vocaloid cover japanese rock jrock j-rock dakinibrave xayah
BPM: 194
Filesize: 24824kb
Play Time: 04:58
Difficulties Available:
  1. Banx's Hard (3.93 stars, 813 notes)
  2. Doormat's Advanced (2.6 stars, 603 notes)
  3. Haruto's Insane (ft. N/A) (4.79 stars, 867 notes)
  4. N/A's Extra (5.68 stars, 1122 notes)
  5. NiNo's Insane (5.33 stars, 979 notes)
  6. Normal (2.09 stars, 396 notes)
  7. Yakusoku (6.36 stars, 1220 notes)
Download: Ito Kashitaro - Fairytale,
Download: Ito Kashitaro - Fairytale, (no video)
Information: Scores/Beatmap Listing
---------------


久しぶり, ね?


Unedited version of Fairytale, + full set from 2016

ty dakini for letting me use your hitsounds
re-dl for new hitsounds

Normal: Me
Advanced: Doormat
Hard: Anxient and me
Insane: Haruto with Nerova Riuz GX
Other Insane: SnowNiNo_
Extra: Nerova Riuz GX
Top diff: Me

old diffs
top diff
http://puu.sh/pTbJQ/2d394c2052.osu
haru's insane diff
https://pastebin.com/tza2ntBV
haruto's insane diff
https://pastebin.com/4nECnHKQ
haruto's insane diff
https://pastebin.com/996gxW0C


Anxient
F1357!
Topic Starter
Battle
Nice!
Nerova Riuz GX
welp i have to sleep now but you're not online so

http://puu.sh/nhnsQ/4e72f7afc9.rar

I've already finished the whole map and slightly fixed something in the first kiai
+ I'm using AR 9.5 because there are too much stacked stuff
+ added some custom colours when i felt awful with the default ones
+ It did got skyrocketed to 5.61* but i guess that's still okay for the spread
+ I'm really lazy so I decided to use hitsound copier, I'm a lazy ass

Feel free to rename the diff, but please replace the mapper's name with N/A
don't ask why, just do it! /me runs
Topic Starter
Battle
updated, took your combo colors lol
SnowNiNo_
i finished the map just when you offline so yea ...

http://puu.sh/nndYV/3cdab54561.rar

- 02:23:704 - 02:34:838 and 02:54:631 - 02:59:580 doesnt have hs yet, can you help me to use the mediocre at these patterns
i think i will just do it myself XD
- i didnt use custom colors, but if need it i will add it
- feel free to rename the diff
- PM me any time if something is wrong of my map or got any question

:)
SnowNiNo_

SnowNiNo_ wrote:

i finished the map just when you offline so yea ...

http://puu.sh/nnd6l/f0eba9ca89.rar

- 02:23:704 - 02:34:838 and 02:54:631 - 02:59:580 doesnt have hs yet, can you help me to use the mediocre at these patterns :D?
- i didnt use custom colors, but if need it i will add it
- feel free to rename the diff
- PM me any time if something is wrong of my map or got any question

:)
oh i press the worng bottom = =, just ignore this post plz
N0thingSpecial
Too good.
Emonal
Nice map!
Can I make a GD? :)
Topic Starter
Battle
sorry I have all the gds I need ><
Emonal

Battle wrote:

sorry I have all the gds I need ><
well ;w;
Topic Starter
Battle
rip ;;
Doormat
some useless fun facts regarding my guest diff-
  1. mapped entirely using a trackpad because i was too lazy to take out my mouse
  2. ~13-14 hours over two days
  3. apparently I wasn't even the first choice to do an Advanced guest diff lmao
original copy before any mods were applied to it: http://puu.sh/nqWFM/d4b3566756.zip
Topic Starter
Battle
But you did it the fastest that's all that counts lol
Yohanes
Please, that normal-hitfinish2 is really intrusive =.=
It would sounds a lot better if you change it with a more "normal" one...
Topic Starter
Battle
applause best hitsound
FCL
04:21:229 (1,2,1,2,1,2,1,2,1,2,3,4,5,1,2,1,2,1,2,3,4,5,6,7,1,2,1,2,1,2,1,2,1,2,3,4,5,6,7,1,2,1,2,1,2,1,2,1,2,3,4,5,6,7,1,2,1,2,1,2,1,2,1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,9,10,11,12,1,2,1,2,3,4,5,6,7,1,2,1,2,1,2,1,2,1,2,3,4,5,6,7,1,2,1,2,1,2,1,2,1,2,3,4,5,6,7,1,2,1,2,1,2,1,2,1,2,3,4,5,6,7,8,1,2,1,2,1,2,1,2,1) - what a hell lol
Topic Starter
Battle
surprisingly, tatsumaki actually fc'd the jumps lmao
Emonal
01:39:167 (1,2,3,4) - the jump flow is not good
Topic Starter
Battle
assuming that's for hardest diff, the flow on that part is meant to make it so that it's intentionally different from the other jumps, the particular combo leads to the end of the guitar playing, followed by that screeching noise, having it different in this case fits it imo
-Lemons
Look out you disgusting approval length mapset mappers time to have your mod cherries popped


  • General
  1. Fix your aimod thnx also crowdsound has to stay it's the shit
  2. Make your spinners or ending notes or whatever you use in each difficulty end at the same point please, some end on that downbeat others end on the blue tick before just make it all the same
  3. Nice tags, just use all your gders or something since I have no idea who ito is but if it's a vocaloid put vocaloid or something, use tag of Cover should probably work idk
  4. You might want to move the redline to somewhere else at the beginning since a few diffs put a note before it and I have no idea if that matters or not so ask someone who will kno lol

    Normal
  5. Hey can you learn to use slidertick hitsounds when you're making lower diffs that ignore your downbeats so they don't make my ears hurt thnx
  6. 00:28:033 (4) - dis angle is kinda sour compared to the other ones you used, it's such a small directional change yano compared to like 00:20:301 (2,3,4) -
  7. 00:38:549 (1) - i'd have this end on the downbeat just to make sure newbies aren't gonna overspin and lose their cursor when 1 comes up on them
  8. 00:47:209 (3,4) - nice striaight line I like it
  9. 00:48:446 (1) - tfw you could really easily make this a blanket but I know you won't because you hate your circles being warm and cozy you punk
  10. 01:50:920 (3) - this might be too confusing for your lowest difficulty idk, you might just want to make this a 1/1 slider even though it ignores quite a bit of stuff for difficulties sake
  11. 02:00:817 (3) - I think you can cut the last repeat
  12. 02:50:147 (1) - although this makes sense I think it needs to be stacked differently (like the normal way you stack things with breaks but idk i think people are just in general gonna mess this up)
  13. 03:17:982 (1) - same as other spinner, end on downbeat
  14. 03:26:178 (4,5) - ctrl-j these and resnap them for bettar flow http://puu.sh/nB9uR/9c01f466f6.jpg

    Doormat's Advanced
  15. 00:45:662 (5,3) - I don't like how close these are together it bugs me ;w;
  16. 01:07:930 (6,1) - I can't quite figure out why but I think that 1 should be on the other side of 6
  17. 03:37:775 (3,4) - These are too exaggerated from the way you positioned all the other notes that follow this rhythm

    Banx's Hard
  18. 01:28:652 (3,4,5,1,2) - this part here is really jenky, I think you should just remake it with less harsh angles and less back and forth but if you don't want to do that could you make the distance between 1-2 the same as the distance between 4-5 for me?
  19. 01:37:621 (4,1) - i don't think these need to be 3/4 sliders since you never use this rhythm up to this point and nothing has really changed musically
  20. I'm gonna stop linking them but 02:20:611 (3) - in general I don't think the hard needs to be this precise with the vocal sliders, I think rhythm wise they'll play and sound better as 1/2 since the rest of the map uses that style so these sort of stick out in a weird way, it's up to you if you really wanna use them try to use them more often otherwise I think i'd just take them out since this is a hard diff
  21. 03:08:858 (4,5,6,7) - I think you can make this a little more interesting if you maybe make 4-5 copies of 6-7 just flipped or maybe just add some more cursor movement here
  22. 03:42:105 (2,3,4,5,6) - Tidy up this spacing for me thnx
  23. 04:22:775 (3,4) - Maybe make these symmetrical?

    Haru's Insane
  24. Whys dis diff got a higher slider tick rate? If it's for your ending slider thing you'll probably just want to lower the hp
  25. if you opt to keep them tho please silence them in the beginning and during the quiet parts they're pretty loud
  26. 00:49:992 (2,3,4,5,6,7) - The angles of this are nice but the spacing emphasis doesn't make any sense, parts that should be emphasized aren't and it's just sort of random to me, 00:49:992 (2,4,6) - these should be emphasized with spacing on the jumps as those are the vocal flares
  27. 00:52:312 (2) - Same as above this one should be a lower spacing jump, the distance on 3 is fine, and the distance on 1 is fine but this one just sticks out when it shouldn't
  28. 00:52:621 (4) - I don't like this as a slider since it puts the vocal "ga" on the slider end and it feels pretty bland not to click there
  29. https://osu.ppy.sh/ss/4691448 Something like this for that part fits pretty well you can obviously have it placed wherever, it just puts the emphasis on the notes that should feel powerful
  30. 01:45:972 (3) - Why is this such a large jump? I don't hear anything that would need this to be emphasized
  31. 02:16:899 (2) - This needs to be further away or most players are going to think this is 1/2 and not a 1/1 gap, maybe have it stacked on top of 1's slider end or something
  32. 02:46:745 (4) - Shouldn't be a jump
  33. 02:48:678 (2,3,4,5,6,7) - woah lordy that's intense for what you've done so far. It's just a guitar trill so you should really not make this such a huge intensity spot, maybe tone down the spacing or make some of those into just 1/2 notes, but I definitely think this shouldn't be so crazyeee
  34. 03:06:229 (4,5,6) - use this rhythm please so the vocals are emphasized adjust the spacing and placement however you like http://puu.sh/nBfj4/6ab2c537e0.jpg
  35. 03:26:796 (1,2,3,4,5,6) - once again with the jump emphasis being in weird spots, also special note to 03:27:260 (4,5,6) - this angle making my hands hurt please make jumps like this into acute triangles they play the best
  36. Feel free to call me back when you're done~


    NiNo's Insane
  37. 👌👀👌👀👌👀👌👀👌👀 good shit go౦ԁ sHit👌 thats ✔ some good👌👌shit right👌👌there👌👌👌 right✔there ✔✔if i do ƽaү so my self 💯 i say so 💯 thats what im talking about right there right there (chorus: ʳᶦᵍʰᵗ ᵗʰᵉʳᵉ) mMMMMᎷМ💯 👌👌 👌НO0ОଠOOOOOОଠଠOoooᵒᵒᵒᵒᵒᵒᵒᵒᵒ👌 👌👌 👌 💯 👌 👀 👀 👀 👌👌Good shit

    N/A's Extra
  38. only 1 thing to mention 04:43:497 (1) - This should be Ctrl-g'd even though I know you probably wanted the counter flow or whatever but this is going to make me lose my shit when I fc and sliderbreak because the sliderhead is touching the slider tail and when I'm freaking out cuz it's the end of the map and I don't pay good attention and bam goes my combo. So either Ctrl-G or make the design a little different so it's not easy to mix up what way the slider goes thnx

    This Meme is About a Tragic Background
  39. 00:49:064 (4,5) - make deez into a 1/2 slider since he holds a vocal and I'm a nazi do it thanks
  40. 02:03:291 (1) - 02:03:755 (2) - ctrl g these slider heads and tails so that way there's a cuter flow and it puts the emphasis on 3
  41. 02:05:147 (1) - Ctrl g for consistancy in flow
  42. 02:27:260 (10) - I hate this note so much it breaks your flow so bad aaaaAAAAA please make this less harsh to play it hurts so much
  43. 02:39:786 (1) - so from here onward I really dunno if it needs to be so intense, yeah there's the cymbal crashing over and over but I don't think it needs to be so fast paced since it really isn't super explosive musically so u might need to do the ol remappening here
  44. 02:59:580 (1) - can this note be upward so that way the motion doesn't make me want to die? http://puu.sh/nBgBd/06877383f1.jpg Place it upward so the motion stays the same also so the angle isn't BAD
  45. 04:23:703 (1) - from this point onward
  46. More indepth reasoning is WHY IS THIS THE HARDEST PART OF THE MAP YOU'RE SO MEAN RIGHT AT THE ENDING especially since the first time this musical pattern happens it's pretty tame 01:30:508 (1) - see here for details (also i mean the whole map isn't tame but it's tame for what you've done so far) but then you go and throw this here on me battle ur so mean pls don't do this baby. pls just take the hit star rating wise and make this more like the rest of the map danksszszszssss<3
Deppyforce
4:58 holy
N0thingSpecial
Modding this will be as painful as watch grass grow

Nice maps BTW
Topic Starter
Battle
lemon

-Lemons wrote:

Look out you disgusting approval length mapset mappers time to have your mod cherries popped


  • General
  1. Fix your aimod thnx also crowdsound has to stay it's the shit
  2. Make your spinners or ending notes or whatever you use in each difficulty end at the same point please, some end on that downbeat others end on the blue tick before just make it all the same ya know, it may be inconsistent and that's gross, but the gds do what they want lol
  3. Nice tags, just use all your gders or something since I have no idea who ito is but if it's a vocaloid put vocaloid or something, use tag of Cover should probably work idk l8r once haru's diff is done
  4. You might want to move the redline to somewhere else at the beginning since a few diffs put a note before it and I have no idea if that matters or not so ask someone who will kno lol It doesn't really matter since having notes before the red line is rankable

    Normal
  5. Hey can you learn to use slidertick hitsounds when you're making lower diffs that ignore your downbeats so they don't make my ears hurt thnx slider ticks are hard, maybe later
  6. 00:28:033 (4) - dis angle is kinda sour compared to the other ones you used, it's such a small directional change yano compared to like 00:20:301 (2,3,4) - sharper
  7. 00:38:549 (1) - i'd have this end on the downbeat just to make sure newbies aren't gonna overspin and lose their cursor when 1 comes up on them I mean, it's a pretty high end normal (not really but high end as in, it's basically 2 stars) so ending it 2 beats before is allowed, plus you'd have to have a decent amount of skill to play this kinda lol
  8. 00:47:209 (3,4) - nice striaight line I like it
  9. 00:48:446 (1) - tfw you could really easily make this a blanket but I know you won't because you hate your circles being warm and cozy you punk u right
  10. 01:50:920 (3) - this might be too confusing for your lowest difficulty idk, you might just want to make this a 1/1 slider even though it ignores quite a bit of stuff for difficulties sake we'll see what other people say in the futureurerere
  11. 02:00:817 (3) - I think you can cut the last repeatIf it would be like, semi-structure to keep this to make ^ make more sense then i'll keep 4 nowww
  12. 02:50:147 (1) - although this makes sense I think it needs to be stacked differently (like the normal way you stack things with breaks but idk i think people are just in general gonna mess this up) another thing that probably needs multiple opinions, personally, I can see where they could mess up, but if they're tapping slow or sth, they can see that the approach circle isn't moving fast at all lol
  13. 03:17:982 (1) - same as other spinner, end on downbeat strong independent normal players who don't need no downbeat of recovery time
  14. 03:26:178 (4,5) - ctrl-j these and resnap them for bettar flow http://puu.sh/nB9uR/9c01f466f6.jpg


    Banx's Hard
  15. 03:42:105 (2,3,4,5,6) - Tidy up this spacing for me thnx fixed spacing to have the 1.4x ds where the vocals are or w/e
  16. 04:22:775 (3,4) - Maybe make these symmetrical? naw


    This Meme is About a Tragic Background
  17. 00:49:064 (4,5) - make deez into a 1/2 slider since he holds a vocal and I'm a nazi do it thanks
  18. 02:03:291 (1) - 02:03:755 (2) - ctrl g these slider heads and tails so that way there's a cuter flow and it puts the emphasis on 3 I think current emphasis is fine, mainly due to the fact that 3 is more of a passive note, since the guitar is played slower here plus ctrl g isn't really to my liking flow-wise cuz sharp
  19. 02:05:147 (1) - Ctrl g for consistancy in flow
  20. 02:27:260 (10) - I hate this note so much it breaks your flow so bad aaaaAAAAA please make this less harsh to play it hurts so much scaled down .9
  21. 02:39:786 (1) - so from here onward I really dunno if it needs to be so intense, yeah there's the cymbal crashing over and over but I don't think it needs to be so fast paced since it really isn't super explosive musically so u might need to do the ol remappening here More subjectivity conflict w/es. So, basically the reason why I think that the section deserves something like this is because it's a guitar solo lmao, the music is pretty intense here imo, and whether or not that goes the same for everyone is of course, different, for everyone. I don't really see a reason to slow it down, the guitar solo makes it feel much more fast paced compared to some of the other stuff in the song imo.
  22. 02:59:580 (1) - can this note be upward so that way the motion doesn't make me want to die? http://puu.sh/nBgBd/06877383f1.jpg Place it upward so the motion stays the same also so the angle isn't BAD the only blanket you don't like asdfasdf
  23. 04:23:703 (1) - from this point onward
  24. More indepth reasoning is WHY IS THIS THE HARDEST PART OF THE MAP YOU'RE SO MEAN RIGHT AT THE ENDING especially since the first time this musical pattern happens it's pretty tame 01:30:508 (1) - see here for details (also i mean the whole map isn't tame but it's tame for what you've done so far) but then you go and throw this here on me battle ur so mean pls don't do this baby. pls just take the hit star rating wise and make this more like the rest of the map danksszszszssss<3 Okay, so I knew that this was probably going to be the most controversial thing in the entire mapset (after all, aren't all mapsets with jumps contraversial? /me stares at My Hero!). So basically, I personally feel like the drums are more accented in the version with ito kashitaro than in cilia. Whether or not this justifies the jumps, that's really just up to other to decide, however, I have no reason to believe that they are not justified, seeing that things like Kuchizuke Diamond are capable of pulling off these jumps without being berated, cuz style. I know it's NOT at all good to use other maps to justify your own map, "x map did this so why can I?". In terms of structure though, for the Diamond map (I know I keep comparing, bear with me), the only really intense part comes at the kiai, where there's 1/2 jumps and all. So to this map, there's some structure to the jumps, where in the guitar solo, there's a less intense version of the jumps, same somewhat applies to 01:30:508 - . You can see the similarities, the places where the drums and guitar are prominent contain these jumps, having the last section where the guitar and drums play together being the most intense is very reasonable in my opinion since the section itself is intense. Another thing that I should mention is the fact that I made it very obvious that there was something going to happen imo. So, what I did is that I made sure the player knew that something was coming, since right after the kiai, the difficulty seems to drop heavily in intensity, then building back up the intensity toward the jump part. I think that the biggest issue that people have with this is due to the fact that this occurs in the last portion of the map, but honestly, with it's SR I'll be surprised if people who got this far without breaking would be able to fc it to the end. Not that my intentions are to make it so people will be miserable trying to fc the end, the jumps themselves are pretty enjoyable when I can hit them, whether or not that makes any difference, objectively, there is sounds that can be argued that justify the large jumps, subjectively, it's awful to have these at the very end of a roughly 5 minute song, but ya know, I'm not the one who made the song B). I hope that's enough justification toward it, but let's see if future modders will actually open this box ya know?

thx

N0thingSpecial wrote:

Modding this will be as painful as watch grass grow

Nice maps BTW
thx mapping was as painful as watching grass grow

Deppyforce wrote:

4:58 holy
holY
Doormat

-Lemons wrote:


  • Doormat's Advanced
  1. 00:45:662 (5,3) - I don't like how close these are together it bugs me ;w; i did a thing
  2. 01:07:930 (6,1) - I can't quite figure out why but I think that 1 should be on the other side of 6 looks fine to me; i wanted to instill a circular motion here, which is why the (1) is to the right of the (6)
  3. 03:37:775 (3,4) - These are too exaggerated from the way you positioned all the other notes that follow this rhythm mm what do you mean by too exaggerated? moved the (4) a little bit so i think it looks less exaggerated now? idk-
Thanks for the mod; probably not a lot of people are going to be willing to look mod a 7-diff set for a 4:58 song lol

updated diff here: http://puu.sh/nBv7X/ecf11ec493.zip
Topic Starter
Battle
updated
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