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GRANRODEO - Can Do (TV Size)

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Topic Starter
Monstrata
This beatmap was submitted using in-game submission on October 6, 2016 at 9:26:46 PM

Artist: GRANRODEO
Title: Can Do (TV Size)
Source: 黒子のバスケ
Tags: kuroko no basuke basket the basketball which plays akashi midorima kise aomine murasakibara kagami season one opening theme
BPM: 200
Filesize: 5700kb
Play Time: 01:29
Difficulties Available:
  1. Easy (1.56 stars, 120 notes)
  2. Extra: Akashi (4.92 stars, 402 notes)
  3. Extra: Aomine (5.96 stars, 396 notes)
  4. Extra: Kagami (6.77 stars, 450 notes)
  5. Extra: Kise (6.19 stars, 384 notes)
  6. Extra: Kuroko (5.33 stars, 371 notes)
  7. Extra: Midorima (6.24 stars, 396 notes)
  8. Extra: Murasakibara (5.57 stars, 366 notes)
  9. Hard (3.21 stars, 284 notes)
  10. Insane (4.28 stars, 309 notes)
  11. Normal (2.14 stars, 164 notes)
Download: GRANRODEO - Can Do (TV Size)
Information: Scores/Beatmap Listing
---------------
Extra: Kagami mapped and hitsounded by Kagami
Extra: Midorima mapped and hitsounded by Midorima
Extra: Kise mapped and hitsounded by Kise
Extra: Aomine mapped and hitsounded by Aomine
Extra: Murasakibara mapped and hitsounded by Murasakibara
Extra: Kuroko mapped and hitsounded by Kuroko
Extra: Akashi mapped and hitsounded by Akashi
Insane mapped and hitsounded by Monstrata
Hard mapped and hitsounded by Monstrata
Normal mapped and hitsounded by Monstrata
Easy mapped and hitsounded by Monstrata


Check out the difficulty guide if you want to know the ideas behind each difficulty!


Difficulty Guide!!
Akashi's Extra

Akashi is known for being able to anklebreak players using his "Emperor's Eye". Mimicking this "anklebreaking" playstyle, I used angles, flows, and spacings in a way to create flowbreaks, snappy movements, SV changes, and anti-jumps. The AR is extremely high to give players as little reaction time as possible, as this is another feature of the Emperor's Eye. Lastly, Akashi is a perfectionist, so HP 10 is selected to force the player to make as few mistakes as possible if they wish to even pass the map.

Kuroko's Extra

Kuroko is known for being the phantom 6th member of the Generation of Miracles. His signature style is misdirection, and being really difficult to follow due to his lack of presence. This map reflects that: patterns all set up to be a reading challenge. The AR is lower in order to enhance this effect by causing more objects to clutter the screen, making it harder for the player to focus on what they need to hit first.

Murasakibara's Extra

Murasakibara is known for both his size, and his defensive and checking abilities. It's obvious, the intention of using CS 2. The idea of counterclock-wise-only flow came from Murasakibara's "Thor's Hammer" dunk, where he spins + dunks, but also from the idea that mouse-drift occurs when using counter-clockwise flow. Mouse-drift is really difficult to overcome, and it acts like a kind of hindrance that the mouse player constantly has to battle against, whether through pausing to reposition, or playing with an awkward wrist angle. Mouse-drift is being used here to create a difficulty element that causes the player to have to defend against it.

Aomine's Extra

Aomine is known for being really fast. He is also very difficult to follow, but due to his speed, rather than misdirection (Kuroko) or anklebreaking movement (Akashi). As such, the map features a lot of kicksliders and really fast sliders that pose a difficulty both in their speed, and their ability to be followed. The AR is high to complement this mapping style. There's also a cool interaction between Aomine and Kise's diff's. Since Kise is especially known for copying Aomine's style, there are some structural similarities between this diff and Kise's diff. (Some of the patterns here have been symmetrized on Kise's diff, 00:29:737 (1,2,3,4,5,6,7,8) - for example).

Kise's Extra

Kise is known for being a copycat. This difficulty used many copy-pasted themes, and has a constant symmetrical structure. All around, Kise is the most "normal" of all the GoM members, and as a result, this Extra is probably the least gimmicky. Mappers will relate to this difficulty well though, because every pattern in this difficulty has been constructed through some sort of copy-paste technique. There are also similarities between this difficulty and Murasakibara's, Aomine's, and Midorima's, though Aomine's was the diff I took the most structures from. See if you can find some similarities! (I picked those 3, because Kise copied the abilities of those 3 players).

Midorima's Extra

Midorima is known for his aim. Specifically, however, he is known for his ability to land 3-pointer shots from incredibly large distances, even from the other side of the court, with perfect accuracy. CS 6 is used to establish this aim-gimmick. OD 10 is also used to force players to be as accurate as possible. Map-wise, this difficulty is set up to feature many cross-screen movements. The diff uses rhythmically sound undermapping in order to allow for these large 1/1 gaps. Because players have more time between jumps (1/1, rather than 1/2) they have more time to travel and aim, however, the small CS, high OD, and large distances still make these transitions very challenging to catch.

Kagami's Extra

Kagami is known for his jumping ability. As such, this map utilizes many jumps. Due to his ability to dunk from the free-throw line, and his incredible height and dunking powers, the map also features extremely large jumps, with the final jump sequence in the Kiai being the largest possible jump in the game. The angles, and movements are set up in a way to help this jump be possible, and this reflects the team-work and support that finally allows Kagami to enter the Direct Drive Zone.
Sonnyc
Next BN exam?
Topic Starter
Monstrata
Yes. Please, I'd like to get 50 free mods on this map when I finish <3.
Nathan
cool ideas
melloe
kuroko is awesome

what does "anklebreak" mean?
Topic Starter
Monstrata

Forlornly wrote:

kuroko is awesome

what does "anklebreak" mean?
Anklebreaking is when you move in a way that the player is unprepared for. It's an unexpected movement that occurs when the player is expecting something else entirely. Instinctively players will go in the direction of the ball, but anklebreaking occurs when a player is committing to another direction. Done well, this causes the player to fall since they suddenly have to extend say leftward to keep check even though their body is leaning rightward expecting a rightward movement.

In terms of mapping, Akashi and Kuroko both operate under a theme of "misdirection". Kuroko uses overlaps and confusing arrangements whereas Akashi's patterns will appear perfectly readable but extremely hard to track and react to. Adding to the theme will be a lot of flow-breaking patterns. Akashi also has basically a dual personality so I'm probably going to play on that and introduce super fast and super slow sliders.
Topic Starter
Monstrata
Uploaded a draft of the Akashi diff. Warning: Very Gimmicky.
Voor
Oh god I love this.
Frim4503
looking forward to see this complete
i think this will be a great map :)

good luck monstrata
*shoot
Sotarks
i want a Astormant extra too pls
sahuang
WoW
Would be great if this can be ranked later :)
Dashie
monstrata i love you for this <3
Myxo
This concept is pretty great, best of luck with this!
DeletedUser_6709840
This is amazing
Topic Starter
Monstrata
The seven difficulties are now finished!

Time to map in the remaining E/N/H/I to fill the spread.
Sotarks
thanks mr monstrata
Kalibe

Sotarks wrote:

thanks mr monstrata
Kibbleru
cool concept

are these diff names okay though?
Topic Starter
Monstrata
I'll rename them to like Kuroko's Extra / Midorima's Extra etc...
Kibbleru
LOL, i guess that could work
Kibbleru
any1 else NOT surprised that the jumps diff ended up being the highest one
Xilver15
.
VINXIS
dam ths is gud
Owens
Man you have so much imagination ! That's incredible, best mapper. Good luck ranking this !
Btw, maybe you can rename diffs for, Aomine's Speed, Midorima's aim etc.. just an idea
Mordred
Is the Kuroku diff actually rankable with all those overlaps? Really curious if this is allowed
Topic Starter
Monstrata
Mapset done! Just hitsounds left. I guess I can start getting mods now.
Frim4503
just suggestion.
maybe for E-N-H-I diff, you can use bg that featuring all chara in extra diff.
kunka
Hi
From your Q.
General

  1. Add tags: "opening"
  2. BG: Size is not fixed. Please revise it.
  3. Offset: (Personal opinion) In the case of me, I move 00:00:637 - to 00:00:937 - . and I delete the 00:04:237 - . This is because it can keep 4beats by carrying it out.
Murasakibara's Extra

  1. 00:22:087 (7,8,9) - You pick up a guitar sound in 00:21:337 (1,2,3,4) - . So, 3notes has a sense of incongruity here. I recommend that I switch to 1/1 slider to match a guitar sound in the same way.
  2. 00:56:887 (4) - I recommend 2circle. 00:56:737 (3) - and the pronunciation of the 00:56:887 (4) - are the same and think that 3 circles are suitable most.
  3. 01:14:587 (3,4) - Because the 01:14:737 - is a strong snare sound, I recommend ctrl+G.
Kuroko's Extra

  1. 00:00:637 (1,2,3,4,1,2,3,1,2,1,2,1,2) - wwww
  2. 00:04:237 (1,2,3) - I recommend that I shift in the same way as 00:01:237 (4,1,2,3,1,2,1,2,1,2) - a little. http://puu.sh/r53xd.jpg
  3. 00:12:937 (1,2) - 00:14:737 (3,4) - ^
  4. 00:22:087 (7,8,9) - It's the same as Murasakibara's Extra.
  5. 00:41:737 (1,2) - I can't recommend the placement that the end-point of the slider is hard to judge personally.
  6. 00:42:937 (1,2) - ^
  7. 01:02:737 (1) - ^ Furthermore, there is it until a change of the SV...Because it is difficult to play very much, I recommend move.
  8. 01:26:137 (1,2) - ^

    This diff is constructed by hard overlap and low AR. It is map which it is hard to playing by synergy very much. I recommend a change to the placement that a slider end-point can judge as much as possible.
Akashi's Extra

  1. 00:34:987 (3,4,5,6) - I don't understand a reason using the different distance. I think that this becomes the factor of the confusion.

    It's too original map.
    Because it is snapping which I can't judge, I cannot suggest it. sorry.
Insane

  1. 00:01:837 (1) - Why is it a reverse slider? And it is an unnatural blank 00:02:287 (2) - . I think that 1/2 slider is enough.
  2. 00:03:037 (1) - ^
  3. 00:05:287 - I don't feel the need of the blank. I recommend the addition of the circle.
  4. 00:12:187 - 00:16:387 - ^
  5. 00:48:637 (4) - I recommend a circle in the same way as 00:43:837 (3) -
  6. 01:18:337 (4,5) - I recommend 1/2 slider. It matches it as 01:18:637 (6) - and a pair of the vocal follow. In addition, I think that I can break off congested area of objects of the 01:17:737 (1,2,3,4,5,6) -
Hard

  1. 00:21:337 (1,1) - stack miss?
  2. 01:12:937 (1) - Would you widen little a bit distance? like this 01:11:737 (1) -
  3. 01:15:337 (1) - I don't feel need of stack. Would you move it?
Normal

  1. 00:21:937 (4,5) - Rhythm is artificiality. Because the 00:22:087 - is a strong sound, it is good for the start of the slider. http://puu.sh/r55UI.jpg
  2. 00:59:137 (2,4) - The 00:58:537 (1,3) - is a main vocal. and The 00:59:137 (2,4) - is a chorus. So, I recommend different rhythm. Would you change to 1/2 reverse slider? It can pick up a snare sound of 00:59:287 - and the 01:00:487 - http://puu.sh/r564O.jpg
Easy

  1. 00:00:637 (1,2,3,4,1,2) - The rhythm is strange. I recommend a shift of 1/2s. http://puu.sh/r56it.jpg This links the suggestion of the offset of the General.
  2. 00:29:737 (1) - out-of-the-box ww
I can't suggest the diff of the high degree of very difficulty. sorry and gl ;)
Shunao
Yay Kuroko No Basket is back! :)
Kalibe
lets do this lol

General*

- some bgs have wrong resolution, you should check it and make 1366x768 like in other diffs.
- hmm you have in tags basuke, the basketball and kuroko no . You should probably also add basket imo.
- dunno if i'm right, but i checked some webs of cd for this song and i didn't see any (TV Size) thing in title, so maybe add it in tags?

[Easy]

- 00:29:737 (1) - Not really a fan of using many repeaters in a row in Easy diffs though.. like u could just remove two repeaters and start next 3/2 slider here 00:31:087 - :c
- 01:13:687 (2,3) - Overall i have no problem with this pattern, but it could be flows better i guess. Maybe give a chance to this example? https://osu.ppy.sh/ss/6053046
- 01:22:537 (1,2,3,4,1,2,3) - triggered! http://puu.sh/r5tc0/39edb0b4b5.jpg

[Normal]

- wow i don't really like rhythm at start tbh xd.. soo
* 00:00:637 (1,2) - > 00:01:837 (3,4) - sounds literally the same, so i guess using two 1/2 sliders or 1 + 1/2 with repeater will be good option, for that one i prefer using second option 1 + 1/2 repeater feels better.
* 00:03:037 (1) - repeater is pretty loud and would be really cool to hit that one too, so 00:03:037 (1) - removing this and adding 00:03:037 - circle and next 1/2 slider?
- 00:05:137 (4,5) - 00:20:737 (2,3) - check spacings xd
- 00:16:837 (4,5) - Well.. i see here u changed rhythm consistency, but u didn't want to have it consistent in the whole part? i would just ctrl g this, but it's up to you.
- 01:16:087 (2,3) - you sure u don't want to blanket those? https://osu.ppy.sh/ss/6053168
- 01:21:337 (1) - no NC no NC no NC, u NC'ed every second downbeat -> second downbeat is here 01:22:537 (1) - xd

[Hard]

- 00:19:687 (5) - Why u don't extend slider to 1/1 to fit with guitar sound, like u did here 00:22:087 (4) - ?
- 00:34:237 (4) - Minor, but how about rearraging slider by using Ctrl J + Ctrl G -> https://osu.ppy.sh/ss/6053255 then flow from 00:34:237 (4,1) - will be convenient w
- 00:41:437 (5,2) - stackkk
- 01:02:737 (1) - I don't really think that NC is really nessesary, even if it changes SV, you did NC before 01:02:137 (1) - at the same place, so i think that one should be enough ><
- 01:23:737 (1,2,3) - maybe instead of three 1/2 stack, try to move (1) on 148/46 cause vocal starts here 01:23:887 (2) - and having separated vocals / drums sounds emphasis is neat :3

[Insane]

* od 8 in 4.28 diff is :S // I would just reduce it to 7.5 =w=

- 01:12:937 (1,3) - reep stack again
- 01:26:737 (3) - maybe add nc cause snaps changing, you did it in Hard so try here too?
- well good diff lol

[Akashi]

- uhh this will be hard to mod, feel free to deny all suggestions lol -> ok let's NC modding

- hp 10 is really deadly, even if it's specially.. i'd recommend to use hp 8 or 8.5 at least thou.
- 00:18:037 (3,4) - polarity sucks here so much zzz... how about nc (4) to avoid mass confusion?
- 00:21:937 (5) - same thing about ncing this to keep 1 - 2 - 3 - 4 circle pattern.
- 00:31:087 (7) - NC for downbeat.
- 00:34:837 (2,3,4,5,6,7) - what's going on with the spacing? which one got emphasis and which not, this is really weird actually xd
- 00:38:437 (2) - I personally prefer to ctrl H slider. Because i see alternation between sliders 00:37:387 (3,7) - 00:37:687 (5,1) - with exactly the same direction, so that one should be ctrl h'ed to keep commutativity.
- 00:45:487 (2,3) - can't really understand why you decide to map 1/4 when there aren't any sounds on blue ticks lol. Normal 1/2 snap is fine too ;w;

[Kuroko]

- from personal suggestions 00:15:787 (3) - i would stack this not on head, but on tail of 00:15:937 (4) - plays funnier and it's still kinda misdirection
- 00:19:387 (3,4) - why spacing so low here, even if specially that's not ok ;w; // give it a try and move 00:19:537 (4) - on 407/113 ?
- 00:30:637 (1) - why is this nc'ed when this 00:30:187 (3) - isn't? :S

[Murasakibara]

- 00:28:237 (4) - super cool if you make parallel to 00:28:537 (1) - and on the occasion do blanket with 00:28:987 (2) - https://osu.ppy.sh/ss/6053851
- 01:02:737 (1,1) - reep stack v2
- 01:26:437 (3,3) - can you avoid overlap, it kinda bugs me a little :v
- probably my fav one lol

[Aomine]

- 00:10:087 (6) - 00:19:687 (6) - well.. i'd nc that cuz many reasons like sv changing, long route and etc.
- 00:17:737 (1) - how about ctrl g, flow feels better from 00:17:437 (6) - if you try it!
- 00:25:237 (2,3,4,5,6) - ??? dunno what are you trying to map, but rhythm here sounds like before 00:24:037 (2,3,4) - so i'm confused now : S
- 00:30:187 (3,5,7) - NC for SV changing? !!!!
- 01:03:337 (1,3) - stack v3
- 01:19:387 (3,4) - not a fan how's flow going here, i would do something like this: https://osu.ppy.sh/ss/6054022
- 01:20:137 (1) -> 01:22:462 (2) - sik
- also higher ar will be great for high-speed mapzzzz 9.3 ~ 9.5 -> awesome! // ofc if it's specially then ok.

[Kise]

- 00:13:237 (3) - idk i'll just move up that circle a bit to give the image of symmetry structure.
- 00:36:787 (6,6) - i got triggered when i saw this aka reep stack v4 xd
- 01:02:737 (4) - NC?
- 01:26:737 (3) - ^ due to snapping changes?

[Midorima]

- small cs, my eternal enemy
- 00:13:687 (5,6) - hmm.. everywhere u used constant 0.9 ds in all types of jumps, but here u decide to make 1.5... can you make it consistent or is it specially? : S
- 00:28:537 (4) - forgot to NC that one.
- 00:30:637 (3) - also if you nc this, it will makes more sense to get 1 - 2 // 1 - 2 sliders -> 1 - 2 circles.
- 01:27:337 (1) - please use only circle here, cause now slider end don't fit pretty well with song, even if you silenced it thou..

[Kagami]

- 00:42:787 (6) - i personally really want to stack this on 00:42:637 (5) - due to vocal emphasis.
- except that i didn't find something that it needs to be mention.

that's all from me, hope i helped with something and good lukk !
Illyasviel
Kagami's Extra


  1. Fix HP
  2. 00:04:987 (5) - Drum whistle not needed, as drums itself start from 00:05:737 - onwards and besides a guitar riff, there is no drum noise backing the drum whistle
  3. Increase hs volume to 75% here 00:46:087 (5) -
  4. I don't like this 01:21:337 (1,2,3,1,2) - Because the 1/2 drum pattern ends here 01:21:487 (2) - yet 01:21:637 (3) - that is not part of the same pattern (sound wise), is mapped in accordance with the drum pattern before instead of the vocals from here 01:21:937 (1,2) -
Lami
M4M

  • Easy
  1. 01:04:087 (2,3,4) - hmm.. circle + 1/2 slider * 2
    it more fit on music maybe.

    Normal
  2. 01:07:837 (5) - 1/2 slider? for express drum

    Hard
  3. 00:19:687 (5) - ctrl+G? more fluid flow with (3)

    Insane
  4. 00:24:637 (3) - 1/2 slider? beat is still continue..
  5. 01:02:137 (1) - slow sv...?

    Akashi's Extra
  6. 01:12:337 (1) - remove NC? little NC spam.
  7. 01:26:137 (1,2,3,1,2,3,1) - imo, it's so evil partten, consider with overall diff.

    Kuroko's Extra
  8. 00:35:437 (1) - remove NC?
  9. 00:41:737 (1,2) - it's little unreadable in first play.
    player can get "this is slider" from only music.
    maybe, just read it one circle at first time.
  10. 01:02:137 (8) - NC? you prefer NC in here, as from other diffs

    Murasakibara's Extra
  11. 00:08:137 (1,2,3,4) - consider to reduce jump
    because it's bigger than 00:09:487 (2,3,4,5,6) - , even if they have relax beat.
  12. 01:00:937 (1,2,3,4,5) - more good choice if you use circle jump here.
    because it may be warm-up for kiai-time.
    since it have enough big cs, player can enjoy in here, if use some circle jump.

    Aomine's Extra
  13. 00:10:537 (1,1) - increase 1/4 length? because other partten used 1/4 rhythm gap..
  14. 00:27:937 (4,5) - how about - http://puu.sh/r6s5V.jpg
  15. 00:35:137 (4,5,6,7) - how about (2) - http://puu.sh/r6sah.jpg
  16. 01:03:637 (2,3) - little independent feeling with others.
    other partten almost linked 1/4 gap.
    but not here, despite of we saw kiai-firework lately.

    Kise's Extra
  17. 00:13:837 (7) - i think it's better choice for expressing symmetrical, if it moved to center.

    Midorima's Extra
  18. AR10? player can feel so hard acc in low AR.
  19. 00:21:337 (1) - move to left a little,
    kinda seem like too much DS in here, even if they have bulid down distance.
  20. 01:27:337 (1) - hmm.. just one circle?

    Kagami's Extra
  21. 00:04:237 - hitsound enough work as well in here? - http://puu.sh/r6swf.png
  22. 00:17:887 (2) - about x236 y134?
  23. more natural flow and can express emphasis on (3)
  24. 00:22:087 (7) - consider to NC??
    better for visual (divide partten), emphasis finish..
  25. 00:39:937 (5) - NC??
  26. 01:20:137 (1,2,3,4,5,6,7,8) - just suggestion
    consider to use horizontal placement, instead of current.
    because this section already enough to have vertical jump.
nowdays, we need new creative chellenge.
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