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Kitsune^2 - Rainbow Tylenol

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Total Posts
105
Topic Starter
Froslass
This beatmap was submitted using in-game submission on quinta-feira, 21 de abril de 2011 at 15:23:24

Artist: Kitsune^2
Title: Rainbow Tylenol
Tags: xgor metalmario201 diamondcrash
BPM: 135
Filesize: 2447kb
Play Time: 01:43
Difficulties Available:
  1. DC's Normal (3,37 stars, 118 notes)
  2. Hell (5 stars, 502 notes)
  3. lol201 (4,83 stars, 466 notes)
  4. Xgor's Simple (1,24 stars, 92 notes)
Download: Kitsune^2 - Rainbow Tylenol
Information: Scores/Beatmap Listing
---------------


Download: Kitsune^2 - Rainbow Tylenol (Blue Dragon) [Hell].osu
LesTrucsRoses
LesTrucsRoses
i heard yo liek album artsz

Lesjuh
RandomJibberish
okay at least mine was theoretically possible
Topic Starter
Froslass

RandomJibberish wrote:

okay at least mine was theoretically possible
I think now this is possible lol
Topic Starter
Froslass
Lesjuh

Blue Dragon wrote:

I don't think anyone can get A
I win :):():(:)(:(:(":

Topic Starter
Froslass

Lesjuh wrote:

Blue Dragon wrote:

I don't think anyone can get A
I win :):():(:)(:(:(":
....ffffff-
Niko

(with nofail when I didn't need it :|)
Much easier to pass than He Has No Mittens, but low accuracy D:

Lesjuh wins.
Ekoro
Bouh D:

I'm so noob. >.>

Topic Starter
Froslass
you guys are mean ;_;

Removed 90% of the square jumps, hope this can be approved now lol
Xgor
01:00:326 - Add note here?
01:15:159 (13,1,2,3,4,5,6,7,8,9,10,11) - Use 1/3 here plz.

Would be nice with a easier difficulty (So I can play this song without getting raped ;.;) but I guess you want this solo.
Fraolinch
'_____'
Xgor
bearing019
GabrielRKF
rape
mm201
Here you go

Edit: Added back yellow.
Please don't mind the trololol sliders they are awesome

Download: Kitsune^2 - Rainbow Tylenol (Blue Dragon) [lol201].osu
Xgor
[DC]
The difficulty was good at the start but it's goes kinda downhill when the 1/4s pop up as they are feels pretty award to follow imo and as some of these sliders start on a blue tick and that screws the ticks on those sliders.
I say that you should avoid starting/placing any slider/circle in 1/4 as it felt very hard to follow here and broke the flow.

[lol201]
Oh god this is sooo... not MM201.

Well it's not bad but i kinda felt like 1,5x felt like it didn't fit and I think a bit lower would fit more to the song imo.



[/random lame mod]
mm201
OH GOD STREAMS

Also the whole point of the 1.5x is that they look the same. I guess I'm not normally one to try and confuse the player but it just fits the quirky music somehow.
bearing019
Nyar
star :)
NoHitter
General
Add the guest mappers to tags : Xgor, DiamondCrash, MetalMario201

Xgor's Simple
00:43:270 (1) - Remove new combo?
01:24:159 (1) - ^

DC's Normal
The normal sliderwhistles coming from a soft whistle sounds horrible IMO.
I'm not too sure about the notes starting on 1/4 like 00:59:381 (2). I know they follow the music, but they play awkwardly especially for a normal. Maybe move them to the white ticks?
01:17:048 (1) - This slider seems out-of-place with all those symmetrical sliders.

lol201
00:52:937 (7,8) - IMO too far even for a jump. 1/2 spaced with that distance?

Hell
Please tell me this difficulty is going for approval?
00:22:381 (2) - Perhaps you could make this look more "fluid" with the other slider? Make them look like they're continuous? Something like this?
00:27:270 (1,2,1,2,1,2,1,2,1,2,1,2) - IMO the combos should be in 3's - not 2's.
Xgor

NoHItter wrote:

Xgor's Simple
00:43:270 (1) - Remove new combo?
01:24:159 (1) - ^
Tbh I don't care about if it's fixed or not, BD do it if you think it's better that way.
fabriciorby
oie
EBAWER123
awesome
Kodoshi
good map, star~
Topic Starter
Froslass
okay now this map is officially going for approval
nimi
ó, essa música é divertidinha *taca biscoito* <3
Hamuko
Unyu~
Hitoshirenu Shourai
You guys do know that a map can have ranked and approved difficulties, right? I suggest getting the non-hell difficulties ranked, and Hell being approved. Bubbled regardless. Actually I forgot one thing, offset is late by about 10ms.
Topic Starter
Froslass

Hitoshirenu Shourai wrote:

You guys do know that a map can have ranked and approved difficulties, right? I suggest getting the non-hell difficulties ranked, and Hell being approved. Bubbled regardless. Actually I forgot one thing, offset is late by about 10ms.
Oh. uhhhhhh, okay, going to make this one like that, I think. Fixing the offset issue right now.
Bittersweet
:) :) :)
Hitoshirenu Shourai
I was recently told that I need to mod better, so I'm gonna nazi this to the best of my abilities. Apologies in advance.

Xgor's Simple
01:37:482 (2) - Move this one right, one down.
01:38:371 (3) - Maybe consider moving this four up (North)? Looks better in the middle there, IMO.
01:41:038 (2) - Move this one right, one up.
Nice visuals, sensible beat and slider placement. My nitpicks here are only for better aesthetics (symmetry).

DC's Normal
Just like with Xgor's Simple, I'm loving the beat/slider placement, very pretty. I didn't spot anything wrong.

lol201
The jumps look a bit tough, but I guess this qualifies as more of an "Insane" than a "Hard," which is okay, I guess.

Hell
With all the crazy jumps, I don't think this is humanly possible to S. Then again, how many approved maps CAN be S'd? I approve of crazy, but damn. IMO, for approval, this'll need lowered drain, because people are gonna be missing a LOT if this gets approved.

Now that I think about it, this version seems almost perfect for a Tag map. =o

But yeah, you're gonna have to find more people to test/mod Hell version, because it's one hell of a map. Pun intended, nyahaha~
Nilsso
star for the "hell" only.
Jako87
Star. IMO this would fit in ranked too rather than aproval.
Hellzero

Jako87 wrote:

Star. IMO this would fit in ranked too rather than aproval.
W-w-what? You are seriously? D:

Hell diff so crazy. Favorited. Star~
NoHitter
Well if all difficulties are going for ranking except Hell.
Bubble #1.
Skystriker_old
star 8-)
wtftw
star :o
Shino
Star, but pop the bubble for a moment please.
I played several times on ctb and found that Hell difficulty has a SERIOUS problem.

AiMod wrote:

01:02:482 (5,6) - These two objects are less than 10ms apart!
Hamuko

Shino wrote:

Star, but pop the bubble for a moment please.
I played several times on ctb and found that Hell difficulty has a SERIOUS problem.

AiMod wrote:

01:02:482 (5,6) - These two objects are less than 10ms apart!
Why is two objects being less than 10ms apart a problem? inb4ididn'tcheckit
Topic Starter
Froslass

Shino wrote:

Star, but pop the bubble for a moment please.
I played several times on ctb and found that Hell difficulty has a SERIOUS problem.

AiMod wrote:

01:02:482 (5,6) - These two objects are less than 10ms apart!
1/8 sliderstream. You don't have to click the end of the slider AFAIK. It should be VERY playable if you're not using a touchscreen which you can't do a second click in anyway.
Shiirn

Blue Dragon wrote:

Shino wrote:

Star, but pop the bubble for a moment please.
I played several times on ctb and found that Hell difficulty has a SERIOUS problem.
1/8 sliderstream. You don't have to click the end of the slider AFAIK. It should be VERY playable if you're not using a touchscreen which you can't do a second click in anyway.
Sucks shit for touchscreen users, eh?
Topic Starter
Froslass

Shiirn wrote:

Blue Dragon wrote:

1/8 sliderstream. You don't have to click the end of the slider AFAIK. It should be VERY playable if you're not using a touchscreen which you can't do a second click in anyway.
Sucks shit for touchscreen users, eh?
Who the fuck would play a map like this in touchscreen when you can't do second click?


a.k.a. chipscape
Shino

Blue Dragon wrote:

1/8 sliderstream. You don't have to click the end of the slider AFAIK. It should be VERY playable if you're not using a touchscreen which you can't do a second click in anyway.
No, not that. That AiMod said "Two circles are overlapped". You should have definitely noticed it.
Topic Starter
Froslass
01:02:482 (5,6) - This is what AIMod points. It's a 1/8 triple-beat stack, just that. It's incredibly fast, but possible.
Shino

Blue Dragon wrote:

01:02:482 (5,6) - This is what AIMod points. It's a 1/8 triple-beat stack, just that. It's incredibly fast, but possible.
Have you thought why 7 goes after 3-4-5?
Drag the 5th note to other space and you will know it.
Topic Starter
Froslass

Shino wrote:

Blue Dragon wrote:

01:02:482 (5,6) - This is what AIMod points. It's a 1/8 triple-beat stack, just that. It's incredibly fast, but possible.
Have you thought why 7 goes after 3-4-5?
Drag the 5th note to other space and you will know it.
Ooooooooooooooooh I see.

Sorry for making it hard for you to explain. xD

Popping the bubble.
Sander-Don
:oops:
Priestess_old
:)
Doomsday
Ahh, sorry for the delay. Better late than never though :)

  1. Timing sounds about right to me
[XGOR'S SIMPLE]

Looks clean, and nicely structured. Only thing I'd say, is that at times, it sticks to 1/1 beats, where there is a nice rhythm you could have mapped to more (thinking of parts like 00:07:705 - 00:17:482, 01:05:482 - 01:09:927 etc). I think some 1/3 sliders would work at the section at 1:05 personally. It's a nice difficulty though as is. Nothing much to report.

[DC'S NORMAL]

Nicely done, fun stuff, even though the part at 00:30:816 (1,2,1) felt a little weird at first. that last long slider almost felt late, even though that was just me. Plays fine anyway.

[LOL201]

Hmm, the combo colours are in a different order to the other diffs. It's no problem of course, just seems a little weird, I can't guess what it was for
:o

Different kind of MM map, but it's a nice one. single-tapping this is pretty fun. Only little thing I'd say is that, don't those jumps have to have new combo's on them? (things like 00:01:038 (2, 3), 00:05:927 (1,2,3,4,5,6,7,8,9,10,11,12,13) etc). I mean, it doesn't bother gameplay directly, but it seems more logical that way somewhat. Nothing big though.

[HELL]

yeah, those 1/8 sliders are possible, just to clarify. Difficult, but possible.

Fun stuff, mean jumps but that's part of the fun really. Only part that miffed me a bit was 00:20:149 (1,2,3,4,1,2,3,4,1,2,3,4,1,2). I couldn't read this pattern after my retries, The speed and some of the overlapping made it awkward to read for me. Maybe I'm a bit slow though.

Apart from that, all good.

'tis a real nice map on the whole. Not much to suggest. Gimme a call and I'll bubble for ya' ;)
mm201
...you single this? :o

The colour order is different because I took one out and put it back. I personally don't like the yellow so I only used it for those odd stacks. BD, it's up to you if you want to set them to the original order.

New combos don't make sense at those spots unless I split up EVERY new combo in 2, which isn't logical to me. They are single phrases and should be single combos. It's a mistake to think that new combos should be used to mark jumps--rather, good places for jumps tend to be the correct places for new combos. Since there are jumps everywhere, this pattern doesn't really hold. Hopefully, the jumps should flow right.

The first combo looks to be spaced consistently enough for me. The spacing has a definite logic to it, which should play comfortably. The second one (purple) doesn't even have jumps? The streams are just condensed which makes perfect sense to me. Leaving them non-overlapping would be trololo and too much like the next diff.

BD: Could you please apply a vertical flip to 00:53:149 (8,9,10,11,12,13,14) - (second half of the red combo). This should make the jump flow better and be less jarring.

Edit:
DC Normal:
00:31:593 (2) and repeats - The whistle sound begins a 1/4 late which is extreemely noticeable. Best practice I guess would be to put the green line 10ms after the slider begins. (You could move it as close as ~5-6 but this may not be future proof.)
00:48:593 (1,2) - Use soft sampleset, as on the other difficulties
00:57:038 (5,6) - Move 3 opx down/right so this stack lines up ingame.
01:17:038 (1) - This is a bad slider and you should feel bad. You're clearly not very good at shaping sliders.</eph> Also try and fix spacing while you're here.
01:18:816 (1) - One lv4 grid up.

Xgor:
00:36:149 (1,2) - Spacing
01:00:149 (3) - Symmetrify
K a m a h L
Nice Map, BD :)
Star.
Water Note
;)
val0108
:) :) :)
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