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Kurokotei - Galaxy Collapse [CatchTheBeat]

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Topic Starter
CLSW
This beatmap was submitted using in-game submission on 2022년 7월 3일 일요일 at 오후 7:34:16

Artist: Kurokotei
Title: Galaxy Collapse
Source: 東方星蓮船 ~ Undefined Fantastic Object.
Tags: touhou speedcore th12 seirensen ZUN 東方project extra stage boss theme video game fa featured artist 平安のエイリアン heian no alien nue houjuu 封獣ぬえ team shanghai alice star lotus ship ufo Sayaka- dialgadu77 marathon kurokoutei Electronic Instrumental Pyrozen Mamat Minato Yukina Crystality
BPM: 270
Filesize: 12593kb
Play Time: 06:45
Difficulties Available:
  1. Apocalyptic Requiem (8.57 stars, 1971 notes)
Download: Kurokotei - Galaxy Collapse
Information: Scores/Beatmap Listing
---------------
re-dl date June 23rd 2022 Renewal Storyboard
FOR LOVED RANKED

NOT COMPATIBLE FOR HUMAN

SoundCloud link

STORYBOARD COLLAB WITH MAMAT


This map got a permission from Kurokotei.
Ascendance
Welcome back
Jonis221
For loved?
Topic Starter
CLSW

alright passed myself again, get on the hype train
koliron
Don't let it die!!

I would be glad of bubble this map, but i couldn't without more opinions, even if the first time that you submitted got many,

THIS MAP NEEDS MORE MODS!! :cry: :cry: :cry:


55o F
Topic Starter
CLSW
OMGWTF
ExGon
05:53:068 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) -

이 패턴은 320bpm 1/2 와리가리인데,(160bpm 1/4) 양쪽 슬라이더가 늦게 끝나는 바람에 원래 1/2 타이밍보다 47ms 밀려있습니다.

그런데 실제로 받아볼 때는 체감이 잘 되지 않는데, 하이퍼 관성 때문에 슬라이더에서 캐쳐가 끝으로 간 상태에서 0.047초 만에 캐쳐가 슬라이더 끝에 나오는 하이퍼를 놓칠 정도로 빠르게 움직일 수 없기 때문입니다. 슬라이더의 시작 지점도 원래 1/2타이밍이고요. 그런데 하드락을 건 상태에서는 cs가 작아지면서 관성도 같이 약해지기 때문에, 박자에 맞춰서 눌렀음에도 불구하고 과일을 놓치는 경우가 많더군요. 논모드의 경우도 키 입력이 덜 되었다던가, 다음 키를 일찍 눌러서 하이퍼를 끝까지 안 타고 움직임을 끊었다던가 하는 이유로 하이퍼 관성을 덜 받고 슬라이더에서 캐쳐가 끝으로 가지 않을 수도 있기 때문에 불안합니다.

그래서 이 패턴을 스탠다드랑 비슷하게 박자 위주로 키를 눌러도 확실히 받을 수 있게 만들어야 할 필요가 있다고 생각합니다. 양쪽의 슬라이더들 끝부분을 1/2로 끝나게 놓아서 원래 1/2 타이밍보다 키 입력이 5ms만 늦어도 폭사하는 패턴을 만들 수도 있고, 슬라이더의 중간 부분(현재 기준으로 1/8에 맞춰져 있습니다)을 1/2로 끝나게 놓아서 원래 1/2 타이밍 앞뒤로 24ms의 완충 프레임을 만들 수도 있습니다. 원래 1/2 타이밍 기준으로 전자는 od10 dt 300 판정보다 더 빡센 타이밍을 요구하지만 반대로 조금은 일찍 눌러도 받는 게 가능해지고, 후자는 od9.5 none 300 판정이랑 비슷해집니다.

전자는 at the speed of light의 02:31:118 (1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1) - 이 패턴이랑 비슷하고, 후자는 diavolo의 01:41:250 (1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,9,10,11,12,1,2,3,4,5,6,7,8,9,10,11,12) - 이 패턴이랑 비슷합니다.

패턴 전체를 리맵하는 방법도 있지만 직전 패턴들과 연계성도 떨어지게 되고, 화면을 꽉꽉 채우는 1/16 과일에 하이퍼가 제대로 들어가면서 리딩도 쉽게 되는 패턴은 이 패턴밖에 없는 듯 하니 별로 추천드리지는 않습니다.

아무쪼록 랭크 기원합니다.
Topic Starter
CLSW
의견 수렴하여 여러 방면으로 고려한 완충 프레임을 만들어봤습니다. 조언 감사합니다!
Yumeno Himiko

koliron wrote:

Don't let it die!!

I would be glad of bubble this map, but i couldn't without more opinions, even if the first time that you submitted got many,

THIS MAP NEEDS MORE MODS!! :cry: :cry: :cry:


55o F
This map is for loved lmao jk rank this will be better

Edit: and what?..... 60 stars! :)
Xinnoh
inb4 Hyperw7 FCs with HDHR again when it's ranked

On a side note, the finishes during the buildup at 02:35:390 (1) - seem to be too loud or out of place, at the least for the first half.

Another thing is that the 1/8 and 1/16 notes put too much load on the computer at some points, this might be an issue that would affect rankability. My fps normally sticks at around 120. It dropped to 100 at 03:37:053 (1) - and went down to 70 fps at 03:49:853 (1) - . 90 fps at 05:41:443 (1) - and 60 fps at 05:52:318 (1) - . There's the issue that the drop in frame rate might cause fruits to be missed on weaker computers, and is an issue that should be addressed.
EL-S
You got this! C:
Aerene
wtf koliron 60 stars holy shit

RANK THIS PLS

TIME TO HURT MYSELF

will mod (noob mod)
Aerene
03:25:053 (1,2,3,4,1,2,3,4) - Patterns like this are hard. D:
05:52:318 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5,1) - I prefer the previous stream.
DeletedUser_6709840
wut
Kagari
make it 11 star pls
kds pls :^)
MBomb
would be happy to check this after a few mods, i like this map
Topic Starter
CLSW

- Magic Bomb - wrote:

would be happy to check this after a few mods, i like this map
gonna poke you when it's ready :^)

Kagari wrote:

make it 11 star pls
kds pls :^)
wow rude
Kimitakari
If you remove every object in this map it will give 0.00*. Dont rank it, please.
o x
Heard this needs mods!

[Nervous Apocalypse]
Sound
00:28:457 - Could add a spinner instead of a break.
00:38:901 (1) - Extend this slider to 00:39:124 and make a single fruit 00:39:235
^I don't hear any beat at 00:39:068 and think what I suggested sounds better.
00:54:957 - There should be note here. Try a repeating slider.
01:26:957 - Should be a beat here.
01:35:790 (1) - Extend slider end to 01:36:012 making it the same length as the slider at 01:36:457
^There is no beat at 01:35:957 So there is no reason to end the slider soon just for another slider.
03:22:953 (2) - This slider is out of place, there is no pitch change or beat here. Try adding a triplet to make something like this.
IF YOU USE THIS ADD A TRIPLE AT 03:24:053 AS WELL Something like this
03:37:453 (1) - Extend to 03:37:803 Making it the same length as the one at 05:41:443 (1)

Gameplay
04:10:796 (3) - This hyper seems too hard try moving to x:96
05:47:630 (6) - Feels out of place try x144 instead.
05:53:068 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5,1) - ?????????? Please nerf this, 1) Overly hard for most players 2) Some computers can't handle it massive frame drop.

Sorry for small gameplay mod :c nothing I would change/take out expect for the end parts. Hope my mod was useful!!! Good luck on rank :D
Topic Starter
CLSW
00:28:457 - not really satisfied with break, it doesn't make intense feel for me.
00:38:901 (1) , 01:35:790 (1) - Technically they are the right place to do with hyperdash, but the current meta has been established like this style so it'll cause many of discussions. Gonna think about it later.
03:22:953 (2) - it'll be awkward if i change slider's speed here. already it has no jumps between (1) and (2) so i think it's fine, also i'm not a big fan of triplet on this part cuz of consistency
04:10:796 (3) - Inconsistency placement with 04:11:018 (4) - doesn't look good.
05:47:443 (5) - Same reason as above.
05:53:068 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5,1) - This is the key-input based part. I've intended to make this pattern with players' movement like left right alternative stream in bpm 160 1/4, technically it's not that hard input at all. try to concentrate on its real beats with 1/4, then you can pass it. also the frame drop issue isn't in ranking criteria, so i believe it's fine.

rest were fixed, thanks!
Xinnoh

CLSW wrote:

05:53:068 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5,1) - This is the key-input based part. I've intended to make this pattern with players' movement like left right alternative stream in bpm 160 1/4, technically it's not that hard input at all. try to concentrate on its real beats with 1/4, then you can pass it. also the frame drop issue isn't in ranking criteria, so i believe it's fine.
rest were fixed, thanks!
There's nothing in the ranking criteria about frame drop caused by catching because they assumed beatmaps would never get hard enough to become an issue.
The ranking criteria requires that storyboard load does not go over 5.0x, because it can cause lag on older computers. So there is still some sort of rule implying that they don't want maps to cause computers to lag. This directly applies to the issue at hand, since it's trying to fix the same problem caused by both things.

I did some more research on this and went through a couple maps with heavy storyboards. The storyboard that lowered my fps the most was EOS (rip 11t). This beatmap consistently keeps my fps at 70fps while playing. Many other storyboards can spike an fps drop, but most drops aren't beyond 90 fps. So the majority of your circle spam should be fine. It's just that 05:53:068 (1) - still remains an issue, because it's a sudden fps spike down to 70 at probably the most vital part in the map to keep a rhythm. But because of the difficulty, anyone who is capable of FCing that section probably has a good computer anyway.

So it really shouldn't be that much of an issue unless a top 300 player has a below average computer like I do.
MBomb

Sinnoh wrote:

So it really shouldn't be that much of an issue unless a top 300 player has a below average computer like I do.
i'm on a 2003 laptop :^(
CelegaS
I can't wait to see this map ranked
Benita

- Magic Bomb - wrote:

Sinnoh wrote:

So it really shouldn't be that much of an issue unless a top 300 player has a below average computer like I do.
i'm on a 2003 laptop :^(
i'm on a mac :^(
Alians
I can't take this song seriously after listening to "Yamanoted Heaven" too much
Kyuare
mod
Apocalyptic Requiem
  1. Check AImod: There are many unsnapped objects.
  2. 00:54:901 (3,4) - The linear movement is pretty inconsistent with the previous pattern imo, I advise you to keep the same left right movement. Here is an example of what i'd like to see:
    https://osu.ppy.sh/ss/8127379
  3. 00:56:457 (2,3,4,5) - Same thing, I'd like to see more movement
  4. 01:28:012 (1,2,3) - I'd like to see much more distance here, try to put 0.75x between them.
  5. 02:55:791 (1) - maybe curve it, just for the design.
  6. 03:13:053 (1,2) - I advise you to Ctrl+H it to create an antiflow between (4) and (1), It's funnier and more consistent
    Don't forget to fix the following pattern if you're agree
  7. 03:31:053 (1,1,2,3,4) - Not really satisfying imo, this one deserves to be way more intense than it is. Consider curving 03:31:053 (1) - and add a hyperdash between 03:31:053 (1,1) -
  8. 03:31:453 (1,2,3,4,1,2,3,4) - You already used it 3 times for the first santza, I find it too repetitive. I'd like to see something different please, same thing for 03:33:053 (1,2,3,4,1,2,3,4) - I have a suggestion for you:
    https://osu.ppy.sh/ss/8127482
  9. 03:47:453 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - pp
  10. 05:53:068 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - IMO the design makes it really hard to read, even at ar10. Maybe it's only me but I think that an other design would fit better, try something more curved please.
The map is fun, much easier than the previous version. I wish you good luck, this one deserves to be ranked.
Topic Starter
CLSW
01:28:012 (1,2,3) - I wanna keep this as walkable pattern
05:53:068 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1) - I would like to get some more testers who can judge this well

rest were fixed, thanks!
DeletedUser_6709840
M4M from your queue, I hope I can be somewhat helpful. Teach me how to do basic storyboards.


General


Before, the AR was 9.8 and I feel the flow was better at 9.8. It doesn't make much of a difference but the high density patterns, such as at 01:27:124 – and 01:56:235 – read better visually. 9.9 reads almost the same as AR 10, so I dont recommend making the map feel rushed, if that makes sense.

Perhaps use HP 4 or 5? The map is meant to be difficult but 5 will give players some leniency for missing. HP 2 is a bit soft for a map like this.

Combo color 2 is too dark. It blends into the background too much when screen is dimmed to be rankable. Try this color palette instead:
[Colours]
Combo1 : 83,83,83
Combo2 : 239,239,239

Apocalyptic Requiem


00:28:457 – I'd put a note here to emphasize the start of the laugh in the break.

01:28:012 (1,2,3) – I'd emphasize this a bit more but using a 0.60x snap instead. Put (1) on X=128 and (2) on X=224.

01:49:790 (3) - Why didn't you map the stream sound here with a slider? Make this a stream to be consistent with 00:38:679 -

03:49:853 – Wut. Nothing to really fix, my brain is just trying to process this pattern that almost crashed my editor.

05:53:068 – RIP the fingers of many CTB players.

05:54:005 – I'd make the volume at 70% here since you're trying to emphasize that the song is fading out after the kiai.

06:10:318 (1) – Ctrl+Shift+R and rotate this slider by the selection centre by 11 degrees anti-clockwise. That will have the slider not overlap the border as much. Not a big fix, just me being picky about border lap here because it might be noticeable by the player and break flow.


Hopefully that's helpful.
Topic Starter
CLSW
00:28:457 - It's more like following the synth sounds and there's no synth sound on this section so I think it's fine
01:28:012 (1,2,3) - Razor Sharp and you both agreed so let me fix

Increased HP Drain to 3.5 but not higher, let me think about the others' opinions. Same goes with AR setting

I'm sorry I have color deficiency :(

Rest were fixed, thank you!
Razor Sharp
gonna take a look at this (m4m)

try hp 4,5, as if you are clumsy and accidently miss in the middle of the end of the kiais, you will fail

try to add some more combo colors?

00:21:346 (1) - 00:28:235 (4) - try to have more patterns here? This feels pretty repetitive for me this part. I know what you intended here, but some diversity would not hurt?

00:57:568 (1,1,1,1) - why not make these into curved "streams" instead of forcing a stop movement here? I feel its pretty annoying having alot of movement and suddenly stop.

01:00:457 (1) - 01:24:901 (3) - why only have simple left right movements here? You could add 1/2 sliders at places like these: 01:02:012 (4,4,4,4,3) - and 01:16:235 (4,4,4,3) - and it will make this part less boring to play imo

01:54:457 (1,1,1,1) - same as the other stop movement sliders

01:57:346 (1) - move this to x32 and make it into a slider that ends on 01:57:568 then on 01:57:346 add a x2.00 sv setting and add a x1.00 at 01:57:568 please. Then make the note at 01:57:346 (1) - into a completely horizontal slider like this: http://prntscr.com/fe3887 ? i feel this plays perfect this way with the lazer sound!

02:56:353 - add a spinner that ends on 02:58:653 ?

03:25:053 (1,2,3,4,1,2,3,4) - and 03:26:653 (1,2,3,4,1,2,3,4) - stamina drain? Would suggest to try to make something else than simple left right here as i can see you use this several times in the kiai here. Do not over use this patterning please.

03:49:853 (1) - 03:50:653 (1) - and 05:52:318 (1) - 05:53:818 (1) - while i personally believe this is rankable (as the criteria dont say anything bout it) i have a feeling this will ruin the run for players with older computer. For me it doesent do anything that increase the input delay with a few ms which doesent affect me. Keep this if you want, but i would preffer if you check with a QAT if this is alright. And also, from 05:53:068 (1) - too 05:53:818 (1) - you dont have to dash gg

04:04:130 (1) - 04:28:574 (3) - as i mentioned for 01:00:457 (1) - 01:24:901 (3) applies here too!

this map is amazing! Good job on this CLSW! good luck! oh, and call me back before qualify, as i want to go over it once more before
Topic Starter
CLSW
00:21:346 (1) - 00:28:235 (4) - Uh well I don't think it lacks variaty and it was came from my old map called Virtue and Vice, it's pretty use-able and fun imo
00:57:568 (1,1,1,1) - Stop flow is what I intended for people who like it, and if I use curved one I shall be forced to use repetitive left-right flow with the others
01:00:457 (1) - 01:24:901 (3) - Inspired from Kokou no Sousei Chaos difficulty mapped by Saten, it plays very well and at least I tried to make variation with 01:00:679 (2) - and 01:01:568 (2) - as an example, I don''t think it's not just simple pattern usage
01:54:457 (1,1,1,1) - This is also an impossible to be avoided imo, to keep its flow I should do like this
01:57:346 (1) - I've tried but it doesn't look good in my sight :(
02:56:353 - Spinner here seems awkward, having a spotlight on its finish sound seems an overpatterning imo
03:25:053 (1,2,3,4,1,2,3,4) - This is the best way to emphasize its drum kick sound which is mainly everyone can hear certainly, remember this section's bpm is 300 and it was mapped with 1/2. Nothing strange compared with common maps with using 1/2 key input movements but just this song is faster
03:49:853 (1) - 03:50:653 (1) - and 05:52:318 (1) - 05:53:818 (1) - At least these are better than old ones ww
04:04:130 (1) - 04:28:574 (3) - Uh I can't understand why you call them as 'simple'...

HP drain has been fixed, thank you for taking a look!
Mamat
Hey, I'm adding some new storyboard, you can use that as your map sb. I will add more if you interested in my storyboard.
Extract all element and no subfolder
Topic Starter
CLSW
let me try, thanks!

updated!
Mamat
Adding 02:35:390 until 02:56:253 osb file
milr_
Where is CLSW
Mamat

milr_ wrote:

Where is CLSW
In everyone's heart.
SilverCatalyst
please return and rank pls :(
BanchoBot
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