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Rita - Jet Loser

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Topic Starter
Lasse
This beatmap was submitted using in-game submission on Sonntag, 2. Juli 2017 at 20:52:06

Artist: Rita
Title: Jet Loser
Source: すぽコン!~SPORTSWEAR-COMPLEX~
Tags: Taishi GWAVE SuperFeatures vol.23 mode Experience Electro.muster eroge visual novel dnb drum and bass
BPM: 178
Filesize: 17967kb
Play Time: 06:40
Difficulties Available:
  1. Resolve (5,3 stars, 1739 notes)
Download: Rita - Jet Loser
Information: Scores/Beatmap Listing
---------------
done

http://gwave.surpara.com/emt/sp01.html
https://www.pixiv.net/member_illust.php ... d=63134299
Joe Castle
stupid question, but:

should the source be ~SPORTSWEAR-COMPLEX~ ?
since the song is from that visual novel?
Topic Starter
Lasse
oh I didn't know it was from a game lol

apparently the source should be
すぽコン!~SPORTS WEAR-COMPLEX~
judging from http://gwave.surpara.com/emt/sp01.html
and the game website (has some nsfw stuff so I'm not linking it)

will fix that and add vn tags with the next update/after hitsounding, thanks!

though I'm not going to use a game related bg cause all of the few sfw images from it look horrible
Joe Castle
the game is 100% lewd stuff lol.

but yeah, the song is from that vn :V

im glad i did help at something pretty much randomly :D
Topic Starter
Lasse
alright, added source/tags and finished hitsounding
everything should be done now, but maybe I'll add some colorhax later if I can come up with a nice color concept
Makeli
hi!

  1. 00:04:734 (1) - the whole intro was kinda annoying to play due to the lack of consistency. Also feel like removing 00:09:958 (2) - and 00:12:655 (2) - would give a lot more oomph to each measure.
  2. 00:17:205 (2,3) - copying the rhythm from 00:19:565 (1,2,3) - to this would make more sense imo cause of the rimshot snare sample
  3. 00:46:194 (1) - there are actually sounds on 00:46:307 - and 00:46:981 - too. Same thing at 02:42:149 (1) - but at 02:42:823 (1) - you noticed it?
  4. 01:32:711 (1) - would move this to 01:32:543 - cause the red tick sounds more powerful or just do what you did at 05:35:071 (1) -
  5. 02:05:745 (1) - this part is kinda off-putting from time to time cause nothing is really emphasized. Also if you're mapping the synthmelody or w/e, shouldn't 02:06:419 (3) - this be a circle and a 1/2 slider?
  6. 03:12:823 (1) - move the red anchor just a bit and it'll be perfect lol
  7. 04:42:823 (1) - consistency with 06:11:812 (1) -
  8. 04:49:228 (1,2) - these two are actually different sounds so the current pattern doesn't really work imo
  9. 06:10:464 (1,2) - dunno this overlap looks kinda weird to me
don't have much to say äääääääääääääääääääääääääääääääääääääääääääääääääääää
Topic Starter
Lasse
Maakkeli

Maakkeli wrote:

hi!

  1. 00:04:734 (1) - the whole intro was kinda annoying to play due to the lack of consistency. Also feel like removing 00:09:958 (2) - and 00:12:655 (2) - would give a lot more oomph to each measure. I actually think it follow the high pitched stuff quite well?
  2. 00:17:205 (2,3) - copying the rhythm from 00:19:565 (1,2,3) - to this would make more sense imo cause of the rimshot snare sample more focused on melody, second one transitions to kick stuff after
  3. 00:46:194 (1) - there are actually sounds on 00:46:307 - and 00:46:981 - too. Same thing at 02:42:149 (1) - but at 02:42:823 (1) - you noticed it? yeah, last one just seemed stronger, but I made it consistent for both parts now
  4. 01:32:711 (1) - would move this to 01:32:543 - cause the red tick sounds more powerful or just do what you did at 05:35:071 (1) - current rhythm works better here overall I think
  5. 02:05:745 (1) - this part is kinda off-putting from time to time cause nothing is really emphasized. Also if you're mapping the synthmelody or w/e, shouldn't 02:06:419 (3) - this be a circle and a 1/2 slider? red tick is not too significant here and it leads nicer into the part imo also the whole part is some really lame filler part, that would be a break if I didn't already put one just before it, it's not supposed to have much individual emphasis or anything. it mainly follows drums, but is supposed to also have noticeable more density than the next part
  6. 03:12:823 (1) - move the red anchor just a bit and it'll be perfect lol yes
  7. 04:42:823 (1) - consistency with 06:11:812 (1) - second one has melody on tail, first no/barely any sound there
  8. 04:49:228 (1,2) - these two are actually different sounds so the current pattern doesn't really work imo I think the whole pattern works well with the 1/4 thing here
  9. 06:10:464 (1,2) - dunno this overlap looks kinda weird to me changed it a bit
don't have much to say äääääääääääääääääääääääääääääääääääääääääääääääääääää

thanks!
also fixed some hitsound things and added intro spinner cause it fits pretty well
Log Off Now
from your q

this map is a really cool way to represent this genre

[General]

maybe add neuro/dnb/drum and bass to tags?

[Resolve]

00:04:734 - i would raise the hitsounds volume in this section slightly, they're almost drowned out by the song when i play with 100% everything on volume settings
00:51:250 (5,6) - since the vocal on these two notes is much more abrupt compared to the previous two, maybe ctrl + g this rhythm to better emphasise that?
00:57:318 (1,1) - i got a bit confused by this super fast slider followed by the much slower one because their length is very similar, altho idk what could really be changed here so uh idk lol
01:03:554 (5,2) - nazi offstack
02:15:857 (1,2,3,4,1,2,3,4,1) - i think i would actually reverse this spacing to reflect the pitch getting lower and going into a much less dense section so having the smaller spacing and less movement makes more sense to me
03:18:217 (1,1) - visual spacing here is a bit small compared to the rest of this kiai
04:48:891 (1,2,3,4,1,2,3,4,1,2,3,4,1) - this is cool af to play
06:11:812 (1,2,3,4) - this kinda looks cramped and sorta inconsistent with the rest of the map since you don't seem to use this type of pattern for the slider end doubles

pretty short, seriously well done with this. gl!
Joe Castle
can i mod your map? i really like the song and the map, but i saw some parts that could be improved uwu
Dilectus
M4M from queue

  1. Add "dnb" and "drum and bass" to tags since the song has characteristics for a dnb song.

  2. 00:02:374 - If the volume changes are following the reverse finish, you should increase volume at 00:02:711 - aswell.
  3. 00:17:205 (2,3) - I feel like you're missing a few beats here. How about this rhythm? https://osu.ppy.sh/ss/8303438
  4. 00:48:554 (3,4) - Would be better to Ctrl+G here to make the entire lyric clickable.
  5. 03:22:262 (1) - Rotate 5* anti-clockwise to line up triangle with 03:22:093 (4,1) - .
  6. 03:28:329 (3) - Not liking the lack of movement here. How about x446 y252 to make the snare beats literally stand out?
  7. 04:43:076 (2,3) - I feel like people will missread this as either 1/4 or 1/3 from the spacing on the previous 1/3 secion. You are using spaced 1/4 doubles after this. But imo, this is sort of an random occasion to introduce it on.
  8. 05:13:160 - Adding a note (x397 y247) puts better emphasize on this beat.

  9. Alot of overmapped beats such as 03:12:739 (4) - 03:13:750 (2) - or 03:14:425 (3) - for example. But I guess it's good as filler rhythm.

Map is clean and consistent. Have a star.
Topic Starter
Lasse
@Joe Castle: feel free to, lol

Log Off Now

Log Off Now wrote:

from your q

this map is a really cool way to represent this genre

[General]

maybe add neuro/dnb/drum and bass to tags? not sure about genre stuff cause idk how to classify this and I don't want "misleading"
stuff


[Resolve]

00:04:734 - i would raise the hitsounds volume in this section slightly, they're almost drowned out by the song when i play with 100% everything on volume settings
00:51:250 (5,6) - since the vocal on these two notes is much more abrupt compared to the previous two, maybe ctrl + g this rhythm to better emphasise that? prefer the 1/2 stacks starting on vocals as I think that works better
00:57:318 (1,1) - i got a bit confused by this super fast slider followed by the much slower one because their length is very similar, altho idk what could really be changed here so uh idk lol not an issue, it's supported by the song and quite intuitive
01:03:554 (5,2) - nazi offstack fix
02:15:857 (1,2,3,4,1,2,3,4,1) - i think i would actually reverse this spacing to reflect the pitch getting lower and going into a much less dense section so having the smaller spacing and less movement makes more sense to me mh using the second spacing first makes it too sudden and both seem quite similar in intensity
03:18:217 (1,1) - visual spacing here is a bit small compared to the rest of this kiai true, increased
04:48:891 (1,2,3,4,1,2,3,4,1,2,3,4,1) - this is cool af to play
06:11:812 (1,2,3,4) - this kinda looks cramped and sorta inconsistent with the rest of the map since you don't seem to use this type of pattern for the slider end doubles yea but it's musically similar to 04:43:076 - which also uses that concept, just with a gap instead of slider

pretty short, seriously well done with this. gl!

DavidEd

DavidEd wrote:

M4M from queue

  1. Add "dnb" and "drum and bass" to tags since the song has characteristics for a dnb song. alright then

  2. 00:02:374 - If the volume changes are following the reverse finish, you should increase volume at 00:02:711 - aswell. yes
  3. 00:17:205 (2,3) - I feel like you're missing a few beats here. How about this rhythm? https://osu.ppy.sh/ss/8303438 melody is emphasizing white ticks
  4. 00:48:554 (3,4) - Would be better to Ctrl+G here to make the entire lyric clickable. similar to reply above, clicking the last beat here takes away from vocal imo and the stack on 00:48:554 (3,4) - works better
  5. 03:22:262 (1) - Rotate 5* anti-clockwise to line up triangle with 03:22:093 (4,1) - .polished this whole pattern a bit
  6. 03:28:329 (3) - Not liking the lack of movement here. How about x446 y252 to make the snare beats literally stand out? think it emphasizes the "stop" after 03:27:992 - quite well
  7. 04:43:076 (2,3) - I feel like people will missread this as either 1/4 or 1/3 from the spacing on the previous 1/3 secion. You are using spaced 1/4 doubles after this. But imo, this is sort of an random occasion to introduce it on. due to repetitive nature of the drum line in this part and how 04:32:037 (1,1) - and 04:37:430 (3,4) - are mapped, rhythm here is quite expectable imo and transitions well into the next part which has quite similar drums, just differing "extra" sounds represented by passive rhythm
  8. 05:13:160 - Adding a note (x397 y247) puts better emphasize on this beat. actually think sliderend together with sudden 1/2 gap instead of 1/4 works better in this case and lets me start clicking again on the new sound

  9. Alot of overmapped beats such as 03:12:739 (4) - 03:13:750 (2) - or 03:14:425 (3) - for example. But I guess it's good as filler rhythm. I think all/most of them are actually supported by the background hihat layer, even if it's a bit harder to notice on some spots depending on audio setup, but either way they would fit well

Map is clean and consistent. Have a star.

thanks, also added new hitsound files for 05:35:745 (1,2,3,4) -
Joe Castle
I finally had time to mod your map ;w; sorry

I have some problems with some sections that might look boring:

1. 00:20:576 (1,2,1,2,1,2,1,2) - this parts are the same thing, but, why not adding more spacing in 00:21:925 (1,2,1,2) to make it look less boring? i mean, increase the spacing in that section a bit more to make it a bit more challenging and less repetitive

2. 02:05:745 (1,2,3,1,2,3,4,1,2,3,1,2,3,4,5,1,2,3,1,2,3,4,5,1,2,3,1,2) - this part is also very repetitive and kind of boring, i dont really think it fits that well to be honest... why not trying diferent patterns instead of doing that? for an extra (and knowing your mapping style, that is very creative), it should have different concepts and not... just straight line sliders :(

3. 04:01:700 (1,2,3,1,2,3,4,1,2,3,1,2,3,4,5,1,2,3,1,2,3,4,5,1,2,3,4,1,2) - same reason as #2 here, pretty repetitive patters, not very interesting :(

4. 06:19:228 (1,2,3,1,2,1,2,3,1,2) - try making different patterns here or at least separating them, it looks like the problems #2 and #3

and i have some suggestions too:

5. 00:08:273 (1) - why not making this slider go to the right, instead of going to the left? since the rest of the objects after that slider are mostly circles, and it could add a bit of fun?

6. 00:41:644 (2) - make this slider go down instead of making it go up, kinda like you did at 00:40:295 (1,2)

7. 00:43:160 (2) - make this slider go down instead of making it go up too, like 00:32:205 (1,2,3)

8. 00:45:689 (2) - same as #6

9. 00:51:925 (1,2,3) - make the same thing you did at 00:49:228 (1,2,3)

thats all, i hope it helps at least a bit :(
Topic Starter
Lasse
Joe Castle

Joe Castle wrote:

I finally had time to mod your map ;w; sorry

I have some problems with some sections that might look boring:

1. 00:20:576 (1,2,1,2,1,2,1,2) - this parts are the same thing, but, why not adding more spacing in 00:21:925 (1,2,1,2) to make it look less boring? i mean, increase the spacing in that section a bit more to make it a bit more challenging and less repetitive it's the same kicks as 00:19:228 (3) - etc so I think keeping them there and adding some more dense rhythm works better here, it still follows the buildup

2. 02:05:745 (1,2,3,1,2,3,4,1,2,3,1,2,3,4,5,1,2,3,1,2,3,4,5,1,2,3,1,2) - this part is also very repetitive and kind of boring, i dont really think it fits that well to be honest... why not trying diferent patterns instead of doing that? for an extra (and knowing your mapping style, that is very creative), it should have different concepts and not... just straight line sliders :( see reply above, the part itself is quite bland and repetitive so this reflects it well lol

3. 04:01:700 (1,2,3,1,2,3,4,1,2,3,1,2,3,4,5,1,2,3,1,2,3,4,5,1,2,3,4,1,2) - same reason as #2 here, pretty repetitive patters, not very interesting :(

4. 06:19:228 (1,2,3,1,2,1,2,3,1,2) - try making different patterns here or at least separating them, it looks like the problems #2 and #3
patterns in the song are quite similar to 02:16:531 - so it's mapped similarly

and i have some suggestions too:

5. 00:08:273 (1) - why not making this slider go to the right, instead of going to the left? since the rest of the objects after that slider are mostly circles, and it could add a bit of fun? would fit less with 00:05:239 (4,1) - though and feel quite random

6. 00:41:644 (2) - make this slider go down instead of making it go up, kinda like you did at 00:40:295 (1,2) makes spacing on 00:41:475 (1,2) - too big imo and also makes some gross implied movement

7. 00:43:160 (2) - make this slider go down instead of making it go up too, like 00:32:205 (1,2,3) ^

8. 00:45:689 (2) - same as #6

9. 00:51:925 (1,2,3) - make the same thing you did at 00:49:228 (1,2,3) doesn't really fit there visual/movement wise and the slider shape thing is the most important concept in this part anyways

thats all, i hope it helps at least a bit :(

thanks!
I can see the reasons for your suggestions, though I think having that part less "interesting" makes a lot of sense in comparison to the music lol
and for kicksliders in these parts, I prefer ones where the implied movement from sliderbodies fits the movement they actually make you play like http://i.imgur.com/J5en6Wg.jpg
and not something like http://i.imgur.com/05nUo5p.jpg

also finally did something with combo colors, but not sure about the green/blue colors, open for suggestions to change them
Monstrata
Resolve

00:36:082 (3) - Stacking is confusing xP. Try spacing it shorter. You can create a nice angle + spacing pattern with something like this:
00:57:318 (1) - SV is too drastic imo... You're already using slider shape to emphasize some shift, no need to force ppl to break xD.02:53:273 (1) - etc...
01:02:037 (1,2) - Ctrl+G sounds nicer.
01:27:318 (1) - Same as earlier. too drastic imo. It really breaks flow too xP.
02:15:857 (1,2,3,4,1,2,3,4,1) - Having the spacing get smaller makes more sense with the pitch + next section being calmer.
03:28:498 - Feels really off when you skip this beat.
03:32:543 (2) - Blanket slider 3 instead of stacking? creates a nice flow
03:43:329 (2) - Could probably do something here too like stackign with03:42:486 (4) -
03:50:071 - xd
06:12:149 (3,4) - Ctr;+G flows better imo.

ok
Topic Starter
Lasse
Monstrata

Monstrata wrote:

Resolve

00:36:082 (3) - Stacking is confusing xP. Try spacing it shorter. You can create a nice angle + spacing pattern with something like this:
should still be fine since the map uses some other "harder" to read things too and it sets up for similar stack patterns on this kind of sound later like 01:32:374 (1,1,2) -

00:57:318 (1) - SV is too drastic imo... You're already using slider shape to emphasize some shift, no need to force ppl to break xD.02:53:273 (1) - etc...but the sound is also very drastic and idk how it would make people break, seemed fine when I got testplays and you can even 300 it by not moving at all https://streamable.com/7b8vq lol

01:02:037 (1,2) - Ctrl+G sounds nicer. actually pefer this, even if your suggestion fits the drums better, I always prioritozed vocals here anyways and current puts a gap in tapping rhythm before 01:02:543 (3) - so the vocals starting there again stand out more, don't think using drums would give the same effect. did similar vocal stacks on spots like 00:48:554 (3,4) -
01:27:318 (1) - Same as earlier. too drastic imo. It really breaks flow too xP. but it's supposed to do that as I think that fits the sudden distorted sound much better
02:15:857 (1,2,3,4,1,2,3,4,1) - Having the spacing get smaller makes more sense with the pitch + next section being calmer. yes true,
also adjusted volume and hitsounding to fit better

03:28:498 - Feels really off when you skip this beat. alright, multiple people complained about that already lol. also changed 01:32:374 (1) -
03:32:543 (2) - Blanket slider 3 instead of stacking? creates a nice flow
think the vocal focused stacks like here or 03:35:239 (2,3) - fit pretty well and are a concept used commonly in the map (see earlier part of this reply) and overall also fit the way lower intensity of this part

03:43:329 (2) - Could probably do something here too like stackign with03:42:486 (4) -
03:50:071 - xd ^
06:12:149 (3,4) - Ctr;+G flows better imo. both play fine to me, but I think current fits better with movement from before and makes it feel a bit more outstanding http://i.imgur.com/eWpGDnm.jpg

ok
thanks, also changed combo colors a bit
Chaoslitz
m4m, sorry for the delay :eyes:

[General]
  1. Unused hitsound: normal-hitnormal36.wav
[Resolve]
  1. 00:48:554 (3,4) - Would be nice if you switch this two in timeline to follow next combo 00:49:228 (1,2,3), 00:48:554 - shouldn't be clickable imo if you are mainly focusing on vocal here
  2. 00:55:295 (1,4) - If you add NCs following to the vocals add it on 00:55:632 (4) instead because the sentense ends on 00:55:632
  3. 01:02:037 (1,2) - Unstack it to distinguish with triplets? You can place it around x:452|y:12 to blanket with 01:02:205 (2)
  4. 01:08:104 (5,1) - Doesn't sounds good when claps are only missing in the stream (S:C1 clap)
  5. 01:10:127 (1,2,1,2,3) - Could increase the volume for a bit, 20% sound too soft imo
  6. 01:27:149 (2,1,1) - I don't think it is good to stack 01:27:149 (2,1) when there are different intervals between, I know 01:27:655 (1) deservses a high distance due to the drum but stacking back to the same place is quite misleading..
  7. 01:32:543 (2) - Should be stacked in 01:32:711 (1) like 00:35:745 (1,2,3,1) following the drums?
  8. 02:44:509 (3,4) - Same as 00:48:554 (3,4)
  9. 02:51:250 (1,4) - Same as 00:55:295 (1,4)
  10. 03:04:059 (5,1) - Same as 01:08:104 (5,1)
  11. 03:06:082 (1,2,1,2) - Same as 01:10:127 (1,2,1,2,3)
  12. 03:28:498 (2) - Same as 01:32:543 (2)
  13. 03:44:677 (4,1,1) - 05:29:846 (2,1,1) - Same as 01:27:149 (2,1,1)
  14. 05:12:823 (1) - could curve the loop more Dx
Topic Starter
Lasse
Chaoslitz

Chaoslitz wrote:

m4m, sorry for the delay :eyes:

[General]
  1. Unused hitsound: normal-hitnormal36.wav used now, but it's a different sample
[Resolve]
  1. 00:48:554 (3,4) - Would be nice if you switch this two in timeline to follow next combo 00:49:228 (1,2,3), 00:48:554 - shouldn't be clickable imo if you are mainly focusing on vocal here as explained before, i think this works better, due to stack it feels more like "extending" the vocal with this rhythm/placement to me and it gives a better tapping gap before the next vocal for more impact
  2. 00:55:295 (1,4) - If you add NCs following to the vocals add it on 00:55:632 (4) instead because the sentense ends on 00:55:632 i don't nc ends of stacks usually, that just doesn't look right to me. also would make (4) a lonely one note combo here since I need nc on 00:55:969 - for switch to drum focus
  3. 01:02:037 (1,2) - Unstack it to distinguish with triplets? You can place it around x:452|y:12 to blanket with 01:02:205 (2) the stack leniency already makes it look very different from triples o: and it's more consistent with the vocal "extending" stacks explained above.
  4. 01:08:104 (5,1) - Doesn't sounds good when claps are only missing in the stream (S:C1 clap) fixed
  5. 01:10:127 (1,2,1,2,3) - Could increase the volume for a bit, 20% sound too soft imo true, increased volume of this part overall
  6. 01:27:149 (2,1,1) - I don't think it is good to stack 01:27:149 (2,1) when there are different intervals between, I know 01:27:655 (1) deservses a high distance due to the drum but stacking back to the same place is quite misleading.. seemed fine in the testplays I got, with how people handle slider leniency it works well since snapping might be different, but it's still on the expected white tick and people don't interpret much of slider ends there
  7. 01:32:543 (2) - Should be stacked in 01:32:711 (1) like 00:35:745 (1,2,3,1) following the drums? i think the current makes more sense as it gives a little buildup (stacks - jumps - bigger jumps) and is more intuitive to me
  8. 02:44:509 (3,4) - Same as 00:48:554 (3,4) same
  9. 02:51:250 (1,4) - Same as 00:55:295 (1,4) ^
  10. 03:04:059 (5,1) - Same as 01:08:104 (5,1) fixed this one too
  11. 03:06:082 (1,2,1,2) - Same as 01:10:127 (1,2,1,2,3) fixed
  12. 03:28:498 (2) - Same as 01:32:543 (2) n
  13. 03:44:677 (4,1,1) - 05:29:846 (2,1,1) - Same as 01:27:149 (2,1,1) ^
  14. 05:12:823 (1) - could curve the loop more Dx
    remade this one cause red nodes tilted me

thanks! waiting for Monstrata now

should redownload cause normal-hitnormal36.wav was replaced
Monstrata
~
Chaoslitz
Qualified~

(still not used to qualify an app map without #2 :eyes:)
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