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Stonebank feat. EMEL - Be Alright

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Topic Starter
SquareTude
This beatmap was submitted using in-game submission on pirmdiena, 2016. gada 28. novembris at 23:41:57

Artist: Stonebank feat. EMEL
Title: Be Alright
BPM: 170
Filesize: 4088kb
Play Time: 02:37
Difficulties Available:
  1. Dealiosis' Extra (5,08 stars, 597 notes)
  2. Insane (4,58 stars, 510 notes)
  3. Light Insane (3,69 stars, 418 notes)
  4. Nayrus' Expert (5,45 stars, 575 notes)
  5. Normal (1,7 stars, 206 notes)
Download: Stonebank feat. EMEL - Be Alright
Information: Scores/Beatmap Listing
---------------
First legit beatmap I wish could get ranked. :)
[REDOWNLOAD IF YOU DOWNLOADED THIS BEFORE APRIL 7TH]

Normal, Light Insane and Insane by me.
Dealiosis' Extra - By Dealiosis.
Nayrus' Expert - By Nayrus.


This is my first try to make a legit, playable and rankable map, all and any feedback is very welcome.

Normal - Finished.
Light Insane - Finished.
Insane - Finished.
Dealiosis' Extra - Finished.
Nayrus' Expert - Finished.


Modders
LeQuack, snoopeh, Troll
This post has since april 28th.
dealiosis
Hey man!

I made an Extra Difficulty if you wouldn't mind putting it in the set that would be awesome!

Here is the link : http://puu.sh/o8Ml0/12aeb0c0ae.osz

It's 5.19 stars

-Thanks
Dealiosis
LeQuack
Hey! I've modded this map for you :D

General
  1. Seeing as this is your first map I'm going to explain terms and stuff that may not be known to beginners. (As best i can at any rate)
  2. Right now you need to check AiMod (In the File Menu) as there are certain things it has picked up which you need to fix in order to have this map rank able (Such as notes being snapped and a universal preview point).
  3. (For Normal and Hard) The two chorus sections (01:27:501 to 01:52:913 and 02:15:501 to 02:32:442) have different sound sample sets being used. To keep consistency I would personally have them both using the normal sound set
  4. I would have Kiai time toggled on for the time between 01:27:501 to 01:52:913 as it is the same as the other section which Kiai is toggled on
  5. The rules for awarding kudosu explain that kudosu should only be given to a helpful mod. However i noticed that you gave it to the person who provided a guest difficulty.If a beat map nominator comes to view the map they are likely to remove that kudosu. Just keep this in mind when giving out kudosu. (Wiki article here: https://osu.ppy.sh/wiki/Kudosu)

Normal
  1. I would recommend an Approach Rate of 4 - 4.5 for this difficulty as you generally want a low AR for new players to be able to see the approach circle and click circles based on that. (Guidelines for Normal difficulties can be found here: https://osu.ppy.sh/wiki/Normal)
  2. Generally you want Easy/Normal difficulties to follow correct distance spacing. Only one distance spacing should be used throughout the whole difficulty. Seeing as how this is currently your easiest difficulty it needs to follow most of the rules that apply to an Easy map. Therefore i would recommend going to AiMod and checking the spacing between your notes (Checking the box at the top) and ensuring that it is consistent between all notes.
  3. 00:46:559 (4,1) - I think these notes should be a reflection of each other. You can do this by copy pasting the first slider and putting it where the second slider goes and then rotating it 180 degrees (Via the edit menu) Be Sure to correct the note spacing afterwards

    00:53:618 (3,4) - Same kinda idea here except position the second slider past the end of the first slider
    02:17:618 (5,1) - ^ (I would have the (1) as the slider that gets copy-pasted)
    01:39:147 (1,2) - ^ (Reflect like the first example)
  4. 01:04:559 (1) - Generally you want to give new player time to re-position their cursors after a spinner so i would have this spinner end at 01:06:324. This also follows the song as it finishes when the vocals finish.
  5. 01:20:089 (3) - I don't see why this slider isn't straight as the curve is barely noticeable. You can delete the middle point by Right-Clicking it
  6. 01:24:677 (1) - This can probably end a tick later (At 01:28:736 )
  7. 01:35:618 (5,1) - This jump is way too hard for your easiest difficulty. Just fix with distance snap (Press "Y" to turn on)
    01:44:089 (5,1) - Same thing as above
    02:20:442 (5,1) - ^
  8. 01:40:912 (4,5) - I would have the slider go after the (3) and then put the note as a NC (The image below shows how it is currently at the top and how i think it should be at the bottom)

    01:58:206 (4) - I would change this to a single note and bring 01:58:560 (5,6,7) back a tick each (So the (5) so starts on the big white tick)
    02:01:030 (8) - Make this a slider that starts at 02:00:677 and goes to where it is currently
  9. 01:55:736 (6,1) - I would have the (6) as the new combo instead of the (1) (Generally you want NC's to be on the white tick unless in certain situations where it fits the song not to)
    01:58:912 (5) - Also add a new combo here
    02:01:383 (5,1) - Also change NC to (5) here
    02:09:147 (1,2) - Make the (2) the NC instead
  10. 02:36:324 (1) - Have this start at 02:36:501 and end at 02:37:913

Hard
  1. 00:50:795 (4) - Add a New Combo here
    01:57:148 (5) - ^
    02:01:383 (6) - ^
  2. 00:55:030 (5,6) - I would either have these as jumps to be consistent with the previous doubles in the combo or change the previous double to stack on top of each other
  3. 00:55:383 (7) - I would delete this note as it is necessary
  4. 00:58:736 (3) - Change this to a note at 00:58:913
  5. 01:02:089 (5,1) - This Jump is too big. Make smaller (Doesn't have to necessarily follow distance spacing in this scenario)
    01:13:030 (6,1) - ^
  6. 01:13:030 (6) - I would decrease this slider by two ticks (So it ends on the red tick)
  7. 01:20:442 (1,1,1,1) - Make these a tick smaller each (So they end on the red tick)
    01:23:266 (1,1,1,1) - ^
  8. 01:34:207 - Add a note here to be consistent with the combo that previously followed this part of the song (01:31:383 (5) )
    01:36:677 (3) - Make this a slider that goes to the next white tick
    02:01:383 (6) - ^^
    02:21:854 (3) - ^^
  9. 01:47:266 - I think rather than change the audio set here to soft. I would either just lower the volume on normal or remove this section completely. (Be aware that I'm using the default skin)
  10. 00:55:030 (5,6) - for the previous double notes
    01:55:030 (3,4) - There is a jump here for no real reason. (Just make it so it follows normal distance spacing)
    02:21:501 (1,2) - ^
    02:17:795 (7,8) - Here is a more appropriate time for a jump to occur

This is all I will mod for now because i am lazy. I may mod again in the future when enough changes have taken place or new diffs are added. If anything doesn't make sense or needs clarification feel free to PM me :)
Nayrus
I notcied that the time was perfect so decided to do an Expert diff ^^
My mapping skills are on different lvl tho :^D but i just wanted to map it xD
http://puu.sh/o9tCB/b7303b8291.osu (Save it and put into Song folder)

Its 5.46*, and btw you should name it Dealions' Extra no "s"
Nayrus
@LeQuack meep, why didnt you wait a bit for that xD
Droomlie
Woo let's get this ranked :D
LeQuack
Here is a mod for the other difficulties you have :D

Insane
00:46:207 (5,6) - I think this would follow the music better if it was just a slider
01:04:560 - Would sound nice if a note was added here
01:25:736 (5,6) - The spacing of the notes before and after are different from this, either have consistent spacing for the whole combo or keep this distance from now until the end of the combo
01:44:266 (6,7) - Doesn't follow the music that well, probably easy to just delete the notes (you could also change it to a slider like at 01:38:442 (9)
02:02:795 (1) - I would delete this note and have NC at 02:02:971 (2)

Dealiosis' Extra
Reduce the volume of the first timing point to something like 50% so it doesn't overpower the song (like at 00:26:619 (1) where the vocals can't be heard)
00:22:560 (8) - Doesn't need all hitsounds (sounds really weird on default skin), probably fine with just finish
00:38:442 (2,3) - Change to a slider to better follow music
00:42:677 (8) - Nothing happening in the song here so i would just delete this note to emphasize the rest
00:43:736 (9) - Also doesn't need every hitsound
01:41:619 (8) - Just have the whistle on the start of the slider
01:50:442 (4) - NC to remain consistent

Nayrus' Expert
00:38:442 (2,3) - Doesn't follow anything in the song, suggested to probably just delete notes
01:33:148 (1) - Change to a note as the only thing in the song here is a single bass drum note
01:35:971 (1) - ^
01:38:795 (1) - ^
01:41:619 (1) - ^
01:44:442 (1) - ^
01:47:266 (1) - ^
01:50:089 (1) - ^
02:18:324 (1) - ^
02:21:148 (1) - ^
02:23:971 (1) - ^
02:29:619 (1) - ^
02:32:442 (1) - ^

Overall the map is looking good and considering i only had minor gripes with these diffs you are well set :)
Topic Starter
SquareTude

LeQuack wrote:

Here is a mod for the other difficulties you have :D

Insane
00:46:207 (5,6) - I think this would follow the music better if it was just a slider
01:04:560 - Would sound nice if a note was added here
01:25:736 (5,6) - The spacing of the notes before and after are different from this, either have consistent spacing for the whole combo or keep this distance from now until the end of the combo
01:44:266 (6,7) - Doesn't follow the music that well, probably easy to just delete the notes (you could also change it to a slider like at 01:38:442 (9)
02:02:795 (1) - I would delete this note and have NC at 02:02:971 (2)

Dealiosis' Extra
Reduce the volume of the first timing point to something like 50% so it doesn't overpower the song (like at 00:26:619 (1) where the vocals can't be heard)
00:22:560 (8) - Doesn't need all hitsounds (sounds really weird on default skin), probably fine with just finish
00:38:442 (2,3) - Change to a slider to better follow music
00:42:677 (8) - Nothing happening in the song here so i would just delete this note to emphasize the rest
00:43:736 (9) - Also doesn't need every hitsound
01:41:619 (8) - Just have the whistle on the start of the slider
01:50:442 (4) - NC to remain consistent

Nayrus' Expert
00:38:442 (2,3) - Doesn't follow anything in the song, suggested to probably just delete notes
01:33:148 (1) - Change to a note as the only thing in the song here is a single bass drum note
01:35:971 (1) - ^
01:38:795 (1) - ^
01:41:619 (1) - ^
01:44:442 (1) - ^
01:47:266 (1) - ^
01:50:089 (1) - ^
02:18:324 (1) - ^
02:21:148 (1) - ^
02:23:971 (1) - ^
02:29:619 (1) - ^
02:32:442 (1) - ^

Overall the map is looking good and considering i only had minor gripes with these diffs you are well set :)
Thanks for the mod, beatmap updated :)
Nayrus

SquareTude wrote:

LeQuack wrote:

Here is a mod for the other difficulties you have :D

Insane
00:46:207 (5,6) - I think this would follow the music better if it was just a slider
01:04:560 - Would sound nice if a note was added here
01:25:736 (5,6) - The spacing of the notes before and after are different from this, either have consistent spacing for the whole combo or keep this distance from now until the end of the combo
01:44:266 (6,7) - Doesn't follow the music that well, probably easy to just delete the notes (you could also change it to a slider like at 01:38:442 (9)
02:02:795 (1) - I would delete this note and have NC at 02:02:971 (2)

Dealiosis' Extra
Reduce the volume of the first timing point to something like 50% so it doesn't overpower the song (like at 00:26:619 (1) where the vocals can't be heard)
00:22:560 (8) - Doesn't need all hitsounds (sounds really weird on default skin), probably fine with just finish
00:38:442 (2,3) - Change to a slider to better follow music
00:42:677 (8) - Nothing happening in the song here so i would just delete this note to emphasize the rest
00:43:736 (9) - Also doesn't need every hitsound
01:41:619 (8) - Just have the whistle on the start of the slider
01:50:442 (4) - NC to remain consistent

Nayrus' Expert
00:38:442 (2,3) - Doesn't follow anything in the song, suggested to probably just delete notes
01:33:148 (1) - Change to a note as the only thing in the song here is a single bass drum note
01:35:971 (1) - ^
01:38:795 (1) - ^
01:41:619 (1) - ^
01:44:442 (1) - ^
01:47:266 (1) - ^
01:50:089 (1) - ^
02:18:324 (1) - ^
02:21:148 (1) - ^
02:23:971 (1) - ^
02:29:619 (1) - ^
02:32:442 (1) - ^

Overall the map is looking good and considering i only had minor gripes with these diffs you are well set :)
Thanks for the mod, beatmap updated :)
OK, first thing for SquareTude: NEVER update or change a beatmap you havent made. The guest mapper has to decide what to change and what not because its his map.

And now the mod:

00:38:089 (2,3) - Im glad that SquareTude didnt change it because i have no idea what you mean
01:33:148 (1) - Circle interrupts flow of map and its a eight note by drum/bass
01:35:971 (1) - ^
01:38:795 (1) - ^
01:41:619 (1) - ^
01:44:442 (1) - ^
01:47:266 (1) - ^
01:50:089 (1) - ^
02:18:324 (1) - ^
02:21:148 (1) - ^
02:23:971 (1) - ^
02:29:619 (1) - ^
02:32:442 (1) - ^

Put my old diff in the set pls or just remove the current one
Nayrus

Nayrus wrote:

OK, first thing for SquareTude: NEVER update or change a beatmap you havent made. The guest mapper has to decide what to change and what not because its his map.

And now the mod:

00:38:089 (2,3) - Im glad that SquareTude didnt change it because i have no idea what you mean
01:33:148 (1) - Circle interrupts flow of map and its a eight note by drum/bass
01:35:971 (1) - ^
01:38:795 (1) - ^
01:41:619 (1) - ^
01:44:442 (1) - ^
01:47:266 (1) - ^
01:50:089 (1) - ^
02:18:324 (1) - ^
02:21:148 (1) - ^
02:23:971 (1) - ^
02:29:619 (1) - ^
02:32:442 (1) - ^

Put my old diff in the set pls or just remove the current one
Ok, i just updated my beatmap and accepted your mod halfways:
I only removed every second slider and added some hitsounds, because you wasnt completly wrong (orange colour)
karstgalvis
modded normal/hard/insane through ingame PM's.
not sure about last diff's 01:54:324 (1). could get them in about 5 tries. less space would be nice.
other than that, GD's feel smooth
Topic Starter
SquareTude

snoopeh wrote:

modded normal/hard/insane through ingame PM's.
not sure about last diff's 01:54:324 (1). could get them in about 5 tries. less space would be nice.
other than that, GD's feel smooth
Thanks for that, got me on some stuff I missed out, thanks! :)
Troll
hi from #modreqs!

Hard
First of all, use soft hitsounds on the part starting at 00:23:971. You have this in Insane but not in Hard or Normal.

Second, I feel the slider velocity is too fast for a hard diff, and you should definitely slow it down in the slow parts. Also, when you do change the slider velocity don't make it so drastic that it's unreadable. For example, a player whose capabilities max out around 3.5 stars, 01:27:501 (1,2,3,4) - would be difficult to read since the slider speed is tripling over the span of a few seconds.

Third, and this is more stylistic and not as important, but you should probably look into trying to blanketing, where curves of sliders are equidistant from circles (if you don't know just look it up). The map would definitely look better if you did some of that. Now onto more specifics:

00:10:560 (1,2,3,4) - This part bothered me quite a bit. First, 1 follows a different instrument than 2 and 3, and I understand how it wouldn't start on beat and all, but I think it would be much better if you just got rid of 1 and turned 2-3 into a repeat slider.

00:16:207 (7,8,9) - This is pretty hard to read, maybe space it out a bit more.

01:04:913 (9) - NC should be here, not at 01:05:089 (1).

00:45:148 - In the section from here to 01:07:736, keep where you start your combos consistent. You don't have a NC at 00:47:971 (6), but you do at 00:50:795 (1). It's your choice to put it on the downbeat or not, personally I would put them on the downbeat (which means you would have to change a lot of the new combos in this part).
Insane
00:10:560 (1) - Same thing as in Hard. If you decided not to delete it I guess that's fine.

00:11:001 (3) - I really think this is overmapped. If you keep it, I would have the whole 2,3,4 not stack so closely, especially if you're going to keep 1 stacked on 2.

00:14:089 (1,1,1,1) - Quite awkward to play, just have them start all on the outside or the inside.

00:20:089 (1) and 00:20:795 (1) - RNC

00:23:971 - If the purpose of the abundance of combos in the part is to prevent you from dying from HP drain, you should probably just lower the HP to 6 or something and lengthen the combos.

00:58:207 (2) - Move further from 1 and 3, or else it violates time-distance proportionality and stuff.

01:10:030 (5,6) - I think a slider would work better here.

01:15:677 (6,7) - ^

01:18:324 (8) - New combo should probably be at this time.

01:19:030 to 01:24:677 - Space this section a little more.

01:27:854 (1) - RNC

01:28:560 (1) - ^

01:35:971 (10) - NC here instead of at 01:36:324 (1)

01:47:266 (9) - same as above

01:52:913 (1,2,3) - Make these evenly spaced

01:59:266 (1) - RNC

02:00:677 (1) - RNC

02:01:383 (4) - Why no NC here or at 7?

02:04:119 (1) - NC at 2 instead.
Nayrus' Expert
I wasn't planning to say anything about the guest diffs, which I find overmapped but fun to play, however I just wanted to say be careful about 01:01:383 (7) - covering/stacking on repeat arrows is actually unrankable iirc :o

Easiest fixes are to make combos consistent when you're mapping the same pattern rhythmically. Some parts you map look really nice, but others look kinda messy, but that's just aesthetics and I don't trust my judgments on that stuff very much.

Good luck! :D
Topic Starter
SquareTude

Troll wrote:

hi from #modreqs!

Hard
First of all, use soft hitsounds on the part starting at 00:23:971. You have this in Insane but not in Hard or Normal.

Second, I feel the slider velocity is too fast for a hard diff, and you should definitely slow it down in the slow parts. Also, when you do change the slider velocity don't make it so drastic that it's unreadable. For example, a player whose capabilities max out around 3.5 stars, 01:27:501 (1,2,3,4) - would be difficult to read since the slider speed is tripling over the span of a few seconds.

Third, and this is more stylistic and not as important, but you should probably look into trying to blanketing, where curves of sliders are equidistant from circles (if you don't know just look it up). The map would definitely look better if you did some of that. Now onto more specifics:

00:10:560 (1,2,3,4) - This part bothered me quite a bit. First, 1 follows a different instrument than 2 and 3, and I understand how it wouldn't start on beat and all, but I think it would be much better if you just got rid of 1 and turned 2-3 into a repeat slider.

00:16:207 (7,8,9) - This is pretty hard to read, maybe space it out a bit more.

01:04:913 (9) - NC should be here, not at 01:05:089 (1).

00:45:148 - In the section from here to 01:07:736, keep where you start your combos consistent. You don't have a NC at 00:47:971 (6), but you do at 00:50:795 (1). It's your choice to put it on the downbeat or not, personally I would put them on the downbeat (which means you would have to change a lot of the new combos in this part).
Insane
00:10:560 (1) - Same thing as in Hard. If you decided not to delete it I guess that's fine.

00:11:001 (3) - I really think this is overmapped. If you keep it, I would have the whole 2,3,4 not stack so closely, especially if you're going to keep 1 stacked on 2.

00:14:089 (1,1,1,1) - Quite awkward to play, just have them start all on the outside or the inside.

00:20:089 (1) and 00:20:795 (1) - RNC

00:23:971 - If the purpose of the abundance of combos in the part is to prevent you from dying from HP drain, you should probably just lower the HP to 6 or something and lengthen the combos.

00:58:207 (2) - Move further from 1 and 3, or else it violates time-distance proportionality and stuff.

01:10:030 (5,6) - I think a slider would work better here.

01:15:677 (6,7) - ^

01:18:324 (8) - New combo should probably be at this time.

01:19:030 to 01:24:677 - Space this section a little more.

01:27:854 (1) - RNC

01:28:560 (1) - ^

01:35:971 (10) - NC here instead of at 01:36:324 (1)

01:47:266 (9) - same as above

01:52:913 (1,2,3) - Make these evenly spaced

01:59:266 (1) - RNC

02:00:677 (1) - RNC

02:01:383 (4) - Why no NC here or at 7?

02:04:119 (1) - NC at 2 instead.
Nayrus' Expert
I wasn't planning to say anything about the guest diffs, which I find overmapped but fun to play, however I just wanted to say be careful about 01:01:383 (7) - covering/stacking on repeat arrows is actually unrankable iirc :o

Easiest fixes are to make combos consistent when you're mapping the same pattern rhythmically. Some parts you map look really nice, but others look kinda messy, but that's just aesthetics and I don't trust my judgments on that stuff very much.

Good luck! :D

Thanks for the mod! :)
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