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ALTIMA - Burst The Gravity (TV Size) [Osu|OsuMania|CatchTheB

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Topic Starter
Mythiax
OMG thanks a lot Frost <3
eldnl
[Salad]

Change the AR/OD to 6, because it is too fast to be a Salad! now.

New Combo
00:08:741 (1) - Delete new combo
00:10:970 (1) - Delete new combo
00:17:660 (1) - ^
00:18:876 (2) - Add new combo here
00:24:957 (5) - Add new combo
00:31:443 (6) - Add new combo
00:44:416 (6) ^
00:54:551 (5) ^
00:57:389 (9) ^
01:03:470 (1,1) Delete new combo on both sliders
01:05:903 (2) Add new combo here
01:16:443 (1,1) Delete new combo on both sliders
01:18:876 (2) Add new combo

00:04:281 (2) - In my opinion this slider should be horizontal, fits better with the previous one.
00:09:957 (1,2,3) - Move these notes 6 grids to the right, feels better when playing.
00:11:477 (3) - Move this note to the blue tick, fits better with the voice.
00:11:984 - I'm pretty sure the spin should start here.
00:27:997 - Try moving (12,1) to look like this. (don't forget to move a bit the notes after the slider)
00:46:241 (12,13,14,15) - Try something like this.
00:50:700 (1,2,1,2,1,2) - Maybe you can put some jumps here, could fit with the song I guess.
01:02:254 (1,1,1) - Something like this feels much better!
01:08:538 (7,1) - Same as before, you can put these notes like this.
01:15:227 (1,1,1) - Probably you can add an increasing effect, the sliders should be like this. (I guess you should move a bit the notes after the slider!)
01:21:511 (7,1) - Same suggestion as before, try something like this.

[Overdose]

I like your map, but this feels too overjumped on quiet parts, remember that a ctb difficulty shouldn't be only jumps, the jumps must fit with the songs, and most of the time, big jumps doesn't fit on quiet parts.
I personally prefer AR9 for a jumpy map like this, feels better.

New Combo
00:11:984 (8) - Add new combo
00:14:822 (1) - Remove new combo here
00:15:227 (2) - Add new combo
00:16:646 (6) - Add new combo
00:16:849 (1) - Remove new combo
00:19:687 (1) - Remove new combo
00:22:930 (1) - Remove new combo
00:23:335 (3) - Add new combo here
00:24:146 (1) - Remove new combo
00:29:416 (1) - Remove new combo
00:29:822 (2) - Add here
00:32:051 (1) - Remove new combo
00:33:065 (5) - Add new combo
00:33:876 (1) - Remove
00:36:308 (6) - Add new combo
00:37:119 (1) - Remove
00:37:930 (4) - Add here
00:49:078 (1) - Remove new combo
00:49:484 (2) - Add
00:50:295 (1) - Remove
00:50:903 (4) - Add
00:51:916 (1) - Remove
00:52:727 (4) - Add
00:54:146 (10) - Add here and remove in the next note
00:55:565 - Remove here and add in the next note
00:57:997 - Remove
01:05:497 (7) - Add new combo
01:06:308 (1) - Remove here
01:07:930 (1) - Remove
01:08:741 (5) - Add new combo
01:19:281 (1) - Remove

00:05:497 (1) - This slider feels too fast, try to move it a bit like this.
00:20:295 - The spin should start here I guess.
00:25:768 (3,4) - Reduce the space a bit, the jump is quite random and doesn't fit with the song.
00:33:876 - The stream looks bad when playing, try to do something like this.
00:35:295 (3,4) - Reduce the spacing between these note just a little, the jump is very big and doesn't fit.
00:36:511 (7,8) - ^ Same as before.
00:59:011 - Seems like you missed some notes in this part, please cover all sounds.
01:16:849 (5,6,7) - The jump between these notes feels a bit weird, because the spacing between the previous sliders are not that big, suggest to reduce the spacing a little.
01:28:403 - The spin should start here I guess.

Call me back for a recheck when you're done.
Topic Starter
Mythiax

eldnl wrote:

[Overdose]

I like your map, but this feels too overjumped on quiet parts, remember that a ctb difficulty shouldn't be only jumps, the jumps must fit with the songs, and most of the time, big jumps doesn't fit on quiet parts.
I personally prefer AR9 for a jumpy map like this, feels better.

New Combo
00:11:984 (8) - Add new combo
00:14:822 (1) - Remove new combo here
00:15:227 (2) - Add new combo
00:16:646 (6) - Add new combo
00:16:849 (1) - Remove new combo
00:19:687 (1) - Remove new combo
00:22:930 (1) - Remove new combo
00:23:335 (3) - Add new combo here
00:24:146 (1) - Remove new combo
00:29:416 (1) - Remove new combo
00:29:822 (2) - Add here
00:32:051 (1) - Remove new combo
00:33:065 (5) - Add new combo
00:33:876 (1) - Remove
00:36:308 (6) - Add new combo
00:37:119 (1) - Remove
00:37:930 (4) - Add here
00:49:078 (1) - Remove new combo
00:49:484 (2) - Add
00:50:295 (1) - Remove
00:50:903 (4) - Add
00:51:916 (1) - Remove
00:52:727 (4) - Add
00:54:146 (10) - Add here and remove in the next note
00:55:565 - Remove here and add in the next note
00:57:997 - Remove
01:05:497 (7) - Add new combo
01:06:308 (1) - Remove here
01:07:930 (1) - Remove
01:08:741 (5) - Add new combo
01:19:281 (1) - Remove

00:05:497 (1) - This slider feels too fast, try to move it a bit like this. Fixed
00:20:295 - The spin should start here I guess.
00:25:768 (3,4) - Reduce the space a bit, the jump is quite random and doesn't fit with the song.
00:33:876 - The stream looks bad when playing, try to do something like this.
00:35:295 (3,4) - Reduce the spacing between these note just a little, the jump is very big and doesn't fit.
00:36:511 (7,8) - ^ Same as before.
00:59:011 - Seems like you missed some notes in this part, please cover all sounds.
01:16:849 (5,6,7) - The jump between these notes feels a bit weird, because the spacing between the previous sliders are not that big, suggest to reduce the spacing a little.
01:28:403 - The spin should start here I guess.

Call me back for a recheck when you're done.
All fixed. Thanks a lot for mod :3

EDIT: Fixed all in salad as well
eldnl
Everything seems fine:3
Topic Starter
Mythiax

eldnl wrote:

Everything seems fine:3
Thanks a lot for rebubble <3
scanter
baka ! you made it !
Kurai
Okay, I'm fine with the mapset, it's pretty cool actually :3
Andrea
Congrats Zero! :)
[Epicz]

Andrea wrote:

Congrats Zero! :)
Satellite
Congratz~~!!
Raging Bull
Well you sure did get it ranked. haha
Stefan
Biggest ranked Mapset! Congrats
Topic Starter
Mythiax
OMG Ranked thanks everyone <3
scanter
gratz \o/
xHappy-
congratz :)
Zejky
Zeroarg
congratz :)
Lolicakey
wait, cuando bubblearon esto? o3o
ajnad congratz <3
yuan_0312
the taiko dif‘s Big circles.......
Umi
Gratz amazing mapset x) !!
Gero
OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMGOMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG V OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG OMG SUPERMEGA CONGRATS!!! T.T

/me late
mathi747
Yay finally ranked, gratz zero!!
OnosakiHito
Okay, okay, okay. So let's get things straight:

I just came back from my 3 months osu break, because people from the Taiko community told me about some problems. And the first thing I need to see now here is that,

A. the Taiko difficulties received just 3 mods,
B. No one, not even a single BAT has modded the Taiko difficulties,
and C. p/2257026 mod hasn't been even considered serious enough,

but this set still got ranked. Can someone explain the system of osu to me? I think I misunderstood here something?
peppy and other higher BATs disagree with a Taiko Team or some guys who are experienced in it to join the BAT team, because they think the current team can handle it already pretty well. But all I can see here is a skim or ignore of the Taiko difficulties which has the consequence that the Taiko difficultie has been checked too insufficiently.

The problem here is, that this isn't the first time something like that happened, but still, the same mistake has been done. How is that even possible?
4 BATs out of 4 didn't notice the massive issues of the map. This is truly a masterful performance.
So far it goes well with the ranking system when an experienced Taiko Mapper is doing a guest diff.. But if it happens once, that a new mapper is coming and doing a difficultie, this confident to a mapper of the BAT Team can't help anymore. New mappers need proper mods to be able to learn of it and be able to get a decent taiko map ranked so next time they might be able to improve their mapping skill. Unfortunaley this isn't the case here. Unfortunaley.


It is not the current BATs fault, they are just not experienced enough to do the work. It is rather a problem of the current system which is Taiko unfriendly.
Neither it's the fault of the mapper who made the Taiko difficultie. I assume this mapper is a fresh one, so he/she isn't able to considere the usage of patterns well enough right now, which is actually the reason to have some mods for this mapper.

To show you what I mean, I will give here an after-mod for this map, with some examples:

[wtb's Taiko Oni]

General:
As Lukareia mentioned before, the difficultie of this Oni is really hard. It has by far an overusage of hitcircles which make the map inkonsistent and look messy. Actually there are some parts which are good, but they go under the wave of too many streams which don't belong to certain sections; overusage of big dons and missplacement of notes, lost.
Also there is no clear containment of the mappers mapping way seeable, like, if he is mapping to the beat or the vocal. That's a problem. Styles can be mixed sometimes together, but on this map it didn't went well due to unexperience of the mapper. Even experienced mappers have problems with this kind of mapping, so I can't blame you for this wtb, don't worry.

Hitcircles:
00:07:930 (31) - vocal based, this would need to be a kat
00:08:335 (32,33) - And this rather don kat
00:13:200 (52) - unreasonable and unfitting finisher
00:13:605 (54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70) - This is one of the better streams, but can be by far mapped better and more simple which is also fair to the song.
00:18:065 (88,89,90) - The finishers are not consistent with the previous part at 00:15:227 (70,71,72) -
00:19:281 (94,95,96,97,98,99,100) - The pattern sounds strange here and should be changed to a more easier one which is clearly determinated as vocal- or beat-based pattern.
00:21:714~00:28:200 - Inconsistent usage of the main beat. The kats feel like random placed.
00:29:416 (163,164,165,166,167,168,169) - Out of a sudden there are comming too many finisher, the up coming part is totally overwaved by the finishers and has no real effect on the player anymore.
00:56:578 (336,337,338,339,340) - A pattern which hasn't been used before in the whole map.

[...]


The whole project should be unranked for now, since the Taiko isn't ready yet and should be remapped. There are way too many things which must be fixed, so it saves the time of modder and mapper by just having a new and fresh Taiko guest diff..People in #taiko are just wondering about, how something like that could happen again.
I'm gladly giving my support for this and will wait for a message from the mapper him-self or some BATs.
Topic Starter
Mythiax
Thanks everyone <3

OnosakiHito wrote:

Okay, okay, okay. So let's get things straight:

I just came back from my 3 months osu break, because people from the Taiko community told me about some problems. And the first thing I need to see now here is that,

A. the Taiko difficulties received just 3 mods,
B. No one, not even a single BAT has modded the Taiko difficulties,
and C. p/2257026 mod hasn't been even considered serious enough,

but this set still got ranked. Can someone explain the system of osu to me? I think I misunderstood here something?
peppy and other higher BATs disagree with a Taiko Team or some guys who are experienced in it to join the BAT team, because they think the current team can handle it already pretty well. But all I can see here is a skim or ignore of the Taiko difficulties which has the consequence that the Taiko difficultie has been checked too insufficiently.

The problem here is, that this isn't the first time something like that happened, but still, the same mistake has been done. How is that even possible?
4 BATs out of 4 didn't notice the massive issues of the map. This is truly a masterful performance.
So far it goes well with the ranking system when an experienced Taiko Mapper is doing a guest diff.. But if it happens once, that a new mapper is coming and doing a difficultie, this confident to a mapper of the BAT Team can't help anymore. New mappers need proper mods to be able to learn of it and be able to get a decent taiko map ranked so next time they might be able to improve their mapping skill. Unfortunaley this isn't the case here. Unfortunaley.


It is not the current BATs fault, they are just not experienced enough to do the work. It is rather a problem of the current system which is Taiko unfriendly.
Neither it's the fault of the mapper who made the Taiko difficultie. I assume this mapper is a fresh one, so he/she isn't able to considere the usage of patterns well enough right now, which is actually the reason to have some mods for this mapper.

To show you what I mean, I will give here an after-mod for this map, with some examples:

[wtb's Taiko Oni]

General:
As Lukareia mentioned before, the difficultie of this Oni is really hard. It has by far an overusage of hitcircles which make the map inkonsistent and look messy. Actually there are some parts which are good, but they go under the wave of too many streams which don't belong to certain sections; overusage of big dons and missplacement of notes, lost.
Also there is no clear containment of the mappers mapping way seeable, like, if he is mapping to the beat or the vocal. That's a problem. Styles can be mixed sometimes together, but on this map it didn't went well due to unexperience of the mapper. Even experienced mappers have problems with this kind of mapping, so I can't blame you for this wtb, don't worry.

Hitcircles:
00:07:930 (31) - vocal based, this would need to be a kat
00:08:335 (32,33) - And this rather don kat
00:13:200 (52) - unreasonable and unfitting finisher
00:13:605 (54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70) - This is one of the better streams, but can be by far mapped better and more simple which is also fair to the song.
00:18:065 (88,89,90) - The finishers are not consistent with the previous part at 00:15:227 (70,71,72) -
00:19:281 (94,95,96,97,98,99,100) - The pattern sounds strange here and should be changed to a more easier one which is clearly determinated as vocal- or beat-based pattern.
00:21:714~00:28:200 - Inconsistent usage of the main beat. The kats feel like random placed.
00:29:416 (163,164,165,166,167,168,169) - Out of a sudden there are comming too many finisher, the up coming part is totally overwaved by the finishers and has no real effect on the player anymore.
00:56:578 (336,337,338,339,340) - A pattern which hasn't been used before in the whole map.

[...]


The whole project should be unranked for now, since the Taiko isn't ready yet and should be remapped. There are way too many things which must be fixed, so it saves the time of modder and mapper by just having a new and fresh Taiko guest diff..People in #taiko are just wondering about, how something like that could happen again.
I'm gladly giving my support for this and will wait for a message from the mapper him-self or some BATs.
Yeah, all those taikos are his first maps aiming to rank.

I read all mods as map were modded and taiko diffs seems pretty bad, but, since (as far as I know) whosthebox applied all mods, I thought they were decent enough to be ranked. And since Kurai modded it and he has knowledge of all osu modes, i thought they were ok.

I'll be honest. I dunno anything about Taiko, so i don't know if that is enough to be unranked or not.
Natsu
omg omg finally baka gratz awesome set o3o
Makar
I am poking in to completely agree with Ono here. This map was checked by 4 inexperienced-in-taiko BATs, and the result is letting a very poor quality taiko map get ranked. I can understand if this is your first map, but that means you have to get more mods for it to be ranked. We will discuss if this should be unranked.
Kuro

Zeroarg wrote:

Thanks everyone <3

Yeah, all those taikos are his first maps aiming to rank.

I read all mods as map were modded and taiko diffs seems pretty bad, but, since (as far as I know) whosthebox applied all mods, I thought they were decent enough to be ranked. And since Kurai modded it and he has knowledge of all osu modes, i thought they were ok.

I'll be honest. I dunno anything about Taiko, so i don't know if that is enough to be unranked or not.
As the person who originally brought this up in #taiko, I can confidently say this needs to be unranked. The finish spam and random streams and lack of rhythm sense make this map very distasteful. Ono has basically made it very clear why this needs to be unranked as well.
From my viewpoint it doesn't look like he applied any of the mods either and yes, I've looked at them.
Also, just because Kurai modded it doesn't mean they're good either.
[Yue]
Gratz owo
Creo que este mapa sera el map del mes o:
Stefan
Oh well didn't noticed that Taiko Mods lacked really hard. However, as (still) Taiko Noob Mapper I can say that a safe number of (qualified) Mods are really necessary to reach the maximum of potential what you can bring on for your Diff. It's really bad that the Mapper didn't took enough care for these Diffs but now.. let's try to fix this Failure and then it shouldn't be a Problem. And yes, I'd say to unrank it because for that.
Topic Starter
Mythiax

[Yue] wrote:

Gratz owo
Creo que este mapa sera el map del mes o:
ty, y ojalá lo sea si es que queda re-ranked antes de fin de mes orz

Well sure, if you guys says that it has enough problems. If gets unranked, I guess we have no choice but to fix all issues and wait for re-rank. After all, Taiko diff are the only ones with trouble here.
Makar
Okay, after discussion with a few BATs, it was agree'd that we should unrank this map due to quality issues in the Taiko difficulties.

Please take a look at onosakihito's mod. lolcubes is in the process of modding this now, and Loctav, mancusojuanmattos and I will be able to throw our mods in the next 24 hours. We ask that you please work with us so we can get this re-ranked in a timely manner with no problems.

To any Taiko Modders: your help is also appreciated, if you have anything to suggest.
Topic Starter
Mythiax
Sure, already talked with wtb and will try to fix what he can based in onosakihito's mod and also try to make the best map quality possible for subsequent mods.
Flaus
wtb's Taiko Oni

00:02:457 (9,10) - 9 = kat, 10 = don
00:05:903 (23,24,25) - These notes seem unnecessary since they do not follow the vocals of the song. I suggest adding a don 1 tick right of note 24 and changing note 25 into a don, otherwise just remove these notes.
00:08:335 (32) - unnecessary note
00:10:768 (42,43,44,45,46,47) - These notes are timed in a way which does not follow the vocals. I suggest shifting notes 42 and 45 1 tick left.

As for the rest of the map I believe that it should be completely redone, there are just too many random note placements that can be pointed out.
Deif
I've checked both CTB maps quickly, and they're not ready at all to be ranked:

- Salad: It's in fact a Cup at the moment (SS'd without using the dash button at all). It could've been made much more interesting, and those hitsounds need more work either.
- Overdose: It's only a Rain... There's not a single pattern that really offers a real challenge to players. In fact, somebody FC'd it with HD/HR. some stuff must be polished as well: unexpected jumps, shape of some streams...

I'll ask some players to mod both difficulties and I'll drop a full mod either here.
eldnl

Deif wrote:

I've checked both CTB maps quickly, and they're not ready at all to be ranked:

- Salad: It's in fact a Cup at the moment (SS'd without using the dash button at all). It could've been made much more interesting, and those hitsounds need more work either.
- Overdose: It's only a Rain... There's not a single pattern that really offers a real challenge to players. In fact, somebody FC'd it with HD/HR. some stuff must be polished as well: unexpected jumps, shape of some streams...

I'll ask some players to mod both difficulties and I'll drop a full mod either here.
Already talked about this and yes, fits better with Cup and Rain.
DakeDekaane
Holi <:

General mod.

[Normal]
Your hitsounding pattern for finishes is a bit inconsistent, you use them too often in some parts and suddenly there's no finish, it sounds and feels a bit weird. Basically hitsounds here.
00:11:173 (3) - Whistle in the beginning.
00:39:551 (3) - Remove finish.
00:44:011 (5) - Put finish in the end, for consistency.
And for the kiai you could use finishes every downbeat (big white tick), you have empty parts and somehow spammy parts like 01:15:227 (1,2,3,4,1,2,3).

[Hard]
Same as Normal, your hitsounding for finishes looks a bit sloppy. The same suggestion in kiai for finishes
00:51:511 (2) - Finish in the end.
00:52:524 (5,6,1,2,3) - Finishes in white ticks, sounds pretty good imo.

Try to keep your hitsounding consistent in your diffs if possible.

[Saten's Insane]
There are some objects touching the HP bar in 4:3 resolutions, not a big issue, but looks quite bad imo. like 00:26:376 (4) -

Other standard diffs looked fine.

[newtoniorock8's Salad]
Turn up the volume here, it's really low, use values around 80%

[wtb's Taiko Muzukashii]
The beginning is the somehow the same as in Oni, it's a bit inconsistent as you use 1/2 patterns and 1/1 patterns for the vocals, you have high density parts (00:00:633 (1,2,3,4,5,6,7,8,9,10)) and low density parts (00:05:903 (22,23,24,25,26,27)), for the same intensity in the song, I'd use a mix of both, like, beginning from 00:00:633, d kdk k dkd ddk k or similar.
I'd use ddd instead all those kkk 1/4 triples, maybe it's just me.
00:10:362 - I'd use this pattern, fits very nice with vocals

00:16:038 (13) - You could delete this.
00:20:092 - Maybe use this pattern, you're following vocals and it could sound better, if you do, add a don in 00:20:903.

00:22:119 (40,41,42,43,44,45,46,47,48) - This is quite dull and boring imo, remove 00:23:335 (46) - use ddkkdkddk, fits better with the song.
00:25:160 (54) - Remove this.
00:24:146 (49,50,51,52,53,55) - Inverse the colors here.
00:32:051 (81) - Remove this.
00:32:862 (84) - ^
00:38:132 (108) - ^
00:39:551 (114,115) - Remove any of these.
00:42:997 (130,135) - Delete both, in my opinion the finish would play better if you do.
00:47:457 (148) - Remove, same reason as above.
00:51:105 (160,161,162) - make it ddd or kkk, kdk may be a bit hard to handle in a Muzu imo.
00:52:524 - If you're going to keep the triples here, make it like this, your actual triples are delayed by 1/2, and with this, they really play bad

01:00:430 - Add a note here, it feels a bit ankward after that stream.
01:02:254 (213,214,215,216,217) - Use ddkdk, it fits better imo.
01:05:700 (228) - Remove, long 1/2 patterns may be a bit tiring in Muzu.
01:12:389 (253,256) - Move these two 1/4 beat earlier, they'll fit very nice with vocals.
01:14:416 - Put a drumroll (slider) of 2 beats long here? It could fit very nice.
01:18:673 (280) - Remove.

[Oni]
In the beginning you could use some 1/4 triples that fits with the piano. I'll just suggest to remove some of your finishes, they play very bad imo and looks/sounds pretty spammy,
00:04:281 (16,17,18,19,20,21,22) - ddkkddk
00:07:930 (31) - k
00:10:362 - The same I suggested for Muzu
00:12:389 (48,49,50,51,52,53) - ddkdkd
00:18:065 (88,89) - Remove finish
00:19:788 (99) - Remove this note
00:21:612 (113) - ^
00:29:416 (163,164,165,166,167,168,169) - Remove all finishes here.
00:33:268 (187,188,189) - ^
00:41:984 (246,247,248,249,250,251,252,253,254,255) -
00:46:646 (277,278,279) - ^
00:48:065 (284) - ^
00:51:511 (304) - ^
00:52:423 (310) - Remove this.
01:02:254 (376) - Put finish here.
Sadly I can't play Oni properly, so I can't help further than this, but I noticed many overmapped streams, maybe it's just me though.

That's all from my part, I hope it helps, good luck re-ranking this o/

Is there still room for 13th di-*shot*
Sey

eldnl wrote:

Already talked about this and yes, fits better with Cup and Rain.
That's right, also a bit sad that there is no platter here. Makes much more sense with that. However, in my opinion this map definitely cannot be ranked yet (Though I am not the one who is having the final word in this anyway). There are some really weird pattern in both CtB difficulties and they definitely need more mods!


Deif wrote:

I've checked both CTB maps quickly, and they're not ready at all to be ranked:

- Salad: It's in fact a Cup at the moment (SS'd without using the dash button at all). It could've been made much more interesting, and those hitsounds need more work either.
- Overdose: It's only a Rain... There's not a single pattern that really offers a real challenge to players. In fact, somebody FC'd it with HD/HR. some stuff must be polished as well: unexpected jumps, shape of some streams...

I'll ask some players to mod both difficulties and I'll drop a full mod either here.
And here I come /o/

[General]
  1. The hitsounds are not really good, you must fix it. You are totally abusing of claps in sections where they just make no sense or sound very weird...That counts for both CtB difficulties.
  2. The overdose is a Rain, the salad is a Cup. Change difficulty names please in both difficulties!
[Overdose]
  1. Hitsounds need to be improved, as I already described in General.
  2. That diff could have some more New Combos due that it's recommendable concerning CtB Ranking Criterias to put a max. Combo of 10 in CtB Mapsets.
  3. OD must be 9, should be the same as AR.
  4. 00:05:497 (1) - I find this boring, make it more interesting for the player.
  5. 00:11:984 (1) - Here could also be a spinner instead of that pattern.
  6. 00:13:605 (1,2,3,4,5,6,7,8,9,10,11,12) - That stream could be more interesting and much more challenging. Especially because it directly leads into a new rhythm.
  7. 00:16:646 (1,2,3) - , 00:17:051 (4,5,6) - , 00:17:457 (7,8,9,10,11) - Those streams are just boring, why are they all vertical?
  8. 00:20:295 (1) - That slider is boring. I would use the notes here.
  9. 00:33:876 (4,5,6,7,8,9,10) - Meh. Don't know what to say about that stream... I didn't really have to move my Ryuuta a lot here.
  10. 00:38:335 (1,2,3,1,2,3) - Would you mind doing that part a bit more difficult?
  11. 00:46:646 (1,2,3,4,5,6,7,8,9,10) - Quite boring, I suggest you to change it.
  12. 01:08:741 (1,2,3) - Same. This is definitely too easy, you could make that part a bit jumpy imo. As long as you do not destroy the rhythm with it completely.
  13. 01:15:227 (1,2,3,4) - Couldn't that be mapped much more interesting? I find it too easy
  14. 01:19:687 (9) - What is that doing there? It's just... very, very weird.
  15. 01:27:389 (1,2,3,4,5,6,7,8,9) - I find this almost a bit too easy for such an epic ending of the song.
[Salad]
  1. Hitsounds need to be improved, as I already described in General.
  2. 00:03:065 (1) - Could be more symmetrical to 00:00:633 (1) -
  3. 00:03:065 (1,2) - Why this slider so often in a row with reverse arrow? I do not like to play this section, it's too repeating.
  4. 00:17:660 (4) - Why is it having the same direction as 00:15:227 (1) - ? Could be the opposite direction here.
  5. 00:20:092 (4,5,6,7,8) - The whole section is weird. I would change it completely.
  6. 00:45:430 (4,5,6,7,8,9) - That section could look much cleaner in my opinion
  7. 01:00:430 (7) - That doesn't fit to the slider before.
  8. 01:02:254 (1,2,3) - You use the same pattern 3 consecutive times, that is really boring to play.
  9. 01:08:741 (1) - Why is it not the same direction as 01:07:119 (4) - (just symmetrical for example)?
  10. 01:12:795 (2) - Reverse selection, maybe?
  11. 01:15:227 (1) - Could be more interesting, I don't even need to move my Ryuuta from the slider before here.
Well, I really want to see this ranked someday but please work a bit more on the patterns in the CtB difficulties. Many parts in this song can be mapped much more interesting. Still good luck in it. :oops:
Topic Starter
Mythiax
Dakedekaane

DakeDekaane wrote:

Holi <:

General mod.

[Normal]
Your hitsounding pattern for finishes is a bit inconsistent, you use them too often in some parts and suddenly there's no finish, it sounds and feels a bit weird. Basically hitsounds here.
00:11:173 (3) - Whistle in the beginning. fixed.
00:39:551 (3) - Remove finish. It fits imo, i'll keep it.
00:44:011 (5) - Put finish in the end, for consistency. Fixed.
And for the kiai you could use finishes every downbeat (big white tick), you have empty parts and somehow spammy parts like 01:15:227 (1,2,3,4,1,2,3).
I've checked somehow the finishes in the kiai and tried to use them on downbeats.

[Hard]
Same as Normal, your hitsounding for finishes looks a bit sloppy. The same suggestion in kiai for finishes
00:51:511 (2) - Finish in the end.
00:52:524 (5,6,1,2,3) - Finishes in white ticks, sounds pretty good imo.

Try to keep your hitsounding consistent in your diffs if possible. All fixed in hard

Is there still room for 13th di-*shot* I'll make room for you in my next mapset :D
Thanks for mod Dekaranger :3

Sey

Sey wrote:

eldnl wrote:

Already talked about this and yes, fits better with Cup and Rain.
That's right, also a bit sad that there is no platter here. Makes much more sense with that. However, in my opinion this map definitely cannot be ranked yet (Though I am not the one who is having the final word in this anyway). There are some really weird pattern in both CtB difficulties and they definitely need more mods!


Deif wrote:

I've checked both CTB maps quickly, and they're not ready at all to be ranked:

- Salad: It's in fact a Cup at the moment (SS'd without using the dash button at all). It could've been made much more interesting, and those hitsounds need more work either.
- Overdose: It's only a Rain... There's not a single pattern that really offers a real challenge to players. In fact, somebody FC'd it with HD/HR. some stuff must be polished as well: unexpected jumps, shape of some streams...

I'll ask some players to mod both difficulties and I'll drop a full mod either here.
And here I come /o/

[General]
  1. The hitsounds are not really good, you must fix it. You are totally abusing of claps in sections where they just make no sense or sound very weird...That counts for both CtB difficulties.
  2. The overdose is a Rain, the salad is a Cup. Change difficulty names please in both difficulties!
Fixed both.

[Overdose]
  1. Hitsounds need to be improved, as I already described in General.
  2. That diff could have some more New Combos due that it's recommendable concerning CtB Ranking Criterias to put a max. Combo of 10 in CtB Mapsets.
  3. OD must be 9, should be the same as AR.
  4. 00:05:497 (1) - I find this boring, make it more interesting for the player.
  5. 00:11:984 (1) - Here could also be a spinner instead of that pattern.
  6. 00:13:605 (1,2,3,4,5,6,7,8,9,10,11,12) - That stream could be more interesting and much more challenging. Especially because it directly leads into a new rhythm.
  7. 00:16:646 (1,2,3) - , 00:17:051 (4,5,6) - , 00:17:457 (7,8,9,10,11) - Those streams are just boring, why are they all vertical?
  8. 00:20:295 (1) - That slider is boring. I would use the notes here.
  9. 00:33:876 (4,5,6,7,8,9,10) - Meh. Don't know what to say about that stream... I didn't really have to move my Ryuuta a lot here.
  10. 00:38:335 (1,2,3,1,2,3) - Would you mind doing that part a bit more difficult?
  11. 00:46:646 (1,2,3,4,5,6,7,8,9,10) - Quite boring, I suggest you to change it.
  12. 01:08:741 (1,2,3) - Same. This is definitely too easy, you could make that part a bit jumpy imo. As long as you do not destroy the rhythm with it completely.
  13. 01:15:227 (1,2,3,4) - Couldn't that be mapped much more interesting? I find it too easy
  14. 01:19:687 (9) - What is that doing there? It's just... very, very weird.
  15. 01:27:389 (1,2,3,4,5,6,7,8,9) - I find this almost a bit too easy for such an epic ending of the song.
Well, I really want to see this ranked someday but please work a bit more on the patterns in the CtB difficulties. Many parts in this song can be mapped much more interesting. Still good luck in it. :oops:
I fixed everything and tried to imrpove it the best i could.


Also want to thanks all modders who mod it for their own will and to the BAT in general. I guess i had a wrong thought about them after all.
Xinely
not fix from mod but i fix missing hitsound in my diff

fix ~
osu file format v12

[General]
AudioFilename: ALTIMA - Burst The Gravity.mp3
AudioLeadIn: 1500
PreviewTime: 62246
Countdown: 0
SampleSet: Soft
StackLeniency: 0.6
Mode: 0
LetterboxInBreaks: 0

[Editor]
DistanceSpacing: 1
BeatDivisor: 2
GridSize: 4

[Metadata]
Title:Burst The Gravity (TV Size)
TitleUnicode:Burst The Gravity (TV Size)
Artist:ALTIMA
ArtistUnicode:ALTIMA
Creator:Zeroarg
Version:Xinely's Easy
Source:Accel World
Tags:opening Xinely Entozer whosthebox newtoniorock8 Natsu Saten Saten-san Darksonic
BeatmapID:232877
BeatmapSetID:79038

[Difficulty]
HPDrainRate:2
CircleSize:3
OverallDifficulty:3
ApproachRate:3
SliderMultiplier:0.8
SliderTickRate:1

[Events]
//Background and Video events
0,0,"BG.jpg",0,0
Video,0,"Altima Burst The Gravity.avi"
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples
//Background Colour Transformations
3,100,163,162,255

[TimingPoints]
633,405.405405405405,4,2,1,40,1,0
15227,-100,4,2,2,50,0,0
21714,-100,4,2,1,40,0,0
34687,-100,4,2,2,50,0,0
47660,-100,4,2,1,40,0,0
62254,-100,4,2,2,60,0,1
73605,-100,4,2,2,50,0,1
88200,-100,4,2,1,30,0,0
89822,-100,4,2,1,5,0,0


[Colours]
Combo1 : 128,128,255
Combo2 : 192,192,192
Combo3 : 255,128,255
SliderBorder : 255,255,255

[HitObjects]
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44,228,3470,1,0,0:0:0:0:
80,156,3876,6,0,P|127:92|203:78,2,160,2|2|2,0:0|0:0|0:0,0:0:0:0:
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404,100,9551,1,2,0:0:0:0:
436,252,10362,6,0,P|424:296|380:328,2,80,2|0|2,0:0|0:0|0:0,0:0:0:0:
356,252,11578,1,0,0:0:0:0:
256,192,11984,12,4,13605,0:0:0:0:
68,84,15227,6,0,P|112:76|176:84,1,80,4|8,0:0|0:0,0:0:0:0:
228,76,16038,1,2,0:0:0:0:
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256,192,86781,12,0,89822,0:0:0:0:

go Zero ~ w ~
it's unlimited *runs
Seph
[Rain]
  1. 00:05:497 (1) - remove NC, start new combo at 00:06:511 (1) - and remove NC at 00:07:119 (1) -
  2. 00:08:335 (4) - move it to where 00:09:349 (5) - will be at?
  3. 00:18:673 (2,3,4) - have you considered copy pasting this to 00:19:484 ? looks good imo lol
  4. 00:24:754 (6) - ctrl+h this?
  5. 01:02:254 (1,2,3,4) - maybe put consistent increasing spacing on these sliders? landing on the same spot seems boring imo, and its on kiai time so making it a bit hard wouldnt hurt, its the highlight of the song anyway
  6. 01:15:227 (1,2,3,4) - ^

Deif wrote:

In fact, somebody FC'd it with HD/HR
what do you expect with kenji..
qoot8123
Taiko mod~

[General]
  1. shift the BG to
    0,0,"BG.jpg",0,50
[Muzu]
  1. OD and HP-1 because this is muzu
  2. 00:00:835 - and 00:02:051 and 00:03:268 - - have vocal sound, but here is not as powerful as others so i suggest remove these.
  3. 00:05:497 - remove finish there is no accent
  4. 00:06:308 - change k and 00:06:916 - add k because you follow the vocal in the forward part
  5. 00:08:943 - remove this vocal is also not as powerful as others
  6. 00:11:376 (37,38) - remove and 00:11:477 - add d to follow the vocal
  7. 00:13:808 (2,3,4) - remove and 00:13:910 - and 00:14:214 - add k
  8. 00:14:619 (5,6,7) - change ddd,because it can emphasize 00:15:024 -
  9. 00:16:038 - remove, this note is unnecessary
  10. 00:17:660 - move to 00:18:268 -
  11. 00:19:382 (25,27) - remove dddd is so hard
  12. 00:22:322 - remove ,this note is unnecessary
  13. 00:23:132 - change d and 00:23:335 - remove to follow the vocal
  14. 00:24:349 - remove
  15. 00:24:754 - ^
  16. 00:27:592 (56,57) - ^
  17. 00:28:808 - add d, because it can make 00:29:416 (62,63,64,65,66,67,68) - balanced
  18. 00:33:268 - add d means to change next part
  19. 00:36:308 - remove
  20. 00:38:132 - ^
  21. 00:40:666 - ^
  22. 00:41:376 (112,113) - remove and 00:41:477 - add note to follow the vocal
  23. 00:43:403 (120,121) - reverse and 00:43:808 - add k
  24. 00:44:416 - remove finish
  25. 00:45:531 - remove
  26. 00:46:646 - add k
  27. 00:49:889 - add note to follow the vocal
  28. 00:51:207 - and 00:51:308 - and 00:52:119 - remove
  29. 00:51:916 - add d
  30. 00:52:930 (157,158,159,160,161,162) - this is so hard, change to :http://osu.ppy.sh/ss/807002
  31. 00:55:768 - remove
  32. 00:59:822 (187,188,189,190,191) - you can change slider
  33. 01:02:051 - remove and 01:02:254 - add finish
  34. 01:05:700 - remove
  35. 01:07:930 - remove finish and 01:08:132 - add d
  36. 01:14:011 (244,245) - reverse and 01:14:822 - remove finish
  37. 01:15:430 - remove finish
  38. 01:18:673 - remove
  39. 01:20:497 - remove finish
[Oni]
  1. i roughly point out some problem on this diff
  2. 00:21:714 - ~ 00:34:687 - is not more powerful than 00:15:227 - ~ 00:21:714 - you should not put too many notes on 00:21:714 - ~ 00:34:687 -
  3. 00:29:416 (163,164,165,166,167,168,169) - this part should not put finish on here , for this song,finish is unnecessary
  4. 00:39:146 (225,226,227,228,229,230,231) - the last note on this pattern is not on the ordinary tempo,it must make the map strange
  5. 00:47:660 - ~00:54:146 - must put less notes on here to can aid the next part more powerful
  6. finally, make sure your patterns are put on the correct place.
Hope it could help you:3
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