forum

CENOB1TE - Onslaught

posted
Total Posts
228
Topic Starter
69653863
This beatmap was submitted using in-game submission on Tuesday, April 7, 2015 at 8:45:24 PM

Artist: CENOB1TE
Title: Onslaught
Tags: dubstep drumstep dangdutstep foreverends winber1 charles445 hanzer kyshiro irreversible wendao2000 harez
BPM: 140
Filesize: 3958kb
Play Time: 03:22
Difficulties Available:
  1. apoplexy_ (5.56 stars, 668 notes)
  2. easy_ (1.41 stars, 136 notes)
  3. hard_ (3.33 stars, 389 notes)
  4. kyversible-insane_ (4.65 stars, 557 notes)
  5. normal_ (1.87 stars, 235 notes)
Download: CENOB1TE - Onslaught
Information: Scores/Beatmap Listing
---------------
fanzhen0019
cmon finally it get mapped
my ears pregnanted
Foreverends
Shocked oAo
Liiraye
:o
10nya
wtf those tags lelelelelele

edit: yeah its interesting to map the normal diff but i cant do wubwub
Kyouren
10nya going~
Make a Normal diff :P
Charles445
thx for nerfing hanzer part lol
Irreversible
download broken :(
Topic Starter
69653863
test
Topic Starter
69653863
Natteke desu
[kyversible]
01:02:592 (1) - too much for my taste
01:04:592 (3) - needs moe movemet, try x:410 y:350
01:05:020 (1,1) - well, i like how it looks but it flows a bit strange, anyway i have no ideas to suggest ignoreme
01:36:878 (1) - same as first
01:39:163 (3) - well i think you should use nc here or something
02:35:878 (10) - i'd see here somethig like jump (haven't any idea why it's just feels like jump) ignoreme
03:15:735 (3) - consider moving that to 319|210 i don't like flow when it's stacked with 03:15:449 (1) -

[hard]
00:56:592 (4) - nc
yea i love this diff

[Bigextracollab]
01:03:735 (3) - consider moving it like this :
02:59:449 (3) - move it to 299|235 for making better triangle
02:59:592 (1,2,3) - well, i kinda disliked flow here, something like this will flows much better

good luck, i can't found more
Irreversible
Fixed all except what u think looks good but flows strange, imo it flows super good
Thanks :)

Only my part: (with green lines)

http://puu.sh/anPkO.txt
Topic Starter
69653863
Elvis' mod

EvilElvis wrote:

[hard]
00:56:592 (4) - nc oke
yea i love this diff

[Bigextracollab]
01:03:735 (3) - consider moving it like this : sure thing
02:59:449 (3) - move it to 299|235 for making better triangle [[[Charles stuff]]]
02:59:592 (1,2,3) - well, i kinda disliked flow here, something like this will flows much better [[[Charles stuff]]]

good luck, i can't found more

your avatar lagged my OSU)))))))
spasiba mod

Currently waiting for Charles' reply and Insane update. Done.
WVS
e'e panjang
Topic Starter
69653863
dasar oon

( ` ͜ʖ ´)‎

Bearizm
pretty s!ck map d00d
jesse1412
[apoplexy_]

01:21:163 (3,4) - These parts are almost guaranteed 100's first few tries, I think you might need to move the note away from the slider start. The 1/4 jump to the slider is probably what causes the player to assume the note needs to be hit earlier.
01:28:020 (3,4) - ^
01:31:163 (1,1) - I feel like these sliders are very easy to 100.
01:31:735 (1) - This slider is held a little long to be comfortable with the following jump which makes it hard to 300. You could slightly increase SV or decrease the size of the jump or possibly flip the slider horizontally.
01:34:878 (3,4) - Same as earlier.
03:00:878 (1) - Straighten out this slider, it's too slow to have a dent.

I don't have a clue how this map is playable but it works. I got an S first try, just those god damn sliders. Looking at the map in editor I expected to have to mod the living shit out of this, but from a playability prospective there's not much that needs changing.
Topic Starter
69653863
jesse mod

jesus1412 wrote:

[apoplexy_]

01:21:163 (3,4) - These parts are almost guaranteed 100's first few tries, I think you might need to move the note away from the slider start. The 1/4 jump to the slider is probably what causes the player to assume the note needs to be hit earlier. Can't really see what you mean by the assumptions but moved it a bit anyway.
01:28:020 (3,4) - ^ Okay
01:31:163 (1,1) - I feel like these sliders are very easy to 100. Gonna see what I have to do here, after more inputs from other modders and players.
01:31:735 (1) - This slider is held a little long to be comfortable with the following jump which makes it hard to 300. You could slightly increase SV or decrease the size of the jump or possibly flip the slider horizontally. I'll see what others say about these. Considering your words in mind.
01:34:878 (3,4) - Same as earlier. mhm
03:00:878 (1) - Straighten out this slider, it's too slow to have a dent. charles stuff

I don't have a clue how this map is playable but it works. I got an S first try, just those god damn sliders. Looking at the map in editor I expected to have to mod the living shit out of this, but from a playability prospective there's not much that needs changing.

Thanks for the mod jesse!
waiting for charles' reply
Ulysses
Hi inverness!
I know you hate wall mod but I did,I apologize for this.

[General]


easy_ and hard_ are both mapped by inverness,their kiai times are supposed to be the same therefore.

Kiai time of easy_:
Kiai #9: Starts on 02:38:163, ends on 02:45:449

That of hard_:
Kiai #9: Starts on 02:38:163, ends on 02:44:592

I do not know if it is intention, explain if it is ;_;


[apoplexy_]


-There are totally 4 unsnapped slider end found by AIMod,please check it and fix.

inverness


00:27:449 (1) - I am kind of pickky sorry ;_; As we can listen,there's a 'bomb'(drum) in the background music here, it gives players a feeling of 'go straight'.Therefore, this slider cruve is too much ,you may want to do what you did on 00:20:592 (1) or 00:24:020 (1) for the sake of better feeling.

00:37:735 (1) - A minor suggestion here,I really do not get why this circle goes too far comparing the pervious circle , spacings between 00:34:306 (1,1,1,1) are supposed to be constant and straight forward in my opinion.Besides,there's almost no any sound from 00:36:128 to 00:37:628 ,I don't get why you put reflected circle therefore.If I were you,I would put them like this(you may like it):


00:53:878 - There is a hard drum sound stands out,but you just put a slider end on it which makes player feel uncomfortable (actually,players would perfer click on hard drum at least in my opinion)I think you may want to put a 1/2 long slider at 00:53:592 and put a circle at 00:53:878 .


00:53:949 (5,6,7,8,9,10) - Yeah I understand this stream.It is quite cool but it has space to improve.As we can listen,00:53:949 (5,6) - sounds stronger than the coming notes after circle(6), therefore the spacing between (5) and (6) [or even circle(4) if you applied my pervious suggestion] is/are supposed to be bigger than that of 00:54:092 (7,8,9) .Also add new combo on 00:54:092 if you applied this suggestion for the sake of warning players about the spacing change.
I did the spacing change,hope you like it:

01:00:592 (4,5,1) - Same as what I mentioned at 00:53:878 .The music plays a strong drum at 01:00:735 .Sound of 01:00:592 is just soft comparing with 01:00:592.What you do now make the strong drum being passive.So,would you mind to remove 01:00:592 and also add a circle at 01:00:592 and 01:00:735?
Like this:

01:00:878 (1,1,1) - Awesome ww.It would be more awesome if you add whistle on these 3 sliders (not end nor head,but slider)
If you agreed what I said,may you please apply the same thing at 01:14:592 (1,1,1)

01:05:735 (4) - If you agreed what I said of placing objects on hard drum,you may also want to change this

01:10:306 (1) - This slider end is UNSNAPPED.It should snap on 4/8 (01:10:467) but not on 2/3.Snapping it on wrong timeline makes it unrankable.

01:12:592 (4) - Same as 01:00:592 , this slider place on soft sound and end on strong sound which makes player feel weird,I would rather remove it and place two notes at 01:12:592 and 01:12:735

Foreverends


02:29:449 (2) - As you may listen ,there 's a strong drum at 02:29:592 comparing with 02:29:449.You place slider head on soft sound and slider end on strong sound however.Players suppose to hit on strong sound,placing a slider starts on soft sound just make players feel odd to play.
You may want to remove that slider and add two notes at 02:29:449 and 02:29:592

02:35:449 (5,1) - Three hard drum are at 02:35:449 , 02:35:520 and 02:35:592 respectively,as they sound the same,players perfer play 3 same notes or one slider with a reverse.Also,the spacing of 02:35:449 (5,1) is the same of that of the stream,they sound hyper however.You may want to do raise the spacing of them.See what I did below and you may like it:

winber1


02:45:878 (1,2,3) - The flow of these 3 notes is decent be it can be better.Sound start from 02:45:878 is hyper than that of 02:45:449.Therefore,players perfer play huger spacing for 02:45:878 (1,2,3).I did the spacing change,you may want to have a look on it:

02:46:735 (1,2,3) - Sound here come soft and obviously softer than 02:45:592 (2,3) while you used jumps here.In my opinion,it is needless to jump here,putting 3 notes with same spacing in a cruve plays better:



[kyversible-insane_]


Irreversible


There is an unsnapped slider end in your part found by AIMod,please check it and fix.

01:17:163 (1) - Reverse of this slider is invisible which is unrankable.Put it up like this then the problem will solve
All repeat arrows on sliders must be visible. Make sure that hitbursts (100s/300s/etc) from previous notes are not covering the repeat arrows or even the paths/ends of sliders (use the default skin to check if using hitbursts from another skin). This way, all sliders will be easily visible and playable. However, very short repeating sliders (e.g. 1/4 or 1/8 sliders, generally called "kick" sliders) only require the first repeat arrow to be visible (since it's nearly impossible to see any other repeats due to the short length and the cursor covering most of the visible space).
00:33:449 (1,2) - Spacing between these two slider is too huge.You used to use small spacing to express 1/4 in this part,for instances,00:21:449 (2,3) and 00:30:020 (2,3) . 00:33:449 (1,2) The part that these two sliders place are still the same part with the instances I mentioned,spacing won't get such big suddenly like this as players do not feel the speed up.This spacing would confuse players to misread it as 1/2.Put it closer to keep the readability and feeling right.I did the change,I think you may probably like it:
So (2) can blanket 00:33:235 (3)

00:53:878 (2,3) - I don't understand why you put two 1/4 sliders with reverse here while the feeling of the sound at 00:53:878 is much stronger than that of 00:54:163 .Puting same rhythm on them just play weird (at least for me) as I have to click once at a hype moment and then I have to click once too at a peace moment.I think I would rather put a triplet at 00:53:878 and keeping what it is at 00:54:163 would come better.May you have a look of the screenshot below?


Kyshiro


02:28:306 (4) - This slider should end at 02:28:520 as there are 3 strong drum sounds start from 02:28:592 which should divide to other part.Besides,player may find scrolling that slider at the hyper moment boring as players perfer hit on strong beats.If I were you,I would end the slider at 02:28:520 and add two notes at 02:28:592 , 02:28:663 like this


[hard_]


00:47:163 (9,10,1) - Ehhh...If it was an insane or even an extra diff,this kind of spacing is acceptable but it isn't,it is only a hard,4.0x spacing is too big for a hard.If there's a better option to place them,I think you would not space them that huge.Let's see if me flow can presuade you:

If you agreed what I said,please also apply the same thing on:
02:09:449 (3,4) -
02:22:306 (5,6,7,8) -

03:18:020 (4,5,6,7,8,9,1) - This pattern should not appear in a hard diff for 2 reasons:
A)Readbillibty reason:It is hard to determine whether the (4,5) (6,7) (8,9) are 1/4 or 1/2
B)Movement Diffculity reason:It is hard to move like this(anti jump start from 4 till 5 and a massive jump to 6 and anti jump again...)
I think you should stack (4,5)(6,7)(8,9) together respectively,then it would become better.

02:26:163 (4) - Ah... pattern is too hard and also spacings between 1,2,3 and 4 are supposed to be the same,now you put 1,2,3 as same spacing with a sudden jump at 4 is unconsistenty.May you try this?:

02:44:592 (1) - For me,this slider should end at 02:45:235 as the 'weeeeeem' sound lasts much longer and why you map this slider shape and this slider is just due to that 'weeeeem' sound.I did the change,you may want to see and apply :P

02:47:163 (5) - same as 02:26:163 (4),try this?

03:03:449 (1,2,3,4,5,6) - keep stacking in a scetion shows that you are lazzyyy..I don't know if you are,but it is not a good idea to space them like this in my opinion.Try this?




[normal_]


This normal is almost perfect for me,I would just write some suggestions here.

01:04:735 (5) - It seems it is a mistake that you used soft hit clap at the end of this slider end.You may want to use normal clap ,right?

01:14:592 (3,4) - I think normal players will not ought to read this kind of rhythm(1/3 after a slider),you may add a reverse on (3) and remove (4) for the sake of better readability.

01:25:735 (1,2) - Actually,it is overmapped as a normal diff.There's no any sound at 01:26:020 so the slider should just end at 01:26:163

02:36:735 (5,6) - Ahh I highly suggest not to stack them together if you want two reverse at (6) as if you stack them,the second reverse isn't visible enough for normal player.You may want to space them like this:


[Easy]


01:10:306 (2) - wow what did you do in an easy diff , inverness><" This slider is invisible as the while slider is covered by the pervious slider(1).You should fix it in order to get this map ranked.(Even am I think it really fits but it is really not rankable obviously)

Please also fix 02:46:306 (2) -




02:36:020 (3,4,5) - I think it would be a good idea for hard diffs but it is the easiest diff of this mapset,anti-jump doesn't exist.Stacking them make the pattern better to read for newbie.
Topic Starter
69653863
nold's mod 0.0

nold_1702 wrote:

Hi inverness!
I know you hate wall mod but I did,I apologize for this.

[General]


easy_ and hard_ are both mapped by inverness,their kiai times are supposed to be the same therefore. Probably bug, so fixed.

[apoplexy_]


-There are totally 4 unsnapped slider end found by AIMod,please check it and fix. HanzeR stuff but fixed

inverness


00:27:449 (1) - I am kind of pickky sorry ;_; As we can listen,there's a 'bomb'(drum) in the background music here, it gives players a feeling of 'go straight'.Therefore, this slider cruve is too much ,you may want to do what you did on 00:20:592 (1) or 00:24:020 (1) for the sake of better feeling. I guess...

00:37:735 (1) - A minor suggestion here,I really do not get why this circle goes too far comparing the pervious circle , spacings between 00:34:306 (1,1,1,1) are supposed to be constant and straight forward in my opinion.Besides,there's almost no any sound from 00:36:128 to 00:37:628 ,I don't get why you put reflected circle therefore.If I were you,I would put them like this(you may like it): Variations in beat placements, I don't really like the way they're going constant in such a pretty long timespan (5 seconds of stagnant spacing is idk, boring and uncreative for me somehow)

00:53:878 - There is a hard drum sound stands out,but you just put a slider end on it which makes player feel uncomfortable (actually,players would perfer click on hard drum at least in my opinion)I think you may want to put a 1/2 long slider at 00:53:592 and put a circle at 00:53:878 . Reason I didn't use circle to stand out with the drum is because the drum is offbeat (it starts in 3/3) and mapping circles on it feels pretty weird :/ Same reason to similar patterns all over the map.

00:53:949 (5,6,7,8,9,10) - Yeah I understand this stream.It is quite cool but it has space to improve.As we can listen,00:53:949 (5,6) - sounds stronger than the coming notes after circle(6), therefore the spacing between (5) and (6) [or even circle(4) if you applied my pervious suggestion] is/are supposed to be bigger than that of 00:54:092 (7,8,9) .Also add new combo on 00:54:092 if you applied this suggestion for the sake of warning players about the spacing change. Nice!

01:00:592 (4,5,1) - Same as what I mentioned at 00:53:878 .The music plays a strong drum at 01:00:735 .Sound of 01:00:592 is just soft comparing with 01:00:592.What you do now make the strong drum being passive.So,would you mind to remove 01:00:592 and also add a circle at 01:00:592 and 01:00:735? Sure thing!

01:00:878 (1,1,1) - Awesome ww.It would be more awesome if you add whistle on these 3 sliders (not end nor head,but slider)
If you agreed what I said,may you please apply the same thing at 01:14:592 (1,1,1) I understand what you mean, but I wanted to utilize sliderwhistles only on drill parts in this map (such as 00:51:449 - etc).

01:05:735 (4) - If you agreed what I said of placing objects on hard drum,you may also want to change this Nah I didn't ):

01:10:306 (1) - This slider end is UNSNAPPED.It should snap on 4/8 (01:10:467) but not on 2/3.Snapping it on wrong timeline makes it unrankable. Fixed ww

01:12:592 (4) - Same as 01:00:592 , this slider place on soft sound and end on strong sound which makes player feel weird,I would rather remove it and place two notes at 01:12:592 and 01:12:735 But I've been placing these patterns all over the map and I think they'll get along with it already? Aside that, I would like to keep them the way they are :/

[hard_]


00:47:163 (9,10,1) - Ehhh...If it was an insane or even an extra diff,this kind of spacing is acceptable but it isn't,it is only a hard,4.0x spacing is too big for a hard.If there's a better option to place them,I think you would not space them that huge. Some players told me that these kickstreams were a good warmup before the 1/6 kiai D: I'll keep it the way it is now

03:18:020 (4,5,6,7,8,9,1) - This pattern should not appear in a hard diff for 2 reasons:
A)Readbillibty reason:It is hard to determine whether the (4,5) (6,7) (8,9) are 1/4 or 1/2 I didn't place any 1/6s (yes the kiai is in compound timing so there are no 1/4 wwww) at all in this diff so players wouldn't think that these are 1/6s, besides I made this pattern 03:10:306 (1,2,3,4,5,6) - so yeah they'll realize that
B)Movement Diffculity reason:It is hard to move like this(anti jump start from 4 till 5 and a massive jump to 6 and anti jump again...) Not really an issue I guess (at least to most playtesters I asked, average players) also I wanted to make the diff progressed harder and harder by time X)

02:26:163 (4) - Ah... pattern is too hard and also spacings between 1,2,3 and 4 are supposed to be the same,now you put 1,2,3 as same spacing with a sudden jump at 4 is unconsistenty.May you try this?: But I liked it D: I'm keeping it for now.

02:44:592 (1) - For me,this slider should end at 02:45:235 as the 'weeeeeem' sound lasts much longer and why you map this slider shape and this slider is just due to that 'weeeeem' sound.I did the change,you may want to see and apply :P weeeeeeem! why not

02:47:163 (5) - same as 02:26:163 (4),try this? I want to create this fun "jump-hold" experience so I decided to put the ~hold~ slider a bit farther for it B)

03:03:449 (1,2,3,4,5,6) - keep stacking in a scetion shows that you are lazzyyy..I don't know if you are,but it is not a good idea to space them like this in my opinion.Try this? If you look closely, the way I do triplets progresses along the map, easier first, harder then. I believe hitting >3 1/3 circles in a normal spacing is kinda frustrating to average players so I decided to stack it.

[Easy]


01:10:306 (2) - wow what did you do in an easy diff , inverness><" This slider is invisible as the while slider is covered by the pervious slider(1).You should fix it in order to get this map ranked.(Even am I think it really fits but it is really not rankable obviously)

Please also fix 02:46:306 (2) -
haha sure!

02:36:020 (3,4,5) - I think it would be a good idea for hard diffs but it is the easiest diff of this mapset,anti-jump doesn't exist.Stacking them make the pattern better to read for newbie. It's not an antijump, it's a manual stacking lol

Again, thanks very much for the mod! I (we) really appreciated it!
Waiting for all guest's (excluding Charles and HanzeR) response. Note: Please update your diff to latest ver first before applying!
winber1
http://puu.sh/bf9bH/54b0f36336.osu

i updated beforehand.

fixed both of nold's comments (not exactly as shown, but changed to match what I felt was best).

le mucho thank
wendao

nold_1702 wrote:

[normal_]


This normal is almost perfect for me,I would just write some suggestions here.

01:04:735 (5) - It seems it is a mistake that you used soft hit clap at the end of this slider end.You may want to use normal clap ,right? actually I copied all hitsound from inverness' diff >.> ||| fixed!!!

01:14:592 (3,4) - I think normal players will not ought to read this kind of rhythm(1/3 after a slider),you may add a reverse on (3) and remove (4) for the sake of better readability. kept for now, but also remapped that part, because of inconsistency DS (0.8) from 01:14:592 (3) - to 01:15:449 (1) -

01:25:735 (1,2) - Actually,it is overmapped as a normal diff.There's no any sound at 01:26:020 so the slider should just end at 01:26:163 ah... deleted (2), and expanded (1) :D

02:36:735 (5,6) - Ahh I highly suggest not to stack them together if you want two reverse at (6) as if you stack them,the second reverse isn't visible enough for normal player.You may want to space them like this:
somehow I think normal player can see this clearly, since it's the same pattern as 01:00:878 (4) - so... kept for now >.>
thanks nold :) update-does-it-matter-rar
Topic Starter
69653863
god damnit KYVERSIBLE appy the damn shit already it's been 2 weeks wtf
Irreversible
http://puu.sh/bxHM7.txt

we appied everything, well, I did, I thought the Change on kyshiros part is nice and for some reason i didnt' see him around here for some time already, and I informed him about it.

thanks nold!
Topic Starter
69653863

Irreversible wrote:

kyshiros
updatedy
also thank nold-sempei for star!!!!11

oh okay so I have to wait for Ends first all done
show more
Please sign in to reply.

New reply