This beatmap was submitted using in-game submission on 11 марта 2015 г. at 8:46:31
Artist: Raito Kate & James Harris
Title: Elegant Summer
Source: Melty Blood Act Cadenza
Tags: Video Game, Instrumental
BPM: 210
Filesize: 1826kb
Play Time: 01:01
Difficulties Available:
Information: Scores/Beatmap Listing
---------------
My first beatmap.
Changelog:
02.04 (Xelasto mod):
02.04 (Self-mod):
Artist: Raito Kate & James Harris
Title: Elegant Summer
Source: Melty Blood Act Cadenza
Tags: Video Game, Instrumental
BPM: 210
Filesize: 1826kb
Play Time: 01:01
Difficulties Available:
- BLOOD HEAT (3 stars, 158 notes)
- Easy (1,31 stars, 50 notes)
- Hard (2,58 stars, 150 notes)
- Normal (1,72 stars, 111 notes)
Information: Scores/Beatmap Listing
---------------
My first beatmap.
Changelog:
02.04 (Xelasto mod):
SPOILER
Easy
Circle size increased a little and AR redused.
Everything related to offbeat was removed - now even end of sliders plased on 1/2 notes.
Kiai part reworked along with all hitsoudns exept soft\soft.
All circles plased with distance snap 1x.
Normal
Circle size increased.
HP drain stay at 5, because I personally hate high HP drain, expectially at dificults like easy\normal. Five with that BPM - more than enough to fail after six-seven misses.
This dificulty was made already with snap 1x. All I done for now is remove wierd jumps and fix some mistakes.
About flow: Originally I've used lead piano as core for that map. It's jazz, so whole song is based on syncops. Mapping normal dificulty strictly on syncops - is right way to make something insane, so I've simplified some parts to fit major rhytm of song. Xelasto said that flow is wierd. Only solution I see for this situation is completely reject initial idea, I mean, forget about lead instrument for that dificult, and map over rhytm of song. So now all circles plased on 1/4 & 1/2 notes and It's major difference from easy diff, that have circles only on 1/2.
Hard
HP drain and overall dificulty increased by 1.
Actually, I disliked this diff. From all four diffs this one was oldest - almost first try to use osu editor. So I remap it with keeping old concept and fixing all that Xelasto noticed. This one follow lead piano, so there a lot of 1/8 and 1/16 notes. As it hard diff, I also placed some light jumps, increased distance snap to 1.1x, and used more dificult patterns.
Blood Heat
At first: HP drain 7 => 7.5, AR 8 => 8.5, OD 6 => 7
Sooo, this diff was remapped once again, now with distance snap 1x and other Xelasto's remarks. I've work really hard this time and not sure I can remap it again.
Circle size increased a little and AR redused.
Everything related to offbeat was removed - now even end of sliders plased on 1/2 notes.
Kiai part reworked along with all hitsoudns exept soft\soft.
All circles plased with distance snap 1x.
Normal
Circle size increased.
HP drain stay at 5, because I personally hate high HP drain, expectially at dificults like easy\normal. Five with that BPM - more than enough to fail after six-seven misses.
This dificulty was made already with snap 1x. All I done for now is remove wierd jumps and fix some mistakes.
About flow: Originally I've used lead piano as core for that map. It's jazz, so whole song is based on syncops. Mapping normal dificulty strictly on syncops - is right way to make something insane, so I've simplified some parts to fit major rhytm of song. Xelasto said that flow is wierd. Only solution I see for this situation is completely reject initial idea, I mean, forget about lead instrument for that dificult, and map over rhytm of song. So now all circles plased on 1/4 & 1/2 notes and It's major difference from easy diff, that have circles only on 1/2.
Hard
HP drain and overall dificulty increased by 1.
Actually, I disliked this diff. From all four diffs this one was oldest - almost first try to use osu editor. So I remap it with keeping old concept and fixing all that Xelasto noticed. This one follow lead piano, so there a lot of 1/8 and 1/16 notes. As it hard diff, I also placed some light jumps, increased distance snap to 1.1x, and used more dificult patterns.
Blood Heat
At first: HP drain 7 => 7.5, AR 8 => 8.5, OD 6 => 7
Sooo, this diff was remapped once again, now with distance snap 1x and other Xelasto's remarks. I've work really hard this time and not sure I can remap it again.
02.04 (Self-mod):
SPOILER
After 8103847 playings to point when I can SS any difficulty on DT HR FL HD mods, I decided there's still a hell lot of work. Soooo...
First: I disliked visual appeal of mapset. Sliders have way too random curves and placement. Overall placement of circles way too random too. So I've tried to fix that.
Second: Background image now have higher resolution.
Third: I've changed hitsounds in kiai part of Hard difficulty and remap it from 00:47:444 (6) - to 00:52:016 (3) - that it fit rythm a little more.
Last: Some little changes of circle shapes in Blood Heat difficulty.
First: I disliked visual appeal of mapset. Sliders have way too random curves and placement. Overall placement of circles way too random too. So I've tried to fix that.
Second: Background image now have higher resolution.
Third: I've changed hitsounds in kiai part of Hard difficulty and remap it from 00:47:444 (6) - to 00:52:016 (3) - that it fit rythm a little more.
Last: Some little changes of circle shapes in Blood Heat difficulty.