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posted
This is a dream. It’s time to wake up, sorry
posted

Hobbes2 wrote:

This is a dream. It’s time to wake up, sorry

hobbes with Cryptic Message........................
posted

Hobbes2 wrote:

This is a dream. It’s time to wake up, sorry
monkaS

also holy shit holy shit holy shit
posted
yes Love I love this
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Thanks Cyllinus for being alive
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1 year later 8-)
posted
FUCKING HELL
posted

Natsu wrote:

1 year later 8-)
8-)8-)8-)8-)8-)8-)8-)8-)8-)
pls no ban
posted
Yay
Congrats!! :D
posted
Congrats holyy
posted
congrats!!!!!!!!!!!!!! always good to have more porter robinson songs on oss
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HOLYYYYYY

congrats :>
posted
huh what i just woke up do it again
posted
Holy....
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Im SOOOOOOO ready to play this when its ranked
posted

Rishe wrote:

felys wrote:

if this is a dream don't wake me up
posted
Is this qualified mapper Cyllinus?
posted

confuseh wrote:

Is this qualified mapper Cyllinus?
posted
GET THIS RANKED
posted
Hi,

I don't think the spread is acceptable and balanced. Mainly due to the huge gap between advanced and hard.

My biggest issue is the kiai rhythms. The advanced has a mix of 1/2 and 1/1 while the hard is almost entirely 1/2 spam with almost no breaks in it. This makes the hard play more like an insane, and the advanced has more normal-esque rhythm to it.

Example: at around 02:09:506 -

Advanced:

Hard:

This is probably the most jarring example, the advanced uses rhythm that you would use in a normal. The hard rhythm in general is so dense and doesn't allow the player to breathe that much.

01:08:854 (3) - and 01:10:158 (3) - don't need to be 1/2, you should just try and map only the dudududu sounds

02:10:973 - from here until the end of the kiai has so much unnecessary filler, you can pretty much delete 02:11:462 (2) - 02:12:441 (1) - 02:14:071 (2) - and follow the synth more closely because otherwise your rhythm is just mindless 1/2 spam that doesn't belong in a hard. |

02:18:799 (1,2,3,1,2,3,1,2,3) - this is like a hard players worst nightmare here, 02:19:125 (3,1) - this jump is way too big. while it might not seem so difficult because there's a slider on each 3 the jump from each 3-1 is difficult and can be failed fairly easily by a hard player.

just in general, there's too much 1/2 in the map, you could really just put some 1/2 reverses or even make some of the rhythms 1/1 to make it easier and more playable for hard players. right now your hard is a light insane, and your advanced is more like a normal. making the gap from advanced to hard extremely big.

How to remedy this:
1. Nerf the hard so it doesn't have so much filler in it, and try and put some breaks so the players don't get so tired from the high rhythm density. (this may have spread problems because of how much harder the insane is)

2. Turn hard into light insane, and make the advanced a hard. The advanced is more like a normal in the sense of rhythm, I have seen normals with similar rhythms go through. Instead of making it more like a normal you could make a hard that's around 2.8-3.3* and have a nice spread. This is more work, but it gets you a nice spread imo.

I hope you can give me a good and honest response and not try to reject everything for the purpose of escaping to ranked. I would like to see this spread improved before this gets ranked and I honestly think that you could do better.

I apologize in advance if any of my words are hurtful or disruptive. I have no intention to purposefully dq your map. Thank you for your time.
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