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Blue Stahli - Throw Away

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Topic Starter
Peachtrees
This beatmap was submitted using in-game submission on 23 October 2015 at 04:11:49

Artist: Blue Stahli
Title: Throw Away
Tags: Bret Autrey Electronic rock industrial metal alternative drum and bass
BPM: 86
Filesize: 8347kb
Play Time: 05:30
Difficulties Available:
  1. Obsolete (4.93 stars, 837 notes)
Download: Blue Stahli - Throw Away
Information: Scores/Beatmap Listing
---------------
fin
KASUM1
Hello~!

I was just passing by

[Obsolete]
00:08:789 (6,1) - (1) breaks the flow http://puu.sh/kshus/bd9be10e52.PNG
00:28:673 (1,3) - I don't think this overlap is intentional
00:49:254 (4,6) - ^
01:02:161 (1,3) - ^
01:23:091 (4,6) - maybe stack the trails?
Topic Starter
Peachtrees
@KASUM1 sorry, but I'll have to reject all of those for now :/

if anything for this overlaps there's a 99% chance that it is supposed to overlap exactly the way it is

flow between 6 and 1 isn't broken at all

I MIGHT consider doing something about stacking the tail but I think that this is much easier to red and it helps improve the flow too cause it helps me achieve a neat little drop
Stanwixbuster
hey

the only real problem with this map is combo colour 4. you can't have a solid black combo as the approach circle blends into the background on 100% dim, as seen here:


since most players play with 100% (or near) dim this is a problem since you're forced to disable combo colours. you could change it to a shade of red seen in the bg or make the colour lighter. combo 2 is also fairly dark and might need adjusting as well.

if you want to be super ultra creative™ you could have red combos on your kiai times and grey combos everywhere else, but that's up to you.

besides that, this map is nice as fuck, gj

you've got this song stuck in my head now
Topic Starter
Peachtrees
woops

changed the colour 4 to something much much ligther

thank for pointing that out
lit120
sup

[Obsolete]
  1. there are some s1ck blankets that you made are not completely blanket. better check them again
  2. 00:22:743 (7) - not a proper stack
  3. 00:25:359 (2,1) - improve this blanket a little bit by moving (2) to 273|225
  4. 00:32:161 (3,4) - blanket :p
  5. 00:47:684 (2,1) - again, blanket
  6. 00:51:696 (3,7) - this is not even a proper stack :p
  7. 00:57:103 (2,3,1) - is this intend to make it blanket? if yes, fix this
  8. 00:59:370 (1,3) - blanket again
  9. 01:20:126 (3,4,6) - ^
  10. 01:22:394 (2) - move this to 512|224 for a better blanket :p
  11. 01:26:580 (7,1) - 1) fix this blanket. 2) it's pretty rare that you set a normal finish on (1). keep it or change it to drum finish, up to you
  12. 01:31:289 (3) - not a proper stack with (6)'s tail
  13. 02:05:650 (6,1) - improve this blanket
  14. 02:22:743 (5,1) - ^
  15. 03:05:301 (2,5,7) - ^
  16. 03:11:929 (4,6) - ^
  17. 03:20:301 (4,6) - ^
  18. 04:00:068 (5,1) - ^
  19. 04:33:556 (6,1) - ^
  20. 04:36:347 (1,1,2) - ^
  21. 05:00:068 (3) - not a proper stack
  22. 05:09:836 (1,2,3,4,5,6) - just a suggestion. how about 1/6 slider instead of this?
  23. 05:13:324 (1) - not a proper stack
  24. 05:21:696 (5) - why do you have to make the volume into really soft? make the volume higher on this
GL!
Topic Starter
Peachtrees
will shorten this down a bit by saying that I adjusted a few blankets a bit

most of the stacks that you pointed out were perfect stacks though so idk what I can do about those

a fair amount of stuff wasn't supposed to blanket either so that's not going to be changed obv :p

ty ty
Lumael
Hello!

General
  1. Although Combo Color 1 and 3 are very different in theory, they look barely the same while playing, Tbh for a first glance I thought there were only 2 combo colors.
  2. Combo Color 2 is too hard to read, if playing with black background the approach circle is too hard to see, consider turning it into a red color that would definetly fit the background, and the best, better :3.
  3. Not only the background has an original name, it also has unrankeable dimensions, I managed to fix it myself if you don't mind: http://puu.sh/kvilE/e803025673.jpg
Obsolete
  1. 00:13:324 (4) - I can hear the vocals starting on the 1/8 snap 00:13:237 - , I know it might not be good to start this slider on the yellow tick but that's what you should go if you want to be accurate with the rhythm. Current snapping is a bit of a hard deal since it's quite easy to get 100/50 instead of 300 point as players might click on the 1/8 snap instead.
  2. 00:14:719 (1,2,3) - Spacing is incosistent here, you should give more emphasis to this beat 00:15:417 (3) - instead of 00:15:243 (2) - as you can clearly hear that 00:15:417 - this beat is much stronger than the others. This issue happens many other times so if you manage to fix here could you check the other ocasions? Example: 00:20:301 (1,2,3) - .
  3. 00:36:347 (1,2,3,4) - What about adding claps on those notes? The drums clearly ask for doing that here. Also there are some other places you could add, like: 00:47:510 (1,3) - 00:57:975 (1,2,3,4,1,2,3,4) - . I really miss claps on this map :cry: , looks like you used whistle instead of clap which I found quite awful since they're made for different usages.
  4. 02:02:859 (5,6,7,8) - With this rhythm you're not really emphasizing the change that the song provides at 02:03:208 - , you could change the last two circles for a 1/4 slider to fit better the rhythm, it's a bit awkward to play the same rhythm where we have a change on the song.
  5. 02:11:580 (7) - It'd be nice to emphasize a bit this note by placing it further away from the prev. note, it's not a must but it plays much better as the song is getting stronger.
  6. 03:47:859 (3,4,5) - It's a bit frustrating not to have some emphasis on those beats, you just spaced them with the same distance snap which is quite awful while playing. This part does require some jumping to make it play better, I highly recommend you to increase the spacing between those notes.
  7. 04:10:533 (5) - What about giving more emphasis to this beat? Either vocals or drums are kicking stronger here and it'd be nice to have a small DS change, it really boosts the gameplay.
  8. 04:35:650 (1,2,3,4,1,2,3,4) - Dear this jump is an overkill for this diff, this is too much overmapped, jumps like 04:36:870 (4) - Don't make barely any sense since this is an upbeat and the song is pretty linear here. I highly recommend you to reduce this jump and many other places that you did something similar, it just plays awfully because the song is a Hyper from 00:59:370 - to 04:58:673 - with some overkill jumps like this. You really should keep this in mind if you want to even the difficulty of this marathon.
  9. 05:03:905 (2) - Are you sure you don't want to give any kind of emphasis to this sound? It's a bit boring to play with this smaller DS, you could increase the DS here without any problem. Also you did something similar to what I said here 05:04:952 (1,2,3) - .
  10. 05:09:836 (1,2,3,4,5,6) - 1/3 snapped streams are slightly hard to read for an Insane, you should consider changing for kick sliders or a few sliders with reverse arrows.
  11. 05:21:696 - A spinner would definetly fit here if you mind adding, ofc this isn't something that important and it's ok without one as well, but the fade out is so loud that it's a bit annoying to ignore it.

That's it for my mod, I quite liked your marathon even finding the hitsounding a bit weird, you didn't use any clap, I assume it's wip :3

Good Luck~
Topic Starter
Peachtrees

Lumael wrote:

Hello!

General
  1. Although Combo Color 1 and 3 are very different in theory, they look barely the same while playing, Tbh for a first glance I thought there were only 2 combo colors. did something about the colours
  2. Combo Color 2 is too hard to read, if playing with black background the approach circle is too hard to see, consider turning it into a red color that would definetly fit the background, and the best, better :3. ^
  3. Not only the background has an original name, it also has unrankeable dimensions, I managed to fix it myself if you don't mind: http://puu.sh/kvilE/e803025673.jpg a) I care very little about how the file is named b) ye idk how to resize stuff myself so I rely on others to fix it thanks m8
Obsolete
  1. 00:13:324 (4) - I can hear the vocals starting on the 1/8 snap 00:13:237 - , I know it might not be good to start this slider on the yellow tick but that's what you should go if you want to be accurate with the rhythm. Current snapping is a bit of a hard deal since it's quite easy to get 100/50 instead of 300 point as players might click on the 1/8 snap instead. a) not trying to catch the vocals b) nothing in the rythm so far would indicate or hint the usage of 1/8 yet so I HIGHLY doubt that anyone would really go 'OH this is 1/8' at this point in the map
  2. 00:14:719 (1,2,3) - Spacing is incosistent here, you should give more emphasis to this beat 00:15:417 (3) - instead of 00:15:243 (2) - as you can clearly hear that 00:15:417 - this beat is much stronger than the others. This issue happens many other times so if you manage to fix here could you check the other ocasions? Example: 00:20:301 (1,2,3) - . what I'm trying to catch here is not the clap but the peak in the guitar
  3. 00:36:347 (1,2,3,4) - What about adding claps on those notes? The drums clearly ask for doing that here. Also there are some other places you could add, like: 00:47:510 (1,3) - 00:57:975 (1,2,3,4,1,2,3,4) - . I really miss claps on this map :cry: , looks like you used whistle instead of clap which I found quite awful since they're made for different usages. oh these are hitsounded, they have normal-samplset on them
  4. 02:02:859 (5,6,7,8) - With this rhythm you're not really emphasizing the change that the song provides at 02:03:208 - , you could change the last two circles for a 1/4 slider to fit better the rhythm, it's a bit awkward to play the same rhythm where we have a change on the song.
    basically did the exact opposite but kinda yeah
  5. 02:11:580 (7) - It'd be nice to emphasize a bit this note by placing it further away from the prev. note, it's not a must but it plays much better as the song is getting stronger. doesn't sound like there is a change in the song that is significant enough to justify a jump. The entire section with the circles feels intense yeah, but since I wanted the mag to get more difficult towards the end I made this very tame but intense in terms of tapping
  6. 03:47:859 (3,4,5) - It's a bit frustrating not to have some emphasis on those beats, you just spaced them with the same distance snap which is quite awful while playing. This part does require some jumping to make it play better, I highly recommend you to increase the spacing between those notes. they have no significance to me, so I don't see why I would space these out :/
  7. 04:10:533 (5) - What about giving more emphasis to this beat? Either vocals or drums are kicking stronger here and it'd be nice to have a small DS change, it really boosts the gameplay. I take away emphasize here to make the following jumps feel stronger and more important, it's something that I tried doing a few times in this set cause I feel like it overall just feels nicer to have less, but more impactful peeks in the map
  8. 04:35:650 (1,2,3,4,1,2,3,4) - Dear this jump is an overkill for this diff, this is too much overmapped, jumps like 04:36:870 (4) - Don't make barely any sense since this is an upbeat and the song is pretty linear here. I highly recommend you to reduce this jump and many other places that you did something similar, it just plays awfully because the song is a Hyper from 00:59:370 - to 04:58:673 - with some overkill jumps like this. You really should keep this in mind if you want to even the difficulty of this marathon. can't really say anything besides I disagree with what you're saying, I don't think these are nearly as bad as you make them out to be :/ and well I didn't really want the song to be linear when it comes to difficulty, I wanted this to slowly get harder and harder so keeping it linear would defeat the purpose. All of these have very powerful drums and cymbicals land on them so I don't think that having this stand out is unjustified. I will keep an eye on this and wait for more feedback, but I'll have to disagree with you for the time being
  9. 05:03:905 (2) - Are you sure you don't want to give any kind of emphasis to this sound? It's a bit boring to play with this smaller DS, you could increase the DS here without any problem. Also you did something similar to what I said here 05:04:952 (1,2,3) - . spaced this out a little more
  10. 05:09:836 (1,2,3,4,5,6) - 1/3 snapped streams are slightly hard to read for an Insane, you should consider changing for kick sliders or a few sliders with reverse arrows. I'll make this easier to read if possible, but I do think that a stream is the way to go here so ima keep this
  11. 05:21:696 - A spinner would definetly fit here if you mind adding, ofc this isn't something that important and it's ok without one as well, but the fade out is so loud that it's a bit annoying to ignore it. well the reason why I haven't used one here is because I couldnt figure out where to end this without having it sound awkward, if someone comes up for a solution for this adding one is pretty EZ

That's it for my mod, I quite liked your marathon even finding the hitsounding a bit weird, you didn't use any clap, I assume it's wip :3 claps are not always needed

Good Luck~
Thank you!
lit120
LOL, ya of course that it is a perfect stack for you, but on my view, it's not when i moved the note and tested whether it is stacked or not :/
Topic Starter
Peachtrees
01:32:161 (6) - https://osu.ppy.sh/ss/3756487 this was one of the stacks you were pointing out. I don't know what else to do about this, this looks pretty perfect to me :c
Mao
Since when aren't you the German Chinese-song mapper anymore *wonders*
Topic Starter
Peachtrees
find me a gud one to map and I will

I WILL

I DARE u
Mao
Map Chick Chick :^)
Topic Starter
Peachtrees
gib link
Mao
Topic Starter
Peachtrees
too much chicken

can't comprehend

AAH AAH AAAAAHH
Mao
hehe, /topic
Since when are you good at mapping higher difficulites. Nice map!
Yuii-

Mao wrote:

Since when are you good at mapping
Ouuuu
pishifat
hi im milan!!!!

from my m4m queue!!!!
  1. 00:55:533 (6) - 05:06:696 (2) - not liking the snare on the tails here. it looks like you're trying to emphasize the last beat of every measure with the new combo always there, so having tail on the thing you're emphasizing is what. anything where you click on 00:55:882 - is gud. if you want variety or whatever coudl go with like bleh
  2. 00:57:277 (3) - even more gross than the last thing, plus it would make the jump stuff afterwards make more sense if you start the circle spam on 00:57:975 (1) - rather than 00:57:801 (4) - . ee
  3. 02:22:743 (5,6) - i know saying something seems too hard looks dumb but spacing wise this really does. making the gap smaller by like putting it under 02:22:045 (1) - or forming a triangle with 02:22:568 (4,5) - seems more fitting tbh. 04:14:196 (5,6) - on the other hand seems more fitting while large cuz of all the build up hype going on
  4. 05:09:836 (1,2,3,4,5,6) - gonna be a pain for everyone playing the map for 5 mintues then unexpected 1/6 stream. if you're in the mood to not have people hate you, including sliders is prolly smart. this is usually the most player-friendly since they'll accurately hit the red/white tick objects and silderleniency allows them to screw up the 1/6
  5. 05:21:696 (5) - shouldn't the kiai end on this as you did at 00:59:370 (1) - or is this some fancy new technique i haven't heard of
c00lmap
but you already know that

Peachtrees wrote:

i'm done
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