1. osu! forums
  2. Beatmaps
  3. Beatmap Graveyard
show more
posted
wow thanks handsome xDDDDDDDDDDDD
posted
Gratz Fort <3
posted
why would you think that hitsounding fx wooshs in would be a great idea loool
posted
And yet again, a totally overdone map. I'm here to discuss several matters concerning your map, hence why I'm disqualifying it.

Electrolization

  1. 00:03:928 (2,3) - Having everything full with 1/4 jumps already, you give the player almost the same spacing here, but with 1/2. I doubt its readablity.
  2. 00:03:071 (5,1) - These reverses are somewhat questionable too, while you use the first one for a certain sound, second one is being used for a different one. You should keep it consistent.
  3. 00:06:071 (1,2,3,4) - BPM allows that, but is it really needed. It fits to certain songs, but here it feels nothing else than forced. However, I suppose that's up to you.
  4. In this part, you're following so many different kind of sounds, change the spacing between completely arbitrary, I do not think there are many consistencies, it appears honestly random to me.
  5. 00:36:607 (3) - It's a general thumb of rule not to put 1/4 sliders to blue ticks, because the strong beats are mostly covered on white, and as you know, strong beats should be clickable. You've got many of those, so make sure you double check that.
  6. 00:36:821 (4) - Why jump? There is nothing to be emphasized.
  7. 00:39:500 (1,2) - Where does that rhythm come from now? Why changing back to 1/2 without any real rhythm pattern?
  8. 00:42:500 (2) - It's not really understandable for me why this does not get emphasis, you have even put a special hitsound on it. However, spacing and slider shape stays the same. Don't get me wrong, I don't want you to emphasize stuff you don't want, but you've emphasized so many other things which didn't deserve any emphasis at all.
  9. 00:56:428 (5) - Same as above.
  10. 01:11:857 (1) - wrong NC
  11. 00:56:643 (1) - The song is calling for jumps, yeah. But not as exaggerated as here, not even in the tiniest way. 01:24:071 (1) - And then you even add circles to the jumpfest, something else than this being forced for difficulty does not come into my mind here. And you got LOADS of wrong emphasis. if you add a gunshot hitsound, there should be some jumps, or at least different spacing to the rest. Multiple times, you've even decreased it, why?
  12. 01:38:107 (1) - Terrible lead off imo. You should map it because you miss so many great beats with this spinner.
  13. 01:58:357 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7) - That part is almost as jumpy as the pre-kiai, and is way less heavy. Again, it seems forced.
  14. ..and so on.


Another is more or less fine, it has some jumps which definitely add unneeded difficulty to the map, but in general, it seems to follow the song better.

Good luck with further processing.
posted
why do extra diff on 140 bpm song?

meh
posted
the

Irreversible wrote:

And yet again, a totally overdone map. I'm here to discuss several matters concerning your map, hence why I'm disqualifying it.

Electrolization

  1. 00:03:928 (2,3) - Having everything full with 1/4 jumps already, you give the player almost the same spacing here, but with 1/2. I doubt its readablity. im sure it's really readable because basically this patterning 00:02:214 (1,2,3,4,5) - based on 1/2 pattern so it can be right on patterning and readability
  2. 00:03:071 (5,1) - These reverses are somewhat questionable too, while you use the first one for a certain sound, second one is being used for a different one. You should keep it consistent. umm yes? looks it's really didnt necessary if i switch Arrow flow, this just an hold slider who can be good at this jump pattern
  3. 00:06:071 (1,2,3,4) - BPM allows that, but is it really needed. It fits to certain songs, but here it feels nothing else than forced. However, I suppose that's up to you. maybe im gonna keep this part to keep consistencies with 00:07:786 (1,2,3,4) -
  4. In this part, you're following so many different kind of sounds, change the spacing between completely arbitrary, I do not think there are many consistencies, it appears honestly random to me. yeah basically i follow kick sound so i didnt have problem by mixing some pattern and it's should be good at game play, many testplayers test this map and didnt complain about this jumps and patterning, it's really basic pattern for players i think
  5. 00:36:607 (3) - It's a general thumb of rule not to put 1/4 sliders to blue ticks, because the strong beats are mostly covered on white, and as you know, strong beats should be clickable. You've got many of those, so make sure you double check that. umm sure :3
  6. 00:36:821 (4) - Why jump? There is nothing to be emphasized. auto fixed
  7. 00:39:500 (1,2) - Where does that rhythm come from now? Why changing back to 1/2 without any real rhythm pattern?
  8. 00:42:500 (2) - It's not really understandable for me why this does not get emphasis, you have even put a special hitsound on it. However, spacing and slider shape stays the same. Don't get me wrong, I don't want you to emphasize stuff you don't want, but you've emphasized so many other things which didn't deserve any emphasis at all. im sure this is just subjective which didnt really make sense if you put some default skin hitsounding, it just only normal hitfinish without anything. but yeah looks this can be good, fixed.
  9. 00:56:428 (5) - Same as above. 00:56:214 (4,5,1) - i prefent missread on 00:55:357 (2,3) - so i keep sv like that, and for 00:56:643 (1,2,3,4) - you already know what i mean there pls
  10. 01:11:857 (1) - wrong NC ow haha, probably im doing NC on that because SV changes, but maybe we can try remove this
  11. 00:56:643 (1) - The song is calling for jumps, yeah. But not as exaggerated as here, not even in the tiniest way. 01:24:071 (1) - And then you even add circles to the jumpfest, something else than this being forced for difficulty does not come into my mind here. And you got LOADS of wrong emphasis. if you add a gunshot hitsound, there should be some jumps, or at least different spacing to the rest. Multiple times, you've even decreased it, why?
  12. 01:38:107 (1) - Terrible lead off imo. You should map it because you miss so many great beats with this spinner. take a look Background music please, it's really suitable with that pattern. but yea, i fix Slider before that pattern can be help maybe
  13. 01:58:357 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7) - That part is almost as jumpy as the pre-kiai, and is way less heavy. Again, it seems forced. im map that pattern like that because song transition looks really nice and suitable here, it has unique 1/4 pattern which it can be possible if i put fast 1/4 sliders instead of slow 1/4 slider patterning (and the kiai has 1/4 circle jumps which it can be harder than this part, this part is really low on patterning because it has basically on 1/2 jumps if you change at slider head to circle)
  14. ..and so on.


Another is more or less fine, it has some jumps which definitely add unneeded difficulty to the map, but in general, it seems to follow the song better.

Good luck with further processing.
okay maybe this can be replied, sorrry if i rejected many suggestions. but seems it looks okay for me, probably im 100% sure of it
updated! :)
posted
music
posted
mix
posted
I'm not going to bother with modding because I don't like the responses I get from Fort.

But, I feel like 'modding with rewards' should be taken out of the description, because it could look like he's entered the thing and people think it might be bundled/peppy-approved, it looks like it's playing the system.

Edit: Just looked at the thread and there's only been ONE reasonably sized mod including the higher difficulties. The other kds are given to like 3/4 line mods.
posted
I think this DQ is a bit deserved. also, I saw some inconsistencies such as 01:11:857 (1) - 01:13:571 (8) - 01:13:571 (8) - 01:13:571 (8) -

and these are quite unnecessary to click tbh:

01:24:393 (3,8) -
01:28:250 (5) -
01:29:536 (3) -
01:32:107 (7) -

etc you should be able to understand the circles that i point out, i'm not going to point each and everyone of them.

I actually wanted to tell you this but this song is for osu but you're using hitsounds from another rhythm game xd.
posted
This is how maps should look like

edit: low bpm maps
posted

Liiraye wrote:

This is how ranked low bpm maps should look like
edit: wow
posted

Bearizm wrote:

I think this DQ is a bit deserved. also, I saw some inconsistencies such as 01:11:857 (1) - 01:13:571 (8) - 01:13:571 (8) - 01:13:571 (8) -

and these are quite unnecessary to click tbh:

01:24:393 (3,8) -
01:28:250 (5) -
01:29:536 (3) -
01:32:107 (7) -

etc you should be able to understand the circles that i point out, i'm not going to point each and everyone of them. yeah, but it's not really unnecessary, that pattern can be helping on gameplay tbh

I actually wanted to tell you this but this song is for osu but you're using hitsounds from another rhythm game xd. idk with this how to hitsound with default hitsounding lel
posted
less than a day, AND THE DISQUALIFY CAME, NANI THE FUCK `-`
posted

PatZr wrote:

less than a day, AND THE DISQUALIFY CAME, NANI THE FUCK `-`
nani the f*ck lel
posted
ah still i dont get why my map is bad like this

finally i can update
posted
01:33:928 (7) -
no.
posted

Zevioz- wrote:

PatZr wrote:

less than a day, AND THE DISQUALIFY CAME, NANI THE FUCK `-`
nani the f*ck lel
hi viqra
posted

Hula wrote:

01:33:928 (7) -
no.
posted

Hula wrote:

01:33:928 (7) -
no.
lol
show more
Please sign in to reply.