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BABYMETAL - Road of Resistance

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Total Posts
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Topic Starter
Monstrata
This beatmap was submitted using in-game submission on February 8, 2016 at 9:35:45 PM

Artist: BABYMETAL
Title: Road of Resistance
Tags: dragonforce herman li sam totman ktsune suzuka nakamoto yui mizuno moa kikuchi su-metal yuimetal moametal
BPM: 199
Filesize: 10417kb
Play Time: 05:09
Difficulties Available:
  1. Rebellion (7.25 stars, 2026 notes)
Download: BABYMETAL - Road of Resistance
Information: Scores/Beatmap Listing
---------------
Pass this map and burn 350 calories in the process!


Rebellion


--

NFHR Hype!! Don't skip spinner day Cookiezi!
Aeril
Did you actually wait until 2016 to submit this beatmap... waow
Topic Starter
Monstrata
I was also waiting for my name change xD.

Its a new year! Time to start mapping new stuff and try out new styles :D.
Kite
this is really great
GoldenWolf
T-T-T-Timing check!

Step by step procedure so future modders/timers can know what I did just in case it might be useful for some reason
Everything should and must be done unless specified otherwise


Move the very first red line from 00:04:700 - to 00:04:710 -
Change the redline's bpm at 00:07:064 - from 203.000 to 206.000
Add a redline at 00:08:520 - with a bpm of 204.500
Change the redline's bpm at 00:09:400 - from 204.100 to 201.000; since you're following the guitar in the intro, it has to be 201.000 bpm there otherwise it's way off by 20+ ms here.
Move the redline at 00:11:760 - to 00:11:743 - and change its bpm from 205.000 to 206.000
Move the redline at 00:09:409 - to 00:09:400 -
Move the redline at 00:12:919 - to 00:12:908 -
Delete the redline at 00:14:979 -
Move the redline at 00:15:256 - to 00:15:249 -
Move the redline at 00:16:442 - to 00:16:422 - and change its bpm to 204.000
Add a redline at 00:17:598 - with a bpm of 205.000
Add a redline at 00:19:793 - with a bpm of 193.000; Up to you if you want to map that or not, the redline is there to ensure the time between each circle is equal, because the second bass hit is about 9ms earlier than 00:19:870 - there, but I figured it would be/look nicer if every circle was equally spaced in time. It effectively doesn't have any impact gameplay-wise wether you put that redline or not, 9ms difference during a triple on the second note is really negligible, players are not going to notice that, neither they can even feel such a small difference during a triple. It's there to look nicer if you plan to map the triple there, if not, then it doesn't matter and you can skip this.
Move the redline at 00:19:928 to 00:19:948 - and change its bpm from 205.000 to 209.000
Add a redline at 00:20:378 - with a bpm of 205.000
Add a redline at 00:21:109 - with the same bpm as above, for metronome reset purpose
Move the redline at 00:32:220 - to 00:32:230 - and change its bpm to 200.000
Delete the redline at 00:33:980 -
Move the redline at 00:37:498 - to 00:37:504 - and change its bpm to 206.500
Move the redline at 00:38:662 - to 00:38:666 -
Move the redline at 00:41:586 - to 00:41:600 -
Move the redline at 00:41:919 - to 00:41:924 -
Delete the redline at 00:42:119 -
Move the redline at 00:42:318 - to 00:42:325 - and change its bpm from 204.960 to 205.000
Then delete the redline at 00:55:203 -

Don't be scared by the list of changes, it's mostly fine tuning, you were already mostly right in what you found, except it was just off by ~10-20ms at times

Now the ending

Change the redline's bpm at 04:55:051 - from 180.000 to 200.000
Move the redline at 04:55:217 - to 04:55:202 - and change its bpm from 215.000 to 195.000
Change the redline's bpm at 04:55:643 - from 178.000 to 169.000
Move the redline at 04:55:980 - to 04:55:998 - and change its bpm from 205.000 to 153.000
Move the redline at 04:56:205 - to 04:56:194 - and change its bpm from 170.000 to 136.000
Move the redline at 04:56:381 - to 04:56:414 - and change its bpm from 111.500 to 127.000
Change the redline's bpm at 04:56:650 - from 76.250 to 75.000
Move the redline at 04:57:436 - to 04:57:450 - and change its from from 83.750 to 85.250
Change the redline's bpm at 04:58:152 - from 85.000 to 81.500
Move the redline at 04:58:504 - to 04:58:520 - and change its bpm from 77.000 to 80.500

04:59:906 - ... Yeah ain't gonna time that shit lol, especially since you slapped a spinner over it, let's call it a day.

That should be it! and yet another hour spent timing something ;_;
Mint
BABYMETAL!
OmegaR
Topic Starter
Monstrata
Bumped to AR 9.3
pkhg
9.42 pls
Marianna
♥♥♥
Aeril
04:18:910 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - SPACING WHYYYYY ;W;

the one part that keeps me from fcing

02:41:446 (1,2,1) - also weird jump from the kicksliders to that note
Shiirn
Let's do this.

Suggestions
Heavily Recommend
Vital



[Rebellion]
00:01:091 (1) - Starting with a spinner always has a weird effect on the player. The fact that it ends, not on a beat, but when noise stops, makes it even weirder. I suggest having the spinner get progressively louder over time with the final note being much softer in volume.
00:12:908 (2,3,4,5) - The 2,4,5 are not in a straight line.
00:21:109 (1) - This is pretty freakin' far outside the grid area. Is that really necessary?
01:20:959 (1,2,3,4) - You can move these apart in such a way to allow them to not overlap with 01:21:837 (7,8,9,10,1) - . This will also move 01:22:422 (3) - .
04:53:300 (2,3,4) - doesn't need to overlap with (1). You could space this out a bit.

Curse your efficient mapping style that leaves little chance for error.
Topic Starter
Monstrata

Shiirn wrote:

Let's do this.

Suggestions
Heavily Recommend
Vital



[Rebellion]
00:01:091 (1) - Starting with a spinner always has a weird effect on the player. The fact that it ends, not on a beat, but when noise stops, makes it even weirder. I suggest having the spinner get progressively louder over time with the final note being much softer in volume. I lowered volume to 40% but I think the volume is fine since you don't really get any 1000's until midway through the spinner atleast (using auto) so the volume should fit well.
00:12:908 (2,3,4,5) - The 2,4,5 are not in a straight line. Fixed.
00:21:109 (1) - This is pretty freakin' far outside the grid area. Is that really necessary? Well, its not off screen, but i made this a bit nicer. I like using the full area of the screen, not just the limits of the grid, especially when it fits the structure i've set up here.
01:20:959 (1,2,3,4) - You can move these apart in such a way to allow them to not overlap with 01:21:837 (7,8,9,10,1) - . This will also move 01:22:422 (3) - . Yea Alright, fixed this, and applied to some other stacked triplets too.
04:53:300 (2,3,4) - doesn't need to overlap with (1). You could space this out a bit. Alright, did something cool.

Curse your efficient mapping style that leaves little chance for error.
First Shiirn mod :D Thanks <33
Topic Starter
Monstrata

Aeril wrote:

04:18:910 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - SPACING WHYYYYY ;W; :DD Well, i might nerf them after some more testplays but i'm impressed you can FC (if not for this part). The rest of the map is still 6.75 stars without this.

the one part that keeps me from fcing

02:41:446 (1,2,1) - also weird jump from the kicksliders to that note I think they play really nicely though. I really like this jump design anyways.
pishifat
look at me i put letters

  1. 00:06:519 (2,1) - like 1 pixel off the bottom and in everyone's score meters without any real necessity for keeping neat strucutre stuff plsmoveup
  2. 00:41:600 (1) - feeling like you could control emphasis on 00:41:600 (1) - way more by having 34 not being sharper than 12. like https://osu.ppy.sh/ss/4272252, keeping the idea you did with 00:39:836 (1,2,3,4) - then having a non wideaf angle to 00:41:600 (1) -
  3. 00:56:373 (1,1,1,1) - vocals literally saying 1234 and you decide to combo spam why
  4. 01:35:007 (1,2,3,4,1,2,3,1,2,3) - kinda dont understand how you structured rhythm for this stuff. 01:35:007 (1) - this combo goes 100% instrumental, 01:36:178 (1) - prioritizes instrumentals then has a loud af thing on the tail of 2, and 01:37:349 (1) - goes for vocal emphasis only and ignores the loud af thing in the middle of 2 wat
  5. 01:54:617 (7) - separate from pattern like youd done up til now. something like https://osu.ppy.sh/ss/4272261 works pretty well linear transition into 1's sliderbody so planned rite
  6. 02:24:178 (1,2,3) - 02:25:349 (1,2,3) - gonna break everything here but i dunno why you go with the 1/1 emphasis while switching to 3/2 during the stream stuff at 02:28:861 (1) - . and like 02:26:520 (1,2,3,4,5,6,7,8,1,2,3) - this stuff is emphasizing 3/2ness while the streamy stuff prior had the same stuff to emphasize uuuuuu u
  7. 04:02:081 (2,3,4,5,6,1) - 04:04:422 (2,3,4,5,6,7) - these are the same things dood. putting emphasis on the white tick like the first one is cool, so like sdsdsd on both = max cool
  8. 04:28:276 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - wouldnt this make more sense split into 6+6+4 cuz hello song hello 1000 other times you did it right
  9. 04:59:906 - pls
https://osu.ppy.sh/s/387185 ty mONSTRATA
NucleaRaven
Thats an awesome map (i can almost pass it xd). I was gonna suggest a mod but pishi already suggested it :D
Topic Starter
Monstrata

pishifat wrote:

look at me i put letters

  1. 00:06:519 (2,1) - like 1 pixel off the bottom and in everyone's score meters without any real necessity for keeping neat strucutre stuff plsmoveup Ok
  2. 00:41:600 (1) - feeling like you could control emphasis on 00:41:600 (1) - way more by having 34 not being sharper than 12. like https://osu.ppy.sh/ss/4272252, keeping the idea you did with 00:39:836 (1,2,3,4) - then having a non wideaf angle to 00:41:600 (1) - True. Fixed.
  3. 00:56:373 (1,1,1,1) - vocals literally saying 1234 and you decide to combo spam why Literally deaf
  4. 01:35:007 (1,2,3,4,1,2,3,1,2,3) - kinda dont understand how you structured rhythm for this stuff. 01:35:007 (1) - this combo goes 100% instrumental, 01:36:178 (1) - prioritizes instrumentals then has a loud af thing on the tail of 2, and 01:37:349 (1) - goes for vocal emphasis only and ignores the loud af thing in the middle of 2 wat I wanted to follow instruments and keep a simpler rhythm here but yea, ignoring that drum in the middle of 2 was kinda random so I split that into a circle + 1/2 slider instead.
  5. 01:54:617 (7) - separate from pattern like youd done up til now. something like https://osu.ppy.sh/ss/4272261 works pretty well linear transition into 1's sliderbody so planned rite Good idea.
  6. 02:24:178 (1,2,3) - 02:25:349 (1,2,3) - gonna break everything here but i dunno why you go with the 1/1 emphasis while switching to 3/2 during the stream stuff at 02:28:861 (1) - . and like 02:26:520 (1,2,3,4,5,6,7,8,1,2,3) - this stuff is emphasizing 3/2ness while the streamy stuff prior had the same stuff to emphasize uuuuuu u This, Honestly i have no reason other than switching up the rhythm. And I felt like using 1/4 repeat sliders for a bit of a break after the stream without losing the intensity that a 3/2 rhythm gives. The 1/1 rhythm is exclusively 1/4, without any 1/2 gaps so its an easy to play rhythm that i think transitions a bit better after the streams than just going straight into 3/2's.
  7. 04:02:081 (2,3,4,5,6,1) - 04:04:422 (2,3,4,5,6,7) - these are the same things dood. putting emphasis on the white tick like the first one is cool, so like sdsdsd on both = max cool Cool
  8. 04:28:276 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - wouldnt this make more sense split into 6+6+4 cuz hello song hello 1000 other times you did it right Right
  9. 04:59:906 - pls Ok ;w;
https://osu.ppy.sh/s/387185 ty mONSTRATA
ty PISHIFAT
Lami

Zzzzz...

maybe AR 9.5~?
according to 04:16:568 - ~ end
in my view, ar 9.3 is so low, in high distance stream with over 200 bpm.
yea, it is just my view.

use mute custom hitsound on slider-tick?
just some example)
00:05:011 -
00:05:313 -
00:21:401 -
02:38:520 -
02:39:690 -

00:18:671 - missed rhythm?

02:08:227 (3,4,5) - avoid overlap with 02:08:739 (7,8,9) - . for clear visual

02:28:861 (1,2,3,4) - different distance in same rhythm with same NC..
I guess it's missreadable.. and damaged on consistent placement.
you can find good example in 02:31:202 (1,2,3,4) -

02:40:861 (1,2) - if you want to build up distance in 02:40:568 (1,2,1,2,1,2,1,2) -
increase DS each other.

02:45:324 (2) - overmapped? since you didn't use some rhythm in 02:49:934 (1,2) -
i guess it's same music with that.

03:41:666 (2) - remove? basis is 03:42:617 (1,2) -

03:51:105 (2,3) - u suddenly change ur natural placement style..
example
Marianna
Resistaaaaance~

  1. 00:42:398 (1) - Complete this spin here 00:47:154 - It has a very strong hit here
  2. 02:38:227 - It makes more sense to finish the kiai here
  3. 04:54:032 - ^
ProfessionalBox
Hello Monstrata, I like your new username o3o Here is my part of the M4M

Rebellion

- I think that HP4 is a bit too low even if the map is hard and requires a lot of stamina. Maybe consider something closer to 4,5

00:06:217 - This empty space begs for a circle. I can hear it crying >:D Stacking it on top of the following slider or having it spaced a bit both work just fine imo
00:18:476 (7) - Consider making this a circle instead since the 1/3 rhythm stops here and with the current slider it adds 1/3 rhythm where there is none. It doesn't effect gameplay that much but it's totally noticeable
00:41:600 (1) - You could make this a repeat slider with 1/12 to match the guitar trill. I think it also makes the bpm change more easy to react to (not like it isn't easy with 2 simple sliders xD).
01:21:837 (7,8,9,10,1,3) - This looks really messy. I see that you wanted to stack 01:21:105 (2,3) - and to keep them stacked move the stream like this for an easy fix
02:04:275 (1,2) - The spacing of these might confuse some players because of 02:03:105 (1,2,3,4) - having similiar spacing but is played as 1/4 instead of 1/2. This is easily fixed by adding new combos on 02:04:568 (2,3,4) - aswell since the lack of follow point naturally makes the player react to the changed rhythm.
02:37:641 (1,2,3,4) - Imo these feel overly spaced since the stream before these isn't incresing in spacing although it's very long.
02:41:154 (1,2) - These aren't symmetrical. Just a minor thing but something I noticed :D
02:56:373 (1) - This slider feels a bit lame. Make it end on the next red point and add some spice to it maybe?
04:11:885 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4) - Freedom dive?
04:18:910 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - YOO HOLY SHIT WTF
04:55:643 (1,1) - I'd add new combo's to these aswell to make the bpm change more clear

Really fun looking 200bpm streamhell :D!

That's it for the mod, hope it helps :) You don't need to change those streams that I highlited, those were just my initial reactions when seeing them xD
Topic Starter
Monstrata

Lami wrote:


Zzzzz... Actually this is intentional. Red-line modifies the spinner since the spinner comes before the first red line (you can't put green lines in front of red line).

maybe AR 9.5~? I was thinking of increasing it. okay!
according to 04:16:568 - ~ end
in my view, ar 9.3 is so low, in high distance stream with over 200 bpm.
yea, it is just my view.

use mute custom hitsound on slider-tick? Hmm good idea. Added
just some example)
00:05:011 -
00:05:313 -
00:21:401 -
02:38:520 -
02:39:690 -

00:18:671 - missed rhythm? I prefer the pause.

02:08:227 (3,4,5) - avoid overlap with 02:08:739 (7,8,9) - . for clear visual I think this overlap is fine, the pattern is still very straightforward.

02:28:861 (1,2,3,4) - different distance in same rhythm with same NC.. I like this pattern though xP I think its pretty straightforward to read anyways.
I guess it's missreadable.. and damaged on consistent placement.
you can find good example in 02:31:202 (1,2,3,4) -

02:40:861 (1,2) - if you want to build up distance in 02:40:568 (1,2,1,2,1,2,1,2) - This is fine. I think changing the DS will mess up the structure of this pattern too much.
increase DS each other.

02:45:324 (2) - overmapped? since you didn't use some rhythm in 02:49:934 (1,2) - I wanted a jump here instead of a stream so i mapped the space. Rhythm variety
i guess it's same music with that.

03:41:666 (2) - remove? basis is 03:42:617 (1,2) - True. Fixed.

03:51:105 (2,3) - u suddenly change ur natural placement style.. True... Remapped this.
example
Thanks Lami!
Topic Starter
Monstrata

Marianna wrote:

Resistaaaaance~

  1. 00:42:398 (1) - Complete this spin here 00:47:154 - It has a very strong hit here Hmm, very true. I originally didnt map it because the timing was incorrect, but goldenwolf fixed it :D.
  2. 02:38:227 - It makes more sense to finish the kiai here I prefer the Kiais I currently have xP. I especailly wanted 02:40:568 (1,2,1,2,1,2,1,2,1) - to be part of the Kiai since it's pretty intense. The second Kiai is basically extended to keep consistency here,and I think it works fine.
  3. 04:54:032 - ^
Thanks!
Topic Starter
Monstrata

ProfessionalBox wrote:

Hello Monstrata, I like your new username o3o Here is my part of the M4M

Rebellion

- I think that HP4 is a bit too low even if the map is hard and requires a lot of stamina. Maybe consider something closer to 4,5 Yea. I eventually plan on making this HP 5.5 or 6. I just kept it at 4 for now so some of my testplayers can pass it without using NoFail xD.

00:06:217 - This empty space begs for a circle. I can hear it crying >:D Stacking it on top of the following slider or having it spaced a bit both work just fine imo It's quite soft, but okay lets map it xD.
00:18:476 (7) - Consider making this a circle instead since the 1/3 rhythm stops here and with the current slider it adds 1/3 rhythm where there is none. It doesn't effect gameplay that much but it's totally noticeable I silenced the slider-end instead. I think the 1/3 slider works though. It fits the pattern well, and I think most people will play them as kicksliders based on how the previous sliders were arranged.
00:41:600 (1) - You could make this a repeat slider with 1/12 to match the guitar trill. I think it also makes the bpm change more easy to react to (not like it isn't easy with 2 simple sliders xD). I think it'll be harder actually xd. But anyways, yea I think simplicity is best here.
01:21:837 (7,8,9,10,1,3) - This looks really messy. I see that you wanted to stack 01:21:105 (2,3) - and to keep them stacked move the stream like this for an easy fix Fixed another way.
02:04:275 (1,2) - The spacing of these might confuse some players because of 02:03:105 (1,2,3,4) - having similiar spacing but is played as 1/4 instead of 1/2. This is easily fixed by adding new combos on 02:04:568 (2,3,4) - aswell since the lack of follow point naturally makes the player react to the changed rhythm. Ahh that's true. Okay NC spam :D.
02:37:641 (1,2,3,4) - Imo these feel overly spaced since the stream before these isn't incresing in spacing although it's very long. True. Nerfed them a bit.
02:41:154 (1,2) - These aren't symmetrical. Just a minor thing but something I noticed :D That 1 degree. Fixed lol.
02:56:373 (1) - This slider feels a bit lame. Make it end on the next red point and add some spice to it maybe? I was thinking of giving a 1/1 break for the player to prepare for the next spaced stream section. I'll get more opinions though because I think extending to the red tick will also keep the intensity (but at the cost of some breathing room).
04:11:885 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4) - Freedom dive? Yesss
04:18:910 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - YOO HOLY SHIT WTF :DDD
04:55:643 (1,1) - I'd add new combo's to these aswell to make the bpm change more clear Added to the first one, but i kept the second since i think it's close enough to the curved slider to make sense without needing an NC.

Really fun looking 200bpm streamhell :D!

That's it for the mod, hope it helps :) You don't need to change those streams that I highlited, those were just my initial reactions when seeing them xD
Thanks for the mod ProBox!!!
Kinshara
MONSTERata?

good luck!
Haruto
Awesome map as Always <3
Good luck! no sliderart on the end? uwu
Lince Cosmico
source? o.o
grumd
http://www.twitch.tv/grumd/v/34172038
my mod :^)
kudosu plspls

btw that was the worst mod ever with 40 minutes talking about nothing :s
will improve my modding next time c:
nimfa109
That map really broke my stamina, bro
Asahina Momoko
REJISUTANSU

Rebellion

  1. 00:42:325 (1) - it'd be better to make more distance from 00:41:924 (1) - . 00:41:924 (1,1) - have more interval than 00:41:600 (1,1) -, but currently "where to tap" of 00:41:600 (1,1) - is larger than 00:41:924 (1,1) - , so considering BPM change you should place it around 256/328.
  2. 00:56:081 (11) - why don't you make this curved and triangle? also it makes flow better imo
  3. 01:16:276 (1,3) - subjective but if you set stack leniency to 5, they looks perfect-stacked notes and i prefer it (it doesn't affect 1/2 stack)
  4. 01:56:666 (4,5,6,7,8,9,10,11,1) - how about make this stream curved?
  5. 02:05:446 (1,2) - maybe a bit close? how about put around 306/353 and make the same spacing you did at 02:05:885 (3,4) -
  6. 02:16:861 (7) - they can be good friend
  7. 02:51:983 (3,1) - they're toooo close, it's hard to catch timing of 02:52:276 (1) - for me, so ummmm how about make this to 3/4 slider to follow guitar sound or change to 1/4 reverse to follow drums?
  8. 03:47:885 (1,2,3,4) - considering flow from 03:47:300 (1,2,3,4) - , ctrl h'd aiming is more natural to play, maybe
  9. 04:18:910 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - kill me

that's all, gl!! :)
Topic Starter
Monstrata

Asahina Momoko wrote:

REJISUTANSU

Rebellion

  1. 00:42:325 (1) - it'd be better to make more distance from 00:41:924 (1) - . 00:41:924 (1,1) - have more interval than 00:41:600 (1,1) -, but currently "where to tap" of 00:41:600 (1,1) - is larger than 00:41:924 (1,1) - , so considering BPM change you should place it around 256/328. Okay! Made the jump bigger
  2. 00:56:081 (11) - why don't you make this curved and triangle? also it makes flow better imo I wanted a linear slider cuz straight line is stronger than curved.
  3. 01:16:276 (1,3) - subjective but if you set stack leniency to 5, they looks perfect-stacked notes and i prefer it (it doesn't affect 1/2 stack) Oh, cool. Okay :D
  4. 01:56:666 (4,5,6,7,8,9,10,11,1) - how about make this stream curved? I wanted it linear because later i use a lot of circular/curved streams so this is for some variety.
  5. 02:05:446 (1,2) - maybe a bit close? how about put around 306/353 and make the same spacing you did at 02:05:885 (3,4) - I kinda liked this pattern though ;c I think it's fine
  6. 02:16:861 (7) - they can be good friend Yes they can :D.
  7. 02:51:983 (3,1) - they're toooo close, it's hard to catch timing of 02:52:276 (1) - for me, so ummmm how about make this to 3/4 slider to follow guitar sound or change to 1/4 reverse to follow drums? Very true. I made the jumps bigger instead, since i don't really like 3/4 sliders into a long stream section.
  8. 03:47:885 (1,2,3,4) - considering flow from 03:47:300 (1,2,3,4) - , ctrl h'd aiming is more natural to play, maybe Nice.
  9. 04:18:910 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - kill me >:D

that's all, gl!! :)
Thanks Momoko!
Pho
Nice song!

[General]
  1. Idk but both normal-hitfinish1.wav and normal-hitfinish2.wav sound somewhat unfitting to the song, first one would fit more to an actual dnb track and the latter sounds somewhat bad IMO. Can you find something more authentic to the rock genre?
[Easy]
  1. 00:23:450 (1,2) - 00:25:791 (1,2) - I'd prefer having the following rhythm on these sections as percussions feel more noteworthy to me than the guitar beats:
  2. 00:30:474 (1,2,3,4,5) - These should be double triples in the map right? Not sure what this ministream is following anyway.
  3. 00:32:230 (4,5) - 4 circles would make for better emphasis on the guitar riffs.
  4. 00:41:600 (1,1,1) - This feels somewhat squished together on the left side of the gamefield, why not using the right one?
  5. 01:05:739 (1,2) - Speeding up the spacing a bit more at this point would fit really well to the guitar.
  6. 01:22:129 (1,2,3,4,5,6,7,8) - I miss the synergy with the song in this pattern, why is jump distance increasing when the song is still calm?
  7. 01:34:642 - Add a note here feels better with drums and e-guitar
  8. 01:36:617 (2) - What's that finish on the end lol
  9. 01:44:080 (1) - This looks like an unnecessary NC
  10. 01:44:373 (1,2,3) - straight-curved-curved and then 01:45:544 (1,2,3) - straight-straight-straight although these sound really much alike feels inconsistent.
  11. 01:46:568 (5,1) - This looks like an incredibly huge jump compared to the previous spacing.
  12. 02:07:349 (4,1,2,3) - How2read, 1-2 is closer to each other than 2-3 although there's a bigger gap between them. That jump to the kickslider feels too much.
    Similar goes for 04:27:690 (1,2,1) -
  13. 02:37:568 (8,1,2,3,4,1) - I still feel this could be more intense for what the beats actually represent in the music, space them out more?
  14. 02:51:690 (1,2,3) - Flow could be smoother if you push 2 more to the left. Try at 177 | 277 so it complements with the upcoming stream.
  15. 03:00:178 (1,2) - This is pretty devasting low spacing, set for higher jumps for these beats.
  16. 03:35:154 (1,2,3,1) - Even if the beat on 03:35:593 - is emphasized, the jump to it feels really unbalanced compared the spacing between the kicksliders. Equalize it a bit more?
  17. 03:42:105 - This is overmap, 03:42:178 - This is 1/6 lol.
  18. 03:50:812 - Why not following the guitar more thoroughly here?
  19. 03:55:787 (5,6,1) - Be a man and map these 1/4's out lol.
  20. 04:18:910 - wow rip
  21. 04:20:959 (1,2,1) - And a big flow break after such an rsi-inducing spacestream lol. Can you make a smoother transition into it please?
  22. 04:31:056 (3,4,5,6,7,8,9,10,11,12,1,2,1,2,3,4,5,6,7,8) - Listen closer to the song and you'll see that there are actually not that many consecutive 1/4 beats here, but it actually starts at 04:32:959 - first.
    So many beats of this pattern are overmapped, I'm sure you know how to fix it up.
  23. 04:39:983 (1,2,3) - This could have higher spacing for a better momentum into the stream.
  24. 05:09:344 - Wow, map these beats at the end out. Please. It hurts that you left them out ;-;
As soon as you think it's ready, you can call me back, good luck! /o/
Topic Starter
Monstrata

Pho wrote:

Nice song!

[General]
  1. Idk but both normal-hitfinish1.wav and normal-hitfinish2.wav sound somewhat unfitting to the song, first one would fit more to an actual dnb track and the latter sounds somewhat bad IMO. Can you find something more authentic to the rock genre?
They sound really cool imo xD. But I use them really sparingly anyways. I'd prefer to keep them. (err i don't have a normal-hitfinish2 i assumed you meant normal-hitwhistle5 or something, which I only use like 3 times)

[Easy]
  1. 00:23:450 (1,2) - 00:25:791 (1,2) - I'd prefer having the following rhythm on these sections as percussions feel more noteworthy to me than the guitar beats: Well, this whole intro section i mainly follow the guitar, but I'm quite consistent about it whenever the guitar is audible so that should be fine. Basically if I make this change it'll create inconsistencies that I don't really want to fix elsewhere.
  2. 00:30:474 (1,2,3,4,5) - These should be double triples in the map right? Not sure what this ministream is following anyway. I think either works. 4 is really soft though but I think the rhythm is pretty straightforward.
  3. 00:32:230 (4,5) - 4 circles would make for better emphasis on the guitar riffs. This one's mainly for structural reasons, but I use 1.00x DS circles and right now the SV is too low to support that (the circles would overlap). Rip me and my structure. But i think 2 sliders works fine too.
  4. 00:41:600 (1,1,1) - This feels somewhat squished together on the left side of the gamefield, why not using the right one? Spaced the pattern out a bit more, still on the left side though cuz of how i arranged the pattern xd.
  5. 01:05:739 (1,2) - Speeding up the spacing a bit more at this point would fit really well to the guitar. Tried. Didn't really like this change since there are already spaced streams afterwards for the guitar.
  6. 01:22:129 (1,2,3,4,5,6,7,8) - I miss the synergy with the song in this pattern, why is jump distance increasing when the song is still calm? Made it smaller.
  7. 01:34:642 - Add a note here feels better with drums and e-guitar Made it a kickslider instead.
  8. 01:36:617 (2) - What's that finish on the end lol There's a cymbal here tho
  9. 01:44:080 (1) - This looks like an unnecessary NC I usually do these at the end of a stream if theres no slider/continuation.
  10. 01:44:373 (1,2,3) - straight-curved-curved and then 01:45:544 (1,2,3) - straight-straight-straight although these sound really much alike feels inconsistent. Ehhh idk. They play well anyways and I like the structure so I kinda wanna keep it.
  11. 01:46:568 (5,1) - This looks like an incredibly huge jump compared to the previous spacing. Nerfed it a bit.
  12. 02:07:349 (4,1,2,3) - How2read, 1-2 is closer to each other than 2-3 although there's a bigger gap between them. That jump to the kickslider feels too much. I must've fixed the first one after a testplay or something cuz its different now from what you're describing.
    Similar goes for 04:27:690 (1,2,1) - This one's fine though. Well, repeat sliders are really easy to tell, and these play identically (in rhythm) to 1/2 sliders.
  13. 02:37:568 (8,1,2,3,4,1) - I still feel this could be more intense for what the beats actually represent in the music, space them out more? Spaced them like a tiny bit more. But I think these are fine. My logic going into this was because the streams leading up to them weren't quite that spaced, the jumps didn't need to be that spaced either. Also there's a calmer section right after so making the jump too big would create too much of a difference.
  14. 02:51:690 (1,2,3) - Flow could be smoother if you push 2 more to the left. Try at 177 | 277 so it complements with the upcoming stream. Oh Nice. Fixed.
  15. 03:00:178 (1,2) - This is pretty devasting low spacing, set for higher jumps for these beats. I wanted a slowdown after the stream. The circles are spaced like that to parallel 03:00:617 (1,2) - . Yea I can see why spacing them might be better but then it makes the previous two 5-note streams kind of awkward (And I want to keep the low spacing since its considerably less intense than the stream before it). So yea i guess this is the lesser of two evils for me xd.
  16. 03:35:154 (1,2,3,1) - Even if the beat on 03:35:593 - is emphasized, the jump to it feels really unbalanced compared the spacing between the kicksliders. Equalize it a bit more? Yea ur right. I changed the directions of the kicksliders a bit and increased the jump to 1. Should emphasize the jump more now, and make the kicksliders themselves a bit easier.
  17. 03:42:105 - This is overmap, 03:42:178 - This is 1/6 lol. Are you sure? This sounds like 5 notes. I think the guitarist is just slow here but I hear 5 notes.
  18. 03:50:812 - Why not following the guitar more thoroughly here? I didn't hear them rip. Fixed.
  19. 03:55:787 (5,6,1) - Be a man and map these 1/4's out lol. :C. Can I not :(. Wanted a break here for some change in rhythm lol.
  20. 04:18:910 - wow rip Rip indeed :D
  21. 04:20:959 (1,2,1) - And a big flow break after such an rsi-inducing spacestream lol. Can you make a smoother transition into it please? Scaled the pattern down slightly and made the slider a bit closer to the slider, But i'm keeping the stack. My reasoning is that stacks kind of "reset" flow. When you have to click on a certain location twice it causes you to break momentum (which is why stacks are so horrible in jump sequences). But yea I didn't have anyone complain about this pattern.
  22. 04:31:056 (3,4,5,6,7,8,9,10,11,12,1,2,1,2,3,4,5,6,7,8) - Listen closer to the song and you'll see that there are actually not that many consecutive 1/4 beats here, but it actually starts at 04:32:959 - first. Ahhh you're right. remapped this whole part.
    So many beats of this pattern are overmapped, I'm sure you know how to fix it up.
  23. 04:39:983 (1,2,3) - This could have higher spacing for a better momentum into the stream. True. Fixed.
  24. 05:09:344 - Wow, map these beats at the end out. Please. It hurts that you left them out ;-; I hate mapping stuff after a spinner. It's so cancerous T___T.
As soon as you think it's ready, you can call me back, good luck! /o/
Thanks for the mod Pho! This took a while, I had a few testplays and made some adjustments elsewhere on the map too. Updated and ready! Please doublecheck that 1/6 section because I still think its 1/4 lol.
Pho
#1

Note to next BNs/QATs: There's a concurrent red-/greenline at 00:04:710 - with different samplesets and hitsounds, but this is intentional. Redline settings cover everything BEFORE mentioned timestamp while greenline settings cover everything ON and AFTER the timestamp. Read more about it here: p/4781817 . This rule certainly needs a bit more clarification as concurrent lines are viable in certain cases.

Slight adjustments
02:26 Pho: hey mosntrata, checked that snapping again and yep, the guitar was drunk lol
02:27 Monstrata: ayy :D
02:28 Monstrata: yea cuz it was a problem with another dragonforce map and charles reasoning was also that the snapping seemed off cuz guitarist was struggling to keep up
02:28 Monstrata: xDD
02:29 Pho: excessive guitar solo riffs are too strong for most people xd allright, lemme check up again
02:32 Pho: 00:30:474 (1,2,3,4,5) - about this one i'd really like to see this being fixed. there is no ministream here and it's not following anything in the track well enough. The 2nd guitar clearly goes with triples here, remarkably different from 00:37:504 (1,2,3,4,5) - which is similar to that pattern
02:34 Pho: 01:36:617 (2) - the finish here still sounds bad xd might be in the track yes, but having strong hitsounds like finisher on a sliderend usually is a bad idea as players expect some on-click action on such beats
02:35 Pho: 01:22:129 (1) - finish btw
02:36 Pho: 01:34:568 (4,5) - uhh was the jump there before? it feels odd since 01:34:276 (3,4) - was so low spaced
02:37 Monstrata: The jump was there before yea
02:37 Pho: 01:59:593 (1) - i think a finish is missing here
02:37 Monstrata: tbh there i think a circle would have fit just as well
02:37 Monstrata: the blue-tick didnt seem thaat important
02:38 Monstrata: fixed everything else
02:39 Monstrata: 01:34:568 (4) - tbh i think making this a circle is better. im fine with keeping the blue-tick unmapped since a kickslider doesn't really map a blue tick adequately anyways. and i wanted a jump instead of a 7 note stream here
02:41 Pho: hmm, should be okay... although 01:34:642 - the beat on the blue tick pretty much has the same intensity as 01:34:568 (4) -
02:43 Monstrata: yea but ehh, some rhythm variety is always nice
02:44 Pho: sure sure, it also sets more accentuation on the e-guitar if you leave that beat out
02:44 Monstrata: yea :D
02:44 Pho: stylistic decision :v
02:45 Monstrata: something i need to do more of tbh xD
02:46 Pho: true xdddd
02:46 Pho: 04:27:105 (1) - this one
02:48 Pho: idk why you squished it right on the corner so hard, pretty sure players will blame you for that because that's one of the really uncomfortable zones to play
02:48 Monstrata: haha
02:48 Monstrata: yea
02:48 Monstrata: i did that cuz i wanted to emphasize that "shout"
02:48 Monstrata: tbh i originally intended to map some screen jump here
02:49 Monstrata: but then slider 3 was in the middle of the screen
02:49 Monstrata: so rip that idea xdd
02:49 Monstrata: i think the SV is still low enough for players to catch the note though
02:50 Pho: how about 04:27:105 (1,2,3,1,2) - moving this somewhere up and more to the right xd and you could set 04:26:812 (3) - here as well: http://puu.sh/myvwG/468995edce.jpg http://puu.sh/myvxV/f9b04e7b23.jpg
02:50 Monstrata: SV is under 1.60x so you can just click on the head and have enough time to hold/readjust
02:50 Pho: eww, fullscreenjump right there feels a bit overpowered. the current ones fine, but the position of the slider is pretty bad
02:51 Monstrata: ill try moving it
02:51 Monstrata: but yea the intention here is to do something exaggerated
02:52 Pho: i think spacing of half the screen gives enough emphasis on that vocal beat already xd
02:52 Monstrata: yea but well, with slider > slider jumps, spacing isn't as much of a factor as flowbreaks
02:52 Monstrata: in terms of creating emphasis
02:53 Monstrata: since slider > slider jumps are much easier to land than slider > circle
02:54 Pho: not too much yes, but it's still a crucial factor
02:56 Pho: k last point: that spinner right at the end
02:57 Monstrata: I increased the SV of the sliders before it so the overall spacing should make the jump a bit easier
02:58 Monstrata: or more expected i guess. like its still a large jump but theres a better built up to it now
02:58 Monstrata: and ok
02:58 Monstrata: NO I WILL NOT MAP THOSE NOTES T___T
02:58 Pho: a more interesting way to end this map would be to snap the spinner at 05:08:670 - to the last prominent drum beat and use the following rhythm up: http://puu.sh/myvZ8/8ec9dfd311.jpg
02:58 Pho: xdddd
02:59 Pho: at least try it out? it feels more pleasing than suddenly ending at that vocal beat
03:00 Pho: btw that last slider is 1/12 snapped at 05:10:053 - and has a length of 5/12 beats rofl
03:00 Pho: *7/12
03:02 Monstrata: yea
03:02 Monstrata: xd
03:02 Monstrata: theres some dumb timing there
03:02 Monstrata: i don't think its 7/12, i think there are just some bpm changes which is another reason why mapping them is just lame xdd
03:03 Monstrata: and yea. mapping stuff after a long spinner is really lame xp
03:03 Pho: but it sounds so accurate plss. did you time the set btw?
03:03 Monstrata: oh. i'm going to decrease HP drain to 5 because of the spinner
03:03 Monstrata: i had goldenwolf time the set
03:04 Pho: okay, that should be accurate enough lol
03:04 Monstrata: 05:09:344 - actually i should take this red line out
03:04 Monstrata: i'll replace it with a green one
03:04 Pho: idk about the last spinner, but 5.5 should be fine, players need that challenge :p and its not like that last spinner is like a happy30 one
03:05 Monstrata: the red one is arbitrary and not even correct, i just put a random value tbh xD
03:05 Monstrata: hmm
03:05 Monstrata: 7.7 drain
03:05 Pho: but it worked for my suggested rhythm LOL
03:05 Monstrata: well the only problem is that before the spinner are a lot of slow sliders so you won't be starting the spinner at full health
03:07 Pho: yes but it shouldn't drain too much and the sliders are easy to aim
03:08 Pho: cant testplay it rn with my broken hands
03:08 Pho: but i'd leave a note behind for the next bn then concernign that point if you dont mind
03:09 Monstrata: okay yea you're right
03:09 Monstrata: 5.5
03:09 Pho: yay xd
03:09 Monstrata: its just weird how F5 in editor doesn't properly show drain time
03:10 Monstrata: but yea. i created a HP 8 version and tested it in-game and it only drains to about 40% when im spinning like 300-350
03:10 Pho: idk seems to be bugging in mine. if you start pretty far into the map near the end, it doesn't even drain at all
03:10 Monstrata: so anyone who can play this map adequately can pass it
03:11 Monstrata: yea lol
03:11 Pho: hp6 maybe? xdddd
03:12 Monstrata: nah
03:12 Monstrata: that would be a bit much i think
03:12 Monstrata: also well the only person who can HR FC this can't spin faster than 400 consistently
03:12 Monstrata: xD
03:13 Monstrata: btw you're aware of the red/green line mismatch on 00:04:710 -
03:13 Monstrata: and why i have that right? ;o
03:14 Pho: not really no. certainly not only for sv change
03:15 Monstrata: no one's really given an answer about why red/green lines with concurrent values are considered gamebreaking but uh if you have like 2 minutes
03:15 Monstrata: https://osu.ppy.sh/forum/p/4781817
03:15 Monstrata: wrote about it here
03:15 Monstrata: basically red line is modifying the objects before it
03:16 Monstrata: green line is modifying values after it
03:16 Monstrata: and it isn't causing any problems since all samplesets/volumes in each corresponding section is what it should be
03:16 Monstrata: ie spinner is properly using NC:5 because you can hear the whistle
03:17 Pho: ahhh
03:17 Pho: that issue you mean
03:17 Monstrata: and 00:04:710 (1,2,3) - are properly using the drum customs
03:17 Pho: yea, im aware of that
03:18 Monstrata: yea i tested this quite a bit and i'm confident the lines are doing what theyre intended to do but well, just so you're aware xD
03:18 Monstrata: i mean, theres no hard rule that this issue is unrankable, ppl have just been blindly dq'ing for it
03:18 Pho: i'll put a small note to the next bn and qat concerning that issue
03:18 Monstrata: because modding assistance points it out
03:18 Monstrata: xD
03:18 Monstrata: yep~
03:19 Monstrata: Alright then, updated :D
Lince Cosmico
Fucking deathstreams are so hard x'D but i liked that jumps :D. shot star. \( * ^ * )/
Milan-
we did some minor stuff
SPOILER
2016-01-27 20:37 Milan-: 04:55:202 (1) - omg this nc
2016-01-27 20:42 Milan-: 01:05:446 (1,2,3,4,1,2,3,4,5,6,7,8,1,2,3,4,1,2,3,4,1) - ithink you could make it look neater doing more curves and less zigzag
2016-01-27 20:43 Milan-: found some patterns that could use more distance like02:49:642 (9,10,1) -
2016-01-27 20:43 Milan-: or 03:01:349 (6,7,1) -
2016-01-27 20:44 Milan-: 04:18:617 (5) - could use finish on head
2016-01-27 21:13 Monstrata: all applied and updated

2222
Kyubey
O, another DragonForce, now in Japanese!
Btw, 00:21:109 (1) - touches the screenborder in 4:3, move it down.
Topic Starter
Monstrata

Kyubey wrote:

O, another DragonForce, now in Japanese!
Btw, 00:21:109 (1) - touches the screenborder in 4:3, move it down.

Damn, okay i moved the whole pattern down a few pixels.
Lince Cosmico
01:53:446 - maybe can finish this with a slider (owo)

Recommend that *w*
Topic Starter
Monstrata

Chekito wrote:

01:53:446 - maybe can finish this with a slider (owo)

Recommend that *w*
I prefer circle here xD. So theres some recovery time after the stream.
Nathan
removed drum-sliderslide since drum-slidertick was already silenced
Shiirn
posting 51 seconds after qual
Mint
Congrats!
Topic Starter
Monstrata
Thanks everyone =DDD
- Reimu
"Long maps with over 5 minutes of draining time fit the Approval category. Only then they are allowed to be single difficulty mapsets. If they are below 5 minutes of draining time, a full difficulty spread is needed and the map will have to be ranked instead." - Ranking Criteria



So why was this qualified?
pishifat
final spinner isnt counted in total drain dood
Yuii-
@Reimu: Map starts at 00:01:091 and finishes at 05:09:344 . That's more than five minutes.
Topic Starter
Monstrata
Total drain is 301750 ms. Please do your math homework next time D:.
MillhioreF
Stacked red and green section at the beginning with different volume and sampleset. I don't like it either, but this is, to the best of my knowledge, strictly unrankable right now.


I'll try to get a rule clarification of this so this hopefully doesn't happen again, since it's pretty dumb. Will try to do a full mod later.
In the meantime, support this thread so we can get this shit dealt with: t/415547
Akiyama Mizuki
:o
MillhioreF
We moved the first redpoint back to the start of the spinner to dodge the weird rule for now, but more importantly we fixed a note that randomly had a hitnormal at 04:43:788 (5) -. SEE THE DQ WASN'T FOR NOTHING. I am a good QAT, honest.

Bubble #1
Doyak
Also I want aimod to be improved. It doesn't fit with the current RC at all...
Akiyama Mizuki

Doyak wrote:

Also I want aimod to be improved. It doesn't fit with the current RC at all...
그러니까요 ㅋㅋ 업데이트가 벌써 언제적인지

fun stuff, gl on ranking
Taeyang
Nice 7 star map :D
chainpullz

Monstrata wrote:

Total drain is 301750 ms. Please do your math homework next time D:.
I did my math homework this time and I've learned how to show that there exists a delta for which every epsilon greater than delta is greater than the drain time of this map. Don't ask me what it is.
nimfa109
Low BPM, long streams, I like it!
Ethayth
Great map!

But why did you choose a BRS background?

You could use a BABYMETAL background like this one: https://r.kyaa.sg/pigxyf.png

Anyway, once again, great map!
fieryrage

- Reimu wrote:

"Long maps with over 5 minutes of draining time fit the Approval category. Only then they are allowed to be single difficulty mapsets. If they are below 5 minutes of draining time, a full difficulty spread is needed and the map will have to be ranked instead." - Ranking Criteria



So why was this qualified?
yo dont take my "not 5 minutes dq" shitcomments seriously man
Musty
OpieOP

add notes 05:10:018 - http://puu.sh/mS3ek/04e8b7a1b7.jpg


OpieOP
Xantaria
that difficulty ramp tho .... after almost SSing the map and having 1500 combo you just get destroyed and die :')
Topic Starter
Monstrata
Made some changes thanks to all the feedback I got.

[Changes]
  1. CS 4 > CS 4.5 Casual Cookiezi. I will make you grind for that 800 pp.
  2. HP 5.5 > 6.5 Casual Cookiezi. HDHRSO Hype!
    HP 6.5 is perfectly manageable for nomod/hd players. Some people even said 5.5 was too forgiving because of my NC pattern of every 4-6 circles during the stream section, and I agree with their reasoning. SO is just a joke calm down.
  3. 02:51:690 (1,2,3) - Buffed some jumps.
  4. Buffed the stream pattern on 02:52:276 - slightly. This should now make the map slightly more difficult. The streams here now match the streams found in the final Kiai so the map should be more difficult overall.
  5. 04:19:788 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - Added some hit-normals here to really emphasize this last stream. I decided, after talking with some more players, to keep the sharp turn here. It's been well-tested now and I can confidently say it plays fine but is definitely going to be a challenge, and you definitely need to be aware of the sharp turn to prepare for it. So don't expect a sight-read FC.
deathmarc4

Monstrata wrote:

CS 4 > CS 4.5 Casual Cookiezi. I will make you grind for that 800 pp.
wow i love making big fundamental changes to my map just so that someone can get more pp hahah ahah a h
Topic Starter
Monstrata

nookls multiacc wrote:

Monstrata wrote:

CS 4 > CS 4.5 Casual Cookiezi. I will make you grind for that 800 pp.
wow i love making big fundamental changes to my map just so that someone can get more pp hahah ahah a h
The point is making the change so he can't get pp xD.

CS 4.5 fits just as well on this map.
Kite
cs 4.5 best cs tbh
-NeBu-
well, from good map with CS4 its kinda shitty with CS4.5 in my opinion. i dont like it. :|
Kirk
Does anyone still have the version before the lastest update? was much better to play without the new jumps
Topic Starter
Monstrata
I only changed two sliders lol. Exact same flow, just slightly larger
Milan-
2^2+2-2/2*2%2
Xantaria
hmm prefer the bigger circles but that's just me being a 1k player noob i guess
Nelly


Testplayed your map and needless to say it J-Pop Stream Massacre
Its really awesome but some streams made me confuse (especially space streams)
Not bad! :D
nimfa109

Ethayth wrote:

Great map!

But why did you choose a BRS background?

You could use a BABYMETAL background like this one: https://r.kyaa.sg/pigxyf.png

Anyway, once again, great map!
BRS background looks much better than babymetal I think.
Shiirn

[ Nimfagryuf ] wrote:

BRS background looks much better than babymetal I think.
Akiyama Mizuki
^
plus it fits the song well
MrPotato
stop mapping triangles god damit
20Below
RIP this beatmap [*]
Nathan
checked and no changes
Cryptic
Congratz 3.0? ithink
Frim4503
so, monstrata love babymetal ?
why don't you map this as well :)
https://www.youtube.com/watch?v=nDqaTXqCN-Q
VINXIS

MrPotato wrote:

stop mapping triangles god damit
legendary ehxagon mapor
Shirona
04:11:885 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4) - this part is too long to clearly fc ( hard for stamina )
04:14:812 (1,2,3,4,5,6,7,8) - so i think change this part stream -> reverse slider will be better
Lince Cosmico

Flamie Spidlow wrote:

04:11:885 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4) - this part is too long to clearly fc ( hard for stamina )
04:14:812 (1,2,3,4,5,6,7,8) - so i think change this part stream -> reverse slider will be better
This map is aproved llmao
Kalibe
awesome
Topic Starter
Monstrata

Flamie Spidlow wrote:

04:11:885 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4) - this part is too long to clearly fc ( hard for stamina )
04:14:812 (1,2,3,4,5,6,7,8) - so i think change this part stream -> reverse slider will be better
Get better before you say that :P.
Shirona

Monstrata wrote:

Flamie Spidlow wrote:

04:11:885 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4) - this part is too long to clearly fc ( hard for stamina )
04:14:812 (1,2,3,4,5,6,7,8) - so i think change this part stream -> reverse slider will be better
Get better before you say that :P.
Do as you wish :D just my think
Taeyang
Wow awesome stream map~!
I Must Decrease
EDIT: Test difficulty fails, not full version.
vetochka

Xexxar wrote:

Cookiezi cannot pass last spinner on HR.

Please DQ and lower hp drain.
Chezus

Xexxar wrote:

Auto cannot pass this on HR.

Please DQ and lower hp drain.
Auto passes just fine, but yeah you have to spin at least like 440 I think. Which is too much. I think it needs to be DQed and changed.
Peydey
GG HR Spinner, Run killer, Cookie slayer
Taboki
Welp, hard map is hard
minus
.
kricher
get the spinner shorter or lower the drain
people will get to the level of hring it (cookiezi,index) and will fail at spinner
Topic Starter
Monstrata
Spin faster is all I can say. It's not even close to being "impossible", it shouldn't even be difficult for people with the ability to FC this on HR. It just means they skipped spinner day and need to start training that department more. Also, if you've been FC'ing up to that part you only need to spin above 420 drain which is very reasonable. I had the drain well-tested before implementing it. I actually could have made the HP even higher but then it'd be nearly impossible for the current 2 players who can dream of HR'ing it. Right now it's definitely a challenge, but what part of a 7.25 star map isn't supposed to be challenging anyways.

I will not be changing the HP because the map wasn't made for Cookiezi to farm an easy 800 pp :). It's made for people in the top 500.
I Must Decrease

Monstrata wrote:

Spin faster is all I can say. It's not even close to being "impossible", it shouldn't even be difficult for people with the ability to FC this on HR. It just means they skipped spinner day and need to start training that department more. Also, if you've been FC'ing up to that part you only need to spin above 420 drain which is very reasonable. I had the drain well-tested before implementing it. I actually could have made the HP even higher but then it'd be nearly impossible for the current 2 players who can dream of HR'ing it. Right now it's definitely a challenge, but what part of a 7.25 star map isn't supposed to be challenging anyways.

I will not be changing the HP because the map wasn't made for Cookiezi to farm an easy 800 pp :). It's made for people in the top 500.
Yeah my bad, test difficulty hp drain isnt same as actual.
Topic Starter
Monstrata
How HP drain works.
There are two components to HP drain. The first is the consistent "drain" that you will visibly see on your health bar. This is the "drain" everyone notices, but has anyone tried to measure the rate in which HP is drained?

The answer is not as simple because there is a second component of HP drain. HP drain also takes into account the full map's object density. The drain will scale down based on how dense the map is. If you compared two mapsets with the same HP, one with a bunch of 1/4 streams, and one with simple 1/2 triangle jumps, your HP-lost per second on the 1/4 streamy map will be less than on a 1/2 triangle jump map. Similarly, if you compare two maps with the same drain, one being 5 minutes long, and one being 2 minutes long. Everything else held constant, the map that's 5 minutes long will have a less demanding drain than a 2 minute map.

Why was Cookiezi unable to pass the spinner at the end on his "test diff"? Because that test diff neglected an extremely large portion of the map's object density.

Try watching Auto HR the map. You'll notice that Auto is nearly full health even after the slow sliders before the spinner.
Jerome
deleted
MillhioreF
The official stance on mods is that they're allowed to have fake difficulty. Otherwise certain weird stacks and sliders would be unrankable because they're unreadable on Hidden. As long as the map is possible on HR (which it is) I don't see the issue.

That said, I feel like the map changing to CS4.5 instead of CS4 is a bit dumb, but that's just my opinion, and not something I feel strongly enough about to disqualify over.
Kite
Quick rundown on HP drain and what influences the speed of drain.
Initial HP drain value and new combo placement in the beatmap.
Note density and OD value in the settings.

The last object of a combo provides a bigger restoration to the HP drain bar, so having more NCs in your beatmap automatically increases the drain to compensate that.
A bigger note density over time increases the drain because there are obviously more objects to hit and recover HP from than on lower density.
OD just increases the overall drain and how much HP you lose on a miss.

Apparently many people were confused about this, and this should make it obvious why a "test" difficulty doesn't provide legitimate feedback for the actual beatmap when it comes to drain.
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