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posted
This beatmap was submitted using in-game submission on Tuesday, January 31, 2017 at 5:37:28 PM

Artist: AAAA
Title: Bokutachi no Tabi to Epilogue.[Long ver.]
Source: BMS
Tags: Our Journey And Epilogue Groundbreaking -G2R2014 Compilation Album- 8-bit 8 bit chiptune
BPM: -600
Filesize: 7171kb
Play Time: 06:02
Difficulties Available:
  1. Conclusion (5.28 stars, 1237 notes)


Download: AAAA - Bokutachi no Tabi to Epilogue.[Long ver.]
Information: Scores/Beatmap Listing
---------------




The end of the journey is just the beginning of a new one







download old diff here
posted
first.

>51bpm
>5.6*

w-what happens
posted
x
posted
I'll collaborate or hitsound if you know what I mean *Wiggles eyebrows*



No but seriously, hopefully you can get this ranked because I actually really like this song.
posted
dam that image size lol, fizz is doing hitsounds soooo idkkk
posted

Battle wrote:

dam that image size lol, fizz is doing hitsounds soooo idkkk
i gotchyu fam if fizz decides to quit on you ;wwwww;
posted
We meet again

General
Alright first off you need combo colors - suggestions: blue, turquoise, purple, gray
Make sure those hitsounds get in too

This Is A Story About A True Ending
00:59:747 (1,2,3) - I feel like this would surprise some people, especially since they have lower DS than the stream before it.
01:00:360 (1,1) - blanket not perfect
02:24:940 (1,4) - might look a bit better without this overlap
02:32:807 (2,4) - blanket not perfect
02:40:655 (5,6,7) - these are supposed to be 1/6 notes, not 1/4
02:43:189 (1) and 02:50:583 (1) - I think a slider is fitting here, but thats up to you
02:45:735 (1,2) - blanket
02:48:043 (5,6,7) - 1/6
02:51:272 (1,3) - blanket
02:57:964 (1,2) - blanket?
03:03:446 - 1/8 here, but dont have to put it in
03:46:282 (3,4) - blanket?
03:52:615 - i was super confused when i played this section, but probably just because it turned into 1/3
04:51:575 (4,5) - might catch someone off guard since the reverse arrow is under 4

Cool song, good luck!
posted
y

Yahuri wrote:

We meet again

General
Alright first off you need combo colors - suggestions: blue, turquoise, purple, gray
Make sure those hitsounds get in too [/color]

This Is A Story About A True Ending
00:59:747 (1,2,3) - I feel like this would surprise some people, especially since they have lower DS than the stream before it.
01:00:360 (1,1) - blanket not perfect
02:24:940 (1,4) - might look a bit better without this overlap Doesn't affect anything in game tho, they aren't even on the screen at the same time except for the after circle
02:32:807 (2,4) - blanket not perfect
02:40:655 (5,6,7) - these are supposed to be 1/6 notes, not 1/4 I think you modded before i updated rip
02:43:189 (1) and 02:50:583 (1) - I think a slider is fitting here, but thats up to you I like circles here
02:45:735 (1,2) - blanket
02:48:043 (5,6,7) - 1/6 same
02:51:272 (1,3) - blanket This is just supposed to be in the curve lol, primarily was focused on putting slider repeat on slider start
02:57:964 (1,2) - blanket? naw
03:03:446 - 1/8 here, but dont have to put it in Yeah, I'll choose to ignore this 1/8 here
03:46:282 (3,4) - blanket? naw
03:52:615 - i was super confused when i played this section, but probably just because it turned into 1/3 It got nerfed so it should be playable, plus it's not 1/3, it worse than that, 1/6 lol
04:51:575 (4,5) - might catch someone off guard since the reverse arrow is under 4 No playtesters seemed to have trouble with it, by the time you've went to go to 5 slider start the repeat is visible

Cool song, good luck!


ty

you know which colors/ no replies means
posted
I think this would be a better background but that's up to you

posted
nice
posted
Free PP
2016-11-20 23:34 Battle: ACTION is editing [https://osu.ppy.sh/b/908800 aaaa - Bokutachi no Tabi to Epilogue.[Long ver.] [Conclusion]]
2016-11-20 23:34 Battle: d
2016-11-20 23:34 Kocari: which one?
2016-11-20 23:34 Battle: conclusion diff
2016-11-20 23:41 Kocari: eEZ
2016-11-20 23:41 Battle: should I colorhax some of the stuff in the slow section lol?
2016-11-20 23:41 Kocari: if ya want yeah
2016-11-20 23:41 Kocari: the spacing leading
2016-11-20 23:41 Kocari: into the different ime signatures
2016-11-20 23:42 Kocari: threw me off since it transitioned so quickly
2016-11-20 23:42 Battle: ah
2016-11-20 23:42 Battle: oh that's why it looked so weird
2016-11-20 23:42 Battle: something was ctrl + g'd rhythm lmao
2016-11-20 23:43 Kocari: ah
2016-11-20 23:43 Battle: cuz I was trying to make a blanket good
2016-11-20 23:43 Kocari: trying to make me fail?
2016-11-20 23:43 Kocari: I get it
2016-11-20 23:43 Battle: p l s
2016-11-20 23:44 Battle: tbh I didn't rly expect you to be a rly high rank lol
2016-11-20 23:44 Battle: idk y
2016-11-20 23:44 Kocari: I lost
2016-11-20 23:44 Kocari: a lot of rank
2016-11-20 23:44 Kocari: for afk
2016-11-20 23:44 Kocari: and playing on mouse
2016-11-20 23:44 Battle: rip
2016-11-20 23:44 Kocari: its funny
2016-11-20 23:44 Kocari: no one expected me to be high rank either
2016-11-20 23:44 Kocari: lel
2016-11-20 23:44 Battle: you just don't really SEEM to be a rly high rank lmao
2016-11-20 23:45 Kocari: good stuff
2016-11-20 23:45 Kocari: oh shit
2016-11-20 23:45 Battle: i don't rly feel like colorhaxing now that I think about it cuz I've never done it and it sounds like a pain
2016-11-20 23:45 Kocari: taiko mentee stuff is out
2016-11-20 23:45 Kocari: I need to sign up
2016-11-20 23:45 Battle: o
2016-11-20 23:45 Battle: trying to map taiko?
2016-11-20 23:46 Battle: it's kinda funny how all the mentor program things are just copy-pasted versions of yuii-'s\
2016-11-20 23:46 Kocari: yeah
2016-11-20 23:46 Battle: with words changed to support their game mode
2016-11-20 23:53 Battle: o ya
2016-11-20 23:53 Battle: btw what did u think of the stream at the start?
2016-11-20 23:54 Kocari: which
2016-11-20 23:54 Kocari: its good until it got to this part 00:58:981 (6,7,8) -
2016-11-20 23:55 Kocari: some people might honestly hit (8) first before (7)
2016-11-20 23:55 Kocari: given if they read it as a 1/4 and react to the single note before the next 1/4
2016-11-20 23:55 Battle: aight I'll change it to make it more clear
2016-11-20 23:56 Battle: [http://puu.sh/sppAK/19a7df9ae0.jpg seem better to you?]
2016-11-20 23:58 Kocari: that's nice but I'd rather you keep what you have rather than change it
2016-11-20 23:58 Kocari: make a rotational pattern
2016-11-20 23:58 Kocari: leading into the next slider
2016-11-20 23:58 Kocari: example
2016-11-20 23:58 Kocari: http://puu.sh/sppET/4b35062a99.jpg
2016-11-20 23:59 Battle: oh I see what you mean
2016-11-20 23:59 Battle: http://puu.sh/sppHs/f19e873beb.jpg
2016-11-20 23:59 Battle: look about right?
2016-11-20 23:59 Battle: I'm p bad at these rotational things tbh lmao
2016-11-20 23:59 Kocari: yeah
2016-11-21 00:00 Battle: mk
2016-11-21 00:00 Battle: thx for the feedback cuz the stream is kinda hard to judge whether or not it's a problem with the stream itself
2016-11-21 00:00 Battle: or the sudden fast bpm that catches everyone off guard
2016-11-21 00:00 Kocari: really the only hard part about your map
2016-11-21 00:01 Kocari: 01:15:756 (13,14,15,1) -
2016-11-21 00:01 Kocari: not really a bad thing
2016-11-21 00:01 Kocari: its just the hardest
2016-11-21 00:01 Battle: ah
2016-11-21 00:01 Battle: yeah I'd like to keep those since they go along with the rly fast beats while making them kinda clickable lol
2016-11-21 00:01 Kocari: I usually expect 01:16:001 (1) - to be further spacing to compensate for emphasis
2016-11-21 00:01 Battle: ah
2016-11-21 00:02 Battle: so spacing like http://puu.sh/sppNm/cbf7564dbd.jpg would be better?
2016-11-21 00:03 Kocari: try 4.20ish spacing
2016-11-21 00:03 Kocari: thats what I would expect
2016-11-21 00:03 Battle: mm wouldn't 4.2 be too big since it's 1/8 away tho?
2016-11-21 00:05 Kocari: As a player you'd kind of want to expect that from the next note especially if the 1/8 you have are exceedingly fast pace
2016-11-21 00:05 Kocari: its kind of counter intuitive to build that type of momentum into a note that has the same spacing and has an emphasis behind it
2016-11-21 00:06 Battle: hmm I'll keep it touching a little bit for now, since 1/8 away can be really unforgiving in terms of slider breaks or something
2016-11-21 00:06 Battle: it would be somewhat unfair in a way for players to always break on these streams because the have about ~40 ms to react to hit the next note
2016-11-21 00:06 Kocari: yeah
2016-11-21 00:07 Battle: also I moved the triplets after streams like that cuz they just felt uncomfortable most of the time
2016-11-21 00:07 Battle: since the small spacing felt counter intuitive to the momentum of the 1/8 stream lol
2016-11-21 00:08 Battle: thx for the feedback tho most ppl when I ask for testplays when I ask "what did you feel was off" they usually reply "it was fine"
2016-11-21 00:09 Kocari: oh yeah I forgot to say that
2016-11-21 00:09 Kocari: ITS GOOD
2016-11-21 00:09 Kocari: thats what I say to every kibb testplay
2016-11-21 00:09 Kocari: or mod
2016-11-21 00:09 Battle: lmfaooo
2016-11-21 00:10 Kocari: Give tahis 6 more mods
2016-11-21 00:10 Kocari: and 2 pro player testplays
2016-11-21 00:10 Kocari: it'll be ranked
2016-11-21 00:10 Kocari: INSTINCTS
2016-11-21 00:10 Battle: except I suck at finding bns lmao
2016-11-21 00:10 Kocari: oh really
2016-11-21 00:10 Battle: I'm still trying to get my kisetsu map ranked cuz I feel it's perfect
2016-11-21 00:10 Kocari: that job it surprisingly easy
2016-11-21 00:10 Kocari: lol
2016-11-21 00:11 Battle: liiiike
2016-11-21 00:11 Battle: ACTION is listening to [https://osu.ppy.sh/b/1087018 amazarashi - Kisetsu wa Tsugitsugi Shindeiku]
2016-11-21 00:11 Kocari: I find getting mods is harder because everyone keeps losing to me on chess
2016-11-21 00:11 Battle: play it lmao I feel it's my best map tbh
2016-11-21 00:11 Kocari: and no one wants to challenge
2016-11-21 00:11 Kocari: lol
2016-11-21 00:11 Battle: chess is harddd
2016-11-21 00:11 Kocari: I can honestly
2016-11-21 00:11 Kocari: grab you a bn on that map
2016-11-21 00:12 Kocari: in an instinct
2016-11-21 00:12 Kocari: if its good enough
2016-11-21 00:12 Battle: I tried to get yuii lmao
2016-11-21 00:12 Battle: best I got from him was basically "lower hitsounds"
2016-11-21 00:12 Kocari: yeah Yuiis- a busy argentenian
2016-11-21 00:12 Kocari: I got Ayyri to rank a modhelp for me
2016-11-21 00:12 Kocari: now just take that into consideration
2016-11-21 00:12 Kocari: someone from modhelps map
2016-11-21 00:12 Kocari: got a BN and ranked
2016-11-21 00:13 Battle: o wow
2016-11-21 00:13 Battle: who?
2016-11-21 00:13 Kocari: FailiureAtOsu
2016-11-21 00:13 Battle: ah
2016-11-21 00:13 Battle: >meme seal
2016-11-21 00:13 Battle: :joy: :gun:
2016-11-21 00:14 Kocari: ayy
2016-11-21 00:14 Battle: but you wanna test the kisetsu map since you seem good at pointing out what you feel is off? xd
2016-11-21 00:15 Kocari: sure
2016-11-21 00:15 Battle: aight speccing again
2016-11-21 00:15 Kocari: its a good song
2016-11-21 00:16 Battle: do you need me to /np it again?
2016-11-21 00:16 Battle: o nvm lol
2016-11-21 00:22 Battle: so did you feel anything was off?
2016-11-21 00:22 Battle: cuz I can't self mod this at this point
posted
irc
2016-11-27 21:53 Battle: can you test pls
2016-11-27 21:53 Seto Kousuke: sure bro
2016-11-27 21:53 Battle: there's some complex rhythms n stuff so yeah just watch out for that
2016-11-27 21:53 Seto Kousuke: okay
2016-11-27 21:53 Battle: I just need to check this one thing at the end of the map since people said that it might be possible to die at that part with hr
2016-11-27 21:54 Seto Kousuke: spinner ?
2016-11-27 21:54 Seto Kousuke: or long sliders
2016-11-27 21:54 Battle: it's kinda just a second or two where there's just
2016-11-27 21:54 Battle: nothing
2016-11-27 21:54 Seto Kousuke: lols
2016-11-27 21:54 Battle: cuz the song kinda pauses
2016-11-27 22:00 Seto Kousuke: nah, it's fine
2016-11-27 22:00 Seto Kousuke: but some transitions are really terrible to play
2016-11-27 22:00 Seto Kousuke: and u should adapt some things
2016-11-27 22:00 Seto Kousuke: also, the offset is right ?
2016-11-27 22:01 Battle: yeah
2016-11-27 22:01 Battle: it's kinda hard tho for the transitions
2016-11-27 22:01 Seto Kousuke: 04:16:069 (1,2,3,4,5,6,7) - no pls
2016-11-27 22:01 Battle: because they're for the most part just extremely sudden
2016-11-27 22:01 Battle: d
2016-11-27 22:01 Seto Kousuke: none of the times u used that
2016-11-27 22:01 Battle: it's weird cuz the first like 5 testplays I had for it
2016-11-27 22:01 Seto Kousuke: were playing fine neither intuitive
2016-11-27 22:02 Seto Kousuke: xD
2016-11-27 22:02 Battle: did those fine but the last many I've gotten have like missed the end of it
2016-11-27 22:02 Seto Kousuke: it's because there are many changes of rythm and DS
2016-11-27 22:02 Seto Kousuke: and that sounds bad for the music sound
2016-11-27 22:02 Seto Kousuke: could be way better if you like
2016-11-27 22:02 Seto Kousuke: make a hold slider + 2 or 3 kick sliders with a single note on the end
2016-11-27 22:02 Seto Kousuke: with a funky but not forced pattern
2016-11-27 22:03 Battle: hmm I'll try sth
2016-11-27 22:03 Seto Kousuke: also
2016-11-27 22:03 Seto Kousuke: i'm trying to find the 4 notes 1/6
2016-11-27 22:03 Seto Kousuke: the first one, make a slider
2016-11-27 22:03 Seto Kousuke: it's too sudden
2016-11-27 22:03 Seto Kousuke: 02:40:655 (1,2,3) - here
2016-11-27 22:03 Battle: aight
2016-11-27 22:04 Battle: cuz I've gotten suggestions for that
2016-11-27 22:04 Battle: cuz I've asked two bns and they said it's very much readable
2016-11-27 22:04 Battle: but players tend to miss the first one
2016-11-27 22:04 Seto Kousuke: BNs know shit
2016-11-27 22:04 Seto Kousuke: because 90% of them are bad players
2016-11-27 22:04 Seto Kousuke: and don't know what hurts reading/aim
2016-11-27 22:04 Battle: rip
2016-11-27 22:04 Seto Kousuke: they just assume they know because they're ''BN''
2016-11-27 22:04 Seto Kousuke: that stack with the sudden 1/6 isn't friendly
2016-11-27 22:04 Battle: tbf though one of the ones who gave their opinion
2016-11-27 22:04 Seto Kousuke: specially HD
2016-11-27 22:04 Battle: is 4k
2016-11-27 22:05 Seto Kousuke: 4k player still bad
2016-11-27 22:05 Seto Kousuke: just because he can farm some monstratas
2016-11-27 22:05 Seto Kousuke: don't mean he knows a lot about gameplay
2016-11-27 22:05 Seto Kousuke: it just means he know how to make a 2 minute clicking of 1/2 and have 300pp easily
2016-11-27 22:05 Battle: tru lol
2016-11-27 22:06 Seto Kousuke: that's the problem with nowadays mapping
2016-11-27 22:06 Seto Kousuke: it became modern art
2016-11-27 22:06 Battle: 02:40:655 (1,2,3) - for this would it also be fine to just make the last note a slider?
2016-11-27 22:06 Seto Kousuke: with dictators who think they know shit lfdskalfçasdf
2016-11-27 22:06 Battle: rip
2016-11-27 22:06 Seto Kousuke: no
2016-11-27 22:06 Seto Kousuke: the problem is the 4 clicking with stacked thing
2016-11-27 22:06 Seto Kousuke: you either unstack it
2016-11-27 22:06 Seto Kousuke: and put a bit of DS to show ''HEY, IT'S 1/6''
2016-11-27 22:06 Seto Kousuke: because it's the first time it happens
2016-11-27 22:07 Battle: naw I mean like [http://puu.sh/swKGc/63375a6fec.jpg this]
2016-11-27 22:07 Seto Kousuke: or you make it a reverse slider so the player hear and ''ohh, 1/6''
2016-11-27 22:07 Battle: so it would basically be like a triplet
2016-11-27 22:07 Seto Kousuke: yeah, that could work
2016-11-27 22:07 Seto Kousuke: because i played it like a triplet
2016-11-27 22:07 Battle: mk
2016-11-27 22:07 Seto Kousuke: so this could work
2016-11-27 22:07 Battle: yeah like all the players
2016-11-27 22:07 Battle: play it like a triplet
2016-11-27 22:07 Battle: and miss the last note
2016-11-27 22:07 Seto Kousuke: yup
2016-11-27 22:07 Battle: so I feel this would be the best way to represent it without unfair slider break
2016-11-27 22:08 Battle: other one is cool to keep tho since I already introduced that it was 1/6 tho right?
2016-11-27 22:08 Seto Kousuke: yup
2016-11-27 22:08 Battle: or maybe make it a slider as well to avoid any unnecessary complications?
2016-11-27 22:08 Seto Kousuke: the other ones i got it without problems
2016-11-27 22:08 Seto Kousuke: the problem is only the first one
2016-11-27 22:08 Seto Kousuke: because it's tooo sudden
2016-11-27 22:09 Seto Kousuke: the rest is playing fine, good to play, fun to read
2016-11-27 22:09 Seto Kousuke: any adjustments only with decent mod and stuff
2016-11-27 22:09 Battle: 04:16:069 (1,2,3,4,5) - for this does [http://puu.sh/swKNc/bf9cce6b2e.jpg this] seem like it would work better
2016-11-27 22:09 Seto Kousuke: if u need any more checks or something, just poke <3
2016-11-27 22:09 Battle: mk xd
2016-11-27 22:09 Seto Kousuke: yes
2016-11-27 22:09 Seto Kousuke: a lot better
2016-11-27 22:10 Battle: aight
2016-11-27 22:10 Seto Kousuke: if you do something along these lines
2016-11-27 22:10 Seto Kousuke: on the other times of this same sound
2016-11-27 22:10 Seto Kousuke: would also feel way better
2016-11-27 22:11 Battle: kk
2016-11-27 22:11 Battle: does the start seem fine though?
2016-11-27 22:12 Battle: cuz that's kinda hard to indicate that it speeds up a lot lol
2016-11-27 22:12 Seto Kousuke: it is, you can't do much about it
2016-11-27 22:12 Seto Kousuke: but
2016-11-27 22:12 Seto Kousuke: what bothered me is that there is too many single taps
2016-11-27 22:12 Seto Kousuke: sometimes i felt like
2016-11-27 22:12 Seto Kousuke: i was playing something stronger than i was hearing
2016-11-27 22:12 Seto Kousuke: so it felt kinda forced
2016-11-27 22:12 Seto Kousuke: some notes i think could be sliders
2016-11-27 22:12 Battle: alright
2016-11-27 22:12 Seto Kousuke: to make it less tense and a bit more loyal to the song
2016-11-27 22:12 Seto Kousuke: :3
2016-11-27 22:12 Battle: I'll try to tone down it a bit
2016-11-27 22:12 Seto Kousuke: hai hai
2016-11-27 22:13 Battle: since it's kinda just the first combo that has like a lot of single taps
2016-11-27 22:13 Seto Kousuke: yeah
2016-11-27 22:13 Seto Kousuke: and it's really hard to keep acc good
2016-11-27 22:13 Seto Kousuke: on really calm parts full of single taps
2016-11-27 22:14 Battle: thx for the input
2016-11-27 22:14 Battle: you can post for kds btw
2016-11-27 22:14 Battle: ACTION runs
2016-11-27 22:14 Seto Kousuke: i don't really care, but that will help you with priority
2016-11-27 22:14 Seto Kousuke: sooo
2016-11-27 22:14 Seto Kousuke: sec


<3
posted
dang maps like these are fun to play, but i cant mod but i do it for the m4m anyway ;w;

this song sounds fairly positive and cheery (right for the season) but the combo colors look bleak. i get that its supposed to complement the BG, but i just dont feel it

00:17:740 (3,4) - no blanket? :(
00:30:512 (1) - for most of the part in the intro, the sliders point to the next hitcircle. i think would flow better if this did too, tho its slow part so doesnt matter much
00:57:602 (1,2,3,4,5,6,7,8,9,10) - consider mapping the triplets. the first time i heard, i heard the triplet horn clearier than the muddy streams. it took me a lot of effort to actually confirm that those 1/4 streams are actually 1/4. they definitely are 1/4 tho
00:58:828 (5,6,7,8) - i personally dislike linear kicksliders in favor of more edgy ones. seems easier to hit for me. also, 00:59:288 (8) make this slider too? theres definitely stuff to support it. a remap could look like this:

you'd have to move stuff after tho.

01:00:360 (1) - no leik the overlap with itself
01:06:494 (7,8,1) - why is this particularly different from the rest? at least 01:10:756 (1,2,3) can be justified by the tone shift up.
01:09:773 (4,1) - this is a pretty obvious deviation from the previous patterns when the music doesnt seem to shift too much and the kick sliders as a result seem to be emphasizing something that doesnt exist (doesnt seem to be anything major at either head). meanwhile, i can justify 01:12:232 (2,3) due to those high pitched new thingies.
01:15:674 (12,13,14,15,1) - since this curves, can u make 01:16:001 (1) consistent with those hitcircles and heads?
01:16:248 (3) - hm cause this has hitsound, i would put one on 01:16:166 (2) cause in my eye, seems to have same emphasis.
01:26:330 (11,12) - right now, the standard whistle hitsound for this seems too intense for these notes. in the progression of notes up to here, this should be the softest. even tho it might be at the moment, idk it just sounds too sharp and biting ¯\_(ツ)_/¯
01:25:182 (1,2,3,4,5,6,7,8,9,10,11,12) - you could also do something where the distances decrease, following volume
01:57:313 (4,5) - even for kicksliders, i think the gap is uncharacteristically large for this section. consider moving 01:57:313 (4) far up right and 01:57:477 (5) right next to it?
02:08:460 (1) - i think this might be better as part of the curve, unless you purposely want emphasis.
02:08:624 (2,3,4,5,6,7) - imma try to convince you why this rhythm is better:

so as far as background precussion goes (the shuffling sound), it doesnt exist on 02:08:952 (5).
even though there is a note on 02:08:952 (5), the main emphasis of your current pattern is the payload that is 02:09:116 (7) which i would think would be better emphasized thru a slider before it. furthermore, 02:09:444 (8) tail is pretty much as important as this.
02:09:444 (7) - also u can put something right before for that shuffle sound, and same for objects after this.
02:25:385 (3,4) - consider making 02:25:385 (3) a repeated slider so that 02:26:054 starts a new pattern, just like its a new musical phrase.
02:27:166 (2) - ooh make clickable pls. i feel that the whistles should be clicked and not necessarily 02:27:831 (4). i get some parts of your emphasis but since the tail of 02:26:723 (1) is already what it is, maybe 02:27:166 (2) can be hitcircles and 02:27:831 (4) be a tail too.
03:15:283 (1) - too much overlap for my taste.
03:54:870 (3,4,5,6) - cause 1/3 is established by now, u can make this spaced instead of stack.
04:09:889 (6) - dont get why head has no hitsound
04:16:069 (1,2,3,4,5) - i know you want this to stand out, but the density already adds up so 04:16:425 (4) doesnt need to be sooo far away imo.
04:31:031 (1) - consider removing this (spinning when no noise) and adding a slider for the next note. hmm i guess spinner would fit later, but it would be too short so you decided to drag it forward.
04:32:781 (1) - 3curvy5me
04:40:515 (3) - y this drum and not 04:38:902 (3)? just a regular whistle is good imo
04:43:713 (3) - y this drum and not 04:42:114 (3)?
04:46:911 (4) - the drum is progressively getting louder and louder. it doesnt make sense that sometimes you put it in and other times you leave it out.
04:45:712 (5) - i think this should not be repeated slider. maybe same as 04:44:913 (2,3)
04:55:706 (1,2,3,4,5) - could you try to map the piano here? i think its quite interesting even tho hard to read (altho it can definitely be made to be read more easily with right patterns and rhythm)
05:00:504 (1,2) - hmm this gonna bother me
05:05:501 (1,2,3,4,5,6) - consider making this kicksliders due to more emphasis on white and red (aka major) ticks.
05:06:101 (7) - you can make this lower SV then contrast by making 05:06:500 (8) regular SV.
05:20:141 (6) - consider splitting to hitcircles
05:28:381 (3) - i dont like how the hitcircle or head is too close to 05:28:016 (2)
05:54:914 (1,2,3) - even tho its "loud", i would prefer this low SV. current feels too fast. maybe bend too.
05:56:111 (1,2,1,1) - consider making this 3 fancy-ass sliders. you'd have to buff SV a little tho.

lots of opinions being voiced cause otherwise i wouldnt have anything to say :o
anyway good, fun, and interesting map. good luck ranking!
posted
m4m

00:38:061 (1) - its audible but there is no clear sound, make it 5%
01:01:280 (2,3) - stack
01:11:494 (5,6) - this confused. place it here for better playability http://i.imgur.com/wMuI3GO.png
01:15:674 (12) - nc ? guess its harder to read without
03:20:543 (7) - ^
02:08:133 (9) - ^
01:17:641 (4,6) - make blanket here or break this 01:19:609 (6,1)
01:32:395 (3,4) - stack
02:25:385 (3,4) - feels too close. fuck ds tbh
02:42:498 (2) - lol dont get why this is not like previous 02:41:577 (2,1,2) -
02:51:272 (4,5) - http://i.imgur.com/CytYIWR.png can improve blanket
02:57:035 (6,1) - stack
03:39:726 (2,3,4) - cant understand why not something easier to play http://i.imgur.com/qGAbETc.png there is not something special in the music
03:51:907 (1,2,3,4,1,2,3,4) - this should be 1/6
04:25:730 (3,4) - could be like this http://i.imgur.com/OwE32T9.png or something you did before http://i.imgur.com/Is3zhex.png with 5% tail. dont like how you skipped sound here..
04:50:909 (1,2) - make distance like here 04:49:710 (2,3)
05:05:501 (1,2,3,4,5,6) - since sound changes maybe do spacing according to it. like fisr 3 make 1x and others 0.5
05:06:101 (1,2) - play with audio changes. for example make first 20% and second rising to 40%
05:13:800 (3,4) - make something similar with 05:13:056 (1,2) -
05:26:925 (4,5) - 05:27:289 (5,1) - make similar distances
05:28:016 (2,3) - bad overlap this should work better http://i.imgur.com/730cvYd.png
05:45:600 (1) - 5%
05:51:182 (4) - it on purpose i guess but id make it 1/6 anyway not 1/3

good map
posted
Came from my modding queue xD

Mod :)
Tbh, i didn't find a lot of flaws in your difficulty but these are just a few minor things that i suggest changing *but idk if it needs to be changed lol*

01:12:723 (6,7) - The body of the sliders are a bit weird considering it is after the sliders in 01:12:232 (2,3) Consider to change that >.<
01:15:674 (12) - Add NC over here
02:08:132 (9) - ^
03:20:543 (7) - ^
03:49:232 (5,1,2,3) - oooohhh....uhm... that overlap is kinda nasty.... might wanna change that but its not a must
05:57:440 (1) Might wanna replace that spinner with a slow slider, but it really isn't a must to change, just thought of pointing that out


Annnnnnnnnd yeah, i didn't find a lot..... P.S wtf its such a nice map, keep it up!
posted
jz

JeZag wrote:

dang maps like these are fun to play, but i cant mod but i do it for the m4m anyway ;w;

this song sounds fairly positive and cheery (right for the season) but the combo colors look bleak. i get that its supposed to complement the BG, but i just dont feel it I'll see if I can find a more livelier bg, for now I'll keep the background and colors the way they are

00:17:740 (3,4) - no blanket? :(Nope, I like the upward movement, and don't want to make the curve more curved
00:30:512 (1) - for most of the part in the intro, the sliders point to the next hitcircle. i think would flow better if this did too, tho its slow part so doesnt matter much Flow break emphasizes piano
00:57:602 (1,2,3,4,5,6,7,8,9,10) - consider mapping the triplets. the first time i heard, i heard the triplet horn clearier than the muddy streams. it took me a lot of effort to actually confirm that those 1/4 streams are actually 1/4. they definitely are 1/4 tho I hear the 1/4 more clearly tbh, I can't really hear the triplets cuz to me it's kinda just all meshed into one long 1/4 stream in the music
00:58:828 (5,6,7,8) - i personally dislike linear kicksliders in favor of more edgy ones. seems easier to hit for me. also, 00:59:288 (8) make this slider too? theres definitely stuff to support it. a remap could look like this: I prefer my current sliders, they've been tested plus it was a nice suggestion by kocari to keep the circular flow, this map isn't trying its best to fit the meta xd

you'd have to move stuff after tho.
01:00:360 (1) - no leik the overlap with itself It's not too bad imo, since like it's an important note, having a unique visual to a unique note is good in this case imo
01:06:494 (7,8,1) - why is this particularly different from the rest? at least 01:10:756 (1,2,3) can be justified by the tone shift up.
01:09:773 (4,1) - this is a pretty obvious deviation from the previous patterns when the music doesnt seem to shift too much and the kick sliders as a result seem to be emphasizing something that doesnt exist (doesnt seem to be anything major at either head). meanwhile, i can justify 01:12:232 (2,3) due to those high pitched new thingies. It's there to show that there's something changing in the music, while it's not always on a player's mind, when something drastically changes such as this, it can be easy to realize that there's probably going to be a shift in how something works in the map due to something changing in the music as well
01:15:674 (12,13,14,15,1) - since this curves, can u make 01:16:001 (1) consistent with those hitcircles and heads? It's kinda just the result of testplaying tbh, players didn't find it very fun that there was nothing happening on that note so I changed it up a bit to be mostly different for each time the 1/8 stream occured
01:16:248 (3) - hm cause this has hitsound, i would put one on 01:16:166 (2) cause in my eye, seems to have same emphasis.Yeah but hitsounds like that kinda end up sounding cluttered and messy and gross, doing stuff like this makes it feel nice and neat
01:26:330 (11,12) - right now, the standard whistle hitsound for this seems too intense for these notes. in the progression of notes up to here, this should be the softest. even tho it might be at the moment, idk it just sounds too sharp and biting ¯\_(ツ)_/¯ It fits with the relative intensity of it imo since it's still pretty strong right before it ends up becoming quiet, plus it matches the sound in the music well imo
01:25:182 (1,2,3,4,5,6,7,8,9,10,11,12) - you could also do something where the distances decrease, following volume
01:57:313 (4,5) - even for kicksliders, i think the gap is uncharacteristically large for this section. consider moving 01:57:313 (4) far up right and 01:57:477 (5) right next to it? Made a nice overlap, reduced spacing
02:08:460 (1) - i think this might be better as part of the curve, unless you purposely want emphasis. Emphasis yes
02:08:624 (2,3,4,5,6,7) - imma try to convince you why this rhythm is better: It feels better imo to have it all clickable in this fashion right after the stream so it kinda emphasizes the transition to a little bit of a calmer and easier section. Even though the sound may not exist (well I'm assuming the 1/4 since there's clearly a beat on the red tick), it's following the general kinda shuffling sound, something like this might be overmapped (I hear the 1/4 but my ears are p bad) but it's not exactly done in a way that abuses overmapping. It's done to really just emphasize the constant 8 bit thing going on in each measure for the most part, so it's fine to keep imo

so as far as background precussion goes (the shuffling sound), it doesnt exist on 02:08:952 (5).
even though there is a note on 02:08:952 (5), the main emphasis of your current pattern is the payload that is 02:09:116 (7) which i would think would be better emphasized thru a slider before it. furthermore, 02:09:444 (8) tail is pretty much as important as this.
02:09:444 (7) - also u can put something right before for that shuffle sound, and same for objects after this. Yeah, there's a shuffling sound, but at the same time if I were to map each time it occurred it would kinda just feel like a mess, omitting some sometimes is definitely a way that makes this section feel natural and not forced
02:25:385 (3,4) - consider making 02:25:385 (3) a repeated slider so that 02:26:054 starts a new pattern, just like its a new musical phrase. That would make the beat on where 4 currently is unclickable, and it sounds like the start of that rhythm to me
02:27:166 (2) - ooh make clickable pls. i feel that the whistles should be clicked and not necessarily 02:27:831 (4). i get some parts of your emphasis but since the tail of 02:26:723 (1) is already what it is, maybe 02:27:166 (2) can be hitcircles and 02:27:831 (4) be a tail too. Hmm I don't really think this is too much of an issue, whether or not the slider is made into circles or not. Since they basically would do the same thing, as long as it is structured it should be fine. Since 02:27:166 (2,5) - follow relatively the same sound with a high pitched 8-bit w/e, as long as it's structured to be sliders for those anacruses-like notes I feel its good to stay
03:15:283 (1) - too much overlap for my taste. It's meant to go over the stream, which is what it does
03:54:870 (3,4,5,6) - cause 1/3 is established by now, u can make this spaced instead of stack. Naw, this is still the relatively calm part, as opposed to where 03:58:616 - is since it includes another instrument at that point, justifying more intense spacings
04:09:889 (6) - dont get why head has no hitsound
04:16:069 (1,2,3,4,5) - i know you want this to stand out, but the density already adds up so 04:16:425 (4) doesnt need to be sooo far away imo. Naw, I feel like it's in the perfect place right now since players mostly missed the stream due to the sudden shift in bpm. With this it still captures the surprising change in bpm while still making it not only emphasized but easily playable
04:31:031 (1) - consider removing this (spinning when no noise) and adding a slider for the next note. hmm i guess spinner would fit later, but it would be too short so you decided to drag it forward. Yeah, I think it should be fine enough, while there isn't anything playing where it currently is, it changes how the player moves due to them having to spin (which presumably is faster than what they were doing in that slow section lol) so it makes the transition from low bpm to much higher bpm easier to switch to
04:32:781 (1) - 3curvy5me I blanketed the spinner center lol
04:40:515 (3) - y this drum and not 04:38:902 (3)? just a regular whistle is good imo
04:43:713 (3) - y this drum and not 04:42:114 (3)?
04:46:911 (4) - the drum is progressively getting louder and louder. it doesnt make sense that sometimes you put it in and other times you leave it out.
I just made it so every third white tick in the measure had normal whistles now. Mostly the issue for this when hitsounding is determining whether or not I wanted to emphasize the whistling or the drums, I think this solution works out well now
04:45:712 (5) - i think this should not be repeated slider. maybe same as 04:44:913 (2,3) It follows drums like 04:47:311 (5) -
04:55:706 (1,2,3,4,5) - could you try to map the piano here? i think its quite interesting even tho hard to read (altho it can definitely be made to be read more easily with right patterns and rhythm)
05:00:504 (1,2) - hmm this gonna bother me rip, I don't rly like blankets tbh lmao
05:05:501 (1,2,3,4,5,6) - consider making this kicksliders due to more emphasis on white and red (aka major) ticks. Nah, for this I want it to more feel like a build up to the more intense 1/3 part
05:06:101 (7) - you can make this lower SV then contrast by making 05:06:500 (8) regular SV.
05:20:141 (6) - consider splitting to hitcircles Naw it kinda goes along with the theme about how notes similar to it such as 05:21:352 (5,6) - are sliders
05:28:381 (3) - i dont like how the hitcircle or head is too close to 05:28:016 (2)
05:54:914 (1,2,3) - even tho its "loud", i would prefer this low SV. current feels too fast. maybe bend too. bent instead so now they play like held hitcircles lol
05:56:111 (1,2,1,1) - consider making this 3 fancy-ass sliders. you'd have to buff SV a little tho. naw I suck at sliderart lul

lots of opinions being voiced cause otherwise i wouldnt have anything to say :o
anyway good, fun, and interesting map. good luck ranking!
m

Mirash wrote:

m4m

00:38:061 (1) - its audible but there is no clear sound, make it 5% 10% since 5% doesn't give a whole lot of feedback
01:01:280 (2,3) - stack
01:11:494 (5,6) - this confused. place it here for better playability http://i.imgur.com/wMuI3GO.png Moved closer instead, moving it there would make the movement to the five-note stream uncomfortable
01:15:674 (12) - nc ? guess its harder to read without
03:20:543 (7) - ^
02:08:133 (9) - ^
01:17:641 (4,6) - make blanket here or break this 01:19:609 (6,1)
01:32:395 (3,4) - stack
02:25:385 (3,4) - feels too close. fuck ds tbh Meh, I map a lot of lower difficulties so this kinda closeness doesn't really bother me, it's fitting in the section since the song is basically a 2* map here lol
02:42:498 (2) - lol dont get why this is not like previous 02:41:577 (2,1,2) - I dunno I did something, I don't exactly know how it's different so I moved the stack onto the other slider end instead
02:51:272 (4,5) - http://i.imgur.com/CytYIWR.png can improve blanket
02:57:035 (6,1) - stack
03:39:726 (2,3,4) - cant understand why not something easier to play http://i.imgur.com/qGAbETc.png there is not something special in the music The angle of that looks p harsh though, and I want to keep that rising motion, stuff like this is pretty easy to play, no one is exactly brekaing on these on the test plays
03:51:907 (1,2,3,4,1,2,3,4) - this should be 1/6
04:25:730 (3,4) - could be like this http://i.imgur.com/OwE32T9.png or something you did before http://i.imgur.com/Is3zhex.png with 5% tail. dont like how you skipped sound here.. mm I don't really like how it sounds when it's mapped so both sounds can be clicked, it's better to just have the beat where 4 currently is clickable since it's dominant
04:50:909 (1,2) - make distance like here 04:49:710 (2,3) mm it's fine in this case since it's mostly like that since it's symmetrical to 4 and the music picked up so higher spacing is justified
05:05:501 (1,2,3,4,5,6) - since sound changes maybe do spacing according to it. like fisr 3 make 1x and others 0.5 Like I explained in the previous mod, I want this more to be build up, even though the sound on the red and white ticks are strong, I feel that the build up should be emphasized more
05:06:101 (1,2) - play with audio changes. for example make first 20% and second rising to 40%
05:13:800 (3,4) - make something similar with 05:13:056 (1,2) - Sure it's been bugging me anyways lmao
05:26:925 (4,5) - 05:27:289 (5,1) - make similar distances
05:28:016 (2,3) - bad overlap this should work better http://i.imgur.com/730cvYd.png Fixed in last mod since I just fixed the blanket anyways lol
05:45:600 (1) - 5% Still pretty audible so I made it 20% instead
05:51:182 (4) - it on purpose i guess but id make it 1/6 anyway not 1/3 I fked up a timing point so it was off-sync, on sync now

good map
cc

CharmCaster wrote:

Came from my modding queue xD

Mod :)
Tbh, i didn't find a lot of flaws in your difficulty but these are just a few minor things that i suggest changing *but idk if it needs to be changed lol*

01:12:723 (6,7) - The body of the sliders are a bit weird considering it is after the sliders in 01:12:232 (2,3) Consider to change that >.< It kinda follows the general pattern of curves here so I feel it's fine
01:15:674 (12) - Add NC over here All of these applied in previous mod ;)
02:08:132 (9) - ^
03:20:543 (7) - ^
03:49:232 (5,1,2,3) - oooohhh....uhm... that overlap is kinda nasty.... might wanna change that but its not a must It's actually quite readable with the ar since the slider goes away by the time people get to the triplet
05:57:440 (1) Might wanna replace that spinner with a slow slider, but it really isn't a must to change, just thought of pointing that out Naw I kinda like it since it just got out of a slow slider, no need to put another one imo


Annnnnnnnnd yeah, i didn't find a lot..... P.S wtf its such a nice map, keep it up! Thanks!


Thank you for the mods, will get to your map @Mirash soon
posted
a

Conclusion
  1. 00:04:968 (1,1,1) - kinda sad that you didn't try to emphasize these kinds of strong beats zzz
  2. 00:57:908 (5,6,7,8) - better map 1/3s instead, it's very obvious and sounds weird with the 1/4 stream
  3. 01:01:280 (2) - would sound better if you lower the speed a bit
  4. 01:03:284 - start the spinner here?
  5. 01:11:248 (4,5) - spacing is a bit too far, make it similar as 01:10:756 (1,2) -
  6. 01:16:166 (2,3) - stack is off (disable stacking to check)
  7. 05:51:213 (4) - why not 1/6


gl
posted
k

Karen wrote:

a

Conclusion
  1. 00:04:968 (1,1,1) - kinda sad that you didn't try to emphasize these kinds of strong beats zzz Yeah I was focusing on the similar rhythms 00:04:968 (1,2,3,1,2,3) - brings as a whole and used that to base the pattern off instead
  2. 00:57:908 (5,6,7,8) - better map 1/3s instead, it's very obvious and sounds weird with the 1/4 stream
  3. 01:01:280 (2) - would sound better if you lower the speed a bit
  4. 01:03:284 - start the spinner here?
  5. 01:11:248 (4,5) - spacing is a bit too far, make it similar as 01:10:756 (1,2) -
  6. 01:16:166 (2,3) - stack is off (disable stacking to check)
  7. 05:51:213 (4) - why not 1/6 I don't really see why but this is the second time someone mentioned it so I'll change it lol


gl


ty 4 snapping help my ears are bad lmao
posted
not doing any timing checks cuz fuuuuuuuuuuuck that



00:50:245 (1,2,3,4,5,6,7,8) - doing this kind of thing plays really weird because you have two circles representing entirely different instruments and while this can be done well it's not right at all here. Basically, you completely ignore the obvious rhythm's clicks and instead try to represent it with spacing and that fucks things up really hard.

you should really, really try this rhythm:


generally speaking you do this for the entire map, you tend to completely ignore the obvious high-pitched note rhythm in favor of what I call "shitty melding" - you're merging all of the instruments into a single click line, and in doing so, lose emphasis on all of them. You should focus on the high-pitched tone - or in any case, the most important instrument - with secondary focus on the other instruments - this means having slider endings or starts to represent alternative instruments. Note how in my "replacement rhythm", the sliders both start on high-pitched tones, but end on the weaker piano hits. The first piano hit on the first red tick is skipped due to the power of the first tone, but because it's barely audible I don't care.

generally speaking to fix this requires a complete mental change in direction: You should stop trying to meld the piano, tones, crashes, and fanfares into one single rhythm. Instead, focus on the loudest and most obvious one and use the others to fill in the rhythm for when your major melody is lacking.

Shitty melding works well when all of the instruments are equally important - namely, most generic anime songs and a lot of electronic music use fairly equally-powered instruments so the different melodies are already fairly even to begin with. But for calmer sections of songs, where melodies are weaker, and one melody is placed at the forefront, you need to follow that melody or you'll have the player straining their ears (and their attention, meaning they totally lose immersion, which is vital for slow sections and artistic songs like this to keep people from getting BORED) for the melody you're trying to follow.


That said, let's continue.

00:55:609 (5,6,1) - this is good, but when it leads into 00:55:762 (1,2,3,4,5) - , you have a comparatively massively dense section of clicks on barely-audible noises that were either ignored before, or don't really kick in for another few measures. You transition from calm to dense way too quickly.

00:56:682 (1,2,3,4,5,6) - If you use a slightly less dense rhythm, this becomes a natural progression and a solid lead-in to the streamy section directly after it. Basically, you started your buildup a measure too early, and too suddenly.

01:14:691 (1,2) - go ahead and swap ncs

01:25:346 (2,3,4,5,6,7,8,9,10,11,12,1) - these are so boring as stacks, do something interesting :(

01:26:494 - This is a good example of where shitty melding kicks in. You follow a mostly background beat VERY strictly, and the forefront melody is largely lost, but you've hitsounded the forefront melody, so the player is forced into this disconnect where they're listening for the weaker melody while receiving audio feedback from the main one. If you want to map the weaker melody, utilize hitsounds to make that melody stronger for the purposes of this map.

01:34:035 (5,6,1) - moves such as this add to the confusion, as they "dip" into the main melody sometimes and cause even more focus to be required. Basically, you're making the player focus on the map, not the music, and that's.... bad

01:42:723 (2,3) - holy shit blankets

as the music gets busier, and more melodies kick in, melding grows in effectiveness, because players already automatically meld together complex rhythms in their head.

02:12:067 (5,6,7,8,1) - still should follow the melody and remove 8. Make 7 a 1/4 slider or something if you really want to keep the click on 1.

02:13:296 (3,4) - if you properly want to represent the scratching noise, this needs to be a triple

02:14:638 (4,5) - unusually far away for your sliderendingtriple pattern consistency.

02:16:026 (7,8) - ? maybe its just a new consistent

02:33:960 (3) - why the hell is there a click on nothing and a kick and slider end on something, come on battle you're not dumb, end 02:32:807 (2) - on the white tick if you need to represent a sound ending. Keep an eye on the entire section in which you did this.

02:40:655 (1,2,3) - e_e whatever

ok i don't want to bombard you with this so uhhh have fun call me back later if you want a better mod i guess


overall the map looks pretty fine but in a lot of the map, especially the slower, methodical parts, your mapping style seems to be clashing with the musical style the track has, so you need some re-thinking on your part to really get a feel for what the music is trying to do. Just because it's a BMS track doesn't mean that the intent is to challenge the player.

your map doesn't need to be challenging either.
posted
talked about it mostly on irc but for 02:33:960 (3) - I dunno about you but there's clearly a beat there that I've been following like the other repeat sliders, other than the stuff we talked about in irc, other fixed
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