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dj MAX STEROID - Arabian Rave Night

posted
Total Posts
61
Topic Starter
Avena
This beatmap was submitted using in-game submission on Wednesday, June 06, 2018 at 12:37:52 AM

Artist: dj MAX STEROID
Title: Arabian Rave Night
Source: beatmania IIDX 16 EMPRESS
Tags: ARABIC HARDCORE Sota Fujimori 藤森崇多 Exote Priti
BPM: 180
Filesize: 3977kb
Play Time: 01:57
Difficulties Available:
  1. Advanced (2.46 stars, 263 notes)
  2. Another (4.36 stars, 440 notes)
  3. Beginner (1.67 stars, 159 notes)
  4. Exote's Extra (5.1 stars, 552 notes)
  5. Exote's Hyper (3.32 stars, 341 notes)
  6. Normal (2.16 stars, 198 notes)
  7. Ultra (5.67 stars, 592 notes)
Download: dj MAX STEROID - Arabian Rave Night
Information: Scores/Beatmap Listing
---------------
ay lamo
Irreversible
RikiH_
noice
ReFaller
I would take care for Normal guest :)
-Atri-
Why not ask Fanzhen to take his diff :p
Shyotamaze
Topic Starter
Avena

Shyotamaze wrote:

this is the purest thing i've ever witnessed
bananannian
Should have just mapped that instead
Surono
pls teh intreeHnuts
LGV894
Y u no invite me? it needs at least 1 shit diff
Fookiz

LGV894 wrote:

Y u no invite me? it needs at least 1 shit diff
its ok im here for that xd
Rohit6
Hollow Delta
Modding cause I want to.

aiMod is complaining about some tag issues with Exote's diff. Please take a look at that.

Easy
SPOILER
00:12:354 (3) - I think a circle and a slider fits better to the music because you already established the suggested rhythm earlier. I personally think the way it is now creates an awkward spacing between this and the next note.
01:50:021 (2,4) - I feel like you can compliment the unique sounds at these parts. Maybe nudge these 2 notes down a bit to distinguish between the beat and the 'BRRRRZZZZ' or whatever that was. lol

Hard
SPOILER
00:24:854 (2,4) - I feel like the only reason you stacked 2 is because if you didn't it would go off the grid. Yet, 2 shares the same if not, similar intensity to 4. Try to work around that so 2 is properly emphasized?
00:43:021 (1,2) - These are both mapped to the beat, because of that I think it would make sense to have to 2 sliders share the same curve.
00:41:688 (1,2,3) - Here you use 3 straight sliders to compliment one of the instruments. 00:47:021 (1,2,3) - Why aren't all these sliders curved then?
01:56:688 (3) - I think a 1/2 slider gits better here because this slider is ending on a beat stronger than the beat it started on. A circle would fit better here than the end of the slider in my opinion.

I can't continue at the moment, so remind me to come back to this mod when you get online.
Vell
mod
[Ultra]
  1. 00:02:688 (1) - NC on these notes for the higher pitched sound?
  2. 00:08:854 (3,4,5) - space them more to differentiate it from the other ones and make it so the flow goes up along with the sound
  3. 00:53:854 (2) - make this one tick shorter and start a 1/4 slider here 00:54:021 -
  4. 01:23:021 (1) - ctrl+g
  5. 01:30:688 (7) - pretty weird repeat, I see why its their but it would play better if you simplify this by leaving 01:30:799 - empty
[Kyoko]
  1. 00:32:021 (1) - unclean blanket
  2. 00:51:021 (1,2,3,4) - maybe increase them in spacing bit by bit and decrease 00:51:688 (1,2,3,4) - in spacing in the same style
  3. 00:57:354 (5) - cctrl+g
  4. 01:55:021 (1,2,3,4,1,2,3,4) - same as 00:51:021
[Fookiezi]
  1. 001:26:021 (3,3) - they arent mapped to the same soundpattern as these ones 01:21:354 (1,9) - and kinda take emphasize away from them so maybe use 2 1/4 slider instead
  2. 01:36:688 (3) - 01:39:354 (3) - ^
[Exote]
  1. 00:19:521 (3) - ctrl+g
  2. 00:56:521 - the 1/8 on the sliderend are very prominent, maybe put a circle here 00:56:604 - somewhere to not leave them out completeley. Same for the rest of those
[Insane]
  1. 00:04:354 (1) - 2 1/4 slider instead for better emphasize?
  2. 00:51:688 (3,4,5,6) - I think this part deserves to be a jump of some sort instead of a straight line, maybe ctrl+g on 00:51:688 (3,4) - and 00:52:021 (5,6) - or something
cant mod lower diffs at all, love this set though. couldnt even find stuff to nazi about
Topic Starter
Avena

Vell wrote:

[Ultra]
  1. 00:02:688 (1) - NC on these notes for the higher pitched sound? Unneeded imo
  2. 00:08:854 (3,4,5) - space them more to differentiate it from the other ones and make it so the flow goes up along with the sound Way too crazy way too early into the map, it's fine as it is
  3. 00:53:854 (2) - make this one tick shorter and start a 1/4 slider here 00:54:021 - Done
  4. 01:23:021 (1) - ctrl+g Done
  5. 01:30:688 (7) - pretty weird repeat, I see why its their but it would play better if you simplify this by leaving 01:30:799 - empty Leaving that empty will make a really strange gap that won't feel right to the player.
[Insane]
  1. 00:04:354 (1) - 2 1/4 slider instead for better emphasize? Too early for such things, i'd rather keep it simple as much as possible.
  2. 00:51:688 (3,4,5,6) - I think this part deserves to be a jump of some sort instead of a straight line, maybe ctrl+g on 00:51:688 (3,4) - and 00:52:021 (5,6) - or something Done
responded to baboon ingame
tyvm

edit: I CAN'T UPDATE BECAUSE OF SUBMISSION CAP GG
Fookiz

Vell wrote:

[Fookiezi]
  1. 001:26:021 (3,3) - they arent mapped to the same soundpattern as these ones 01:21:354 (1,9) - and kinda take emphasize away from them so maybe use 2 1/4 slider instead
  2. 01:36:688 (3) - 01:39:354 (3) - ^ i dont quite understand what you meant and also didnt understand what objects you were talking about, if you want you can list each object by their own timestamp for it to be more clear. what i understood from what you said is basically the 1/4 repeat slider takes away from some power of the drums because i dont use another sliderhead for the snare, and also no movement for that sound. the second and third measurse does have a drum instead of snare so i might change that later but i want to understand if thats what you meant. i did this because i used slider head for everything in the song for the hard drum, and using slider heads for snares too would give less power to the drum. another minor reason is that i didnt want to overcrowd this part with 1/4 sliders, so i had a repeat slider hear to emphasize the kinda eerie thing in the background. i think it fits.
no changes rn, thanks for mod
Vell
@Fookiezi
yea thats what I meant sorry was a bit unclear, but I get your reasoning so its alright
Hollow Delta
Continuation of previous mod. (No KD)

Kyoko
SPOILER
00:02:271 (10,1) - Why space these 2 notes out here but not 00:00:938 (4,5) - Back here?
00:33:021 (1,2) - For how long the sliders are and how little exaggeration there is, I don't think it flows well to have the sliders face the same direction. I suggest ctrl+g on 2.
01:30:354 (2,3,4) - You're forcing clockwise flow on the player with 01:29:854 (2,1) - these 2 sliders, so why switch the direction on a weak note? I suggest vertically flipping the first pair and re-snapping to go along with the flow.
01:53:521 (2,3) - I suggest moving these off-center a bit to compliment the snappiness of the song.

Fookiezi
SPOILER
00:01:688 (4,5,6,7) - You established counter-clockwise flow, so why as the player switching direction on a weak note? I suggest horizontally flipping this bit.
00:34:021 (2,3,5,6) - I suggest you ctrl+g 2, 3 and 5, 6 separately because 4 (Previous combo) forces the player into clockwise flow. I feel with the way it is now completely contradicts that.
00:51:354 (1,2) - I think you improve the flow here by adding some circular motion. They're too far apart in my opinion to have this pattern, so I suggest ctrl+g so the player flows into the pattern better.
00:52:021 (1,2) - ^
01:21:021 (4) - I suggest NC on 4 so it's easier for the player to distinguish between the 1/2 and the 1/4 in this specific area.
01:21:354 (1,2) - I also think it's better to put the NC on 2 instead of 1 because it's the downbeat.
01:28:354 (1) - I think it would be better to ctrl+g this slider because it allows the player to continue playing clockwise. And they should be playing clockwise in this part in my opinion because this isn't a strong enough beat to switch directions.
01:32:854 (5) - ctrl+g here because the player will still be snapping to this, but now they'll be pushing back, forcing them into the upcoming stream better.
01:42:354 (3) - This is a fairly weak beat in my opinion, so it should continue going clockwise like the 1 and 2 were.
01:45:354 (4) - ^
01:46:021 (2,3) - I don't think this flows very well because Unlike the last 2 sliders, you're forcing the player to move diagonally up. Complete opposite direction of the slider. You could copy 2 and form a triangle or something with 1 and 2.
01:56:021 (1,1) - Why did you choose to NC these 2 notes? I can see why you NC-ed the first one, but why the second one too?

So far I've found nothing for the Normal and Hyper difficulties. I'll get to Extreme and Exote's diff tomorrow.
Until then, goodluck.
zy-
Saw this on #modreq and had nothing else to do

Ultra
00:06:688 (7,8,9) - ctrl + G
00:08:021 (8) - sliderend to y:212 or something
00:08:854 (3,4,5) - make it curved + more spacing and blanket 00:09:188 (6)
00:13:438 (5) - end to y:348
00:17:354 (4) - http://puu.sh/sqyhI/7b16bcdad6.png
00:17:688 (1) - end to y:368
00:18:521 (5,6,7) - http://puu.sh/sqymz/8d62a48472.png
00:24:021 (4,5) - http://puu.sh/sqypl/9937946857.png
00:24:854 (3) - http://puu.sh/sqyug/c6c3c0250a.png
00:48:188 (6) - ctrl + G
01:21:688 (1) - curve and put the end at x:464 y:48 or something
01:22:938 (5) - move to x:24 y:16

gl
Topic Starter
Avena

ZyRiiu wrote:

Saw this on #modreq and had nothing else to do

Ultra
00:06:688 (7,8,9) - ctrl + G I like the current sharp movement, unchanged.
00:08:021 (8) - sliderend to y:212 or something Ruins distance snap and symmetry, nty.
00:08:854 (3,4,5) - make it curved + more spacing and blanket 00:09:188 (6) Nah, too early in the map imo, I like keeping things small in this part.
00:13:438 (5) - end to y:348 Looks bad and kinda overlaps awkwardly, unchanged.
00:17:354 (4) - http://puu.sh/sqyhI/7b16bcdad6.png Destroys flow, unchanged.
00:17:688 (1) - end to y:368 Destroys the sharp movement, unchanged.
00:18:521 (5,6,7) - http://puu.sh/sqymz/8d62a48472.png Again, no change.
00:24:021 (4,5) - http://puu.sh/sqypl/9937946857.png Unchanged
00:24:854 (3) - http://puu.sh/sqyug/c6c3c0250a.png No
00:48:188 (6) - ctrl + G Fixed
01:21:688 (1) - curve and put the end at x:464 y:48 or something Fixed
01:22:938 (5) - move to x:24 y:16 ruins mah shape, nty.

gl
tyvm
updated
Fookiz

Bubblun wrote:

Continuation of previous mod. (No KD)

Fookiezi
SPOILER
00:01:688 (4,5,6,7) - You established counter-clockwise flow, so why as the player switching direction on a weak note? I suggest horizontally flipping this bit. fixed
00:34:021 (2,3,5,6) - I suggest you ctrl+g 2, 3 and 5, 6 separately because 4 (Previous combo) forces the player into clockwise flow. I feel with the way it is now completely contradicts that. fixed the flow made into clockwise flow but changed pattern a little
00:51:354 (1,2) - I think you improve the flow here by adding some circular motion. They're too far apart in my opinion to have this pattern, so I suggest ctrl+g so the player flows into the pattern better. i do agree that the flow here is poor, but can't be fixed by ctrl+g because circular motion here will not be good since its basically forcing shitty square jumps which wont end up well. changed it to something else
00:52:021 (1,2) - ^^
01:21:021 (4) - I suggest NC on 4 so it's easier for the player to distinguish between the 1/2 and the 1/4 in this specific area. sure
01:21:354 (1,2) - I also think it's better to put the NC on 2 instead of 1 because it's the downbeat.^
01:28:354 (1) - I think it would be better to ctrl+g this slider because it allows the player to continue playing clockwise. And they should be playing clockwise in this part in my opinion because this isn't a strong enough beat to switch directions. uh ye it is its a new measureclockwise plays better though so changed xd
01:32:854 (5) - ctrl+g here because the player will still be snapping to this, but now they'll be pushing back, forcing them into the upcoming stream better.kk
01:42:354 (3) - This is a fairly weak beat in my opinion, so it should continue going clockwise like the 1 and 2 were. k
01:45:354 (4) - ^did somthing else
01:46:021 (2,3) - I don't think this flows very well because Unlike the last 2 sliders, you're forcing the player to move diagonally up. Complete opposite direction of the slider. You could copy 2 and form a triangle or something with 1 and 2.did soemthing else
01:56:021 (1,1) - Why did you choose to NC these 2 notes? I can see why you NC-ed the first one, but why the second one too? oops xd fixed
thx for mod

SPOILER
osu file format v14

[General]
AudioFilename: Arabian Rave Night.mp3
AudioLeadIn: 0
PreviewTime: 80354
Countdown: 0
SampleSet: Soft
StackLeniency: 0.2
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 11021,21688,32354,43021,53688,64354,75021,80354,91021,101688,112354
DistanceSpacing: 0.5
BeatDivisor: 4
GridSize: 4
TimelineZoom: 2

[Metadata]
Title:Arabian Rave Night
TitleUnicode:Arabian Rave Night
Artist:dj MAX STEROID
ArtistUnicode:dj MAX STEROID
Creator:Priti
Version:Fookiezi's Extra
Source:beatmania IIDX
Tags:EMPRESS 16 ARABIC HARDCORE Sota Fujimori ט—₪ז£®ו´‡ו₪ Exote 6th Fookiezi Kyoko
BeatmapID:988371
BeatmapSetID:425885

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:8.5
ApproachRate:9.2
SliderMultiplier:1.7
SliderTickRate:1

[Events]
//Background and Video events
0,0,"arabinot.jpg",0,0
//Break Periods
2,64554,74451
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

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10521,-83.3333333333333,4,2,1,60,0,0
11021,-83.3333333333333,4,2,1,80,0,0
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348,352,80854,1,4,1:0:0:0:
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204,252,83521,2,0,L|340:240,1,118.999996368408,4|2,1:0|0:2,0:0:0:0:
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284,352,84021,1,8,1:0:0:0:
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369,215,85271,1,0,0:0:0:0:
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281,223,85438,1,8,1:0:0:0:
221,211,85521,1,8,1:0:0:0:
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140,304,85938,1,2,0:0:0:0:
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181,168,93105,1,2,0:0:0:0:
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Gamu
Hello! M4M request :3

[ General]
  1. Inconsistency in Tags:

[ Easy]
  1. 00:12:688 (4) - Add a normal-hitfinish at the end point?
  2. 00:29:688 (1,2) - I feel this rhythm is somewhat strange.I'd like to recommend the following rhythm. It follows a vocal(?) and you can take a snare sound by the start and end points of the slider.
  3. 00:58:688 (4) - This drum-hitwhistle will not need.
  4. 01:43:021 (3) - Although not important, move x:85 y:290. By doing so, you can make a beautiful straight line flow [(2)~(3)].
  5. 01:46:688 (5) - Normal-hitnormal and normal-hitfinish are missing.
  6. 01:52:354 (1) - Change to soft-hitfinish (Sampleset:Soft and Additions:Soft) pls. It fits very well with music.

[ Normal]
  1. 01:34:688 (3) - Move to x:404 y:336 in order to prevent a positional displacement.
  2. 01:52:354 (1) - Same as Easy. Change to soft-hitfinish (Sampleset:Soft and Additions:Soft).

[ Hard]
  1. 01:52:354 (1) - Same as Easy. Change to soft-hitfinish (Sampleset:Soft and Additions:Soft).
  2. 01:57:354 (5,6) - I'd like to recommend changing these two circles to one slider. I feel it fits a music more than now.

[ 6th's Hyper]
  1. 00:01:021 (2) - move to x:148 y:84 in order to prevent a positional displacement.
  2. 00:05:521 (8) - move to x:336 y:72. The reason is the same as above.
  3. 00:21:521 (6,7,1) - move to x:69 y:42 in order to keep a unified spacing [00:21:021 (3)~00:21:688 (1)].
  4. 00:31:521 (1) - Remove a new combo. It would be unnecessary.
  5. 01:19:854 (3) - Add a new combo in order to be the same as 01:57:188 (1).
  6. 01:52:354 (1) - Change to soft-hitfinish (Sampleset:Soft and Additions:Soft) pls. It fits very well with music.

[ Insane]
  1. Hp drain rate is too low and same as Hard. Change to 6?
  2. 00:42:188 (2) - Stack with 00:41:521 (8) If you like it.
  3. 01:03:021 (1,2,3,4,5) - A sudden 1/3 rhythm confuses players and this is Insane diff, so please try to simplify the rhythm (like the image below).
  4. 01:52:354 (1) - Same as Easy. Change to soft-hitfinish (Sampleset:Soft and Additions:Soft).

[ Exote's Expert]
  1. I feel hp drain rate is too low. Change to 6?
  2. 00:21:021 (1,2,3) - I like this flow and shape of slider than now. What do you think?
  3. 01:52:354 (1) - Change to soft-hitfinish (Sampleset:Soft and Additions:Soft) pls. It fits very well with music.

[ Kyoko's Extra]
  1. 01:52:354 (1) - Change to soft-hitfinish (Sampleset:Soft and Additions:Soft) pls. It fits very well with music.
  2. 01:57:688 (1) - Would you like to create a slider with the same length as Fookiezi's Extra and Ultra?
[ Fookiezi's Extra]
  1. 00:34:021 (2) - Add a normal-hitnormal and normal-hitclap instead of 00:34:188 (3).
  2. 00:34:687 (5) - Add a normal-hitnormal and normal-hitclap instead of 00:34:854 (6).
  3. 01:52:354 (1) - Change to soft-hitfinish (Sampleset:Soft and Additions:Soft) pls. It fits very well with music.

[ Ultra]
  1. I feel AR is low for this ULTRA diff...I think AR9.4 is good.
  2. 01:52:354 (1) - Same as Easy. Change to soft-hitfinish (Sampleset:Soft and Additions:Soft).

High diffs was too hard for me...x_x
cool mapset.
Exote
@Vell

00:19:521 (3) - ctrl+g - no change, I like my current transition between 00:19:021 (1,3,4) - a lot
00:56:521 - the 1/8 on the sliderend are very prominent, maybe put a circle here 00:56:604 - somewhere to not leave them out completeley. Same for the rest of those - yep you are right, fixed

@Gamu

I feel hp drain rate is too low. Change to 6? - hm, changing to 5.5 for better insane-expert-extra spread, also I think the SR is kinda underrated, meaning my diff is actually p hard lol
00:21:021 (1,2,3) - I like this flow and shape of slider than now. What do you think? - yep pretty nice, changed
01:52:354 (1) - Change to soft-hitfinish (Sampleset:Soft and Additions:Soft) pls. It fits very well with music. - leaving the HS for priti to decide (plz update if u gonna change)

thanks guys!!

edit: forgot to change hp lol http://puu.sh/st0Co/36425009a9.osu
Fookiz

Gamu wrote:

[ Fookiezi's Extra]
  1. 00:34:021 (2) - Add a normal-hitnormal and normal-hitclap instead of 00:34:188 (3).
  2. 00:34:687 (5) - Add a normal-hitnormal and normal-hitclap instead of 00:34:854 (6).
  3. 01:52:354 (1) - Change to soft-hitfinish (Sampleset:Soft and Additions:Soft) pls. It fits very well with music.

priti is the hitsound guy
Topic Starter
Avena
Easy
00:58:688 (4) - This drum-hitwhistle will not need.
It's actually lovely, it follows a strange snare in the song.

Normal
01:34:688 (3) - Move to x:404 y:336 in order to prevent a positional displacement.

Didn't understand this suggestion so unchanged.
everything else is fixed.
Cloudchaser
help how can I mod this

General
  1. Remap pls
Insane
  1. 00:41:021 - NC to make it readable imo
  2. 00:44:354 (1) - I think you should continue doing 1/2 at least with this one. It feels a bit odd because of the impact in that part(the pulse+drum) and I was thinking in something like this http://i.imgur.com/tfdR8Xh.png
  3. 01:43:021 (1) - ^
6th's Hyper
  1. 01:17:271 (6) - NC here for consistency
  2. 01:39:021 (1,2) - these would look better if you try something like at 01:23:021 (1,2) -
  3. 01:36:354 (1,3) - blanket
  4. 01:43:354 (2,3) - ^
Hard
  1. 00:33:688 (1) - I would remove this NC. I don't find it necessary because it's the same rhythm.
  2. 00:36:354 - 00:39:021 (1) - ^
  3. 01:28:854 (2) - 01:34:188 (2) - This is the same as this 01:25:688 (1,2,3,4) - but this time you ignored 01:29:021 - . You have to do something about here.
Normal
  1. 00:09:021 (2) - Move to for symmetry~
  2. 00:13:688 (1,2,3) - This pattern sounds weak, I would try to do something like this: http://i.imgur.com/tSVnhfw.png
  3. 01:56:354 (1) - NC here
Easy seems gud for me :3
Sorry for poor modding
Topic Starter
Avena
responded ingame, tyvm
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