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Starset - My Demons

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Topic Starter
Nightsky
This beatmap was submitted using in-game submission on Monday, July 29, 2019 at 3:15:27 AM

Artist: Starset
Title: My Demons
Tags: alternative metal rock starset transmissions 2013
BPM: 173
Filesize: 4830kb
Play Time: 03:56
Difficulties Available:
  1. Hard (3.64 stars, 485 notes)
  2. Insane (4.71 stars, 673 notes)
  3. Normal (2.2 stars, 332 notes)
  4. Survivability (5.49 stars, 687 notes)
Download: Starset - My Demons
Information: Scores/Beatmap Listing
---------------
Loved! Thank you all!










This map was my first attempt at ranking something and many changes happened during the process, mainly on the last difficulty, which is why all difficulties feel different from one another.
Nabbott
I really liked this map, but I feel like the spacing was very inconsistent throughout, especially on the jumps. The first 5-stream also doesn't seem to suit the music at that stage of the song.
I'm not a mapper, I just play, but that's what I noticed from a couple of plays through.
Topic Starter
Nightsky

Nabbott wrote:

I really liked this map, but I feel like the spacing was very inconsistent throughout, especially on the jumps. The first 5-stream also doesn't seem to suit the music at that stage of the song.
I'm not a mapper, I just play, but that's what I noticed from a couple of plays through.
Thank you for your opinion, I changed some jumps and removed unnecessary streams so I could make it more consistent. Once again, thank you. :D
Nabbott
You're welcome :) Just gave it another play through and it's definitely better now, the streams seem a lot more appropriate. The only thing standing out to me now are the jumps near the beginning over the lyrics "circling like vultures", I feel like these should be spaced a lot more evenly.
I hope you can find some people to make other difficulties to get this ranked, osu! needs some ranked Starset songs :)
Topic Starter
Nightsky

Nabbott wrote:

You're welcome :) Just gave it another play through and it's definitely better now, the streams seem a lot more appropriate. The only thing standing out to me now are the jumps near the beginning over the lyrics "circling like vultures", I feel like these should be spaced a lot more evenly.
I hope you can find some people to make other difficulties to get this ranked, osu! needs some ranked Starset songs :)
Right, gonna work on it, I would like to make the full mapset by myself so I can get used to make maps for all difficulties but I'll try contacting people to help me on making the other difficulties, thank you again! :)
Siliil
At the moment is it the best map for this song=)
Eclipse-
Yeah imo sometimes the sliders and circles don't suit the music as much as they could, for example with the "okay, okay" or "away, away" parts you could make some sort of a sequence of the very same sliders far away and mirroring eachother. It would certainly add a feel to it.

But not counting that, a very good map! ;)
Topic Starter
Nightsky

CRTVirtual wrote:

Yeah imo sometimes the sliders and circles don't suit the music as much as they could, for example with the "okay, okay" or "away, away" parts you could make some sort of a sequence of the very same sliders far away and mirroring eachother. It would certainly add a feel to it.

But not counting that, a very good map! ;)
Thank you for your feedback, gonna work on it right now! :)
Haru -
Helped out with offset & mapping position


SPOILER
http://puu.sh/sOcpe/ef9a329725.txt
Yahuri
from queue, thanks for waiting!

Survivability
00:11:565 (2,3,4,5,6) - could stack the sliders and make a pentagon with the circles
00:25:786 (1,2,3,4) - i dont think you should introduce a jump pattern here, because there arent any consequent jumps before here. save the jumps for here 00:27:866 (1).
00:30:641 (1,2) - the DS here feels really awkward and anticlimactic. i think it would be better if you increase DS here.
01:26:133 (1,2) - ^
01:37:230 (1,2) - ^
01:42:779 (1) - ^ not as bad though
03:00:467 (1,2) - ^
03:28:213 (1,2) - ^
00:33:067 (7,1) - make jump for NC and finish hitsound
00:35:843 (5,1) - 00:36:710 (3,1) - the jump DS of these spots are significantly different, i would recommend making them more consistent
00:45:207 (3,4,5) - flow angle doesnt look good, either make it straight or make it sharper
00:52:837 - this section is very empty compared to the rest of the kiai, and is inconsistent with 01:45:554. i think you should fill in the empty spots.
01:31:161 (2) - 01:31:508 (2) - these notes are very soft, so i dont see a reason for jumps here.
01:33:068 (1,2,3,4,5,6,7,8,1) - this section would work well for jumps, rather than the one mentioned above
02:18:849 (1) - slider shape looks awkward imo, maybe you could add a second red point to make it more Z shaped?
02:21:623 (1) - curve the tail more to the left to get a better lead into the next slider
02:45:208 (1,1,1,1,1,1,1) - i dont think all these NCs are necessary
03:26:826 (1,2,3) - i think the vocals at 3 more (if not as much as) 1 because of the clap + vocals, so make a large jump here
03:28:213 - add new kiai here?
03:33:762 (1) - this isnt consistent with other similar sections like 03:33:762 (1) - 00:47:288 (1), fill in the holes
03:44:861 (1) - ^

Good luck!
Topic Starter
Nightsky

Yahuri wrote:

from queue, thanks for waiting!

Survivability
00:11:565 (2,3,4,5,6) - could stack the sliders and make a pentagon with the circles
00:25:786 (1,2,3,4) - i dont think you should introduce a jump pattern here, because there arent any consequent jumps before here. save the jumps for here 00:27:866 (1).
00:30:641 (1,2) - the DS here feels really awkward and anticlimactic. i think it would be better if you increase DS here.
01:26:133 (1,2) - ^
01:37:230 (1,2) - ^
01:42:779 (1) - ^ not as bad though
03:00:467 (1,2) - ^
03:28:213 (1,2) - ^
00:33:067 (7,1) - make jump for NC and finish hitsound
00:35:843 (5,1) - 00:36:710 (3,1) - the jump DS of these spots are significantly different, i would recommend making them more consistent
00:45:207 (3,4,5) - flow angle doesnt look good, either make it straight or make it sharper
00:52:837 - this section is very empty compared to the rest of the kiai, and is inconsistent with 01:45:554. i think you should fill in the empty spots.
01:31:161 (2) - 01:31:508 (2) - these notes are very soft, so i dont see a reason for jumps here.
01:33:068 (1,2,3,4,5,6,7,8,1) - this section would work well for jumps, rather than the one mentioned above
02:18:849 (1) - slider shape looks awkward imo, maybe you could add a second red point to make it more Z shaped?
02:21:623 (1) - curve the tail more to the left to get a better lead into the next slider
02:45:208 (1,1,1,1,1,1,1) - i dont think all these NCs are necessary
03:26:826 (1,2,3) - i think the vocals at 3 more (if not as much as) 1 because of the clap + vocals, so make a large jump here
03:28:213 - add new kiai here?
03:33:762 (1) - this isnt consistent with other similar sections like 03:33:762 (1) - 00:47:288 (1), fill in the holes
03:44:861 (1) - ^

Good luck!

Done, thanks for helping! :D
Zolixe
modding time :P
Trying to keep it short

Normal
Normal
General problems with the spacing between objects
00:30:641 (1,2) is fine, 00:31:335 (2,1) is weird if you don't know the song, should be closer

00:56:652 (1,1) - insert break?

01:23:011 (1) - seems weird to me that it has 4 hits, but 3 hits still seem a bit out of style, so maybe keep it

01:33:069 (3,4) - here I am learning that you want 4 hits on the small repeating sliders
01:44:167 (4) - 4 hits, so it must be a thing
02:10:525 (1,2,1,2) - but now, theres suddenly 3 hits on all those small sliders, so I get confused when playing this part

02:16:074 (5,1) - this break is awfully long, maybe add some slower/shorter sliders when he starts singing a little again?

You decide if one diff is enough for kudosu, but was tired :oops:
Topic Starter
Nightsky

Zolixe wrote:

modding time :P
Trying to keep it short

Normal
Normal
General problems with the spacing between objects
00:30:641 (1,2) is fine, 00:31:335 (2,1) is weird if you don't know the song, should be closer

00:56:652 (1,1) - insert break?

01:23:011 (1) - seems weird to me that it has 4 hits, but 3 hits still seem a bit out of style, so maybe keep it

01:33:069 (3,4) - here I am learning that you want 4 hits on the small repeating sliders
01:44:167 (4) - 4 hits, so it must be a thing
02:10:525 (1,2,1,2) - but now, theres suddenly 3 hits on all those small sliders, so I get confused when playing this part

02:16:074 (5,1) - this break is awfully long, maybe add some slower/shorter sliders when he starts singing a little again?

You decide if one diff is enough for kudosu, but was tired :oops:

Anything that helps improving the map earns kudos, as long as you point out anything that doesn't seem right, issues, etc.
Done, thanks for helping! :D
BisTris74
such a good map, im a noobie so i played it on normal diff but still managed to get 2m700k points and 800x score no mods. really liked it, thank you for this map!
Chaotic Neutral
Hello Im From Black Vultures Clan you asked for mod you shall receive:

General: ooh i love this song! Brings back memories.

All right ill start with the hardest diff and work my way through:

Survivability

00:16:768 (1,1,1) - i suggest these sliderheads to have whistle instead of finish, fits better to the sound heard in the song.

00:21:797 (1,2,3,4,5,6) - this kinda catches you very offguard (i got a 1k combo on this with one mistake first try so i think its not cause im bad) i suggest, since in the music this sequence is very subtle aswell, to instead use a short slider with reverse arrows instead, would flow better into the build up youre creating here.

00:29:253 (4) - I wouldnt ignore the two big drum sounds here, i mean technically youre not ignoring them, since you make a great curve right when the drum sound is. i still feel like, to further add to the buildup of the song, to make this a little bit more intense to play, instead of just one long slider.

00:52:490 (1,2) - I feel like these should be a little bit closer to eachother (so that they just touch the blue circles before that) so the jumps get harder in a more intuitive way.

00:56:999 (2) - feel like you should add a flinish hitsound here

00:55:959 (1) - this is missing a finish hitsound aswell btw

00:56:652 (1) - and based on the drums in this song you should finishhitsound both sliderhead and tail here, consider making this into 2 hitcircles instead to further emphazise the drums.

01:11:565 (3) - i think you had a little bit too much fun there, not very pleasing to the eye, i would change it, but its just a minor thing, if you have close feelings to this slider and you dont want to bodyshame it, you can leave it like that.

01:19:196 (5) - feel like you should make this a little bit more intense instead of just one slider.
01:21:970 (3) - same

01:39:311 (6,7,8) - drummer going mad here, id increase spacing abit. that would also make
01:42:086 (1,2,3,4) - this feel less like a unwarranted difficulty spike, maybe decrease spacing a little bit here.

02:13:300 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - this feels a little bit too much for this part, consider sliders with reverse arrows on every downbeat instead.

01:01:161 (1) - almost forgot! maybe consider mapping the part before this note? drum is doing some stuff after all.

02:29:947 (1) -
02:32:722 (1) - these two arent rly pretty, think you could make them more beautiful, again, just a minor thing.

02:47:635 (1,2,3,4,1,2,3,4,1,2) - i would continue what oyu have done with short sliders before this part, circles feel kinda unwarranted cause now you have to click more, which doesnt really fit on how calm the song is (this is why i had something against this 02:13:300 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) aswell

03:10:525 (1,2,1) - this jump feels weird cause its only a 90° angle from 1 to 1, consider switching these twos position 03:10:872 (1,2) -

03:25:959 (4,5) - either do this more often or not at all, doing it once is out of place.

Advanced

00:38:965 (1) - end this on the whitetick after
00:40:005 (2) - end this on the whitetick before

same problem here 00:36:190 (1) - 00:37:231 (2) -

stull like this is maybe fine in an easy, but in advanced, advanced players already get confused as of why sliders wouldnt end on the downbeat, or when the drummer is like.. hitting the drum.. very hard..

00:56:999 (1) - add circle on downbeat, start spinner later

01:01:161 (1) - add break before this or map it like i suggested on Survivability

01:15:728 (2,3,4) - weird spacing, either stack 3 onto 4 or put 2 farther away, its kinda weird like this right now.

01:21:971 (4,5,6) - same

01:23:011 (1,1) - id decrease spacing here

02:13:300 (1,2,3,4,1,2,3,4,1,2,3,4) - same as in survivability.

Normal

00:33:416 (1,2,1) - stull like this is kinda frowned upon on normals, this would be totally fine on higher diffs, but a new player cant tell that 00:33:416 (1,2) - has a different timing gap between them than 00:34:109 (2,1) -

try to make your spacing more clear on easier difficulties, because spacing is the best way to show new players how rhytm in osu really works.
00:34:630 (1,2,3,4) - this has the same problem, almost the same spacing between sliderend and between the circles even though timing gaps are different, do not do such a thing.

00:42:953 (3,4,5,6) - i guess this will happen alot now, so just... maybe consider remapping. If the problem happens again i wont call it out.

trust me if you get the spacing down new players will love your map and that is something you definetely want!

01:23:011 (1,2) - on normal id consider overlapps on any 1/4 beat timing gap that might occur.

everything else has the distance spacing issue thing i talked about so fix that and it will be good!

This a fun map to play, especially survivability, you got this.

Thats all from me, hope I deserve some kudosu, have a nice day.
Topic Starter
Nightsky

Lightdevil166 wrote:

Hello Im From Black Vultures Clan you asked for mod you shall receive:

General: ooh i love this song! Brings back memories.

All right ill start with the hardest diff and work my way through:

Survivability

00:16:768 (1,1,1) - i suggest these sliderheads to have whistle instead of finish, fits better to the sound heard in the song.

00:21:797 (1,2,3,4,5,6) - this kinda catches you very offguard (i got a 1k combo on this with one mistake first try so i think its not cause im bad) i suggest, since in the music this sequence is very subtle aswell, to instead use a short slider with reverse arrows instead, would flow better into the build up youre creating here.

00:29:253 (4) - I wouldnt ignore the two big drum sounds here, i mean technically youre not ignoring them, since you make a great curve right when the drum sound is. i still feel like, to further add to the buildup of the song, to make this a little bit more intense to play, instead of just one long slider.

00:52:490 (1,2) - I feel like these should be a little bit closer to eachother (so that they just touch the blue circles before that) so the jumps get harder in a more intuitive way.

00:56:999 (2) - feel like you should add a flinish hitsound here

00:55:959 (1) - this is missing a finish hitsound aswell btw

00:56:652 (1) - and based on the drums in this song you should finishhitsound both sliderhead and tail here, consider making this into 2 hitcircles instead to further emphazise the drums.

01:11:565 (3) - i think you had a little bit too much fun there, not very pleasing to the eye, i would change it, but its just a minor thing, if you have close feelings to this slider and you dont want to bodyshame it, you can leave it like that.

01:19:196 (5) - feel like you should make this a little bit more intense instead of just one slider.
01:21:970 (3) - same

01:39:311 (6,7,8) - drummer going mad here, id increase spacing abit. that would also make
01:42:086 (1,2,3,4) - this feel less like a unwarranted difficulty spike, maybe decrease spacing a little bit here.

02:13:300 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - this feels a little bit too much for this part, consider sliders with reverse arrows on every downbeat instead.

01:01:161 (1) - almost forgot! maybe consider mapping the part before this note? drum is doing some stuff after all.

02:29:947 (1) -
02:32:722 (1) - these two arent rly pretty, think you could make them more beautiful, again, just a minor thing.

02:47:635 (1,2,3,4,1,2,3,4,1,2) - i would continue what oyu have done with short sliders before this part, circles feel kinda unwarranted cause now you have to click more, which doesnt really fit on how calm the song is (this is why i had something against this 02:13:300 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) aswell

03:10:525 (1,2,1) - this jump feels weird cause its only a 90° angle from 1 to 1, consider switching these twos position 03:10:872 (1,2) -

03:25:959 (4,5) - either do this more often or not at all, doing it once is out of place.

Advanced

00:38:965 (1) - end this on the whitetick after
00:40:005 (2) - end this on the whitetick before

same problem here 00:36:190 (1) - 00:37:231 (2) -

stull like this is maybe fine in an easy, but in advanced, advanced players already get confused as of why sliders wouldnt end on the downbeat, or when the drummer is like.. hitting the drum.. very hard..

00:56:999 (1) - add circle on downbeat, start spinner later

01:01:161 (1) - add break before this or map it like i suggested on Survivability

01:15:728 (2,3,4) - weird spacing, either stack 3 onto 4 or put 2 farther away, its kinda weird like this right now.

01:21:971 (4,5,6) - same

01:23:011 (1,1) - id decrease spacing here

02:13:300 (1,2,3,4,1,2,3,4,1,2,3,4) - same as in survivability.

Normal

00:33:416 (1,2,1) - stull like this is kinda frowned upon on normals, this would be totally fine on higher diffs, but a new player cant tell that 00:33:416 (1,2) - has a different timing gap between them than 00:34:109 (2,1) -

try to make your spacing more clear on easier difficulties, because spacing is the best way to show new players how rhytm in osu really works.
00:34:630 (1,2,3,4) - this has the same problem, almost the same spacing between sliderend and between the circles even though timing gaps are different, do not do such a thing.

00:42:953 (3,4,5,6) - i guess this will happen alot now, so just... maybe consider remapping. If the problem happens again i wont call it out.

trust me if you get the spacing down new players will love your map and that is something you definetely want!

01:23:011 (1,2) - on normal id consider overlapps on any 1/4 beat timing gap that might occur.

everything else has the distance spacing issue thing i talked about so fix that and it will be good!

This a fun map to play, especially survivability, you got this.

Thats all from me, hope I deserve some kudosu, have a nice day.
Done, thanks a lot for your help! Check below for some notes. :D

Survivability
- Added the finish hitsound at 00:55:612 (3) - instead of 00:55:959 (1) - since it might work/sound a bit better.
- Decided to replace the 3rd and 4th circle previously to a slider at 02:47:635 (1,2,3,1,2,3,1,2) - just to keep a part of the difficulty, but if it's still bothering I can change it all to sliders.
- Everything else is applied as you said.

Advanced
- Everything applied.

Normal
- Decided to place the sliders on 1/1 ticks, should help a lot.
- Everything else applied.
Chaotic Neutral

Nightsky wrote:

Done, thanks a lot for your help! Check below for some notes. :D

Survivability
- Added the finish hitsound at 00:55:612 (3) - instead of 00:55:959 (1) - since it might work/sound a bit better.
- Decided to replace the 3rd and 4th circle previously to a slider at 02:47:635 (1,2,3,1,2,3,1,2) - just to keep a part of the difficulty, but if it's still bothering I can change it all to sliders.
- Everything else is applied as you said.

Advanced
- Everything applied.

Normal
- Decided to place the sliders on 1/1 ticks, should help a lot.
- Everything else applied.
Nice, glad it helped, looks very good now!
Osatia
Noticed this in modding queue

A Few Issues
For you to have a "Normal" as the lowest difficulty in your mapset, the "Normal" must have a sr lower than 2*
Also, ar6 is too high for a "Normal"
Your "Advanced" difficulty is too hard to be named "Advanced" it is more of a "Hard" difficulty. (Also the sr is way too high for an "Advanced"
AR8.4 is too high for an "Advanced" difficulty, it is also too high for a "Hard" difficulty.
The gap between the "Advanced" and "Survivability" diffs is too high so you need to add a 4* (Insane) in there to fill it.
The ds in the "Normal" and "Advanced" diffs is pretty random at times so I suggest you fix those.

Pretty short, but I hope it helped! Good luck with the mapset!
Topic Starter
Nightsky

JenHideo wrote:

Noticed this in modding queue

A Few Issues
For you to have a "Normal" as the lowest difficulty in your mapset, the "Normal" must have a sr lower than 2*
Also, ar6 is too high for a "Normal"
Your "Advanced" difficulty is too hard to be named "Advanced" it is more of a "Hard" difficulty. (Also the sr is way too high for an "Advanced"
AR8.4 is too high for an "Advanced" difficulty, it is also too high for a "Hard" difficulty.
The gap between the "Advanced" and "Survivability" diffs is too high so you need to add a 4* (Insane) in there to fill it.
The ds in the "Normal" and "Advanced" diffs is pretty random at times so I suggest you fix those.

Pretty short, but I hope it helped! Good luck with the mapset!
I'll have everything in consideration but right now I'm a bit busy. Will get to work as soon as I got time, most likely by the end of the week.

Edit: Managed to get some spare time. Updated the AR on both diffs, fixed DS on Normal, Advanced will be fixed soon. Also, these 3 diffs were created a long time ago and I had no intentions on making more than 3 diffs so I'm gonna stick with them, unless if I need to, I'll make a fourth one later on but hopefully it won't be necessary. Changing the diffs' names would now be a bit unnecessary since you have to redownload the map, but the names still fit the appropriate difficulty nonetheless (except the last one of course).
BisTris74
Honestly the map was great before the update and I think you should have left it as it was. It was one of my favourites and now it's just like many others. It is too slow for me and way too easier. Also all my 15 records deleted, i've spent more than an hour in this map. It was good while it lasted :( (normal diff, 140pp user comment)
Topic Starter
Nightsky

JenHideo wrote:

Noticed this in modding queue

A Few Issues
For you to have a "Normal" as the lowest difficulty in your mapset, the "Normal" must have a sr lower than 2*
Also, ar6 is too high for a "Normal"
Your "Advanced" difficulty is too hard to be named "Advanced" it is more of a "Hard" difficulty. (Also the sr is way too high for an "Advanced"
AR8.4 is too high for an "Advanced" difficulty, it is also too high for a "Hard" difficulty.
The gap between the "Advanced" and "Survivability" diffs is too high so you need to add a 4* (Insane) in there to fill it.
The ds in the "Normal" and "Advanced" diffs is pretty random at times so I suggest you fix those.

Pretty short, but I hope it helped! Good luck with the mapset!
Sorry for the mapping hiatus, needed to take a break.
Almost fully remapped Advanced, nerfed some parts, others stayed the same and hopefully it's all good now.
Thank you again for the mod! ;)
Topic Starter
Nightsky

BisTris74 wrote:

Honestly the map was great before the update and I think you should have left it as it was. It was one of my favourites and now it's just like many others. It is too slow for me and way too easier. Also all my 15 records deleted, i've spent more than an hour in this map. It was good while it lasted :( (normal diff, 140pp user comment)
Wasn't intended to be a hard difficulty and I was asked to nerf it a bit, but look on the bright side, you got the Advanced difficutly which might bring some challenge to you. Keep improving! ;)
Arkaeic
Are you looking for others to create difficulties on this?
Topic Starter
Nightsky

iLegacy wrote:

Are you looking for others to create difficulties on this?
Not right now, I've thought about it but I want to work on the map, whenever I can, before I go ask around for GDs.
Topic Starter
Nightsky
NOTE: Normal difficulty was "remapped"
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