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posted
This beatmap was submitted using in-game submission on Sunday, August 27, 2017 at 7:30:39 PM

Artist: iamsleepless
Title: beyond the winding road
Tags: secrets dylan hewbz bpl bananapielord the old tunes
BPM: 170
Filesize: 6632kb
Play Time: 03:54
Difficulties Available:
  1. Normal (2.08 stars, 302 notes)
  2. the winding road (5.4 stars, 679 notes)


Download: iamsleepless - beyond the winding road
Information: Scores/Beatmap Listing
---------------
iamtired
posted
Heya, I mostly go off of how maps feel/flow for modding since I don't have much technical skill to say "This pattern is 2 grids off from the left wtf are you doing" kind of thing. So hopefully this helps with the general feel of the map when I played it through a couple of times.


00:06:495 (1) - This kills the flow right off the bat. Extremely weird to play, slider ends on a downbeat that should have a slider/circle.

00:07:024 (2) - 00:07:730 (3) - A finish happens on the end of this slider, try and have your hard downbeats on the beginning of a slider or a circle. This goes for all of them in my opinion, won't list them all.

00:39:672 (1,2,3) - These three with the accented sounds feel too close together for the star difficulty of the map. Space them out a bit more so it has more of an effect when it's played rather than having a 3* difficulty pattern the way it is.

00:46:554 (2,3,4,5,6,7) - This part also feels too shortly spaced since the music hasn't died down yet and larger spacing occurs after this as well during the decrescendo. I like the pattern, just feels too easy/boring to play for a 5.2*.

01:17:083 - Missing a note here in my opinion.

01:20:260 (1) - 01:20:260 (1) - I really dislike both of these. They kind of come out of nowhere and have a slider speed that doesn't fit the song. The shorter sliders at this speed feel fine and the triangle parts you do with them are cool and interesting but these just seem thrown in, especially the second one.
I guess you can either change the speed of them or make it a break from after the slow circle to the beginning of the triangle sliders, I played it over in my head and it doesn't seem too bad but obviously that's not my call.

01:29:613 (5,6,7,4,5,6) - These jumps make me feel like I'm working hard for no reason at this point in the song.

01:34:554 (1,2,3,4,5,6,7,8,1) - This part and even some parts after it are pretty dull just due to the low difficulty spacing during the crescendo-ing part.

01:39:319 (2,3) - I don't know how much you do this little slider speed thingy but it's pretty cool, I'd say use it more, makes for a cool flow that goes with the song.

02:30:495 (1,1) - This jump feels very jarring, not in a good way in my opinion. If that's what you were looking for then go for it.

02:51:672 (1,3,2) - This is kind of hard to read correctly. It kind of flows but at the same time just looks strange while playing.

03:30:142 (1,2,3) - I was thinking about this part and personally I'm partial to having more quarter note circles here rather than the syncopated sliders, since these sliders appear a few more times at the end of the map and the quarter note rhythm never comes back. Would be cool to play the last few notes of the main rhythm, if that makes sense.

In general the combo structure seems somewhat random as well with where a new combo is started/stopped, I was going to go through and see where the issues were but it seems to be everywhere, so if it's how you want it structured I can't say much against that.

Thanks for finding/modding my map as well, I might be back on some of your others.
Thanks!
-Xeph
posted

-Xephyr- wrote:

Heya, I mostly go off of how maps feel/flow for modding since I don't have much technical skill to say "This pattern is 2 grids off from the left wtf are you doing" kind of thing. So hopefully this helps with the general feel of the map when I played it through a couple of times.


00:06:495 (1) - This kills the flow right off the bat. Extremely weird to play, slider ends on a downbeat that should have a slider/circle. somewhat fixed

00:07:024 (2) - 00:07:730 (3) - A finish happens on the end of this slider, try and have your hard downbeats on the beginning of a slider or a circle. This goes for all of them in my opinion, won't list them all. don't see what's so wrong about it if you have hitsounds on it

00:39:672 (1,2,3) - These three with the accented sounds feel too close together for the star difficulty of the map. Space them out a bit more so it has more of an effect when it's played rather than having a 3* difficulty pattern the way it is. fixed

00:46:554 (2,3,4,5,6,7) - This part also feels too shortly spaced since the music hasn't died down yet and larger spacing occurs after this as well during the decrescendo. I like the pattern, just feels too easy/boring to play for a 5.2*. fixed

01:17:083 - Missing a note here in my opinion. fixed

01:20:260 (1) - 01:20:260 (1) - I really dislike both of these. They kind of come out of nowhere and have a slider speed that doesn't fit the song. The shorter sliders at this speed feel fine and the triangle parts you do with them are cool and interesting but these just seem thrown in, especially the second one.
I guess you can either change the speed of them or make it a break from after the slow circle to the beginning of the triangle sliders, I played it over in my head and it doesn't seem too bad but obviously that's not my call. i'm a fan of symmetry so I didn't change the triangles because it is supposed to be symmetrical but I changed the "slider art"

01:29:613 (5,6,7,4,5,6) - These jumps make me feel like I'm working hard for no reason at this point in the song. tried to blanket 01:28:730 (2,6) which caused it to be difficult, but the song is supposed to be a difficult thing.

01:34:554 (1,2,3,4,5,6,7,8,1) - This part and even some parts after it are pretty dull just due to the low difficulty spacing during the crescendo-ing part. fixed

01:39:319 (2,3) - I don't know how much you do this little slider speed thingy but it's pretty cool, I'd say use it more, makes for a cool flow that goes with the song.

02:30:495 (1,1) - This jump feels very jarring, not in a good way in my opinion. If that's what you were looking for then go for it. it fits the music.

02:51:672 (1,3,2) - This is kind of hard to read correctly. It kind of flows but at the same time just looks strange while playing. fixed

03:30:142 (1,2,3) - I was thinking about this part and personally I'm partial to having more quarter note circles here rather than the syncopated sliders, since these sliders appear a few more times at the end of the map and the quarter note rhythm never comes back. Would be cool to play the last few notes of the main rhythm, if that makes sense. i'm a fan of sliders at slow parts, and it would be hard to hit doubles instead of small sliders.

In general the combo structure seems somewhat random as well with where a new combo is started/stopped, I was going to go through and see where the issues were but it seems to be everywhere, so if it's how you want it structured I can't say much against that. the combo still works though

Thanks for finding/modding my map as well, I might be back on some of your others.
Thanks!
-Xeph
Thanks for the mod!~
i should really stop procrastinating on the other diffs
posted
A great start to a map!!!
Very nice job on the "winding road" difficulty. Here's my first EVER really actually serious mod... Shall we get started?
00:05:436 Remove the NC here. No reason to have it.
00:06:495 - I recommend changing to a more... curved slider.
00:17:436 - Remove the NC here. No reason to have it.
00:21:142 - Start the NC here and remove the NC at 00:21:319.
00:37:907 - Starting here, you can see a slight overlap that does not look quite good.
00:45:142 - Once again with the overlapping, making combo Blue-8 and Red-2 look as if they're in a stream using a very small distance snap.
00:48:936 - object 6 does not look in snap. Or, as an alternative, simply put an NC here. Or choose to fix both.
00:53:789 - try to raise object 2 up by about 3 grid marks on a "4" grid.
01:08:083 - Remove the NC here. No reason to have it.
01:08:613 - after removing the NC from the previous object, add an NC here.
01:11:083 (8,1) - this overlap does not look good at all.
01:11:789 (1,2) - more overlapping. Try flipping the slider around.
01:41:083 (2,4) - try fixing this overlap a bit.
01:42:848 (2,4) - same thing as before.
01:45:672 (5,7) - Just, just no. No.
01:47:260 (3,5) - Just please fix it. I don't even need to say the word overlap anymore to give you the facts.
01:48:142 (2,3) - That's it. I'm done... Actually I'm only 46% though the map... FIRETRUCK!!!
AND FROM NOW ON A "-_-" WILL SYMBOL AN OVERLAP!
By this point you start to realize I've stopped caring about a certain type of overlap.
01:51:319 (2,3) - -_-
01:52:554 (6,1) - -_-
02:19:554 (1,2) - -_-
02:25:201 (4) - NC
02:26:613 (8) - NC
02:27:142 (1) - Remove NC here after completing the NC on Object 8.
02:58:024 (4,5) - -_-
03:01:554 (8,1) - -_-
03:04:289 (5,6) - Uh... Uuuhhh... -_-...?
03:09:672 (4,5,6) - -_- -_- and -_- are all required to describe that... "slider overlap art".
03:17:436 (1,2,1,2,3,4,5,6) - This looks so old.
03:23:966 (1,2,3,4,5,6,7,8,1,2,3,4,5,1,2,3,4,5,6,7) - Once again, it looks a bit like an older map.
03:32:966 (2,3) - -_-
03:34:907 (7,8) - -_-
03:47:436 (1,2,3,4,5,6,7,8) - This just looks like a deformed square jump...

Anyway, great job! Hope this gets approved!
~TNT
posted

TNTLover2000 wrote:

A great start to a map!!!
Very nice job on the "winding road" difficulty. Here's my first EVER really actually serious mod... Shall we get started?
00:05:436 Remove the NC here. No reason to have it. it starts on the upbeat
00:06:495 - I recommend changing to a more... curved slider. i liek it lenny
00:17:436 - Remove the NC here. No reason to have it. i like it
00:21:142 - Start the NC here and remove the NC at 00:21:319. fixed
00:37:907 - Starting here, you can see a slight overlap that does not look quite good. that isnt even noticeable
00:45:142 - Once again with the overlapping, making combo Blue-8 and Red-2 look as if they're in a stream using a very small distance snap. again not noticeable
00:48:936 - object 6 does not look in snap. Or, as an alternative, simply put an NC here. Or choose to fix both. it's a variable stream
00:53:789 - try to raise object 2 up by about 3 grid marks on a "4" grid. fixed in a diffrent way
01:08:083 - Remove the NC here. No reason to have it. fixed
01:08:613 - after removing the NC from the previous object, add an NC here. fixed
01:11:083 (8,1) - this overlap does not look good at all. it would be harder to hit if it was spaced
01:11:789 (1,2) - more overlapping. Try flipping the slider around.think it looks okay
01:41:083 (2,4) - try fixing this overlap a bit. ^
01:42:848 (2,4) - same thing as before. ^
01:45:672 (5,7) - Just, just no. No. yes ( ͡° ͜ʖ ͡°)
01:47:260 (3,5) - Just please fix it. I don't even need to say the word overlap anymore to give you the facts. i like it
01:48:142 (2,3) - That's it. I'm done... Actually I'm only 46% though the map... FIRETRUCK!!!
AND FROM NOW ON A "-_-" WILL SYMBOL AN OVERLAP!

Donald Trump wrote:

That's it. I'm done...
Im going to use this symbol for i like it. "( ͡° ͜ʖ ͡°)"
By this point you start to realize I've stopped caring about a certain type of overlap.
01:51:319 (2,3) - -_- ( ͡° ͜ʖ ͡°)
01:52:554 (6,1) - -_- fixed
02:19:554 (1,2) - -_- ( ͡° ͜ʖ ͡°)
02:25:201 (4) - NC fixed
02:26:613 (8) - NC fixed
02:27:142 (1) - Remove NC here after completing the NC on Object 8. fixed
02:58:024 (4,5) - -_- ( ͡° ͜ʖ ͡°)
03:01:554 (8,1) - -_- ( ͡° ͜ʖ ͡°)
03:04:289 (5,6) - Uh... Uuuhhh... -_-...? fixed
03:09:672 (4,5,6) - -_- -_- and -_- are all required to describe that... "slider overlap art". ( ͡° ͜ʖ ͡°)
03:17:436 (1,2,1,2,3,4,5,6) - This looks so old. ( ͡° ͜ʖ ͡°)
03:23:966 (1,2,3,4,5,6,7,8,1,2,3,4,5,1,2,3,4,5,6,7) - Once again, it looks a bit like an older map. ( ͡° ͜ʖ ͡°)
03:32:966 (2,3) - -_- ( ͡° ͜ʖ ͡°)
03:34:907 (7,8) - -_- ( ͡° ͜ʖ ͡°)
03:47:436 (1,2,3,4,5,6,7,8) - This just looks like a deformed square jump... its a haeptaegawn ( ͡° ͜ʖ ͡°)

Anyway, great job! Hope this gets approved!
~TNT
posted
From queue:

[The winding road]
  1. Disable countdown
  2. hitsounds @ 100% = too loud
  3. 00:06:848 should probably be clickable. Especially since it is a downbeat. It doesn't make sense the way it is.
  4. 00:07:377 (1) - 00:10:024 (1) - 00:25:730 (1) - 00:26:789 (1) - remove NC
  5. 00:09:672 (6) - 00:26:612 NC
  6. 00:12:142 (1) - 00:14:966 (1) - end should be clickable
  7. 00:13:907 (6) - 00:25:200 (7) - NC
  8. 00:20:436 (10,1) - you can make it blanket better
  9. 00:25:995 (2,3,4,5,6,7,8,9) - 00:37:289 (2,3,4,5,6,7,8,9) - Over mapped.
  10. 00:14:613 (9) - & 00:15:672 (1) - stack
  11. 00:21:672 (4,5) - no need for emphasis here since the music gets quieter.
  12. 00:25:730 (1,2,3,4,5,6,7,8,9) - another thing for this, try to avoid starting a stream on the blue tick
  13. 00:48:495 (1,2,3,4,5,6,7,8,9) - bad shape because 5 and 6 over lap for no reason
  14. 00:49:377 (1,2) - bad rhythm choices etc.
  15. 00:52:024 (1) - from here to 01:11:789 (1) - better rhythm choices
  16. 01:07:377 (5) - over mapped

    I think you have pretty good shape and flow, but very poor rhythm choices(rhythm choices refer to what rhythm is clickable not what rhythm you hear). They almost seem random. I know it's kind of a weird song with straight 1/2 notes for at least the beginning, but there is nothing wrong with straight circles.(but you would have to make them look good of course) The purpose of sliders is to show a held sound of some sort. Also, because it is straight 1/2 notes, the song puts emphasis on the large white ticks which is why they should be clickable. You also have very inconsistent NC --> which is bad. For example, with the NC rules you sort of applied for youself 00:29:083 (4) - should have NC and 00:30:142 (1) - shouldn't, but if you make this white tick clickable(which you should) then the white tick object would get the NC
    Good luck getting this mapperoni pizza ranked :D
posted

[alt][F4] wrote:

From queue:

[The winding road]
  1. Disable countdown fixed
  2. hitsounds @ 100% = too loud i think that the one at the kiai fits because of the speed but the others I fixed
  3. 00:06:848 should probably be clickable. Especially since it is a downbeat. It doesn't make sense the way it is. fixed, And xephyr, if that was what you ment then sorry.
  4. 00:07:377 (1) - fixed 00:10:024 (1) - keeping it because it ends the zig-zag before it 00:25:730 (1) - the combo before it was pretty long 00:26:789 (1) - remove NC combo is long
  5. 00:09:672 (6) - 00:26:612 NC ^
  6. 00:12:142 (1) - 00:14:966 (1) - end should be clickable they were supposed to be like that because they are on elongated notes
  7. 00:13:907 (6) - part of 00:12:870 (1,2,3,4) 00:25:200 (7) - NC part of 00:23:988 (2,3,4,5,6,7)
  8. 00:20:436 (10,1) - you can make it blanket better fixed
  9. 00:25:995 (2,3,4,5,6,7,8,9) - 00:37:289 (2,3,4,5,6,7,8,9) - Over mapped. I think that it adds tension but if I get a ton of complaints, then I will change it
  10. 00:14:613 (9) - fixed & 00:15:672 (1) - stack fixed in different way
  11. 00:21:672 (4,5) - no need for emphasis here since the music gets quieter. it doesn't get quieter but still nerfed jump
  12. 00:25:730 (1,2,3,4,5,6,7,8,9) - another thing for this, try to avoid starting a stream on the blue tick technically it starts here 00:25:752 (1)
  13. 00:48:495 (1,2,3,4,5,6,7,8,9) - bad shape because 5 and 6 over lap for no reason fixed
  14. 00:49:377 (1,2) - bad rhythm choices etc. yay, doing a lot of remapping. fml
  15. 00:52:024 (1) - from here to 01:11:789 (1) - better rhythm choices
  16. 01:07:377 (5) - over mapped

    I think you have pretty good shape and flow, but very poor rhythm choices(rhythm choices refer to what rhythm is clickable not what rhythm you hear). They almost seem random. I know it's kind of a weird song with straight 1/2 notes for at least the beginning, but there is nothing wrong with straight circles.(but you would have to make them look good of course) The purpose of sliders is to show a held sound of some sort. Also, because it is straight 1/2 notes, the song puts emphasis on the large white ticks which is why they should be clickable. You also have very inconsistent NC --> which is bad. For example, with the NC rules you sort of applied for youself 00:29:083 (4) - should have NC and 00:30:142 (1) - shouldn't, but if you make this white tick clickable(which you should) then the white tick object would get the NC most of the time I take combos with a grain of salt, which can lead to weird stuff like you mentioned, so I'll have to practice combo structure.
    Good luck getting this mapperoni pizza ranked :D
Thanks for the mod!~
posted
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