UNDEAD CORPORATION - Bloodthirsty Nightmare Lullaby / The Em

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Manfred
Now this is a map I can't wait to see at the top of osu's highest star rated ranked maps. I love Mazzerin maps, but a Touhou Project themed Undead Corporation map is the creme of the crop. I can't give constructive feedback on mapping, or constructive feedback on how it is as a player, but this map just brings a smile to my face even when I watch it with auto. I hope it gets ranked very soon. 👌👌
Topic Starter
EphemeralFetish

Manfred wrote:

Now this is a map I can't wait to see at the top of osu's highest star rated ranked maps. I love Mazzerin maps, but a Touhou Project themed Undead Corporation map is the creme of the crop. I can't give constructive feedback on mapping, or constructive feedback on how it is as a player, but this map just brings a smile to my face even when I watch it with auto. I hope it gets ranked very soon. 👌👌
Thanks for the kind words, I really appreciate it.

The amount of love and support this still has even after I was banned for 8 months is the reason I decided to try and rank it again. This getting ranked basically is all down to how the community responds this time around. So hopefully this time will go better.
Lacheln123
9.26 hype
SilverCatalyst
I will be so happy if this gets ranked, honestly
call up monstrata so he can bubble this lmao!!!
sheela
o boy (very sorry for the very very late mod)

  1. 00:17:064 (3,4) - the jump here should have the same spacing as 00:16:731 (1,2) - since there's no sudden change or strong beat like a crash in the music to support this jump
  2. 00:23:564 (2,3,4,5,6,7,1) - you can increase the spacing to make the circles not overlap each other like you did for 00:13:064 (3,4,5,6,1) -
  3. 00:27:397 (1) - getting nitpicky here; the circle doesn't look like it's centered with the star pattern 00:26:286 (2,3,4,5,6) -
  4. 00:35:397 (5) - 00:36:731 (5) - so i thought like the spacing of 00:34:953 (2,3) - and 00:36:287 (2,3) - dont make sense, but it appears that it was due to the clap hitsound on the sliderheads. idk i'd remove the claps to follow the instruments in the music
  5. 00:40:397 (3,4) - the jump is very high, although i don't think the music suggests it. the section 00:40:064 - and 00:42:730 - seem to have a consistent spacing and does follow the music, but that felt out-of-place
  6. 00:58:064 (1,2,3) - i like how you place the sliders 00:52:730 (1,2,3) - as such, so i was thinking that you could repeat it for 00:58:064 - since they're the same section in the music
  7. 01:11:286 (4,5) - 01:53:953 (4,5) - switch them place to have the crash hit on a clickable object
  8. 01:20:397 (7,8) - 01:21:064 (7,8) - the spacing may be misinterpreted (tho maybe not much seem the map is very fast), but mainly the 1/4 jumps don't make sense, since they don't stand out for a really strong beat (like a crash) but rather a weaK beat. i suggest you make it easier to play by removing the circle and add one repeat to the sliders
  9. 02:06:730 (1,2,3) - similar reason as above, the jump just feels out-of-place
  10. 01:37:730 (3,4,5) - 01:38:064 (1,2,3) - 01:39:397 (1,2,3) - 01:52:730 (1,2,3) - 01:52:730 (1,2,3) - for the case of stacking the hitcircles on the sliderend, i wouldn't recommend to do so because the player is constantly in movement. especially in this case, there's a slider at the beginning which is required to move, making a halt for the hitcircles is quite an awkward move. suggestion would be like https://puu.sh/xR4bx/7dfdd29125.png, to spread out the hitcircle maybe at a 0.6x spacing.
    that's from my perspective however. it's possible high-level players think otherwise.
  11. 02:13:230 (4) - no drumbeat is played on this tick; also the flow from 02:13:064 (3) - to 02:13:230 (4,5,6,1) - is not smooth since the first hitcircle is placed below the slider (3), although the latter ends upward. so i suggest you move 02:13:230 (4,5,6,1) - to where the slider (3) would go
  12. 02:55:390 (1,2,3,4) - the flow is kind of uncomfortable to play due to the sharp angles; i prefer your other placements like 02:56:724 (1,2,3,4,5,6) - since it has a fluid and circular flow. try doing something similar like 00:34:730 (1,2,3,4,5) - also like https://osu.ppy.sh/ss/9250582


  13. 03:47:124 (2) - 03:50:680 (2) - 03:54:236 (2) - they sound out-of-place because the strings are played a beat later, for example the first mentioned slider would be on 03:47:236 - ; this is based on your sliders 03:45:236 (1,2,3,4) - that are meant to follow the strings. hence for this part i thought the sliders could consistently follow the strings. i suggest this rhythm: https://puu.sh/xGY2q/812eb684a7.png or somewhat similar
    also 05:28:347 (1,2) - 05:31:902 (1,2) - 07:09:680 (1,2) - 07:13:236 (1,2) -
  14. 04:07:013 (1,2,3,4,5,6,7,8) - 04:35:458 (1,2,3,4,5,6,7,8) - replace this section with repeat sliders like 03:59:902 (1,2) - to stay consistent in rhythm, also 04:07:902 (9,10) - just look very random without the first slider group on 04:07:013 -
  15. 04:22:347 (4,1,2) - this is kind of an awkward angle resulting a weird flow. maybe rotate 04:22:569 (1,2,3,1,2,3) - by -15 degrees to round the flow?
  16. 06:01:013 (1,2,3,4) - 06:02:791 (1,2,3,4) - 06:04:569 (1,2,3,4) - idk they seem pointless imo since nothing in these section can be emphasized like that, they are also sound the same as the other repeat sliders. in addition, maybe this type of pattern could fit better towards the end of the streams, but i don't see much of usage in the middle of the streams
  17. 06:27:902 - 06:43:902 - not sure what to feel for 06:27:902 -, but 06:43:902 - seems to go overboard with the jumps. since the guitar goes up and down, there could be a spacing decreasing effect to follow the guitar:
    1. 06:44:013 (2,1) - 06:44:458 (2,1) - 06:44:902 (2,1) - could be smaller than 4.0x since the guitar plays a lower tone than 06:43:902 (1,2) -
    2. 06:45:013 (1,2) - guitar is going down so spacing should be reducing just like 06:44:124 (1,2) - 06:44:569 (1,2) -


whew. if possible pm me when im online, otherwise just pm me in forums
Topic Starter
EphemeralFetish

sheela wrote:

PizzarollMC wrote:

I will be so happy if this gets ranked, honestly
call up monstrata so he can bubble this lmao!!!
Monstrata isnt a fan of the map.

Placeholder for when I get around to the mod reply

sheela wrote:

o boy (very sorry for the very very late mod)

  1. 00:17:064 (3,4) - the jump here should have the same spacing as 00:16:731 (1,2) - since there's no sudden change or strong beat like a crash in the music to support this jump - Never liked these anyways. changed.
  2. 00:23:564 (2,3,4,5,6,7,1) - you can increase the spacing to make the circles not overlap each other like you did for 00:13:064 (3,4,5,6,1) - - Applied. Bit of a tight fit but it should be okay.
  3. 00:27:397 (1) - getting nitpicky here; the circle doesn't look like it's centered with the star pattern 00:26:286 (2,3,4,5,6) - - Doesnt matter too much, I moved it down a tad anyways so it should fit a bit better.
  4. 00:35:397 (5) - 00:36:731 (5) - so i thought like the spacing of 00:34:953 (2,3) - and 00:36:287 (2,3) - dont make sense, but it appears that it was due to the clap hitsound on the sliderheads. idk i'd remove the claps to follow the instruments in the music - The claps are for the drum snares here, and the spacing difference in each is for the pitch change in guitar. They used to be all even spacing but I didnt think that was following everything as well as it could.
  5. 00:40:397 (3,4) - the jump is very high, although i don't think the music suggests it. the section 00:40:064 - and 00:42:730 - seem to have a consistent spacing and does follow the music, but that felt out-of-place - Reworked that combo to be a bit smaller.
  6. 00:58:064 (1,2,3) - i like how you place the sliders 00:52:730 (1,2,3) - as such, so i was thinking that you could repeat it for 00:58:064 - since they're the same section in the music - The drums are less intense for the second one, so less intense pattern required IMO.
  7. 01:11:286 (4,5) - 01:53:953 (4,5) - switch them place to have the crash hit on a clickable object - Applied
  8. 01:20:397 (7,8) - 01:21:064 (7,8) - the spacing may be misinterpreted (tho maybe not much seem the map is very fast), but mainly the 1/4 jumps don't make sense, since they don't stand out for a really strong beat (like a crash) but rather a weaK beat. i suggest you make it easier to play by removing the circle and add one repeat to the sliders - Im not sure about this. I believe Azer was the one who suggested this. The 8 notes definitely need to have emphasis and need to be clickable for that sharp guitar note. So I doont agree with covering them with repeats. And not sure how else you could do this part.
  9. 02:06:730 (1,2,3) - similar reason as above, the jump just feels out-of-place - Made it a bit smaller. This guitar playing is a disgusting mess so not much else I can do
  10. 01:37:730 (3,4,5) - 01:38:064 (1,2,3) - 01:39:397 (1,2,3) - 01:52:730 (1,2,3) - 01:52:730 (1,2,3) - for the case of stacking the hitcircles on the sliderend, i wouldn't recommend to do so because the player is constantly in movement. especially in this case, there's a slider at the beginning which is required to move, making a halt for the hitcircles is quite an awkward move. suggestion would be like https://puu.sh/xR4bx/7dfdd29125.png, to spread out the hitcircle maybe at a 0.6x spacing.
    that's from my perspective however. it's possible high-level players think otherwise. - Changed all the triples in that section to what you suggested.
  11. 02:13:230 (4) - no drumbeat is played on this tick; also the flow from 02:13:064 (3) - to 02:13:230 (4,5,6,1) - is not smooth since the first hitcircle is placed below the slider (3), although the latter ends upward. so i suggest you move 02:13:230 (4,5,6,1) - to where the slider (3) would go - Im pretty sure there is a bass kick on that object. I still want a sharp transition here for some emphasis. But I did move the whole thing up above the 3's slider end to make it slightly less uncomfortable.
  12. 02:55:390 (1,2,3,4) - the flow is kind of uncomfortable to play due to the sharp angles; i prefer your other placements like 02:56:724 (1,2,3,4,5,6) - since it has a fluid and circular flow. try doing something similar like 00:34:730 (1,2,3,4,5) - also like https://osu.ppy.sh/ss/9250582 - Ohh I actually like this idea. Applied.


  13. 03:47:124 (2) - 03:50:680 (2) - 03:54:236 (2) - they sound out-of-place because the strings are played a beat later, for example the first mentioned slider would be on 03:47:236 - ; this is based on your sliders 03:45:236 (1,2,3,4) - that are meant to follow the strings. hence for this part i thought the sliders could consistently follow the strings. i suggest this rhythm: https://puu.sh/xGY2q/812eb684a7.png or somewhat similar
    also 05:28:347 (1,2) - 05:31:902 (1,2) - 07:09:680 (1,2) - 07:13:236 (1,2) - - IIRC Cryptic suggested this. I wont apply this right now since Id prefer to have your opinion on it. But it may be better to substitute the 2 1/4 sliders for a repeat slider to keep it simple, that way you click back in on the strong string sound.
  14. 04:07:013 (1,2,3,4,5,6,7,8) - 04:35:458 (1,2,3,4,5,6,7,8) - replace this section with repeat sliders like 03:59:902 (1,2) - to stay consistent in rhythm, also 04:07:902 (9,10) - just look very random without the first slider group on 04:07:013 - - The reason I didnt do it the second time is because it doesnt match vocals like it does the first time. I get that you may say the second repeats dont fit because of that but they are still consistent with the previous and do follow the pitch of BG instruments/strings very well still. If you're still unhappy I can change them
  15. 04:22:347 (4,1,2) - this is kind of an awkward angle resulting a weird flow. maybe rotate 04:22:569 (1,2,3,1,2,3) - by -15 degrees to round the flow? - Applied. Its not as weird to play as it looks but your suggestion does help it play better.
  16. 06:01:013 (1,2,3,4) - 06:02:791 (1,2,3,4) - 06:04:569 (1,2,3,4) - idk they seem pointless imo since nothing in these section can be emphasized like that, they are also sound the same as the other repeat sliders. in addition, maybe this type of pattern could fit better towards the end of the streams, but i don't see much of usage in the middle of the streams - Ahh, this is a difficulty curve in the song. In the previous section I covered the snare rolls with the repeats to keep it simple. For this second part I mapped them instead to give the difficulty curve. I can assure you there are strong drum hits there that need mapping.
  17. 06:27:902 - 06:43:902 - not sure what to feel for 06:27:902 -, but 06:43:902 - seems to go overboard with the jumps. since the guitar goes up and down, there could be a spacing decreasing effect to follow the guitar:
    1. 06:44:013 (2,1) - 06:44:458 (2,1) - 06:44:902 (2,1) - could be smaller than 4.0x since the guitar plays a lower tone than 06:43:902 (1,2) -
    2. 06:45:013 (1,2) - guitar is going down so spacing should be reducing just like 06:44:124 (1,2) - 06:44:569 (1,2) - - Since the notes are paired in to groups of 2, I focused the spacing likewise. I think the pitch is emphasized better having each 2 be lower/higher accordingly rather than the 1's. That being said each 1 is placed accordingly to that as well. Just not as much. Once again happy to change if you still dont agree.


whew. if possible pm me when im online, otherwise just pm me in forums
Better late than never. Thanks for the mod fam.
ignorance
shouldn't be qualified/ranked.

why ?

unpassable without difficulty reduction mods... maybe only passable by at maximum 3 ppl but that's a long stretch... a map catered for 3 players of the osu population shouldnt be ranked.

love it
Topic Starter
EphemeralFetish

ignorance wrote:

shouldn't be qualified/ranked.

why ?

unpassable without difficulty reduction mods... maybe only passable by at maximum 3 ppl but that's a long stretch... a map catered for 3 players of the osu population shouldnt be ranked.

love it
Thanks
Cheesecake
ignorance
squishi
Nobody could pass survival dance when it was ranked, your pooointt?
-[ Prxzm ]-

ignorance wrote:

shouldn't be qualified/ranked.

why ?

unpassable without difficulty reduction mods... maybe only passable by at maximum 3 ppl but that's a long stretch... a map catered for 3 players of the osu population shouldnt be ranked.

love it
Your name suits you very well.

"maybe only passable by at maximum 3 people" okay so then if three people can pass it then it's not unpassable.

osu!staff preaches about reaching to all levels of skill, whether #1 in the world or barely starting, therefore a map catered to three people is meeting osu!'s ideology and should be ranked.

Any map that meets ranking criteria should be ranked and there aren't many objective flaws in the map. Of course the map needs work but it is in a "rankable" state in the exact definition of rankable's purest form.

Even if it were unpassable, just because it's not passable at the moment doesn't mean it won't be passable in the future and therefore it should still be ranked.

Even if rank reductions are required to clear it by most of the playerbase, you don't need to nomod it in order to gain pp or even fc it. It is literally worth 1396pp, 677pp in Halftime. Not only that, but people also want to play it competitively as many high rated players already have voiced their opinions on the map, those opinions being positive. Yet another reason it should be ranked.

I could go on but I think I rest my case. Amazing map I want it ranked.
Topic Starter
EphemeralFetish
Its just like when this was qualified all over again JeBaited
ignorance
osu bns if u can see this please love this map cause it is amazing and has lots of favs.
Topic Starter
EphemeralFetish

ignorance wrote:

osu bns if u can see this please love this map cause it is amazing and has lots of favs.
This is the 3rd post you've made about your opinion. Stop spamming the thread.
[Hiiro Sakaki]
Hello there

06:02:791 (1,2,3,4,1) - This is the only time you have a "wide" angle in pre-choruses when emphasizing this way, all the other occasions, the angle is much sharper. This is very slight, but it kinda ticked in my head when I looked at the map. Feel free to ignore, this is mostly nazi
Topic Starter
EphemeralFetish

[Hiiro Sakaki] wrote:

Hello there

06:02:791 (1,2,3,4,1) - This is the only time you have a "wide" angle in pre-choruses when emphasizing this way, all the other occasions, the angle is much sharper. This is very slight, but it kinda ticked in my head when I looked at the map. Feel free to ignore, this is mostly nazi
Thats actually a very good point. Fixed.
sheela
03:47:013 and co. - replaced the two quick sliders with a repeat slider
05:48:347 (3,4) - switched places for intuitive flow with 05:47:236 (2,3,4) -

such a deathstream this map is
Weber
LUL
Seni
LUL
Irya
Please no jebait and qualify it
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