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posted
This beatmap was submitted using in-game submission on dimanche 10 juin 2018 at 01:19:49

Artist: saradisk
Title: 210 - Maikaze
Source: 艦隊これくしょん -艦これ-
Tags: kancolle kantai collection Sarah Emi Bridcutt ブリドカットセーラ恵美 Maruyu Yuzu-
BPM: 200
Filesize: 1877kb
Play Time: 00:59
Difficulties Available:
  1. Advanced (2,58 stars, 166 notes)
  2. Collab Hard (3,74 stars, 209 notes)
  3. Destroyer (5,27 stars, 284 notes)
  4. Insane (4,71 stars, 272 notes)
  5. Normal (1,74 stars, 84 notes)


Download: saradisk - 210 - Maikaze
Information: Scores/Beatmap Listing
---------------
ANOTHER ONE !
Also stupid in case you wonder.

by me and Maruyu
posted
osu! needs more saradisk
posted

Hi, cute mod thing here

Destroyer

SPOILER

A 2 measure NC system for this difficulty seems rather unfitting. I would suggest changing it to every downbeat here to prevent large combos like 00:29:330 (14,15) -

00:01:580 (4,6) - Minor aesthetic things. Space 6 and 4 further out so it matches visually to 00:01:280 (3,4) - and 00:01:580 (4,5) -
I find it would just increase the visual part of your map a lot more without hurting gameplay

00:05:630 (2) - Is there a reason this is stacked compared to previous sounds like this 00:03:230 (2) -
Imo for consistency sake it would be nice to see a small jump to this note since it deserves quite some empathise like you did for the rest of them.

00:08:030 (2) - I suggest you move this slightly to the right so it lines up visually with 00:06:830 (6,8) - Similar sort of deal with other sliders like 00:13:130 (3) -
I'm not going to point them all out to safe us both time, however I really do recommend implementing visual spacing into your patterns more

00:09:830 (6) - A slider here doesn't really make sense. You mapped the snare on the end of this everywhere else like 00:12:380 (10) -
However here you mapped it passively? I would recommend that you use two circles instead to empathise this

00:16:730 (8) - This is the first time that you have used a wide angle jump for this which seems rather unorthodox since the rest of this map up to this part has been sharp angles.
Its not a very prominent sound in the map so I dont see a justified reason for the change, Especially since you have used wide angles for the exact same sounds before

00:36:080 (9,10,11) - Slightly awkward entry angle to the stream here. I would suggest moving 00:34:880 (3,4,5,8) - down so it blankets 00:34:880 (3,4,5,6,8) -
and change the angle of 00:36:080 (9,10,11) - to something like http://sotarks.is.my-waifu.pw/xhA2qyD

Cute diff and cute song none the less though! :3

Insane

SPOILER

00:26:480 (10,11,12) - I would manually stack these so it doesn't weird :3
00:34:130 (13) - I think this would look better if you moved it left so it blankets 00:33:380 (8) -
00:27:080 (1,8) - Not sure if you meant to not stack these, however I think it would look a lot better if you did without hurting playability.
00:45:530 (8) - This doesn't have any sound on the 1/8 reverse making it rather redundant. A simple 1/4 reverse suits this sound better

Collab Hard

SPOILER

00:11:180 (5,1) - Suggest that you flip the NC's on these 1/1 sliders like 00:12:380 (4,4) - since the downbeat is on them and its where the new measure starts
00:21:680 (7) - A 1/4 reverse like you used in the top diff would work well here imo. Undermapping it as a 1/2 slider when there is a very clear drum roll on the blue tick plays odd
This has been done quite a few times so consider doing it elsewhere too (like 00:24:080 (3) - )

Advanced

SPOILER

00:00:680 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - In this section you used very awkward rhythms that for an Advanced, which might be a bit too hard to read. For example, 00:01:430 (3) - these sliders play just after the prominent sound on 00:01:280 - making players want to hit them early.
I know your alternating between this rhythm http://sotarks.is.my-waifu.pw/5qjAbwN which works much better imo. I would change them all to this because of playabilty and consistency reasons. I don't see a reason they should be different given its literally the same measure repeating.

Normal

SPOILER

Solid Normal. Nothing I could find!


Cute song and cute map. Good luck! :3
posted

b00 wrote:

Hi, cute mod thing here

Destroyer

SPOILER
A 2 measure NC system for this difficulty seems rather unfitting. I would suggest changing it to every downbeat here to prevent large combos like 00:29:330 (14,15) - - Oui

00:01:580 (4,6) - Minor aesthetic things. Space 6 and 4 further out so it matches visually to 00:01:280 (3,4) - and 00:01:580 (4,5) -
I find it would just increase the visual part of your map a lot more without hurting gameplay - Tbh that's not even an issue, and don't make much sense to space them like that, it won't affect the aesthetic or gameplay.

00:05:630 (2) - Is there a reason this is stacked compared to previous sounds like this 00:03:230 (2) -
Imo for consistency sake it would be nice to see a small jump to this note since it deserves quite some empathise like you did for the rest of them. - Ye

00:08:030 (2) - I suggest you move this slightly to the right so it lines up visually with 00:06:830 (6,8) - Similar sort of deal with other sliders like 00:13:130 (3) - - One again, wrong timestamp so can't do it.
I'm not going to point them all out to safe us both time, however I really do recommend implementing visual spacing into your patterns more - Visual spacing is not real spacing, and due to that speed and the nature of the diff, you're supposed to know how to read that without any issue.

00:09:830 (6) - A slider here doesn't really make sense. You mapped the snare on the end of this everywhere else like 00:12:380 (10) -
However here you mapped it passively? I would recommend that you use two circles instead to empathise this - Was the best compromise to fit also vocal and guitar here.

00:16:730 (8) - This is the first time that you have used a wide angle jump for this which seems rather unorthodox since the rest of this map up to this part has been sharp angles.
Its not a very prominent sound in the map so I dont see a justified reason for the change, Especially since you have used wide angles for the exact same sounds before - Does that mean I can't do it just because I should always use the same kind of pattern structure ? The song itself don't offer that much variation, so doing it with patterns is a way to make it more appealing.

00:36:080 (9,10,11) - Slightly awkward entry angle to the stream here. I would suggest moving 00:34:880 (3,4,5,8) - down so it blankets 00:34:880 (3,4,5,6,8) -
and change the angle of 00:36:080 (9,10,11) - to something like http://sotarks.is.my-waifu.pw/xhA2qyD The angle is fine, would also ruin next pattern to change that and that's definitly not worth it. I just changed a bit 00:35:630 (8) - to make it more like it's blanket with 00:35:180 (6) - .

Cute diff and cute song none the less though! :3

Insane

SPOILER
00:26:480 (10,11,12) - I would manually stack these so it doesn't weird :3 - But it doesn't look weird for me desu.
00:34:130 (13) - I think this would look better if you moved it left so it blankets 00:33:380 (8) - - Oui
00:27:080 (1,8) - Not sure if you meant to not stack these, however I think it would look a lot better if you did without hurting playability. - Nah because symetry.
00:45:530 (8) - This doesn't have any sound on the 1/8 reverse making it rather redundant. A simple 1/4 reverse suits this sound better - Vocal makes it 1/8.

Collab Hard

SPOILER
00:11:180 (5,1) - Suggest that you flip the NC's on these 1/1 sliders like 00:12:380 (4,4) - since the downbeat is on them and its where the new measure starts - Kind of guitar sound is more interesting, so that's why it is like that, and NC make sense with it.
00:21:680 (7) - A 1/4 reverse like you used in the top diff would work well here imo. Undermapping it as a 1/2 slider when there is a very clear drum roll on the blue tick plays odd - Imo not really, the map don't have that much 1/4 rhythm to offer, and to keep a decent spread with Insane, I think having only 1/4 during kiai is enough.
This has been done quite a few times so consider doing it elsewhere too (like 00:24:080 (3) - ) - See above.

Advanced

SPOILER
00:00:680 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - In this section you used very awkward rhythms that for an Advanced, which might be a bit too hard to read. For example, 00:01:430 (3) - these sliders play just after the prominent sound on 00:01:280 - making players want to hit them early. - Changed rhythm.
I know your alternating between this rhythm http://sotarks.is.my-waifu.pw/5qjAbwN which works much better imo. I would change them all to this because of playabilty and consistency reasons. I don't see a reason they should be different given its literally the same measure repeating.

Normal

SPOILER
Solid Normal. Nothing I could find!


Cute song and cute map. Good luck! :3
Will finish to fix high diff later, don't have time anymore. Finally done, thx~
posted
This modding thread has been migrated to the new "modding discussions" system. Please make sure to re-post any existing (and unresolved) efforts to the new system as required.
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