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posted
Hiyo
I remember playing that map in one session of multi XDD

Normal
00:18:125 (3,5) - Ugly overlap
00:34:411 (1) - Some kind of indicator that this here is actually the Kiai would have been nice. Some maps use increased DS, some others a noticable change in their patterns

Collab
00:43:840 (2) - Next to everything is in that grid pattern, as in, the angles leading to the next circle are always a multiplier of 45° but this one?
01:52:411 (2) - ^
Actually, a lot of circles don't follow this. What is your structure? What is your thought behind the map?
01:19:733 (4) - Usually you move the circle. Why didn't you do so in this case like here 01:21:126 (3,4,5) -
01:23:161 (4) - Derivates from 01:15:983 (3,4,5) -
01:15:983 (3,4,5) - ^

HardCORE
00:03:554 (1) - Those curvy sliders rarely appear, and when they do, they emphasize heavily on the music like here 00:41:268 (1) - My suggestion would be to change the slidershape

Thoughts: I feel like the grid-like pattern hasn't been used to its fullest on this map. Otherwise, it seems pretty decent to me
posted


  1. those little bells get to be SUPER obnoxious after a little while


easy
  1. 00:58:411 (1) - neaten these up by having equal lengths on all sides? this is kinda ugly ngl
  2. 01:25:840 (1) - ^


normal

  1. 00:46:411 (1,1) - remove ncs they dont really serve a purpose.
posted

N0thing wrote:

Collab
00:43:840 (2) - Next to everything is in that grid pattern, as in, the angles leading to the next circle are always a multiplier of 45° but this one? woop my bad ill fix it
01:52:411 (2) - ^ ye
Actually, a lot of circles don't follow this. What is your structure? What is your thought behind the map? the first two points were stingy's part. i made those changes for him (but wrong apparently). the kiais are my part, which doesnt follow the 45 degree patterns like stingy does, but the slider angles are the same (its really the same thing as my normal mapping style but more rigid).
01:19:733 (4) - Usually you move the circle. Why didn't you do so in this case like here 01:21:126 (3,4,5) - will fix
01:23:161 (4) - Derivates from 01:15:983 (3,4,5) - i think thats fine
01:15:983 (3,4,5) - ^ ^

HardCORE
00:03:554 (1) - Those curvy sliders rarely appear, and when they do, they emphasize heavily on the music like here 00:41:268 (1) - My suggestion would be to change the slidershape the first slider you pointed out is nowhere near as curvy as the other slider. it should be fine.

Thoughts: I feel like the grid-like pattern hasn't been used to its fullest on this map. Otherwise, it seems pretty decent to me the first diff that was completed was the top diff. the concept on that was more like "lines" rather than "grid". that's why there are so many red-anchor sliders throughout the highest/lowest diffs, because this type of music kind of screams "hard edges" to me (curvy sliders are still there for variation tho, it's just the density of red-anchor sliders which is different from my usual mapping). it's not smooth like violins or something. stingy suggested the grid pattern, which is why it was implemented in the first place. i asked SuperCSGO to use it as well.
i'll get to ur map now
edit: finished

Hanasaka Yui wrote:

top diff
00:18:983 (1) - feel like instead of a spinner you should use a rhythm like this cuz rn it just feels like an awkward break tbh i don't feel like that's the right way to go. considering that the whistle-type instrument goes away, increasing the difficulty with clicks makes no sense. i might just delete the spinner.
01:40:626 (4,5,6) - should be quint cuz theres sound there, no reason to kill the density so much adding more notes here would be weird cuz of the already-low density (with a lot of 1/1). that makes it exponentially higher and would make the existing pattern 01:40:411 (3,4,5,6) look weird. also, notes do exist there but they don't match what i'm trying to emphasize (it's the more "smooth" sounding instrument which i start emphasizing here 01:36:126, rather than the lower-pitched instrument which is the melody here 01:29:268)

song is rly repetitive so not much 2 say, but still a clean map

Veridian wrote:

  1. those little bells get to be SUPER obnoxious after a little while i can reduce the volume, but we'll see


easy
  1. 00:58:411 (1) - neaten these up by having equal lengths on all sides? this is kinda ugly ngl and fixed
  2. 01:25:840 (1) - ^ its fine imo
thanks guys!
posted

Hanasaka Yui wrote:

normal
check aimod whoops, jiggled and fixed
02:06:554 - feel like there should be a circle here cuz theres strong sound no can do, spinner recovery time screws this idea up
02:09:768 - a 1/2 slider + circle here would be nice for the drums again, rip in spinner recovery

Veridian wrote:


normal

  1. 00:46:411 (1,1) - remove ncs they dont really serve a purpose. how did i forget this for this set of sliders :thonking:

N0thing wrote:

Normal
00:18:125 (3,5) - Ugly overlap rotated 5 90 degrees
00:34:411 (1) - Some kind of indicator that this here is actually the Kiai would have been nice. Some maps use increased DS, some others a noticable change in their patterns that's not a kiai, changing ds on a normal seems like a pretty bad idea, and i'd rather keep the gimmick solid overall.
obv gonna be changing some kiai things as spoken about in game before uploading so i'll do that first :eyes:

edit: yeet https://pastebin.com/gWZuWU2m
posted
M4M from Illuminati except I don't even have a pending map

General:
Even tho its part of the sb, the mostly black SB makes the title pretty hard to read on the menu. I would recommend getting a more colorful background but u maintaining the same sb. not big of an issue but still quite annoying to see on the menu.
It would be pretty cool if u did more with the Flower in the SB instead of just fading it off. Maybe make it pulse in the Kiai or smth. Just a suggestion the sb nice rn.

Easy:
01:18:983 (1) - change this slider so there is only a red anchor at the slider tick 01:19:411 . You have a couple other sliders such as 01:12:126 (1) where red anchors represent the drum hits mid slider. Its best to remain that consistency here. Also the current red anchor spots don't really feel like they are representing any beat. This would work more effectively, for example.
01:22:411 (1) - similarly as above here. this would represent that drum kick better i think u did the slider i suggested here lol 02:17:268 (1)
01:29:268 (1) - center this circle in the middle of 01:27:554 (3,4) so u get a better symmetrical looking design. If you take this mod u prob need to readjust 01:29:697 (2,3) as well.
02:27:554 (1) - see first mod. basically the same here
02:30:982 (1) - see second mod. same slider basically.
02:34:411 (1) - this covers the hp bar on lower horizontal resolutions. try to nudge down and keep the red anchors on the grid

Super's Normal:
Not quite sure how to mod this style. i dont really see anything un-rankable. its probably ok

Collab hard:
00:00:983 (3,4) - this flows quite strangely. ctrl g both 00:02:054 (4) and 00:02:697 (5) will make it much better since the cursor movement can make a circulat 180 degrees to hit the slider heads. this would match the flow if 00:06:983 (1,2,3) quite well making the map more structured.
00:05:482 (4,5) - similarly here, but ctrl-g 00:05:482 (4)
everythng above can be applied to the ending part as well
00:08:483 (5,6) - quite a big pause in between these 2, NC 00:08:911 (6) here maybe to emphasis that pause
00:12:339 (6) and 00:12:339 (6) - ^^^
00:58:518 (1,1,2,3) - RC Guidelines for hard: Spinner recovery time should be at least 1 beat. This is to ensure adequate time to click a hit object following a spinner.

HardCORE
00:39:233 (6) - there is actually no sound here. remove the circle
00:57:554 (4) - ctrl-g this slider and reposition 00:57:876 (5,6) . The angle that 00:57:126 (3,4) forms is pretty sharp to move ur cursor too even tho this part of the synth is pretty smooth. having the ctrl-g design make it much more smooth cursor movement so it matches the music
posted

Enkrypton wrote:

M4M from Illuminati except I don't even have a pending map

General:
Even tho its part of the sb, the mostly black SB makes the title pretty hard to read on the menu. I would recommend getting a more colorful background but u maintaining the same sb. not big of an issue but still quite annoying to see on the menu. I can't help it if your custom skin makes it hard to read. This is default. https://osu.ppy.sh/ss/10817681
It would be pretty cool if u did more with the Flower in the SB instead of just fading it off. Maybe make it pulse in the Kiai or smth. Just a suggestion the sb nice rn. maybe lol, this map is fukn old and i did everything so far directly in the .osb

Easy:
01:18:983 (1) - change this slider so there is only a red anchor at the slider tick 01:19:411 . You have a couple other sliders such as 01:12:126 (1) where red anchors represent the drum hits mid slider. Its best to remain that consistency here. Also the current red anchor spots don't really feel like they are representing any beat. This would work more effectively, for example.
01:22:411 (1) - similarly as above here. this would represent that drum kick better i think u did the slider i suggested here lol 02:17:268 (1)
01:29:268 (1) - center this circle in the middle of 01:27:554 (3,4) so u get a better symmetrical looking design. If you take this mod u prob need to readjust 01:29:697 (2,3) as well.
02:27:554 (1) - see first mod. basically the same here
02:30:982 (1) - see second mod. same slider basically.
02:34:411 (1) - this covers the hp bar on lower horizontal resolutions. try to nudge down and keep the red anchors on the grid
i do everything i guess

Super's Normal:
Not quite sure how to mod this style. i dont really see anything un-rankable. its probably ok cool

Collab hard:
00:00:983 (3,4) - this flows quite strangely. ctrl g both 00:02:054 (4) and 00:02:697 (5) will make it much better since the cursor movement can make a circulat 180 degrees to hit the slider heads. this would match the flow if 00:06:983 (1,2,3) quite well making the map more structured.
00:05:482 (4,5) - similarly here, but ctrl-g 00:05:482 (4)
everythng above can be applied to the ending part as well
00:08:483 (5,6) - quite a big pause in between these 2, NC 00:08:911 (6) here maybe to emphasis that pause personally i don't feel like adding NC would emphasize the 3/4 gap. also, the entire intro and outro are NCed like this, which creates contrast from the middle section.
00:12:339 (6) and 00:12:339 (6) - ^^^
00:58:518 (1,1,2,3) - RC Guidelines for hard: Spinner recovery time should be at least 1 beat. This is to ensure adequate time to click a hit object following a spinner.

HardCORE
00:39:233 (6) - there is actually no sound here. remove the circle there is very obvious sound there idk wat u talkin bout
00:57:554 (4) - ctrl-g this slider and reposition 00:57:876 (5,6) . The angle that 00:57:126 (3,4) forms is pretty sharp to move ur cursor too even tho this part of the synth is pretty smooth. having the ctrl-g design make it much more smooth cursor movement so it matches the music did sth else but its less sharp
working now. stingy can reply to the remaining pts in collab hard
posted
M4M from Monstrata's mapping discord :)

Easy
00:18:126 (2) - not really sure why is this slider reversed
01:05:268 (1) - wouldn't it be better if you gave this slider a shape similiar to these 01:08:697 (1,1) -
02:13:839 (1) - same as above but similiar to these 02:17:268 (1,1,1) -
That's a really nice easy diff :)

Super's Normal
01:34:411 - Add a circle here, possibly like this: https://osu.ppy.sh/ss/10879417 Leaving it silent doesn't follow the song
02:25:839 (4) - Change the rhytm so that 02:26:268 - would be actively clicked, would follow the song better

HardCORE
00:13:840 (1,2,3,4) - this pattern is a lot more intense than the how you mapped 00:06:983 (1,2,1,2,1,2) - even though it's the same sounds.
00:21:768 (5,6,7) - that's gonna be a pain in the ass to play
00:35:483 (4,5,6) - stacking this would be better imo
00:39:126 (5,6,7) - this feels weird, stacking this would be better too
01:03:983 (2,3,4,5,6,7) - https://i.imgur.com/XsRHgRf.png make it like that
I don't really like this diff purely because of the 1/4 rhytms. A lot of them feel too awkward for a 3* map
posted

Skorpiik wrote:

M4M from Monstrata's mapping discord :)

Easy
00:18:126 (2) - not really sure why is this slider reversed fixed
01:05:268 (1) - wouldn't it be better if you gave this slider a shape similiar to these 01:08:697 (1,1) - i dont think its necessary. im mostly going for the overall aesthetic with the red ticks, this slidershape doesnt stand out weirdly imo
02:13:839 (1) - same as above but similiar to these 02:17:268 (1,1,1) - same
That's a really nice easy diff :)

HardCORE
00:13:840 (1,2,3,4) - this pattern is a lot more intense than the how you mapped 00:06:983 (1,2,1,2,1,2) - even though it's the same sounds. fixed
00:21:768 (5,6,7) - that's gonna be a pain in the ass to play ye gonna fix
00:35:483 (4,5,6) - stacking this would be better imo no stacks in the diff
00:39:126 (5,6,7) - this feels weird, stacking this would be better too ^
01:03:983 (2,3,4,5,6,7) - https://i.imgur.com/XsRHgRf.png make it like that I decided to use a wide variation of 1/4 rhythms in this map because it's so repetitive. I saved the bursts for the kiais, you won't find them anywhere else.
I don't really like this diff purely because of the 1/4 rhytms. A lot of them feel too awkward for a 3* map the bpm is on the lower side, so yea it may be weird. but this diff is supposed to be geared more towards Insane level players.
posted
hi

[top diff]

so uh 00:21:768 (5,6,7) - this rythm does not fit in with the other variants as they are usually release then a double, this one is a double then a 1/2
what i usually would do is something like https://puu.sh/Aq0tG/8d31ed6341.png
but you put importance on the snares so i think making them more in line with the other patterns would be better.

a similar thing happens here 01:12:768 (3,4,5) -
this rythm could start here 01:09:340 (3,4,5,6,7) - because the lead melody drops the intensity so you can switch the layers properly and it makes sense instead of seemingly random switching for variety
then you can switch back to the usual stream at 01:14:590 (3,4) - cause theres the lead melody note at 01:14:697 - so you can properly cover it

those two points apply to the second part ofc

idk why you dont follow the melody at 01:40:411 (3,4,5,6) - the other sound drops off completely, makes little sense to map 1/2

[hard]

00:58:518 (1,1) - this gap into a triple seems a bit harsh maybe you could map 01:00:983 - and push the spinner 1/2 backwards, seems more forgiving that way

02:00:126 (1,2) - ds should probably move this 02:00:554 (2,3,4,5,1,2,3,4,1) - whole pattern a bit to the right cuz spinner resets the position anyway
posted

Fursum wrote:

hi

[top diff]

so uh 00:21:768 (5,6,7) - this rythm does not fit in with the other variants as they are usually release then a double, this one is a double then a 1/2 oops will fix
what i usually would do is something like https://puu.sh/Aq0tG/8d31ed6341.png
but you put importance on the snares so i think making them more in line with the other patterns would be better.

a similar thing happens here 01:12:768 (3,4,5) - ye
this rythm could start here 01:09:340 (3,4,5,6,7) - because the lead melody drops the intensity so you can switch the layers properly and it makes sense instead of seemingly random switching for variety ok will prob use this rhythm only in kiai then
then you can switch back to the usual stream at 01:14:590 (3,4) - cause theres the lead melody note at 01:14:697 - so you can properly cover it ye

those two points apply to the second part ofc ye

idk why you dont follow the melody at 01:40:411 (3,4,5,6) - the other sound drops off completely, makes little sense to map 1/2 it does drop off, but gradually (hence lower DS). i want to highlight this "other sound" here because it's unique. i follow this sound through the spinner then revert back to following the usual melody here 01:42:983
posted
M4M from your queue

EASY

00:54:983 (1) - what about Ctrl + j this? (and then respacing obviously) just because I feel like it might be better to make it point to the next note maybe.
00:58:411 (1) - maybe you can try moving this s bit up like (189 - 79) to make it line better with the previous note? (just for aestetic reason)

SUPER'S NORMAL

01:04:197 (5) - I would delete this note. It might be too much maybe. (also a little pouse there sounds good)
Can't find anything else here, very solid diff

COLLAB HARD

00:18:983 (1) - this spinner looks like ends on nothing actually. Also because the sound is at 00:20:161 - and not 00:20:268 - . maybe you can make it end at 00:20:697 - and delete 00:20:697 (1,2) - ?
00:28:626 (6,7,8) - why did you change the rhythm here? maybe it's more fitting to keep the rhythm like this 00:26:912 (5,6,7) - also because the beat is actually on 00:28:840 -
00:55:090 (1) - make this spinner end at 00:57:554 - ?
01:59:483 (4,5,1,2) - these notes might be too high (on my screen the touch the drain bar also) maybe you can lower them a little
02:02:697 (3) - this one too
02:03:661 (1) - shouldn't this end at 02:06:126 - ?

HARDCORE

00:18:876 - did you forgot the spinner here? or it's made on purpose? lol
01:06:447 (5) - not sure if this note is necessary (it's mapped on a very week sound and maybe it sounds better without it)

Anyway, good map!
posted

luxoDeh wrote:

M4M from your queue

EASY

00:54:983 (1) - what about Ctrl + j this? (and then respacing obviously) just because I feel like it might be better to make it point to the next note maybe. still reasonably intuitive to play. i like it as is.
00:58:411 (1) - maybe you can try moving this s bit up like (189 - 79) to make it line better with the previous note? (just for aestetic reason) primary aesthetic aspect of this diff is having all of the circles/heads/tails line up on the grid as much as possible (but not totally straight lines between multiple objects). these are lined up 00:56:697 (3) - 00:58:411 (1)

COLLAB HARD

00:18:983 (1) - this spinner looks like ends on nothing actually. Also because the sound is at 00:20:161 - and not 00:20:268 - . maybe you can make it end at 00:20:697 - and delete 00:20:697 (1,2) - ? deleted spinner instead
00:28:626 (6,7,8) - why did you change the rhythm here? maybe it's more fitting to keep the rhythm like this 00:26:912 (5,6,7) - also because the beat is actually on 00:28:840 -
00:55:090 (1) - make this spinner end at 00:57:554 - ?
01:59:483 (4,5,1,2) - these notes might be too high (on my screen the touch the drain bar also) maybe you can lower them a little
02:02:697 (3) - this one too
02:03:661 (1) - shouldn't this end at 02:06:126 - ?

HARDCORE

00:18:876 - did you forgot the spinner here? or it's made on purpose? lol on purpose. deleted the spinner in Hard
01:06:447 (5) - not sure if this note is necessary (it's mapped on a very week sound and maybe it sounds better without it) fixed

Anyway, good map!
thanks!
posted

N0thing wrote:

Collab
00:43:840 (2) - Next to everything is in that grid pattern, as in, the angles leading to the next circle are always a multiplier of 45° but this one?
01:52:411 (2) - ^
Actually, a lot of circles don't follow this. What is your structure? What is your thought behind the map? there are many that don't follow the strict grid pattern because it helps let the player know that the WHOLE map isn't the same

Enkrypton wrote:

Collab hard:

00:00:983 (3,4) - this flows quite strangely. ctrl g both 00:02:054 (4) and 00:02:697 (5) will make it much better since the cursor movement can make a circulat 180 degrees to hit the slider heads. this would match the flow if 00:06:983 (1,2,3) quite well making the map more structured. I think it's fine especially since it's slow
00:05:482 (4,5) - similarly here, but ctrl-g 00:05:482 (4)
everythng above can be applied to the ending part as well
00:08:483 (5,6) - quite a big pause in between these 2, NC 00:08:911 (6) here maybe to emphasis that pause the first notes in the measure are the same spacing but if more people have a problem with it, then I'll fix
00:12:339 (6) and 00:12:339 (6) - ^^^
00:58:518 (1,1,2,3) - RC Guidelines for hard: Spinner recovery time should be at least 1 beat. This is to ensure adequate time to click a hit object following a spinner. fixed

Fursum wrote:

[hard]

00:58:518 (1,1) - this gap into a triple seems a bit harsh maybe you could map 01:00:983 - and push the spinner 1/2 backwards, seems more forgiving that way fixed in earlier mod

02:00:126 (1,2) - ds should probably move this 02:00:554 (2,3,4,5,1,2,3,4,1) - whole pattern a bit to the right cuz spinner resets the position anyway I don't get it ;w;
posted

luxoDeh wrote:

COLLAB HARD

00:18:983 (1) - this spinner looks like ends on nothing actually. Also because the sound is at 00:20:161 - and not 00:20:268 - . maybe you can make it end at 00:20:697 - and delete 00:20:697 (1,2) - ? what spinner?
00:28:626 (6,7,8) - why did you change the rhythm here? maybe it's more fitting to keep the rhythm like this 00:26:912 (5,6,7) - also because the beat is actually on 00:28:840 - variation
00:55:090 (1) - make this spinner end at 00:57:554 - ? okay lol
01:59:483 (4,5,1,2) - these notes might be too high (on my screen the touch the drain bar also) maybe you can lower them a little HP bar doesn't mean anything~
02:02:697 (3) - this one too
02:03:661 (1) - shouldn't this end at 02:06:126 - ?
lol double post because you can only quote three times xd
posted
m4m from queue

maybe turn on epilepsy warning Xd

HardCORE

  1. 01:01:197 (1,2) - can be a longer reverse instead, bc at 25% you can hear 5 sounds (1/8) starting at 01:01:197 (1) -
  2. otherwise good design choices overall for a song as repetitive as this one

Collab Hard

  1. 01:32:697 (1) - not a big fan of this double reverse, quite confusing as there hasnt been any other double reverse mapped on this sound + the transition to the stream might be a bit less awkward with a more conventional rhythm choice instead of the double reverse.
  2. 01:33:983 (6) - maybe NC here instead to signify the downbeat is present on this reverse.
  3. 01:37:840 (5) - NC
  4. 01:39:554 (4) - possibly NC this as well
  5. 02:00:554 (2) - 02:06:983 (2) - inconsistent DS?

Super's Normal

  1. 01:03:554 (4,5,6) - what is this rhythm focusing on atm? I currently cant really see what youre mapping this to. Lots of significant sounds unclickable so I would suggest changing the rhythm so the significant sounds on the white ticks are clickable.
posted

Kaitjuh wrote:

m4m from queue

maybe turn on epilepsy warning Xd the sb isn't flashy, the bg words pulse sometimes but thats kinda it. the rest of the bg is black tho

HardCORE

  1. 01:01:197 (1,2) - can be a longer reverse instead, bc at 25% you can hear 5 sounds (1/8) starting at 01:01:197 (1) - focusing on the snares. I can't really hear anything distinct at 01:01:251.
  2. otherwise good design choices overall for a song as repetitive as this one


Hard Collab
01:32:697 (1) - not a big fan of this double reverse, quite confusing as there hasnt been any other double reverse mapped on this sound + the transition to the stream might be a bit less awkward with a more conventional rhythm choice instead of the double reverse. agree but thats not my part
NC stuff sounds fine too. but also not my part xd
thanks, but no changes (yet)
posted

Collab Hard

  1. 01:32:697 (1) - not a big fan of this double reverse, quite confusing as there hasnt been any other double reverse mapped on this sound + the transition to the stream might be a bit less awkward with a more conventional rhythm choice instead of the double reverse.
  2. 01:33:983 (6) - maybe NC here instead to signify the downbeat is present on this reverse.
  3. 01:37:840 (5) - NC
  4. 01:39:554 (4) - possibly NC this as well
  5. 02:00:554 (2) - 02:06:983 (2) - inconsistent DS?


don't understand the inconsistent DS part. There's inconsistent ds everywhere lol
posted
hello yes i'm back to mapping after like 3 months

Skorpiik wrote:

Super's Normal
01:34:411 - Add a circle here, possibly like this: https://osu.ppy.sh/ss/10879417 Leaving it silent doesn't follow the song kinda worried about this being a super long chain of 1/2 beats now but we'll see
02:25:839 (4) - Change the rhytm so that 02:26:268 - would be actively clicked, would follow the song better done!

luxoDeh wrote:

SUPER'S NORMAL

01:04:197 (5) - I would delete this note. It might be too much maybe. (also a little pouse there sounds good) changed because of another mod
Can't find anything else here, very solid diff thanks ^^

Kaitjuh wrote:

Super's Normal

  1. 01:03:554 (4,5,6) - what is this rhythm focusing on atm? I currently cant really see what youre mapping this to. Lots of significant sounds unclickable so I would suggest changing the rhythm so the significant sounds on the white ticks are clickable. removed reverse + note -> changed to 2 1/2 sliders, much better now
thanks all for the mods! i'll put updated diff here in a sec...

https://pastebin.com/yKPnLffN

changed my name, so tags for the other diffs will need changing from SuperCSGO to Ralcore, just as a heads up
posted
wtf is this ding sound, can you use it more sparingly
like only on downbeats / "emphasized" things
in the intro

it can get more dense as more layers are added but having on literally every object in intro makes me wanna die
[hardcore]

00:21:554 - 00:25:304 (4,5) - 00:28:733 (4,5) - 00:42:447 (4,5) - etc - https://osu.ppy.sh/ss/12024888 fuck the snare
just dont make it clickable somehow the melody syncopation is more important

00:58:411 - put circle b4 spinner for active rhythm (and others)

01:30:340 (6,7) - this rhythm is bad for same reason as other time, fuck snares follow melody

01:33:983 (9,1) - rly big 1/4 jump, would smallen it

01:38:479 - think https://osu.ppy.sh/ss/12024912 comboing works better with the phrasing

01:40:733 - 1/4 comes in but gets ignored? would put repeat

01:48:126 (1,2) - rhythm is bad for melody

[hard]
raise ar - 7 or 7.5

[normal]
raise ar - 5.5 or 6

00:20:697 - this section needs to use more circles, the entire thing is repeat sliders which sucks both because the player only plays sliders and because the map is stuck in the middle cuz everything points back to the middle. use less repeats and more circles to avoid this.

01:01:840 - the kiai also has only sliders which is bad, you need to integrate circles into it. what i suggest is making the basic rhythm 1/1 circles, then use 1/2 sliders to follow the melody. that way you can have more than 5 circles in the entire kiai.

01:29:268 - same as previous time. the rhythm is also way denser than intense parts since you mapped all the filler stuff for some reason, it needs to be nerfed heavily to creat e contrast.

[easy]
00:48:126 (1,2,3,1,2,3,1,2,3) - the density drops a ton here cuz u only use sliders for some reason, add circles cuz this part is more intense......................................

01:01:840 (1,2,3,4) - can u change this rhythm so the active clicks are on the melody and not the filler

01:17:697 (3) - circles

01:41:268 (3,1,2) - 3 leads into 1 make it more linear

01:56:697 (1,2,3,1) - same as before
posted

Nao Tomori wrote:

wtf is this ding sound, can you use it more sparingly
like only on downbeats / "emphasized" things
in the intro

it can get more dense as more layers are added but having on literally every object in intro makes me wanna die ok, applied to all
[hardcore]

00:21:554 - 00:25:304 (4,5) - 00:28:733 (4,5) - 00:42:447 (4,5) - etc - https://osu.ppy.sh/ss/12024888 fuck the snare
just dont make it clickable somehow the melody syncopation is more important ok

00:58:411 - put circle b4 spinner for active rhythm (and others) ok

01:30:340 (6,7) - this rhythm is bad for same reason as other time, fuck snares follow melody ok

01:33:983 (9,1) - rly big 1/4 jump, would smallen it yes

01:38:479 - think https://osu.ppy.sh/ss/12024912 comboing works better with the phrasing yes

01:40:733 - 1/4 comes in but gets ignored? would put repeat focusing on the other sound that drops off, but gradually (hence lower DS). i want to highlight this "other sound" here because it's unique. i follow this sound through the spinner then revert back to following the usual melody here 01:42:983

01:48:126 (1,2) - rhythm is bad for melody ok

[hard]
raise ar - 7 or 7.5 7

[normal] all fixed by me
raise ar - 5.5 or 6 agree

00:20:697 - this section needs to use more circles, the entire thing is repeat sliders which sucks both because the player only plays sliders and because the map is stuck in the middle cuz everything points back to the middle. use less repeats and more circles to avoid this. agree. additionally the chosen rhythm makes this more dense than the following section which is actually more intense than this one

01:01:840 - the kiai also has only sliders which is bad, you need to integrate circles into it. what i suggest is making the basic rhythm 1/1 circles, then use 1/2 sliders to follow the melody. that way you can have more than 5 circles in the entire kiai. agree. the existing circles also don't mark the melody, it's more of filler rhythm. ex. 01:17:268 (4,5) - 01:17:697 - this is stronger than 5 but it's not clickable

01:29:268 - same as previous time. the rhythm is also way denser than intense parts since you mapped all the filler stuff for some reason, it needs to be nerfed heavily to create contrast. ye. also im pretty sure i mentioned this before, but these chains 01:31:197 (4) and 01:39:554 (7) are too hard for a Normal, there should be breaks in them.

[easy] all fixed
00:48:126 (1,2,3,1,2,3,1,2,3) - the density drops a ton here cuz u only use sliders for some reason, add circles cuz this part is more intense......................................

01:01:840 (1,2,3,4) - can u change this rhythm so the active clicks are on the melody and not the filler

01:17:697 (3) - circles

01:41:268 (3,1,2) - 3 leads into 1 make it more linear

01:56:697 (1,2,3,1) - same as before
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