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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
posted
[General]
  • hp 6 is too much for top diff, consider using hp 5 instead

[normal]
  • 02:41:268 (1,2,3,4) - would be cute if you re-arrange this pattern to make it end right on top of flowey like the other diffs

[Hard]
  • 1:33:554 (3,4,5,6,1) - this feels like a big spike for this diff, considering how it is 1/2 heavy with some 1/4s like 01:02:268 (2,3,4) - that uses slider tails to cover some triple sounds, would be a lot better to just use reverse arrows like : https://puu.sh/Camn7/00756d2304.png
  • 02:19:411 (3,4,5) - can u adjust the pattern on grid to make DS consistent ?


[HardCORE]
  • 01:01:197 (1,2) - plays really weird coming out from the spinner, considering how the song also has a 1/8 sound at 01:01:251 - I suggest you delete (1) and make a single hold slider of reverse arrows
  • 01:40:411 (4,5,6,7) - feels off in the song, would be better to use 1/4s to follow the melody like you did everywhere

hi u're qt
posted

Seto Kousuke wrote:

general, normal, hard fixed
[General]
  • hp 6 is too much for top diff, consider using hp 5 instead

[normal]
  • 02:41:268 (1,2,3,4) - would be cute if you re-arrange this pattern to make it end right on top of flowey like the other diffs

[Hard]
  • 1:33:554 (3,4,5,6,1) - this feels like a big spike for this diff, considering how it is 1/2 heavy with some 1/4s like 01:02:268 (2,3,4) - that uses slider tails to cover some triple sounds, would be a lot better to just use reverse arrows like : https://puu.sh/Camn7/00756d2304.png
  • 02:19:411 (3,4,5) - can u adjust the pattern on grid to make DS consistent ?


[HardCORE]
  • 01:01:197 (1,2) - plays really weird coming out from the spinner, considering how the song also has a 1/8 sound at 01:01:251 - I suggest you delete (1) and make a single hold slider of reverse arrows
yes
  • 01:40:411 (4,5,6,7) - feels off in the song, would be better to use 1/4s to follow the melody like you did everywhere but im not following that same instrument in this bit, i'm following the high-pitched one starting from here: 01:36:126. it would feel weird to switch back to following the other instrument right before this one ends

hi u're qt
no u
posted
HELLO THERE YAHURI

Skin
- Please for the love of banana make the cursor smaller, it's so large
- since cursortrail.png is a 1x1 invisible image, cursormiddle.png isn't doing anything. Remove?
- reverse arrow could be cuter, like a similar style as the numbers :3c
- why do your undertalebg.jpg sprites have move commands when they don't move?
- scorebar-bg is gameplay relevant and can not be totally invisible. even a line along the bottom length of scorebar colour to serve as a point of reference of how much health is lost could be good.

Hitsound
the whistle hitsound is used so frequently it gets a bit annoying and loses any impact it could have, honestly. Especially as it's so loud and distinct from the song. The intro was ok since it was less frequent, but hitsounding in other parts of the song are questionable. I think you could reduce the frequency to more key notes so that there's more distinction and emphasis using this hitsound rather than tingtingting everywhere


Hard
- 00:46:518 - i know there IS a sound here, but it's really non-obvious and the result is that 00:46:411 (1,2) - feels incredibly weird and like 2 is starting to nothing. would just make them one slider like 00:47:268 (3) - .
> 01:54:983 (1,2) - ^

HardCORE
- 01:04:197 (3,4,5,6,7) - these and other 5plets end up really awkward to play because you have 3,4,6,7 to the piano doubles, but 5 to the drumbeat, meaning you're clicking to two very different things in one 1/4 pattern- it's too rapid to switch, and feels unfitting to both. I suggest you just remove the middle notes from these and go for doubles. or make 01:04:304 (4,5) - into a slider.
- 01:11:161 (3,4,5,6) - these kinds of rhythms have the same issue.


extremely cute mapset, ping me in the Kagamine dungeon once the mod is applied
posted

Noffy wrote:

HELLO THERE YAHURI HELLO THERE

Skin
- Please for the love of banana make the cursor smaller, it's so large yes
- since cursortrail.png is a 1x1 invisible image, cursormiddle.png isn't doing anything. Remove? yes
- reverse arrow could be cuter, like a similar style as the numbers :3c yes
- why do your undertalebg.jpg sprites have move commands when they don't move? old map :(
- scorebar-bg is gameplay relevant and can not be totally invisible. even a line along the bottom length of scorebar colour to serve as a point of reference of how much health is lost could be good. NOW MUCHO SEXI

Hitsound fixed
the whistle hitsound is used so frequently it gets a bit annoying and loses any impact it could have, honestly. Especially as it's so loud and distinct from the song. The intro was ok since it was less frequent, but hitsounding in other parts of the song are questionable. I think you could reduce the frequency to more key notes so that there's more distinction and emphasis using this hitsound rather than tingtingting everywhere


Hard fixed
- 00:46:518 - i know there IS a sound here, but it's really non-obvious and the result is that 00:46:411 (1,2) - feels incredibly weird and like 2 is starting to nothing. would just make them one slider like 00:47:268 (3) - .
> 01:54:983 (1,2) - ^

HardCORE we talked in the dungeon, this is fine
- 01:04:197 (3,4,5,6,7) - these and other 5plets end up really awkward to play because you have 3,4,6,7 to the piano doubles, but 5 to the drumbeat, meaning you're clicking to two very different things in one 1/4 pattern- it's too rapid to switch, and feels unfitting to both. I suggest you just remove the middle notes from these and go for doubles. or make 01:04:304 (4,5) - into a slider.
- 01:11:161 (3,4,5,6) - these kinds of rhythms have the same issue.


extremely cute mapset, ping me in the Kagamine dungeon once the mod is applied
posted
modding v1 is still a thing wtf
posted
hey, btw, you should totally add more cats to your sb. it'll make it 100x better
posted

Noffy wrote:

hey, btw, you should totally add more cats to your sb. it'll make it 100x better
n
o


posted
This bubble fills you with determination!
posted
👀
posted
i miss v1 so badly that if you need 2nd bn on this i can qualify 👀
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