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Camellia - ANOMALY [OsuMania]

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Topic Starter
dionzz99
This beatmap was submitted using in-game submission on 15 Juni 2017 at 14:01:05

Artist: Camellia
Title: ANOMALY
Source: WE ARE THE BOSS
BPM: 210
Filesize: 8839kb
Play Time: 04:21
Difficulties Available:
  1. INDISTINGUISHABLE - 4Key (6,88 stars, 4127 notes)
  2. INVISIBLE - 4Key (6,88 stars, 4127 notes)
Download: Camellia - ANOMALY
Information: Scores/Beatmap Listing
---------------

∀NØMALY



Handstreams • Jacking • Triplechord • One Handed Trill • Quadchord


INVISIBLE : no SV
INDISTINGUISHABLE : +SV Done! and its fukken hard

I HAVE TO MAKE THIS SHIT. IT LOOKS FUKKEN COOL
update lalala~





Spartan-
"Based on Loved standards"
While its not perfect, this map has a lot of potential. Here are some ideas. You don't have to add them, just food for thought. A lot will be about SV's.
Play this beatmap to Dai instantly.

Suggestions
[Anomaly]A |INV| mark means that this suggestion applies to both the SV and non SV difficulty. No mark means its just for the INDISTINGUISHABLE difficulty.
|INV|Boost the OD up to 8. With a 4000/200 standard note to long note ratio, it probably shouldn't be just OD 6.
While boosting the HP would also be ideal, for a map like this, maybe not right now. Possibly HP 7 at most.

00:04:550: Slow down the note a bit earlier, to warn the player there is an SV coming.

For all of the timemarks ahead, make the SV place the 2nd quad further back, while scaling it back to the original SV speed slowly. (5,6...9,10 or something like that)
00:08:979 - 00:09:407
00:13:550 - 00:13:979
00:18:112 - 00:18:550
00:27:265 - 00:27:965 push both 2nd and 3rd quad back
00:31:836 - 00:32:407
00:34:122 - 00:34:603
00:36:407 - 00:36:872
ok you don't need to modify any quad locations after this message

00:55:122 - 00:57:407: If possible, can you put make the note stop further or closer to the hit position depending on how long it will be until you need to hit it?
01:17:979 - 01:27:112: This section is completely unreadable, maybe apart from the last 5 jumps. Try having 2 triples visible at once, or slowing down the speed of the notes.
01:37:407 - 01:40:193: |INV| Try using a stream instead of a trill to follow the music.
02:08:265 - 02:21:979: In ITG fashion, can you slow it down a bit more? Not to it being harder to read, just in pace with the music.
03:21:407 - 03:29:407: |INV| This is an idea, not a recommendation. Remove the single notes apart from the stream, and have the triples teleport onto the hit position. Maybe have the first one not affected by this. Every player will have already lost their combo at this point on their first play, and its not that hard to read after that.
04:04:836 - 04:05:122 + 04:05:407 - 04:05:593: |INV|The jacks are a bit insane for what the player just went through. Maybe try slowing it down to trills.
04:07:122 - 04:16:265 Same problem as 01:17.979-01:27.112.
04:20:836: |INV| Convert long notes to standard notes.
This is my first mod attempt don't hate me pls :(
Topic Starter
dionzz99
D:
are we going to love this map?
Spartan-

dionzz99 wrote:

D:
are we going to love this map?
Unfortunately, Ranked status requires either 3 different songs in ranging difficulties, or the map to be 5 minutes, so yeah. (stupid ranking system) Also, you aren't Monstrata, so you probably wouldn't get away with making the same difficulty twice, SV's or not. But think about it this way, I actually stumbled across this map, and wanted to improve it. You should be happy I'm here.
Edit: Not being Monstrata is not an insult, and loved is better then lying in the graveyard.
Topic Starter
dionzz99

Spartan- wrote:

[Anomaly]A |INV| mark means that this suggestion applies to both the SV and non SV difficulty. No mark means its just for the INDISTINGUISHABLE difficulty.
|INV|Boost the OD up to 8. With a 4000/200 standard note to long note ratio, it probably shouldn't be just OD 6.
While boosting the HP would also be ideal, for a map like this, maybe not right now. Possibly HP 7 at most.

00:04:550: Slow down the note a bit earlier, to warn the player there is an SV coming. it was meant to make players go "oh shit its gonna be hard SV" instead of like "ok here comes the SV"

For all of the timemarks ahead, make the SV place the 2nd quad further back, while scaling it back to the original SV speed slowly. (5,6...9,10 or something like that)
00:08:979 - 00:09:407
00:13:550 - 00:13:979
00:18:112 - 00:18:550
00:27:265 - 00:27:965 push both 2nd and 3rd quad back
00:31:836 - 00:32:407
00:34:122 - 00:34:603
00:36:407 - 00:36:872
ok you don't need to modify any quad locations after this message hmm.. how about if i make it the same as 00:04:550 instead. sudden bumps may look brutal so 00:04:550 might do just fine (?)

00:55:122 - 00:57:407: If possible, can you put make the note stop further or closer to the hit position depending on how long it will be until you need to hit it? this one is still easier , i was planning to make it all the same as the next one but nah. warm ups for this.
01:17:979 - 01:27:112: This section is completely unreadable, maybe apart from the last 5 jumps. Try having 2 triples visible at once, or slowing down the speed of the notes. yeah i'm trying to find that place harder than the warm ups (^ that one) but easier than this. i'll see what i can do
01:37:407 - 01:40:193: |INV| Try using a stream instead of a trill to follow the music. intentional. that's the challenge. i can't even get full 300g / 300 on this one
02:08:265 - 02:21:979: In ITG fashion, can you slow it down a bit more? Not to it being harder to read, just in pace with the music. was gonna make it 0.5 but nah
03:21:407 - 03:29:407: |INV| This is an idea, not a recommendation. Remove the single notes apart from the stream, and have the triples teleport onto the hit position. Maybe have the first one not affected by this. Every player will have already lost their combo at this point on their first play, and its not that hard to read after that. i tried and somehow looks "nah." and then i went "lemme give you some acc" so nvm LMAO
04:04:836 - 04:05:122 + 04:05:407 - 04:05:593: |INV|The jacks are a bit insane for what the player just went through. Maybe try slowing it down to trills. pretty sure people can do 210 BPM vibro that short. though the previous bumps might shocked them and had late react
04:07:122 - 04:16:265 Same problem as 01:17.979-01:27.112. working on it.
04:20:836: |INV| Convert long notes to standard notes. still has the noise so nope.
51629202
wow



hard song
Spartan-
well I tried
Spartan-
how on earth did I beat this map with an A
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