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Camellia - Exit This Earth's Atomosphere

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Total Posts
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Topic Starter
rrtyui
This beatmap was submitted using in-game submission on 2016年11月2日 at 23:17:04

Artist: Camellia
Title: Exit This Earth's Atomosphere
Tags: PLANET//SHAPER drumstep electronic kamelcamellia cametek Atmosphere dnb dubstep drum and bass
BPM: 170
Filesize: 8269kb
Play Time: 05:28
Difficulties Available:
  1. Evolution (6.75 stars, 1358 notes)
Download: Camellia - Exit This Earth's Atomosphere
Information: Scores/Beatmap Listing
---------------
xDololow
rank?
Ameth Rianno
ClrSCR
Hi senpai
Just Miracle-
rrtyui<3
ProfessionalBox
brexit was an inside job
14:33 ProfessionalBox: I can give you a quick irc mod on the map if you want
14:49 rrtyui: :ooooo
14:49 rrtyui: i need you
14:49 ProfessionalBox: There isn't much to change but I can go over what I thought could be improved
14:50 ProfessionalBox: How much do you care about aesthetics? Should I mention visual stuff at all :D
14:51 ProfessionalBox: 01:03:391 (5) - NC here would fit imo
14:52 ProfessionalBox: 01:14:685 (5) - This should be NC too if you want to NC the first one
14:54 ProfessionalBox: 01:09:038 (1,2,3,4) - The flow here is a bit meh so maybe try something like this? http://puu.sh/rzAPB/e0b9c4321c.jpg
14:55 rrtyui: well i wanna put aethetic everywhere thats why i have learned byfar's style
14:55 ProfessionalBox: 01:10:803 (4,5) - These could be better emphasized with a NC and placing like this http://puu.sh/rzASc/ae5950db2b.jpg
14:56 ProfessionalBox: Alright I'll mention some minor aesthetic things then :p
14:58 ProfessionalBox: 01:26:685 (1,2) - adjust the curve on the long slider a bit for better blanket http://puu.sh/rzAYE/f2ca7e10fd.jpg
14:59 ProfessionalBox: 01:27:921 (1,2) - Stack properly :p
14:59 rrtyui: first-third from the top are fixed
15:00 ProfessionalBox: 01:35:068 (3,1) - This plays almost the same but looks much better http://puu.sh/rzB16/aea2073723.jpg
15:01 ProfessionalBox: 01:48:921 (3) - You could NC because of the slider velocity change if you want but it's not a big deal
15:02 ProfessionalBox: 01:55:627 (1,2) - Super minor thing but if you adjust the slider a bit so that the slider tail points directly at (2) it looks better http://puu.sh/rzB5T/e237c4fe9d.jpg
15:02 ProfessionalBox: 01:55:979 (3) - I'd NC this in order to avoid misreadings from 01:55:803 (2,3) - because players might think that there is no break in between those
15:03 ProfessionalBox: if you NC the previous one then you should NC this too for consistency :p 01:58:803 (3) -
15:08 rrtyui: k updated
15:08 ProfessionalBox: I'm trying to come up with a few patterns in the kiai so this might take a while :D
15:11 rrtyui: ;w;
15:12 ProfessionalBox: 02:07:450 (1) - I'm thinking that this part needs more and something like this is the best that I could come up with quickly http://puu.sh/rzBqz/9184532d71.jpg
15:12 ProfessionalBox: If you don't understand what I did in the picture then I can explain more
15:12 ProfessionalBox: But this would give it a nice gimmicky back and forth movement while still not ignoring the cool sounds in the song
15:14 ProfessionalBox: 02:13:097 (1) - Here you could do something like this to fill the space too http://puu.sh/rzByf/dc634310df.jpg
15:15 ProfessionalBox: 02:18:744 (1) - and for here http://puu.sh/rzBAf/a5c42ded66.jpg
15:17 ProfessionalBox: 02:37:538 (2) - NC here!
15:19 ProfessionalBox: 02:38:597 (2,1) - This might be a bit too hard because the slider spins in the opposite direction of the flow with this kind of spacing :D This is just a wild suggestion http://puu.sh/rzBK8/a099ca1616.jpg
15:20 ProfessionalBox: 02:38:332 (3) - on the previous suggestion this would stay where it currently is, only 02:38:509 (1,2) - would move
15:21 ProfessionalBox: 03:24:568 (1,1) - If you add a tiny amount of spacing here it looks better because of the blanket http://puu.sh/rzBPz/e564d7bd17.jpg
15:22 ProfessionalBox: 03:33:215 (1) - Move this so that it doesn't touch 03:33:568 (1) - for better aesthetics 8) http://puu.sh/rzBRS/549e53afec.jpg
15:23 ProfessionalBox: 03:33:568 (1) - Also the last curve on this could look muchc better http://puu.sh/rzBTp/a00a8d32d2.jpg
15:23 ProfessionalBox: 03:48:920 (3) - If you used NC in the previous suggestions then do it here too!
15:24 ProfessionalBox: 04:04:450 (5) - Maybe NC here too if you want
15:24 ProfessionalBox: 04:15:744 (5) - ^
15:25 ProfessionalBox: 04:37:803 (1) - NC here and 04:38:332 (5) - for easier reading
15:26 ProfessionalBox: 04:43:274 (2,3,4) - Maybe NC all of these just to emphasize the speed of them more xD
15:26 ProfessionalBox: It's such a climax of the song too at that point so it would fit really well just to go ham with NC
15:28 ProfessionalBox: The outro is fine so I don't have anything more to mod
15:28 ProfessionalBox: I hope this helped :p
Topic Starter
rrtyui
updated. thanks for modding, professionalbox. :)


also... wow many stars have shotten this map thanks ;w;
Kite
mod

Tickrate 2 would make sv changes easier to read in the beginning and the end
02:10:538 (1) - removing new combo is probably easier to read the pattern due to follow points
02:21:832 (1) - ^
02:29:156 (2,3,4,5,6) - is weird because the more impactful sound lands on 1/6 here but drum is 1/4, would probably be more fun / interesting to follow 1/6 here
02:31:979 (2,3,4,5,6) - ^
02:34:803 (2,3,4,5,6) - ^
02:38:156 (2) - ctrl+g for better and easier movement here imo
03:30:921 (1) - this slider is kinda ugly compared to the rest in your map
04:03:391 (1,2,3) - this feels out of place, considering you just entered a section with fast and fluid movement.. it really kills the pace; also i think you could add another object at 04:03:479 -
04:45:038 (3,4,5,7) - x320 y368? it feels really cramped in the corner and can be easily misinterpreted to be placed 1/4 after the slider on the timeline
04:58:803 (2) - ctrl+g seems better to me for movement and fix spacing issue with 04:58:803 (2,3,4,5) -
DeletedUser_1574070
相変わらずやばいですなーー
Arenth
The day Axarious and Hollow Wings had a mutant baby

this is awesome
Topic Starter
rrtyui

Kite wrote:

mod

Tickrate 2 would make sv changes easier to read in the beginning and the end i prefer 1 than other
02:10:538 (1) - removing new combo is probably easier to read the pattern due to follow points sometimes i like fast slider plus near spacing thing
02:21:832 (1) - ^
02:29:156 (2,3,4,5,6) - is weird because the more impactful sound lands on 1/6 here but drum is 1/4, would probably be more fun / interesting to follow 1/6 here i wanna keep this 1/4 consistency and it emphasize this (02:35:068 (5,6) - ) strong drum sounds
02:31:979 (2,3,4,5,6) - ^
02:34:803 (2,3,4,5,6) - ^
02:38:156 (2) - ctrl+g for better and easier movement here imo but if i change to that it seems much weird...
03:30:921 (1) - this slider is kinda ugly compared to the rest in your map
04:03:391 (1,2,3) - this feels out of place, considering you just entered a section with fast and fluid movement.. it really kills the pace; also i think you could add another object at 04:03:479 - sometimes i like fast slider plus near spacing thing
04:45:038 (3,4,5,7) - x320 y368? it feels really cramped in the corner and can be easily misinterpreted to be placed 1/4 after the slider on the timeline
04:58:803 (2) - ctrl+g seems better to me for movement and fix spacing issue with 04:58:803 (2,3,4,5) - it may cause generation of hidden stacking object
thanks modding kite but i wanna keep this now.
Chloe
well done :D
Monstrata
Can I bubble this yet?
Topic Starter
rrtyui
im waiting some requested mods :oooooo
Okoayu
could you set combocolors?
03:57:391 (2) - and the likes have completely hidden repeat arrows which kinda has to be addressed

also pls don't flood thread with memes and nonsense stuff will have consequences from this point onwards
Side
Hey here's a thing :v

[GiRLC's -- oh wait]

00:20:332 (1) - Technically this is okay but you could consider ctrl+g this slider since all these other sliders starting at 00:16:097 - go like back and forth if that makes sense. You could try something else also but this is the one with the least change needed ;^)

00:25:274 (1,2) - I'm not that good a player so idk how good this plays but it doesn't look very intuitive xd you would know that better but if that's a concern to you maybe consider moving 00:25:274 (1) - to 00:25:362 (2) - slider head or ctrl+g 00:25:362 (2) - works also.

00:32:685 (3) - Here you have a whistle but not sure why since there's no sound like 00:15:744 (1) - somewhere and its also not consistent with 00:27:038 (1) - 00:29:862 (1) - etc. Pretty sure its accidental cuz its also on the whole body instead of the slider head xd

00:38:509 (3) - You also added the whistle to the whole body instead of just the slider head by accident :v

00:39:391 (1) - Touches the hp bar. Don't think that's unrankable but just pointing that out. If you move it at x:3 y:41 it doesn't do that anymore and keeps the same spacing as before

01:20:685 (2) - 03:24:921 (2) - These would be cool as a really slow 3/4 slider too

01:21:038 (1) - Really like this slider!

01:29:332 (1) - But not this one though but I'm not good at slider art so I can't suggest something else xd I think I don't like it much because it uses .8x SV but the ones before use .5x and .65x. I see what you're going for with making it go faster but imo I think it would make more sense to go back to .5x since the pitch in the music goes back down kinda like 01:24:215 (1) - ...idk this is kinda hard to explain I hope it makes sense cuz it makes sense to me but probably not to anyone else xd

01:54:921 (1,2) - Really like these sliders. Hard to explain why but it has to do with how they both go in the same direction ;)

02:06:568 (2,3,4,5,6) - nice! (did something similar in one of my maps lol)

02:08:685 (2) - Might be cooler with ctrl+g also since the wub pitch goes up so the slider could also go "up" kinda like how these two both go down and the pitch drops with the both 02:11:156 (1,2) - or how you do that here 02:13:979 (1,2) -

Also small suggestion with 02:11:509 (2) - maybe ctrl+h but in the same spot like this. Not necessary though :v And if you do that also do that for 02:22:803 (2) -

02:30:568 (3) - Change slider end to soft sample maybe. The sound you follow with the normal-hitnormal doesn't play there like 02:28:803 (1) -

02:31:627 (1) - Same for this one

02:41:156 (3) - imo I suggest changing this to a 1/2 slider something like 02:41:862 (3) - it will help with readability since there's so much rhythm that this pause kinda hurts at this difficulty.

02:48:568 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - I miss fanzhen ;-;

03:33:568 (1) - Yep same thing here. I guess I don't like the higher SV when compared to the other sliders before. Feels like too fast imo ;(

03:53:862 (1) - 03:54:215 (1) - 03:54:568 (1) - Change to normal sample and soft addition like the others.

04:03:568 (2) - 04:04:185 (3,4) - Maybe might wanna space this one out a bit more :v

04:20:332 (1,2,3) - I guess at this difficulty it wouldn't hurt to extend the 1/8 sliders one more tick like in the music but as you prefer.

04:38:729 - rip combos xd but its fine.

04:46:803 (1) - normal whistle would be cool like 04:52:450 (1) -

05:18:215 - btw really nice effect. Thank mr. mOnstrata!


Solid map. I think the only thing that raised an eyebrow for me is 00:25:274 (1,2) - since 00:24:921 (3,4,1) - gives circular momentum and yeah its easy to snap to 00:25:362 (2) - slider head but then to suddenly go up is the hard part. Also consider custom combo colors and stuffs u know

Hope this helps. Good luck! :v
Kaifin
amazing map

tyui

  1. 01:24:215 (1) - do you think this is too close to burai? maybe it would be nice to make the triangle more pronouced so the path is 100% clear
  2. 02:10:450 (1) - slightly off center from the middle of the triangle
  3. 02:21:744 (1) - same here, pointing these two out because later when you do 02:33:039 (1,2,3,4,1,2,3) - its perfectly centered, so i figured you'd want these to be perfectly centered as well
  4. 03:58:627 (3,4) - maybe this would more intuitive ctrl g'd like how it is at 02:05:509 (1,2,3,4), the variation is fine but with the overlap of 03:58:273 (4,3) - i found it quite unintuitive while playing
  5. 04:09:127 - make this clickable to match with the rhythm you use at 04:31:627 (1,2) - for the same sound in the song? imo is more fitting rhythm
  6. 04:42:744 (4) - slider end off screen
  7. 04:44:685 (2,3,4,5) - spacing the 04:45:038 (3,4,5) - more here would be good to avoid reading confusion, all the other triples in this segment are spaced much more and are very clearly 1/2, maybe put it here like this?

take my stars
Otosaka-Yu
いい :)
Topic Starter
rrtyui

Okorin wrote:

could you set combocolors? ok.
03:57:391 (2) - and the likes have completely hidden repeat arrows which kinda has to be addressed changed the former slider smaller.

Side wrote:

00:20:332 (1) - Technically this is okay but you could consider ctrl+g this slider since all these other sliders starting at 00:16:097 - go like back and forth if that makes sense. You could try something else also but this is the one with the least change needed ;^) ok

00:25:274 (1,2) - I'm not that good a player so idk how good this plays but it doesn't look very intuitive xd you would know that better but if that's a concern to you maybe consider moving 00:25:274 (1) - to 00:25:362 (2) - slider head or ctrl+g 00:25:362 (2) - works also. ok.

00:32:685 (3) - Here you have a whistle but not sure why since there's no sound like 00:15:744 (1) - somewhere and its also not consistent with 00:27:038 (1) - 00:29:862 (1) - etc. Pretty sure its accidental cuz its also on the whole body instead of the slider head xd erased.

00:38:509 (3) - You also added the whistle to the whole body instead of just the slider head by accident :v erased.

00:39:391 (1) - Touches the hp bar. Don't think that's unrankable but just pointing that out. If you move it at x:3 y:41 it doesn't do that anymore and keeps the same spacing as before i don't care about touching hp bar but fixed for spacing problem.

01:20:685 (2) - 03:24:921 (2) - These would be cool as a really slow 3/4 slider too i used that slider (01:20:332 (1) - ) for emphasizing cymbal sound. then a circle + a bit idle time show quietness between

01:21:038 (1) - Really like this slider! thanks :)

01:29:332 (1) - But not this one though but I'm not good at slider art so I can't suggest something else xd I think I don't like it much because it uses .8x SV but the ones before use .5x and .65x. I see what you're going for with making it go faster but imo I think it would make more sense to go back to .5x since the pitch in the music goes back down kinda like 01:24:215 (1) - ...idk this is kinda hard to explain I hope it makes sense cuz it makes sense to me but probably not to anyone else xd uh... i understand and i didnt have consider them i forgot lol well i keep this logic for this song cuz i really like this slider and still emphasizing strong sounds by art slider imo, ill effort ot consider them if i make next maps.

01:54:921 (1,2) - Really like these sliders. Hard to explain why but it has to do with how they both go in the same direction ;) yay

02:06:568 (2,3,4,5,6) - nice! (did something similar in one of my maps lol) thanks :)
02:08:685 (2) - Might be cooler with ctrl+g also since the wub pitch goes up so the slider could also go "up" kinda like how these two both go down and the pitch drops with the both 02:11:156 (1,2) - or how you do that here 02:13:979 (1,2) - hmm i try to change.

Also small suggestion with 02:11:509 (2) - maybe ctrl+h but in the same spot like this. Not necessary though :v And if you do that also do that for 02:22:803 (2) - uh i like now standing like a linear formation.

02:30:568 (3) - Change slider end to soft sample maybe. The sound you follow with the normal-hitnormal doesn't play there like 02:28:803 (1) - ok.

02:31:627 (1) - Same for this one ok.

02:41:156 (3) - imo I suggest changing this to a 1/2 slider something like 02:41:862 (3) - it will help with readability since there's so much rhythm that this pause kinda hurts at this difficulty. umm i wanna emphasize next two circles.

02:48:568 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - I miss fanzhen ;-; qawertgyhujikolp

03:33:568 (1) - Yep same thing here. I guess I don't like the higher SV when compared to the other sliders before. Feels like too fast imo ;( umm.

03:53:862 (1) - 03:54:215 (1) - 03:54:568 (1) - Change to normal sample and soft addition like the others. ok.

04:03:568 (2) - 04:04:185 (3,4) - Maybe might wanna space this one out a bit more :v no i wanna keep this xp

04:20:332 (1,2,3) - I guess at this difficulty it wouldn't hurt to extend the 1/8 sliders one more tick like in the music but as you prefer. maybe it may cause shit combobreak?

04:38:729 - rip combos xd but its fine. i like this xd

04:46:803 (1) - normal whistle would be cool like 04:52:450 (1) - ok.

05:18:215 - btw really nice effect. Thank mr. mOnstrata! yeah i was inspired by him thanks.


Solid map. I think the only thing that raised an eyebrow for me is 00:25:274 (1,2) - since 00:24:921 (3,4,1) - gives circular momentum and yeah its easy to snap to 00:25:362 (2) - slider head but then to suddenly go up is the hard part. Also consider custom combo colors and stuffs u know

Hope this helps. Good luck! :v

Kaifin wrote:

  1. 01:24:215 (1) - do you think this is too close to burai? maybe it would be nice to make the triangle more pronouced so the path is 100% clear uh i dont think like that. these arcs flowing isnt same.
  2. 02:10:450 (1) - slightly off center from the middle of the triangle wow thats important.
  3. 02:21:744 (1) - same here, pointing these two out because later when you do 02:33:039 (1,2,3,4,1,2,3) - its perfectly centered, so i figured you'd want these to be perfectly centered as well ok.
  4. 03:58:627 (3,4) - maybe this would more intuitive ctrl g'd like how it is at 02:05:509 (1,2,3,4), the variation is fine but with the overlap of 03:58:273 (4,3) - i found it quite unintuitive while playing ok. but ill keep this stacking
  5. 04:09:127 - make this clickable to match with the rhythm you use at 04:31:627 (1,2) - for the same sound in the song? imo is more fitting rhythm
  6. 04:42:744 (4) - slider end off screen thats no problem.
  7. 04:44:685 (2,3,4,5) - spacing the 04:45:038 (3,4,5) - more here would be good to avoid reading confusion, all the other triples in this segment are spaced much more and are very clearly 1/2, maybe put it here like this? ok.
thanks for modding. also added combo colors, changed diff name (both are improvised stuff :P ).
Venix
o/ rrtyui!
My mod here!
  1. 00:36:127 (2) - This slider not including 00:36:215 - this bass, please fix it, because it's the main rythm. Mby try make a repeat slider?
  2. 00:36:921 - on this moment you can leave this slider because this part of rythm is not to hearable
  3. 00:52:097 - why break end not here? You can place elements after this moment :P
  4. 01:01:274 (1,2,3,4,5,6,7,8) - ik, this is nazi but i cant understand your logic here, this stack not follow the aesthetics rules, for better logic of this 01:02:685 (1,2,3,4,1,2,3,4) - mby stack it?
  5. 02:14:332 (2) - i think this slider should be longer than 02:13:979 (1) - this because music here is more energetic
Hmm... i will end this mod soon because i havent more time right now ;P
EDIT:
Some unrankable stuff
  1. 04:42:744 (4) - Please fix end of this slider, this is unrankable
  2. Stack Leniency is 0
  3. Music is not 192kbit or VBR ~1.0
Kyuukai
rrtyui prolly trying to make this ranked so he can earn pp from it D:
+1 Star btw
blahpy

Venix wrote:

[*]Stack Leniency is 0
Is this actually not allowed? I was always under the impression that it was, but I'm no experienced mapper.

osu! wiki wrote:

Rules dictate that if Stack Leniency is set so that stacking no longer occurs, you must manually offset the objects. This option is best left as it is if you really do not know what will happen and what you are doing.
-Atri-
Hmmmm... i am not sure about that, osu only allow to lower the SL to 2, in order to lower it to 0, editing the osu. file is required, which is technically rankable only for slider borders (?) , but i saw some maps getting dq'd for editing to osu. file, i think it's better to let BN and QATs to desire at this point
Akiyama Mizuki
diff name checks out!
Fookiz
just a small suggestion. make the hp a bit higher, maybe like hp4? i passed this map way too easily for not being able to play it appropriatly.
-sandAI

Fookiezi wrote:

just a small suggestion. make the hp a bit higher, maybe like hp4? i passed this map way too easily for not being able to play it appropriatly.
Hp 5 or riot
Ancelysia
Amazing! ;O;
blahpy

Fookiezi wrote:

just a small suggestion. make the hp a bit higher, maybe like hp4? i passed this map way too easily for not being able to play it appropriatly.
I mean that's not really a problem, is it? If more people can pass it then more people can have fun with it
Okoayu
i don't get that mindset. It's a hard map, it's intended to be hard, which should also include posing some kind of challenge to pass instead of setting hp to a point where a lot of people can just mash through and still survive...
Spaghetti
w
diraimur

Okorin wrote:

i don't get that mindset. It's a hard map, it's intended to be hard, which should also include posing some kind of challenge to pass instead of setting hp to a point where a lot of people can just mash through and still survive...
well i personally dont like the idea of drain osu! have in the first place...
each to their own i guess.

the thing is, passing or not passing in this game doesnt matter as much as other games imo, this game rather relies on how good acc and combo you can do instead of whatever you can pass or not, and whole game is also made around it (pp system etc) so passing hard things can be impressive sometimes, but doing a good acc and combo is far more impressive on most cases so i personally highly approve low hp maps.

its honestly dissapointing when youre doing pretty good up until one part where you accidentally fucked up, maybe your hand slipped or you misread and it causes you to die, i mean sure you can say "git better" but it still doesnt change the fact its annoying.
Zel
actually the best map ive seen in a long time
gj tyui

i dont see why this cant be ranked if hw can rank notch hell tbh with the very high svs at the end

mod :3
00:35:862 (1) - would be nice to overlap with 00:35:156 (5) -
00:44:156 (2,3,1) - personally i would stack these for consistencies sake like you were doing with 00:43:450 (2,3,1) -
00:58:450 (1) - 10/10 with these next section of notes tbh it really feels like youre playing the song what a rhythm game should be about
01:10:803 (4,5,2,1) - overlap here is a little weird is it not? maybe rotate square
01:43:274 (1,2) - this overlap is peculiar i would move next repeating sliders to X:480 Y:211
02:04:097 (1,2) - nice
03:33:568 (1) - very good slider shape im jealous

gl with rank!
Depths
god
B1rd

Okorin wrote:

i don't get that mindset. It's a hard map, it's intended to be hard, which should also include posing some kind of challenge to pass instead of setting hp to a point where a lot of people can just mash through and still survive...
It's the same mindset that says all maps need to have easy difficulties so that every play must be able to play songs they like.

I can confirm that this map still isn't easy to pass. The HP makes it so that it's fun to play for people besides the top 1% of players. No need to have an elitist attitude regarding the settings.
Topic Starter
rrtyui

Venix wrote:

  1. 00:36:127 (2) - This slider not including 00:36:215 - this bass, please fix it, because it's the main rythm. Mby try make a repeat slider? yeah there is bass sounds but i mainly consistently take the sounds like strings. also i dont think main rhythm is bass only.
  2. 00:36:921 - on this moment you can leave this slider because this part of rythm is not to hearable there are reverb sounds. i cant replace them with circle or cool sounds like strings flow will be stopped.
  3. 00:52:097 - why break end not here? You can place elements after this moment :P no i dont wanna put circle before a strong symbal sound.
  4. 01:01:274 (1,2,3,4,5,6,7,8) - ik, this is nazi but i cant understand your logic here, this stack not follow the aesthetics rules, for better logic of this 01:02:685 (1,2,3,4,1,2,3,4) - mby stack it? you can hear the different sounds here. (01:02:685 (1,2,3,4,1,2,3,4) - )
  5. 02:14:332 (2) - i think this slider should be longer than 02:13:979 (1) - this because music here is more energetic i understood your logic. but i wanna keep this symmetry visual.
  6. 04:42:744 (4) - Please fix end of this slider, this is unrankable this is rankable. i already mentioned it at my replying for Kaifin's mod.
  7. Stack Leniency is 0 already fixed.
  8. Music is not 192kbit or VBR ~1.0 ok ill change this.

Zel wrote:

00:35:862 (1) - would be nice to overlap with 00:35:156 (5) - nope i wanna keep this.
00:44:156 (2,3,1) - personally i would stack these for consistencies sake like you were doing with 00:43:450 (2,3,1) - there is a turning point o rhythm (1/4 to 1/8).
00:58:450 (1) - 10/10 with these next section of notes tbh it really feels like youre playing the song what a rhythm game should be about thanks.
01:10:803 (4,5,2,1) - overlap here is a little weird is it not? maybe rotate square nope
01:43:274 (1,2) - this overlap is peculiar i would move next repeating sliders to X:480 Y:211 ok fixed.
02:04:097 (1,2) - nice thanks.
03:33:568 (1) - very good slider shape im jealous thanks.

to Fookiezi and Okorin:
tbh i agree the combination of a hard map with low HP drain cuz you're not able to leave the score when you failed with a freak accident.
imo i think the goal maybe freely determine by case by case (for examble to the goal i mean: 600 combo, 98% acc, fc with dt, ss with hd).

"then you should put NF"? no there is the score reduction and you can put weird score like a "D" to rankings. it's not just smart.

but i also recognize hp3 is too small. i put hp4 now. but i dont really wanna put more higher... (perhaps 4.5 but you know)

i hope you understand my opinion.




also, rechecked i had forgotten stuff (mainly hitsounding). mp3 will be soon.
thanks for modding and checking my map to all. :)
Venix
Varqaaa
05:28:097 (1)

pls no ;~;
or at least make it more evident that this will be a slow slider

really fun map!!
7ambda
This looks harder than Mazzerin's Camellia map.
Monstrata
I'm here~

[Evolution]

00:29:156 (3,1) - This jump felt too big compared to the rest of the section. The jump goes into a flow-break too, so it just feels like too much emphasis onto that one note on 00:29:332 - .
00:45:744 (1,1,1,1) - The repeats cannot be seen here. Can you space them out more or try a different pattern? If repeats cannot be seen, then it's breaking a RC rule.
01:24:215 (1) - Its a nice slider, but the slider path cannot be read based on just looking at the slider. Are you supposed to go up or down? If you can't tell where the slider is supposed to go, then unfortunately it's not rankable with the current RC.
02:04:097 (1,2) - Similar to above, the repeat on the 2nd slider can't actually be seen, so you need to try another pattern here unfortunately, if you want to get this ranked xP.
02:38:332 (3) - Place it like this:
02:39:215 (1,2) - I think using sliders with more bumps to them would follow the whirring sounds here a bit better. Star slider was nice!
02:51:038 (1,1,1,1,1) - Uh, shouldn't this be 1/3? I can't really hear the 1/4's, but maybe its just me.
03:25:274 (1) - This is really nazi, but:
03:33:568 (1) - This one, the slider-path isn't completely clear either. Do you go left, or downward first? I think with this slider, making a gap would be enough.
03:57:038 (1,2) - Same as earlier
04:05:421 (1,2,3) - This seems like a really sudden spacing increase, if you compare the spacing from 04:04:803 (1,2) - . I wonder if people will be able to read this as a 1/4 jump? or if they'll misread it as a 1/2 jump? Lemme know what you think.
04:09:656 (1,2,3) - Same idea here. I think cuz of how large the spacing is, people will read it as 1/2 isntead of 1/4.
04:18:127 (1) - This slider is offscreen by like 2 pixels.
04:39:744 (1,1) - Generally, its okay for 2nd repeat to not be visible, but I think it's best not to overlap the 2nd repeat because its really important here. If players don't know theres a 2nd repeat they'll release early and it will mess up their rhythm.

Bolded: Unrankable or extremely risky. We still have to follow the RC if we want to rank this ;c.

Let me know how this goes!
melloe
i thought burai sliders were only not allowed because of unclear slider path? 03:25:274 (1) has an easily discernable slider path even though it's technically burai

also the 01:24:215 (1) slider is readable on sight-read, the gap above the sliderhead tells the player to go down rather than up
Kiiwa
Nice sliders 8-)
taku
awesome map!
Monstrata

melloe wrote:

i thought burai sliders were only not allowed because of unclear slider path? 03:25:274 (1) has an easily discernable slider path even though it's technically burai

also the 01:24:215 (1) slider is readable on sight-read, the gap above the sliderhead tells the player to go down rather than up
Burai just means any slider that goes back on its own slider-path. Stuff like this, even though its really obvious, is still unrankable according to the current ranking criteria. I also find it really unnecessary here, but we still have to follow it, o well lol.
reiyuu
Amazing map, I hope to see this ranked :D
Maelstrrom
Just a few thoughts

00:18:568 (2,1) - after the previous pattern distance is not intuitive. Maybe increase it ?
05:28:097 (1) - why ? A row of fast sliders would fit better imo
Can't agree with increase HP or riot thingy. Player don't nesessarily have to be able to play the map with high accuracy to pass it

Good luck!
Shiguma
A random mod
Probably been mentioned before, but the bitrate of .mp3 is too high right now. Needs to be 192 kbps

04:42:744 (4) - Offscreen (AImod)

https://puu.sh/rFU6K/4343bb8f73.png 02:31:021 - I think accidental
03:04:901 - ^
03:50:079 - ^
03:51:491 - ^
04:44:338 - ^ I'm assuming some copy pasting mistake :P

00:46:097 (1) - ctrl + g
00:46:450 (1) - ^
00:46:803 (1) - ^ reason is because I don't think you can see the reverse arrow otherwise

01:12:391 (4) - Move more to the left maybe?

02:10:803 (4,5,6) - I would consider selecting these three and doing ctrl + shift + r and doing these settings: https://puu.sh/rFVzX/c6e0c5f0f4.png because it makes it more readable and acessible to play I think, but doesn't nerf the pattern :D
02:22:096 (4,5,6) - same for this, but counterclockwise

02:38:509 (1,2,1) - Needs more spacing because of how fast the sliders were going before. I'd say something like 0.55x instead of the 0.50x you have right now

02:50:921 (3,1) - The spacing into the 02:51:038 (1,1,1,1,1) - is very low compared to what was going on before, I think it makes it awkward to land.
03:51:744 (3,2) - Intentional to not do perfect overlap?
04:00:215 (4,1) - Maybe overlap perfectly? idk
04:27:391 (1,2) - I think 04:27:391 (1) - should be moved 3 pixels up because then it overlaps the sliderbody of 2 better

Hope this helped, sorry if I mentioned things other modders have already.

KDs only if any of my mod was applied :)

Also wanted to mention that HP4 was good update, because HP3 was too easy (was able to mash my way to a win, now you actually have to try)
Topic Starter
rrtyui

Monstrata wrote:

I'm here~

[Evolution]

00:29:156 (3,1) - This jump felt too big compared to the rest of the section. The jump goes into a flow-break too, so it just feels like too much emphasis onto that one note on 00:29:332 - . changed.
00:45:744 (1,1,1,1) - The repeats cannot be seen here. Can you space them out more or try a different pattern? If repeats cannot be seen, then it's breaking a RC rule. changed.
01:24:215 (1) - Its a nice slider, but the slider path cannot be read based on just looking at the slider. Are you supposed to go up or down? If you can't tell where the slider is supposed to go, then unfortunately it's not rankable with the current RC. these two arcs have a gap. it seems they don't go up...
02:04:097 (1,2) - Similar to above, the repeat on the 2nd slider can't actually be seen, so you need to try another pattern here unfortunately, if you want to get this ranked xP. rip changed.
02:38:332 (3) - Place it like this: ok.
02:39:215 (1,2) - I think using sliders with more bumps to them would follow the whirring sounds here a bit better. Star slider was nice! ok fixed.
02:51:038 (1,1,1,1,1) - Uh, shouldn't this be 1/3? I can't really hear the 1/4's, but maybe its just me. it's hard to hear... but i think It's 1/4 on 100% speed. (To begin with, does the wobble sound have a consistent rhythm...? if so, well, i still wanna emphasize this session because there is a swell of sound.)
03:25:274 (1) - This is really nazi, but: lol fixed.
03:33:568 (1) - This one, the slider-path isn't completely clear either. Do you go left, or downward first? I think with this slider, making a gap would be enough. Compare this with that, i think the former seems weird. The former have a clearly different angle but the latter is not there is a smooth S-shaped curve. It's imo but if stacking slider (like this slider) appeared, i regard that as smoother curve pattern. Why? otherwise its conceivable that this slider has interesting slider-path (for examble, this. I hesitate to put them (unless a slider has a transparency lol...)). i certain that it's still readable. ill keep it.
03:57:038 (1,2) - Same as earlier ok.
04:05:421 (1,2,3) - This seems like a really sudden spacing increase, if you compare the spacing from 04:04:803 (1,2) - . I wonder if people will be able to read this as a 1/4 jump? or if they'll misread it as a 1/2 jump? Lemme know what you think. well changed the slider's vector but i dunno how far it's a problem... there is a consistent rhythm.
04:09:656 (1,2,3) - Same idea here. I think cuz of how large the spacing is, people will read it as 1/2 isntead of 1/4. i think this slider (04:09:656 (1) - ) is smaller then it's no problem to play with regarding as 1/2 rhythm cuz its easy to earn 300.
04:18:127 (1) - This slider is offscreen by like 2 pixels. oops fixed.
04:39:744 (1,1) - Generally, its okay for 2nd repeat to not be visible, but I think it's best not to overlap the 2nd repeat because its really important here. If players don't know theres a 2nd repeat they'll release early and it will mess up their rhythm. reverses are wiped out rip.

Bolded: Unrankable or extremely risky. We still have to follow the RC if we want to rank this ;c.

Let me know how this goes!

Maelstrrom wrote:

Just a few thoughts

00:18:568 (2,1) - after the previous pattern distance is not intuitive. Maybe increase it ? hmm but ill keep this angle.
05:28:097 (1) - why ? A row of fast sliders would fit better imo it's end of this song. also it's finished that sounding of kick sound. so well it's ok.
Can't agree with increase HP or riot thingy. Player don't nesessarily have to be able to play the map with high accuracy to pass it

Good luck!

Shiguma wrote:

[box=A random mod]Probably been mentioned before, but the bitrate of .mp3 is too high right now. Needs to be 192 kbps

04:42:744 (4) - Offscreen (AImod) this is actually not.

https://puu.sh/rFU6K/4343bb8f73.png 02:31:021 - I think accidental ok.
03:04:901 - ^
03:50:079 - ^
03:51:491 - ^
04:44:338 - ^ I'm assuming some copy pasting mistake :P

00:46:097 (1) - ctrl + g fixed
00:46:450 (1) - ^
00:46:803 (1) - ^ reason is because I don't think you can see the reverse arrow otherwise

01:12:391 (4) - Move more to the left maybe? nope ill keep it.

02:10:803 (4,5,6) - I would consider selecting these three and doing ctrl + shift + r and doing these settings: https://puu.sh/rFVzX/c6e0c5f0f4.png because it makes it more readable and acessible to play I think, but doesn't nerf the pattern :D hmm well i love this aethetics
02:22:096 (4,5,6) - same for this, but counterclockwise

02:38:509 (1,2,1) - Needs more spacing because of how fast the sliders were going before. I'd say something like 0.55x instead of the 0.50x you have right now i think this pattern is still ok.

02:50:921 (3,1) - The spacing into the 02:51:038 (1,1,1,1,1) - is very low compared to what was going on before, I think it makes it awkward to land. well i dont think awkward. it was designed.
03:51:744 (3,2) - Intentional to not do perfect overlap? for smooth aiming i'm noob :cry:
04:00:215 (4,1) - Maybe overlap perfectly? idk ok.
04:27:391 (1,2) - I think 04:27:391 (1) - should be moved 3 pixels up because then it overlaps the sliderbody of 2 better ok.


Also wanted to mention that HP4 was good update, because HP3 was too easy (was able to mash my way to a win, now you actually have to try)
also replaced mp3. thanks for modding, also mentioning about drain. :)


also The c00l banner is created by eLy! Thanks to him. :D (my reserved post is gone...)
Anxient
i think the offset is wrong. = too early. try +44?

final offset should be: 2024. what do you think?

offset mistake mightve happened because you changed the mp3? (just downloaded this a few mins ago w)
melloe
rip 04:38:685 (1) - repeat sliders..!
they were one of my favorite patterns, so fun to play ):
do you think you can bring back that pattern but spaced so that the repeat is visible still? i think that would be rankable
http://puu.sh/rHUJa.png http://puu.sh/rHUVW.png like that maybe, but prettier
Minorsonek
Seems more rankable after monstrata's mod. Really good map that osu! need today bcs We've had enough easy pp maps.
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