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MitiS - Living Color (Dezpot Remix)

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Total Posts
116
Topic Starter
ProfessionalBox
This beatmap was submitted using in-game submission on 19 February 2018 at 16:57:41

Artist: MitiS
Title: Living Color (Dezpot Remix)
Tags: collab collaboration -tochi xilver neurofunk drum and bass dubstep wub dnb rrtyui bonzi byfar probox
BPM: 174
Filesize: 29086kb
Play Time: 05:16
Difficulties Available:
  1. Vividness (5.88 stars, 1169 notes)
Download: MitiS - Living Color (Dezpot Remix)
Information: Scores/Beatmap Listing
---------------


ProfessionalBox , Bonzi , byfar and rrtyui
Storyboard by -Tochi

they mapped wubs and wobs
hitsounding by Xilver
Skystar
first
pkk
professional nenpulse bootleg remix
Ameth Rianno
Holy balls.





Are we seriously entering the year of 2017 mapping?





This made me wet.
Logic Agent
what a fun map. it's pretty easy to find where rrtyui's parts are hehe
Sing
probonzi byfarrtyui
Avena
Sin
noun
1. an immoral act considered to be a transgression against divine law.
Frc
Unique, fun, and challenging at the same time. Thanks for making this map
Asphyxia

ProfessionalBox wrote:

overhyped garbage
byfar

Asphyxia wrote:

im gay
Topic Starter
ProfessionalBox

byfar wrote:

Make my peach color more pinker
Bonzi

Bonzi wrote:

hey guys how do i download beatmaps
Nowaie
Hyvää huomenta
NM from #modreqs

Im not the best modder when it comes to highly technical patterning unless there are clear things that could be improved. That's is why i'll be focusing on the mapping in general and leaving the more complex patterns for the people who really can judge them

Appearently the combo colours follow who is mapping it amirite? Though i was too lazy to categorize the mods to you individually so figure out what parts are yours


Vividness
00:43:793 (1,2) - For the stacked note pattern it seems like you stacked them because the sounds are fairly similiar to each other which is fine. Though for the last two stacked ones i personally would not stack them mostly because the beat on 00:43:965 (2) - is notably stronger than the other one so imo it should get more emphasis than it currently gets

00:55:862 (3,4) - Blanket could be improved unless you have other intentions with the pattern

00:59:310 (1) - You seem to be ignoring a somewhat notable sound here 00:59:482 - so what makes it justified to be mapped like it currently in your opinion?

So then there is stuff like these 01:12:758 (1) -. I'm not saying that there would be anything wrong with these but there is still a somewhat notable sound here 01:12:931 - . I'd want to hear your opinions about this and maybe a reason why would completely ignoring the syhtesizer sound be a better way to represent the song than having it mapped. There are this kind of patterns pretty much all over the map so there is probably something that i'm not noticing

There are few SV multiplier changes that could be represented by a NC like this one 01:23:103 (2) - in the Bonzi's (?) part

01:45:172 - I can somewhat relate to what you are trying to achieve with this break but tbh it kinda still feels like there could be something instead of... well just emptiness like for example these 01:45:344 - 01:45:431 - (maybe this 01:45:517 - aswell because there is sort of a hold sound on this one 01:45:431 - ) could for example be mapped under a 1/4 slider. It would get rid of the feeling of emptiness without getting overmapped

02:26:206 - If you are changing the NC colours to represent who is mapping then shouldn't it change to blue here already? Atleast according to bookmarks it should be blue there already

02:38:276 (3) - 02:49:310 (3) - You could NC stuff like this just to make the patterning little bit more clarified

Also stuff like this 02:35:172 (3,4) - to clarify the SV multiplier changes because leaving the players uninformed will just fuck up their attempt to clear the map and make them sceptical about what SV multiplier you are about to pull next. This 02:38:620 (1,2) - is a good example of it because the 2 is about twice as fast as the 1 and there is literally no way to tell from the melody for example that there is that kind of a SV multiplier change so they will most likely think that the 2 is just bit longer but same speed. Though this kind 02:51:034 (1,2,3,4) - of SV multiplier changing may not need to be represented by a NC because the patterning shows the way that the next sliders are going to be so in my books they are an exception

02:59:137 (3,1,1) - I'm not the right person to judge this but just fyi some people may disagree with stacking like this

03:26:896 (1,1,2,3) - I know it sort of is the theme for the map but imo these are really excessively stacked but it's your map and your way to map it

Check through the inherited points. There are some things that could be fixed and cleaned for example :


03:57:758 - Same thing as before (see the suggestion about adding a slider to the break to get rid of the emptiness w/o getting overmapped)

Great quality mapping by it's own way (well what else would you except when you have mappers like that mapping). It's only a matter of time (and finding good enough modders) before this gets approved

Good luck!~
LGV894
Nice map, ProBox! I would be modding this tomorrow. (hi Skystar, bonzi and rrtyui!)
Ascendance
hi byfar
byfar

LGV894 wrote:

Nice map, ProBox! I would be modding this tomorrow. (hi Skystar, bonzi and rrtyui!)
ty, that's a compliment!
VINXIS
this looks more like a collab between byfar byfar byfar and byfar
RLC

VINXIS wrote:

this looks more like a collab between byfar byfar byfar and byfar
fucking piece of SHIT stealing my fucking MEMES EVERYWHERE i fucking swear to god i'll end you
VINXIS
Osu Userpage But All Content Is Replaced By Ditto
RLCSubscribe Add to Share More 472 views 420 69Published on Oct 13, 2010
[gamerescape] [url=http:]img/[/gamerescape]

tre][url=http
BBBBBBBBBBBBBBBBBB]color=transparent]ditto[/color[BBBBBBBBBBBBBBBB 836.png[/img][/ur
fidel castro is dead a b c d e f when the commie hears the sad news[img]ditto.png[/img]
VINXIS1 day ago
i was diagnosed
Reply
Topic Starter
ProfessionalBox

VINXIS wrote:

this looks more like a collab between byfar byfar byfar and byfar
I lol'd at your funny meme :D
LGV894
how I mod this the sliders are eating me

i kenat 'expressive' *cough* aes *cough* the *cough* ic mappu

I couldn't really feel the flow, anyways. 1/4 kicks mapped as 1/4 sliders when some light hihats were mapped as actual hit circles, like... idk

good map

I can't absorb the mapping style enough for me to critic it...

sorry

- procrastinator
Musty
as a player it would have been much more comfortable to have a note on here 00:41:293 and here 01:10:258 but i dont think its necessarily that bad

Awesome map though
Spaghetti

Storyboarder wrote:

this looks more like a collab between byfar byfar byfar and byfar
Laurakko
Hyvää iltaa
Mod from #modreqs
Vividness
02:47:414 (2) - move 1px up to fix blanket
02:48:103 (2) - ^^
03:03:793 (2) - 1px right
03:05:172 (1) - 1px left
03:13:448 (3) - 1px right
03:14:137 (1) - is this intended to be 4px left 1px up
03:15:862 (1) - 1px right
03:16:379 (1) - 2px right 1 up (adjust the previous object accordingly)
03:44:741 (3) - 1px down
really nice map ;)
Topic Starter
ProfessionalBox

Lassikko wrote:

Hyvää iltaa Huomenta
Mod from #modreqs

Applied all suggestions

really nice map ;) Kiitoksia : )
pawpads
my new favorite map of all time :)

Vividness
01:02:068 (1,2,1,2,1,2,1,2) - very awkward flow transition from 01:02:413 (1) - to 01:02:586 (2) - (bad diagram [here])

01:08:965 (1,2) - consider ctrl+g to form better flow and form symmetry with 01:09:655 (1,2,1) - ? (bigger distance is justified with kick on white tick)

01:17:758 (2) - move closer to the head of 01:17:844 (1) - to ensure obvious rhythm change [example] (01:19:137 (2,1) - proves this concept)

01:36:379 (4,1) - awkward flow transition, 01:35:000 (2,3,1,2,1,2,3,4) - implies VERY strong ccw flow and makes this jump weird to play (hard to tell flow direction). however, since flow change does occur in an earlier combo during this section, maybe something like [this] would be easier to see while preserving feel of large distance

02:55:172 (1) - i hate to be 'that guy' but this is tilting my "burai meter"... if using high sv, i suggest making sliderpath more clear -- otherwise, lower sv to use this indistinct shape. i love the art, though... this is too much of a leap for me. players would have to have played the map at least once to know about this huge sv change, and that could ruin a play for some if they broke here.

03:12:586 (2) - ctrl+g this to preserve implied flow (and to make this possible for scrubs like me)?

03:18:275 (1) - can you please move this a few pixels right so that it lies under the stack before it, so that it is visually seperated from 03:17:931 (1,2,3,4) - and makes the following pattern 03:18:275 (1,1,1,1,1) - more intuitive [like so]

03:56:379 (1) - um, what? map is moving way too fast to even know that this was bent... could you just make sv half as much and make this so much simpler please (remove end tick, make straight)

04:17:931 (1,2,1,2,1,2,1,2) - i love this, incredible callback <3 (no correction)

04:48:620 (1,1) - i see no need for NC here, remove unless for effect

sorry for not being able to divide this between each collaborator... thank you all for making this map, please please get it ranked!!!
Nyukai
That elsword bg o3o
-Atri-
I thought byfar's part is mapped by rrtyui
RLC
cool sb

but girl.png bothers me because the cropping of the back attachment is fucked (it looks like her arm or something LO L)

Topic Starter
ProfessionalBox
Gratz
lazygirl
Ahoy! M4M from #modreqs :)

[General]

  1. BG and audio are fine
  2. HS are good
  3. Good SB, but the "cursor" doesn't align properly on most of the map for me :(
[Mapping]

  1. 00:13:793 - considering you increase DS on the higher notes at 00:14:655 - you should increase it here too. DS generally in the intro is somewhat random.
  2. 01:44:310 (1,2,3) - spaced triplet like here aren't used as much as stacked ones like here 01:40:172 (1,2,3) - I don't feel a difference in intensity, yet you mapped it differently. This applies on the second kiai too, I feel like it's mapped somewhat inconsistently. 03:48:275 (3,4,1) - this as an example, a truly spaced triple here would fit wonderfully, 03:56:724 (1,2,3) - same here.
  3. 02:52:413 - THIS is sick
I LOVE this map. I'm normally already a huge fan of hyper technical maps, but this is among the best of them. I spent a few hours modding it, but couldn't find much to say tbh. Nice map and sorry for not having much to say about it. Hope this mod isn't underwhelming ;P

Good luck!
Vell

Gratz wrote:

cool sb

but girl.png bothers me because the cropping of the back attachment is fucked (it looks like her arm or something LO L)
Want to point that out as well. Not only that but also her left foot looks cut off and this makes the silhouette stand out in a negative way since the rest of the sb is really great.
Might as well point out some things

  1. 01:08:621 (2,3,1) - the angle change going with the vocals is fucking beautiful
  2. 01:50:862 - make this a 1/4 slider too? like so
  3. 02:53:620 (7) - make this slider flow visually better into the next one for example
  4. 02:59:310 (1) - Im fairly convinced this is impossible to sightread for the vast majority of players, had to look it up twice in the editor to not break here because I kept wanting to click 02:59:482 - this note as well since its pretty much impossible to see this as a 1/2 slider. I suggest stacking it with 02:58:965 (2) - ,makes it much more readable and keeps the aesthetic
  5. 03:18:620 - would like here to have a 1/1 gap emphasize by just turning this into a circle, makes the strong drumsound feel better to play
byfar
sb suggestion:

since our parts contain two colors, i suggest making every syllable alternate in color


example,

byfar (all white) becomes

by(white) far(red)

bon(orange) zi(yellow)

etc

could possibly be interesting

changed some (a lot) stuff http://puu.sh/t874F/99f79fd6b5.osu
Gear
that code nemesis bg :)
[ Drop ]
elsword bg <_>
Sad Cum
I mildly enjoy playing this map :>
DeletedUser_3821342
So fucking good nice job. :O
Hikomori
bonzibuddy
pawpads
impatient for rank
shooting more sp
bns pls :<
Kibbleru

[ Drop ] wrote:

elsword bg <_>
rrtyui

DTM9 Nowa wrote:

02:38:276 (3) - 02:49:310 (3) - You could NC stuff like this just to make the patterning little bit more clarified ok

Also stuff like this 02:35:172 (3,4) - to clarify the SV multiplier changes because leaving the players uninformed will just fuck up their attempt to clear the map and make them sceptical about what SV multiplier you are about to pull next. This 02:38:620 (1,2) - is a good example of it because the 2 is about twice as fast as the 1 and there is literally no way to tell from the melody for example that there is that kind of a SV multiplier change so they will most likely think that the 2 is just bit longer but same speed. Though this kind 02:51:034 (1,2,3,4) - of SV multiplier changing may not need to be represented by a NC because the patterning shows the way that the next sliders are going to be so in my books they are an exception
im not sure but i thought you still can notice because there is a tick.

02:59:137 (3,1,1) - I'm not the right person to judge this but just fyi some people may disagree with stacking like this ok

03:57:758 - Same thing as before (see the suggestion about adding a slider to the break to get rid of the emptiness w/o getting overmapped) ok

Lassikko wrote:

02:47:414 (2) - move 1px up to fix blanket it makes these sweet.
02:48:103 (2) - ^^ ^
03:44:741 (3) - 1px down ^

WhytFng wrote:

02:55:172 (1) - i hate to be 'that guy' but this is tilting my "burai meter"... if using high sv, i suggest making sliderpath more clear -- otherwise, lower sv to use this indistinct shape. i love the art, though... this is too much of a leap for me. players would have to have played the map at least once to know about this huge sv change, and that could ruin a play for some if they broke here. ok

03:56:379 (1) - um, what? map is moving way too fast to even know that this was bent... could you just make sv half as much and make this so much simpler please (remove end tick, make straight)umm but i wanna just emphasize noise sound.

Vell wrote:

  1. 02:53:620 (7) - make this slider flow visually better into the next one for example changed
  2. 02:59:310 (1) - Im fairly convinced this is impossible to sightread for the vast majority of players, had to look it up twice in the editor to not break here because I kept wanting to click 02:59:482 - this note as well since its pretty much impossible to see this as a 1/2 slider. I suggest stacking it with 02:58:965 (2) - ,makes it much more readable and keeps the aesthetic ok
Thanks for modding :)

ProfessionalBox wrote:

hitsounding by Xilver
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165,296,239310,2,2,P|108:220|11:224,1,200,0|0,3:0|3:0,0:0:0:0:
15,228,239568,1,0,0:0:0:0:
19,232,239655,102,0,B|50:238|64:254|64:254|94:237|127:249,1,100,8|0,3:0|0:0,0:0:0:0:
177,372,239827,2,0,B|208:366|222:350|222:350|252:367|285:355,1,100
235,59,240000,6,0,L|243:134,1,75.0000028610231,0|0,3:0|2:0,0:0:0:0:
261,285,240172,2,0,L|253:210,1,75.0000028610231,0|0,0:0|2:0,0:0:0:0:
388,156,240344,2,0,L|313:164,1,75.0000028610231,8|0,0:0|2:0,0:0:0:0:
107,188,240517,2,0,L|182:180,1,75.0000028610231,0|0,0:0|2:0,0:0:0:0:
472,156,240689,101,0,0:0:0:0:
472,156,240775,1,0,0:0:0:0:
472,156,240862,2,0,P|502:251|385:234,1,262.500002503395,0|0,3:0|2:0,0:0:0:0:
396,82,241206,2,0,L|388:156,1,75.0000028610231
464,353,241379,5,2,0:0:0:0:
452,341,241896,1,0,0:0:0:0:
436,337,242068,1,0,0:0:0:0:
348,304,297931,85,2,0:0:0:0:
137,49,300689,6,0,P|133:97|151:143,1,98.999999697876,2|0,0:0|0:0,0:0:0:0:
25,254,302068,2,0,P|28:302|10:348,1,98.999999697876,2|0,0:0|0:0,0:0:0:0:
9,348,302758,2,0,P|49:321|97:313,1,98.999999697876
268,365,303448,102,0,B|231:308|232:230|302:193|328:250|262:318|174:309|174:309|171:167|271:114|325:188|385:152|408:84|390:19|365:-19|310:-20|269:21|297:66,1,791.999997583008,2|0,0:0|2:0,0:0:0:0:
441,198,307931,2,0,L|433:133,2,65.999999798584
247,339,308965,6,0,B|278:334|300:356|300:356|298:365|298:365|321:337|317:302,1,131.999999597168,2|0,0:0|0:0,0:0:0:0:
372,245,310000,2,0,P|308:263|243:261,1,131.999999597168,2|0,0:0|0:0,0:0:0:0:
127,179,311034,2,0,P|161:184|190:197,1,65.999999798584
190,318,311724,102,0,P|213:221|216:122,1,197.999999395752,2|0,0:0|0:0,0:0:0:0:
201,43,313103,1,2,0:0:0:0:
256,192,313189,12,0,316551,0:0:0:0:
winber1
hey thanks man
Ephemeral
Simply exceptional.
Akiyama Mizuki

Ephemeral wrote:

Simply exceptional.
Bonzi

DTM9 Nowa wrote:

There are few SV multiplier changes that could be represented by a NC like this one 01:23:103 (2) - in the Bonzi's (?) part changed 01:22:758 (1) - to be 2.00x so this doesn't apply anymore


01:45:172 - I can somewhat relate to what you are trying to achieve with this break but tbh it kinda still feels like there could be something instead of... well just emptiness like for example these 01:45:344 - 01:45:431 - (maybe this 01:45:517 - aswell because there is sort of a hold sound on this one 01:45:431 - ) could for example be mapped under a 1/4 slider. It would get rid of the feeling of emptiness without getting overmapped crammed another slider in there

WhytFng wrote:

01:36:379 (4,1) - awkward flow transition, 01:35:000 (2,3,1,2,1,2,3,4) - implies VERY strong ccw flow and makes this jump weird to play (hard to tell flow direction). however, since flow change does occur in an earlier combo during this section, maybe something like [this] would be easier to see while preserving feel of large distance the whole thing's a mess honestly, and even if the idea was that of a continuous circular flow, the overall movement of the pattern is still quite restrictive and cramped. Eugh. Remade into something less painful to go through.

lazyboy007 wrote:

  1. 01:44:310 (1,2,3) - spaced triplet like here aren't used as much as stacked ones like here 01:40:172 (1,2,3) - I don't feel a difference in intensity, yet you mapped it differently. This applies on the second kiai too, I feel like it's mapped somewhat inconsistently. 03:48:275 (3,4,1) - this as an example, a truly spaced triple here would fit wonderfully, 03:56:724 (1,2,3) - same here. ehhh yet i feel somewhat of a difference in intensity between the two. The first is subtle but still quite hearable, while the second one is even backed up by vocals. Changed anyway, wasn't 100% happy with it
changed some stuff i wasn't satisfied with while was at it
Azer
As amazing as this map is I really think byfar's part at 3:02 & rrtyui's part at 3:35 should be toned down in difficulty because they are ridiculously harder than bonzi's part of the same part of the song in contrast. Byfar's section has some patterns that are pushing the reading challenge a little too far imo. They should be immediately obvious but I can go in more detail if needed
byfar
would be great if you went into detail with reading issues
thanks!
melloe
some scattered, very subjective thoughts

rrtyui
02:35:862 (1,1,1) - i think these three should be increasing in SV instead of decreasing. from 02:34:482 (1) - to 02:39:310 (2) - the music is increasing in intensity very subtly, so those three looping sliders should increase in SV correspondingly. the slider in 02:39:310 (2) - has very high SV compared to the previous two sliders, so even though it is completely playable it's kind of jarring. i suggest increasing 02:37:241 (1) - SV to maybe 1.0 and 02:38:620 (1) - SV to maybe 1.2, or somewhere around there, which would also complement the music's subtle increase in intensity.

02:50:344 (2) - also high SV compared to previous 2 sliders. maybe increase 02:48:275 (1) - and 02:49:655 (1) - SV just a little bit? the music seems to be increasing intensity there also.

02:55:172 (1) - slider is a little bit clustered together, which is aesthetically unpleasing imo. https://puu.sh/uiVFu.png
something like https://puu.sh/uiVLN.png would be a lot more open and less messy. or something uniformly packed without an extra appendage, like https://puu.sh/uiVRZ.png

02:33:793 (1) - i know it's not supposed to be a blanket but the half-blanket-half-not-blanket kind of bothered me. maybe there's another way to keep the comma shape without wrapping imperfectly around the note?

pro-box
very subjective on my part, but 02:15:862 (1) - this sound is in my opinion a very open sound, while the slider is a closed slider. i like the idea of a deep, high-SV slider to express that low rumbling sound, but a closed acute-angled slider doesn't seem the right shape to express it; doesn't have much power behind it. also it's not a very pretty slider anyway (imo)

03:27:413 (1) - i'd personally rotate this 150-160 degrees from the previous slider instead of 180, just to keep the distances between 03:27:241 (1,1,2) - fairly equal

bonzi
04:27:586 (1) - there is a very heavy low-roaring sound here, as well as 04:33:103 (1,2) - here. on my first playthrough i was kind of disappointed to not see those sounds expressed, since a similar sound was expressed very well at 02:24:137 (1) - which is probably one of my favorite parts of the map. for 04:27:586 (1) - i would suggest two higher-SV 1/2 sliders, then some circles to express the "heaven with" syllables. then for 04:33:103 (1,2) - i'd suggest similarly kicking up the SV for those two sliders just a bit.

01:35:000 (2,3) - i dont think anything really calls for a double that faces away from the next slider. adds a type of psychological stress that isn't seen in the rest of that section. seems a little out of place, but not that big of a deal

byfar
i found the 3:02 section to be a lot more difficult than rrtyui's, even though listening to the music they seem like they're supposed to be about the same intensity, maybe byfar's section of music a little more intense than rrtyui's. there are some sections where the sliders point in the opposite direction of the next note, like 03:05:344 (1) - and 03:08:793 (3) - . the second one kind of makes sense but the next 03:08:965 (1) - note is really far away, and then the following 03:09:137 (1,2) - double is also very far away. the double also points in the opposite direction of 03:09:310 (1) - which even though they can be played like a stack, still creates a lot of psychological stress. the whole section is kind of difficult so just reducing one of those patterns would ease up the whole thing a lot more. 03:10:603 (2,1) - follows shortly afterward and is pretty hard to read, especially considering the following sections, while not extremely difficult, are still quite dense and don't let up and allow the player that split second to catch their breath a bit (the music seems to call for a slight break).

03:16:206 (1) - small gripe, the loop at the end of the slider turns away from the following slider. while with optimal cursor movement this is no problem, it still creates psychological stress which imo isn't needed at this point int he msuic.

03:18:620 (1) - kind of high distance from previous stream, which is already not easy to read

nothing wrong with all these patterns, just a bit harder than the rest of the map. difficulty can also be reduced by lowering the crazy jumps between some of the sliders but i don't think that's needed at all, just a reduction in some reading difficulty and some psychological stress will be enough imo
edit: a reduction in difficulty can also be achieved by lowering distance while keeping readability the same, instead of the other way around


okay that's all i have to say, amazing map guys good job
n1ch
I hope this is going for rank, map is amazing.
HanzeR
good map
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