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Sota Fujimori - WOBBLE IMPACT -Extended Mix- [CatchTheBeat]

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Topic Starter
CLSW
This beatmap was submitted using in-game submission on 2018년 9월 28일 금요일 at 오후 9:18:36

Artist: Sota Fujimori
Title: WOBBLE IMPACT -Extended Mix-
Source: beatmania IIDX 21 SPADA
Tags: synthesized5 synthesized 5 dubstep glitch hop 藤森崇多 CLSW Crystal CrystalSeed Daiz_IX
BPM: 190
Filesize: 11097kb
Play Time: 05:14
Difficulties Available:
  1. Transcendence (6.6 stars, 1400 notes)
Download: Sota Fujimori - WOBBLE IMPACT -Extended Mix-
Information: Scores/Beatmap Listing
---------------
hai hai minato yukina desu

redownload date Sep 28th HS overhaul

Nominated by Ascendance/alienflybot
Qualified by Benita
MMBan
Requested.
CTB Diff
General:
This shouldn't be 6.3* But at least plays like typical 8* ;s Way too difficult for me but w/e I do what i should do.
And please. Don't abuse vertical sliders. Easy to die on them. Re do some into 1/8 short streams or.. idk
Those hitsounds were Never heard and are unused.

soft-hitclap8.wav
drum-hitclap8.wav
And unsure about
soft-hitwhistle12.wav

Those greenlines are stacked. Delete one (Check aimod)
03:55:470

04:00:523

04:00:681

Bit rate seem bit too high too. But i don't hear anything that seem being.. wrong.

AR is too high for my guess. I had to play it with 9.5 to test it and plays bit better than on 9.6

00:23:102 (1,2) - Those notes makes a near pixel jump with that distance to each other
00:23:418 - 00:23:654 - There aslo may fit 1/8 short stream. Not touching this part but doesn't fit well for me
00:24:365 (1) - I would put there green line with smaller sv to not make that spread to circle to eachother ;s
Its easy to overrun after that harsh 1/6 hdash
00:25:628 (1,2) - Distance to each other 1.33-1.31 to prevent pixel
00:29:418 - This sudden anti flow is a bit devastating to 00:30:049
00:33:365 (2) - Easy miss after anti flow hdash from long slider.. in my case
00:34:470 (1) - Not Again ;s same case like 3rd. Why not replace with circles and do something better.. hmm.. no idea,,,,
00:39:260 (2) - x308 . Really weird distance for me. but move that two pixel to right. To keep like somewhat like on 00:38:470 -
00:42:365 (3,4) - Clean up. somewhat. 3. x176 tail x238 1/4 4. x416 tail x368 1/4 Full Both full horizontal. Not even a slight curve
01:22:154 (2) - Way very easy to overrun and ded
01:26:260 (1) - Ctrl G and move to x144
01:36:681 (3) - Try This maybe? Way too much slider like that and getting blehy of them.
01:54:207 (4,5) - Try to make hdash to 5. Seem missing
01:57:523 (3) - Extend this to blue time line. Sound there ends on blue. Not yellow
02:17:575 (2) - Move to x368. Looks like missing hdash
02:33:207 - This? Distance to each other by 0.67x

Couldn't pull anything from 2nd part and its so confusing for me that i don't know what to suggest. Well i'll be honest. This should be more than 6*
Star rating there is strongly cheating there...

I would be glad if you take a look of Kikoku ;s Free 2 kudos
Topic Starter
CLSW
00:23:418 (3,4) - transition of pitch here is accurate to make a small jump here, it's not a strange.
00:29:418 - I don't feel this one is sudden, its wobble sound deserves its anti flow and also with key-input.
00:33:365 (2) - It doesn't that hard in its level, the HDash there shall be fit with bass kick sound and short jumps as well.
01:21:681 (4,1) - If the distance between both was 1/4 then i should consider, but this one is 1/2 so i think the players can react enough on this place
01:26:260 (1) - I would like to keep its anti-flow based with key-input and emphasize its wobble sound, but decreased the distance betwee 01:26:102 (3) - has been done.
01:36:681 (3) - Sliders are my favorite so not really satisfied one :(
01:57:523 (3) - Wobble sound exist here, so i would like to emphasize it with 1/8.
02:33:207 - Seems not my favorite, I love slider holds on here because it's the mixture stuff of the other rhythms.

soft-hitwhistle12.wav has been used on 03:14:418 (2) - , so it's available. Others were I just forgot to add them :/ Also looking for someone to make its bitrate to 192kbps...

Still I think AR9.6 is better for its readability. Thanks for a mod!
Benita

CLSW wrote:

Also looking for someone to make its bitrate to 192kbps...
There are several online websites converting the bitrate for you, like this site! Really easy to use and you don't need to download any program to use it :3 (but since I'm such a nice person, here is new 192kbps mp3, remember to rechek offset!)

Transcendance
  1. 00:11:102 (1,1,1,1) - I feel this part could be emphasized better, example; 00:11:102 (1) - slider end 00:11:575 - and make a new slider at 00:12:049 - ending 00:13:470 - This keeps the pattern simple but follows the music better
  2. 00:19:707 (1) - I would start the spinner here 00:18:681 -
  3. 00:36:839 (4,1,2,3) - I always find this extremely hard to hit for some reason, you could try ctrl+g 00:37:312 (2) - and put it around x240, I feel it flows better this way
  4. 00:47:575 (3,1) - Maybe add a hyper here?
  5. 01:05:102 (1,2,3,4) - Add a hyper between (2) and (3) to keep it consistent with 00:42:365 (3,4) -
  6. 01:12:470 (2,3,4,5,6) - I feel like these should be 1/3's, feels a bit overmapped with 1/6 especially whith 01:12:786 (5,6) - being a hyperdash. Same goes for 01:22:576 (2,3,4,5,6) -
  7. 01:40:470 (4,4) - Would be nice to have hyperdash on these
  8. 02:03:523 (1,2,3,4) - I'd map the vocals here but it plays well as it is
  9. 02:09:365 (2,3) - I think it would fit with a hyper or at least a dash between these
  10. 02:18:365 (1) - Either remove NC here or add NC on these to stay consistent 02:07:944 (1,2) - and 04:18:049 (1,2) - If you remove NC, also remove NC here 04:28:470 (1) -
  11. 02:19:944 (1,2,3,4) - 04:30:049 (1,2,3,4) - I think something like this fits better to the music because the music has stronger beat on (1) and (3) also keeps the jumping consistent with the following pattern 02:20:575 (1,2) -
  12. 02:37:628 - 02:37:944 - is 1/8 beats which you did emphasize earlier in the map example 01:32:891 (3) - 01:36:681 (3) - I'd map them for consistency
  13. 02:40:154 (1) - Sounds better to end slider at the red tick where ther is vocal, white tick doesn't really emphasize anything. Alternatively you could have a 1/2 repeated slider
  14. 02:57:418 (3,4) - Add dash here
  15. 03:10:313 (8,1,2,3,4) - I don't like this antiflow, it's way too harsh. Curve the stream towards (8) or something
  16. 04:35:970 - Unmapped beat
  17. 03:21:839 - This break feels weird to me when the exact same sounds were mapped at the intro 00:11:102 - I'd like to see it mapped :3
  18. 04:47:733 - 04:48:049 - is 1/8's as mentioned previously

Really enjoy this map! GL :D
Topic Starter
CLSW
00:37:312 (2,3) - I don't feel this one is hard anyways, it looks more be able to key emphasize the gameplay and techniques.
00:47:575 (3,1) - It doesn't feel strong for me so it's fine for now
01:05:102 (1,2,3,4) - This one is actually a stream convert version of the other sliders around like 01:04:154 (1,2,1) - , I'd make the transition with just only stream convert and with no HDashes. It's a bit different logic with 00:47:575 (3,1) - .
01:12:470 (2,3,4,5,6) - Wobble sound with continuation makes the feeling like really harsh. This part I'm okay with its 1/6 flow cuz of its basic sound.
02:03:523 (1,2,3,4) - Spectator is love w Try to check spec's one :)
02:09:523 (3) - Yes, the bass kick actually exists here but I would like to follow the pure wobble sound this part, so no HDash!
02:19:944 (1,2,3,4) - Continuous HDash flow looks better for me so reduced the distance between 02:20:260 (3,4) - instead to follow its tense. Same goes to next one.
02:40:154 (1,2) - Consistency with 00:21:207 (1,2) - .
02:57:418 (3,4) - It's already full of dash for 02:57:207 (1,2,3) - , so no more plz :(
03:10:313 (8,1,2,3,4) - Roll back to the vertical one
03:21:839 - After the intense part players may need a break, so I would like to add there.
04:47:733 - 04:48:049 - Actually the compact rhythm exists here but I would like to do with 1/3 only, it looks better for me but I may consider next time if I change my mind :P

Thank you! It helped very much!
Ascendance
ascendance
Topic Starter
CLSW
weeb
Xinnoh

Ascendance wrote:

ascendance
Look, a Pokemon!

I asked you not to request galaxy collapse because it was too hard, but you gave me a map that's way harder :o
cute bg, maybe add kantai collection or something to the tags

Metadata check: https://remywiki.com/SYNTHESIZED5 seems fine. Should Sota Fujimori be romanised in the original Artist though?

You could probably use more kiai, there's a couple of sections that are similar to the kiai area, and it's fairly unused atm.
00:18:792 (1) - Optional: Just irks me that you can't catch the first bananas, could just ctrl-h the opening section
02:18:081 (1,1) - This kind of pattern gives way better emphasis to that sound compared to the others, could consider adding more

Unused timing points:
02:05:765 (1) -
02:38:923 (1) -
03:47:923 (2) -
03:48:555 (2) -
03:49:029 (1) -
03:49:976 (2) -
etc. gets kind of repetitive and takes way more time to find + point out than it does to find + fix. Just look for timing points that are identical to the last and don't change SV, audio, hitsounds or kiai

Sorry that I can't contribute anything to the actual gameplay, you'll need players with a better rank than me
Topic Starter
CLSW
02:18:081 (1,1) - I've tried many of the other stuffs like 1/8 hold slider, curved slider, 1/8 curved stream, and many of the others which I cannot mention with my english and this was my finest one. Since it's well emphasized with its transition of SV (1.4 -> 1.6) so no problem imo

Tags should be related with its original music so kantai collection or something should not be in it.
Okay the rest of the pointed out were fixed, thank you!
Ascendance
hai hai clsw desu

As promised, our M4M, from Ex-BN to Ex-QAT

[
General
]

  1. Difficulty Spread : I'd suggest HP5 for the amount of 1/8 streams that can instakill a player if they miss.
  2. Background Size : Ok
  3. Unsnapped objects : None
  4. Audio bitrate over 192 kbps : Good
  5. Metadata Issues : Good
  6. Timeline Issues :
  7. Combo Colors : The light green really sticks out a lot. I'd suggest changing it to a darker shade of green (but not too dark)
  8. Unused Hitsounds : soft-hitclap8.wav is unused in the folder and should be removed.
  9. Hitsounds Issues : Spec CLSW god hitsounder
  10. Unused Files / Other : Wave hitsounds with possible delay > 5ms:
    soft-hitwhistle12.wav

[
Transcendance
]

General



  1. 00:28:660 - You're missing a pretty powerful and unique noise on this note which you could do similar to something like 00:22:186 (1) - .
  2. 00:35:607 (3) - Maybe you want to make this a horizontal slider instead for a bit better flow?
  3. 00:35:923 (2) - I'd suggest a ctrl+g here, the double right facing flow looks awkward
  4. 01:05:292 (3,4) - maybe you want to move these two to x:112 for some added emphasis?
  5. 02:25:660 (1) - Even though it would be kinda overmap lul, I'd make this a 1/4 slider for improved flow between the structures here. The extreme distance plus the quick change in snapping can be kind of jarring.
  6. 02:26:923 (1) - This would probably be better as two 3/4 sliders for the "Don't Stop!"
  7. 02:47:607 - Same as first point
  8. 03:19:029 (3,4,1) - I got aids playing this pattern, could you at least somehow change this slider 03:19:186 (4) - ? It makes the structure really weird and I don't find it to play very well.
  9. 03:45:081 (1,2,3,4,5,6,7) - These sounds are wrongly snapped and I'm pretty sure the next set of them are as well.


As usual, a great map. Good luck!
Topic Starter
CLSW
02:26:923 (1) - actually it was used for std version in the other mapset but i would like to follow the pure electronic sounds instead of voice sample
03:19:029 (3,4,1) - keep tried to testplay but not really a major point to be a combo breaking part, also it emphasizes well with its drum hitsound. also i love it because it's fun flow

rest were fixed, thanks!
Ascendance

CLSW wrote:

02:26:923 (1) - actually it was used for std version in the other mapset but i would like to follow the pure electronic sounds instead of voice sample
Could you maybe curve it instead or something? I think it could be more dynamic to play. Also, I'd suggest moving the preview point to something more engaging. Maybe the "here we go!" similar to the other set?
Topic Starter
CLSW

Ascendance wrote:

CLSW wrote:

02:26:923 (1) - actually it was used for std version in the other mapset but i would like to follow the pure electronic sounds instead of voice sample
Could you maybe curve it instead or something? I think it could be more dynamic to play. Also, I'd suggest moving the preview point to something more engaging. Maybe the "here we go!" similar to the other set?
I'm one of the old school from 2010 which is std convert era so just only a hold slider look better for gameplaying and aesthetics both :^)
Yumeno Himiko
m4m

[General]
seems fine to me

[Transcendance]
00:36:397 (1,2) - miss is so easy to happen here, I suggest decrease the ds a bit.
00:40:660 (3) - I have to mention this note since there needs a strong dash in 00:40:502 (2,3) but as well an HDash at 00:40:660 (3,1), with several anti-flows in later patterns. I suggest move this note a bit left, to about x:336.
00:47:607 (3,1) - I expect an HDash here?
01:21:239 (1,2,3) - This is a bit hard to catch, also easy to miss.02:26:923 (1) - what about split this slider into 2 sliders to follow the vocal?
03:51:239 (3,4) - This is a bit hard after several reverse patterns, consider make them easier.
03:42:081 - 04:12:397 I think the difficulty of this part can be easier, by reducing some tricky small jumps and quick reverses.
04:23:134 (1,2,3,4) - since 04:23:291 (2) is a strong beat, I guess you can place the pattern like this? 04:37:028 (1) - same suggestion as above, split into 2 to follow the vocal
04:40:818 (5) - since it just ends the kiai and you place few anti-flows here, I suggest this slider just go right to follow the flow.
04:42:081 (1,2,3) - similar^
04:47:134 (1,2,1,2,1,2,1,2,1) - If you changed the two patterns above, you may consider rework this pattern a bit.

That's all from me~ Good luck with wubwubwubwubwub.
BoberOfDarkness
Yo, sorry for not modding that earlier, harder time IRL and lazy tbh

  1. 00:21:713 (2) - divine it into 1/2 slider and note at 00:22:029 - and placed the note on left side of screen to trigger hyper-dash from (something like this https://osu.ppy.sh/ss/7447903)
  2. 00:22:818 (2) - you missed the hard kick at 00:22:976 - with that slider, maybe place two 1/4 sliders instead?
  3. 00:23:765 (1) - should be finished at 00:23:923 -
  4. 00:26:607 (2,3) - ain't fun to play at all, try to curve it instead having (3) stacked
  5. 00:34:029 - too strong kick that should't be mapped as droplet
  6. 00:36:476 - place note at x:272
  7. 00:36:555 (2,3,4) - hyper chain would be better ephasines of a strong beat at 00:36:792 - and strong sound in backgroud - https://osu.ppy.sh/ss/8278092
  8. 00:37:186 (1) - is too weak for hyper-dash and beat at 00:37:029 - shouldn't be mapped as slider tail, try something like this - https://osu.ppy.sh/ss/7447955
  9. 00:40:186 (1) - I found this fiting more as a 1/4 stream tbh
  10. 00:42:792 - somehow starting a spinner here fits more corectly to me and it gives nice 1/2 break between notes and spinner
  11. 00:55:344 (1) - again 1/4 stream would flow better here, you might want to try with this placing cause it works similiar to the slider you had placed - http://osu.ppy.sh/ss/8278176
  12. 01:16:976 (2,3) - those duplets doesnt flow well as
  13. 01:26:292 (1,2,1) - the timeline isn't corect, you should go with something like http://puu.sh/whRQ6/78e2e009a6.jpg (hyper dash to 01:26:765 - )
  14. 01:21:239 (1,2) - ankward flow and movement to (2) seems out placed since the sound is weak
  15. 02:17:450 (1,2) - move a bit to right to balance distance between those and next/previous notes.
  16. 02:25:660 (1) - place at x:464 to add a spicy hyperdash
  17. 02:26:923 (1) - I would divine it into 2 stacks as there's strong sound for kinda jump at 02:27:239 -
  18. 02:39:239 - 02:39:713 - add 1/8 stack?
  19. 03:56:765 - the note make the flow weird, and actually you could just get rid of it as the stack will still trigger a hyperdash to next note
  20. 04:12:081 (1,2) - try x:192
  21. 04:35:765 (1) - again I will move it more right to trigger some spicy hypers <:

code for 00:55:344 (1) -
432,208,55344,5,0,0:0:0:0:
352,208,55423,1,0,0:0:0:0:
288,160,55502,1,0,0:0:0:0:
256,96,55581,1,0,0:0:0:0:
256,16,55660,1,0,0:0:0:0:

Good luck!
Topic Starter
CLSW
@Yumeno Himiko

00:47:607 (3) - Seems not really necessary to add HDash
01:21:239 (1,2,3) - Stop flow on 01:21:344 (2) - feel nice with following the music imo, and I don't think it's really a combobreaking part so I'd like to keep this
02:26:923 (1) - Sometimes ignoring featured rhythm has better feelings, and this was it :3
03:51:239 (3,4) - Took some testplays but it wasn't a hard thing for me
03:42:081 - 04:12:397 I'd like to keep them as real 'tricky', easy to shitmiss and I don't wanna let players rest for this part :3 It'll need more concentration to catch them all, also I love these tricky flows.
04:40:818 (5) - I don't want to give mercy to players even it was the end of the song :^)
04:47:134 (1,2,1,2,1,2,1,2,1) - Not really necessary tho

@Bober

00:21:713 (2) - I can't hear any specialized rhythm on 00:21:871 - so it shall be unnecessary imo
00:22:818 (2) - Fixed with different way but better emphasizing wheee sounds
00:23:765 (1) - I cannot be sure about this rhythm is 1/3 or 1/4 but I'd like to let this to other BNs
00:26:607 (2,3) - Hmm, I love this flow and it fits well with its music's rhythm usages
00:33:871 (1) - Ah, as 00:23:765 (1) - this one it's mapped with wubwub sounds and not kick sounds and I'd like to focus on this one
00:36:476 (2) - Added in different way
00:36:555 (2,3,4) - Personally I don't like hyperchain because it looks really awful, I wanna avoid to use them as possible
00:37:186 (1) - There's an individual sight difference on how to use HDash, this HDash emphasizes the 'current' beat of the HDash itself, not the 'Next' one, and after taking some testplays I think it's still doable and make sense with the music's intensity
00:40:186 (1) - Focusing on featured sounds is better for me
00:42:792 - Unsnapping spinner dude :(
00:55:344 (1) - Same reason as 00:40:186 (1) -, and also your suggested stream flow was used for 01:00:397 (1,2,3,4,5) - instead, and I'd like to use difference to avoid repetitive and give more variety on rhythm usage
01:21:239 (1,2) - It doesn't look awkward for me, the stop flow on (2) was intended
02:26:923 (1) - As I mentioned to Yumeno Himiko's mod I'd like to focus on its long whoosh sounds, considering the vocal seems awful for me
02:39:239 - 02:39:713 - 1/8 doesn't make sense for me
03:56:765 (2) - As I said before I don't like HDash chain :( and this one is my finest way to give actual movement to next
04:12:081 (1,2) - HDash on 04:12:160 (2) - seems unnecessary, I would like to keep its same flow as 04:11:765 (1,2,3,4) -

Don't get me wrong guys, all you were really helpful for me ;w;
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