forum

NoisyCell - Innocence

posted
Total Posts
28
Topic Starter
Mint
This beatmap was submitted using in-game submission on zondag 11 juni 2017 at 12:38:39

Artist: NoisyCell
Title: Innocence
Source: ばらかもん
Tags: ryo ryosuke barakamon ending tv size your hands
BPM: 87
Filesize: 21895kb
Play Time: 01:27
Difficulties Available:
  1. Hard (2,72 stars, 201 notes)
  2. Insane (4,08 stars, 276 notes)
  3. Normal (1,78 stars, 131 notes)
Download: NoisyCell - Innocence
Download: NoisyCell - Innocence (no video)
Information: Scores/Beatmap Listing
---------------
tv size, grave?
28/5 - re-DL, changed video/mp3/bg

enjoy summer
respect https://osu.ppy.sh/s/438512





Thank you!
Modders
  1. DavidEd
  2. Neoskylove
  3. kunka
  4. Lavender
  5. Nokashi
  6. jonathanlfj
  7. Natsu
Testplayers
  1. Sotarks
  2. Monstrata
  3. Milan-
Thanks to Meg, Rizen & Haruto as well!
Meg
Good job!!
Dilectus
apple sent me his noodles spaghetti. so i'm going to take a look ;)

Insane:

00:12:936 (3,4) - going to be very nitpicky and say that the blanket is very slightly off
00:21:729 (5) - missed a clap on sliderhead
00:23:108 (11) - i feel like if you stacked 11 on 7, it would represent the music more because the drum isn't playing the same note twice.
00:34:143 (1,2) - should probably delete these because the music goes completely silent at 00:34:229 (2) -
01:06:729 (1,2) - how about 1 being all claps (sampleset: drum, additions: soft), and 2 being no claps (sampleset: drum, additions: auto). it follows the music exactly
01:10:005 (12) - Add clap to fill out this dead sound?
01:23:280 (8) - ctrl+g? it flows better imo
01:27:936 (1) - you wont need the finish here as the music goes quiet on this beat. the ping should be good enough. and speaking of the ping, maybe lower the volume to 35% cause my ears are ringing :(

Hard:

00:15:522 (2) - shouldnt this snare should be clickable as you've made all snares clickable (except for drum fills ofc)
00:36:384 - ^?
00:21:729 (4) - missed clap
01:09:746 (6) - you started this on the yellow tick in this diff, but in the insane you start it on the blue tick. but i understand that in the insane diff, it makes the stream more comfortable to play. idk actually, just felt weird as it is an inconsistency that i had to mention it.
01:09:746 (6) - same as insane (add clap)
01:17:418 (1,2) - this will be hard to read as both sliders are the same length but different amounts of reverses. id suggest adding a note at 01:18:108 -
01:27:936 (1) - same as insane. and also maybe move this note down to x208 y232 to finish the monstrata pattern

Normal:

i was gonna complain about not making snares clickable in this diff, but i guess in normals you can make exceptions to lessen note density.

00:05:177 (3) - missed whistle on sliderhead
00:16:212 (3) - ^
00:21:211 (2) - missed clap
00:25:005 (2,1) - fix blanket :(
00:35:349 (2,3) - nothing much to worry about, but aethestics wouldve been better if it were blanketed
01:27:936 (3) - same as insane

---------------------

mm that insane plays so good

great map and good luck!
Topic Starter
Mint

DavidEd wrote:

apple sent me his noodles spaghetti. so i'm going to take a look ;)

Insane:

00:12:936 (3,4) - going to be very nitpicky and say that the blanket is very slightly off
00:21:729 (5) - missed a clap on sliderhead
00:23:108 (11) - i feel like if you stacked 11 on 7, it would represent the music more because the drum isn't playing the same note twice.
00:34:143 (1,2) - should probably delete these because the music goes completely silent at 00:34:229 (2) - :arrow: good catch, but after listening twice, the end actually has some sound to hit - i feel this is ok
01:06:729 (1,2) - how about 1 being all claps (sampleset: drum, additions: soft), and 2 being no claps (sampleset: drum, additions: auto). it follows the music exactly
01:10:005 (12) - Add clap to fill out this dead sound? :arrow: well, i want to follow music with hitsound and the clap is too late if i put one... if timing can be fixed i will, but i doubt the timing problem is significant enough to require fixing
01:23:280 (8) - ctrl+g? it flows better imo :arrow: i think its a great idea, but flow to (1) will be strange if i do this
01:27:936 (1) - you wont need the finish here as the music goes quiet on this beat. the ping should be good enough. and speaking of the ping, maybe lower the volume to 35% cause my ears are ringing :( :arrow: i wouldn't say its quiet after this beat tho? definitely some sort of crash here, but will reduce volume

great hitsound suggestions thanks!

Hard:

00:15:522 (2) - shouldnt this snare should be clickable as you've made all snares clickable (except for drum fills ofc) :arrow: you are right, but since this is hard diff i cant make jumps, extreme slider flow or anything too special. therefore i choose to make variety in rhythm that sometimes priotizes other instruments (like guitar) to make hard diff more interesting
00:36:384 - ^?
00:21:729 (4) - missed clap
01:09:746 (6) - you started this on the yellow tick in this diff, but in the insane you start it on the blue tick. but i understand that in the insane diff, it makes the stream more comfortable to play. idk actually, just felt weird as it is an inconsistency that i had to mention it. :arrow: actually, i think i will change it in the hard diff, nice
01:09:746 (6) - same as insane (add clap)
01:17:418 (1,2) - this will be hard to read as both sliders are the same length but different amounts of reverses. id suggest adding a note at 01:18:108 - :arrow: i dont think 1/6 clicking fits with a simple diff like this tbh, but your reasoning is good. i actually think the difficulty is 01:17:418 (1) - , because this has 3 instead of 4 unlike 01:11:786 (4,5) - , i dont think i can do much about this without hurting playability even more
01:27:936 (1) - same as insane. and also maybe move this note down to x208 y232 to finish the monstrata pattern

Normal:

i was gonna complain about not making snares clickable in this diff, but i guess in normals you can make exceptions to lessen note density. :arrow: i think its the same concept as hard. normal/easy literally has nothing that can make something interesting except rhythm and slider shape in some cases, and even then the opportunity to do that doesn't occur in 70% of the songs out there. i wanted to take advantage of long held sounds + vocal to make more unique + simplify

00:05:177 (3) - missed whistle on sliderhead
00:16:212 (3) - ^ :arrow: you really understand my hitsounding way lol
00:21:211 (2) - missed clap
00:25:005 (2,1) - fix blanket :(
00:35:349 (2,3) - nothing much to worry about, but aethestics wouldve been better if it were blanketed :arrow: hmm the circles + slider elements are supposed to form circular tetragon shape tho..
01:27:936 (3) - same as insane

---------------------

mm that insane plays so good

great map and good luck!
thanks !!
Affirmation
m4m

[Normal]
00:16:212 (3,4) - this overlap looks not so good since you didn't use this overlap before.
00:23:280 - this part have strong sound, Imo. How about add a clickable note?
00:25:005 (2,1) - Check DS
00:28:798 (1,1) - blanket?
00:40:867 (2) - slider nazi, I think you can make better shape
00:49:143 (2,3,1) - overlap looks not so good, imo. Just avoid them.

[Hard]
00:11:901 - How about add a beat here? this part has a drum sound,.
looks good

[Insane]
00:05:694 (7,1) - Just my suggestion, making blanket could be clear pattern
00:12:246 (1,2,3) - in 00:12:246 (1,2) - , Jump looks little bit weird, I think you should emphasize 00:12:763 (2,3) - . Not 00:12:246 (1,2) - , and you jumed at 00:01:729 (2,3) - , too.
00:45:349 (1,2) - blanket

Good map, GL~
Topic Starter
Mint

Neoskylove wrote:

m4m

[Normal]
00:16:212 (3,4) - this overlap looks not so good since you didn't use this overlap before. :arrow: hmm since overlap not that harsh i think its okay, dont want to move too much bc will result in out of playfield
00:23:280 - this part have strong sound, Imo. How about add a clickable note? :arrow: since finish starts in slow section i think its OK for offbeat, the slider is meant to emphasize drum roll
00:25:005 (2,1) - Check DS
00:28:798 (1,1) - blanket?
00:40:867 (2) - slider nazi, I think you can make better shape
00:49:143 (2,3,1) - overlap looks not so good, imo. Just avoid them. :arrow: if i remove overlap here, all objects afterwards will overlap with (3).. made a line between the three object, maybe that is better

[Hard]
00:11:901 - How about add a beat here? this part has a drum sound,. :arrow: i like having 1/2 gap before triplet, give player more time
looks good

[Insane]
00:05:694 (7,1) - Just my suggestion, making blanket could be clear pattern
00:12:246 (1,2,3) - in 00:12:246 (1,2) - , Jump looks little bit weird, I think you should emphasize 00:12:763 (2,3) - . Not 00:12:246 (1,2) - , and you jumed at 00:01:729 (2,3) - , too. :arrow: took advantage of slider leniency here
00:45:349 (1,2) - blanket

fixed the rest!
Good map, GL~
Thank you!
Monstrata
Can I bubble this yet.
kunka
Hi
From your Q~
Insane

  1. 00:31:729 (2) - I think that it is necessary to pick it up because I have a sound in 00:31:901 -
  2. 00:32:763 (5) - nc? Please confirm hard diff.
  3. 01:05:349 (3,4) - I feel a sense of incongruity in rhythm. Because the 01:05:694 - is a very strong sound, the placement by the clickable is better. try this pls http://puu.sh/tH3Bc.jpg When You adopt it, I recommend finish to a head of the (4).
  4. 01:09:487 (7,8,9,10,11,12) - The snare sound of the drum starts from 01:09:746 (9) - . However, there are senses of incongruity because the stream begins with 01:09:660 (8) - . You remove 01:09:487 (7) - and 01:09:660 (8) - , and would you change it to the slider? http://puu.sh/tH4a5.jpg
  5. 01:14:143 (5) - You forget whistle.
Hard

  1. 00:10:694 (4,5,7) - The placement is good. However, I think that stack of the different rhythm may cause confusion because AR is low. I recommend that I move 00:11:556 (7) - . For example http://puu.sh/tH5cP.jpg
  2. 01:05:349 (2,3) - It's the same as insane diff.
Normal

  1. 00:31:901 - I recommend the addition of the circle. Because there are 1/4 slider two after a blank, I think that I can make good rhythm by adding a circle.
gl ;)
Topic Starter
Mint

kunka wrote:

Hi
From your Q~
Insane

  1. 00:31:729 (2) - I think that it is necessary to pick it up because I have a sound in 00:31:901 - :arrow: true, but guitar hold is more prominent here
  2. 00:32:763 (5) - nc? Please confirm hard diff. :arrow: good catch, remove in hard diff instead c:
  3. 01:05:349 (3,4) - I feel a sense of incongruity in rhythm. Because the 01:05:694 - is a very strong sound, the placement by the clickable is better. try this pls http://puu.sh/tH3Bc.jpg When You adopt it, I recommend finish to a head of the (4).
  4. 01:09:487 (7,8,9,10,11,12) - The snare sound of the drum starts from 01:09:746 (9) - . However, there are senses of incongruity because the stream begins with 01:09:660 (8) - . You remove 01:09:487 (7) - and 01:09:660 (8) - , and would you change it to the slider? http://puu.sh/tH4a5.jpg :arrow: this is an amazing idea, but im not sure how to apply this without rearranging a lot of stuff, might change this if i find a nice pattern that works with your rhythm c:
  5. 01:14:143 (5) - You forget whistle.
Hard

  1. 00:10:694 (4,5,7) - The placement is good. However, I think that stack of the different rhythm may cause confusion because AR is low. I recommend that I move 00:11:556 (7) - . For example http://puu.sh/tH5cP.jpg
  2. 01:05:349 (2,3) - It's the same as insane diff. :arrow: considering density here i think in hard is OK
Normal

  1. 00:31:901 - I recommend the addition of the circle. Because there are 1/4 slider two after a blank, I think that I can make good rhythm by adding a circle.
gl ;)
Thank you so much again kunka!
Lavender
Random mod
[Normal]
  1. 01:22:418 (3,4) - 1.17x
  2. 01:23:970 (1,2) - 0.99x
[Hard]
  1. 00:11:556 (7,8) - It would be better if you put them further.
  2. 01:19:660 (3) - move it up a bit? this is super nazi anyway
[Insane]
  1. 00:34:143 (1,2) - This overmap plays badly orz. This rhythm would be better imo
  2. 01:09:660 (8) - NC pls
Nice map as always, good luck!
Topic Starter
Mint

Lavender wrote:

Random mod :arrow: i love you*10000
[Normal]
  1. 01:22:418 (3,4) - 1.17x
  2. 01:23:970 (1,2) - 0.99x
[Hard]
  1. 00:11:556 (7,8) - It would be better if you put them further.
  2. 01:19:660 (3) - move it up a bit? this is super nazi anyway
[Insane]
  1. 00:34:143 (1,2) - This overmap plays badly orz. This rhythm would be better imo :arrow: 1/8 has sound, but 1/4 doesnt... im still not sure what to do here, i personally like the triplet. if it hinders ranking, i will delete
  2. 01:09:660 (8) - NC pls
Nice map as always, good luck! :arrow: (i love you*10000)^2
thank you so much!!
Nokashi
Hello there! As per your Request!
Amazing song, how did I not know of this band?

Normal
  1. 00:02:791 (4,5) - Unsure about this rhythmic structure. You choose 00:03:480 (5) - as the clickable sound when 00:03:135 - is musically stronger in restrospect. As an alternative you could opt for this rhythm for the snare accentuation on 00:03:135 - with the click and the less dominant sound here 00:03:480 - on the sliderend
  2. 00:13:825 (4,5) - Similar point as above^
  3. 00:19:342 (4,5) - Also here^ . Generally investigate all instances of this rhythm
  4. 00:24:860 (2) - You could try a circle -> 1/2 slider rhythm here to better ehmpasize this 00:25:204 - guitar string
  5. 00:37:618 (2) - Partly a subjective suggestion but it would be an interest rhythm choice to emphasize the snare 00:37:963 - here and have a transition like so. I feel like it will give this rhythm a nice touch
  6. 00:49:170 (3,5) - You could make the parallel for the shape consistency between these objects. Would be more visually appealing
  7. 01:03:480 (4,5) - Ctrl G the rhythm here? The snare 01:03:825 - here is pretty prominent
  8. 01:08:998 (4,5) - Similar point with the first three notes
  9. 01:15:549 (1) - This is ingenius tbh, they way it compliments the snares is amazing
  10. 01:23:135 (4) - Implementing a curve leaning into the following slider would work well with your implied pathing direction and should help newer players

Hard
  1. 00:05:549 (6) - This expresses a similar vocal expression with 00:05:894 (7,8) - yet the straight slider breaks the shape consistency the other 2 propose. You could curve this one as well and rotate it so as a more circular flow is achieved. I tried something like this although it could be adjusted to your liking
  2. 00:08:998 (7) - Ehh not sure if this should buffer up to 1/8 before the next object. I am aware that there is indeed sound there but then again you should take into account the reaction time of players. This might be an issue only to me, since im only a std modder, not a player. Similar point here 00:20:032 (8) -
  3. 00:11:411 (7,8,9,1) - I found this a tad bit overspaced for the rhythm gap offered. most rhythm gaps of 1/1 used the stack mechanic like 00:10:549 (4,5) - so this is a bit offputting
  4. 00:13:308 (4,5) - Consider moving this to somewhere like x:368|y:372 for the somewhat equalized DS here
  5. 00:32:446 (4,5) - Since you do use some variable spacing at times to emphasize certain sounds, you could also use it here to emphasize the higher string on 00:32:618 (5) -
  6. 00:37:618 (2,3) - Somewhat inconsistent spacing here as the similar counterpart of this rhythm here 00:34:860 (2,3) - has tamer spacing. If you want to keep the lower spacing, go for a ctrl G here 00:37:618 (2) - . If you want higher spacing, then 00:34:860 (2,3) - space this out more
  7. 00:40:377 (2) - Reverse here fails to express the strong snare here 00:40:722 -. Using a similar rhythm to 00:34:860 (2,3) - is the more consistent approach musically
  8. 00:44:687 (6,7) - To be honest, a long slider connecting these would work better to emphasize the vocal hold
  9. 00:55:549 (6,7) - Even though i can justify this spacing, the followup spacing to the downbeat feels really tame and makes the cymbal in that strong white tick super underwhelming to jump to
  10. 01:06:929 - 1/3 instrument pitch somewhat changes here so you could split this reverse into 2 reverse instead to emphasize that switch
  11. 01:18:049 - I mean theres still use 1/3 reverses here the 1/3 instrument is still going on. You didnt hesitate to do it here 01:06:929 -
  12. 01:27:791 (1) - Moving it to somewhere like x:248|y:280 would play really well in terms of the sharp angle and the movement is really fitting with the sudden stop of the guitar. Also the distance seems visually larger even though its the same DS

Insane
  1. 00:14:515 (8,9) - These having the same spacing as the previous 2 circles which had strong snares on them seems pretty awkward. I would opt for a 1/2 slider between these 2 circles to better differentiate them from the strong snares present in the objects before
  2. 00:16:929 (7,8) - Rather underwhelming spacing here, and somewhat inconsistent with 00:05:894 (8,9) -
  3. 00:26:756 - Ehhh you could fit a circle here, the song allows it and theres a vocal present so you could try it out. Maybe a slider from here 00:26:411 (1) - to here 00:26:756 - ?
  4. 00:41:756 (7,8) - 8 is considerably weaker than all other ticks on this string of jumps so you could go for a 1/2 slider here to better accentuate the snare present here 00:41:756 (7) -
  5. 00:47:273 (7,8) - Also this is somewhat underspaced considering the vocal intensity here
  6. 01:09:860 (5,1) - I Feel like this is a bit too much considering the 1/8 snap. Perhaps lower to 4.00x DS Distancing or somewhere similar to that
  7. 01:22:963 (7,8) - Could be spaced more to emphasize the snare
  8. 01:23:653 (10,1) - Also some extra downbeat accentuation here would work nicely
  9. 01:27:618 (5,1) - I would give it a somewhat different angle from the rest of the jumps to make it stand out from the rest and rightfully so, since the snare here is considerably stronger and pretty different

Yeah this is really good
Best of Luck~!
Topic Starter
Mint

Nokashi wrote:

Hello there! As per your Request!
Amazing song, how did I not know of this band?

Normal
  1. 00:02:791 (4,5) - Unsure about this rhythmic structure. You choose 00:03:480 (5) - as the clickable sound when 00:03:135 - is musically stronger in restrospect. As an alternative you could opt for this rhythm for the snare accentuation on 00:03:135 - with the click and the less dominant sound here 00:03:480 - on the sliderend // i have to simplify rhythm sometimes, its normal diff. if i truly mapped the way the song demands, this diff is too complex for normal. (pishi explained it better in his video "filtering")
  2. 00:13:825 (4,5) - Similar point as above^
  3. 00:19:342 (4,5) - Also here^ . Generally investigate all instances of this rhythm
  4. 00:24:860 (2) - You could try a circle -> 1/2 slider rhythm here to better ehmpasize this 00:25:204 - guitar string // hard to acc for noobs
  5. 00:37:618 (2) - Partly a subjective suggestion but it would be an interest rhythm choice to emphasize the snare 00:37:963 - here and have a transition like so. I feel like it will give this rhythm a nice touch // would have to rework whole kiai, while still retaining almost same structure, i think current is ok. but maybe ill use that rhythm in future maps lol
  6. 00:49:170 (3,5) - You could make the parallel for the shape consistency between these objects. Would be more visually appealing // oops i never pay attention to that type of stuff haha, fixed
  7. 01:03:480 (4,5) - Ctrl G the rhythm here? The snare 01:03:825 - here is pretty prominent // the whole song is filled with this, i think its ok to have some offbeat for sake of consistency
  8. 01:08:998 (4,5) - Similar point with the first three notes
  9. 01:15:549 (1) - This is ingenius tbh, they way it compliments the snares is amazing // :)
  10. 01:23:135 (4) - Implementing a curve leaning into the following slider would work well with your implied pathing direction and should help newer players // i just move all the objects after this a bit upwards lol. i want some straight sliders here for snare else everything is curved

Hard
  1. 00:05:549 (6) - This expresses a similar vocal expression with 00:05:894 (7,8) - yet the straight slider breaks the shape consistency the other 2 propose. You could curve this one as well and rotate it so as a more circular flow is achieved. I tried something like this although it could be adjusted to your liking // changed
  2. 00:08:998 (7) - Ehh not sure if this should buffer up to 1/8 before the next object. I am aware that there is indeed sound there but then again you should take into account the reaction time of players. This might be an issue only to me, since im only a std modder, not a player. Similar point here 00:20:032 (8) - // 1/8 slider + this low sv is ugly and might give player easy slider breaks
  3. 00:11:411 (7,8,9,1) - I found this a tad bit overspaced for the rhythm gap offered. most rhythm gaps of 1/1 used the stack mechanic like 00:10:549 (4,5) - so this is a bit offputting // it used to be much closer, but a modder brought up a good point. unlike other gaps, this one directly points to the next object. using same spacing would mean that it'd still be pretty close and would almost resemble some of the jumps here. i think exaggerating distance is better here, because of the linear movement
  4. 00:13:308 (4,5) - Consider moving this to somewhere like x:368|y:372 for the somewhat equalized DS here // i need those minijump for spread lol
  5. 00:32:446 (4,5) - Since you do use some variable spacing at times to emphasize certain sounds, you could also use it here to emphasize the higher string on 00:32:618 (5) - // i can agree to some degree, but i never really use circle-heavy patterns in this diff (spread reasons). i think this is hard enough and then but jumps on sliders instead, so n/h/i gap can be retained.
  6. 00:37:618 (2,3) - Somewhat inconsistent spacing here as the similar counterpart of this rhythm here 00:34:860 (2,3) - has tamer spacing. If you want to keep the lower spacing, go for a ctrl G here 00:37:618 (2) - . If you want higher spacing, then 00:34:860 (2,3) - space this out more // slider leniency. while it doesnt play like 100% ds, it still plays soo similar
  7. 00:40:377 (2) - Reverse here fails to express the strong snare here 00:40:722 -. Using a similar rhythm to 00:34:860 (2,3) - is the more consistent approach musically // good catch, changed
  8. 00:44:687 (6,7) - To be honest, a long slider connecting these would work better to emphasize the vocal hold // did smth else
  9. 00:55:549 (6,7) - Even though i can justify this spacing, the followup spacing to the downbeat feels really tame and makes the cymbal in that strong white tick super underwhelming to jump to // i do this alot actually. a lot of times, when the louder beat is on the next object, i put the larger jump right before that. why? slider jumps are much easier to play, while you can still use large ds. the actual distance moved can still be "felt"/noticed on (1). i usually do this to simplify stuff for gameplay
  10. 01:06:929 - 1/3 instrument pitch somewhat changes here so you could split this reverse into 2 reverse instead to emphasize that switch // spread (no 1/3 in normal, some 1/3, full 1/3)
  11. 01:18:049 - I mean theres still use 1/3 reverses here the 1/3 instrument is still going on. You didnt hesitate to do it here 01:06:929 - // these sound significantly different though (both vocal and second drum roll)
  12. 01:27:791 (1) - Moving it to somewhere like x:248|y:280 would play really well in terms of the sharp angle and the movement is really fitting with the sudden stop of the guitar. Also the distance seems visually larger even though its the same DS // back and forth

Insane
  1. 00:14:515 (8,9) - These having the same spacing as the previous 2 circles which had strong snares on them seems pretty awkward. I would opt for a 1/2 slider between these 2 circles to better differentiate them from the strong snares present in the objects before // decrease spacing instead
  2. 00:16:929 (7,8) - Rather underwhelming spacing here, and somewhat inconsistent with 00:05:894 (8,9) - // different type of movement, thus still having emphasis
  3. 00:26:756 - Ehhh you could fit a circle here, the song allows it and theres a vocal present so you could try it out. Maybe a slider from here 00:26:411 (1) - to here 00:26:756 - ? // hard to time/acc with this song, thats why i avoided this o:
  4. 00:41:756 (7,8) - 8 is considerably weaker than all other ticks on this string of jumps so you could go for a 1/2 slider here to better accentuate the snare present here 00:41:756 (7) - // just did some spacing changes, i feel these 1/2 strains fit vocal so much
  5. 00:47:273 (7,8) - Also this is somewhat underspaced considering the vocal intensity here // the jump to 7 makes the player move enough, also this puts strain on 1/8 + finish in next pattern
  6. 01:09:860 (5,1) - I Feel like this is a bit too much considering the 1/8 snap. Perhaps lower to 4.00x DS Distancing or somewhere similar to that // i feel ok with this, kickslider is myuch easier to hit
  7. 01:22:963 (7,8) - Could be spaced more to emphasize the snare // could be, but i like the arrangement here lol. i dont think keeping ds is bad here
  8. 01:23:653 (10,1) - Also some extra downbeat accentuation here would work nicely // since everything is so close, the angles do the rest of the job
  9. 01:27:618 (5,1) - I would give it a somewhat different angle from the rest of the jumps to make it stand out from the rest and rightfully so, since the snare here is considerably stronger and pretty different // but the thing is, even though it has cymbal, i wouldnt consider it one of the stronger kinds if that makes sense? like a more quiet cymbal. therefore i think back and forth still allows large distance, but still easy like the intensity (or lack of) of the cymbal

Yeah this is really good
Best of Luck~!
thank you so much <3 !!
jonathanlfj
[Insane]
00:41:411 (6,9,1) - since you did a overlap pattern here, it feels more natural to play if you put 00:42:101 (9) between 00:41:411 (6) and 00:42:101 (9)
00:49:170 (6) - missing clap at end?
00:50:722 (1,2) - this distance feels a bit too short, maybe move 00:50:722 (1) more to the left
01:09:860 (5,1) - this jump really surprised me, you never did this before so players will have to react to this. I would bring 01:10:032 (1) lower to compensate
01:17:273 - this place is actually 1/12 snap; I would suggest you use a 1/6 slider at 01:17:216 to get the correct snapping

[Hard]
Try AR6.5, 6.3 feels just a tad bit slower
00:49:170 (4) - missing clap at end
00:53:480 (1) - seems like a unique way to map this part, but there is a pretty strong sound at 00:53:825 so I would still recommend you go with the 1/2 + triplet approach
01:17:273 (1) - snap to 01:17:216
01:27:446 (2,3,1) - imo having this in a straight line is much more impactful

[Normal]
00:28:653 (1) - a little nazi but the nod in the center is not directly on top of the tick ><
00:40:722 (2) - you can make this a better blanket slider by putting a red node in the middle 01:11:067 (2,3,4) - not sure if beginners will be comfortable with overlaps like this, might want to bring 01:11:756 (4) - lower instead
kinda bugs me that a Normal don't offer a spinner, if you consider putting one I suggest 01:16:929 since it will cover a bunch of 1/6 and 1/12 stuff

Solid mapset, let me know
Topic Starter
Mint

jonathanlfj wrote:

[Insane]
00:41:411 (6,9,1) - since you did a overlap pattern here, it feels more natural to play if you put 00:42:101 (9) between 00:41:411 (6) and 00:42:101 (9)
00:49:170 (6) - missing clap at end?
00:50:722 (1,2) - this distance feels a bit too short, maybe move 00:50:722 (1) more to the left
01:09:860 (5,1) - this jump really surprised me, you never did this before so players will have to react to this. I would bring 01:10:032 (1) lower to compensate
01:17:273 - this place is actually 1/12 snap; I would suggest you use a 1/6 slider at 01:17:216 to get the correct snapping // woah i didnt notice that at all. but im not really sure how i should fix this? if i use 1/6 slider on red tick, its off, because the sound is not on the red tick. if i put 1/6 later or sooner it still doesnt fit the sounds. i made 1/12 reverse here (should play like 1/6 considering double-bpm style) and i didnt map the last sound because its a bit off. tell me what you think about the current one, maybe you have a better ide? :o

[Hard]
Try AR6.5, 6.3 feels just a tad bit slower
00:49:170 (4) - missing clap at end
00:53:480 (1) - seems like a unique way to map this part, but there is a pretty strong sound at 00:53:825 so I would still recommend you go with the 1/2 + triplet approach
01:17:273 (1) - snap to 01:17:216
01:27:446 (2,3,1) - imo having this in a straight line is much more impactful

[Normal]
00:28:653 (1) - a little nazi but the nod in the center is not directly on top of the tick ><
00:40:722 (2) - you can make this a better blanket slider by putting a red node in the middle 01:11:067 (2,3,4) - not sure if beginners will be comfortable with overlaps like this, might want to bring 01:11:756 (4) - lower instead
kinda bugs me that a Normal don't offer a spinner, if you consider putting one I suggest 01:16:929 since it will cover a bunch of 1/6 and 1/12 stuff //since 87bpm i can use 1 beat right? hope current is ok now

Solid mapset, let me know
all fixed! thank you so much :)
jonathanlfj
sorry by 1/6 i meant to say 1/12 based on your description, i meant something like this

01:17:532 (3) - would be on the yellow tick for 1/8
Topic Starter
Mint

jonathanlfj wrote:

sorry by 1/6 i meant to say 1/12 based on your description, i meant something like this

01:17:532 (3) - would be on the yellow tick for 1/8 // i kept a reverse in hard tho, seems to harsh to have clickable after 1/12 in hard diff
ok changed!
jonathanlfj
cool
Topic Starter
Mint
thank you so much !! <3
Natsu
General

  1. Metadata?
Insane

  1. 00:07:273 (3,5) - this blanket can be improved a lot, atleast make it like 00:13:308 (4,5) -
  2. 00:17:273 (8) - there is a cymbal in the music, add finish? or atleast a whistle? I notice that there are some more 00:06:239 (9) -
  3. 00:25:549 (4) - there is no beat in the music, you shouldn't be mapping this beat, tbh is even weird to click, because of the lack of rhythm to support it
  4. 00:25:205 (3) - this one is more acceptable, but still isn't better the map the previous vocal instead of this? like you did with 00:26:411 (1) -
  5. 01:13:308 (2,3,4) - can you move this a few grids down? it's touching the HP bar a bit
  6. 01:13:394 (3) - the overmap sounds super bad here
Hard

  1. 00:56:066 (8,1) - why 8 is a jump, but no 1? 1 is like two times stronger than 8 (due to the cymbal, new measure etc), probably you can try something better here. (Ex 01:01:411 (7,1) - )
  2. tbh is a really fun map,, but 01:03:825 (6,7) - your blankets meh /runs
  3. 01:17:216 (1,1) - eh you don't need this combo spam, It doesn't make the pattern easy to read, but ruins the HP drain
Normal

  1. 00:28:653 (1) - this is really cool
  2. 00:16:067 (3,4,1,2,3) - there are some tiny spacing errors (because the stack leniency), nothing big, but would be nice if you adjust them
Monstrata
wow, supercell's noisy brother makes pretty good music too!
Topic Starter
Mint

Natsu wrote:

General

  1. Metadata?
    // oh i put box in description but ill make some screens so its easier:
    meta

    = barakamon website discography, the anime does have OST, but track is not featured on there (http://www.vap.co.jp/barakamon/music/index.html)

    https://www.youtube.com/watch?v=kHCTl5V-zV4 youtube mv of official label account


    = noisycell website discography (http://www.noisycell.com/discography/)
Insane

  1. 00:07:273 (3,5) - this blanket can be improved a lot, atleast make it like 00:13:308 (4,5) - // im terrible at blankets lolol
  2. 00:17:273 (8) - there is a cymbal in the music, add finish? or atleast a whistle? I notice that there are some more 00:06:239 (9) - // whistle it is
  3. 00:25:549 (4) - there is no beat in the music, you shouldn't be mapping this beat, tbh is even weird to click, because of the lack of rhythm to support it // i can hear vocal 'breath' + guitar here tho?
  4. 00:25:205 (3) - this one is more acceptable, but still isn't better the map the previous vocal instead of this? like you did with 00:26:411 (1) - // that vocal is snapped to 1/4 and i feel such dense rhythm doesnt fit this part
  5. 01:13:308 (2,3,4) - can you move this a few grids down? it's touching the HP bar a bit // yessir
  6. 01:13:394 (3) - the overmap sounds super bad here :arrow: removed!
Hard

  1. 00:56:066 (8,1) - why 8 is a jump, but no 1? 1 is like two times stronger than 8 (due to the cymbal, new measure etc), probably you can try something better here. (Ex 01:01:411 (7,1) - ) // did smth different here, bc clap is also pretty strong hope its okay now!
  2. tbh is a really fun map,, but 01:03:825 (6,7) - your blankets meh /runs // im sorry im not a blanket person i always get hate for this ;_; but im glad you like it
  3. 01:17:216 (1,1) - eh you don't need this combo spam, It doesn't make the pattern easy to read, but ruins the HP drain // i thought its better for the 1/12 -> 1/2 transition, but ok remove nc! (i keep nc at 01:17:216 (1) - , because the head is on 1/12)
Normal

  1. 00:28:653 (1) - this is really cool // \w/
  2. 00:16:067 (3,4,1,2,3) - there are some tiny spacing errors (because the stack leniency), nothing big, but would be nice if you adjust them
wooaah thank you so much for the unexpected mod!!!
Natsu
cool
Topic Starter
Mint
thank you natsu <3
Kalibe
gratz apple!
Irohas
gratz!
Meg
yattaaaa \o/
Haruto
congrats apple!!!
Please sign in to reply.

New reply