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Raito - Tatakae! Bokura no Mech Hisui!

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Topic Starter
Faust
This beatmap was submitted using in-game submission on Saturday, 8 October, 2011 at 2:54:31 AM

Artist: Raito
Title: Tatakae! Bokura no Mech Hisui!
Source: Melty Blood
Tags: TYPE MOON Actress Again Mech Hisui
BPM: 170
Filesize: 2810kb
Play Time: 01:06
Difficulties Available:
  1. Crescent Moon (2.99 stars, 88 notes)
  2. Full Moon (5 stars, 196 notes)
  3. Half Moon (4.63 stars, 137 notes)
  4. New Moon (1.91 stars, 59 notes)
Download: Raito - Tatakae! Bokura no Mech Hisui!
Information: Scores/Beatmap Listing
---------------

戦え!

僕らのメカヒスイ!
DeeN
first
y u c a
:)
Suzully
TYPE MOON :D

Correct title is "Tatakae! Bokura no Mech Hisui!" o.o
Topic Starter
Faust

Suzully wrote:

TYPE MOON :D

Correct title is "Tatakae! Bokura no Mech Hisui!" o.o
Ah???

Thank you :)
Omega
IRC mod. You should increase the OD on the hardest two difficulties if possible, but yeah!

Star.
Lanttu
W-where are the hitsounds? @w@;

Everything looks really great, I'll just poke you with some useless combo modding, heh. Just my personal disliking to long combos, so no need to change if you don't agree. >u<; Aaalso, no kudosu even if you happen to change some of these, lol~

[Full Moon]
00:01:376 (5) - NC
00:09:847 (7) - ^
00:12:670 (6) or 00:14:082 (9) ^
00:18:318 (9) - ^
(00:26:435 (9) - maybe ^?)
00:28:906 (7) - ^ because of the spacing change at least?
(00:32:435 (1) - I love this slider! <3)
00:38:082 (8) - NC
00:46:906 (8) - ^
00:52:729 (11) - ^
00:55:023 (4) - ^
00:56:612 (6) - ^
00:57:847 (4) or 00:59:965 (10) - ^
01:03:494 (12) - ^

[Half Moon]
No kiai in this diff?
00:14:082 (6) - Maaaybe NC?
00:25:376 (7) - ^
00:35:259 (6) - ^
00:42:141 (5) - ^
00:59:259 (7) - ^
01:03:494 (6) - ^

[Crescent Moon]
00:01:376 (3) - Maybe again NC?
00:12:670 (6) - ^
00:19:553 (5) - ^
00:24:318 (6) - ^
00:39:847 (8) - ^
00:52:729 (6) - ^
00:58:200 (6) - ^

I really like the storyboard also, simple but very effective<3 *throws a star*
Topic Starter
Faust
SPOILER

Lanttu wrote:

W-where are the hitsounds? @w@;

Everything looks really great, I'll just poke you with some useless combo modding, heh. Just my personal disliking to long combos, so no need to change if you don't agree. >u<; Aaalso, no kudosu even if you happen to change some of these, lol~

[Full Moon]
00:01:376 (5) - NC
00:09:847 (7) - ^
00:12:670 (6) or 00:14:082 (9) ^
00:18:318 (9) - ^
(00:26:435 (9) - maybe ^?)
00:28:906 (7) - ^ because of the spacing change at least?
(00:32:435 (1) - I love this slider! <3)
00:38:082 (8) - NC
00:46:906 (8) - ^
00:52:729 (11) - ^
00:55:023 (4) - ^
00:56:612 (6) - ^
00:57:847 (4) or 00:59:965 (10) - ^
01:03:494 (12) - ^

[Half Moon]
No kiai in this diff?
00:14:082 (6) - Maaaybe NC?
00:25:376 (7) - ^
00:35:259 (6) - ^
00:42:141 (5) - ^
00:59:259 (7) - ^
01:03:494 (6) - ^

[Crescent Moon]
00:01:376 (3) - Maybe again NC?
00:12:670 (6) - ^
00:19:553 (5) - ^
00:24:318 (6) - ^
00:39:847 (8) - ^
00:52:729 (6) - ^
00:58:200 (6) - ^

I really like the storyboard also, simple but very effective<3 *throws a star*

Thank you for the mod, Lanttu :3
kriers
whoa that slider on full moon startled me :? nice map, though :)
galvenize
Mech Hisui is such a pain to beat T_T.
Nadina120
8-)
Hitomi May
Star
Can you increase AR in [Half Moon]?
Makar
[Crescent]
00:03:494 - Add a note here? If you had to you could move the spinner forward to the white tick.
00:07:023 (1) - To close to the end of the spinner imo. I think you should remove this and extend the spinner.
00:41:082 (1) - It seems weird to suddenly switch to the background part here. Going by the guitar part it should be 00:40:906 and new players may miss this.
00:45:494 (3) - I think you should end this at 00:46:200 because that's when the guitar stops playing.
00:49:376 (1) - Stack with the slider before it

[Half]
00:16:023 (2) - Stack with the slider before
00:22:729 (1,2) - Stack with the slider before
00:27:141 (1,2,3,4,5,6,7,8) - Stack these?
00:32:435 (1) - The speed of this spinner after the twist thing at the beginning is to fast imo
00:36:670 (8) - Stack with the slider before
00:47:435 (2) - Stack with the slider before

[Full]
00:32:435 (1) - Same thing to this as mentioned in Half though it may be fine since it's insane.
00:34:200 (5) - Stack with the slider before

Star and good luck
D33d
Tasty map. I have a few reservations, but have a star. Here goes:

General

Starting the beatmap on the drum fill is a neat idea, but I think that it's a bit awkward to launch into the button-mashing like that. I'd suggest starting the map from 00:08:435 or around abouts, but the track's pretty short and that would be losing quite a bit.

Also, these weird 1/2 stacks/anti jumps throughout the map give me the heebie jeebies:



You know where they are.

I think that these should be stacked normally or otherwise spaced out, as they make me want to treat them like a rapid stream. Aaaaaaa.

[Full Moon]

[00:08:435] (1,2,3,4) (1,2) This is really picky and dickish, but I wouldn't mind seeing this flipped/rotated, so that this pattern rises and falls with the guitar's riff. It wouldn't affect the flow, as there's practically symmetry here, meaning that the pattern would still flow nicely into (3)

[00:28:906] (7,8,9,10) Yeah, that spacing. I appreciate that there isn't too much room to work with here, so excuse me if it'd be too much trouble to use 1.0x for this.

[00:32:435] (OOOOOOOONE) Aaaaaaah! I appreciate the effect and it feels good to hit when I know that the slider velocity doubles suddenly, but it pretty much comes out of nowhere and is never to be seen again. I was showing this to Jarby and he agreed that SV 1 would still work with the storyboarding.

[Half Moon]

[00:07:023] (1,2,3,4) Again, this spacing just feels weird. There's loads of room to space this out. Please do it here, if nowhere else.

[00:09:141] (1,2) Same as what I'd said about [Full Moon], although I'm not sure if rotating this would allow you to retain much of the following pattern. Feel free to ignore this point entirely.

[00:18:847] (1) Using a spinner here feels too tight for my liking, especially for a Hard map. A long slider/anything which doesn't rely on a spinner would work just as well here, if not better.

[00:27:141] (1,2,5,6,7,8) Again, couldn't you stack these normally? I also think that (5) should be a new combo, given the relative chasm between the phrases here.

[Crescent Moon]

[00:37:641] (4) I'm not too sure about this. The placement of this might be too awkward for an inexperienced player to hit. I wouldn't say that it's too bad, as it's quite a well-defined rhythm.

[00:41:082] (1,2,3) What Makar had said. It feels more logical to follow the lead guitar. Instead, this rhythm occurs just after the player would want to hit things. They might then wonder why the heck the map is following the track's counterpoint suddenly.

-

I hope that that was clear enough. I hope to see this ranked.
HakuNoKaemi
[Crescent Moon]
00:16:906 (2,3,4) - Even if the (2,3) Jump is a nono in easies.. but ... if you want to use that jump, would you mind to use symmetry like this?

[Half Moon]
00:54:494 (3) - That Slider.. could you curve it? ( like this )

[Full Moon]
00:25:023 (3) - I don't think this overlap stay well with the rest

Where is the New Moon?

Star.. oh wha?
D33d

HakuNoKaemi wrote:

[Crescent Moon]
Star.. oh wha?
Best make some good use of those kudosu!

I do have a question in regards to your use of anti-jumps. Could they be like that so that the spacing isn't too large with the double time mod applied? I've realised that they could work out well in that regard.
Topic Starter
Faust
Actually yes. I had intended this map to be mod-friendly for the most part.

The rhythm I went with requires loads of transition between slider and notes, and how the map turned out could possibly have been much messier in regards if I hadn't used most of the stacks. It's a short song and map so I just want people to enjoy it without having to encounter (too many) difficulties.
D33d
It's great that you've thought about this in such detail. I've improved a lot since I'd first looked at the map and those sorts of unusual moments don't stuff me like they had done. I would have illustrated ways in which to negate the anti-jumps, but I really couldn't think of anything beyond regular stacks. They probably would have worked out even worse.
Mystica
Hey my friend..You did a good job..The only thing I find may not fit is
[halfmoon]
00:07:023 this..I was tricked by the music for several times >W<.May think a good way to solove it...
Where is the newmoon
Star for you
Zelos
Here we goooooo!

Folder:
Strangely enough, despite being 2.osbs, you dont even have to delete and full submit according to peppy. So you are good!

Crescent Moon:
00:01:376 (1,4) - maybe stack the ends of the sliders?
00:16:906 (2,4) - stack the ends just a bit better?
00:41:082 (1,3) - now I'm not gonna say to change these because I like using these in my easies and normals to but for some reason, no one likes that idea. So I dont know. Keep them or change them.
00:48:318 (3,1) - im not exactly sure if an easy or Normal player could read this.
LOL I like how its 2.99 stars.

[nazi] Half Moon:
00:15:494 (1,2) - (nazi) these are barely barely barely unstacked. stack it just a tiny bit better? I put nazi because you have to really look to be able to tell.
00:16:906 (3,4) - (nazi) these are barely barely barely unstacked. stack it just a tiny bit better?
00:22:023 (4,1) - (nazi)^^^
00:46:906 (1,2) - ^^
[/nazi]

Full Moon:
00:32:435 (1) - wah! this speed up did not look like a speed up at first! im not sure if that current storyboard depicts a speed up either? maybe a give a warning?
00:43:376 (10,11) - stack stack stack these please. if not at least move it towards outside the slider and not under the path itself.
01:06:318 (3,1) - seperate these by at least a 1/4th? an 1/8th a bit close imo.

Star for awesomeness.
Topic Starter
Faust
That particular section of the song is more or less a complete ready-up for that speed-up, I even dimmed the background for the anticipation, just listen to the song once or twice and you'll see how it would go.
Zelos

Faust wrote:

That particular section of the song is more or less a complete ready-up for that speed-up, I even dimmed the background for the anticipation, just listen to the song once or twice and you'll see how it would go.
Your probably right.
It was pretty cool though ^_^
Roddie
Here's my mod.

General
  1. "Crescent Moon" doesn't have a lead-in time. Add one in. About 2 seconds would do the trick.

Crescent Moon
  1. Could you at least put a little more effort with adding more hitsounds, man? ^^'
  2. Why isn't there a 2nd kiai time section for this difficulty? :(
  3. 00:17:965 (3)-This might be hard for a Normal, I believe. Map something different? :D
  4. 00:41:082 (1)-Add a repeat and move this back 1/2. It sounds better and I think plays better too. And use the distance snap on that?

Half Moon
Nothing major to point out but could you at least add in more hitsounds? xD

Full Moon
Nothing major here too but again, add in more hitsounds.

And that's it. Good luck, Faust!
YGOkid8
General:
- You have two .osb files.
- Crescent moon has no audio lead-in time.
- Personally, I think it'd be really good if you had a diff. easier than Crescent Moon (as an Easy diff, seeing how that's a Normal).
- Actually you've got a pretty iffy diff. spread. Get that Easy diff :)

Half Moon:
00:27:141 (1,2) - All of these stuff are really confusing. imo you should just stack these.
00:32:435 (1) - This is unrankable because 1) you used the slider points to "slow down" the slider, making it difficult to determine when it actually moves up, and 2) the speedup is unpredictable.

Full Moon:
00:32:435 (1) - Unrankable. A unpredictable and unsuited speedup, if i ever saw one o.o
Topic Starter
Faust

YGOkid8 wrote:

General:
- You have two .osb files.
- Crescent moon has no audio lead-in time.
- Personally, I think it'd be really good if you had a diff. easier than Crescent Moon (as an Easy diff, seeing how that's a Normal).
- Actually you've got a pretty iffy diff. spread. Get that Easy diff :)

Half Moon:
00:27:141 (1,2) - All of these stuff are really confusing. imo you should just stack these.
00:32:435 (1) - This is unrankable because 1) you used the slider points to "slow down" the slider, making it difficult to determine when it actually moves up, and 2) the speedup is unpredictable.

Full Moon:
00:32:435 (1) - Unrankable. A unpredictable and unsuited speedup, if i ever saw one o.o
The speed-up is really to match the song, and I dimmed the background on purpose for that very matter. Perhaps on your first try you wouldn't be able to completely catch it and I understand that. I'd like to have a way around it without having to leave the speed-up slider out.

I will not make an Easier difficulty. Crescent Moon is already enough, I feel.
YGOkid8
so we talked a teensy little bit in #modhelp.

41.3% easy diff. tell me if you want me to continue or not. no hitsounds (yet).

Download: Raito - Tatakae! Bokura no Mech Hisui! (Faust) [YGOkid8's Easy].osu
Shiro
As per your request (see, I didn't forget =p)

Please reply to this mod saying what you didn't fix (and what you did) and why.
Also, if you have any question, feel free to ask me in-game. :)

General
  1. There are two osb files in the folder. Delete "Raito - Tatakae! Boku wa Mech Hisui! (Faust).osb".
  2. Remove the countdown in all difficulties as it doesn't have time to be displayed.
  3. Add "MBAA" to the tags of all difficulties ?
Crescent Moon
  1. This diff doesn't have the 2000ms audio lead-in.
  2. Really hard for a Normal. The rhythms used are quite complex, I don't think it fits a Normal. You can leave them as they are if you want, but you'll need an Easy.
  3. I think you shouldn't use kick sliders for an Easy/Normal diff. They're confusing because their number of repeats cannot be guessed (and in your diff that number keeps changing) nor sightread (because the cursor hides the repeat arrows, and it's generally too fast to sightread). I'd be very happy if you found a way to change these: 00:15:847 (1) - 00:40:906 (1,3) - 00:52:729 (1) -
  4. 00:29:612 (5) - I foud this to play... "meh". First of all, I didn't expect that many repeats, which made me sliderbreak, so I think most new players will get tricked as well. Second of all, it makes that part very static while playing: you just leave your cursor in the middle of the slider and wait for it to end, which didn't play well to me. Also, a crescendo on this and the next two beats (circle and slider) would be very nice =o
  5. 00:37:376 (3,4,1) - This kind of rhythm shouldn't be used in a Normal like this imo. It's very hard to tell the difference between 1/2 and 3/4 even for me... Also this is a complex rhythm, so using a repeat slider would be better. Finally, 00:37:906 (1) - this new combo is weirdly placed: it cuts a musical phrase in two (the guitar) which looks weird: try moving it to 00:38:965 (3) - ?
  6. 01:06:494 (1) - Make a decrescendo ? =o
Half Moon
  1. 00:22:023 (4,1,2) - This stack doesn't look as good as it should in-game, because only (1,2) stack, which kicks (1) to the upper left and makes it overlap with (4)
  2. 00:29:435 (1,2) - I would swap these new combos, because (2) is the beginning of the 1/1 phrase in the guitar, while (1) is still in the previous phase and acts more as a transition between the two.
  3. 00:29:612 (2,3,4,5,6,7,8,9,10) - Add a crescendo here ?
  4. 00:32:435 (10) - Stay consistent in your comboing with Crescent Moon ! Add a new combo here for that purpose. 00:35:259 (15) - Here, too.
  5. 00:40:906 (1,2,3) - Albeit perfectly playable, this spacing looks a bit weird to me. Try tilting (1) so the spacing is more regular ?
  6. 01:06:318 (1) - Add a decrescendo ? =o
Full Moon
  • Well, that's intense.
  1. 00:15:494 (9) - This beat is kinda hidden, being all alone in a very corner of the playfield. I could play it fine and it does play fine, but I think another placement would be better. Your call though.
  2. 00:23:259 (2) - The last repeat on this slider really confused me and surprised me, as it is hidden under a hitburst and cannot be read, and the pattern makes players think it's a simple repeat slider. I think it'd be better to remove the repeat and add a circle after it.
  3. 00:29:612 (1,2,3,4,5,6,7,8,1) - Add a crescendo ? =o
  4. 00:42:141 (6) - I'd suggest to add a new combo here. It fits the music, and it fixes a confusing spacing after it: 00:42:494 (7,8) - this spacing. It's confusing because it looks like the spacing like 00:41:259 (2,3) - but the difference isn't the same. Being in the same combo, players would assume the time difference is still the same and hit these as if they were 1/2 (which I did) while they aren't.
  5. 00:48:318 (5,6,1) - This stack looks bad in-game. Only (6,1) are stacking, which kicks (6) to the upper left and looks ugly with (5)'s end.
  6. 01:06:362 (1) - Add a decrescendo ? =o
The difficulties themselves are not bad - Crescent Moon is in my opinion too hard to be the easiest diff of the mapset though. Moreover, they really need more hitsounds. Getting a custom clap, or using whistles from time to time would make the difficulties sound better, I think.
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