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posted
This beatmap was submitted using in-game submission on Saturday, April 01, 2017 at 3:09:18 PM

Artist: Kevin Manthei
Title: Invader Zim Theme Song
Source: Invader Zim
Tags: Cartoon TV Instrumental English
BPM: 120.1
Filesize: 20880kb
Play Time: 00:37
Difficulties Available:
  1. Advanced (2.32 stars, 71 notes)
  2. Hard (2.78 stars, 98 notes)
  3. Normal (1.92 stars, 55 notes)


Download: Kevin Manthei - Invader Zim Theme Song
Information: Scores/Beatmap Listing
---------------
:3
posted
08:38 *guineaQ is editing [https://osu.ppy.sh/b/1208659 Kevin Manthei - Invader Zim Theme Song [Normal]]
08:38 guineaQ: 00:31:853 - no reason to leave this part empty
08:40 *guineaQ is editing [https://osu.ppy.sh/b/1208622 Kevin Manthei - Invader Zim Theme Song [Advanced]]
08:40 guineaQ: 00:17:365 - 00:17:615 - map these thank
08:41 guineaQ: and nothing else glaringly obvious that it warrants a fix
posted
[General]
  1. why are all your difficulty settings so weird lmao. e.g. the hp drain for normal and advanced are both higher than the hard difficulty, which doesn't constitute for a proper linear spread
  2. you should also go with lower difficulty settings for the normal, like AR5 OD4 HP4. i noticed during the spinners that the hp drain went down quite fast for a normal

[Hard]
  1. stick to a consistent newcombo pattern, which basically means remove nc from 00:05:125 (1) - and 00:10:870 (1) -
  2. 00:16:116 (1,2,3,4,5,1,2) - this is pretty clustered into one area, and visually messy as well. u should clean it up with a neater pattern
  3. 00:17:365 (1,2) - a large jump would work better in emphasizing these two notes
  4. 00:33:601 (3,4) - since theres so many kicksliders, making this part more streamy as a transition into the 2nd half of the chorus would help make this section more exciting than 1/2 click spam

[Advanced]
  1. 00:17:365 (6) - move this so it doesn't overlap onto its own pattern
  2. 00:36:349 (1) - i really think you should map this out. a spinner here is kinda pussying out in terms of what the song lets you do here

[Normal]
my problem with this is that it basically has the same density as the advanced diff, with a predominant 1/2 rhythm. you could make this difficulty more simple with 1/1 sliders and 1/1 rests and whatnot. (well you have to, or else its unrankable for not being below 2 stars)
otherwise, pretty clean difficulty

gl
posted
If your gonna do this you might as well add my easy t.t
posted
rank my heart already
posted
Hello, as requested in #modhelp o3o/

Normal
  1. Maybe AR4.5 for a better AR-spread? This shouldn't ravish the readability of this map as both settings are totally fine here.
  2. 00:05:125 (4,1) - A nazi thing, but the stack can be slightly improved.
  3. 00:16:615 (2,3) - I would select these two and move them a bit to the right, for example to [X=238 | Y=140] so the whole pattern with the actual and the very previous combo do not seem like a cluster (right now the fourth slider 00:15:616 (4) - and the second slider 00:16:615 (2) - are almost touching each other and it is not that appealing ;3;)
  4. 00:36:099 (1,2,3,4) - If you rotate it for 20 degrees and place it on the same [X] position but a little higher (for example on [Y=109]), the pattern will keep the consistent spacing set for the kiai section and the second and the third sliders won't touch the HP bar in 1024x768 resolution. :3
  5. 00:37:598 (4) - Personally I would put a (normal?) finish here or something that would emphasize the very sound here that reminds me of an alarm or tuba. XD


Advanced
  1. 00:36:599 (3,4,5) - To be honest I am not enthusiastic to that part of the map becoming quieter and quieter. If you compare it to the music going it rather should be becoming louder and more noticable. Also, the hitsounds here would be very benefitial, just the similar ones as in the Normal difficulty. However, the way you did it in the Hard difficulty is fascinating and the Hard difficulty should be intact there.


Hard
  1. The only thing that makes me wonder is the fact there are those breaks when they would be replaced with spinners so the "slooow-slow-fast-faaaast" patterns would look and play even better with the spins stressing the synthesisers and the sliders stressing the violins.


Nice set. o/ Good luck! o3o/
posted
helo

normal :


00:09:122 (3,1) - DS is quite misleading this can be mixed up with 1/1 stuff pretty easily, i'd suggest you either stack like you did before or space it more

00:18:114 (1) - in this section i think it's probably better to map this note 00:18:114 - and the strings here 00:20:113 - than mapping spinners to that faint vocal thing

00:06:124 (1,2) - flow is kinda ew here. Having the slider point at the next beat is probably a bit better

Advanced:


00:09:122 (3) - probably better if you would separate the two last sounds from the first since they have that distinct cymbal noise. also the whistle is gross

00:17:115 (5,6,7,1) - overlap is very questionable. Flowbreak is rather awkward too for this kind of difficulty

In the kiai density seems rather low. Right now it is a lot like your normal. Adding a few 1/4 sliders would make sense here so that this actually feels like an advanced :(. this might also cause issues with spread since normal is full of 1/1 and hard is almost all 1/4 there

Sometimes I also feel like your aesthetics are a bit inconsistent. That doesn't make your map less playable but it really prevents you from achieveing a well defined style and kinda looks messy.
For example angles : Just looking at the first few notes you seem to go for mostly horizontal and vertical angles but suddently 00:04:126 (1) - is angled by 45° or so. feels kinda out of place because it kind of points at nothing either lol
00:08:123 (1,2,3) - Here spacing is not equal between objects. 2 feels a lot closer to 1 than it is to 3
00:12:119 (1,2) - weird angles again
etc

Hard :



00:05:874 (1,2) - while first one makes sense this Nc doesnt there are more of them and i think they're dumb, there is no real reason to put them there, nothing important really justifies them

The map isn't bad but io still have the same remark as normal on aesthetics

Some more :
00:20:113 (1,2) - 00:21:112 (3,4,5) - either gradually increase spacing on one of them or make them all the same spacing. gradually increasing is good tho because music goes up in pitch

00:24:609 (2) - looks rather curved compared to the other ones

00:36:099 (1,2,3,4,5,6,7) - if this had a nice even curve it woudl look way better i think. right now it flattens out with time looks rather weird



Ok I think that's it.
Things might be a bit unclear so if anything is unclear yell at me ingame
Gl!
posted

Krfawy wrote:

Hello, as requested in #modhelp o3o/

Normal
  1. Maybe AR4.5 for a better AR-spread? This shouldn't ravish the readability of this map as both settings are totally fine here.
  2. 00:05:125 (4,1) - A nazi thing, but the stack can be slightly improved. I tried? ;w;
  3. 00:16:615 (2,3) - I would select these two and move them a bit to the right, for example to [X=238 | Y=140] so the whole pattern with the actual and the very previous combo do not seem like a cluster (right now the fourth slider 00:15:616 (4) - and the second slider 00:16:615 (2) - are almost touching each other and it is not that appealing ;3;) Agree.
  4. 00:36:099 (1,2,3,4) - If you rotate it for 20 degrees and place it on the same [X] position but a little higher (for example on [Y=109]), the pattern will keep the consistent spacing set for the kiai section and the second and the third sliders won't touch the HP bar in 1024x768 resolution. :3 Oh okay
  5. 00:37:598 (4) - Personally I would put a (normal?) finish here or something that would emphasize the very sound here that reminds me of an alarm or tuba. XD ,w, sure


Advanced
  1. 00:36:599 (3,4,5) - To be honest I am not enthusiastic to that part of the map becoming quieter and quieter. If you compare it to the music going it rather should be becoming louder and more noticable. Also, the hitsounds here would be very benefitial, just the similar ones as in the Normal difficulty. However, the way you did it in the Hard difficulty is fascinating and the Hard difficulty should be intact there. I'm not too sure why the hitsounds are like this.. I don't remember putting them that way. Fixed xp


Hard
  1. The only thing that makes me wonder is the fact there are those breaks when they would be replaced with spinners so the "slooow-slow-fast-faaaast" patterns would look and play even better with the spins stressing the synthesisers and the sliders stressing the violins. *shrug*


Nice set. o/ Good luck! o3o/
posted

BOUYAAA wrote:

helo

normal :


00:09:122 (3,1) - DS is quite misleading this can be mixed up with 1/1 stuff pretty easily, i'd suggest you either stack like you did before or space it more I think it's alright

00:18:114 (1) - in this section i think it's probably better to map this note 00:18:114 - and the strings here 00:20:113 - than mapping spinners to that faint vocal thing Nah

00:06:124 (1,2) - flow is kinda ew here. Having the slider point at the next beat is probably a bit better This was intentional and it's not even ew ;w;

Advanced:


00:09:122 (3) - probably better if you would separate the two last sounds from the first since they have that distinct cymbal noise. also the whistle is gross Remove whistle. Keep slider.

00:17:115 (5,6,7,1) - overlap is very questionable. Flowbreak is rather awkward too for this kind of difficulty

In the kiai density seems rather low. Right now it is a lot like your normal. Adding a few 1/4 sliders would make sense here so that this actually feels like an advanced :(. this might also cause issues with spread since normal is full of 1/1 and hard is almost all 1/4 there There are quite a bit of 1/4 slider? ^^;

Sometimes I also feel like your aesthetics are a bit inconsistent. That doesn't make your map less playable but it really prevents you from achieveing a well defined style and kinda looks messy.
For example angles : Just looking at the first few notes you seem to go for mostly horizontal and vertical angles but suddently 00:04:126 (1) - is angled by 45° or so. feels kinda out of place because it kind of points at nothing either lol I wanted this because it contrasts (6) and gives a "drop" to (2)
00:08:123 (1,2,3) - Here spacing is not equal between objects. 2 feels a lot closer to 1 than it is to 3 Well it's not *shrugs*
00:12:119 (1,2) - weird angles again tru
etc

Hard :



00:05:874 (1,2) - while first one makes sense this Nc doesnt there are more of them and i think they're dumb, there is no real reason to put them there, nothing important really justifies them

The map isn't bad but io still have the same remark as normal on aesthetics

Some more :
00:20:113 (1,2) - 00:21:112 (3,4,5) - either gradually increase spacing on one of them or make them all the same spacing. gradually increasing is good tho because music goes up in pitch They are all increasing and raising SV but I'll space them more I guess

00:24:609 (2) - looks rather curved compared to the other ones they're actually all scaled

00:36:099 (1,2,3,4,5,6,7) - if this had a nice even curve it woudl look way better i think. right now it flattens out with time looks rather weird Intended. The SV and spacing gets smaller



Ok I think that's it.
Things might be a bit unclear so if anything is unclear yell at me ingame
Gl!
posted
invader zim my ass xd xd no
[normal]
00:05:125 (4) - mak 2 circles pleas thx is importnt sund

00:09:122 (3) - mak dis 1/2 revrs slidr thx

00:17:115 (3) - ^

00:18:114 (1,1,1) - i don tink dis is legall
[advanc]
00:04:875 (3,4) - dis mite b 2 spooki for noobs

00:16:116 (1,2) - ^
[h4rd]
00:05:250 (6) - no imprnt soud her

00:17:864 - do col slidr or smth
posted

[[Pika]] wrote:

invader zim my ass xd xd no
[normal]
00:05:125 (4) - mak 2 circles pleas thx is importnt sund no. the synth raises in pitch then disappears.

00:09:122 (3) - mak dis 1/2 revrs slidr thx no thx

00:17:115 (3) - ^

00:18:114 (1,1,1) - i don tink dis is legall whatever
[advanc]
00:04:875 (3,4) - dis mite b 2 spooki for noobs rip noobs

00:16:116 (1,2) - ^
[h4rd]
00:05:250 (6) - no imprnt soud her Sorry but there's a snare here :/

00:17:864 - do col slidr or smth no
posted
GREETINGS MAPPER

mayb take uninherited timing point to 00:02:128 - so it works better with NC mod
00:03:127 (4) - x:120 y:168
tbh consider placing note at 00:18:114 -
00:22:111 - 00:26:108 - these are too loud imo
00:24:109 - could you curve these sliders a little less? imo curved sliders look better when they are less curved
00:30:104 - you can space after 1/4 sliders a little more because of slider leniency, its actually more awkward to play 1/4 sliders that are close to each other than the ones that are spaced more imo but that would require you doing this section entirely
00:37:598 (7) - i would like a 1/1 slider here because of extended sound
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