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posted
This beatmap was submitted using in-game submission on vrijdag 10 november 2017 at 20:20:35

Artist: Release hallucination
Title: Chronostasis
Tags: M3-38 symphonic metal marathon emi gothic kaorin
BPM: 200
Filesize: 11318kb
Play Time: 06:18
Difficulties Available:
  1. Illusions (6,26 stars, 2102 notes)


Download: Release hallucination - Chronostasis
Information: Scores/Beatmap Listing
---------------
Simple diff based on continuous movement; easier, straightforward patterns and vocals. Enjoy this amazing song!
http://releasehallucination.com/
check out their entire album! https://releasehallucination.bandcamp.c ... ronostasis
Redl 11/8 metadata fix
Huge thanks to all modders!

mindmaster107
_orange
Wanko
FoxFiire
Catshy
LMT
Ultima Fox
AJamez
Naidaaka
newton-
DeRandom Otaku
Itasha_S13 +6 stars!
Cerulean Veyron
Lasse
posted
originally i want to get free mod from ur queue with better mp3 but for app or ranked your audio must be 128-192kbps
so 256kbps is not possible
also i don't think there is a version which mainly focus on vocals, who knows
posted
Yeah not going for ranked thats why I wanted highest quality possible :d
the current file converted in the map just kinda lacks a bit in the vocal part which is kinda the highpoint in the chorus so a bit of shame with the current mp3 but I can't find any higher either unfortunatly, so if someone finds a 320kbps one that generally has stronger vocals compared to instruments that'd be awesome
posted

Wishkey wrote:

Yeah not going for ranked thats why I wanted highest quality possible :d
the current file converted in the map just kinda lacks a bit in the vocal part which is kinda the highpoint in the chorus so a bit of shame with the current mp3 but I can't find any higher either unfortunatly, so if someone finds a 320kbps one that generally has stronger vocals compared to instruments that'd be awesome


convert into 320 kbps is easy but putting the vocals to be stronger is hard
posted

CookieBite wrote:

Wishkey wrote:

Yeah not going for ranked thats why I wanted highest quality possible :d
the current file converted in the map just kinda lacks a bit in the vocal part which is kinda the highpoint in the chorus so a bit of shame with the current mp3 but I can't find any higher either unfortunatly, so if someone finds a 320kbps one that generally has stronger vocals compared to instruments that'd be awesome


convert into 320 kbps is easy but putting the vocals to be stronger is hard


yep tried something made it less clean even with heavy filtering so prob just gonna stick to another 256kbps I found, seems to be the highest out there unfortunatly
posted
Let's give this a shot and see if it goes somewhere
posted
Here for M4M!
My map: https://osu.ppy.sh/s/677022

[Illusions]
The map is pretty decent, but still has some flaws. :P
Apart from the bitrate problem cookiebite mentioned earlier, there are a few other issues with the map.

Visual patterns have no clear connection. Good visuals can allow the player to see the music on screen, where repeated phrases in the song are reflected not only by similar/same rhythm choice, but similar/same visual patterns.

Spacing feels a bit to monotonous. It is hard to pick a specific example since this is map wide, so instead I will give a description of what I mean.
Imagine 3 groups of intensity for rhythms. Low, high, and emphasized.
Unless a song is clearly linearly transitioning from one to the others, I would keep the spacing distinctly different between the three groups.
This is a personal method, but the below still stands hold.
This is in order to have contrast. Players don't care about slight changes in spacing, since in gameplay they are effectively the same. If the spacing however is clearly distinct, players can associate it with the song.
You clearly understand this with streams, as you seem to do pretty well with them. Try and apply the same idea of distinct spacing distances to all objects.


01:46:870 (1,2,3,4,5) - I would force this into a stack to force no movement. I believe the starker contrast is worth it here.

02:10:720 (5,6,1) - I would space 5 to 6 smaller and 6 to 1 larger. This is to map the downbeat.

02:11:620 (1,2,3,4,5,6,7,8) - 02:12:820 (1,2,3,4,5,6,7,8) - I would try to make a stream jump at 4, cus the drum beat is really prominent.

02:14:920 (3,4) - I would space this higher, and maybe use a different slider shape, cus wow is the sound different to 02:14:770 (2) . I don't think what you are doing currently is enough.

02:18:220 (2) - Remember your active and passive emphasis. Slider tails and reverses should be placed on less intense sounds. Please consider replacing the tails with circles, as that is about all im asking for.

02:16:420 (1,2) - This drum phrase is being repeated with the same intensity, but the 4 variations you are using to cover it are too different. Keep a common theme between them, or alternate just 2 of the patterns, cus as it stands it feels like completely different sections to play.

02:47:920 (2,3,4,5,6) - People love patterns that look clear. Try and stick with a single idea of logic throughout the map. Either stick with symmetry, geometry, or s on so that players can associate this with the map.

02:48:220 (4,5,6) - The spacing emphasis is on the wrong object.

01:09:820 (3,4,5,6,7,8) - I would NC 3 and 6 to make it clear to players this is a 1/3 stream. You did this somewhere else in the map too, so I dunno why you didn't do it here. If your argument is that NCs would make it look too intense, I would remind you that the small emphisis given by NCs is not enough to outweigh proper reading techniques.
posted

mindmaster107 wrote:

Here for M4M!
My map: https://osu.ppy.sh/s/677022

[Illusions]
The map is pretty decent, but still has some flaws. :P
Apart from the bitrate problem cookiebite mentioned earlier, there are a few other issues with the map. Fixed this a while back should rdl prob :p

Visual patterns have no clear connection. Good visuals can allow the player to see the music on screen, where repeated phrases in the song are reflected not only by similar/same rhythm choice, but similar/same visual patterns. Kinda disagree here, the map is basicly build around visual spacing with connecting to prev/next combo patterns and the kiai and non kiai parts are clearly distuishible imo but will see what others have to say before making major changes

Spacing feels a bit to monotonous. It is hard to pick a specific example since this is map wide, so instead I will give a description of what I mean.
Imagine 3 groups of intensity for rhythms. Low, high, and emphasized.
Unless a song is clearly linearly transitioning from one to the others, I would keep the spacing distinctly different between the three groups.
This is a personal method, but the below still stands hold.
This is in order to have contrast. Players don't care about slight changes in spacing, since in gameplay they are effectively the same. If the spacing however is clearly distinct, players can associate it with the song.
You clearly understand this with streams, as you seem to do pretty well with them. Try and apply the same idea of distinct spacing distances to all objects.
Agreeing here but its kinda the song genre and the way the song is build, basicly for the first 3 ish minutes there's just mainly a constant background snare and drumroll and not really anyhing "interesting" aside from a few single note standouts like 00:58:120 (8,9) - when it gains a bit of intensity, even the kias got similar non-vocal intensity a bit. So just went with a more aim focused less dense kiai to focus teh vocal compared to the rest more stream focused parts for contrast here. So emphasis lies mainly on sections and secondary on individual notes. I could make more of these spacing differences pre kia etc but that just wouldn't represnt the song imo, the song is really simple build with only a few hickups here and there to stand out, so the map is aswell. Hope that gives a bit of reasoning on why its mapped the way it is :d


01:46:870 (1,2,3,4,5) - I would force this into a stack to force no movement. I believe the starker contrast is worth it here.Did something similar here

02:10:720 (5,6,1) - I would space 5 to 6 smaller and 6 to 1 larger. This is to map the downbeat. Did something flow breaky instead for emphasis

02:11:620 (1,2,3,4,5,6,7,8) - 02:12:820 (1,2,3,4,5,6,7,8) - I would try to make a stream jump at 4, cus the drum beat is really prominent. Had this initially but these type of drum changes only happen very rarely so I decided to keep ds stream transistions the same for the entire map so no stream jumps anywhere since I don't really like playing them too

02:14:920 (3,4) - I would space this higher, and maybe use a different slider shape, cus wow is the sound different to 02:14:770 (2) . I don't think what you are doing currently is enough. tried something

02:18:220 (2) - Remember your active and passive emphasis. Slider tails and reverses should be placed on less intense sounds. Please consider replacing the tails with circles, as that is about all im asking for. aight sure thing

02:16:420 (1,2) - This drum phrase is being repeated with the same intensity, but the 4 variations you are using to cover it are too different. Keep a common theme between them, or alternate just 2 of the patterns, cus as it stands it feels like completely different sections to play. Common theme here is basicly the snare emhasis though did some changes while adjusting prev point so might be more clear now

02:47:920 (2,3,4,5,6) - People love patterns that look clear. Try and stick with a single idea of logic throughout the map. Either stick with symmetry, geometry, or s on so that players can associate this with the map. Its basiscly build around a variety line of symmetry which geometry patterns also provide this one just kinda is obvious geometry but there are more stuff like this maybe less clear at 01:42:820 (1,2,3,4,2) - etc that are geometry pattern structured with the symmetry concept thingy so I think it should be fine to inlterline these

02:48:220 (4,5,6) - The spacing emphasis is on the wrong object. vocal emphasis spacing was the idea here since I'm following vocals 02:47:920 (2,7,8) -


01:09:820 (3,4,5,6,7,8) - I would NC 3 and 6 to make it clear to players this is a 1/3 stream. You did this somewhere else in the map too, so I dunno why you didn't do it here. If your argument is that NCs would make it look too intense, I would remind you that the small emphisis given by NCs is not enough to outweigh proper reading techniques. Can't seem to find the other instances where I did tbh :/ I mainly used the NCing inthe 1/3 solo part for spacing differences indications and unintroduced 1/3 rhythms, with these I introduced the 1/3 rhythm with returns first and theres no spacing difference together with the 3-3 pairing it should be obvious that this its gonna be 1/3 imo, will see what others gotta say tho from testplays no one had prob distinguishing these iirc



Thanks for the mod man! will get to your map asap :D
posted
m4m from queue

[Illusions]

02:49:869 (4) - end not snapped
00:08:017 (1,2) - Could you make these either both curved or both angled bc they don't have really different sounds
00:23:469 (4,9) - 4 is hiding the reverse arrow of 9
01:09:820 (3,4,5,6,7,8) - Yeah I agree with mindmaster107 here about Ncing 3 and 6 02:34:420 (1,2,3,4,5,6,7,8,1) - here too
01:34:720 (2) - did you mean to ctrl g this?
02:05:620 (1,2,3,4,5) - Space this out? like the previous sliders?

02:32:920 (11,1) - 02:28:120 (11,1) - Different spacing
02:33:820 (3,1) - Pretty sure you can't hide the arrow like that
03:22:420 (1,2) - It would look nice if this was a blanket
03:50:920 (10,1) - That's pretty hard to play
04:47:920 (9) - 04:47:620 (5) - NCs?
04:52:720 (5) - ^
03:46:420 (1) - Tbh the hitsounds are really quiet here, I don't know why you decided to lower volume, instead of keeping it the same or even raising it
03:59:320 (2,3,1) - 04:17:620 (1,2,3,4,5) - Keep consistent?

amazing map, really didn't find a lot of issues but I hope I helped!
posted

_orange wrote:

m4m from queue

[Illusions]

02:49:869 (4) - end not snapped oops
00:08:017 (1,2) - Could you make these either both curved or both angled bc they don't have really different sounds sure thing!
00:23:469 (4,9) - 4 is hiding the reverse arrow of 9 not really an issue with ar 9.5 it may look like that in editor but if you play (4) has alrdy faded away completely so it should be fine
01:09:820 (3,4,5,6,7,8) - Yeah I agree with mindmaster107 here about Ncing 3 and 6 02:34:420 (1,2,3,4,5,6,7,8,1) - here too aight doing it then :d
01:34:720 (2) - did you mean to ctrl g this? Nope was intenional small jump here so it feels more similar then the prev combo
02:05:620 (1,2,3,4,5) - Space this out? like the previous sliders? Got misread ofter during testplays so keeping it for now tho spacing it would fit too imo

02:32:920 (11,1) - 02:28:120 (11,1) - Different spacing changed
02:33:820 (3,1) - Pretty sure you can't hide the arrow like that like prev not an easy while playing bc of the high AR
03:22:420 (1,2) - It would look nice if this was a blanket moved around a bit still no blanket but now made it not look like it was meant to blanket
03:50:920 (10,1) - That's pretty hard to play tried something, will see how testplayers do
04:47:920 (9) - 04:47:620 (5) - NCs? Added one at 04:47:470 (1) - instead of 04:47:620 (5) - since the ds for these 8 notes are the same so not really any need there
04:52:720 (5) - ^ Done
03:46:420 (1) - Tbh the hitsounds are really quiet here, I don't know why you decided to lower volume, instead of keeping it the same or even raising it deleted that green line so its the same volume now
03:59:320 (2,3,1) - 04:17:620 (1,2,3,4,5) - Keep consistent? Yeah changed first part into circles too since the extend sound is a lot less present there

amazing map, really didn't find a lot of issues but I hope I helped!


Thanks for the mod! will return the M4M shortly :D
posted
NM mod from my queue~

[Illustions]
  1. How about https://puu.sh/xSkE9/0949ea2013.jpg @00:05:6157 - ?
  2. ^ http://puu.sh/xSkI2/19d8cdf1ea.jpg @00:07:267 - ?
  3. 00:13:417 (1) - NC?
  4. 00:26:620 (6,1) - pretty huge streamjump compared to the rest of the map. (almost 5,3x)
  5. 00:40:120 (5,1,2,3,4,5,6,7,8) - felt unpleasent to play.. 00:40:120 (5) - transitions pretty badly into 00:40:420 (1) - .This shape https://puu.sh/xSkZY/14fecc5a1c.jpg%20would%20be%20better.
  6. 00:42:970 (6,7,8) - feels meh.. to play..
  7. 00:47:770 (6,7,8) - ^ how about you turn 7&8 into a slider in both situations?
  8. 00:52:870 (6) - NC
  9. 00:53:320 (11) - ^
  10. How about http://puu.sh/xSl7p/6eecaf6f7b.jpg @00:54:820 - ?
  11. 01:00:370 (1) - NC?
  12. 01:02:470 (6) - ^
  13. 01:02:920 (11) - ^
  14. How about http://puu.sh/xSl7p/6eecaf6f7b.jpg @01:04:420 (1) - ?
  15. 01:09:820 (1,2,3,1,2,3) - A little more eye candy maybe?
  16. 01:11:770 (6,7,8) - said something about this before already
  17. 01:16:570 (6,7,8) - ^
  18. 01:21:670 (6) - NC
  19. 01:22:120 (11) - ^
  20. 01:24:070 (1,2,3,4,1,2,3) - You could make a lot more out of this part
  21. 01:26:470 (6,7,8,9,1) - ^
  22. 01:29:920 (5) - Is it intentional that the slider has a lower DS than the rest of the stream?
  23. 01:31:270 (6) -
  24. 01:31:720 (11) - ^
  25. 01:33:670 (1,2,3,4,1,2,3) - Same thing as before
  26. Replace 01:44:170 (2) - with 2 circles to match the rythm a little better
  27. 01:44:770 (8) - NC
  28. 01:45:970 (8) - ^
  29. 02:07:420 (1,2,3,4) - Messed up hitsounds.
  30. 02:27:670 (6) - NC..
  31. 02:28:120 (11) - ^
  32. 02:29:170 (4,5,6,1) - weird DS~
  33. 02:29:620 (1) - Said something about this before as well
  34. 02:32:470 (6,11) - NC...
  35. 02:36:970 (6,7,8) - About this as well.. at least you're consistant
  36. 02:41:920 (6,7,8) - ^
  37. 02:44:320 (2) - This comes a little unexpected
  38. 02:46:870 (6,11) - NC
  39. 02:49:270 (1,2,3,4,1,2,3) - Just pointing this out for consistancy reasons
  40. 02:51:670 (6,7,8,9,1) - ^
  41. 02:56:470 (6,11) - NC
  42. 02:58:870 (1,2,3,4,1,2,3) - These parts have so much potential for awesome parts and this feels meh..
  43. 03:40:120 (1,2,3,1) - try these cordiantes 03:40:220 (2) - x443 | y272 / 03:40:320 (3) - x461 | y331 / 03:40:420 (1) - x430 | y384 looks a little more curvy this way.
  44. 03:51:820 (5,6,1,2,5,6) - I see what you're trying to do with these but those are some pretty big stream jumps..
  45. 04:43:720 (4,5,6) - pretty hard to read..c
  46. 04:48:220 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - ouch. This will cause a lot of restarts
  47. 05:00:520 (1) - This slider is almost invisible when you play it for the first time
  48. 05:06:445 (4) - Seems like it slipped out of the pattern
  49. 05:07:720 (1,2,1,2,1,2,1,2) - a littly underwhelming in this part
Pretty decent map! I would recommend you to step away from symmetrical patterns. People used to map symmetrical in like.. 2009/10? Overall good stream patterns and nice hitsounds with some fancy ideas here and there. Good luck for future maps!

Fox~
posted

FoxFiire wrote:

NM mod from my queue~

[Illustions]
  1. How about https://puu.sh/xSkE9/0949ea2013.jpg @00:05:6157 - ? Prefer the current easier rhythm since the song has no intensity yet so less clickable stuff fits better imo
  2. ^ http://puu.sh/xSkI2/19d8cdf1ea.jpg @00:07:267 - ? Wanna remain consistnet with hte lesser vocals at 00:02:467 (1) -
  3. 00:13:417 (1) - NC? Redid some NCing here
  4. 00:26:620 (6,1) - pretty huge streamjump compared to the rest of the map. (almost 5,3x) Reduced
  5. 00:40:120 (5,1,2,3,4,5,6,7,8) - felt unpleasent to play.. 00:40:120 (5) - transitions pretty badly into 00:40:420 (1) - .This shape https://puu.sh/xSkZY/14fecc5a1c.jpg%20would%20be%20better. Did some rotations should hopefully feel better
  6. 00:42:970 (6,7,8) - feels meh.. to play..
  7. 00:47:770 (6,7,8) - ^ how about you turn 7&8 into a slider in both situations? Not really an extend sound on those, makes 00:42:220 (3,5) - feel less impactful imo, keeping this for now will see about antother gimmick for 6-7-8 but main point was to halt movement here
  8. 00:52:870 (6) - NC
  9. 00:53:320 (11) - ^ Don't really see a reason for these, don't wanna spam NC's too much since its alrdy a hp5 setting, theres an sv change but its the only slider in the combo so no need to NC
  10. How about http://puu.sh/xSl7p/6eecaf6f7b.jpg @00:54:820 - ? Looks cool gonna make this part harder
  11. 01:00:370 (1) - NC? Should be readable alrdy thats its a 1/1 gap, long jump NC doesnt seem necessary since I alrdy introduced similar jumps
  12. 01:02:470 (6) - ^
  13. 01:02:920 (11) - ^ Simalr like prev ones (and next ones) , don't really see the benefit here since you also lose the following points
  14. How about http://puu.sh/xSl7p/6eecaf6f7b.jpg @01:04:420 (1) - ? Done
  15. 01:09:820 (1,2,3,1,2,3) - A little more eye candy maybe? Will see what to do, kinda like the symmetery here tho 01:09:820 (1,2,3,1,2,3,1) -
  16. 01:11:770 (6,7,8) - said something about this before already
  17. 01:16:570 (6,7,8) - ^
  18. 01:21:670 (6) - NC
  19. 01:22:120 (11) - ^ Same responses for these above like prev similar parts
  20. 01:24:070 (1,2,3,4,1,2,3) - You could make a lot more out of this part Wanted to introduce this rhythm in an easy way first before trying to play with it like you see later on, basicly testplayers kinda broke alot when this was more gimmicky like the rest so keeping for now
  21. 01:26:470 (6,7,8,9,1) - ^
  22. 01:29:920 (5) - Is it intentional that the slider has a lower DS than the rest of the stream? Oops
  23. 01:31:270 (6) -
  24. 01:31:720 (11) - ^ Same as before
  25. 01:33:670 (1,2,3,4,1,2,3) - Same thing as before Will see what to do
  26. Replace 01:44:170 (2) - with 2 circles to match the rythm a little better made 01:44:320 (3,4) - into a slider instead, basicly following vocals with these 1/4s
  27. 01:44:770 (8) - NC
  28. 01:45:970 (8) - ^ Done these 2
  29. 02:07:420 (1,2,3,4) - Messed up hitsounds. Fixed
  30. 02:29:170 (4,5,6,1) - weird DS~
  31. 02:29:620 (1) - Said something about this before as well Redid these streams to match previous changes while taking this into accound
  32. 02:36:970 (6,7,8) - About this as well.. at least you're consistant
  33. 02:41:920 (6,7,8) - ^ haha yeah, similar like prev ones
  34. 02:44:320 (2) - This comes a little unexpected Should be more clear now
  35. 02:49:270 (1,2,3,4,1,2,3) - Just pointing this out for consistancy reasons
  36. 02:51:670 (6,7,8,9,1) - ^ Looking into them
  37. 02:58:870 (1,2,3,4,1,2,3) - These parts have so much potential for awesome parts and this feels meh.. Yeah kinda tradoff with this all 1/4 and the drums and vocals are still similar intensity so huge 1/4 intense jumps patterns etc would really overdo it
  38. 03:40:120 (1,2,3,1) - try these cordiantes 03:40:220 (2) - x443 | y272 / 03:40:320 (3) - x461 | y331 / 03:40:420 (1) - x430 | y384 looks a little more curvy this way. sure thing
  39. 03:51:820 (5,6,1,2,5,6) - I see what you're trying to do with these but those are some pretty big stream jumps.. reduced a bit
  40. 04:43:720 (4,5,6) - pretty hard to read..c made the follow points not overlap should be easier
  41. 04:48:220 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - ouch. This will cause a lot of restarts Yep, tho still fits the song tho since it reaches a high point here
  42. 05:00:520 (1) - This slider is almost invisible when you play it for the first time eeuh keeping it for should be doable with this ar
  43. 05:06:445 (4) - Seems like it slipped out of the pattern Don't really see any problem here, might be because of stacking from the next combo but really hard to fix
  44. 05:07:720 (1,2,1,2,1,2,1,2) - a littly underwhelming in this part Kinda serves as a bit of break for the upcoming deathstream, too stamina draining otherwise, will see If I can do something different here tho
Pretty decent map! I would recommend you to step away from symmetrical patterns. People used to map symmetrical in like.. 2009/10? Overall good stream patterns and nice hitsounds with some fancy ideas here and there. Good luck for future maps! Thanks! Prob a bit personal preference about the symmetry I can get why its a hit or miss nowadays but I like and still mostly play these kind of maps too

Fox~


Thanks for the mod! :D
posted
Hi from my Queue :3

For some reason I've got timing and Ilusion diffs too :thinking:

[Illusions]
  1. 00:19:717 (2) - there should be an emphasis on this note; simply pull it out to the left (x:112 y:16 looks good imo)
  2. 00:20:289 - I'd love to have this note clickable
  3. 00:20:439 (2,3,4) - consider making this the same as 00:20:889 (1,2,3,4) - ; if you do, stack 00:20:739 (4) - on top of 00:20:017 (1) - sliderend
  4. 00:21:489 (1) - put a circle here instead and make a 1/2 slider at 00:21:639 -
    If you applied both suggestions this should look something like this (pretty cool huh)
  5. 00:22:141 (1) - I feel like it would be better if you got rid of this note
  6. 00:27:070 - missing a note? feels empty :c (same here 00:31:870 - )
  7. 00:29:320 (10) - flip it horizontally?
  8. 00:43:270 (8) - how about moving it to x:226 y:252?; doesn't it flow better?
  9. 00:48:070 (8) - rapid movement from previous jump might force player's hand to move cursor further; my suggestion is to move this to x:330 y:319
  10. 00:51:070 (2) - how about moving it to the other side? possibly just over 00:50:020 (2) - x:118 y:241
  11. 01:04:270 (6) - move it up a bit?
  12. 01:39:220 (1) - I really expected it to go right; please make it clear how the slider goes
  13. 02:01:720 - there's a note to emphasize; use 2 circles instead of that slider (same goes for 02:02:770 (4) - )
  14. 02:06:070 (1,2) - again, I think those notes are unnecessary
  15. 03:15:520 - previously you use 3/4 slider and a circle (03:12:820 (1,2) - ); it'd be natural to keep it here too
    03:32:020 (1) - I'm wet
  16. 04:34:420 (1) - looks cool and all but it should be clear which way it goes (won't cause any problems nomod but with HR it might get problematic)
  17. 05:22:120 - after intense deathstream now it feels like map went down to 2* difficulty
  18. 05:59:770 (1,2) - delet dis


[Afterword]
Finaly a decent human being mapped this song. You should recheck all green lines. Some of them are from previous timing (my guess) and got -15ms~. I don't think it affects playability or anything but it looks rather unproffesional REEEE.

As for the M4M, don't worry. No need to rush, I'm not going to speedrank anyway.
Actually, you don't have to mod my map since I was just throwing away some free mods. But it would be nice .w.
posted

Catshy wrote:

Hi from my Queue :3

For some reason I've got timing and Ilusion diffs too :thinking: dont tell people how slow the progress went pls

[Illusions]
  1. 00:19:717 (2) - there should be an emphasis on this note; simply pull it out to the left (x:112 y:16 looks good imo) did something similar
  2. 00:20:289 - I'd love to have this note clickable same but the music in still building up so bit less dense seems fitting and it mainly compensates for an easier bpm shift
  3. 00:20:439 (2,3,4) - consider making this the same as 00:20:889 (1,2,3,4) - ; if you do, stack 00:20:739 (4) - on top of 00:20:017 (1) - sliderend will see what to do here, on 100% it kinda sounded like 00:21:189 (4) - was emphasised in the music drum wise so thats why its clickable feels like a bit of break between 3-4 compared to 00:20:589 (4) -
  4. 00:21:489 (1) - put a circle here instead and make a 1/2 slider at 00:21:639 - kinda prefer the current one since the sound is building up from for this 1/1 rythm, cutting that kinda feels a bit off
    If you applied both suggestions this should look something like this (pretty cool huh) Haha yeah :D will keep this in mind to try to work something around if it gets brought up again
  5. 00:22:141 (1) - I feel like it would be better if you got rid of this note consistency with the rest of the "chrono" vocals I really like the vocals since they stand out here so much and having that gap and start again with "-stasis" just didnt felt justice to the vocals
  6. 00:27:070 - missing a note? feels empty :c (same here 00:31:870 - ) same later on too basicly a bit of breathing room and emphasis on the start of the next section with that gap 00:26:920 (1,1) - these cymbals reoccur a few times so wanted to do something to stand them out instead of having this 20 seconds of full 1/4 rhythms
  7. 00:29:320 (10) - flip it horizontally? sure thing!
  8. 00:43:270 (8) - how about moving it to x:226 y:252?; doesn't it flow better? ruins the concept a bit for these parts 00:42:970 (6,7,8) - flow is kinda neglectent for a lot due to the stacking and full slow down which kinda will always force the player to start a new movement no matter where you put (1)
  9. 00:48:070 (8) - rapid movement from previous jump might force player's hand to move cursor further; my suggestion is to move this to x:330 y:319 ^ intentional slow down and harder to hit
  10. 00:51:070 (2) - how about moving it to the other side? possibly just over 00:50:020 (2) - x:118 y:241 did similar and some other changes
  11. 01:04:270 (6) - move it up a bit? lowered 01:03:970 (4,6) - for similar angles effect instead
  12. 01:39:220 (1) - I really expected it to go right; please make it clear how the slider goes damn will see what to do here, tho no one really had any problems here and nothing overlaps so should be clear imo unless I misinterpreted something
  13. 02:01:720 - there's a note to emphasize; use 2 circles instead of that slider (same goes for 02:02:770 (4) - ) following the "zu u to o" vocals here since thats the most interesting rhythm to follow since they don't have those background synths thingys like 01:57:820 (3,4,5,6) -
  14. 02:06:070 (1,2) - again, I think those notes are unnecessary [/color]
  15. 03:15:520 - previously you use 3/4 slider and a circle (03:12:820 (1,2) - ); it'd be natural to keep it here too no strong vocal on the end unlinke (3:12) so thats why its a 1/1, did it similar for 01:50:020 (1,2,3) - for instance
    03:32:020 (1) - I'm wet always prepare a towel
  16. 04:34:420 (1) - looks cool and all but it should be clear which way it goes (won't cause any problems nomod but with HR it might get problematic) it kinda looks easier to follow with HR (bigger slider-circle contrast) tbh :p so keeping if for now
  17. 05:22:120 - after intense deathstream now it feels like map went down to 2* difficulty intentional, music kinda goes into an easier kiai with main emphasis on cymbals and that one clap and it serves a bit as break section too after that intense solo, so bit less dense and easier seems fitting with the music
  18. 05:59:770 (1,2) - delet dis :/


[Afterword]
Finaly a decent human being mapped this song. You should recheck all green lines. Some of them are from previous timing (my guess) and got -15ms~. I don't think it affects playability or anything but it looks rather unproffesional REEEE. oh crap yeah forgot about those it might affect playablilty with the redlines changes so prob best to do it thanks!

As for the M4M, don't worry. No need to rush, I'm not going to speedrank anyway.
Actually, you don't have to mod my map since I was just throwing away some free mods. But it would be nice .w.


Thanks for the mod! :D Will mod back somewhere next week! There really need to be more symphonic metal maps
posted
As promised


  • [Illusion]
  1. 00:22:720 - I don't really like this rhythm choice for this section because you kinda ignore the guitar's stress on sounds like this or 00:23:320 - .
    I think the rhythm concepts can be clearer: 00:22:420 (1,2,3,4) - would be the palm mute, 00:22:720 - 00:23:020 - 00:23:320 - those are where the guitar does the bending thing. I'd try something like: https://osu.ppy.sh/ss/9288780
    That applies to pretty much all the guitar riff sections. It is a big overhaul if you wish to change, but might be necessary to create much more immersion.
  2. 01:35:620 (1,2,3,4,5,6,7,8,9) - not consistent with stuff like 01:21:220 (1,2,3,4,5,6,7,8,9,10) - , this also means you overmapped (6)
  3. 03:00:820 (1,2,3,4,5,6,7,8,9) - ^
  4. 01:51:520 (2) - this note doesn't belong to the vocal line so it should not be represented as such. Make it more like a pattern with 01:51:070 (1) - should do . https://osu.ppy.sh/ss/9288716 try this.
  5. 03:16:720 (2) - ^
  6. 05:45:220 (2) - ^
  7. 01:51:670 (1) - nc this also make the vocal catch more noticeable.
  8. 01:45:220 (1,4) - swap nc? The track actually tries to shift the emphasis here.
  9. 02:51:970 - vocal actually stresses the red tick not the blue one.
  10. 03:59:320 (2,3,4) - it's actually like 1/6 here lol. To be honest I'm not sure what you should do here since rhythm is like https://osu.ppy.sh/ss/9288884 with the actual stress on that purple tick lmao.
  11. 04:08:920 (2,3) - ^, applies to the rest of the section
  12. 05:21:520 (1,2,3,4,5,6,7,8) - don't think those have legit 1/4 beats lol, it's better to map these as 1/2 since the vocal does the catch and since you've been following it in other places, it's good to do it here as well.
  13. 05:35:245 (5) - don't think this note exists.
  14. 05:58:120 (1,2,3,4,5,1,2,3,4,5,1,2,3,1) - this whole part is actually 1/6


I think the guitar riff isn't as immersive as it could be, but the rest seems alright. Visual structure could be improved I think, there are too many different slidershape concepts around and that is possibly why I think the map could be more organised.

glgl
posted

LMT wrote:

As promised


  • [Illusion]
  1. 00:22:720 - I don't really like this rhythm choice for this section because you kinda ignore the guitar's stress on sounds like this or 00:23:320 - .
    I think the rhythm concepts can be clearer: 00:22:420 (1,2,3,4) - would be the palm mute, 00:22:720 - 00:23:020 - 00:23:320 - those are where the guitar does the bending thing. I'd try something like: https://osu.ppy.sh/ss/9288780
    That applies to pretty much all the guitar riff sections. It is a big overhaul if you wish to change, but might be necessary to create much more immersion.

    Seems good, been meaning to buff it since it the sr came out alot higher then I wanted and expected when I mapped the first half, remapping it after a while
  2. 01:35:620 (1,2,3,4,5,6,7,8,9) - not consistent with stuff like 01:21:220 (1,2,3,4,5,6,7,8,9,10) - , this also means you overmapped (6) Reworking this to make it harder like the intro
  3. 03:00:820 (1,2,3,4,5,6,7,8,9) - ^
  4. 01:51:520 (2) - this note doesn't belong to the vocal line so it should not be represented as such. Make it more like a pattern with 01:51:070 (1) - should do . https://osu.ppy.sh/ss/9288716 try this. aight cool
  5. 03:16:720 (2) - ^ Done
  6. 05:45:220 (2) - ^ Done
  7. 01:51:670 (1) - nc this also make the vocal catch more noticeable. done
  8. 01:45:220 (1,4) - swap nc? The track actually tries to shift the emphasis here. Redid NCing for this part
  9. 02:51:970 - vocal actually stresses the red tick not the blue one. Did this to make it easier since all the rest of these similar stuff have got this vocal rhythm and on 100% it still sounds similar so taking the human error card here for now
  10. 03:59:320 (2,3,4) - it's actually like 1/6 here lol. To be honest I'm not sure what you should do here since rhythm is like https://osu.ppy.sh/ss/9288884 with the actual stress on that purple tick lmao. Yeah its like first 3 beats are 1/6 and then it switches back to 1/4 from what I heard at first so I just simplefied it to 1/4 since an actual 1/6 rhythm would either be a shitty 300bpm burst out of nowhere or somehting like returns which really doesnt do the intensity justice so Really wanna keep this for now
  11. 04:08:920 (2,3) - ^, applies to the rest of the section same as ^ here can be justified by the guitar being 1/2 extended sound tho
  12. 05:21:520 (1,2,3,4,5,6,7,8) - don't think those have legit 1/4 beats lol, it's better to map these as 1/2 since the vocal does the catch and since you've been following it in other places, it's good to do it here as well. Kinda overmapped here yeah since that epic choir of the solo is still there so its till really intense and 1/2 didnt really felt like it did justice, will see if it gets brought up again
  13. 05:35:245 (5) - don't think this note exists. Can hear a clear change tho, basicly lesser version of 05:32:845 (5) -
  14. 05:58:120 (1,2,3,4,5,1,2,3,4,5,1,2,3,1) - this whole part is actually 1/6 yeah kinda same reasoning for the simplification, its not fully 1/6 either tho, just here and there are randomly 1/6 trips and sometimes it just goes 1/4 inbetween so actual rhythm would be horrible imo


I think the guitar riff isn't as immersive as it could be, but the rest seems alright. Visual structure could be improved I think, there are too many different slidershape concepts around and that is possibly why I think the map could be more organised. True can see your point about the slider shapes, I mainly used the "freedom" shapes for the most powerful vocals like star sky since I want these to stand out the most, will see where stuff can be made simpler tho!Lack of different slider shapes is kind what I hate about today maps too so don't really wanna force it on here :p

glgl


Thanks for the mod mate! :DWill get to work on those solo's Done
posted
Hey!
General
  1. "emi" can be added to tags because that is the vocalist.
  2. It might be a good idea to try and compress the audio file for the song, because the beatmap is over 10MB without video/sb and that might be a good way to reduce it.
  3. The timing points at 01:28:413 and 01:28:713 aren't snapped
Illusions
  1. 00:05:617 (1,2) - I don't really see a reason not to stack these, it would look better and its not something repeated in this part.
  2. 00:45:820 (5) - This slider is awkward to play because of it overlapping on itself and doesn't really look good, so I think you should change it to something else (maybe this
  3. 00:46:420 (1) - Perhaps change this to the slider you used at 00:07:267 (1) so theres a little more consistency with the slider shapes (and I think it looks a little better haha)
  4. 00:49:420 (1,2) - I know what you're mapping here, but I don't really like how you mapped over a lot of the drums and such from the song with these long sliders, so maybe consider changing this part to follow the drums and such (which you can do while also representing the sounds mapped already)
  5. 01:53:170 (4) - I think there is a lot more emphasis on this slider than there needs to be, so perhaps move 3 more towards the middle of the screen to avoid that unneeded emphasis. (kind of like this
  6. 02:15:070 (4) - Try moving this to x:348 y:169 because 4 is a little awkward to hit as it is now
  7. 03:21:970 (4,5) - Compared to the first kiai, these seem really close together and its kind of a weird antijump, so i think you should spread them out a little
  8. 03:32:020 (1) - I feel like this sliderart could benefit from moving the end down to make it a little more wavy like this
  9. 03:53:620 (1) - and 03:54:220 (5) - aren't the same slider, so just copy paste one onto the other
  10. 04:53:320 (1,1,2,1,2,1,2,3,4) - Again, not sure if ignoring the beat of the drums is the right way to go here, but I feel like for this section it's up to you whether or not you want to change it because this is a section and not a couple notes like before
Nice map~
That's all from me, good luck! :)
posted

Ultima Fox wrote:

Hey!
General
  1. "emi" can be added to tags because that is the vocalist. Sure thing!
  2. It might be a good idea to try and compress the audio file for the song, because the beatmap is over 10MB without video/sb and that might be a good way to reduce it. Tried to lower kbps but the quality for the solo was noticable lower, will see if something else works but I think this can be forgiven due to the lenght of the song
  3. The timing points at 01:28:413 and 01:28:713 aren't snapped fixed
Illusions
  1. 00:05:617 (1,2) - I don't really see a reason not to stack these, it would look better and its not something repeated in this part. Done
  2. 00:45:820 (5) - This slider is awkward to play because of it overlapping on itself and doesn't really look good, so I think you should change it to something else (maybe this Did something similar
  3. 00:46:420 (1) - Perhaps change this to the slider you used at 00:07:267 (1) so theres a little more consistency with the slider shapes (and I think it looks a little better haha) Copied the slider from this one instead 00:41:620 (1) - since the sounds are more similar
  4. 00:49:420 (1,2) - I know what you're mapping here, but I don't really like how you mapped over a lot of the drums and such from the song with these long sliders, so maybe consider changing this part to follow the drums and such (which you can do while also representing the sounds mapped already) Kinda wanna keep this consitent with similar sounds at 00:43:420 (1,2,3) - the drum doesnt really stand out but these extended strokes do imo so mapping this in full felt best here
  5. 01:53:170 (4) - I think there is a lot more emphasis on this slider than there needs to be, so perhaps move 3 more towards the middle of the screen to avoid that unneeded emphasis. (kind of like this Done
  6. 02:15:070 (4) - Try moving this to x:348 y:169 because 4 is a little awkward to hit as it is now reworking these guitar solo parts but keeping this in mind!
  7. 03:21:970 (4,5) - Compared to the first kiai, these seem really close together and its kind of a weird antijump, so i think you should spread them out a little placed it all the way up, kinda got stuck into a corner here
  8. 03:32:020 (1) - I feel like this sliderart could benefit from moving the end down to make it a little more wavy like this Would cause them to overlap with these 03:31:870 (3,4) - which looks a bit worse so keeping it as the way it is for now
  9. 03:53:620 (1) - and 03:54:220 (5) - aren't the same slider, so just copy paste one onto the other oops
  10. 04:53:320 (1,1,2,1,2,1,2,3,4) - Again, not sure if ignoring the beat of the drums is the right way to go here, but I feel like for this section it's up to you whether or not you want to change it because this is a section and not a couple notes like before Prefer to map the guitar solo here since that really stands out with this section (and there are enough drums in this section so bit of different following couldn't hurt :d)
Nice map~
That's all from me, good luck! :)


Thanks for modding much appreciated! :D
posted
saw your pm and decided to have a look since I tried mapping this like half a year ago

some more general stuff:

so one noticeable thing is that your visuals often feel quite unorganized since you tend to do to many things at once
a simple example would be 05:42:370 (1,2,3,4) - where the shape of 1 feels completely out of place with the others due to the shape even if you stack something on it. compare it to 05:41:320 (1,3,4) - where the shapes actually work with each other
also the 05:42:070 (4,1) - transition is very strange visually and partially also gameplay wise
maybe this makes sense https://i.imgur.com/uXkfcy7.jpg
compare it to what happens if you rotate 4 a bit to make both work together visually https://i.imgur.com/ivbn1CD.jpg
things like that happen a lot and really make the map feel much less cohesive since besides seemingly random stacks/blankets/symmetry there is nothing that really connects your "patterns"

which leads to my next general issue, still a bit related to first: they way you utilize symmetry, it just feels really out of place since it's done seemingly without any concept behind it, just some random axis symmetric patterns out of nowhere like 01:58:420 (1,2,3,4,5,6) - 05:47:620 (2,3,4) - the song still stays the same, but your map structure suddenly changes, but only for like one measure and it's always different measures. an alternative would for example be using the whole symmetry thing more consistently or just leaving it out, or maybe using it to highlight certain things

some other things
05:02:920 (1) - watch this for future reference
05:12:520 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24) - apparently this follows the constant 1/4 bass drum, so idk why you used drum hitnormals and not your kicks, same for similar things like right after

00:50:020 (2) - this still properly follows the melody but ignores the outstanding snare + guitar on 00:50:170 - which makes it feel too undermapped. something like https://i.imgur.com/DCImhbe.jpg would be nice

00:50:620 (1,2) - would follow the transition much better as https://i.imgur.com/lIJ0bDs.jpg
01:09:820 (1,2,3,1,2,3,1) - for how difficult the map is overall, this 1/3 patterning is just really lame lol
01:37:720 (1) - ever considered something like https://i.imgur.com/UNyUkCv.jpg ? plays pretty much like a 1/3 stream but fits the intensity much better than a repeat
01:41:620 (1) - looks familiar lol
03:10:120 (1,2,3,4) - 1/4 starts from here so idk why it's ignored considering the first time a similar part happens you spam 1/4 stuff

sudden low spacing after sliders like 01:51:520 (2) - seems weird since there is no noticeable change in the song and it takes away so much of the perceived intensity

03:41:620 (1,2) - undermap feels so random since there is nothing outstanding held and the 1/3 still play, so repeats would work better

04:35:620 (1,2,1,2,3,1,2,3,4,5) - this is cute

lots of the points mentioned are just examples that happen the same/similarly a lot throughout the map


there are some nice ideas and rhythm seems okay most of the time, but I really think this whole thing could feel more cohesive as it takes away a lot from the overall impression to me
good luck!
posted

Lasse wrote:

saw your pm and decided to have a look since I tried mapping this like half a year ago

some more general stuff:

so one noticeable thing is that your visuals often feel quite unorganized since you tend to do to many things at once
a simple example would be 05:42:370 (1,2,3,4) - where the shape of 1 feels completely out of place with the others due to the shape even if you stack something on it. compare it to 05:41:320 (1,3,4) - where the shapes actually work with each other
also the 05:42:070 (4,1) - transition is very strange visually and partially also gameplay wise
maybe this makes sense https://i.imgur.com/uXkfcy7.jpg
compare it to what happens if you rotate 4 a bit to make both work together visually https://i.imgur.com/ivbn1CD.jpg aight cool, the weird slider shapes were mainly for the vocals I'm following tehre and the weirder shapes are the strongest ones so wanted to make these stand out a bit more then the rest of the slidersn but it has been brought up before so I'll see if I'll make these coherent with the surroudings
things like that happen a lot and really make the map feel much less cohesive since besides seemingly random stacks/blankets/symmetry there is nothing that really connects your "patterns"

which leads to my next general issue, still a bit related to first: they way you utilize symmetry, it just feels really out of place since it's done seemingly without any concept behind it, just some random axis symmetric patterns out of nowhere like 01:58:420 (1,2,3,4,5,6) - 05:47:620 (2,3,4) - the song still stays the same, but your map structure suddenly changes, but only for like one measure and it's always different measures. an alternative would for example be using the whole symmetry thing more consistently or just leaving it out, or maybe using it to highlight certain things gonna see what to do here like making it section depended or just deleting everything if that doesnt work out

some other things
05:02:920 (1) - watch this for future reference Oh yeah that way prob saves some time
05:12:520 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24) - apparently this follows the constant 1/4 bass drum, so idk why you used drum hitnormals and not your kicks, same for similar things like right after Oh yeah no idea how that got there

00:50:020 (2) - this still properly follows the melody but ignores the outstanding snare + guitar on 00:50:170 - which makes it feel too undermapped. something like https://i.imgur.com/DCImhbe.jpg would be nice aight

00:50:620 (1,2) - would follow the transition much better as https://i.imgur.com/lIJ0bDs.jpg Aigt makes sense with prev change
01:09:820 (1,2,3,1,2,3,1) - for how difficult the map is overall, this 1/3 patterning is just really lame lol did something that makes a bit more sense with the increasing intensity
01:37:720 (1) - ever considered something like https://i.imgur.com/UNyUkCv.jpg ? plays pretty much like a 1/3 stream but fits the intensity much better than a repeat will see here but I prefer to keep the hold motion compared to this high jump 01:37:720 (7,1,2) - more tbh since I provides more contrast that way and thats where the major shift is in my eyes
01:41:620 (1) - looks familiar lol no clue from where ll
03:10:120 (1,2,3,4) - 1/4 starts from here so idk why it's ignored considering the first time a similar part happens you spam 1/4 stuff was for the major tom shift tone shifts that start at 03:10:720 (1) - prev ones are just the regular backgrounds which is ignored in favor for the snares in the other section these toms start earlier and they don't have these snares so kinda wanted to map that change

sudden low spacing after sliders like 01:51:520 (2) - seems weird since there is no noticeable change in the song and it takes away so much of the perceived intensity Increased with others, was kinda to make the vocal part stand out more

03:41:620 (1,2) - undermap feels so random since there is nothing outstanding held and the 1/3 still play, so repeats would work better bg guitar kicks in with these heavy chords compared to the rest of the 1/3 section so wanted to map the difference with the rest here, but will see what to do if it still plays bad

04:35:620 (1,2,1,2,3,1,2,3,4,5) - this is cute cool drums

lots of the points mentioned are just examples that happen the same/similarly a lot throughout the map


there are some nice ideas and rhythm seems okay most of the time, but I really think this whole thing could feel more cohesive as it takes away a lot from the overall impression to me
good luck!


Thanks for the check! :D Gonna see what to do about the symmetry parts and prob buffing some more stuff
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