Asaka - Open your eyes

posted
Total Posts
28
Topic Starter
Karen
This beatmap was submitted using in-game submission on 2017年11月24日 at 19:08:32

Artist: Asaka
Title: Open your eyes
Source: Occultic;Nine
Tags: オカルティック・ナイン tv size ending 志倉千代丸 Shikura Chiyomaru Meg iMage-- Kinomi Tsukuyomi Doormat
BPM: 130
Filesize: 4523kb
Play Time: 01:37
Difficulties Available:
  1. Doormat's Light Insane (3.66 stars, 361 notes)
  2. Easy (1.32 stars, 99 notes)
  3. Expert (4.57 stars, 402 notes)
  4. Hard (2.64 stars, 221 notes)
  5. Kinomi's Insane (4.52 stars, 354 notes)
  6. Meg's Extra (4.52 stars, 437 notes)
  7. Normal (1.73 stars, 145 notes)


Download: Asaka - Open your eyes
Information: Scores/Beatmap Listing
---------------
:3
Vert
need gd?
Topic Starter
Karen

Vert wrote:

need gd?
只等烤老板了,不喜欢太多gd,嘻嘻
Meg
Karen suki
Topic Starter
Karen
( ᷇࿀ ᷆ )( ᷇࿀ ᷆ )( ᷇࿀ ᷆ )( ᷇࿀ ᷆ )( ᷇࿀ ᷆ )( ᷇࿀ ᷆ )( ᷇࿀ ᷆ )
Kalibe
Doormat
wake up link

edit: reference to the new zelda game, Breath of the Wild, since the first words when you start the game are literally "open your eyes"
Topic Starter
Karen
hmmm?
EncoreW
女装W H E N

[General]

AudioLeadIn->2000到3000

bg右下角那几个字能不能p掉啊

[Expert]

00:00:260 (1) - 这个转盘应该插几个绿线,因为有一个比较明显的音量从小到大的过程

00:18:144 (1,2,3,4,1) - 虽然是个对称的不过我觉得还是要摆成正五边形

00:21:837 (5) - 00:25:529 (1) - 感觉这个串摆成这样好看点 https://puu.sh/uIP0I/79e1e36965.png

00:38:913 (1) - 00:46:298 (1) - 01:03:144 (1) - 这个whistle听着是真的吵,还是从头到尾的那种音效

00:53:106 (6,7) - stack

00:59:221 (1,2,3) - 感觉flow不是非常顺,感觉可以这样 https://puu.sh/uIPg2/c8f906e581.png

01:18:837 (6,1,2) - flow有点直,01:19:067 (1,2,1,2,1) - 这样子感觉在六七年前的老图里面见的比较多。。

感觉这种图可以抄一波pkk或者0108

[Meg's Extra]

00:00:144 (1) - the same as expert diff, needs some more green line to reflect volume change

00:04:528 (4,4) - i think this two hitsound should be the same, and they are too loud

00:15:374 (5,9,13) - nc

00:16:297 (13,14,15,16) - ds, 1.11-1.16-1.05 looks bad for obsession

00:59:913 (5,8,11,13) - nc, 01:03:144 (14) - nc if necessary

01:22:066 (7,8) - it can separate from this stream, because a new vocal start, so this two note use a different specing looking nice

01:34:297 (1) - you freaking genius this is my knee

[Hard]

00:00:259 (1) - 和主难度一样需要绿线

00:32:913 (7) - 这音效太几把响了

00:38:913 (1) - 00:46:297 (1) - 挖槽这音效听着真的跟猫抓墙一样难受能不能换掉啊

01:01:067 (1) - 拆成两个

01:19:528 (1) - 一个finish的音效怎么用成clap

01:34:297 (1) - 这段感觉还是主跟vocal 好一点。。 https://puu.sh/uIQSD/5b1757d695.png

[Normal]

00:00:259 (1) - 绿线

这么多年过去了你怎么还在做几把呀
strickluke
1 2 3 4 5 6 7 9

anime is a sin

nice map though
Kashima

strickluke wrote:

1 2 3 4 5 6 7 9

anime is a sin

nice map though
6 7-8 9
i think it is "six sev-eight nine".
Mombei
Hi, from #modreqs :)

[Easy]
  1. 00:54:144 (3,4) - It is generally agreed that overlapping an hitcircle with a sliderbody can be confusing and aesthetically unpleasing, especially in lower difficulties, so I suggest you flip 4 horizontally and blanket it with 3, like this
  2. 00:54:605 (4) - Hitclap sounds out of place, keep the hitfinish
  3. 01:06:144 (2) - Hitclap missing
  4. 01:19:528 (1) - Switch hitfinish for an hitclap


Solid diff

[Normal]
  1. According to the ranking criteria, you should Avoid overlapping circles, slider heads, and slider tails. This diff has plenty of overlaps (00:03:836 (1,2) - 00:05:682 (4,5) - 00:07:528 (1,2) - 00:09:374 (4,5,6) - 00:10:528 (6,1) - 00:12:605 (3,4) - 00:14:451 (6,1) - 00:16:297 (2,1) - 00:17:682 (2,3,1) - 00:19:528 (2,3) - 00:20:220 (3,4) - 00:23:220 (2,3) - 00:23:913 (3,4) - 00:24:605 (4,5) - 00:25:759 (6,1) - 00:26:913 (2,3) - 00:27:605 (3,4) - 00:30:605 (2,3) - 00:31:297 (3,4) - 00:31:990 (4,5) - 00:36:144 (6,7,1) - 00:43:528 (4,5,1) - 00:49:067 (2,3) - 00:50:913 (5,1) - 00:52:759 (2,3) - 00:54:605 (4,1) - 00:58:759 (6,1) - 01:05:682 (2,3,4) - 01:07:528 (5,6,1) - 01:09:374 (2,3,4) - 01:11:682 (6,1) - 01:13:067 (2,3,4) - 01:14:913 (5,6,1) - 01:16:759 (2,3,4) - 01:18:374 (5,6,7) - 01:19:528 (1,2,3,4) - 01:21:374 (5,6,7,8) - 01:25:990 (4,5,1) - 01:27:836 (2,3,4) - 01:29:682 (5,6,1) - 01:31:528 (2,3,1) - 01:33:144 (2,3) - 01:34:067 (4,1) - 01:34:759 (2,3,4,5) - 01:36:605 (6,7,8,1) - ). Resnap everything with a higher Distance Snap.


I can't say anything else about this diff that wouldn't change because of the resnapping, so it would be pointless.

[Hard]
  1. 00:22:297 (1,2,3) - You may not want to emphasize through spacing a sound that is, in fact, not important.
  2. 00:23:682 (4) - This is an important sound you might want to emphasize through spacing instead
  3. 00:37:067 (1) - This looks just.. just even it out like this
  4. Look for similiar inconsistencies across the difficulty. Now that you understood what an error looks like, you should be able to fix the rest of the diff without the need for me to point out each instance. We're trying to make you better along with the map.


Nice diff, liked hitsounds

[Kinomi's Insane]
  1. Uh... okay, so, uhm.. there's a little too much 1/4 filler which is completely uncalled for. This map is overmapped and overdone without a justification by the song's intensity. The person who mapped this probably has some sort of experience with the editor but there is a complete lack of understanding of the mapping theory here, so i'll have to point out all mistakes.
  2. The following notes don't exist; 00:04:759 (5) (should be like this) - 00:06:028 (2) - 00:06:605 (4) - 00:06:951 (6) (should only have a note on 00:07:067 ) - 00:07:874 (2) - 00:08:452 (4) (but there should be a note on the red tick where the slider tail currently is) - 00:08:797 (5) - 00:11:567 (3) (while there should be one @ 00:12:028 ) - 00:12:490 (6)
  3. 00:08:682 (4,5,1) - This is terrible rhythm structure. You should either follow the background snares and make it like this Or emphasize all vocals and only use hitcircles. The way it currently is just makes no sense and doesn't have any reasoning to back it up
  4. 00:13:067 (1,2,3,4,5,6,7,8) - There is no change in intensity whatsoever, what is this difficulty spike? Normalize spacing. Also, I'm sure there's a way better rhythm choice than hitcircles here, especially considering there aren't even vocals on all beats.
  5. 00:14:913 (1,2,3,1,2,3,4) - The jump between 00:16:067 (3,4) is unjustified. Plus, this is supposed to be an Insane, not an Expert. Make more complex patterns, but do please restrain yourself with random jumps for added SR
  6. 00:18:605 (1,2,3,1,2,3,1,2,3,4,5,1,2,3,1,1,2,3,1,2,3,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5,6,7,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6,7,8) - Yeah, I'm not doing this. SV changes are used inconsistently and without any sort of introduction to let the players know what's going on, and there are cross screen jumps all over the place. Normalize SV and fix this mess
  7. 00:35:682 (2,3,4,5,6,7) - These are all the extact same sound, why is there a jump between 2 and 3?
  8. 00:36:605 (6,7,1,2,3,4) - This is not how you emphasize through spacing. 1 is not on a snare. 1's sound is not more important than all other sounds. And the jump from one doesn't make any sense. If you really want to put jumps here, try to emphasize the drums on 00:35:682 (2,4,6,7,1) (Which was already loosely done for 00:36:144 (4) with that jump, but i'm sure it's unintentional)
  9. 00:43:067 (3,4,5,1,2,3) - Poor spacing escalation. No intensity change, no difficulty spike.


Need I actually say more? The map repeats the same mistakes throughout the second half. Overmapped and overdone (mostly overdone, the overmapping stops after the second half). I trust you can understand basic pattern recognition to aid yourself.

[Meg's Extra]
  1. This, instead, is a wonderful map. Here 1/4 filler makes sense and the map is built around it. I'd like to say "You are not Hanzer", but it doesn't really apply here. I believe the map plays fine, so i'll just point out some aethetic improvements that could be done.
  2. 00:12:374 (7,8,9,1) - The flow here goes up and down into the next slider, except for 9 > 1. You should try an arrangement that doesn't change the way the cursor moves drastically, but just enhances the amount of movement. This is a rough example. It sucks, but the general idea is that you keep the movement the same but enhance the amount of movement from 9 > 1 instead of changing the direction entirely
  3. 00:14:220 (7,8,9) - same
  4. 01:07:759 (7,8,9) - This could just use an aesthetic overhaul, it flows fine but it doesn't look good. I suggest this arrangement.
  5. 01:13:297 (7,8,9) - This, on the other hand, looks good but doesn't flow well. The arrangement is fine, just space them further apart so 9 > 1 doesn't feel so jarring.
  6. Apply these same suggestions wherever you may see fit



Very very very neat map, definitely fun to play and a wonderful display of mapping mastery

[Expert]
  1. 00:10:529 (1,2,3) - You're right trying to emphasize these notes, but the previous 3>1 plays awkwardly. You should try something that follows circular flow, like this (You may rearrange the patterns to look more complementary as you see fit)
  2. 00:18:144 (1,2,3,4,1) - Make this into a perfect pentagon with the Create Polygon function
  3. 00:18:952 (2,3,4,1) - 2>3 is fine for emphasis, but 4>1 shouldn't have the same emphasis, since 1 doesn't have a snare. Just move 1 a bit closer to 4
  4. 00:23:106 (4,1) - 00:26:798 (4,1) - same
  5. 00:40:760 (1,2,3,4) - You may space hitcircles with snares further apart for emphasis so that you map doesn't end up feeling monotonous
  6. 00:59:221 (1,2,3,4,1) - I'd nerf this a bit since even though the intensity is changing in the background, you aren't really following that rhythm (you're following vocals)
  7. 01:06:144 (3) - Missing hitclap
  8. 01:19:067 (1,2,1,2) - Concept is ok, execution is not. Stack leniency makes this horrible to play, try rearranging it like this. Any variation of that should be fine, just don't make those 1/4 spaced jumps overlap for the love of God
  9. 01:25:990 (1,2,3,4,1,2,3,4) - The first 1 to 4 should be 2 points of the hexagon you're drawing, and the second one could use some polishing. The end product should look like this


This was was actually pretty ok, well done.




This will be all. I hope I was of help. Cheers :)
Doormat
Kinomi
挖出来坟掉
Topic Starter
Karen

Kinomi wrote:

挖出来坟掉
好 挖
Kashima
Expert

00:03:837 (1,2,3,4,1,2,3,4) - 梗不一致..?
00:08:913 (4) - 感觉用2个单点比较好 00:09:837 (2,3) - 这里用滑条
00:16:298 (1,2) - wa 不对称
00:30:606 (3,4,5) - 这22之间间距不一样..有意的还是..?
00:38:913 (1) - 这长哨音很怪
00:38:913 (1,2,3) - emmmm https://puu.sh/wqyAU/2a768d5bef.png
00:49:413 (5,6) - 和上面差不多的问题^
00:53:106 (6,7) - 没叠好 关掉堆叠很明显
01:37:298 (1,2,3) - ^

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

Meg's extra
00:23:451 (6,1) - http://osu.ppy.sh/ss/8403014 that shape
01:21:374 (1,2,3,4,5,6,7,8) - maybe you can map something more interesting than a 1/4 stream,since there is no other stream like this in your diff.

wow,my type :)

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

Kinomi's insane

00:08:913 (7,1) - 这里用折返带过不合适 跟Vocal比较好 这对称也有点强行梗的感觉
00:10:297 (2,3,4,5,1,2) - 强行跳的感觉..这里值得下跳的音只有00:10:528 (3,4,5,1) - 可以考虑作为一组来摆梗
.....

摸不动 跳的很奇怪 也许该改成extra diff...

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

Doormat's Light insane

nothing to mod.

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

done
tutuhaha
统一关一下widescreen support好了_(:зゝ∠)_
[Easy]
这个diff的绿线都不在线上啊.....
00:00:144 (1) - 我个人会觉得这个spinner从这里开始然后00:02:451结束比较好,毕竟easy_(:зゝ∠)_
00:32:913 (4) - +个whistle?
00:38:913 (3) - 00:46:297 (3) - 这俩slider的结尾下点明显的音效我觉得会比较好
00:50:913 (4) - 这个直接拉到长白线结尾比较好
01:06:144 (2) - clap?
01:37:297 (3) - 尾巴上加个whistle?
音效的话要是加了其他diff也记得加上,恩_(:зゝ∠)_

[Normal]
00:08:682 (3) - 往下移一点儿
00:32:451 (5) - 结尾的音效太弱了...

[Doormat's Light Insane]
01:34:065 (4) - unsnap

[Kinomi's Insane]
烤老板的这个diff没hitsound '-'

[Expert]
01:04:760 (1) - kiai木有对齐时间轴

高难度个人风格都十分强烈...不敢瞎几把摸
加油了!
Meg
karen didn't tell me got some mods
:cry::cry::cry::cry:
Topic Starter
Karen

Meg wrote:

karen didn't tell me got some mods
:cry::cry::cry::cry:
i'll tell you to reply to mods when i'm not lazy to rank this :(
Fushimi Rio
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