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posted
gratz scantaaa san ^-^
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:):)
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omedesu! :)
posted
Hii,
Plz fix ur source : ((
Should be バンドリ! ガールズバンドパーティ! instead of BanG Dream! since louder didn't appear in the anime
posted
since the song is only in the game but not in anime, source should be バンドリ!ガールズバンドパーティ!
posted
updated! thanks your early checked
posted
im the one requested that sorry scanter-san :(
posted

Underdogs wrote:

im the one requested that sorry scanter-san :(
it's okay. all of my fault
posted
:3
posted
\o/
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WOW CONGRATS!! <3<3<3<3<3
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\o/
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Congrats!
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thanks everyone!
posted
scanter is the one of best mapper in korea
posted

Enon wrote:

scanter is the one of best mapper in korea
I agree!

Unfortunately, I don't believe the osu!catch diffs are ready to be qualified.


General

Difficulty naming scheme
  1. While, yes, the name "Expert" comes from the game, I don't think it's appropriate to add non-traditional names when there is not a full spread to support those names. If there was an entire spread for ctb with Easy/Normal/Hard/Expert, this wouldn't be a problem, but right now, there's no correlation to make Expert = Rain.


Difficulty settings spread issue
  1. The current spread of AR and CS is pretty bad. The rain has nothing to really constitute it being AR9.1, so reducing it to the standard value of 9 would be much better.
  2. The same can be said for the CS. A pretty large jump from 4 -> 4.5 in a 2 diff spread is not really welcoming.
Crystal's Captivation

Emphasis and structure
  1. To note, pretty much every object in this difficulty is a hyperdash. This is really not okay as it makes hyperdashes feel less emphatic and thus can ruin the complexity of a map. In places like 00:15:033 - , there is no real reason for the high amount of hdashes. They really feel pretty forced.
  2. If you're following your previous structure, 00:26:879 (1) - should not be a new combo. If it is a new combo, the structure should be more involved with 00:26:879 (1,2,3,4) - and less with 00:26:571 (1,2,1) - .
  3. 00:25:187 (1,2,3,1,2,3,1,2,3,1,2,1) - These could definitely use a reduction. As it is, if you're even a slight bit behind, this pattern is unforgiving and can cause instant fails due to the necessity of the HDashes in these patterns.
  4. 00:29:956 - Another place where every note is a hyperdash for seemingly no reason. Besides a slight snare hit (which is amplified by the hitsounds, creating artificial emphasis), there is no outstanding reason to use a hyperdash on every object. Reducing the hyper density to create more of a contrast between here and... well... every other part of the map would be very good.
  5. 00:34:263 (4,5) - Cross screen hypers aren't really recommended unless there's real reason to them, which there isn't for this. It's a strong vocal, but not strong enough to warrant such a huge distance.
  6. 00:58:263 (1) - The low SV of this slider makes this really uncomfortable to play. Not only that, you miss such huge vocal potential with the song at 00:58:879 - .
  7. 01:07:802 (5,1) - Another instance of cross-screen hyperdashes. Yeah, it's the kiai but the strong sound is on 01:07:956 - if you wanted such a strong dash to it.
  8. 01:09:956 (3,1) - structural inconsistency with 00:59:340 (1,2,3,4) -

I'm willing to mod both diffs fully should this be DQ'd.
posted

Ascendance wrote:

Enon wrote:

scanter is the one of best mapper in korea
I agree!

Unfortunately, I don't believe the osu!catch diffs are ready to be qualified.


General

Difficulty naming scheme
  1. While, yes, the name "Expert" comes from the game, I don't think it's appropriate to add non-traditional names when there is not a full spread to support those names. If there was an entire spread for ctb with Easy/Normal/Hard/Expert, this wouldn't be a problem, but right now, there's no correlation to make Expert = Rain. I kinda agree with this tho i think it's still up to scanter's preference


Difficulty settings spread issue
  1. The current spread of AR and CS is pretty bad. The rain has nothing to really constitute it being AR9.1, so reducing it to the standard value of 9 would be much better. the song has bpm of 195 which is pretty high, no need to make it down to 9
  2. The same can be said for the CS. A pretty large jump from 4 -> 4.5 in a 2 diff spread is not really welcoming. even if it's a 2 diff spread there's no valid reason to reduce the gap of 0.5 between them, I also thick it plays fine with 4.5
Crystal's Captivation

Emphasis and structure
  1. To note, pretty much every object in this difficulty is a hyperdash. This is really not okay as it makes hyperdashes feel less emphatic and thus can ruin the complexity of a map. In places like 00:15:033 - , there is no real reason for the high amount of hdashes. They really feel pretty forced. They play fine and fun for me and the part isn't that relaxing as well
  2. If you're following your previous structure, 00:26:879 (1) - should not be a new combo. If it is a new combo, the structure should be more involved with 00:26:879 (1,2,3,4) - and less with 00:26:571 (1,2,1) - . agree with this one
  3. 00:25:187 (1,2,3,1,2,3,1,2,3,1,2,1) - These could definitely use a reduction. As it is, if you're even a slight bit behind, this pattern is unforgiving and can cause instant fails due to the necessity of the HDashes in these patterns. they're already pretty easy imo :thinking: don't need that much nerf
  4. 00:29:956 - Another place where every note is a hyperdash for seemingly no reason. Besides a slight snare hit (which is amplified by the hitsounds, creating artificial emphasis), there is no outstanding reason to use a hyperdash on every object. Reducing the hyper density to create more of a contrast between here and... well... every other part of the map would be very good. yeah agree with this
  5. 00:34:263 (4,5) - Cross screen hypers aren't really recommended unless there's real reason to them, which there isn't for this. It's a strong vocal, but not strong enough to warrant such a huge distance. I can reduce it but it still seems reasonable to me due to strong vocals
  6. 00:58:263 (1) - The low SV of this slider makes this really uncomfortable to play. Not only that, you miss such huge vocal potential with the song at 00:58:879 - . it's intended to follow the guitar I guess + plays actually fine with low SV for me. but yeah I agree with vocal one
  7. 01:07:802 (5,1) - Another instance of cross-screen hyperdashes. Yeah, it's the kiai but the strong sound is on 01:07:956 - if you wanted such a strong dash to it. makes sense
  8. 01:09:956 (3,1) - structural inconsistency with 00:59:340 (1,2,3,4) - it's fine to have such change that isn't that major

I'm willing to mod both diffs fully should this be DQ'd.
not sure if the map deserves a DQ because I don't see any critical or unrankable issues, also I'm not a mapper himself so i can't determine things. it's up to QAT's decision

thanks for looking into a map!
posted
Hello! Difficulty settings between those diffs aren't critical to fix, would've personally used AR 9 and 9.5 instead but the current ones are also okay-ish. CS progression is also appropriated. Some of the points brought up by Ascendance are valid and worth mentioning:

00:29:956 - I can somehow understand the intentions of the mapper to remark the drum beats, but there's no need to place a hyper between almost every slider. It's a relatively calm section after the previous intense guitar, so it can use normal dashes instead.
00:34:263 (4,5) - Vocals are indeed strong, but there's no need to have cross screen hypers imo.

I've discussed it with JBH and Kuro and they also agreed on the calm section could use less intensity than it current has. The rest of the mod are mostly subjective issues that can be considered. As Spectator agreed with some of the mentioned points and looks willing to improve the beatmap, now you have the opportunity to do so.

It shouldn't take too long to get it requalified, but until then good luck!
posted
okay. I do not have time anymore to rank, and also I haven't any personnal connection.

I've done enough. give up now. thank you everyone!
posted
;-;
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