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posted
best song thank
posted
dat symmetry
posted
posted
this map has more symmetry than a triangle
posted
posted
once she entered, there was no looking back. what appeared to be an ordinary bedroom was ultimately an ensnaring trap set by her adoptive guardians -- scientists performing illegal experiments on children under the guise of parenthood. the room mechanically locked its own doors and windows as soon as she entered, and her cries for help couldn't break through the room's metal-plated walls. the only form of communication she had was banging on the decrepit floorboards, which sent another enslaved child to cook food and deliver it to the room. the room would unlock its door and suck the food in within milliseconds, leaving her no chance to escape. her mindset quickly shifted to paranoia after fully realizing her situation, soon after which she turned to the internet. the room convinced her to present herself as a new person, through which she gained a valuable reputation. that was not her though -- she was still trapped, and disassociated herself with her online persona. but was this really her situation? perhaps her adpotive parents were only neglectful. perhaps the room was not a form of human experimentation. perhaps the trauma of her biological parents dying in front of her eyes and being adopted shortly after influenced her to lock herself in her room by choice, and to become a new person in the meanwhile. trapped within her own mind and restricted by her own unconscious desires, an innocent 12 year old girl is the protagonist of the new hit psychological horror anime "eromanga-sensei."
posted
I liked the Pishifat that maps Rise Against The Machine :/
posted

F1r3tar wrote:

wow.... I mean, I didn't even notice that last time because everything was just organized with good structures representing the song in its own patterns.
posted

Sonnyc wrote:

F1r3tar wrote:

wow.... I mean, I didn't even notice that last time because everything was just organized with good structures representing the song in its own patterns.
even sonnyc didnt realise
top kek map
posted
This is kind of beautiful.
posted
ready for the big red wall :weary:

old mp3 was better


  1. vIDEO
  2. maybe lower the ar of hard to 7 or 7.5, cause 5-8 is a kinda harsh spread from n to h. alternatively, increase the ar of normal
  3. in top 3 diffs u could probably change the sliderwhistles at the start to normal, idk if thats too noisy for u tho
  4. maybe add a custom hitsound that's the same as drum-hitfinish so that you can continue the hsing pattern on objects with soft finishes
  5. 00:00:536 - missing clap in all diffs?
  6. 00:26:717 - 00:32:536 - could add some sort of whistle here to emphasize the trumpet with more than just a nc (also at 00:28:172 - 00:28:354 - 00:33:990 - 00:34:172 -)
  7. 01:19:808 - missing drum finish in all diffs
  1. 00:06:354 (1) - pretty big jump from previous object, considering you've fully stacked this beat on the previous sliders before this might catch players off guard
  2. 00:14:990 - and 00:17:899 - sound about the same to me so maybe add a circle at 00:17:899 -
  3. 00:15:990 (5,6) - ctrl+g here would emphasize 00:16:354 (7) - more like what you did at 00:13:081 (2,3,4) -
  4. 00:19:626 (8,9,10) - any reason for stacking this pattern in particular? same sound as 00:13:808 (5,6,7) -
  5. 00:28:172 (1,2) - unstack to emphasize trumpet? i'd suggest something like https://osu.ppy.sh/ss/10461539 to fit what u did with 00:26:536 (7,1,1) - and 00:32:354 (7,1,1) - (unstacked for visibility, i get the stacking concept) also, maybe stack 00:34:172 (2) - with 00:33:808 (7) - instead so that the trumpet with vocals has higher spacing than just vocals
  6. 00:43:445 (9,10,9,10) - could nc either both or only 9 to be more similar to 00:32:536 (1) -
  7. 00:49:990 (1) - since ur following vocals maybe a 1/1 slider here would fit better cause there's a dragging vocal
  8. 01:01:626 - 01:13:263 - make finishes clickable plz
  9. 01:03:808 (3) - nc to emphasize finish and also blend with 01:04:536 (1,2,1,2) - more because of all the ncs on the right side
  1. nice
  2. 00:11:536 - remove normal-hitnormal cuz the clap sound isnt there
  3. 00:13:808 (2,4) - not even parallel
  4. since this is a high sv map, maybe you should emphasize pitch with sv increase instead of spacing, or maybe both, 00:16:354 (1,2,3,4) - for example has higher pitch than 00:13:445 (1,2,3,4) -, but they're mapped with the same sliders and about the same spacing, only difference is pattern and the last slider being 1/4 of a beat longer at 00:14:536 (4) -
  5. 00:26:899 - u could increase sv here to create contrast with 00:24:172 (1,2,3) - (same at 00:32:717 -)
  6. 00:28:717 (2,1,2) - the sound at 00:29:081 - is similar enough to 00:29:263 - to warrant mapping them similarily, especially with these limitations of no circles. i'd suggest shortening 00:28:717 (2) - to a 3/4 slider and adding another 1/4 slider at 00:29:081 -, like https://puu.sh/zGBTG.png
  7. 00:29:354 - remove hs on tail here, it just sounds weird and there's no sound supporting it
  8. 00:40:536 (3) - this is a let down tbh, this map being a slider spam map and all, i would definitely recommend making this more complex, just doing something like this https://puu.sh/zGBWR.png could make it more engaging to play
  9. 00:53:445 (1,1) - maybe change the first 1 to 3/4 slider and then add another 1/1 slider in between the 2 mentioned objects (starting at 00:53:808 -), this would emphasize the trumpet pretty well, and seeing how this is one of the highest pitched sounds in the song, i think it deserves to be mapped, especially in a map like this
  10. 00:55:899 - remove whistle? it sounds kinda off being on a blue tick
  11. 00:56:717 (1) - this is really unexpected, not only is it much faster than the other sliders around it, but the 2 repeats make this really hard to play, because you havent used any 2 repeat sliders at all (other than the 1/3 thing), so the players wont be expecting the last repeat and thus most likely sliderbreak on a sightread. this isnt really intuitive and can be quite frustrating. ALSO there arent any vocals on 00:57:263 -, but instead a completely different sound; the finish. combining 2 so very different sounds into 1 object like this is kinda poor rhythm choice too imo, and mapping the finish with another object would probably follow the song better, and be easier to predict/read/play/whatever. if you however do decide to keep this, id suggest making this shape more circular, so that you can still hit it by staying somewhat near the middle, kinda like this https://osu.ppy.sh/ss/10461632
    00:59:626 (1) - and forth would also play fine and be completely readable since you introduced this pattern/shape before, and the player should be familiar with it
  12. 01:05:626 (1,2) - add normal-hitnormals here like u normally do for 1/4 sliders like this
  1. its kinda inconsistent when you put a normal-hitnormal on a finish and when you dont. i cant seem to find a pattern, so if u could explain that would be nice, or if it was an accident then you can just change it
  2. 00:14:717 - 00:20:536 - 01:22:354 - missing claps
  3. 00:36:899 (1) - move the repeat back 1/2 beat so that the repeat and tail land on the vocals at 00:37:445 - and 00:37:990 -
  4. 00:40:536 (2,3,1) - kinda weird aesthetic choice here, maybe align 1 with 2 and 3 from below 3, like https://osu.ppy.sh/ss/10461670
  5. 00:50:354 - 00:51:081 - missing drum claps
  6. 00:56:717 (1,2,3) - 00:59:626 (1,2,3) - 01:08:354 (1,2,3) - 01:11:263 (1,2,3) - maybe increase ds slightly for these? since you've increases ds to emphasize sounds before in this diff i think you should do the same to these, as they're higher pitched than surrounding sounds
  1. any reason for switching between 1 and 1.2 ds at the start? i think it'd be better if you just chose either and stuck to it
  2. overusing 1/2s and puttign them on really vague beats kinda ruins the intensity they're supposed to create in denser parts of the song, which isnt really all that great tbh
  3. 00:44:172 (1,1) - i dont think these sounds are strong enough to warrant making it clickable in a normal diff, even less after another object 1/2 beat before them
  4. 00:50:354 - 00:51:081 - missing drum clap
  5. 01:13:445 (6) - i dont see the need for using 1/2 here, removing 01:13:990 (7) - and moving 01:13:445 (6) - forward 1/2 beat seems much better to me
  1. 00:37:626 (2) - 01:12:172 - 01:13:626 - 01:22:354 - missing clap
  2. 00:51:081 (2) - missing drum clap
  3. 00:56:717 (4) - eh, this rhythm feels too forced imo. try removing this object and adding a repeat to 00:55:808 (3) - instead, that seems more natural
posted

bite you death wrote:

ready for the big red wall :weary:

old mp3 was better


  1. vIDEO added
  2. maybe lower the ar of hard to 7 or 7.5, cause 5-8 is a kinda harsh spread from n to h. alternatively, increase the ar of normal yes
  3. in top 3 diffs u could probably change the sliderwhistles at the start to normal, idk if thats too noisy for u tho dont want it that loud
  4. maybe add a custom hitsound that's the same as drum-hitfinish so that you can continue the hsing pattern on objects with soft finishes finish alone seems ok
  5. 00:00:536 - missing clap in all diffs? yes
  6. 00:26:717 - 00:32:536 - could add some sort of whistle here to emphasize the trumpet with more than just a nc (also at 00:28:172 - 00:28:354 - 00:33:990 - 00:34:172 -) yes
  7. 01:19:808 - missing drum finish in all diffs yes
  1. 00:06:354 (1) - pretty big jump from previous object, considering you've fully stacked this beat on the previous sliders before this might catch players off guard song different enough to support non stack surprise
  2. 00:14:990 - and 00:17:899 - sound about the same to me so maybe add a circle at 00:17:899 - cant follow trumpet properly with that
  3. 00:15:990 (5,6) - ctrl+g here would emphasize 00:16:354 (7) - more like what you did at 00:13:081 (2,3,4) - if choosing between consistent spacing or consistent rotation in those 2 spots, would rather go with rotation
  4. 00:19:626 (8,9,10) - any reason for stacking this pattern in particular? same sound as 00:13:808 (5,6,7) - changed
  5. 00:28:172 (1,2) - unstack to emphasize trumpet? i'd suggest something like https://osu.ppy.sh/ss/10461539 to fit what u did with 00:26:536 (7,1,1) - and 00:32:354 (7,1,1) - (unstacked for visibility, i get the stacking concept) also, maybe stack 00:34:172 (2) - with 00:33:808 (7) - instead so that the trumpet with vocals has higher spacing than just vocals 1/1 spacing sucks after large 1/2 spacing
  6. 00:43:445 (9,10,9,10) - could nc either both or only 9 to be more similar to 00:32:536 (1) - ncs to separate like that dont work as well in this situation i think. better when vocal starts 1/2 after
  7. 00:49:990 (1) - since ur following vocals maybe a 1/1 slider here would fit better cause there's a dragging vocal buildup pattern ruined by a slider tho
  8. 01:01:626 - 01:13:263 - make finishes clickable plzclarity of vocal line more important
  9. 01:03:808 (3) - nc to emphasize finish and also blend with 01:04:536 (1,2,1,2) - more because of all the ncs on the right side rather have only combos of 4
  1. nice
  2. 00:11:536 - remove normal-hitnormal cuz the clap sound isnt there sounds weirder without it
  3. 00:13:808 (2,4) - not even parallel yes
  4. since this is a high sv map, maybe you should emphasize pitch with sv increase instead of spacing, or maybe both, 00:16:354 (1,2,3,4) - for example has higher pitch than 00:13:445 (1,2,3,4) -, but they're mapped with the same sliders and about the same spacing, only difference is pattern and the last slider being 1/4 of a beat longer at 00:14:536 (4) - movement is different enough i think
  5. 00:26:899 - u could increase sv here to create contrast with 00:24:172 (1,2,3) - (same at 00:32:717 -) different lengths will make them feel different enough tb h
  6. 00:28:717 (2,1,2) - the sound at 00:29:081 - is similar enough to 00:29:263 - to warrant mapping them similarily, especially with these limitations of no circles. i'd suggest shortening 00:28:717 (2) - to a 3/4 slider and adding another 1/4 slider at 00:29:081 -, like https://puu.sh/zGBTG.png thats like not how i do rhythm normally even :(
  7. 00:29:354 - remove hs on tail here, it just sounds weird and there's no sound supporting it additive hitsoundingmydude
  8. 00:40:536 (3) - this is a let down tbh, this map being a slider spam map and all, i would definitely recommend making this more complex, just doing something like this https://puu.sh/zGBWR.png could make it more engaging to play for section with super undermapped rhythm i feel its ok
  9. 00:53:445 (1,1) - maybe change the first 1 to 3/4 slider and then add another 1/1 slider in between the 2 mentioned objects (starting at 00:53:808 -), this would emphasize the trumpet pretty well, and seeing how this is one of the highest pitched sounds in the song, i think it deserves to be mapped, especially in a map like this abnormal gap makes it seem more different id say
  10. 00:55:899 - remove whistle? it sounds kinda off being on a blue tick dont want it to sound like a circle
  11. 00:56:717 (1) - this is really unexpected, not only is it much faster than the other sliders around it, but the 2 repeats make this really hard to play, because you havent used any 2 repeat sliders at all (other than the 1/3 thing), so the players wont be expecting the last repeat and thus most likely sliderbreak on a sightread. this isnt really intuitive and can be quite frustrating. ALSO there arent any vocals on 00:57:263 -, but instead a completely different sound; the finish. combining 2 so very different sounds into 1 object like this is kinda poor rhythm choice too imo, and mapping the finish with another object would probably follow the song better, and be easier to predict/read/play/whatever. if you however do decide to keep this, id suggest making this shape more circular, so that you can still hit it by staying somewhat near the middle, kinda like this https://osu.ppy.sh/ss/10461632
    00:59:626 (1) - and forth would also play fine and be completely readable since you introduced this pattern/shape before, and the player should be familiar with it changed
  12. 01:05:626 (1,2) - add normal-hitnormals here like u normally do for 1/4 sliders like this whistled
  1. its kinda inconsistent when you put a normal-hitnormal on a finish and when you dont. i cant seem to find a pattern, so if u could explain that would be nice, or if it was an accident then you can just change it normal is at start of big sections, soft is elsewhere
  2. 00:14:717 - 00:20:536 - 01:22:354 - missing claps yes
  3. 00:36:899 (1) - move the repeat back 1/2 beat so that the repeat and tail land on the vocals at 00:37:445 - and 00:37:990 - rather follow percussion
  4. 00:40:536 (2,3,1) - kinda weird aesthetic choice here, maybe align 1 with 2 and 3 from below 3, like https://osu.ppy.sh/ss/10461670 triangle tho
  5. 00:50:354 - 00:51:081 - missing drum claps yes
  6. 00:56:717 (1,2,3) - 00:59:626 (1,2,3) - 01:08:354 (1,2,3) - 01:11:263 (1,2,3) - maybe increase ds slightly for these? since you've increases ds to emphasize sounds before in this diff i think you should do the same to these, as they're higher pitched than surrounding sounds nc separates enough i think
  1. any reason for switching between 1 and 1.2 ds at the start? i think it'd be better if you just chose either and stuck to it objects are so far apart that following ds is unnoticeable
  2. overusing 1/2s and puttign them on really vague beats kinda ruins the intensity they're supposed to create in denser parts of the song, which isnt really all that great tbh
  3. 00:44:172 (1,1) - i dont think these sounds are strong enough to warrant making it clickable in a normal diff, even less after another object 1/2 beat before themid say they are
  4. 00:50:354 - 00:51:081 - missing drum clap yes
  5. 01:13:445 (6) - i dont see the need for using 1/2 here, removing 01:13:990 (7) - and moving 01:13:445 (6) - forward 1/2 beat seems much better to me i thought things being ofllowed were pretty clear here. both 6 and 7 are vocals
  1. 00:37:626 (2) - 01:12:172 - 01:13:626 - 01:22:354 - missing clap yes
  2. 00:51:081 (2) - missing drum clap yes
  3. 00:56:717 (4) - eh, this rhythm feels too forced imo. try removing this object and adding a repeat to 00:55:808 (3) - instead, that seems more natural rather have a click on the start of the new sounds
posted
q
i think i cant escape anymore after modding this map

  • [general]
  1. the idea of doing stack leniency 2 and stacking stream is cool. but reading it with HD mod is really really painful. player will miss on somethin like 00:29:445 (6,7,1) - cause it looks like a 1/2 circles rather than a triplets. just an opinion of mine.


    [top diff]
  2. 01:28:445 - you can add a green lines with 25%-35% volume. there is no important sound on the blue tick.
  3. 00:31:808 (6) - slider end doesnt need a whistle. refering to 00:25:990 (6) - .

    [insane]
  4. 00:40:536 (3) - umm kind of agree with bite you death. it is super undermapped just like you said. you could try 2 1/6 reverse and a circle. thats way better.
  5. 01:22:717 (3,4) - you could emphasize the slider tail by adding whistles. just like what you did on the red tick emphasis + whistle here 01:21:808 (1,2) - . it sounded way too empty imo.
  6. 01:24:173 (2) - whistle on slider tail to cover up vocal? just like 01:23:445 (1) - .

    [hard]
  7. 00:43:990 (3,1,3,1) - are you sure you doesnt want this pattern to have the same distance with 00:43:990 (3,1) - . rhytimically i think its fine. but its more fun if both could equally have the same emphasis.

    normal and easy looks pretty solid to me.
    []www~~~~~~~~~~~~~~~~~
posted

Uta wrote:

q
i think i cant escape anymore after modding this map

  • [general]
  1. the idea of doing stack leniency 2 and stacking stream is cool. but reading it with HD mod is really really painful. player will miss on somethin like 00:29:445 (6,7,1) - cause it looks like a 1/2 circles rather than a triplets. just an opinion of mine. had some manual stack things earlier, but they ruin the idea of the map so i went with low stack leniency in the end


    [top diff]
  2. 01:28:445 - you can add a green lines with 25%-35% volume. there is no important sound on the blue tick. yes
  3. 00:31:808 (6) - slider end doesnt need a whistle. refering to 00:25:990 (6) - . yes

    [insane]
  4. 00:40:536 (3) - umm kind of agree with bite you death. it is super undermapped just like you said. you could try 2 1/6 reverse and a circle. thats way better feel like using a circle rhythm on a slider only map is more out of place than low rhythm density
  5. 01:22:717 (3,4) - you could emphasize the slider tail by adding whistles. just like what you did on the red tick emphasis + whistle here 01:21:808 (1,2) - . it sounded way too empty imo. yes
  6. 01:24:173 (2) - whistle on slider tail to cover up vocal? just like 01:23:445 (1) - . yes

    [hard]
  7. 00:43:990 (3,1,3,1) - are you sure you doesnt want this pattern to have the same distance with 00:43:990 (3,1) - . rhytimically i think its fine. but its more fun if both could equally have the same emphasis.havingn low spacing after these triangles works well to show song went less intense again

    normal and easy looks pretty solid to me.
    []www~~~~~~~~~~~~~~~~~
thanks!!
posted
general
-you might wanna remove eromanga2 a.mp3 out of your folder xd
-would be cool to have ending consistant with all diffs, only top diff doesn't end same spot

x
00:11:445 (1) - i'd personnaly space this further more just for the sake of emphasis on those 1/3 man, like x110 y356 is well appropriate how about that?
00:23:263 (10) - i know stack leniency is fine, but wouldn't that be easier to read if at least you nc that one? just nitpicks xd
00:52:990 (1) - i find out a bit lame to have a spinner here, feels out of place.. i'd really map those rhythms here to give more support on the song no?
01:16:899 (3) - same nc stuff^

i
00:40:536 (3) - would be cool to have 00:41:263 - clickable m8

k back me call
posted

Sotarks wrote:

general
-you might wanna remove eromanga2 a.mp3 out of your folder xd yes
-would be cool to have ending consistant with all diffs, only top diff doesn't end same spot circle or spinnerend isnt as climactic tho:(

x
00:11:445 (1) - i'd personnaly space this further more just for the sake of emphasis on those 1/3 man, like x110 y356 is well appropriate how about that? moving object from its current place would go against the whole map's placements tho
00:23:263 (10) - i know stack leniency is fine, but wouldn't that be easier to read if at least you nc that one? just nitpicks xd yes
00:52:990 (1) - i find out a bit lame to have a spinner here, feels out of place.. i'd really map those rhythms here to give more support on the song no? es
01:16:899 (3) - same nc stuff^ dont think it's necessary for a triple

i
00:40:536 (3) - would be cool to have 00:41:263 - clickable m8 dont think theres a way to do that without using a circle or going against rhythm structure in the next section

k back me call
double thank
posted
bubble d
posted
easy.
00:15:081 (1,2) - 00:20:899 (1,2) - any reasons for different rhythm? variety?

hard.
00:41:263 (1) - not really sure if this single combo was really necessary, considering other diffs

insane.
even there are no circles at all, can we set a balanced od for the spread if there are no special reasons?

no esc.
00:01:445 (1) - 00:02:899 (1) - 00:04:354 (1) - 00:07:263 (1) - 00:08:717 (1) - 00:10:172 (1) - can you remove the whistle in the slides? as they weren't in the insane diff, they really sound messy
00:44:172 (11) - 00:47:082 (11) - considering the single combo usage of 00:57:263 (1) - 00:26:717 (1) - etc, I think applying the same idea here would also work nice.
posted
yes

also used a proper top diffname
posted
Nominated.
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