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Utsu-P - P.O.R.N.O.

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Total Posts
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Topic Starter
Net0
This beatmap was submitted using in-game submission on domingo, 18 de fevereiro de 2018 at 18:50:47

Artist: Utsu-P
Title: P.O.R.N.O.
Tags: Gumi V3 Vocaloid Metal ALGORITHM PORNO Tarrasky LwL Kalindraz rock Power
BPM: 236
Filesize: 8114kb
Play Time: 01:23
Difficulties Available:
  1. Advanced (2,07 stars, 181 notes)
  2. Collab Hard (2,96 stars, 228 notes)
  3. Collab Light Insane (3,55 stars, 268 notes)
  4. Kegare (5,23 stars, 360 notes)
  5. LwL's Insane (3,78 stars, 286 notes)
  6. Normal (1,79 stars, 118 notes)
  7. Tarrasky's Insane (4,62 stars, 317 notes)


Download: Utsu-P - P.O.R.N.O.
Information: Scores/Beatmap Listing
---------------


ムシがたかる ムシがたかる

砂嵐の光で君を見ていた 陽の光じゃ見えすぎるから怖い
高次元の街じゃ何も触れられない
いつもいつも代わりを探してるんだ
人が死ぬ また死ぬ 脳の中で
生臭い欲を吐き出しながら
どんなにムシがへばり付いてても
君の事だけはまだ好きですよ


Hope you can enjoy Utsu-P <3
mp3 from -Bara's set, since he graved I'll try to puush this foward a bit.
REDOWNLOAD if you have before 09/07/2017, new hitsounds.

Normal - Net0
Advanced - Net0
Collab Hard- Net0 & Kalindraz
Collab Light Insane - Net0 & Kalindraz
LwL's Insane - LwL Kalindraz edited this diff
Tarrasky's Insane - Tarrasky
Kegare - Net0


This Song is About a Tragic kickslider + jump spam 6* map - ¯\_(ツ)_/¯


BN count: 8. Kagetsu, pishifat, Gero, Natsu, Delis, sahuang, Plaudible, -Mo-
Old LwL insane diff https://puu.sh/zqy2V.osu
yShadowXOP_
quero ver rank :)
Topic Starter
Net0

yShadowXOP_ wrote:

quero ver rank :)
Tem que terminar o set primeiro :) mas claro
Sakary
o.o
Topic Starter
Net0

Hi_Hello wrote:

o.o
This time I don't think I'll make a hybrid set :(
Shmiklak
needs my beginnextra tbh
Topic Starter
Net0

Shmiklak wrote:

needs my beginnextra tbh
What is a beginnextra anyway LOL
Tarrasky
THE HYPE IS REALHUIEHAUNFIOERNASOÇHJIBNOSGHNLRTJNASHMTÇOHNMIASROÇHMNOÇIGHKOÇSHMNOÇRS

sorry i'm drunk
[Nemesis]
Mod from my queue.

Tarrasky's Insane

00:03:230 (7,8) - I'd just copypaste one of them so that they from the same shape with the same rotation (something that you did there 00:04:755 (7,8) - and it looks better)
00:12:891 (1,2,3) - and 00:14:416 (1,2,3,4) - are inconsistent, are you sure you wanna keep that the way it is? lol
00:15:179 (1,2,3) - and 00:16:704 (5,1,2) - again, I don't really like inconsistencies throughtout maps so unless it's fully intentional I'd recommend you fix it (and if it is intentional, tell me why)
00:23:569 (3,4) - blanket fix
00:31:959 - weaboo vocals, and this map sounded so promising [*]
00:38:442 (3,4) - stack is off by literally like one pixel lol
00:40:603 (5,6,7,8) - meh, I'm not sure about the hitsounds used there
00:40:603 (5,5) - stack
01:21:281 (3,1) - I'm not sure if anyone's gonna expect that much of a SV change tbh
01:23:823 - what's the point of this timing section?

Pornographic Literature

00:10:604 (5) - I liked the consistent way you started the map, but I feel like this needs a replacement with another one of these 00:10:857 (6) -
00:13:654 (5,5) - why are they so different even though they express the same idea?
00:16:705 (5) - again with the inconsistencies
00:28:908 (1,1) - I freaking love this sliderart
00:31:959 - and this part
00:40:349 (4,6) - this needs to be properly stacked though
00:47:340 - I feel like the slider should end here and you should put a circle afterwards instead

That's all from me, besides a couple of inconsistencies this beatmap looks really promising

gl!
Topic Starter
Net0

[Nemesis] wrote:

Mod from my queue.

Pornographic Literature

00:10:604 (5) - I liked the consistent way you started the map, but I feel like this needs a replacement with another one of these 00:10:857 (6) - It's follwing a similar guitar lead to this section 00:06:789 (1,2,3,4,5,6,7) - doesn't make sense to change that
00:13:654 (5,5) - why are they so different even though they express the same idea?Because I repeated the pattern 3 times in row 00:07:806 (6,7,1) -
/00:09:077 (5,6,7) - /00:10:857 (6,7,1) - so players could fully grab rhythm sense in order to start variations 00:13:908 (6,7,1) - / 00:15:179 (5,6,7,1) -

00:16:705 (5) - again with the inconsistencies ^
00:28:908 (1,1) - I freaking love this sliderartTHANKS
00:31:959 - and this part
00:40:349 (4,6) - this needs to be properly stacked thoughImproved stack
00:47:340 - I feel like the slider should end here and you should put a circle afterwards insteadIndeed rhythm here should consist mostly of 1/2 sliders and circles in the 1/2 measures as well, however as you may have noticed the SV in kiai is absurdly high so I figured I could use the first vocal line 00:47:213 (1) -
as a 1/1 slider to show how fast the map will get in this particular section.


That's all from me, besides a couple of inconsistencies this beatmap looks really promisingThanks a lot, really glad you accepted my request :D

gl!
LittleEndu
Collab Light Insane
--------------------------------
00:01:196 (2) - Previous red tick is more important.
00:06:789 (1) - All these tails of the first slider in combos are on strong sounds.
00:58:018 (2) - Such stop gives emphasis to this object. It's on red tick and unimportant


LwL's Insane
--------------------------------
00:58:653 (4) - Next white tick is more important.
Overall I don't agree with putting hitcircle where the slider ends. Doesn't really fit with the speed of this song.


Tarrasky's Insane
--------------------------------
00:23:823 (4) - I would replace that with two circles because both head and tail are important sounds.
00:41:111 (1,2) - Tail ignores strong sound while circle emphasizes weaker one.
00:47:340 (2) - Why isn't this also a slidertail?
Otherwise looks very well made.


Pornographic Literature
--------------------------------
00:02:086 (6) - Tail lands on white tick/strong note
00:33:357 (7) - Nothing in the song suggest this hitcircle. Same for next two combos.
00:43:653 (8,9) - 9 is more intense in song but mapped the same as all other red ticks. Red ticks in this and last combo should be slider ends to better capture the song.
Slidertails landing on white ticks that cover strong notes and unimportant red ticks being map the same as important white ticks persists in the rest of the song until 0:59.
01:11:365 (1,1) - No need to combo spam when the song would follow strong notes
Using spacing emphasis might help (relevant pishi vid: https://youtu.be/Z7IY0gDwSQo?t=3m33s and 4:44)
Topic Starter
Net0

LittleEndu wrote:

Collab Light Insane
--------------------------------
00:01:196 (2) - Previous red tick is more important.I'm just following melody here, I don't think it's off with the guitar sound and using 1/2 is not a good idea for spread purposes.
00:06:789 (1) - All these tails of the first slider in combos are on strong sounds.Yes they're, so?
00:58:018 (2) - Such stop gives emphasis to this object. It's on red tick and unimportantThere's a strong and emphatic sound here 00:57:891 (1) - and afterwards a lot of drum on 1/2 that is really intense. But since it's a light insane diff, spacing all of them is out of question. So , stacking this three here 00:58:018 (2,3,4) - to that the emphasis would remain 00:58:399 (5) - seems like a good idea. The only reason I had to space 00:57:891 (1,2) - was to clean up a bit of the visuals, but it's not a problem imo.

Pornographic Literature
--------------------------------
00:02:086 (6) - Tail lands on white tick/strong note There's not strong sound there even tho it's a big white tick, just listen to guitar 00:02:086 (6) -
00:33:357 (7) - Nothing in the song suggest this hitcircle. Same for next two combos.Thanks a lot I just realized that the rhythm I did requires a clap on this 00:33:357 (7) - /00:34:882 (7) - /00:36:408 (7) - /00:39:458 (7) - otherwise it doesn't make much sense.
00:43:653 (8,9) - 9 is more intense in song but mapped the same as all other red ticks.It's mapped rhythm and spacing wise the same, but flow is different. You see, this is 1/2 circles section with 230 bpm I didn't want to buff a lot this for obvious reasons. But if you check this 00:42:891 (2,3,4,5,6,7) -
and compare to this 00:43:653 (8,9,10) - you will notice that instead of curved flow it is a straight line. Straight lines makes the cursor moves a bit faster and that's the emphasis for the final three objects that are covered by the vocal
Red ticks in this and last combo should be slider ends to better capture the song.Both possibilities work, I liked using only circles to give it a transition air in contrast with previous kiai
Slidertails landing on white ticks that cover strong notes and unimportant red ticks being map the same as important white ticks persists in the rest of the song until 0:59.Ehh you shouldn't really mod with so focused ONLY on active route on white ticks, you see, it's very often that vocals are on the red tick not on the white, and as you can tell by a quick look at my diff, it's vocal mapped mostly.
01:11:365 (1,1) - No need to combo spam when the song would follow strong notes
Using spacing emphasis might help (relevant pishi vid: https://youtu.be/Z7IY0gDwSQo?t=3m33s and 4:44)Removed the NCs but there's spacing emphasis there, I don't know why you mention it :S
Thanks for the mod.
Affirmation
Q

[Kagare]
00:16:959 (6,7) - I think this overlap is not so good way, 00:13:654 (5,6,7) - 00:15:179 (5,6,7) - you didn't overlapped this,
00:31:959 (1,3) - 00:33:484 (1,2,3) - this sliders can be hard to read since they are perfectly stacked.
00:51:789 (1,4) - hard to read 4 slider,

GL
kwk
from Q

[Normal]
  1. 00:01:450 (2) - 00:02:976 (4) - 00:04:755 (6,8) - these whistles are really loud and dont really highlight anything
  2. 00:04:755 (6,8) - i think its better to not map these since they dont really stress anything important in the music
  3. 00:09:840 (1) - remove whistle on sliderend
  4. 00:15:179 (4) - whistle on start
  5. 00:15:942 (5) - NC
  6. 00:18:229 (8,1) - might want to manually fix the dsing here
  7. might want to have a look over ur NCing in ur kiai section since it seems like ur nc patterning is jumping all over the place
  8. 00:31:959 (1,2) - consider just making this into 1 slider and similar for this 00:33:484 (1,2) - extend the first slider to start of 2nd, i think its better with lower object density
  9. 00:35:009 (3,4,5,6) - i think this rhythm is a bit complicated, perhaps you can simplify it a bit by changing 00:36:535 (5) - into a slider that ends at 00:37:297 - , since u skip similar drum ticks here anyway 00:38:060 (1) -
  10. 01:04:755 (4) - change this to a repeat slider? it'll get rid of the strange rhythm you have here 01:03:992 (3,4,5) -
  11. 01:08:569 (5) - NC

[Advanced]
  1. 00:22:806 (4) - NC
  2. 00:22:806 (4,6) - not entirely symmetrical if this is what your aiming for
  3. 00:28:908 (4,5,6) - i think you can use some better patterning this, NC too
  4. 00:41:620 (2,5,7) - i think these work better as notes since then you'll have contrast with 00:41:111 (1,4) - since the objects are representing different sounds
  5. 00:50:264 (1) - why NC?

[collab hard]
  1. 00:06:789 (1) - fix your object snapping (0.8x)
  2. 00:47:594 (2,3) - i dont think using stacks here would work as well as just having a slider instead, it doesnt really match with your hitsound patterning atm, and i think having movement for kiai section would be a lot better
  3. 00:55:348 (2) - slider instead? you use slider in similar sections 00:49:247 (8) - 00:52:298 (8) -
  4. 01:04:755 - should cover this sound

[collab light insane]
  1. 00:06:789 (1,2,3,4,5) - why such confusing dsing in this section? it doesnt really fit with the rest of the map imo

have a look through ur maps ncing since theres a lot of inconsistencies
gl
Topic Starter
Net0

Neoskylove wrote:

Q

[Kagare]
00:16:959 (6,7) - I think this overlap is not so good wayTo me it looks fine, 00:13:654 (5,6,7) - 00:15:179 (5,6,7) - you didn't overlapped this,Because I repeated the pattern 3 times in row 00:07:806 (6,7,1) -
/00:09:077 (5,6,7) - /00:10:857 (6,7,1) - so players could fully grab rhythm sense in order to start variations 00:13:908 (6,7,1) - / 00:15:179 (5,6,7,1) -

00:31:959 (1,3) - 00:33:484 (1,2,3) - this sliders can be hard to read since they are perfectly stacked.That's the point
00:51:789 (1,4) - hard to read 4 slider,Not that much actually, compared to other slider overlapping section this one is quite straight foward

GL Thanks

kwk wrote:

from Q

[Normal]
  1. 00:01:450 (2) - 00:02:976 (4) - 00:04:755 (6,8) - these whistles are really loud and dont really highlight anythingFixed
  2. 00:04:755 (6,8) - i think its better to not map these since they dont really stress anything important in the musicThey mark the guitar transition, it's one phrase here 00:03:738 - ~ 00:04:501 - and another one here 00:04:755 - ~ 00:05:137 -
  3. 00:09:840 (1) - remove whistle on sliderend Fixed
  4. 00:15:179 (4) - whistle on start Fixed
  5. 00:15:942 (5) - NC Fixed
  6. 00:18:229 (8,1) - might want to manually fix the dsing here Fixed
  7. might want to have a look over ur NCing in ur kiai section since it seems like ur nc patterning is jumping all over the place Fixed, re-worked the NCs of the entire diff
  8. 00:31:959 (1,2) - consider just making this into 1 slider and similar for this 00:33:484 (1,2) - extend the first slider to start of 2nd, i think its better with lower object densityIt's kiai section, it is suppose to be a bit more dense rhythm here, so I tried another rhythm choice here since you mentioned that the current rhythm is not good enough :)
  9. 00:35:009 (3,4,5,6) - i think this rhythm is a bit complicated, perhaps you can simplify it a bit by changing 00:36:535 (5) - into a slider that ends at 00:37:297 - , since u skip similar drum ticks here anyway 00:38:060 (1) -
  10. 01:04:755 (4) - change this to a repeat slider? it'll get rid of the strange rhythm you have here 01:03:992 (3,4,5) - Re-worked rhythm too
  11. 01:08:569 (5) - NC Fixed

[Advanced]
  1. 00:22:806 (4) - NC Fixed
  2. 00:22:806 (4,6) - not entirely symmetrical if this is what your aiming forImproved symmetry
  3. 00:28:908 (4,5,6) - i think you can use some better patterning this, NC too I changed it a bit
  4. 00:41:620 (2,5,7) - i think these work better as notes since then you'll have contrast with 00:41:111 (1,4) - since the objects are representing different soundsSure I'll try your rhythm, it's way more dense so let's see if it won't affect the spread as much
  5. 00:50:264 (1) - why NC?Actually this NC is correct 00:50:264 (1) - the one that isn't is this 00:50:772 (1) - , thanks

[collab hard]
  1. 00:06:789 (1) - fix your object snapping (0.8x)Not sure why the sv was there, FIXED
  2. 00:47:594 (2,3) - i dont think using stacks here would work as well as just having a slider instead, it doesnt really match with your hitsound patterning atm, and i think having movement for kiai section would be a lot better1/2 density in contrast with slider is what I'm aiming for here, this means dense rhythm lacks moviment in contrast with slider moviment that is less dense. That's how I made it scale diff compared to advacend in this section.
  3. 00:55:348 (2) - slider instead? you use slider in similar sections 00:49:247 (8) - 00:52:298 (8) - Sure
  4. 01:04:755 - should cover this soundMade a slider

[collab light insane]
  1. 00:06:789 (1,2,3,4,5) - why such confusing dsing in this section? it doesnt really fit with the rest of the map imo

have a look through ur maps ncing since theres a lot of inconsistenciesI might re-work this but for now this small DS inconsistencies are mostly fine if you check the overall visual spacing of the pattern.
glThanks a lot for the mod, really good one.
YokesPai
From my modding queue! ~
  • Kegare
  1. 00:02:340 (7) - Move to x:334 y:148 for better triangle.
  2. 00:02:721 (8) - Move to x:254 y:280 ^
  3. 00:03:102 (9) - Move to x:179 y:147 ^
  4. 00:16:959 (6,7) - Why aren't these the same as 00:13:908 (6,7) when 00:07:806 (6,7) are the same as 00:10:857 (6,7) ?
  • Tarrasky's Insane
  1. 00:07:171 (2) - Why not blanket?
  2. 00:06:789 - to 00:18:993 - First you start out with sliders, then a mix of both sliders, circles and reverses. Your rhythm choices seem random, the music repeats the same rhythm, so why does your map vary so much? Small variation is okay, as long as they're consistent, but here it isn't. (For more explaination watch this: https://youtu.be/Z7IY0gDwSQo?t=5m33s to 7m 53s) Unless you intentionally meant everything in which case can you explain?
  3. 00:32:721 (4) - Blanket 00:32:975 (5) with it?
  4. 00:57:636 (6,7,8) - What are you trying to do? I think you should just make it into a slider like 00:56:365 (1,2,3,4,5) .
  • LwL's Insane
  1. 00:09:077 (3,4,5) - Why is this spacing so different from 00:07:552 (3,4,5) and 00:10:603 (3,4,5) ?

Hope this helps! :)
Topic Starter
Net0

YokesPai wrote:

From my modding queue! ~
  • Kegare
  1. 00:02:340 (7) - Move to x:334 y:148 for better triangle.
  2. 00:02:721 (8) - Move to x:254 y:280 ^
  3. 00:03:102 (9) - Move to x:179 y:147 ^Improved the triangle geometry
  4. 00:16:959 (6,7) - Why aren't these the same as 00:13:908 (6,7) when 00:07:806 (6,7) are the same as 00:10:857 (6,7) ?Because I repeated the pattern 3 times in row 00:07:806 (6,7,1) -
    /00:09:077 (5,6,7) - /00:10:857 (6,7,1) - so players could fully grab rhythm sense in order to start variations 00:13:908 (6,7,1) - / 00:15:179 (5,6,7,1) -


Hope this helps! :)Sure, thanks a lot :)
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