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posted
This beatmap was submitted using in-game submission on Friday, November 24, 2017 at 7:45:11

Artist: Celldweller
Title: Weaponized
Tags: Terraform Drums Vol. 01 Position Music Gun Symphony HPK Crowie
BPM: 100
Filesize: 3974kb
Play Time: 00:58
Difficulties Available:
  1. AWM (5.39 stars, 188 notes)
  2. Crowie's Normal (1.78 stars, 86 notes)
  3. Easy (1.16 stars, 70 notes)
  4. Futsuu (1.83 stars, 139 notes)
  5. Hard (2.82 stars, 128 notes)
  6. Insane (4.14 stars, 171 notes)
  7. Muzukashii (2.53 stars, 196 notes)
  8. Oni (2.89 stars, 220 notes)


Download: Celldweller - Weaponized
Information: Scores/Beatmap Listing
---------------
The Accuracy International AWM rifle is a variant of the British Accuracy International Arctic Warfare (AW) rifle that was the basis of a family of sniper rifles using the Arctic Warfare name. As such the design details of the AWM variant are similar to the ones found in the basic AW rifle system. Compared to the AW, the AWM has a longer bolt to accommodate dimensionally larger magnum-length cartridges such as the .300 Winchester Magnum and the .338 Lapua Magnum. The bolt head, locking ring, and extractor and magazines were also revised to work with the increased size and operating pressures of magnum rifle cartridges.


Is that a motherfucking PUBG reference?
posted
Your audio file's bitrate is too high. Its bitrate is 320kbps while the maximum allowed bitrate is 192kbps. Consider compressing it or re-retrieving it at a lower quality.
Why is position in the tags? Perhaps include electronic in the tags? (It was in the tags of the song on the artist's bandcamp page
Your stack leniency is too low.
Your offset seems to be off. It seems to be late. Around 861 is more appropriate, but you should probably test more for the exact offset.
Easy:
00:53:670 (1,2,3,1,2,3,1) - You should probably remap this using more reversing sliders instead of so many circles since this section has such a sharp difficulty spike compared to the rest of the map.
Normal:
00:01:470 (2,3) - Consider placing the circle farther away from the slider since it may confuse the player at 00:20:070 (1,2) - because it is a similar pattern but the timing is drastically different. The pattern on its own would be okay, but since there can be confusion with later patterns it should probably be changed.
00:03:870 (2,3) - Same as above.
00:36:270 (5,1,2) - These overlapping slider heads are probably too confusing for a normal difficulty.
00:36:270 (5,1) - The body of slider 5 overlaps the body of slider 1 and it ends on the start of slider 1, this definitely can cause confusion.
Hard:
00:18:270 (2,1) - The gap between these two objects might confuse players into thinking the second object it is sooner than it really is.
00:58:170 - There might not be enough time for the player to recover at the end of the spinner here.
Insane:
00:54:870 (1,2,3,4,1,2,3,4,1) - The stream here is probably spaced too much for a Insane difficulty. I would have said stuff about the other streams, but they are too short to really complain about.
posted

tatatat wrote:

Your audio file's bitrate is too high. Its bitrate is 320kbps while the maximum allowed bitrate is 192kbps. Consider compressing it or re-retrieving it at a lower quality. Wew AiMod. Eventually
Why is position in the tags? Perhaps include electronic in the tags? (It was in the tags of the song on the artist's bandcamp page Position Music is the publisher for this song. Probably not needed but i don't see it doing any harm
Your stack leniency is too low. That AiMod message is outdated. We can use any stack Leniency as long as its achievable without editing the .osu
Your offset seems to be off. It seems to be late. Around 861 is more appropriate, but you should probably test more for the exact offset. I'll get more opinions on this, but I think its fine as is.
Easy:
00:53:670 (1,2,3,1,2,3,1) - You should probably remap this using more reversing sliders instead of so many circles since this section has such a sharp difficulty spike compared to the rest of the map. Its the most intense part in this section, and I still think Easy level players can manage this.
Hard:
00:18:270 (2,1) - The gap between these two objects might confuse players into thinking the second object it is sooner than it really is. Wasn't quite sure on the positioning, moved further away
00:58:170 - There might not be enough time for the player to recover at the end of the spinner here. From the ranking criteria:
"Hitobjects directly after spinners are fair game for Hard/Insane difficulties, but try to give a nice pause for Easy/Normal difficulties".

Insane:
00:54:870 (1,2,3,4,1,2,3,4,1) - The stream here is probably spaced too much for a Insane difficulty. I would have said stuff about the other streams, but they are too short to really complain about.This isn't a stream?
posted
i c wat u did there with the last circle

Easy
  1. 00:18:870 (2,3) - not fond of this rhythm choice, the gun(?) noises are on the 1/3 ticks so the current rhythm mapped isn't a very accurate representation of the beat. I recommend simply changing it to a 1/1 slider to solve this
  2. 00:27:270 (1,2) - what about a 3/2 slider then a 1/1 slider? I think that would represent the music better
  3. 00:41:670 (1,2,3) - possible to give this a bit of an angle as you have done so at 00:39:270 (1,2,3) - , 00:44:070 (1,2,3) - , etc.


Crowie's Normal
  1. 00:11:370 (3,4,5) - can be very confusing for new players to play since objects 1/2 beat apart ae usually not overlapping. applies to upcoming ones too
  2. 00:18:870 (2) - unnecessary arrow placement change tbh, it would just generate more confusion
  3. 00:36:270 (5,1) - nice pattern, but I don't think
  4. 00:48:870 (1) - maybe use same rhythm pattern as 00:46:470 (1,2) - ? You kinda established in that section that a repeat slider would tend to repeat twice so it's best to follow that through imo


Hard
  1. 00:28:470 (1,2) - not very intuitive enough to follow. consider using the same rhythm you have used in Insane and AWM as it would be less likely for players to misread that rhythm pattern
  2. 00:54:870 (1,2,1,2) - consider doing the same pattern concept as you have at 00:36:870 (1,2,1,2) - ? currently one isn't as easy to read due to the stacking
  3. I've also noticed that after 00:29:670 (1) - , your 1/2 spacing has decreased by quite a bit. e.g. 00:29:670 (1,2) - vs. 00:20:070 (1,2) - . Dunno if that's intentional or not but it's causing problems(?) with related spacing e.g. 00:29:670 (1,2) - spacing here seems rather similar to 00:30:720 (4,1) - despite rhythm being different


Insane
  1. 00:13:770 (4) - would be nice to give more spacing to this for consistency with 00:11:370 (4) -
  2. 00:14:070 (6) - whistle at slider end is rather obnoxious since there's no beat on that tick.
  3. 00:21:270 (1,2,3,4) - you usually use equilateral triangle placement for this pattern. perhaps you would like to ammend that or at least make the DS all consistent here?
  4. 00:42:270 (5,6) - only slider not blanketing the circle in this section?


AWM
  1. 00:06:270 (3,4,5) - be careful with DS :(
  2. 00:14:070 (5) - same thing about the whistle mentioned in Insane diff
  3. 00:50:070 (1,2,3,4,5) - this pattern is not like the other regarding the placement of the slider .-.


glgl
posted

Rizen wrote:

i c wat u did there with the last circle

Easy
  1. 00:18:870 (2,3) - not fond of this rhythm choice, the gun(?) noises are on the 1/3 ticks so the current rhythm mapped isn't a very accurate representation of the beat. I recommend simply changing it to a 1/1 slider to solve this Did want 00:19:470 (3) - to be clickable so just put two 1/1 gap circles instead.
  2. 00:27:270 (1,2) - what about a 3/2 slider then a 1/1 slider? I think that would represent the music better You're right. That works.
  3. 00:41:670 (1,2,3) - possible to give this a bit of an angle as you have done so at 00:39:270 (1,2,3) - , 00:44:070 (1,2,3) - , etc. Yep.


Hard
  1. 00:28:470 (1,2) - not very intuitive enough to follow. consider using the same rhythm you have used in Insane and AWM as it would be less likely for players to misread that rhythm pattern Fair, 1/3 might be hard to read for a Hard diff
  2. 00:54:870 (1,2,1,2) - consider doing the same pattern concept as you have at 00:36:870 (1,2,1,2) - ? currently one isn't as easy to read due to the stacking Agree
  3. I've also noticed that after 00:29:670 (1) - , your 1/2 spacing has decreased by quite a bit. e.g. 00:29:670 (1,2) - vs. 00:20:070 (1,2) - . Dunno if that's intentional or not but it's causing problems(?) with related spacing e.g. 00:29:670 (1,2) - spacing here seems rather similar to 00:30:720 (4,1) - despite rhythm being different I originally mapped this diff as a collab, but then did it all myself instead. The second section was more in line with what the collaber made, but I didn't change it after i mapped in his sections. Will fix the spacing on 1/2 gaps.


Insane
  1. 00:13:770 (4) - would be nice to give more spacing to this for consistency with 00:11:370 (4) - Done here. Couldn't do it with the next one cause it'd look ugly with 1
  2. 00:14:070 (6) - whistle at slider end is rather obnoxious since there's no beat on that tick. Eh. I guess. HS to the song is more important than keeping HS patterns
  3. 00:21:270 (1,2,3,4) - you usually use equilateral triangle placement for this pattern. perhaps you would like to ammend that or at least make the DS all consistent here? Oops, fixed.
  4. 00:42:270 (5,6) - only slider not blanketing the circle in this section?I'd have to rework this individual one to blanket, too close to the edge of the screen.


AWM
  1. 00:06:270 (3,4,5) - be careful with DS :(Oops, fixed.
  2. 00:14:070 (5) - same thing about the whistle mentioned in Insane diff
  3. 00:50:070 (1,2,3,4,5) - this pattern is not like the other regarding the placement of the slider .-. It'd be awkward with positioning down in that corner. Also all the 5s in this section are in relatively the same spot and have overlap


glgl thank
posted
This is ridiculously catchy

  • AWM
  1. 00:08:070 (1,2) - this 1/2 jump has the same spacing as the previous 1/4's which could trick people into thinking it's another 1/4; if that was the intention then that's evil fine. Else you might just want to either stack those two notes or turn it into one slider.

    Insane
  2. 00:01:020 (2,3,2,3,2,3) - you might want to put the 3rd note back where the first note is like in AWM, having the exact same spacing with this triangle shape and the different spacing just looked really off to me. that's just me being picky though
  3. 00:15:270 (1,2,3,4,5) - same thing here i think its just the triangles that bother me :oops:
  4. 00:35:670 (1,2,3,4) - probably should move the slider down a smidge to emphasize that it's not a 1/4 jump. rip overlap tho

    Crowie's Normal
    In general, the sliders in here just feel super crowded and overlapped, mostly just the repeating sliders and especially at 00:53:670 (1,2,3,4,1) - in that case you could rotate those so they go outwards from the center, like a flower? hopefully that made sense...
posted

Ioneth-chan wrote:

This is ridiculously catchy

[list]AWM
[*]00:08:070 (1,2) - this 1/2 jump has the same spacing as the previous 1/4's which could trick people into thinking it's another 1/4; if that was the intention then that's evil fine. Else you might just want to either stack those two notes or turn it into one slider. That was the intention, yes.

Insane
[*]00:01:020 (2,3,2,3,2,3) - you might want to put the 3rd note back where the first note is like in AWM, having the exact same spacing with this triangle shape and the different spacing just looked really off to me. that's just me being picky though Also intentional. Sorry if you don't enjoy it.
[*]00:15:270 (1,2,3,4,5) - same thing here i think its just the triangles that bother me :oops:
[*]00:35:670 (1,2,3,4) - probably should move the slider down a smidge to emphasize that it's not a 1/4 jump. rip overlap tho NC'd it instead.
posted
AWM

00:08:070 (1,2) - If you're trying to emphasize the gun cocking, I suggest that you make it a 3/4 slider instead. It is spaced similarly to 00:05:670 (1,2), making it seem like another half beat jump.

00:23:670 (1,2,3,4) - These jumps are the same as 00:21:270 (1,2,3,4) but 00:23:670 (1,2,3,4) are landing on smaller sounds. The jumps should be different in some way. Same with 00:30:870 (1,2,3,4), but I think that's a different case since the small sounds came first.

That's all my small mapping mind can help you. :(
Thank you and your welcome.
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