USAO - Boss Rush

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Topic Starter
Lavender
那没人泡我了呀怎么办
Frey
On one side, the forces of darkness.
What begins as a struggle for power

are gathering in their legions.

At a time of darkness
to the gates of hell.

As mighty armies clash.

我回头看才反应过来是conflict的歌词,不过乱七八糟的拼接...呃,五嫂开心就好。 (进度50%了
ICboom
哇boss rush
ICboom
diff:moecho's moeri
1、先看AIMOD,01:02:044 (2) - 这个应该是滑条的模子吧,你应该是忘记删了,如果想rank的话不要有2bstyle。
2、建议把以下这几个note换成滑条,如果这两段全是NOTE就太难打了,而且难读。
00:22:728 (1,2) - 00:23:992 (1,2) - 00:25:255 (1,2) -
01:13:255 (1,2) -
3、4分1滑条真多。。如果你想表现这个style的话,这个没什么必要改。
4、末尾四个note 02:02:518 (1,2,1,2) - 音效换个清亮点的,和前面的滑条区分开。可以+个FINISH。(如果不介意别人皮肤的音效的话。。)

姥爷作图甚触,希望姥爷也能看下我的图~不胜受恩感激!
不如再蹭个diff。。
RevengeZ
DO NOT GIVE KUDOSU TO THIS POST

Lince Cosmico wrote:

From my queue
woah im modding such a masterpiece, sorry if i can't find too much things

General:
- where are tags!?!?!
- OD 8,5 would fit better imo
- Widescreen support is enable but i dont see any storyboard
Objects:
• 00:12:149 - You used a break here, but you mapped 00:17:202 - ... kinda unconsistent right?
• 00:26:834 (3) - NC for emphasis?
• 00:35:676 (4) - I suggest oyu to move this one to x:290 y:266 (or around) to make it be in the middle of 00:35:202 (1,2) - (also since it seems that you care about aesthetics)
• 00:39:149 (2) - 1/8 snap is a bit weird i guess, also i think that you can do Ctrl + J here, it seems a bit better imo
• 00:39:939 (3) - This slider could be changed into an 1/2 slider and a circle, or an 1/4 slider and a circle, feels like 00:40:097 - this sound is pretty strong to be skipped also the long slider doesn't really represent the sounds at all
• 00:40:728 (1,2) - This two feels really different in sound term, maybe doing Ctrl + G on the second one would be better
• 00:41:992 (1) - This one feels like it ends here 00:42:149 - ,maybe you could end it there and add a circle on 00:42:228 -
• 00:45:149 (3) - This one seems that would be better if it were on the right side of the slider
• 00:47:676 - This one is pretty strong to be skipped imo
• 00:50:834 (1,2,3) - The rhythm here isnt really emphasizing correctly, what about adding one more reverse to this two sliders 00:50:834 (1,2) - so its not that noticeable?
• 01:00:307 (3) - This slider seems to not be fitting circle's followpoint (just mover sliderend a bit to the right so it fits with the 2)
• 01:00:939 - Feels like this rhythm would fit better
• 01:17:044 (5) - This one is a bit off, move it a bit to the right... besides that it's such a cool gimmick :o
• 01:21:978 (2) - This circle is wrong snapped, 1/8 isnt where the sound starts, it should be on the red line imo
• 01:22:728 (2) - Move it a bit up so it can blanket correctly
• 01:23:202 (1) - Did you ever try putting this one in x:192 y:100? It would be IN this 01:22:413 (1) - slider, and would fit the shape
Also, 01:23:202 (1,2) - isnt the spacing too high? i guess there's no need on putting that high spacing
• 01:26:044 (3,2) - Fix the stack here
• 01:32:992 (3,1) - I think that you should add a bit of spacing here (until we can see the followpoint) because if not , it could be confused with a blue tick snap
• 01:39:781 (3,2) - It's not noticeable while playing, so this is a bit nazi but fix this stack .. it just triggers me xD
• 01:59:992 (3,5) - It really feels like this two should be stacked
• The last sliderarts are cool, but pretty hard comparingoto the whole map, i mean, its fucking unexpected xD i dont want people to choke there just because that


It's a super cool diff, totally different than what i expected, good luck with it :)
Topic Starter
Lavender
sadly I lost my reply draft :o
but I fixed most you mentioned, really good mod, thank you!
Kendiie
I really love this beatmap.
Why don't you rank it? <3 ;)
Cherry Blossom
Hi, M4M from my modding queue.

Normal

  1. 00:00:939 (1) - ninja spinners like this should really be avoided in lower diffs, there's not enough time to spin for a beginner, so it would be better to avoid it.
  2. 00:26:834 (1,2,3,4) - you can make this whole pattern better to play and more airy instead of making objects really close like you did. Move both 00:27:465 (2,3) - on the left to make something which looks like this

    Same for 01:17:991 (2,3) -
  3. 00:52:728 (2,3) - This is probably the only polarity issue in your map. You avoided them all previously, and it looks weird that there's a polarity issue here, You should not really leave a 3/4 gap between these objects, so you have many solutions to fix this problem, like adding a circle here 00:53:360 (3) - or using two 1/2 sliders instead of 00:52:728 (2) - .

Advanced

  1. 00:00:939 (1) - same as i said for Normal
  2. 00:36:939 (1) - It would be better if you reverse its shape (its direction will be upward and not downward as it is currently) to introduce the next pattern better.
  3. 00:55:571 (1,2,3,4) - It's not really a good rhythm choice imo because you skip one of the most important beat which is on 00:55:886 - , and when i see your other patterns, you don't really skip it, and use 1/2 sliders instead. Same goes for 01:51:149 (1,2,3,4) -
  4. 01:36:623 (3,4) - here you can make this motion more fluid if you move 01:36:939 (4) - upward. It would be more comfortable to play.

Yugu's Hyper

  1. 01:27:149 (5,1) - The distance should be a little higher to avoid confusion because the gap between them is 1/1 and if i refer to the context, there are a lot of jumps between objects. You used a 1.50x DS here 01:37:255 (5,1) - which i find fine compared to 01:27:149 (5,1) - which is lower. Better making things consistent and use a 1.50x DS between 01:27:149 (5,1) - .

Frey's Insane

  1. 01:23:676 (1,2,3) - This is the only thing i found not really natural and comfortable to play. Transitioning from a triangle to something else with a higher angle requires more aiming skills than before. It would be better and more comfortable to play if you move 01:23:834 (2) - on the right, or move 01:23:992 (3) - on the left.

Moecho's Moeri

  1. 01:01:886 (1,2) - lol, but it's unrankable.
  2. 01:21:149 - You should really make this tick played with a circle because the current stream is miscounted for not really a good reason. Same thing for 00:29:992 (1,2,3,4,1,2,3,4) -
  3. 01:43:728 (1,2,3) - This plays really slower than everything around it (because they is no 1/4 gaps), and it would be better to keep the difficulty consistent throughout this section.

Darkness

  1. 01:29:992 (1,2) - Just to improve the transition, between these objects, it would be better if you move 01:30:307 (2) - on the left to make this motion smoother and not something more "broken" according to the previous slider's shape.
  2. 02:01:808 (1) - hmm could be shaped better :
    292,4,121808,2,0,B|256:-8|220:16|216:56|220:100|264:80|300:80|308:134|280:188|232:184|204:152,1,285.000010871888,2|0,0:0|0:0,0:0:0:0:

Good Luck ~
Mir
m4m return

[General]
forgot but nothing after all

[Normal]
- 00:00:939 (1) - Too short and kinda meh cuz you have to wait for the whole intro when it sounds skippable.
- 00:48:307 (1) - NC frequency increases here but didn't before? Should just be the same no? // 01:51:465 -
- 00:53:202 - Adding a note here would make the transition to 00:53:518 (3) - a lot smoother imo.
- 02:00:781 (2) - Not really a fan of skipping 02:01:255 - when it's more noticeable than 02:01:097 - is. Maybe this instead?

[Advanced]
- 00:00:939 (1) - ^
- 00:29:992 (3) - 01:20:518 (3) - Would avoid double repeats like these, not very readable for diffs this low.
- 00:58:255 - I feel like this should be clickable since it's a lot stronger than 00:58:413 - is. // 01:48:781 -
- 01:51:149 - Check your NCing and stuff all over the diff it's kinda inconsistent I think.

[Yugu's Hyper]
- .. uh i can't mod this

[Frey's Insane]
- Only major thing is I don't get the inconsistent anti-jumps for emphasis thing you do for example 00:54:149 (4,5,6,1) - 1 is low spacing 00:55:571 (5,1) - then no 00:58:097 (4,1) - then yes and then 01:18:623 (1,4,5) - again even though it's the same intensity as 01:18:781 (2,3) - and stuff. I just don't get it.

[Moecho's Moeri]
Moecho's Extra for rankability.

- 00:26:202 (2,3,2,3) - Guaranteed misread with how conditioned you make the player to 1/2 doubles like this with the previous buildup section. I recommend differentiating this by stacking or something to make it more clear it's 1/4.
- 01:22:413 (1) - Dangerously burai. // 01:24:623 (1) - same

Interesting difficulty, can't find much wrong with it really other than subjective stuff not worth mentioning.

[Darkness]
Final Battle or something more related to an actual boss fight would be cool I guess.

- 00:21:781 - hello skystar
- 00:52:097 - This density drop is kinda lol cuz the song is just getting less intense but not much less dense in terms of actual rhythm. The map goes as far as to ignore 00:53:202 - and other such sounds when the song supports denser rhythm. Density from 01:42:623 - is more appropriate imo but could still be higher as the song supports.

That's all really.

Good luck!
Otosaka-Yu
nogugu
Frey

Cherry Blossom wrote:

Frey's Insane


  • Long time no see cutest LBHSE fellow /me touches frey's oppai hentai!!
    Cute as always :3
  1. 01:23:676 (1,2,3) - This is the only thing i found not really natural and comfortable to play. Transitioning from a triangle to something else with a higher angle requires more aiming skills than before. It would be better and more comfortable to play if you move 01:23:834 (2) - on the right, or move 01:23:992 (3) - on the left. fixed, now it's easier.

Mir wrote:

[Frey's Insane]
- Only major thing is I don't get the inconsistent anti-jumps for emphasis thing you do for example 00:54:149 (4,5,6,1) - 1 is low spacing 00:55:571 (5,1) - then no 00:58:097 (4,1) - then yes and then 01:18:623 (1,4,5) - again even though it's the same intensity as 01:18:781 (2,3) - and stuff. I just don't get it.

In my experience, we could do random or causal change among similar music phrases while the premise is that we keep the playing performance as expected. in short, it won't trick players so much, it corresponds with the diff name and it's tested. Yeah, I will play my diff when a certain part is done. so, err, yeah, I think it's rankable and safe for sure
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 31901
Countdown: 0
SampleSet: Normal
StackLeniency: 0.4
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 62202,67255
DistanceSpacing: 1
BeatDivisor: 4
GridSize: 4
TimelineZoom: 1.900002

[Metadata]
Title:Boss Rush
TitleUnicode:Boss Rush
Artist:USAO
ArtistUnicode:USAO
Creator:Lavender
Version:Frey's Insane
Source:jubeat Qubell
Tags:konami Qb Hardcore Dubstep SOUND VOLTEX IV HEAVENLY HAVEN POLICY BREAK Yugu Frey Moecho Moeri
BeatmapID:1324737
BeatmapSetID:619807

[Difficulty]
HPDrainRate:7
CircleSize:4
OverallDifficulty:7
ApproachRate:9
SliderMultiplier:1.8
SliderTickRate:0.5

[Events]
//Background and Video events
0,0,"48209501_p0.jpg",0,0
//Break Periods
2,1771,11076
2,62402,66655
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
1571,315.789473684211,4,1,0,45,1,0
11676,-100,4,1,0,70,0,0
31886,-100,4,1,0,70,0,1
52097,-100,4,1,0,70,0,0
74518,-142.857142857143,4,1,0,70,0,0
74834,-100,4,1,0,70,0,0
82413,-100,4,1,0,70,0,1
102544,-100,4,1,0,70,0,0
112413,-142.857142857143,4,1,0,70,0,0
112728,-100,4,1,0,70,0,0


[Colours]
Combo1 : 128,255,128
Combo2 : 192,192,192
Combo3 : 255,0,0
Combo4 : 255,255,128
Combo5 : 128,255,255
Combo6 : 255,128,255

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125,33,95044,5,0,0:0:0:0:
213,61,95202,1,0,0:0:0:0:
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100,160,103097,1,0,0:0:0:0:
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164,196,108307,2,0,P|196:148|240:112,1,90
120,8,108623,1,8,0:2:0:0:
56,72,108781,6,0,L|64:192,1,90
169,285,109097,2,0,L|164:196,1,90,0|8,0:0|0:2,0:0:0:0:
27,263,109413,2,0,L|32:352,1,90
260,248,109728,1,0,0:2:0:0:
252,136,109886,1,8,0:2:0:0:
164,196,110044,1,0,0:0:0:0:
348,184,110202,6,0,L|452:176,1,90
508,236,110518,1,8,0:2:0:0:
496,108,110676,1,0,0:0:0:0:
384,52,110834,2,0,P|320:84|280:84,1,90
209,85,111149,2,0,P|165:76|128:52,1,90,8|0,0:2|0:0,0:0:0:0:
74,177,111465,6,0,L|164:184,1,90
16,108,111781,1,8,0:2:0:0:
4,236,111939,1,0,0:2:0:0:
116,340,112097,2,0,P|120:252|104:228,1,90
74,177,112413,6,0,P|98:121|152:104,1,94.499997116089,0|0,0:0|2:2,0:0:0:0:
125,106,112728,6,0,P|208:120|256:120,1,90
298,264,113044,2,0,P|341:254|386:249,1,90,8|0,0:2|0:0,0:0:0:0:
200,224,113360,1,0,0:0:0:0:
214,120,113518,1,0,0:0:0:0:
312,160,113676,1,8,0:2:0:0:
298,264,113834,1,0,0:0:0:0:
186,328,113992,6,0,P|141:332|97:342,1,90,0|0,0:2|0:0,0:0:0:0:
16,180,114307,1,8,0:2:0:0:
8,316,114465,1,0,0:0:0:0:
128,256,114623,2,0,P|148:184|88:96,1,180,0|8,0:0|0:2,0:0:0:0:
16,180,115097,1,0,0:0:0:0:
128,256,115255,6,0,P|172:260|216:272,1,90
182,115,115571,2,0,P|137:110|93:98,1,90,8|0,0:2|0:0,0:0:0:0:
8,68,115886,1,0,0:0:0:0:
176,24,116044,1,0,0:0:0:0:
256,64,116202,1,8,0:2:0:0:
182,115,116360,1,0,0:0:0:0:
256,244,116518,5,0,0:0:0:0:
330,115,116676,1,0,0:0:0:0:
420,104,116834,2,0,L|512:92,1,90,8|0,0:2|0:0,0:0:0:0:
364,32,117149,1,0,0:0:0:0:
240,16,117307,1,0,0:0:0:0:
224,140,117465,1,8,0:2:0:0:
348,156,117623,1,0,0:0:0:0:
420,104,117781,5,0,0:0:0:0:
420,104,117939,1,0,0:0:0:0:
436,228,118097,1,8,0:2:0:0:
436,228,118255,1,0,0:0:0:0:
312,244,118413,2,0,P|240:232|200:232,1,90
296,120,118728,1,8,0:2:0:0:
436,228,118886,1,0,0:0:0:0:
491,160,119044,6,0,P|507:117|504:73,1,90
324,157,119360,2,0,P|308:199|311:243,1,90,8|0,0:2|0:0,0:0:0:0:
384,88,119676,1,0,0:0:0:0:
296,72,119834,1,0,0:0:0:0:
232,140,119992,2,0,L|144:156,1,90,8|0,0:2|0:0,0:0:0:0:
88,312,120307,6,0,P|24:288|-8:288,1,90
52,136,120623,1,8,0:2:0:0:
116,68,120781,1,0,0:0:0:0:
143,156,120939,6,0,L|128:232,1,45
208,88,121097,2,0,L|199:43,1,45
304,88,121255,2,0,L|312:43,1,45,8|0,0:2|0:0,0:0:0:0:
369,156,121413,2,0,L|384:232,1,45
256,292,121571,6,0,P|208:292|148:312,1,90,0|0,0:0|2:0,0:0:0:0:
148,288,121807,2,0,P|148:240|128:180,1,90,0|0,0:0|2:0,0:0:0:0:
152,180,122044,2,0,P|200:180|260:160,1,90,0|0,0:0|2:0,0:0:0:0:
260,184,122280,2,0,P|260:232|280:292,1,90,0|0,0:0|2:0,0:0:0:0:
280,296,122518,1,0,0:0:0:0:
456,208,122676,1,0,0:0:0:0:
456,208,122755,1,0,0:0:0:0:


Thanks for your mod! :)
Strategas
is this even ready lol, eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee diff exists and moecho has stuff like 01:02:044 (2) - so.................
Yugu
Topic Starter
Lavender

Strategas wrote:

is this even ready lol, eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee diff exists and moecho has stuff like 01:02:044 (2) - so.................
sorry I mean normal mod but not qualify req, if you only do qualify checks for now, just ignore me pls
I hope I could still ask for sth when it's ready though
Autumn
papapapapapapa
Strategas
k, just remind me when it's ready then
Topic Starter
Lavender

Cherry Blossom wrote:

Hi, M4M from my modding queue.

Normal

  1. 00:00:939 (1) - ninja spinners like this should really be avoided in lower diffs, there's not enough time to spin for a beginner, so it would be better to avoid it.
  2. 00:26:834 (1,2,3,4) - you can make this whole pattern better to play and more airy instead of making objects really close like you did. Move both 00:27:465 (2,3) - on the left to make something which looks like this

    Same for 01:17:991 (2,3) -
  3. 00:52:728 (2,3) - This is probably the only polarity issue in your map. You avoided them all previously, and it looks weird that there's a polarity issue here, You should not really leave a 3/4 gap between these objects, so you have many solutions to fix this problem, like adding a circle here 00:53:360 (3) - or using two 1/2 sliders instead of 00:52:728 (2) - . ur write, added a circle

Advanced

  1. 00:00:939 (1) - same as i said for Normal
  2. 00:36:939 (1) - It would be better if you reverse its shape (its direction will be upward and not downward as it is currently) to introduce the next pattern better.
  3. 00:55:571 (1,2,3,4) - It's not really a good rhythm choice imo because you skip one of the most important beat which is on 00:55:886 - , and when i see your other patterns, you don't really skip it, and use 1/2 sliders instead. Same goes for 01:51:149 (1,2,3,4) - I think it's fine, I changed other patterns
  4. 01:36:623 (3,4) - here you can make this motion more fluid if you move 01:36:939 (4) - upward. It would be more comfortable to play.

Darkness

  1. 01:29:992 (1,2) - Just to improve the transition, between these objects, it would be better if you move 01:30:307 (2) - on the left to make this motion smoother and not something more "broken" according to the previous slider's shape. I think this one is fine though, will gather more opinions about this
  2. 02:01:808 (1) - hmm could be shaped better : Thanks but original one is better imo
    292,4,121808,2,0,B|256:-8|220:16|216:56|220:100|264:80|300:80|308:134|280:188|232:184|204:152,1,285.000010871888,2|0,0:0|0:0,0:0:0:0:

Good Luck ~

Mir wrote:

m4m return

[General]
forgot but nothing after all

[Normal]
- 00:00:939 (1) - Too short and kinda meh cuz you have to wait for the whole intro when it sounds skippable. don't know what you mean but i think starting here is fine
- 00:48:307 (1) - NC frequency increases here but didn't before? Should just be the same no? // 01:51:465 - Fixed
- 00:53:202 - Adding a note here would make the transition to 00:53:518 (3) - a lot smoother imo. I mainly focus on drums here, will collect more opinions about this
- 02:00:781 (2) - Not really a fan of skipping 02:01:255 - when it's more noticeable than 02:01:097 - is. Maybe this instead? Considering this is the lowest difficulty, I'd like to keep rhythm as simple as possible

[Advanced]
- 00:00:939 (1) - ^ as abovea
- 00:29:992 (3) - 01:20:518 (3) - Would avoid double repeats like these, not very readable for diffs this low. i don't think so, players would choke here once at most, they could read it after
- 00:58:255 - I feel like this should be clickable since it's a lot stronger than 00:58:413 - is. // 01:48:781 - You are right but it's hard to rearrange items and current stuff plays good though
- 01:51:149 - Check your NCing and stuff all over the diff it's kinda inconsistent I think. k fixed

[Darkness]
Final Battle or something more related to an actual boss fight would be cool I guess. You could hear Darkness in lyrics

- 00:21:781 - hello skystar hello RLC multi
- 00:52:097 - This density drop is kinda lol cuz the song is just getting less intense but not much less dense in terms of actual rhythm. The map goes as far as to ignore 00:53:202 - and other such sounds when the song supports denser rhythm. Density from 01:42:623 - is more appropriate imo but could still be higher as the song supports. it's fine imo

That's all really.

Good luck!

Thank you for your modding!

@Yugu: I changed some patterns in your diff, espically ending.

God bless Moecho.
Yugu

Lavender wrote:

@Yugu: I changed some patterns in your diff, espically ending. WOW thanks very much!!

God bless Moecho. hope moecho can get better soon :(
z1085684963
Darkness
00:54:939 (2) - 不g一下吗
Moecho's Moeri
00:26:755 (3) - 真心觉得这个3还不如和后面有弧度的连接上好,也不影响美观
00:40:413 (2) - 为啥突然不一样。?
00:34:097 (1) - 像这种地方1/2比较好
00:51:465 (1,2) - ^
01:17:281 (2) - 和后面的1考得近一点吧
01:41:360 (1,1,1,1,1) - 不太美观,建议花瓣
Frey's Insane
00:49:571 (1,2,3,4) - 有点丑啊,没别的办法了吗
Yugu's Hyper
00:41:992 (1) - 突如其来的哨子,为铺面增添了一丝奇妙的色彩
01:01:571 (3) - 分成俩啊
01:40:097 (1) - 分成俩啊

鱼骨这个有点乱啊,推荐你小弧度滑条大法
Yonaka-
I'm not the best Modder so eh sowwy if my mod is shit ><


  • Darkness

  1. 00:05:044 (1,2) - uhh it's kinda inconsistent with 00:03:781 (8,9,1) - and is kinda weird that u dont click on white ticks lol i think it would be better if u made 2 1/2 notes and a slider like before and stack them like u did before that would make it more consistent and wouldn't feel that awkward
  2. 00:10:571 (2,1) - Same here
  3. 00:15:465 (1) - uh might be better to make both sounds clickable cuz they are really noticable
  4. 01:32:834 (2,2,3,3) - if u want u could put sum cool hitsound at every second white tick that would make the map moar amazing i think ; 3;
  5. 01:40:413 (5) - maybe emphasize that sound a bit more? with a smol stream jump or idk
  6. 02:01:571 (1,2,3,4) - LOL WHAT THE FOK THIS IS AMAZING HAHA

    Moecho's Moeri
  7. 00:33:623 (3) - uhh the pattern is cool af but maybe change that slider to a circle? cuz it's not a wub sound (or at least much quiter and coverd by that kicksound lul) like the slider before so it might make sense to map it differently too?
  8. 00:36:149 (3) - ^
  9. 00:38:676 (3) - ^
  10. 00:43:728 (3) - ^
  11. 01:01:886 (1) - LOL why there fokin circle in a slider HAHAHA (is this real or am i drunk or on drugs or idk lol) https://osu.ppy.sh/ss/8956522

    That mapset is sick af lol

    btw Moecho's Moeri and Yugu's Hyper have no Combo Colour's lol
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