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kensuke ushio - lit(var)

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Topic Starter
Monstrata
This beatmap was submitted using in-game submission on August 31, 2017 at 7:06:07 PM

Artist: kensuke ushio
Title: lit(var)
Source: 聲の形
Tags: koe no katachi shoko nishimiya shoya ishida shouko shouya the shape of voice piano ost soundtrack ending theme light original sound track lit extended full version
BPM: 70
Filesize: 18603kb
Play Time: 02:03
Difficulties Available:
  1. hard (2.48 stars, 187 notes)
  2. normal (1.8 stars, 123 notes)
  3. uplift (2.73 stars, 182 notes)
Download: kensuke ushio - lit(var)
Information: Scores/Beatmap Listing
---------------
A brilliant movie about redemption.

Object placement begins only at the bottom of the screen to emulate Ishida's hesitance in interacting and connecting with people around him. As a result, he only looks down at the ground, and the map begins at the bottom of the screen.

The sliders only move upward, an attempt to climb upward and move forward, but the flow of the map continues to push the player back down.

As the song progresses, especially entering the more upbeat chorus, the map uses more and more of the screen to emulate Ishida opening up to the world around him. Sliders become faster, flows push down harder and sharper, but the player continues to fight their way back up and push forward (or upward in this case!).
Haruto
First.
JierYagtama
hoyyllll thank you for mapping this really.
_Meep_
the slider that doesnt appear














just like my future
wonjae
good movie
clayton
honestly, I thought some of your other gimmicky (is this the word to describe them?) maps were a bit cheesy.

this one blew away my expectations--- it's amazing how much impact these simple ideas can have while playing, especially when you've already been hit with the impact from the story. the contrast between the beginning of the map and the chorus is really unlike any other map I've seen; the feeling you get when playing the transition into it is so awesome that I'm really not sure how to describe it.

thanks for creating the extraordinary. osu! needs more of it!

good luck on finishing the set! if you're going for rank, feel free to ask me for a mod whenever~

I think hitsounding would make this even better :^)
Mush246
Thank you for mapping this Monstrata!


Are you planning on making ]harder difficulties?
Quetzalcoatl
I enjoy this map even more after watching the movie. Just as beautiful as this map. :^) There are really not enough words to describe it, go watch the movie.
ZpandExX
love this map. the piece is so beautiful. just a thought, maybe you could have the hit sound volume start slow and gradually crescendo to signify how ishida opens himself up and starts hearing others around him.
Fursum
pls dont abandon this set
Baboon
I think for a 2.72* map ar9 is a bit over the top but I like the song so it's all okay
esper115
i love how as the song pitch got louder the circles on the screen got higher

ps... i think you should make the whole map higher on the editor menu for the last note
-Touka-
Got goosebumps at the high part, a masterful conveying of the film through an osu! map.
Topic Starter
Monstrata
Time to keysound, fun :D
Shad0w1and
bg soon also 2kd
[uplift]
00:12:189 (3,2) - blanket maybe
01:04:603 (2,3) - 1 pixel error
01:12:497 (2,3,1) - if you look at the head of 231, they do not have the same spacing. maybe 01:14:708 (2,1) - stack properly?
01:17:559 (1,2) - blanket better?
01:25:157 (1,2) - 1 pixel
01:27:041 - unsnapped section, maybe you deleted a green line by accident
01:40:315 (1,2) - 2 pixel
02:00:382 - on 1/6 snapping, add a note might help fill that beat
[hard]
01:27:041 - unsnapped section
01:49:716 (1,2) - blanket
01:54:503 (3,1) - 2 pixel
02:03:422 (2) - nc prob
01:13:129 (1,1) - it looks like a nc spam... better even follow the downbeat nc pattern since 01:09:971 -
01:55:506 (1) - care your unsnapped sliderend

also you might take care because your green lines have different sample sets than red lines
Regou
M4M!!

Uplift
Looks really cool using upward-only sliders!!
AR8 maybe? it's much more comfortable to play with imo (same for Hard)

  1. 00:01:903 (3,1) - this jump maybe a little bit too big and looks like a forced blanket. Looking at the latter part with similar rhythm (01:51:628 (3,1) -) the spacing is much smaller there. I understand the music is louder at the beginning but putting such a huge jump feels like overkill to players ;w;

    Same for 00:04:474 (3,1) - , 00:12:189 (3,1) - is better imo mainly because of smoother flow
  2. 00:37:046 (2,3,1) - reduce the spacing here so that the jump at 00:40:474 (2,1) - would stands out more? for now the latter jump doesn't feel good enough to emphasize the high pitch :3
  3. 00:38:760 (1) - overlap it under the tail of 00:37:046 (2) - ?
  4. 00:53:550 (2) - maybe move it a little bit nearer to (3) now the visual spacing between (2),(3) and (1) is uneven
  5. 00:57:340 (2,3) - may slightly increase spacing to maintain consistency with the former part 00:45:340 (1,2) - mainly because the music doesn't seem to support a decrease in spacing here imo
  6. 01:27:041 - unsnapped section
  7. 01:45:979 (1) - this really should be the note located at the top according to your idea lol instead of being placed below 01:44:736 (5,6) -
    but the player continues to fight their way back up and push forward
Hard
it's a torture to mod a map with Normal sampleset in 100% volume hahahaha
same with uplift, AR9 seems pretty unnecessary, i would even recommend AR7.5 on this one

  1. 01:01:445 (3,1) - 01:03:340 (2,1) - removing jumps at these two patterns doesn't make so much sense to me as the melody didn't change much so I don't see a point to break consistency here ;w;
  2. 01:27:041 - same as Uplift, unsnapped section
  3. 01:42:210 (1,2,3,1,2,3,1) - would be nice if you can actually create a upward movement just like what you did in Uplift diff, but idk whether it's possible /w\...
Normal
  1. 00:51:024 (2,3) - You might want to spin this by 10° so that 00:51:655 (3) - is still pointing upward
  2. 01:41:894 (4) - x:166 y:163 looks better imo
  3. 01:55:506 (1) - the tail isn't snapped properly i think?
sorry for terrible mod(i didn't mod for a long time) and good luck!!
blobdash
Hello, do you need a video? I've got the Koe No Katachi Blu-Ray so I could encode the last scene if you'd like. (though I think it's not really "spoiler free" so just PM me if you want)
Euny

thanks for check my map monmon there is few of suggestions from me. i enjoyed your nice hitsound ^^.


  • General
  1. same happen in my seventeen map. i know osu will add AudioLeadIn automatic when this map ranked. but if you have extra time, its fine to put by yourself with what secs you want.
  • Normal
  1. i wrote about make same new combo with hard diff. there is nothing special for write about this diff in my opinion. mm if i can say something, 02:00:548 (1,1) - they are too hard to play for newest players maybe..? if i were you i'll put spinner instead of those 2 notes. but its fine to keep current one. since this diff is not easy diff.
  • Hard
  1. 00:25:903 (2) - new combo for make same as your other diffs? or remove normal difficulty one.
  2. 00:36:189 (2) - ^yay same
  3. 00:47:866 (3) - new combo for make same as other parts? or maybe dont need uptoyuuuu.
  4. 00:56:550 (2) - this one become bit close with 00:55:761 (2) - 's afterimage because of stacking. dam my english is not enough for explain this. maybe better to put some link for show you. >> https://osu.ppy.sh/ss/8927600 basically, just move a bit right side or down grid for separation lol
  • uplift
  1. 00:23:331 (1,1,2,3,4) - will be better to put some greenlines on their tail for less volume around 5%. its bit annoying but will improve your nice hitsound more and more. there is silent part you know. so we can listen well those slider end parts and i feels bit pity for it. if you agree with my suggestion, could you put some greenlines on other diffs also? will be perfect sounds for yuuuur map!
  2. 00:33:617 (1,1,2,3,1) - ^same as above.
  3. 01:13:129 (1) - this one feels too close from previous object. it feels bit weird while i play this part. since you kept over 1.5 distance for other similar parts. was so fit for music but this one only too close.
  4. 01:25:157 (1,2) - perfect stack will help for reading while play.
  5. 01:40:315 (1,2) - same as above
Topic Starter
Monstrata

Shad0w1and wrote:

bg soon also 2kd
[uplift]
00:12:189 (3,2) - blanket maybe prefer the current design cuz it creates a nice circular negative space
01:04:603 (2,3) - 1 pixel error
01:12:497 (2,3,1) - if you look at the head of 231, they do not have the same spacing. maybe 01:14:708 (2,1) - stack properly?
01:17:559 (1,2) - blanket better?
01:25:157 (1,2) - 1 pixel
01:27:041 - unsnapped section, maybe you deleted a green line by accident
01:40:315 (1,2) - 2 pixel
02:00:382 - on 1/6 snapping, add a note might help fill that beat better not to imo, cuz its not musically predictable
[hard]
01:27:041 - unsnapped section
01:49:716 (1,2) - blanket
01:54:503 (3,1) - 2 pixel
02:03:422 (2) - nc prob
01:13:129 (1,1) - it looks like a nc spam... better even follow the downbeat nc pattern since 01:09:971 -
01:55:506 (1) - care your unsnapped sliderend

also you might take care because your green lines have different sample sets than red lines

Regou wrote:

M4M!!

Uplift
Looks really cool using upward-only sliders!!
AR8 maybe? it's much more comfortable to play with imo (same for Hard)

  1. 00:01:903 (3,1) - this jump maybe a little bit too big and looks like a forced blanket. Looking at the latter part with similar rhythm (01:51:628 (3,1) -) the spacing is much smaller there. I understand the music is louder at the beginning but putting such a huge jump feels like overkill to players ;w; Kept the last two, but made the first one easier to introduce the players to the rhythm concept

    Same for 00:04:474 (3,1) - , 00:12:189 (3,1) - is better imo mainly because of smoother flow
  2. 00:37:046 (2,3,1) - reduce the spacing here so that the jump at 00:40:474 (2,1) - would stands out more? for now the latter jump doesn't feel good enough to emphasize the high pitch :3
  3. 00:38:760 (1) - overlap it under the tail of 00:37:046 (2) - ? I think now is fine too.
  4. 00:53:550 (2) - maybe move it a little bit nearer to (3) now the visual spacing between (2),(3) and (1) is uneven I think the spacing of the head is fine so i wont worry about the tail.
  5. 00:57:340 (2,3) - may slightly increase spacing to maintain consistency with the former part 00:45:340 (1,2) - mainly because the music doesn't seem to support a decrease in spacing here imo I think the current spacing fits the music pretty well too xP
  6. 01:27:041 - unsnapped section
  7. 01:45:979 (1) - this really should be the note located at the top according to your idea lol instead of being placed below 01:44:736 (5,6) -
    but the player continues to fight their way back up and push forward
Hard
it's a torture to mod a map with Normal sampleset in 100% volume hahahaha
same with uplift, AR9 seems pretty unnecessary, i would even recommend AR7.5 on this one

  1. 01:01:445 (3,1) - 01:03:340 (2,1) - removing jumps at these two patterns doesn't make so much sense to me as the melody didn't change much so I don't see a point to break consistency here ;w;
  2. 01:27:041 - same as Uplift, unsnapped section
  3. 01:42:210 (1,2,3,1,2,3,1) - would be nice if you can actually create a upward movement just like what you did in Uplift diff, but idk whether it's possible /w\...
Normal
  1. 00:51:024 (2,3) - You might want to spin this by 10° so that 00:51:655 (3) - is still pointing upward too hard to implement, and I think the current slider shape is fine
  2. 01:41:894 (4) - x:166 y:163 looks better imo current looks just fine so i'll keep
  3. 01:55:506 (1) - the tail isn't snapped properly i think?
sorry for terrible mod(i didn't mod for a long time) and good luck!!

Euny wrote:


thanks for check my map monmon there is few of suggestions from me. i enjoyed your nice hitsound ^^.


  • General
  1. same happen in my seventeen map. i know osu will add AudioLeadIn automatic when this map ranked. but if you have extra time, its fine to put by yourself with what secs you want.
  • Normal
  1. i wrote about make same new combo with hard diff. there is nothing special for write about this diff in my opinion. mm if i can say something, 02:00:548 (1,1) - they are too hard to play for newest players maybe..? if i were you i'll put spinner instead of those 2 notes. but its fine to keep current one. since this diff is not easy diff.
  • Hard
  1. 00:25:903 (2) - new combo for make same as your other diffs? or remove normal difficulty one.
  2. 00:36:189 (2) - ^yay same
  3. 00:47:866 (3) - new combo for make same as other parts? or maybe dont need uptoyuuuu. changed some other nc's instead
  4. 00:56:550 (2) - this one become bit close with 00:55:761 (2) - 's afterimage because of stacking. dam my english is not enough for explain this. maybe better to put some link for show you. >> https://osu.ppy.sh/ss/8927600 basically, just move a bit right side or down grid for separation lol
  • uplift
  1. 00:23:331 (1,1,2,3,4) - will be better to put some greenlines on their tail for less volume around 5%. its bit annoying but will improve your nice hitsound more and more. there is silent part you know. so we can listen well those slider end parts and i feels bit pity for it. if you agree with my suggestion, could you put some greenlines on other diffs also? will be perfect sounds for yuuuur map!
  2. 00:33:617 (1,1,2,3,1) - ^same as above.
  3. 01:13:129 (1) - this one feels too close from previous object. it feels bit weird while i play this part. since you kept over 1.5 distance for other similar parts. was so fit for music but this one only too close.
  4. 01:25:157 (1,2) - perfect stack will help for reading while play.
  5. 01:40:315 (1,2) - same as above
thanks for the mods!! no reply = fixed
ZekeyHache
dis song is lit

[General]
  1. What about using lowercase letters to begin Normal and Hard? It would be more coherent since the highest diff is named that way, and I guess you must have a reason for it because you are... you.
[Normal]
  1. 00:36:189 (1) - Here you're reflecting the previous slider; however, I believe you should not use symmetry here because this slider ends with a strong sound while the other ends silent, so I do not think this represents the music accurately. Well, to be more clear, I'm not against the symmetry itself, but to the fact that the slider is being reflected like representing the same value in the music when it is not. My suggestion is just to avoid these sliders to share the same shape; if you want symmetry, you could go for other kind of symmetry that doesn't involve having the same shape for both sliders, like this or whatever other thing that can come up to your mind, you know.
  2. 00:52:603 (5,1) - This blanket can be improved.
  3. 01:19:164 (4,1) - 01:26:726 (4,1) - I like the way these patterns represent the music. There is a circle below, then a slider above, which makes sense with the fact that the sound in the circle is lower than the one where the slider begins, hence why I like the circle below and the slider above. However, there are other places where you can apply this as well, which are 01:34:315 (4,1) - and 01:41:894 (4,1) - . Just to be clear on my point, I pointed out those places because the circle is above the height where the slider begins.
  4. 01:50:397 - This green line appears to be unsnapped.
  5. 01:49:716 (1) - I do not know if you care, but the accuracy meter thing below overlaps with a notable chunk of this slider (in-game).
  6. 01:54:503 (2,1) - Why are you using such big jump here? We are not even supposed to use them at this level
[Hard]
  1. 00:31:046 (1) - At least move it a tiny bit up so it doesn't overlap that much with the accuracy meter thing? I just find it a bit annoying but whatever.
  2. 00:38:331 (3) - Please use some kind of jump to represent the intensity here.
  3. 01:57:519 (3) - Should not you be using new combo due to such slider velocity change?
[uplift]
  1. 00:07:903 (1) - You know what I think of this. Well, last time I mention such thing, you got other many and I do not know if you wish to improve on that matter.
boi the lyrics made me cry
Nice, I like that you described your concept in the map description so everyone understands it. People must know what this piece of art is about.
I like this, feel free to poke me for a bub when you're ready for it if u want~
Topic Starter
Monstrata

ezek wrote:

dis song is lit

[General]
  1. What about using lowercase letters to begin Normal and Hard? It would be more coherent since the highest diff is named that way, and I guess you must have a reason for it because you are... you yea. idk why it keeps changing my diffs to uppercase -___.
[Normal]
  1. 00:36:189 (1) - Here you're reflecting the previous slider; however, I believe you should not use symmetry here because this slider ends with a strong sound while the other ends silent, so I do not think this represents the music accurately. Well, to be more clear, I'm not against the symmetry itself, but to the fact that the slider is being reflected like representing the same value in the music when it is not. My suggestion is just to avoid these sliders to share the same shape; if you want symmetry, you could go for other kind of symmetry that doesn't involve having the same shape for both sliders, like this or whatever other thing that can come up to your mind, you know. Made the second slider linear instead.
  2. 00:52:603 (5,1) - This blanket can be improved. yea
  3. 01:19:164 (4,1) - 01:26:726 (4,1) - I like the way these patterns represent the music. There is a circle below, then a slider above, which makes sense with the fact that the sound in the circle is lower than the one where the slider begins, hence why I like the circle below and the slider above. However, there are other places where you can apply this as well, which are 01:34:315 (4,1) - and 01:41:894 (4,1) - . Just to be clear on my point, I pointed out those places because the circle is above the height where the slider begins. I didn't really consider it that much for Normal. It's too hard to implement while still maintaining a good use of the screen and a variance of patterns so I'd prefer not to follow this too closely
  4. 01:50:397 - This green line appears to be unsnapped. It's snapped D:
  5. 01:49:716 (1) - I do not know if you care, but the accuracy meter thing below overlaps with a notable chunk of this slider (in-game). Eh,
    I don't care about accuracy meter, especially since its disabled by default. Also on a song like this with variable bpm, the acc meter is quite useless anyways xP
  6. 01:54:503 (2,1) - Why are you using such big jump here? We are not even supposed to use them at this level Idk what happened here LOL
[Hard]
  1. 00:31:046 (1) - At least move it a tiny bit up so it doesn't overlap that much with the accuracy meter thing? I just find it a bit annoying but whatever. Really want this at that location since it's the lowest point on the screen.
  2. 00:38:331 (3) - Please use some kind of jump to represent the intensity here. I don't think this deserves a jump. It's not intense
  3. 01:57:519 (3) - Should not you be using new combo due to such slider velocity change? Nah, It's still part of the same measure. There is no SV change, it's actually a BPM change
[uplift]
  1. 00:07:903 (1) - You know what I think of this. Well, last time I mention such thing, you got other many and I do not know if you wish to improve on that matter.Same as Hard D:
boi the lyrics made me cry
Nice, I like that you described your concept in the map description so everyone understands it. People must know what this piece of art is about.
I like this, feel free to poke me for a bub when you're ready for it if u want~
Thanks ezek <3.
Topic Starter
Monstrata
Metadata:



ZekeyHache
normal
01:50:392 - This line is really unsnapped, I even confirmed with modding assistant, it should be at 01:50:397 -

edit:
got fixed, bub below
ZekeyHache
~Bubbled~
Smokeman
I care about this song and it's maps so here is something:

02:00:548 (1) - the hitsound on this abruptly stops before hitting the end of the slider/the note in the song finished ringing. If you cant have them longer than what they are now then you could atleast have them fade out so they dont cut out like that. Really kills the immersion for me.
00:20:760 (1) - 00:31:046 (1) - these aswell

(01:49:716 (1) - 01:52:603 (1) - ) 01:55:506 (1) - the notes on this abruptly ends and leaves me somewhat cold here 01:56:948 - since the warm tone of 01:55:506 (1) - disapears

01:25:157 - there is a kick here. You could add a silent kick-hitsound if you gonna map every sound in the song somehow. (this but silence it https://puu.sh/xlMIF/393e23e243.wav)
01:45:979 (1) - let this touch the edge of the playfield to show that he has reached the peak!

You should also add a soft-hitnormal so you dont have to rely on the hitnormal of every skin to make sense. (imo the default is fine https://puu.sh/xlMDv/315246aed9.wav). My skin has a stupid hitnormal :gun:

Did you have someone check your timing?
I mapped the same song and we differ in the last part (had Bonsai check it for me)
Some of the offsets sound off aswell, this one especialy 01:15:699 - its ~45ms different from mine 01:15:655 - and our first timing point only differs by ~10ms


other than that its pretty... lit
Topic Starter
Monstrata

Smokeman wrote:

I care about this song and it's maps so here is something:

02:00:548 (1) - the hitsound on this abruptly stops before hitting the end of the slider/the note in the song finished ringing. If you cant have them longer than what they are now then you could atleast have them fade out so they dont cut out like that. Really kills the immersion for me. Can't without causing the sound to start distorting. I already stretched them as far as they could... the original .wav was only 1 second long.
00:20:760 (1) - 00:31:046 (1) - these aswell Mmm I think theyre fine. This song has some other instruments, especially in the 95 bpm section so playing hitsound-only isn't going to give the song its full impact to begin with.

(01:49:716 (1) - 01:52:603 (1) - ) 01:55:506 (1) - the notes on this abruptly ends and leaves me somewhat cold here 01:56:948 - since the warm tone of 01:55:506 (1) - disapears ^

01:25:157 - there is a kick here. You could add a silent kick-hitsound if you gonna map every sound in the song somehow. (this but silence it https://puu.sh/xlMIF/393e23e243.wav) Nah, I don't really want to introduce kick hitsounds and stuff xP. keep the hitsounds simple
01:45:979 (1) - let this touch the edge of the playfield to show that he has reached the peak! It's fine as is, and my pattern doesn't support that xP/

You should also add a soft-hitnormal so you dont have to rely on the hitnormal of every skin to make sense. (imo the default is fine https://puu.sh/xlMDv/315246aed9.wav). My skin has a stupid hitnormal :gun: Eh i guess that's your own fault, I don't want to have to add what 60 different soft-hitnormals just for people who choose not to use the default skin xP.

Did you have someone check your timing?
I mapped the same song and we differ in the last part (had Bonsai check it for me)
Some of the offsets sound off aswell, this one especialy 01:15:699 - its ~45ms different from mine 01:15:655 - and our first timing point only differs by ~10ms


other than that its pretty... lit
I timed mine through mp3 wavelengths so if yours is different, Bonsai probably timed to a different note. If you notice, the left/right hand piano offsets are slightly off at certain sections (like 15ms). 02:00:548 - Is a good example of a huge shift in offset depending on what you follow.


Thanks for checking tho!
Natsu
top

  1. 00:57:655 (3,1) - I almost cry with this blanket, tbh I never expected this from a monstratita's map
  2. 00:57:655 (3,1) - stack is off I'm just writing this so my mod looks longer.
  3. 02:00:548 (1) - the slider tick almost R my ears, reduce its volume pls
  4. 02:03:422 (1) - SAME
Hard

  1. 02:00:548 (1) - same as the top diff
  2. 02:03:422 (1) - same I'm just writing this so my mod looks even longer.
normal

  1. 01:49:716 (1) - can you change the rhythm here? idk maybe 2 circles, because the slider tick (because of the redline) looks really troll there also sounds so bad

:|
Topic Starter
Monstrata

Natsu wrote:

top

  1. 00:57:655 (3,1) - I almost cry with this blanket, tbh I never expected this from a monstratita's map I tried. the pattern just isn't really a blanket pattern. its hard to blanket a slider anyways, since this isn't just blanketting the head.
  2. 00:57:655 (3,1) - stack is off I'm just writing this so my mod looks longer.
  3. 02:00:548 (1) - the slider tick almost R my ears, reduce its volume pls
  4. 02:03:422 (1) - SAME
Hard

  1. 02:00:548 (1) - same as the top diff
  2. 02:03:422 (1) - same I'm just writing this so my mod looks even longer.
normal

  1. 01:49:716 (1) - can you change the rhythm here? idk maybe 2 circles, because the slider tick (because of the redline) looks really troll there also sounds so bad

:|
Everything else fixed ^^
Natsu
anime
Topic Starter
Monstrata
disgusting pp anime jumps
IamKwaN
Topic Starter
Monstrata
He prefers just to use his romanized name from his personal site/social network so I went with that.

http://www.agraph.jp/discography/
https://twitter.com/agraph
https://soundcloud.com/agraph
Doyak
Yeah, I guess we can stick to the current one as the artist seems to prefer his romanised name for the artist name.
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