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3 Nen E Gumi Utatan (Nagisa & Kayano & Karuma & Isogai & Mae

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Topic Starter
mindmaster107
This beatmap information post was broken on Saturday, June 10, 2017 at 6:17:53 PM

Artist: 3-nen E-Gumi Utatan
Title: Seishun Satsubatsuron
Source: Assasination Classroom Season 1
Tags: Savage Youth Theory
BPM: 146
Filesize: 9148kb
Play Time: 01:15
Difficulties Available:
  1. Normal (5.18 stars, 278 notes)
  2. Somehow I broke this. Go to the beatmap information page for better view.
Download: 3-nen E-Gumi Utatan - Seishun Satsubatsuron
Information: Scores/Beatmap Listing
---------------
I may have bitten off too much as a new mapper. The map is fun but too messy to get ranked.
I'm receiving mods in the goal of ranked, but mainly to improve mapping lower difficulties.

If someone can GD a better version of Hard, I would hug you to world beyond.

I will remap Savage eventually, so please mod insane instead :)
Nostalgic
yo

  1. 00:05:681 (1,1,1) - 00:12:256 (1,1,1,1) - same sv, unnecessary nc
  2. 00:11:229 (5,6) - for better flow. 00:12:051 (5,6) - likewise
  3. 00:17:907 (5) - The switch from vocal to drum doesn't seem natural. It looks and plays like u overmapped the drum. Consider using slider 00:17:804 (4,5) to represent vocal?
  4. slow sv should start here: 00:22:941
  5. this break feels kinda awkward: 00:30:955
  6. 00:34:037 // 00:35:681 // 00:35:886 not sure why u choose not to map them (filler-rhythm) even though you follow the vocal
  7. 00:36:914 (3) - add finish
  8. 00:45:750 (1,2,3,4,5,6,7,8,9,10) - wow is this a HanzeRHWfanzhen collab?
  9. 00:53:455 (1) - map the instrument... a vocal-oriented song doesn't necessarily mean it's a vocal-exclusive map
  10. 01:03:010 (4,1,2,3,4,5) - a lot sound here yes... but a stream is not ideal for the rhythm
  11. 01:06:708 (2,3,4,5) - well i think this one is okay, except 01:06:503 (1,2) - avoidable overlap
  12. 01:23:352 (1,1,1,1) - 01:35:270 (1,1,1) - nc spam
  13. the song is pretty much a repetition of the first section and i m running out of time so gonna stop here. I guess the main issue here is the rhythm choice. A map that only filled with vocals feels empty and monotonous. This video pretty much sums up how you can improve this map tho u have prolly watched already. Also, not sure if you have already played monstrata's new map (amazing break) (well may not be his latest ranked mapset but it's new to me at the very least). With similar bpm and way of mapping you may take it as a reference/inspiration.

gl :)
Topic Starter
mindmaster107

Nostalgic wrote:

yo

  1. 00:05:681 (1,1,1) - 00:12:256 (1,1,1,1) - same sv, unnecessary nc I acknowledge the NC spam. I am fixing it.
  2. 00:11:229 (5,6) - for better flow. 00:12:051 (5,6) - likewise I was going for bad flow here, so I don't see how this is a problem.
  3. 00:17:907 (5) - The switch from vocal to drum doesn't seem natural. It looks and plays like u overmapped the drum. Consider using slider 00:17:804 (4,5) to represent vocal? I remapped that part. I agree with over/undermapping the song.
  4. slow sv should start here: 00:22:941 Yup
  5. this break feels kinda awkward: 00:30:955 I want a break to lead into the very slow section.
  6. 00:34:037 // 00:35:681 // 00:35:886 not sure why u choose not to map them (filler-rhythm) even though you follow the vocal I decided to undermap to show off the map's very calm middle. The rhythm is slow enough to read from AR, so I think im covered.
  7. 00:36:914 (3) - add finish I am not aiming for ranked, and hitsounding is one of the reasons I am not aiming for ranked
  8. 00:45:750 (1,2,3,4,5,6,7,8,9,10) - wow is this a HanzeRHWfanzhen collab? I think I introduced this concept well enough? Players can read it like 00:11:023 (3,4,5,6) which I have introduced at the beginning.
  9. 00:53:455 (1) - map the instrument... a vocal-oriented song doesn't necessarily mean it's a vocal-exclusive map For this section I agree, since it is in the kiai.
  10. 01:03:010 (4,1,2,3,4,5) - a lot sound here yes... but a stream is not ideal for the rhythm I put the stream in an awkward position, and spacing to compensate. I am bang out of luck to describe repeated 1/4 vocals. Repeating sliders don't capture active rhythm, and it is relatively calm compared to the slider spam.
  11. 01:06:708 (2,3,4,5) - well i think this one is okay, except 01:06:503 (1,2) - avoidable overlap I guess? I fixed it, no harm done.
  12. 01:23:352 (1,1,1,1) - 01:35:270 (1,1,1) - nc spam Yup
  13. the song is pretty much a repetition of the first section and i m running out of time so gonna stop here. I guess the main issue here is the rhythm choice. A map that only filled with vocals feels empty and monotonous. This video pretty much sums up how you can improve this map tho u have prolly watched already. Also, not sure if you have already played monstrata's new map (amazing break) (well may not be his latest ranked mapset but it's new to me at the very least). With similar bpm and way of mapping you may take it as a reference/inspiration.

    Now, I see the need for preventing the song from becoming monotonous, but I compensated for my rhythm choice by compensating in the kiai. I will check out monstrata's map, but I will not be remapping this to a significant degree, since I want this as a map for myself to play.

gl :)
Rin Desu
Hey from M4M :)

Savage Diff:

since u said your map is messy ill give u some advices and suggestions to make it more clean.

Brodly u archive some clean map by blankets, a general visual spacing between objects, using some good looking slidershapes and make them fit togheter whit each other.

to make a map rankable u need to get rid of this randomness.

u started with a imo good looking pattern 00:05:681 (1,2,3,4,5,6,7) -

but after that a random stream appears :D i mean there are normal, straight snare hits, there is no reason to make them look random. curve them or make them straight. imo make them straight is the best decision to make them fit with the last pattern.

overlaps also made it hard for a clean map.

00:07:222 (4,1) - 00:10:202 (4,5,1) - 00:12:256 (1,2,3,1) - and more.

u could space them and make a blanket for example:

in this case u have to Strg plus g the first slider otherwise it would be a bad flow btw.

such overlaps or nearly overlaps allways looking messy 00:25:818 (2,3,1) - 00:21:297 (3,4) - 00:12:256 (1,2,3,1) -

00:25:613 (1,2,3) - they allways looks nice and u can see if objects are spaced equal it looks good and organized. so maybe try that on your other objects too, whenever u can.

btw :01:23:352 (1,2,1,2) - this part looks kinda undermaped with long sliders for an extra diff. its a rly intense part imo.
there a strong sounds on wall white and red ticks u should map them.

00:33:626 (3,1) - 00:35:476 (6,1) - 00:36:914 (4,1) - 00:55:304 (5,1) - ...
should be filled with sliders too. there are many voice parts u skip.

allways try to make objects fit togheter and create pattern.
00:11:023 (3,4,5,6,1) -

as an general advices u should get some inspiration by other maps that use the same style as yours. Look how they organize their objects.
Dont look at an object alone look at all things that are at the same time on your screen and make them look nice togheter. This would be a good first step to make a good visual looking and not messy map.

hope it helps a bit
Topic Starter
mindmaster107

Rin Desu wrote:

Hey from M4M :)

Savage Diff:

since u said your map is messy ill give u some advices and suggestions to make it more clean.

Brodly u archive some clean map by blankets, a general visual spacing between objects, using some good looking slidershapes and make them fit togheter whit each other.

to make a map rankable u need to get rid of this randomness.

u started with a imo good looking pattern 00:05:681 (1,2,3,4,5,6,7) -

but after that a random stream appears :D i mean there are normal, straight snare hits, there is no reason to make them look random. curve them or make them straight. imo make them straight is the best decision to make them fit with the last pattern.
Ye imma do that!

overlaps also made it hard for a clean map.

00:07:222 (4,1) - 00:10:202 (4,5,1) - 00:12:256 (1,2,3,1) - and more.
These overlaps are intentional. I am adding a bit of mess in the map, since it is the theme I am going for. A map of overlaps and fast sliders to 1. Show off the speed of the main character in the anime (explaining the weird sliders at the end), and 2. To be the messy beginnings of the class as a whole to develop from.

This may be a bit of a scretch to excuse the mess, but I did fix the overlaps which made no sense.

u could space them and make a blanket for example:

I will try and blanket sliders into nearby circles though!

in this case u have to Strg plus g the first slider otherwise it would be a bad flow btw.

such overlaps or nearly overlaps allways looking messy 00:25:818 (2,3,1) - 00:21:297 (3,4) - 00:12:256 (1,2,3,1) - First two are mistakes, last one was intentional.

00:25:613 (1,2,3) - they allways looks nice and u can see if objects are spaced equal it looks good and organized. so maybe try that on your other objects too, whenever u can.

btw :01:23:352 (1,2,1,2) - this part looks kinda undermaped with long sliders for an extra diff. its a rly intense part imo.
there a strong sounds on wall white and red ticks u should map them.
I argue otherwise. This is the calm section after the kiai, it is building slowly into the second verse, so I undermapped accordingly.

00:33:626 (3,1) - 00:35:476 (6,1) - 00:36:914 (4,1) - 00:55:304 (5,1) - ...
should be filled with sliders too. there are many voice parts u skip.
For 2 reasons, I am not expressing these with sliders.
1. This is the relatively calm section in the kiai, so I decided to undermap a fair bit.
2. The vocals are followed by emptiness, halting in intensity, so I showed it off by having no objects in those sections.

allways try to make objects fit togheter and create pattern. Got it
00:11:023 (3,4,5,6,1) -

as an general advices u should get some inspiration by other maps that use the same style as yours. Look how they organize their objects.
Dont look at an object alone look at all things that are at the same time on your screen and make them look nice togheter. This would be a good first step to make a good visual looking and not messy map.

hope it helps a bit
While what I meant when I said messy was referring to the spacing and flow, I will look over my map in due time to fix any small things which can be improved.
pacsu
hi m4m , even if not accepted yet , i have time to waste

savage

00:12:873 (3) - fix blanket
00:12:565 (2,1) - overlap (when i say overlap , it s make theme dont touch each other)
00:15:339 (1,2) - you can make a blanket
00:19:654 (2,3) - fix blanket
00:20:476 (3,4) - same (the distance betwin the objects must be the same for all the parts of the object)
00:22:119 (1,2,3) - make the distance the same (the end of the slidertale 1 , closer to the 2)
00:22:941 (1,3) - make the blanket perfect
00:25:818 (2,1) - blanket
the "AAAAAAAA" stop here 00:31:160 - make the slider longer
00:32:804 (1,2) - make the blanket perfect ( use the aproach circle to help you)
00:48:010 (3,4) - make the distance the same as 00:47:599 (1,2,3) -
00:49:962 (5,6) - make the blanket perfect
00:57:667 (1,2) - maybe make theme point on this 00:58:284 (4) -
01:00:749 (1,2,3,4) - make the same distance betwin all
01:02:393 (1,2,3) - same
01:15:750 (3,1) - stack ?
01:35:270 (1,2,3,4) - make the same angle , same distance and 01:35:270 (1,4) - overlap
01:44:311 (3,4,5) - same distance https://osu.ppy.sh/ss/8702074 (in case if you missunderstand)
01:54:174 - make the slider longer
02:09:791 (1) - is this too short ? (auto must make 1000 on a spiner)
02:27:051 (1,2,3,4) - same distance
03:30:339 (1,2) - fix blanket
03:30:647 (2,3) - overlap
03:36:297 (1,2,3) - distance

hope this will help , try to aply all of this for all the time i dont see it
because you didn t accepted my request yet , you can take this as a free mod , do as you want
Topic Starter
mindmaster107

pacsu wrote:

hi m4m , even if not accepted yet , i have time to waste

savage

00:12:873 (3) - fix blanket
00:12:565 (2,1) - overlap (when i say overlap , it s make theme dont touch each other)
00:15:339 (1,2) - you can make a blanket
00:19:654 (2,3) - fix blanket
00:20:476 (3,4) - same (the distance betwin the objects must be the same for all the parts of the object)
00:22:119 (1,2,3) - make the distance the same (the end of the slidertale 1 , closer to the 2)
00:22:941 (1,3) - make the blanket perfect
00:25:818 (2,1) - blanket
the "AAAAAAAA" stop here 00:31:160 - make the slider longer
00:32:804 (1,2) - make the blanket perfect ( use the aproach circle to help you)
00:48:010 (3,4) - make the distance the same as 00:47:599 (1,2,3) -
00:49:962 (5,6) - make the blanket perfect
00:57:667 (1,2) - maybe make theme point on this 00:58:284 (4) -
01:00:749 (1,2,3,4) - make the same distance betwin all
01:02:393 (1,2,3) - same
01:15:750 (3,1) - stack ?
01:35:270 (1,2,3,4) - make the same angle , same distance and 01:35:270 (1,4) - overlap
01:44:311 (3,4,5) - same distance https://osu.ppy.sh/ss/8702074 (in case if you missunderstand)
01:54:174 - make the slider longer
02:09:791 (1) - is this too short ? (auto must make 1000 on a spiner)
02:27:051 (1,2,3,4) - same distance
03:30:339 (1,2) - fix blanket
03:30:647 (2,3) - overlap
03:36:297 (1,2,3) - distance

hope this will help , try to aply all of this for all the time i dont see it
because you didn t accepted my request yet , you can take this as a free mod , do as you want
I am remapping savage since it is too messy. Sorry for wasting your mod.
Imma give a light mod for your map in return.
sonix
Hi ^^ returning m4m

Insane
00:05:681 (1) - increase volume here please, way too low while mapping to drums.
00:08:455 (7) - move slider forward in timeline by 1/4th, remove reverse arrow and insert hitcircle on blank space.
00:08:969 (1,2,3,4,1,2,3) - turn this entire section into something like this instead to emphasize sounds better
00:09:791 (1) - consider removing nc
00:11:434 (1) - move slider back 1/4th in timeline (sliderstart on blue tick before white) and insert hitcircle after slider on red tick to emphasize strong sounds.
00:13:078 (1) - remove nc
00:13:695 (2) - insert nc
00:13:900 (1) - remove nc
00:15:339 (7) - same thing for nc here, insert nc here to emphasize change in the music as new character starts singing (not gonna mention all spots throughout the map)
00:15:544 (1,2) - this looks bad, I don't really know what to do with it like this but I'd try something different.
00:34:243 (4) - nc instead of 00:34:448 (1) -
00:35:476 (6) - jump is too nice, consider rotating for more awkward player movement
00:38:763 (4) - same for this one
00:39:380 (1,2,3,1,2,3,1,2,3) - make the angular difference bigger, otherwise the jump to next object will be more straight as time progresses.
- like this perhaps: 00:40:202 (1,2) - rotate around selection by 20~ degrees, 00:41:023 (1,2) - rotate sel. 35~ degrees
00:41:639 (3) - improve blanket(s)
00:43:284 (3,4,5,6,7) - idea?
00:45:749 (2) - nc?
00:49:654 (3,4,1) - something like this perhaps for better playability
00:50:681 (3) - for visuals
00:55:202 (4,5) - I believe this is too straight forward, consider making it harder. (goes for all of these similar parts)
01:02:804 (3,4,5,1) - consider doing this for better playability
01:25:407 (2) - strongest sound is actually at 01:25:818 - recommend doing a reverse slider instead
01:30:133 (6) - as this is a held sound I'd rather have a slider going from start of (6) to next sliders end.
01:30:750 (7,8,9,10,11,12) - consider redoing this in a similar way to forementioned part
01:31:983 (1,2,3,4,5) - goes for this aswell
01:34:037 (2,3,4,5,1) - strong sound on (5)
01:38:352 (6) - nc
01:38:352 (6,1,2,3) - weird flow. (2) -> (3) looks bad and jump to (4) is too simple for the music, might do with just ctrl+h the (3).
01:40:613 (2,3) - idk what sounds you're mapping to but movement to ->
01:41:024 (1,2,3,4,5) - -> this is way too simple.
01:44:928 (4) - I'd rather this pointed upwards for better movement to next slider.
01:49:243 (1,2,3) - this will most likely confuse the player since it looks reaally similar to recent objects where the time gap was 1/4th. nc on (2) perhaps
01:52:530 (1) - this slider ends too early, either use a hitcircle and spinner or lengthen slider to 01:54:174 -
02:06:708 (5) - same as earlier w/ 1/2 slider

second chorus is so similar I won't bother pointing out already mentioned points.

03:00:750 (1) - stream into slider looks bad, just make slider follow stream so it looks better to next slider aswell.
03:00:545 (5,6,1,2,3,4,1) - try this also fit (3) between sliders like this
03:03:832 (3) - consider straighten this aswell.
03:19:654 (1,2,3,4,5,6) - I'd rather these streams looked something like this.
03:39:996 (4) - I'd keep this (pointing slider towards next hitcircle to indicate 1/2 jump like previously before chorus) and change the other sliders to hitcircles.

Sorry I don't believe I can mod your hard difficulty and lower because I'm not almost at all familiar with respective ranking criteria..
It looks pretty promising although it could use a slight buff in visuals.
Best of luck with the rest! ^^
Topic Starter
mindmaster107

Sonix wrote:

Hi ^^ returning m4m

Insane
00:05:681 (1) - increase volume here please, way too low while mapping to drums. ok
00:08:455 (7) - move slider forward in timeline by 1/4th, remove reverse arrow and insert hitcircle on blank space. No. I am trying to represent the special sound with the sliders.
00:08:969 (1,2,3,4,1,2,3) - turn this entire section into something like this instead to emphasize sounds better I dunno what to.
00:09:791 (1) - consider removing nc Why should I? It is a separate beat!
00:11:434 (1) - move slider back 1/4th in timeline (sliderstart on blue tick before white) and insert hitcircle after slider on red tick to emphasize strong sounds.
00:13:078 (1) - remove nc
00:13:695 (2) - insert nc
00:13:900 (1) - remove nc
I am trying to land NCs on the white ticks, since I am using 1/4 rhythms and want the player to be able to read 3/4 gaps through special NC usage.
00:15:339 (7) - same thing for nc here, insert nc here to emphasize change in the music as new character starts singing (not gonna mention all spots throughout the map) That is not how you are meant to use NCs.
00:15:544 (1,2) - this looks bad, I don't really know what to do with it like this but I'd try something different. Ok. Changed.
00:34:243 (4) - nc instead of 00:34:448 (1) - I am going to ignore all of your NC call outs if they are not on down beats.
00:35:476 (6) - jump is too nice, consider rotating for more awkward player movement
00:38:763 (4) - same for this one
This is a low SV 1/4 slider. It is too short to even have implied slider flow. I am making this visually different to contrast it.
00:39:380 (1,2,3,1,2,3,1,2,3) - make the angular difference bigger, otherwise the jump to next object will be more straight as time progresses.
- like this perhaps: 00:40:202 (1,2) - rotate around selection by 20~ degrees, 00:41:023 (1,2) - rotate sel. 35~ degrees
That was what I was aiming for.
00:41:639 (3) - improve blanket(s) Sure.
00:43:284 (3,4,5,6,7) - idea? Sure
00:45:749 (2) - nc? Nah
00:49:654 (3,4,1) - something like this perhaps for better playability No because it would rid of the spacing emphasis for the object.
00:50:681 (3) - for visuals Sure!
00:55:202 (4,5) - I believe this is too straight forward, consider making it harder. (goes for all of these similar parts) This is an interesting pattern. I make it more and more difficult over time, to allow players to get used to the rhythm and associate with the song, since I'm scared about misreads.
01:02:804 (3,4,5,1) - consider doing this for better playability Again, I am emphasizing using spacing. This is a pretty extreme one, but it is supported by the song in my opinion.
01:25:407 (2) - strongest sound is actually at 01:25:818 - recommend doing a reverse slider instead agree.
01:30:133 (6) - as this is a held sound I'd rather have a slider going from start of (6) to next sliders end. I would think the abrupt spacing would cover that.
01:30:750 (7,8,9,10,11,12) - consider redoing this in a similar way to forementioned part
01:31:983 (1,2,3,4,5) - goes for this aswell

01:34:037 (2,3,4,5,1) - strong sound on (5) Fixed like before.
01:38:352 (6) - nc
01:38:352 (6,1,2,3) - weird flow. (2) -> (3) looks bad and jump to (4) is too simple for the music, might do with just ctrl+h the (3). I changed it into something else based on an alternative.
01:40:613 (2,3) - idk what sounds you're mapping to but movement to ->
01:41:024 (1,2,3,4,5) - -> this is way too simple.
This is because I wanted to contrast to the fast section later. I may consider changing this in the future.
01:44:928 (4) - I'd rather this pointed upwards for better movement to next slider. I would rather keep the visual pattern than make it slightly easier.
01:49:243 (1,2,3) - this will most likely confuse the player since it looks reaally similar to recent objects where the time gap was 1/4th. nc on (2) perhaps No, since as you remember, the spacing is very distinct on the other pattern. I will exaggerate this one so it is more difference in case you misread it.
01:52:530 (1) - this slider ends too early, either use a hitcircle and spinner or lengthen slider to 01:54:174 - Nah I think it is subjective. I want the break to be as long as possible to be an actual break for the player, and the sound my slider ends on is more distinct too imo.
02:06:708 (5) - same as earlier w/ 1/2 slider Yep

second chorus is so similar I won't bother pointing out already mentioned points.

03:00:750 (1) - stream into slider looks bad, just make slider follow stream so it looks better to next slider aswell. This was intentional to make the slider pattern feel more distinct from the sliders.
03:00:545 (5,6,1,2,3,4,1) - try this also fit (3) between sliders like this I tried something else. Thanks for the suggestion!
03:03:832 (3) - consider straighten this aswell. Got it.
03:19:654 (1,2,3,4,5,6) - I'd rather these streams looked something like this. The curved ending makes it distinct from the beginning, which is what I want.
03:39:996 (4) - I'd keep this (pointing slider towards next hitcircle to indicate 1/2 jump like previously before chorus) and change the other sliders to hitcircles. I did something else to fix reading issue.

Sorry I don't believe I can mod your hard difficulty and lower because I'm not almost at all familiar with respective ranking criteria..
It looks pretty promising although it could use a slight buff in visuals.
Best of luck with the rest! ^^
Nice mod!
sonix
Hi xD

Kudosu reminder!

If you consider me worth of it of course, but I'd like an opinion to why not if that's the case, thanks in advance ;)
Topic Starter
mindmaster107

Sonix wrote:

Hi xD

Kudosu reminder!

If you consider me worth of it of course, but I'd like an opinion to why not if that's the case, thanks in advance ;)
No thanks!
Im just dumb
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