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posted
I have some huge concerns about this map as a whole.

First of all, is this an attempt to do an MLG kind of map? If yes, let me tell you it's a terrible attempt to do so.

In itself, I'm all for having this kind of maps with an atypical and unconventional hitsounding (this one is great). However here, it is just ruining the song. What I am trying to say is that those custom hitsounds are not improving the song, they are just convering it (except maybe for the vuvuzela hitsounds that almost has the same BPM, others are not) which, instead of improving the gameplay experience, it sabotages it as they are more oppressing/overwhelming than anything. Hitsounds that are not immediate/brief should not cover the song but blend in it in a harmonious manner.

Something else bothers me, it's that you only have 3 non-standard hitsounds:
  1. Baby a triple
  2. Illuminati
  3. Those vuvuzela/siren/whatever it is sounds

Having this kind of hitsounds is fun because they provide a variety of memes in the span of a song creating a specific atmosphere and an adrenaline rush. You failed to do this as you only have 3 different sounds that you are abusing which ends up being displeasing to the ear and hindering the gameplay experience. You even have a "Baby a triple" that is overlapped by two illumnati sounds in Alheak's guest difficulty.

In short, what you should do to improve the hitsounding and make a proper "MLG" map is:
  1. Adjust the volume of those hitsounds so that they do not cover the song, Try to make those memes blend in it.
  2. Make sure your hitsounds are not too long. That "Baby a triple" hitsound is 4 and a half seconds long, it almost the duration of 16 beats at 207 BPM...
  3. Hitsounds should reflect the song and not the visuals of the map. That is to say that using the illuminati hitsound when you are making a triangle pattern is inappropriate and it's forcing something on the song.
  4. If you are using instrument based hitsounds that are repeated and have their own rhythm (just like the vuvuzela hitsound), make sure they fit the tempo of the song. You told me the vuvuzela hitsound was edited to fit the song but it is still to fast in my ear.
  5. Add more diversity to your hitsounds to avoid abusing those you already have and make this map a real MLG eperience. You have plenty of resources online to satisfy your needs.


Considering how obnoxious your reaction was when I told you my opinion about the hitsounding in this map, I can imagine you won't be willing to fix the issues I pointed out. Anyway, if no improvment is done before it reaches the bubble status and if you are not able to convince me the way this map was hitsounded is appropriate, consider that I am going to veto the set.

I also have some concerns about Alheak's guest difficulty as well. First of all, a number of patterns are not sightreadable, which is fine, patterns are not supposed to be sightreadable at this level as long as the general structure of the map is consistent. Nevertheless, they still are some patterns that I consider unreadable, too confusing or that simply don't make much sense and that I believe should be changed.

[xXxAlh34KxXx's H34DSH0T]
  1. 00:09:595 (1,2,3,4,1,2,3,4,1,1,1,1) - Why is the spacing suddenly getting large like this in the middle of this stream? Is it emphasizing anything? I just cannot understand the logic behing it. If you wanted to increase the spacing to reflect the increasing intensity of the song, why did you shorten it just right after with 00:10:175 (1,1,1,1) - ?
  2. 00:16:552 (3,4) - The way this pattern flows is terrible. Why do you have a 1/4 slider that goes in one direction but just right after it you have to cross half the screen to catch another that goes in a right-angled direction from the previous slider? The movement that has to be done to achieve this pattern is unnatural and pretty difficult to realise.
  3. 00:16:697 (4) - This slider badly follows the music. In my opinion you should really accentuate the "wa-wa" sound that pops out quite clearly instead of just having a slider reverse and a slider end on it. As it is, this slider is a bit shaky.
  4. 00:20:465 (1,2,3,4,1) - Any justification for this spacing? Having two doubles doesn't seem to represent the song accurately. When listening to the song and if you want the sacing in the stream to represent how the drums work, I believe that the spacing used for 00:20:465 (1,2) - and 00:20:610 (3,4) - should not be the same. Basically, I don't undertand why you did the spacing this way.
  5. 00:22:929 (3,4) - Why are those two notes excluded for the stream? Is it to emphasize the vocals? Though the vocals do not exactly start on 00:23:074 - so emphasizing them this way is not such a good idea. I believe you should rather focus on the drums themselves here.
  6. 00:29:595 (1,2,1,2) - Maybe it's because I'm 60k and therefore I am inherantly incapable of judging such patterns, but did you really think having consecutive 1/4 sliders switching from 1.50x SV to 6.00x SV, to 3.00x and then to 200x in less than one second is a good idea? It even breaks the editor, lmao. Morever 00:29:595 (1,2) - are stacked making the movement even more jerky/erratic.
  7. 00:32:494 (1) - Why aren't you following the 1/4 here?
  8. 00:34:088 (3,1,2,1) - You are not properly following the beeping sounds here. 00:34:088 (3) - should definitely be a slider and 00:34:233 (1) - a circle. like this: http://up.kuraip.net/0806U7R59R2462.png. It looks and plays much better this way.
  9. 00:35:972 (1,2,3,1,2,3,4,5,6,1,2,3) - This pattern is quite the mess. Just look at this, there are 3 layers of notes in one pattern (even 4 if you count 00:37:711 (1,2) - ). Having a cluster of objects is not really a good thing as in the end it hinders the general readability of the pattern and it is not confortable to play.
  10. 00:45:755 (4,5) - I have nothing against this except that it is covered by 00:45:103 (4) - making it harder for the player to understand that the slider is reversed.
  11. 00:46:842 (3,4,5) - This is actually 1/6.
  12. 00:47:132 (1,1) - I woud remove those notes as they are not snapped on anything actually intellegible. You should rather focus on strong beats here, otherwise the pattern feels awkward as it is hard to discern what it is following (which is even more confusing because the song is switching between 1/4 and 1/6 rather erratically here).
  13. 00:48:146 (1,2,1,2) - Same remark as before.
  14. 00:57:276 (3,4,5,6,1) - It's rather hard to follow the pattern when everything is put on the same line. It looks like vertical CtB. Also the way 00:57:421 (4,5) - are stacked does not make it any easier to read. Ultimately, it all makes the SV change on 00:57:711 (1) - harder to predict. But as I said, unsightreadable patterns are not much of an issue at this level, though I still think you could make it more readable without making it any easier.
  15. 01:02:276 - Why are you ignoring this beat?
  16. 01:06:697 (1,2,1,2) - Here you go again, but it's even worse since 01:06:842 (2) - is now overlapped by 01:06:697 (1) - .
  17. 01:10:755 (1,1,1,2,1,1,1) - Why the new combo spam here? Is it to improve the readability of the pattern? If the answer is yes, then you should probably rethink it because if you have to spam NC to make your pattern readable, it probably means there is something wrong with it in the first place. Though I like the SV changes here, I am still annoyed by the huge distance between 01:11:045 (1,1) - that is I believe not justified.
  18. 01:20:610 (1,2,1,2) - Here again, same comment.
  19. 01:28:436 (1,2,3,4) - Once again, what justifies having such a spacing in this stream?
  20. 01:29:016 (1,2,3,4,1) - In order to give more impact to this stream, I think you should lower the spacing between 01:29:016 (1,2,3,4) - and keep a higher spacing for 01:29:233 (4,1) - to accentuate more on the final crash.
  21. 02:06:407 (1,1,2) - Not a good idea to have 02:06:987 (1,2) - under thant long hold slider as it makes it harder to anticipate.
  22. 02:07:276 (1,2,3,4) - Can you explain why you used such a spacing. I don't really understand what's the point of having a high spacing and right after that stacking the rest of the stream.


Alright, that's all from me for now, I'm not going to be pernickety and nitpick everything since it'd just be my personal taste (though I did it a bit). I'll be honest and tell you I'm not really fond of this difficulty and I understand some people might enjoy playing this. However you really should take what I pointed out into consideration.

Don't get me wrong, it's not a bad map in itself. The hitsounds really are the main problem here because instead of significantly improving the set and making it more enjoyable to play, it is ruining the experience as you are misusing them. I do like the concept and if happen to master it, the map could be great.

Good luck!

(@Alheak: je n'ai pas vraiment inclus de screenshots comme tu me l'as demandé car ma connexion est vraiment très lente en ce moment et que ça m'aurait considérablement ralenti, check ça quand tu pourras, je pense pas que ça presse).
posted

Kurai wrote:


yeah hitsounding is gonna get reworked

[xXxAlh34KxXx's H34DSH0T]
  1. 00:09:595 (1,2,3,4,1,2,3,4,1,1,1,1) - Why is the spacing suddenly getting large like this in the middle of this stream? Is it emphasizing anything? I just cannot understand the logic behing it. If you wanted to increase the spacing to reflect the increasing intensity of the song, why did you shorten it just right after with 00:10:175 (1,1,1,1) - ? you're right, changed the pattern to something more fitting
  2. 00:16:552 (3,4) - The way this pattern flows is terrible. Why do you have a 1/4 slider that goes in one direction but just right after it you have to cross half the screen to catch another that goes in a right-angled direction from the previous slider? The movement that has to be done to achieve this pattern is unnatural and pretty difficult to realise. uhm what?
  3. 00:16:697 (4) - This slider badly follows the music. In my opinion you should really accentuate the "wa-wa" sound that pops out quite clearly instead of just having a slider reverse and a slider end on it. As it is, this slider is a bit shaky. i don't think i share your opinion on this
  4. 00:20:465 (1,2,3,4,1) - Any justification for this spacing? Having two doubles doesn't seem to represent the song accurately. When listening to the song and if you want the sacing in the stream to represent how the drums work, I believe that the spacing used for 00:20:465 (1,2) - and 00:20:610 (3,4) - should not be the same. Basically, I don't undertand why you did the spacing this way. two different drum rolls, that's a way to map them like any other
  5. 00:22:929 (3,4) - Why are those two notes excluded for the stream? Is it to emphasize the vocals? Though the vocals do not exactly start on 00:23:074 - so emphasizing them this way is not such a good idea. I believe you should rather focus on the drums themselves here. yes the vocals are imprecise, but thanks to inertia this is easy enough to clear, it just gives the stream some flavour
  6. 00:29:595 (1,2,1,2) - Maybe it's because I'm 60k and therefore I am inherantly incapable of judging such patterns, but did you really think having consecutive 1/4 sliders switching from 1.50x SV to 6.00x SV, to 3.00x and then to 200x in less than one second is a good idea? It even breaks the editor, lmao. Morever 00:29:595 (1,2) - are stacked making the movement even more jerky/erratic. this is obviously a pattern that needs to be played properly to be judged, i'll gather feedback from testplays for that
  7. 00:32:494 (1) - Why aren't you following the 1/4 here? fixed
  8. 00:34:088 (3,1,2,1) - You are not properly following the beeping sounds here. 00:34:088 (3) - should definitely be a slider and 00:34:233 (1) - a circle. like this: http://up.kuraip.net/0806U7R59R2462.png. It looks and plays much better this way. changed
  9. 00:35:972 (1,2,3,1,2,3,4,5,6,1,2,3) - This pattern is quite the mess. Just look at this, there are 3 layers of notes in one pattern (even 4 if you count 00:37:711 (1,2) - ). Having a cluster of objects is not really a good thing as in the end it hinders the general readability of the pattern and it is not confortable to play. the objects are gone from the playfield before the 1/3 triangle appears, moreover, i raised the AR
  10. 00:45:755 (4,5) - I have nothing against this except that it is covered by 00:45:103 (4) - making it harder for the player to understand that the slider is reversed. the AR should help with that, and there was another pattern like this earlier, players should expect the same here
  11. 00:46:842 (3,4,5) - This is actually 1/6. fixed, my laptop has audio lag which makes it difficult to correctly guess snaps
  12. 00:47:132 (1,1) - I woud remove those notes as they are not snapped on anything actually intellegible. You should rather focus on strong beats here, otherwise the pattern feels awkward as it is hard to discern what it is following (which is even more confusing because the song is switching between 1/4 and 1/6 rather erratically here). changed
  13. 00:48:146 (1,2,1,2) - Same remark as before.
  14. 00:57:276 (3,4,5,6,1) - It's rather hard to follow the pattern when everything is put on the same line. It looks like vertical CtB. Also the way 00:57:421 (4,5) - are stacked does not make it any easier to read. Ultimately, it all makes the SV change on 00:57:711 (1) - harder to predict. But as I said, unsightreadable patterns are not much of an issue at this level, though I still think you could make it more readable without making it any easier. changed the stack and added a NC
  15. 01:02:276 - Why are you ignoring this beat? uh, is there anything actually intellegible here?
  16. 01:06:697 (1,2,1,2) - Here you go again, but it's even worse since 01:06:842 (2) - is now overlapped by 01:06:697 (1) - .
  17. 01:10:755 (1,1,1,2,1,1,1) - Why the new combo spam here? Is it to improve the readability of the pattern? If the answer is yes, then you should probably rethink it because if you have to spam NC to make your pattern readable, it probably means there is something wrong with it in the first place. Though I like the SV changes here, I am still annoyed by the huge distance between 01:11:045 (1,1) - that is I believe not justified. i see nothing wrong with this pattern, nor with the NCing,, perhaps you should explain to me what's the problem here
    reduced the distance otherwise
  18. 01:20:610 (1,2,1,2) - Here again, same comment.
  19. 01:28:436 (1,2,3,4) - Once again, what justifies having such a spacing in this stream? to emphasize the 1/2 beeps while still mapping the drums
  20. 01:29:016 (1,2,3,4,1) - In order to give more impact to this stream, I think you should lower the spacing between 01:29:016 (1,2,3,4) - and keep a higher spacing for 01:29:233 (4,1) - to accentuate more on the final crash. changed in another way for consistency with^ and i wanna try this see if it works
  21. 02:06:407 (1,1,2) - Not a good idea to have 02:06:987 (1,2) - under thant long hold slider as it makes it harder to anticipate. isn't it easier to anticipate since you have plenty of time to prepare for it?
  22. 02:07:276 (1,2,3,4) - Can you explain why you used such a spacing. I don't really understand what's the point of having a high spacing and right after that stacking the rest of the stream. to emphasize the nuances of the drums, anyway thanks to the repeat slider just before this is a very easy spacing to play


Alright, that's all from me for now, I'm not going to be pernickety and nitpick everything since it'd just be my personal taste (though I did it a bit). I'll be honest and tell you I'm not really fond of this difficulty and I understand some people might enjoy playing this. However you really should take what I pointed out into consideration.

Don't get me wrong, it's not a bad map in itself. The hitsounds really are the main problem here because instead of significantly improving the set and making it more enjoyable to play, it is ruining the experience as you are misusing them. I do like the concept and if happen to master it, the map could be great.

Good luck!

(@Alheak: je n'ai pas vraiment inclus de screenshots comme tu me l'as demandé car ma connexion est vraiment très lente en ce moment et que ça m'aurait considérablement ralenti, check ça quand tu pourras, je pense pas que ça presse). non c'était pour si tu allais en parler sur le discord puisque je n'avais pas accès à mon pc quand tu en avais parlé


thanks
posted

OnosakiHito wrote:

[ Gezo's Futsuu]

  1. 00:58:001 ~ 01:02:639 - Depending on how Muzukashii is gonna be mapped, this could be a problematic part spread wise since Oni and Inner Oni differ difficulty wise to the D D D D K patterns a lot. Keep that in mind for later consideration. In the end, Arrival mapped following his own logic - added three dons to make d d d d k for the first three, kept d d d .... d for the last to keep the break.
  2. 01:38:871 (306,307) - Delete. Same case. It's the kiai, but the patterns do become quite long. For the deleted notes you could add a 1/2 starting from 01:39:161 - . Applied, but I don't think 1/2 really fits in there.
  3. 02:02:929 - Starting from here every fifth note can become a kat for variation purpose. Shouldn't be too hard I think? well there goes another not three (3) star futsuu lol.

    Very solid Futsuu. you're saying that because i am not mapping weird shit ty


3.01☆ RT SI C TRIST
posted
01:11:045 (1,1,2) - hello significant lack of illuminaty here on h3easdfxaffshot
posted
mhh idk not really a triangle but maybe
posted
Had a lil' chat with Cherry Blossom, fixed a few things
http://puu.sh/xjvYO.osu
posted
Some IRC modding with Priti Avena

collapsed text
23:39 Avena: I alr managed to make a new ultra
23:39 Cherry Blossom: lol welcome back Ultra man
23:39 Avena: https://osu.ppy.sh/s/635636
23:40 Cherry Blossom: wow Usao
23:41 Cherry Blossom: wow it's really you 00:08:146 (1,2,3,4,1,2,3,4) -
23:41 Avena: :3
23:42 Cherry Blossom: 00:17:566 (2) - make its end played, it sounds really weird when it's played passively :D
23:43 Cherry Blossom: 00:37:035 (2,1) - it may be a better idea to unstack them to make this 1/3 more distinguishable
23:43 Cherry Blossom: like you did for 00:46:117 (6,7,1) -
23:44 Cherry Blossom: avoid overlap here please :3 00:59:450 (3,4) -
23:44 Cherry Blossom: 01:23:218 (4) - ^
23:46 Avena: Made them more overlapped instead
23:46 Avena: Looks tight
23:46 Avena: Post it in forums
23:46 Avena: I applied everything
23:46 Avena: Probably more useful than any mod i'd get anyways
23:47 Cherry Blossom: lol you²
23:47 Avena: Did you like the ending stream?
23:47 Avena: 02:06:987 (1,2,1,2,1,2,1,2,1) -
23:47 Cherry Blossom: looks like a petal, looks nice !
posted
posted
J'aime beaucoup la diff de Linada/Real
posted
Can I not make a gd
posted
fuck
posted

Akali wrote:

Can I not make a gd

no
posted
posted
Can I make Kantan pls .w.
posted
:joy: :joy: :joy: WHO DID THIS? :joy: :joy: :joy:
:joy: :joy: :joy: :0k_hand: :fire: :joy: :joy: :joy:
posted
ctb?
posted

Ascendance wrote:

ctb?


if u manage to get mods i'm fine with that
posted


Gonna point out issues later when I'm not lazy
posted
Alheak's Extreme
  1. Just saying, you should probably re-read Kurai's mod.. He has really good points and your responses are pretty much complete ignorance to the issues in the map.
  2. Approach Rate is needlessly high, even 9.2 can do.
  3. Hitsounding is.. ehhhhhh.. a bit too simple. You could do much better than just putting completely unrelated claps every other beat.
  4. You are spamming NCs so hard for no reason, especially since you do it very inconsistently and without seeming logic. Please try to review that and make it more sensical.
  5. 00:22:929 (3,4,1,2,3,4,5) - This completely ignores the way the song is, not to mention that these fanzhen doubles serve no purpose other than edgy visuals and actually hinder gameplay. Please consider shaping the pattern in a way that follows the music.
  6. 00:27:566 (1,2,1,2,3,4,5) - Same as above.
  7. 00:29:595 (1) - The song absolutely does not justify x6 Slider Velocity here. This is absolutely overdone for no reason. Not to mention that it's literally the same sound as the following beats, but the slider velocity is different.
  8. 00:37:132 (1,2) - I guess you intended for these to stack?
  9. 00:44:958 (3) - New combo for consistency and logic?
  10. 00:48:146 (1) - Yet again, same overdone slider velocity.
  11. 00:51:624 (1,2,3,4) - I'm a duck if this doesn't cause insane slider breaks.
  12. 00:52:204 (1) - This is just 1 beat? Why map it as if there are 3 beats here? This serves no purpose lol.
  13. 01:02:639 - Add a break to prevent draining out, especially for HardRock plays.
  14. 01:06:697 (1) - zzz
  15. 01:10:755 (1) - Wrong Snap. Correct Snap is 1/4
  16. 01:11:661 (1,1) - This jump feels really eh to play, especially considering how the pattern pretty much implies a 1/2 gap. Consider making it either more obvious or 1/2.
  17. 01:14:958 (4,5,6,7) - These doubles don't emphasize anything, if you want to follow the melody then you should make each double start on a white tick instead of a red tick.
  18. 01:20:610 (1) - aaaa
  19. 01:23:508 (1,2,3,4,1,2,3,4,1,2,3) - There is literally no sense or pattern for these SV changes, they are pretty much random and serve no purpose.
  20. 01:28:436 (1,2,3,4,1) - This is a misuse of the double pattern. The sound you are mapping here is flat, meaning all beats are pretty much the same, while the patterning implies there is a big change every half beat. Thus, a correct pattern for this sound would be a consistent stream with no random spacing changes.
  21. 01:29:233 (4,1) - Spacing slightly increases here, which just looks sloppy and untidy.
  22. 01:47:421 (1,2,1,2) - This just doesn't follow the music, as simple as that, no excuses.
  23. 02:06:987 (1,2,1,2,3,4) - Same problem as I mentioned before with the doubles. You are implying that there is a heavy change on the blue tick, while in reality the sounds are identical and don't call for any drastic change in patterning or spacing.
  24. 02:07:566 (1) - There is only ONE BEAT, why make a repeating slider where a circle would be enough.


If you are going to make a joke, at least make a good one.
posted
@Alheak

ar9.8 is nothing but unnecessary pain, why don't you bring it down? no real reason to have a such high ar
overall diff is kinda messy and hs is honestly sad, tho looks fun, I'd gladly play it if it weren't ar9.8
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