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posted
絶対零度(ぜったいれいど、Absolute zero)とは、絶対温度の下限で、理想気体のエントロピーとエンタルピーが最低値になった状態、つまり 0 度を表す。理想気体の状態方程式から導き出された値によるとケルビンやランキン度の0 度は、セルシウス度で −273.15 ℃、ファーレンハイト度で −459.67 °Fである。
posted
Hey, I'd like to raise some concers about the highest difficulty

  1. 01:21:145 (1,1) - what are these sliders representing? I tried to listen to the song if it has any distinguishable sound here or if it follows any logic in your structure, but I still cannot understand why they are here, You might have placed it for the harp, but it sounds off because not all the harp sounds have hitsound. In my opinion it would be better if you changed these sliders to circles.
  2. 01:44:973 (1) - I think this slider could be changed into 2 1/4th sliders because you can clearly hear sound on a red tick (01:45:117 -) and it will be nice to emphasize them considering the fact that the map supported many not really hearable sounds.

gl
posted

MrDorian wrote:

Hey, I'd like to raise some concers about the highest difficulty

  1. 01:21:145 (1,1) - what are these sliders representing? I tried to listen to the song if it has any distinguishable sound here or if it follows any logic in your structure, but I still cannot understand why they are here, You might have placed it for the harp, but it sounds off because not all the harp sounds have hitsound. In my opinion it would be better if you changed these sliders to circles. i want the rhythm be different from 01:21:719 (3,4,5,6) - this, the 1/4 sliders work as circles here when 01:21:145 (1,2) - the spacing is small enough
  2. 01:44:973 (1) - I think this slider could be changed into 2 1/4th sliders because you can clearly hear sound on a red tick (01:45:117 -) and it will be nice to emphasize them considering the fact that the map supported many not really hearable sounds. this is my favorite part in this map, mapping isn't just following sounds on those ticks, it's following the song, the melody. the sliders fit well with the main track and they emphasize the downbeats after them pretty well

gl
posted
i think i still owe you a mod from natsukoi hanabi lol

exexexexex
sure about od8? seems a bit low
00:25:667 - why suddenly completely ignored melody? should really be mapped imo
00:50:858 (2,3,4,5,1,2,3,4) - is kinda lame rhythm wise when the 3/4 melody is so prominent. how about some cute additive doubles like https://i.imgur.com/JltEiOK.jpg or the boring solution https://i.imgur.com/VG0kHT8.jpg (or just something similar to the kiai things like 01:20:571 (1,2,3,4) - )


momoko
00:01:983 (1,1) - seems so weird to start clicking again here instead of on the new measure. think you could delete and extend spinner to 00:06:217 - ?
00:36:361 (1,2,1,2,1,2,1,2) - there is so much going on in the song, simple 1-2 jumps feel really underwhelming, what other extras did worked better
00:50:715 (1,2,3,4,5,1,2,3,4,5) - same issue as top diff
01:52:724 (1,2,3,4,5) - repeat isn't really readable here https://i.imgur.com/LgABJbn.jpg just rotate the slider or change the stack or something


toybot
00:39:088 (2,3,4) -00:50:069 (6,1) - 01:18:849 (1,2,3) - enable stacking, looks really messed up ingame

insane
00:25:451 (3,4) - same as top diff

hard
01:13:681 (4,5) - actually feels like a kinda big diff spike with how you used 1/4 sliders in all other parts of the map. just change 01:13:681 (4,5) - to https://i.imgur.com/uM8cw3y.jpg ?
01:48:131 (3,4,5,6,7) - repeat is a bit hard to read here, rotate it like https://i.imgur.com/1jGJt5i.jpg ?
01:53:011 (7) - ^

normal
ar6 pls, you have some pretty dense 1/2 patterns at 209bpm

easy
ar4 for similar density reasons, and things like 01:44:112 (1,2,3,4,1,2,3) - can be kinda hard to read for beginners so higher ar should help a bit

[]
let me know when you're ready
posted

Lasse wrote:

i think i still owe you a mod from natsukoi hanabi lol

exexexexex
sure about od8? seems a bit low i don't know since when od8 becomes a low od lol, this diff has some slider gimmicks so a high od would increase an unnecessary difficulty for players to get 300s i guess
00:25:667 - why suddenly completely ignored melody? should really be mapped imo kinda hard to follow that sound properly but added a circle anyways
00:50:858 (2,3,4,5,1,2,3,4) - is kinda lame rhythm wise when the 3/4 melody is so prominent. how about some cute additive doubles like https://i.imgur.com/JltEiOK.jpg or the boring solution https://i.imgur.com/VG0kHT8.jpg (or just something similar to the kiai things like 01:20:571 (1,2,3,4) - ) did doubles and adjusted the next pattern

insane
00:25:451 (3,4) - same as top diff sure

hard
01:13:681 (4,5) - actually feels like a kinda big diff spike with how you used 1/4 sliders in all other parts of the map. just change 01:13:681 (4,5) - to https://i.imgur.com/uM8cw3y.jpg ?
01:48:131 (3,4,5,6,7) - repeat is a bit hard to read here, rotate it like https://i.imgur.com/1jGJt5i.jpg ?
01:53:011 (7) - ^
did everything

normal
ar6 pls, you have some pretty dense 1/2 patterns at 209bpm oh yea right

easy
ar4 for similar density reasons, and things like 01:44:112 (1,2,3,4,1,2,3) - can be kinda hard to read for beginners so higher ar should help a bit yes

[]
let me know when you're ready
also changed 01:55:523 - this in easy and normal because i didn't notice the sound is on a blue tick

thanks!
posted
感觉很棒啊,暂时没找到可改的地方...
先射一个吧)
posted

Lasse wrote:

momoko
00:36:361 (1,2,1,2,1,2,1,2) - there is so much going on in the song, simple 1-2 jumps feel really underwhelming, what other extras did worked better tried some patterns but still prefer the current one since the bass is the strongest beat here and it represents well to me

fixed the others!
thanks!! :)

https://puu.sh/AgyQh/4cb345d8ef.zip
posted
updated

changed sl to 7 on toybot diff
posted
qualified!
posted
On Hard difficulty:

From 00:11:312 to 00:17:844

Can't it be optimized? It's very confusing to read, even at 4*, and did not manage to understand the correct sequence even after multiple play attempts. Only viewing that section in the editor helped me understand it right away, which I think is kinda bad considering most everyone will just straight up play the map first.

inv4 "git gud"
posted

Bargeld wrote:

On Hard difficulty:

From 00:11:312 to 00:17:844

Can't it be optimized? It's very confusing to read, even at 4*, and did not manage to understand the correct sequence even after multiple play attempts. Only viewing that section in the editor helped me understand it right away, which I think is kinda bad considering most everyone will just straight up play the map first.

inv4 "git gud"
this diff isn't a generic 'hard' diff, some difficult patterns are allowed, and the patterns are not very confusing as there are no stackings used, it should not be that hard to read by the hitcircles
posted
00:30:045 to 00:38:657 - Feedback to me sounds kinda poor for this section since the bass kick hitsound seems to blend a bit too much with the music. For example 00:36:935 (1,2,3,4,1,2,3,4) doesn't really sound like a stream feedback wise since it's pretty hard to hear the soft hitnormal on the blue ticks.
posted
Disqualifying so we have some time to address this. I do think it's worth taking a look at.
posted
Yes, I highly agree with Mo on that, hitsound might be blending way too much since the normal sample is almost the same as the one used in the song. Making the volume higher doesn't really help so the better choice is just to swap samples and try something that doesn't blend too much.
posted
This modding thread has been migrated to the new "modding discussions" system. Please make sure to re-post any existing (and unresolved) efforts to the new system as required.
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