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posted
This beatmap was submitted using in-game submission on November 22, 2017 at 9:45:27 PM

Artist: SawanoHiroyuki[nZk]:Tielle & Gemie
Title: sh0ut
Source: Re:CREATORS
Tags: milan- ely レクリエイターズ 澤野弘之 sawano hiroyuki shout recreators opening op 2V-ALK altair
BPM: 106
Filesize: 9415kb
Play Time: 03:56
Difficulties Available:
  1. aL†aiR (6.53 stars, 1016 notes)
  2. Collab Extra (5.86 stars, 889 notes)
  3. Easy (1.77 stars, 263 notes)
  4. Hard (3.58 stars, 650 notes)
  5. Milan-'s Insane (4.93 stars, 757 notes)
  6. Normal (2.42 stars, 436 notes)


Download: SawanoHiroyuki[nZk]:Tielle & Gemie - sh0ut
Information: Scores/Beatmap Listing
---------------
Does Altair also take powers from doujin? ( ͡° ͜ʖ ͡°)


special thanks -> Knotts & Meyrink for \\\\mp3////
Insane - Milan-nyan nyan
Extra - eLy x Gaia
posted
thunk
posted
:shock:
posted
posted
sakebe !
posted
saKalibae !
posted
Rank plz w

Shoot star ~ <3
posted
mochiron! (。・ω・)ゞ

arigatou ashe-san ( ˘ω˘ )
posted
Oh, It must've been very difficult. Lots of work.
gl with this map!
posted
add video pl0zxc :^)
posted
Best map
posted
posted
we did it!!

thx milan-nyaaaaaaan (^=˃ᆺ˂)
posted
Rank this plz!! :cry:
posted
Hi! reaaally good map. really not much to find wrong in here! my mod:
[Milan's Insane]
01:46:595 (1,2,3,4,1,1) - i get the first part is the back and forth which you make previously but what is the rhythm there following? It sort of confused me since maybe not all of the vocals were interpreted here, so just curious as to the rhythm choice!

[Collab Extra]
00:16:878 (4,1) - Think it would be cooler if you stacked the end of one to the beginning of 4
00:32:868 (4,1) - looks slightly not inline, just adjust the 4 a bit here
00:35:981 (1) - Would it be too much if you removed this? I may be deaf but idk if I hear any vocal sound here, plus the spacing sort of jumps high here, kind of distracts from the calm flow you had before
01:50:557 (4,1,2) - This one seems more logical, though not sure about the NC'age here (only 2 combo?)
02:57:632 (4) - hmmm...slider on red tick to white tick... eh
03:55:368 (1) - I think a slightly faster sv could work here, I just feel like there's not enough emphasis

[Extra]
01:03:293 (1,2) - Interesting concept, but why such a small antijump
01:59:330 (1) - niiiceee
03:55:722 (1) - This feels pretttyy short, if anything not sure why it ends on red tick

Very fun jumps!
great map, great hitsounding
goodluck!
posted
yo m4m from your q!

my map: https://osu.ppy.sh/s/637223

General

  1. I feel like the bpm should be doubled
  2. I am still not a fan of the soft-hitwhistle2, or at the very least lower the volume of it. Especially starting from 02:52:255 the triangle sound really stands out for nothing.

Extra

  1. 00:02:444 (1) - shouldn't it be a 1/16 repeat slider?
  2. 01:25:085 (1) - stack on 01:24:519 (4) - sliderend instead? it makes the pattern here consistent with your style as well as the perfect stack
  3. 03:32:585 (6,1,2) - Compare the ds difference here with 01:03:151 (2,1,2) - the spacing of either of these must have been wrong

Collab

  1. 00:12:632 (1) - 00:14:330 (3) - 00:17:161 (1) - 00:18:859 (3) - and more... you sure bass drum on slidertail?
  2. 01:04:708 (1,2,3,4,5,6,7) - its definitely nothing wrong but I feel like the rhythm choice in extra diff is far more interesting than this
  3. 03:41:925 (4) - ctrl < ?
Other diffs look fine to me and I am not really good at modding easy/normal diffs. Overall a very promising set. GL!
posted
Ambrew

Ambrew wrote:

Hi! reaaally good map. really not much to find wrong in here! my mod:

[Collab Extra]
01:50:557 (4,1,2) - This one seems more logical, though not sure about the NC'age here (only 2 combo?)
02:57:632 (4) - hmmm...slider on red tick to white tick... eh vocals, i changed the hitsounds up a bit so it's more obvious tho
03:55:368 (1) - I think a slightly faster sv could work here, I just feel like there's not enough emphasis seems fine to me for now, might consider it later tho

[Extra]
01:03:293 (1,2) - Interesting concept, but why such a small antijump emphasis hehe
01:59:330 (1) - niiiceee w
03:55:722 (1) - This feels pretttyy short, if anything not sure why it ends on red tick dunno, ask skystar x)

Very fun jumps!
great map, great hitsounding
goodluck!
Nostalgic

Nostalgic wrote:

yo m4m from your q!

my map: https://osu.ppy.sh/s/637223

General

  1. I feel like the bpm should be doubled the way the song is structured (percussion mainly) this is definitely 106 bpm
  2. I am still not a fan of the soft-hitwhistle2, or at the very least lower the volume of it. Especially starting from 02:52:255 the triangle sound really stands out for nothing. it's supposed to highlight the guitar(?) sound, i think it fits.

Extra

  1. 00:02:444 (1) - shouldn't it be a 1/16 repeat slider? no? i don't hear it
  2. 01:25:085 (1) - stack on 01:24:519 (4) - sliderend instead? it makes the pattern here consistent with your style as well as the perfect stack it would be inconsistent with my other stacks so i'd rather not
  3. 03:32:585 (6,1,2) - Compare the ds difference here with 01:03:151 (2,1,2) - the spacing of either of these must have been wrong they're 2 different sections, the latter being much more intense, and thus i gave it more distance despite still being an antijump

Collab

  1. 00:12:632 (1) - 00:14:330 (3) - 00:17:161 (1) - 00:18:859 (3) - and more... you sure bass drum on slidertail? following vocals here so yea it's fine
  2. 03:41:925 (4) - ctrl < ? mine flows better
Other diffs look fine to me and I am not really good at modding easy/normal diffs. Overall a very promising set. GL!


thanks for modding both of you, no reply are fixed.
posted
Greetings from my queue. Songs without apparent melody or slow vocals compared to the maps tempo are not my forte to modding. The freestyle mapping suits the song well.

[Extra]
  1. Consider giving an edgy name to the difficulty. You can analyze the lyrics or find synonyms for song name. Reason for that also is because you have another difficulty having "Extra" in its name.
  2. Generally I want to mention one thing, you can make the map much more organized by simply putting all partial overlaps to overlap the same amount in the section. 00:10:368 (1,5) - For example this is a lot of amount overlapped while 00:10:368 (1,2) - is a bit less and before that 00:09:802 (4,5) - even less of amount overlapped. So if there is no "I want chaos" or any other philosophical thoughts, you should choose one overlapping amount in a section and stick to it, it should look much more organized. You probably know but, easy way to make sure everything is on same amount is to put on distance snap on desirable level, then put circles 1/8 in timeline, one after the next, finally placing the note wherever you want however you want, but on equal spacing: https://osu.ppy.sh/ss/9379239 an example on 0.9x. This could apply to like... the whole map (with different amount on different sections). Then, of course, return the circles on firstly destined timelines.
  3. 00:11:642 (2,4) - Further more, unless really planned, mixing full overlaps and partial usually (to me) leads to poor design. There are of course examples of good usage, but some are not. https://osu.ppy.sh/ss/9379249 if you do it like this, I don't see the aesthetics / movement spacing emphasis hurting at all. It could just bring out more structured pattern building when a section is based on one type of overlaps. Of course overlaps late in the timeline are seen differently and could be mixed with some full overlaps for some desired effects on patterns etc. With the variable spacing and rhythm usage, I don't see problems in less variable spacing, when it could bring to more tidy structure.
  4. From the start to 00:04:708 - You should consider two things: Lowering the volume of the hitsounds, they're too loud for the song; Lowering the rhythm density, I had a lot of troubles picking up with the map, and so did a few other guys I asked for testplays. Especially on multiple retries players will get easily brainlocked and have to work with 100's to combo it. 00:00:180 (1,3) - good idea would be to make these two as sliders. Plus it doesn't make much sense for 00:00:321 (2,4) - to be circles since they're not of any importance like 00:00:180 (1,3) - in the section. Also the song is a bit messed up with offset going up and down on the start, which is probably why it is weird for me to play (00:00:321 (2) - this happens in the map before the sound is heard in the song)
  5. 00:09:236 - In this section there are some inconsistencies in spacing emphasis: 00:10:368 (1) - is given spacing like usual notes 00:11:500 (1) - while this one bigger. You usually tend to give bigger spacing to (1) notes, which is never a mistake, since those are the notes pretty prominent in the section. 00:17:161 (1) - low spacing etc. Take a look for yourself if you agree. More about spacing emphasis at 01:31:595 (4,1) at the lower part of mod.
  6. 00:21:689 (1) - You should give this more spacing, prominent vocal, new comboed and a heavy kick, back in the section you also have usually given (1)'s bigger spacing.
  7. 00:23:670 (3) - It's touching the timing bar at the bottom, not unrankable but I don't like seeing my timing bar being violated.
  8. 00:32:444 (3) - It is spaced too low. It should be like others: 00:27:349 (1,3,1) -
  9. 00:46:453 (5,2) - Wait did you just take barely hearable hithats, do some mad hitsounding, and then emphasize the hitsounds with spacing. !? Is this even okay I don't know first time seeing something like this, but my mapping knowledge tells me you should follow the song idk, I'll need some explaining here of what's going on. Especially since there are tons of places where you didn't actively map the hitsounded notes as circles: 00:48:293 (3,4) -, 00:50:557 (3) - etc.
  10. 00:52:113 (6) - This one is the one I especially don't understand. 00:51:972 (5) - You tend to usually follow vocals with a slider, here you didn't and have given a huge jump to (6) which is barely audible without hitsounds.
  11. 00:54:095 - There is a guitar sound hithat or whatever here. You seemed not to give any pauses in the song, and why now when it's right before the section reset. In fact I think now it should be the most spaced (considering you fill the 1/4 gap), like you did at the ending of the section 01:03:010 (1,2,1,2,1) - of course not with this spacing since it doesn't contain snares in the initial link. Very often do songs have a highest point right before a section reset, and here is no exception imo.
  12. 00:46:736 (2) - As there is a clap here, I expected it to be hitsounded like that on other parts like 00:51:264 (2) - and other such notes after the first clap sound.
  13. 01:01:736 (2,3) - This spacing is too low compared to 01:01:170 (6,1) - it's basically the same vocal line.
  14. 01:08:670 (3,1,3,1) - The way this pattern is right now, everything is on same spacing without anything really being emphasized. By utilizing spacing emphasis you can make these vocal sliders much more prominent, which I believe need to be since it is alwyas a good idea to emphasize something special and noticeable rather than keeping it all on same spacing.
  15. 01:31:595 (4,1) - (1) is strongly emphasized here with big spacing and not so comfy flow, while here it is purely bland 01:30:746 (1) - . 01:36:264 (6,1) - tons of places where this happens in this section though. When going freestyle in mapping with very variable rhythm and spacing, one thing that should never change is emphasis on important notes.
  16. 02:38:670 - Mman the scaling on this section. I'm pretty sure there are more people that would disagree on this section having this huge spacing, parrying kiais and such. In extra collab it is done much more easier than other parts, that means I assume you thought of intensity of sections, and decided on extra collab to give it less spacing and such. I just feel like you should rescale the whole section with lesser jumps and such, it is too spaced.
  17. 03:45:463 (1,1,1) - Same as 02:30:746 (1,1,1) - while in the first kiai it is not the same 01:16:029 (1,1,1) - . Just some connection I saw and I wouldn't make the last two have the same last pattern, especially if the first is not the same like them. You know music theory 1 3 2 4 xd


gl
posted
mod4mod from ur q
map https://osu.ppy.sh/s/683677

[xtra]
01:59:330 (1) - i like this
00:46:312 (4,5) and 00:46:595 (1,2) - different space y
00:49:991 (1) - i mean u could blanket this not blanket mod i promise
01:03:010 (1,2) - wow big
01:55:651 (1) - do u rly need nc
02:17:868 (2,1) vs 01:03:151 (2,1) spacing
02:38:670 (1) - section calmer than chorus but intensity of map feels too similar
03:54:378 (1,2) - just make 1/2 slider?
[collab]
00:05:274 (3) - 00:07:538 (3) - start on off beat
00:11:359 (5) - space more?
00:20:274 (5) - should blu be clickable
00:28:764 - should be clic
01:33:010 (1,2) - circle and repeat slider?
01:42:066 (1) - shouldnt section have denser rhythm
02:28:764 (3,4,5) - obtuse uwu
03:34:991 (7) - isnt this too far? also it looks like an even bigger difference cuz 03:34:000 (5)
[milan]
01:13:764 (1) - ik ur following bg music but it just feels awkward/underwhelming playing the slow rhythm after 01:04:708 (1,2,3) in all instances
03:39:802 (1,3) - ugly imo lo
[hard]
ok
posted
hi m4m changed to botan just 4 u

[easy]
  1. 00:30:746 (5) - this have drum additions but similar stuff like 00:28:481 (3,4) - are soft additions
  2. 00:47:727 (4,5) - imo kind of hard movement
  3. 01:29:613 (3) - maybe its just me but i dont here sound on blue tick?
  4. 01:38:670 (3) - ^
  5. 03:26:783 (5,7) - dunno about this overlap


[normal]
  1. 01:25:793 (5,1) - hmm this plays or maybe looks weird , i suggest putting the head of 1 like right beside the tail of 5
    clean diff ^^


[hard]
  1. 00:20:557 (1,3,4,5) - doesnt look clean imo maybe because of the stacking caused by 4 and 1's tail
  2. 01:09:802 (6,2) - uh fix overlap
  3. 01:21:123 (3,1) - some players might think that they'll click the tail of 1
  4. 03:43:198 (5,6) - too spaced compared to the other similar parts
    ye i like the chorus parts


nothing to say about insane (i like it)

sorry i cant really mod extra diffs

ye nub mod
gl!
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