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posted
This beatmap was submitted using in-game submission on Donnerstag, 27. Juli 2017 at 13:53:27

Artist: Naoko Mitome & Chika Sekigawa
Title: The Underwhere
Source: Super Paper Mario
BPM: 130
Filesize: 2369kb
Play Time: 01:17
Difficulties Available:
  1. Insane (4,78 stars, 197 notes)


Download: Naoko Mitome & Chika Sekigawa - The Underwhere
Information: Scores/Beatmap Listing
---------------
Super Paper Mario <3
posted
hi from #modreqs lol

[Insane]

general: considering the difficulty, the object density of this map is very low (especially in the earlier parts of the map). i highly recommend mapping to the drumbeats in the background. there are a lot of sounds ignored behind this long slider 00:31:466 (1) for example.

00:21:774 (1) 00:25:466 (1) etc - i don't think these ncs are strictly necessary...
00:23:158 (3) - blanket it? this looks awkward imo
00:23:928 (6,1) - the spacing here emphasizes 6 more than 1, but since 1 is on the downbeat and is accompanied with a strong sound, the emphasis must be put on 1 instead. what about adjusting spacing to give 1 more emphasis?
00:35:158 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,4,5,6,1,2,3,1,2,3,4,5,6,1,2,3,4,5,6,7,8,9) - theses jumps look arbitrary. for example 00:36:543 (1,2,3,1) and 00:39:774 (1,2,3,4) - why are these circles more spaced than the ones before? considering that the sounds accompanied by these circles have the lowest pitch (therefore a bit softer) in the music, it would make more sense of the spacing was correspondingly low. also it would make sense to give emphasis to 00:35:928 (3) - since it has the highest pitch. 00:38:389 (1,2,3,1) - then these objects would be even more emphasized because of higher pitch etc.

please note that this is just one way you could organize these jumps. essentially the way the circles are placed should make musical sense but as of now they don't, and this can make gameplay much less intuitive for players. as of now the rest of the map has more or less similar problems.

also, the ncs in these parts seem really inconsistent. why are there 3 objects in one combo and then 6 and then 9 objects etc.

00:51:312 (5) - there is a noticeably strong percussion (boom) in the background, so likewise it would make sense to make this a jump.
00:52:697 (1) - ^
00:54:082 (4) - ^
00:55:466 (1) - ^
00:55:928 - personally i would map this sound with a separate slider (so 2 2/3 sliders)
00:58:697 - ^
01:07:005 - ^
01:09:774 - ^
00:57:158 - the trumpet (?) sound form a part of the melody so putting a circle here would play better.
00:59:466 - ^
01:08:235 - ^
01:10:543 - ^
01:01:005 (1) - this feels rhythmically awkward and should be a 2/3 slider. 5/6 slider is almost never used.
01:02:389 (1) - ^
01:03:774 (6) - ^
01:05:158 (1) - ^
01:12:082 (1) - ^
01:13:466 (8) - ^
01:14:851 (13) - ^
01:16:235 (1) - ^
01:01:466 (2,3,4,5,6,7) - 01:04:235 (7,8,9,10,11,12) - musically these two parts sound exactly the same but the concepts used in each of them are extremely different. consider using similar concepts for more consistency throughout the map.
01:12:543 (2,3,4,5,6,7) - 01:15:312 (14,15,16,17,18,19) - ^
01:03:774 (6) - nc?
01:07:928 (5) - ^
01:14:851 (13) - ^
01:13:466 (8) - ^
01:11:158 (1,1) - remove nc

hope that helps!
posted
Will be reacting to this in a week or later, going to be in the holidays now. :) Didn't expect #modreqs to be working though so thanks!
posted

CrazyrabbitKGE wrote:

hi from #modreqs lol nice (:

[Insane]

general: considering the difficulty, the object density of this map is very low (especially in the earlier parts of the map). i highly recommend mapping to the drumbeats in the background. there are a lot of sounds ignored behind this long slider 00:31:466 (1) for example. Yep I know, I did it because I want the beatmap to be as hard and complex, as the music is exciting and full of tension. The beginning surely has much beat in it, but there is no tension.

00:21:774 (1) 00:25:466 (1) etc - i don't think these ncs are strictly necessary... No they aren't, I like them there anyway.
00:23:158 (3) - blanket it? this looks awkward imo Blanket looks more awkward xd changed it a bit.
00:23:928 (6,1) - the spacing here emphasizes 6 more than 1, but since 1 is on the downbeat and is accompanied with a strong sound, the emphasis must be put on 1 instead. what about adjusting spacing to give 1 more emphasis? Strange... I find that the missing distance between 6 and 1 emphasizes 1 much more :o
00:35:158 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,1,2,3,4,5,6,1,2,3,1,2,3,4,5,6,1,2,3,4,5,6,7,8,9) - theses jumps look arbitrary. for example 00:36:543 (1,2,3,1) and 00:39:774 (1,2,3,4) - why are these circles more spaced than the ones before? considering that the sounds accompanied by these circles have the lowest pitch (therefore a bit softer) in the music, it would make more sense of the spacing was correspondingly low. The spacing is very low, except the 3 (concerning the first ones you mentioned) because it prepares for the small impact in the music at the latter 1. Concerning the second ones: The harmonics and pitch prepare for the big impact at 00:40:697 (7) what explains their spacing. also it would make sense to give emphasis to 00:35:928 (3) - since it has the highest pitch. Hmm I really don't hear any accent at the note though it is higher.. I think we perceive emphasis very differently.. 00:38:389 (1,2,3,1) - then these objects would be even more emphasized because of higher pitch etc.but they are already much emphasized because of the spacing :o

please note that this is just one way you could organize these jumps. essentially the way the circles are placed should make musical sense but as of now they don't, and this can make gameplay much less intuitive for players. as of now the rest of the map has more or less similar problems.

also, the ncs in these parts seem really inconsistent. yep, on purpose why are there 3 objects in one combo and then 6 and then 9 objects etc. the pitch at the 6-combo is very similar and I didn't want to cut that feel, also 1,2,3,4 wouldn't look that nice then. these 9 ones have this "melody climb" I didn't want to destroy for consistency.

00:51:312 (5) - there is a noticeably strong percussion (boom) in the background, so likewise it would make sense to make this a jump. Thought about that very long - This part is preparing the tension before the powerful melody. It shall not be hard, but as you said, that boom must be emphasized, that's what the slider is there for.
00:52:697 (1) - ^ ^
00:54:082 (4) - ^ ^
00:55:466 (1) - ^ ^
00:55:928 - personally i would map this sound with a separate slider (so 2 2/3 sliders) the tone is very short in relation to the one before.
00:58:697 - ^
01:07:005 - ^
01:09:774 - ^
00:57:158 - the trumpet (?) sound form a part of the melody so putting a circle here would play better. Changed
00:59:466 - ^
01:08:235 - ^
01:10:543 - ^
01:01:005 (1) - this feels rhythmically awkward and should be a 2/3 slider. 5/6 slider is almost never used. Because I would have to remap very very much, I will wait until someone else agrees with you. I find it strange because these x/x+1 sliders are used to do a held note and a circle directly after it. 2/3 would just mean higher spacing, but that time amount would but shouldn't be as big as the usual one between the 1/3s.
01:02:389 (1) - ^
01:03:774 (6) - ^
01:05:158 (1) - ^
01:12:082 (1) - ^
01:13:466 (8) - ^
01:14:851 (13) - ^
01:16:235 (1) - ^
Second half will follow, I have no more time atm
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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