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posted
This beatmap was submitted using in-game submission on Wednesday, November 1, 2017 at 8:24:51 PM

Artist: Marika
Title: Soul Release short ver.
Source: ハロー・レディ!
Tags: Hello Lady Eroge Visual Novel Kibbleru Lasse Doormat
BPM: 188
Filesize: 3847kb
Play Time: 01:21
Difficulties Available:
  1. Doormat's Easy (1.76 stars, 113 notes)
  2. Insane (4.54 stars, 311 notes)
  3. Kibb's Extra (5.2 stars, 314 notes)
  4. Lasse's Hard (3.42 stars, 251 notes)
  5. Normal (2.1 stars, 157 notes)


Download: Marika - Soul Release short ver.
Information: Scores/Beatmap Listing
---------------
MetaData Provided by Battle - http://www.differencia.co.jp/entertainm ... y_ost.html

GD BY DOORMAT LASSE KIBBLERU
posted
from your q - p/6200445
skipping easy cause wip as i see

[general]
at the end there's like 9% of the mp3 which is no sound, you can cut it to earn space (not really important but recommended)
background is in wrong size, should be 1920x1080 or 1920x1200

[normal]
00:02:950 (4) - don't do 1/4 in normal, because it's tricky for a novice player causing a 100, you can just use a 1/2 slider
00:29:599 (3) - try ctrl+j, it would improve a bit the flow and go in curve
00:39:174 (1,2,3) - close to the hp bar in 4:3 screens
01:04:227 (6) - same as i said in first point
01:06:780 (5) - ^
01:07:258 - kiai is unsnapped by 1ms

[lasse's hard]
countdown conflict is present
00:23:535 (2,3,4,5) - maybe just using a 1/4 slider would work
00:43:961 (5,6,7,8) - ^

[insane]
00:31:434 (6) - this is too far, taking in mind it's a 1/4 rhythm

[kibb's extra]
unsnapped kiai and objects, check aimod
other than that is god

gl~
posted
Nice caught most of them. I'm probably just gonna leave the hp thing as it is not much of an issue as well as the length of the song. Resnapped all the kiai's and stuff again since I forgot to do that after the 1ms change as well as fixed things for kibb. Other than that thanks for mod
posted
I assume everything above normal doesn't include normal.

Im not very good at modding lower difficulties, but I will try.

My map if you accept M4M:https://osu.ppy.sh/s/647724

Also in case you forget, disable countdown on normal and easy. It is in AImod if you forget.

[Kibb's Extra]
00:02:950 (1,2,3) - I would not have the triple in a stack, since the song ramps up with it, so sudden movement would reflect the song better.

00:05:344 (1,2) - I see no reason in to space these so far apart considering 00:05:663 (3) is a much more intense sound. I would reduce spacing to about 00:04:865 (1,2,3) this pattern's spacing, and keep object 3 spaced.
00:10:450 (1,2,3) - Same^

You clearly put some effort into the direction of the sliders, so I was a bit confused with why 00:07:737 (1,2) and 00:12:844 (1,2) have sliders facing either in the same, or perpendicular directions. I would personally rotate 00:13:163 (2) to force awkward movement to show the guitar changing.

00:23:376 (1,2,3,4,5) - This overlap seems a bit messy. Maybe spacing the stream further away would be better. The song suddenly picks up around here so it would justify large spacing here.

00:24:812 (1) - This cuts through a pretty major vocal. I know you are following drums, but maybe map the vocal with a repeat? Maybe change your other repeats into more active notes, if drums are to be mapped to.

00:32:312 (3,4) - The song starts to build here. I think you should start spacing objects here.

00:35:024 (1,2) - This is readable, since the Ar helps to compensate, but it feels too weird to play. The spacing jumps too hard in intensity, with the jump from the extended slider already making it worse. I know you are trying to emphasize the song, but this is a bit too much. I could cut the extended slider into a normal 1/2, and make 00:35:503 (2) spaced, and placed visually differently.

00:44:758 (3,1) - Maybe space it a bit further? Spacing a bit too low, where the song is playing a down beat. I see this being repeated, but there seems to be no good reason to do this, since it contradicts the song rather than complimenting it.

00:54:173 (2) - I think the green line malfunctioned about here.

01:01:514 (1,2) - I think you need to make 1/2 and 1/4 stacks more distinct. Maybe space the stacks a bit more for 1/2 stacks, or not stack at all, or avoid mixing both. I think having both makes reading the map alot harder for no good reason.

01:03:429 (1,4) - I think object 4 wants to line up with object 1 from them being slightly off in the editor, and your liberal use of this visual style in the rest of the map. (Like here 01:04:705 (1,6) )

01:17:471 (1) - I would change the volume in the timing panel to something lower, since the loud slider ticks were a bit jarring.

[Insane]
Overall this one felt random. Patterns were use either once, and forgotten about, which makes them stick out in a part of a song which shouldn't, and other parts of the song weren't clear with their spacing, and what the song is following.
It was hard to write a mod since ideas were not so clear. This although maybe due to me being sleep deprived, but even so, please make ideas stand out more, by repeating them.
An idea said twice is over thrice the strength of an idea said once.

Maybe use an NC here > 00:02:950 (3) , or here > 00:02:790 (2) to show difference inn rhythm in the same spacing.

00:23:854 (1,2,3,4,5) - Here is an example of a patter never used again. This stands out because it is very obviously sliders on top of each other. Please repeat patterns in the section of the song, so they don't feel placed there for "variety", disregarding the song.

00:28:322 (3,4,5) - Spacing needs contrast in order to stand out. With linear jumps, it was obvious to the player if objects were spaced differently. This triangleish pattern doesn't emphasize object 5 correctly. Make spacing between 3 and 4 smaller to show this off.

01:12:365 (1,2,3,4,5,1) - This entire part of the map feels too crowded. Maybe space objects more?

01:16:195 (1,2) - Object placements used too rarely stand out when they really shouldn't. This pattern stands out since it is structured so much differently than anything else in this section. This is not what should be done since the song doesn't change enough to justify this. Try and match 01:12:205 (5,1) , since it sound pretty similar.

[Lasse's Hard]
00:05:344 (4,5) - Maybe space a bit higher? Just enough so I don't read this as something other than 1/2. The object placement is so out of place it made me think it was a 1/1 spacing once, and when I retried to see what it was, I played it 1/4. You established what a 1/2 spacing looks like, so use it again! The fact this stack exists, forces me to question every other stack I encounter, which messes up my reading. There is nothing in the song which should justify such a hard reading concept for a hard difficulty..

00:33:748 (5,1,2,3,4,5) - I think you overestimated a player's ability to read 1/1 stacks in the middle of 1/2. This may not stand very well since I am kinda dumb, but hard diffs are aimed at about beginners, so maybe convert the 1/2 into sliders? The slider leniency, and not having to hit awkward 1/2 jumps would reduce difficulty in a section which shouldn't be difficult.
posted
a
[General]
It seems like at 01:21:939 - on all diffs the green lines are not working properly to silence the spinner

[Kibb's Extra]
01:04:705 (1,2,3,4) - map broke

[Insane]
00:48:907 (7,8,1) - this would be fine if you would put 7 as where imo, looks incredibly hard to read because of the circle on top of both sliders As the approach circle makes it weird

00:54:493 (1,2,3,4,5,6,7,8,1,2) - everything follows vocal EXCEPT this one at 00:55:769 (1) - imo that circle on the downbeat really makes everything else in the same rhythm sound like it's not properly following the music. You can either stack the 00:55:769 (1) - under the vocal to make it less significant OR convert the 00:55:610 (8,1) - into one slider

01:15:397 (2) - remove the reverse and move the 01:15:876 (3) - to that tick and just add a circle or something because I like the 1/2 to follow the guitar better

01:21:939 - m8 the green line isn't working properly, it's not silencing the spinner at all in fact it's playing at a really loud volume (you can test this by putting a circle after green line, it's silent)

[Lasse's Hard]
Nice Extra diff
This diff is harder than Insane LMAO

Consistently and well mapped. I doubt the map itself has any issues, if the issues come it will come from the concepts of the difficulty as being too much for Hard.

[Normal]
00:13:641 - why is this section so dense in terms of object density? It's even weirder that harder diffs (everyone of them) have less density.....

01:05:982 (3,4) - I suggest 1/2 with a reverse and a circle, fits better imo. This one ends on a slider tail which is really anticlimatic

just throw 12 SP and just rank it, who needs Easy diff (oh wait your normal exceeds 2* ANGERY)
posted
Underforest: 5 note streams should be fine with this low spacing and fit the song, insane also uses much more spaced ones

mindmaster107: that antijump thing is one of the core concepts of this and executed on similar spots too, nothing too hard
same for the 1/1, all stacks besides the first 1/4 are 1/1

timemon: lol, still much easier than insane with much lower spacing and 1/2 circle spam. just a little bit harder to read than average modern hards I guess

thanks, but no changes
posted
[Insane]
Overall this one felt random. Patterns were use either once, and forgotten about, which makes them stick out in a part of a song which shouldn't, and other parts of the song weren't clear with their spacing, and what the song is following.
It was hard to write a mod since ideas were not so clear. This although maybe due to me being sleep deprived, but even so, please make ideas stand out more, by repeating them.
An idea said twice is over thrice the strength of an idea said once. Though I agree I wouldn't prefer to keep using same patterns. I actually have for a lot of rhythms if you looked at it again. I was quite repetitive with the pattern choices as well since it was mostly copy paste from one another.

Maybe use an NC here > 00:02:950 (3) , or here > 00:02:790 (2) to show difference inn rhythm in the same spacing. Did something different

00:23:854 (1,2,3,4,5) - Here is an example of a patter never used again. This stands out because it is very obviously sliders on top of each other. Please repeat patterns in the section of the song, so they don't feel placed there for "variety", disregarding the song. I wouldn't be so sure, even though it may not seem like it this could be interpreted as the same pattern 00:27:684 (1,2,3.4,5) -

00:28:322 (3,4,5) - Spacing needs contrast in order to stand out. With linear jumps, it was obvious to the player if objects were spaced differently. This triangleish pattern doesn't emphasize object 5 correctly. Make spacing between 3 and 4 smaller to show this off. Slight tweaks but object 5 doesn't have any impact because nothings really on it.

01:12:365 (1,2,3,4,5,1) - This entire part of the map feels too crowded. Maybe space objects more? This was already mapped a lot at but mentioned only at the end? 01:01:673 (4,5,6,1,2,3,4,1) - I'll keep it

01:16:195 (1,2) - Object placements used too rarely stand out when they really shouldn't. This pattern stands out since it is structured so much differently than anything else in this section. This is not what should be done since the song doesn't change enough to justify this. Try and match 01:12:205 (5,1) , since it sound pretty similar. Even though that could be the case the one you mentioned is for a strong individual beat. The one I did at 01:16:195 (1,2) - is to make out the two consecutive drum beats that play on one another. I'll keep it in mind if anyone asks about it
Thanks for mod
posted

timemon wrote:

a
[General]
It seems like at 01:21:939 - on all diffs the green lines are not working properly to silence the spinner Yeah weird I thought I was the only one who noticed that. I thought it was probably a glitch

[Kibb's Extra]
01:04:705 (1,2,3,4) - map broke

[Insane]
00:48:907 (7,8,1) - this would be fine if you would put 7 as where imo, looks incredibly hard to read because of the circle on top of both sliders As the approach circle makes it weird Moved 7 somewhere else for now

00:54:493 (1,2,3,4,5,6,7,8,1,2) - everything follows vocal EXCEPT this one at 00:55:769 (1) - imo that circle on the downbeat really makes everything else in the same rhythm sound like it's not properly following the music. You can either stack the 00:55:769 (1) - under the vocal to make it less significant OR convert the 00:55:610 (8,1) - into one slider Yeah I stacked it

01:15:397 (2) - remove the reverse and move the 01:15:876 (3) - to that tick and just add a circle or something because I like the 1/2 to follow the guitar better I just made the 2nd one a repeat follows the guitars as well

01:21:939 - m8 the green line isn't working properly, it's not silencing the spinner at all in fact it's playing at a really loud volume (you can test this by putting a circle after green line, it's silent)

[Normal]
00:13:641 - why is this section so dense in terms of object density? It's even weirder that harder diffs (everyone of them) have less density..... yeah you're right I fixed a lot after this portion to make it easier

01:05:982 (3,4) - I suggest 1/2 with a reverse and a circle, fits better imo. This one ends on a slider tail which is really anticlimatic I agree but I'll keep it for now

just throw 12 SP and just rank it, who needs Easy diff (oh wait your normal exceeds 2* ANGERY)
Thanks for Mod :)
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