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S-C-U feat. Qrispy Joybox - anemone [Taiko]

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Total Posts
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Topic Starter
octagonal
This beatmap was submitted using in-game submission on Freitag, 19. Januar 2018 at 18:36:59

Artist: S-C-U feat. Qrispy Joybox
Title: anemone
Source: REFLEC BEAT colette -Spring-
Tags: happy shoccho plus android マラソン! pack 1 パステルくんとスミス氏のrunrunマラソン! pastel-kun to smith-shi no runrun marathon! game rock
BPM: 200
Filesize: 2608kb
Play Time: 01:35
Difficulties Available:
  1. Gemu's Futsuu (2,42 stars, 267 notes)
  2. Kantan (1,51 stars, 148 notes)
  3. Ranunculacea (2,93 stars, 421 notes)
Download: S-C-U feat. Qrispy Joybox - anemone
Information: Scores/Beatmap Listing
---------------
pitchmapping is best mapping.
looking for better bg.
by me
by game rock
by me
Gemu-
Hi:3 sorry for the delay ;www; here is my diff


Gemu's Futsuu
osu file format v14

[General]
AudioFilename: mp3.mp3
AudioLeadIn: 0
PreviewTime: 9925
Countdown: 0
SampleSet: Normal
StackLeniency: 1
Mode: 1
LetterboxInBreaks: 0
WidescreenStoryboard: 0

[Editor]
Bookmarks: 5125,9925,19525,33925,38725,48325,57925,68725,78325,85525,94525
DistanceSpacing: 1
BeatDivisor: 2
GridSize: 32
TimelineZoom: 1.499999

[Metadata]
Title:anemone
TitleUnicode:anemone
Artist:S-C-U feat. Qrispy Joybox
ArtistUnicode:S-C-U feat. Qrispy Joybox
Creator:octagonal
Version:Gemu's Futsuu
Source:REFLEC BEAT colette -Spring-
Tags:happy shoccho plus android マラソン! pack 1 パステルくんとスミス氏のrunrunマラソン! pastel-kun to smith-shi no runrun marathon!
BeatmapID:0
BeatmapSetID:-1

[Difficulty]
HPDrainRate:7
CircleSize:2
OverallDifficulty:4
ApproachRate:5
SliderMultiplier:1.4
SliderTickRate:1

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Topic Starter
octagonal
Sweet, added
DeletedUser_6637817
Hi, Mod per queue!

[Kantan]

00:05:725 (7) - How come this note is here when back at 00:00:925 - there was none? It has the same sounds behind it, so i see no reason why to put a note there and not before that. Please either add a note at 00:00:925 - or remove 00:05:725 (7) - to stay consistent.

00:19:525 - to 00:33:925 -
Seeing how you tried to match the synth sounds in this section, i would much more recommend a note structure like below to be able to better represent the synth:

^Please hitsound to your liking.

00:53:125 - i can very clearly hear a cymbal here that is very distinct from all other sounds, why is it not emphasized in any way? I suggest you make it a kat to express whats different in the song as a different thing in the map.

00:56:725 (17,18,19) - a kkk would much better fit here than a kkd; The snares that set in for that pattern lie on all 3 notes, so having a d on the last note while the snares are still pounding sounds unfitting.

01:08:725 (31) - why isnt this a finisher but 01:18:325 (49) - is when they sound the same? They even have a woosh sound before the sound is heard.

01:08:725 - From here on onwards the map is just very imprecise and feels aimless in what it wants to emphasize. I can see that you were still focusing on the main synth, but its done imprecise by putting notes where the synth is not even playing. Take for example:
01:09:925 (33,34,35,36) - This ddk k sounds off because there is no actual sound playing on the 3rd note. You can much better fit the synth if you were to map something along the lines of dk kk instead of ddk k. dk kk has sounds lying on each note and compliments the synth in pitch.
Similar applies to 01:11:725 (37,38,39,40) - .
Please remap this section with the 1st half of the kiai to better math the synth. As it stands it sounds extremely imprecise and not fitting at all.

[Futsuu]

Holy shit please, please try to insert some 2/1 breaks in the more intense sections (especially kiai), to give the players some rest they need and to prevent pattern repetition.

I think for 00:09:925 - in general, similar to kantan, note placement can be much more precise. As it stands, many many points of emphasis are being glossed over such as 00:13:675 - being completely ignored even though its the start of a musical pattern in this case.
This song really has a doublet oriented rhythm, and trying to force odd rhythm upon it sounds pretty wrong. Take for example:
00:13:525 (29,30,31,32,33,34) - could be very well also be mapped as

Which in this case captures more of the synths important points, such as the start of each musical pattern and the end of said patterns.
It should pretty much wind up looking much more similar to the kiai imo, dont be afraid to use red ticks and 3/2 if it compliments the song!

01:08:725 - This section before the kiai also glosses over a lot of important notes and makes it sound weeeeird and unfitting.
Please consider what i said in the last suggestion.

The kiai itself has an extreme ramp up in difficulty that just feels very sudden and wrong, when the section before (which sounds almost identical to it) it much much much much MUCH less dense than the kiai is. Please nerf the kiai a bit, and dont forget to add the occasional 2/1 breaks a player needs c:

01:33:625 (262) - Why not make this a D? The Music kind of stutters here so it would be more fitting to keep using D finishers at this point.

[Latin Name Diffname]
This difficulty has some issues regarding the songs intensity not matching your maps density and lacking a difficulty progression overall.
First of these is 00:34:225 (157,158,159,160,161,162,163,164,165,166,167,168,169,170,171) - This massive thing.
Its one of the hardest patterns in the map, but is paradoxically placed in a low intensity (read: silent) part of the song. Its sounds overdone as a result.
You can nerf it to something like kkd kkd kkd kdk and it would be already much better reflective of the songs intensity.

Besides that, this part 00:09:925 - is copy pasted 3 times. Its boring, repetitive, and could be brought out better. For example having these sections slowly rise up in difficulty is a very common practice nowadays, and i advise you to do the same here, as its honestly weird seeing all 3 parts being the exact same patterns.

00:49:225 - Regarding the long combos; I suggest you shift 00:50:575 (233) - this note and the ones occuring in the repititions to 00:50:125 - so there is a break before the downbeat which sounds a lot better than what is currently here.



Other from these honestly Major issues in the mapset i dont see much other issues that are worth talking about atm, as a lot of this map will have to be redesigned as i said.
Though the difficulty gap between Futsuu and Kantan is quite large and futsuu has to be nerfed quite a bit as stated in its respective mod.

Good luck with this mapset, it needs a lot of work still and i hope you can do it!
Topic Starter
octagonal
Response

Nepuri wrote:

Hi, Mod per queue!

[Kantan]

00:05:725 (7) - How come this note is here when back at 00:00:925 - there was none? It has the same sounds behind it, so i see no reason why to put a note there and not before that. Please either add a note at 00:00:925 - or remove 00:05:725 (7) - -< did that to stay consistent.

00:19:525 - to 00:33:925 -
Seeing how you tried to match the synth sounds in this section, i would much more recommend a note structure like below to be able to better represent the synth:

^Please hitsound to your liking. done, sort of?

00:53:125 - i can very clearly hear a cymbal here that is very distinct from all other sounds, why is it not emphasized in any way? I suggest you make it a kat to express whats different in the song as a different thing in the map. done

00:56:725 (17,18,19) - a kkk would much better fit here than a kkd; The snares that set in for that pattern lie on all 3 notes, so having a d on the last note while the snares are still pounding sounds unfitting. done

01:08:725 (31) - why isnt this a finisher but 01:18:325 (49) - is when they sound the same? They even have a woosh sound before the sound is heard. oh woops, I thought it was lol

01:08:725 - From here on onwards the map is just very imprecise and feels aimless in what it wants to emphasize. I can see that you were still focusing on the main synth, but its done imprecise by putting notes where the synth is not even playing. Well, the problem with this song is that there are plenty of bars like this one where the melody is on the offbeat, which I can't place notes on in a Kantan. As a consequence I end up placing them the beat after that instead. But no matter what I do, it's confusing to people playing the diff. Take for example:
01:09:925 (33,34,35,36) - This ddk k sounds off because there is no actual sound playing on the 3rd note. You can much better fit the synth if you were to map something along the lines of dk kk instead of ddk k. dk kk has sounds lying on each note and compliments the synth in pitch. Aight
Similar applies to 01:11:725 (37,38,39,40) - .
Please remap this section with the 1st half of the kiai to better math the synth. As it stands it sounds extremely imprecise and not fitting at all. You got it

[Latin Name Diffname]
This difficulty has some issues regarding the songs intensity not matching your maps density and lacking a difficulty progression overall.
First of these is 00:34:225 (157,158,159,160,161,162,163,164,165,166,167,168,169,170,171) - This massive thing.
Its one of the hardest patterns in the map, but is paradoxically placed in a low intensity (read: silent) part of the song. Its sounds overdone as a result.
You can nerf it to something like kkd kkd kkd kdk and it would be already much better reflective of the songs intensity. done

Besides that, this part 00:09:925 - is copy pasted 3 times. Its boring, repetitive, and could be brought out better. For example having these sections slowly rise up in difficulty is a very common practice nowadays, and i advise you to do the same here, as its honestly weird seeing all 3 parts being the exact same patterns. I'll think about it

00:49:225 - Regarding the long combos; I suggest you shift 00:50:575 (233) - this note and the ones occuring in the repititions to 00:50:125 - so there is a break before the downbeat which sounds a lot better than what is currently here. Not sure what you mean exactly, but I've tried some variations of this pattern and decided to just nerf it entirely instead

Other from these honestly Major issues in the mapset i dont see much other issues that are worth talking about atm, as a lot of this map will have to be redesigned as i said.
Though the difficulty gap between Futsuu and Kantan is quite large and futsuu has to be nerfed quite a bit as stated in its respective mod.

Good luck with this mapset, it needs a lot of work still and i hope you can do it!

Thanks!
BanchoBot
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