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posted
This beatmap was submitted using in-game submission on 2017 m. spalio 9 d. at 00:34:39

Artist: Kaga (CV: Iguchi Yuka)
Title: Kaga Misaki (Jissou ver.)
Source: 艦隊これくしょん -艦これ-
Tags: kancolle kantai collection cape kisaragi
BPM: 133
Filesize: 3353kb
Play Time: 02:07
Difficulties Available:
  1. Hard (2.91 stars, 268 notes)
  2. Insane (4 stars, 368 notes)
  3. Normal (1.82 stars, 182 notes)


Download: Kaga (CV: Iguchi Yuka) - Kaga Misaki (Jissou ver.)
Information: Scores/Beatmap Listing
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delet this
posted
wtff thsi isn't dnnb >:////////////////?//???/////??////??///?//
posted
bamboozled
posted
Hi from my queue i just want to say that you are better at mapping than me so my mod can be useless but here we go
General
Why combo colours are default?
Normal
00:06:111 (5) - this slider looks weird for me but i might be wrong would do that http://osu.ppy.sh/ss/9246887 or at least something similar
00:10:171 (5,6,7) - well straight jumps i would make them like this http://osu.ppy.sh/ss/9246893
00:16:036 (3) - straight slider would be better http://osu.ppy.sh/ss/9246912 but idk
00:18:855 (1) - isn't this spinner starting too early welp beginners could get more confused
00:47:164 (3) - maybe NC but idk
01:16:487 (4) - maybe you should make blanket here http://osu.ppy.sh/ss/9246934
Hard
00:09:720 (1) - for me NC is unnecessary here
00:39:946 (3,1) - yeah i can't understand NC here i would NC this like that http://osu.ppy.sh/ss/9246960 but not sure
http://osu.ppy.sh/ss/9246960 isn't this ending too late 01:39:946 (1,2) are visible too early
01:48:517 (5,1,2) - ohh im again confused with combos i would NC this like that http://osu.ppy.sh/ss/9246984
Insane
00:09:720 (1,2) - would combo them like that http://osu.ppy.sh/ss/9246993


sorry if my mod is useless
posted

PeterEU wrote:

Hi from my queue i just want to say that you are better at mapping than me so my mod can be useless but here we go
General
Why combo colours are default? not anymore
Normal
00:06:111 (5) - this slider looks weird for me but i might be wrong would do that http://osu.ppy.sh/ss/9246887 or at least something similar made it angled
00:10:171 (5,6,7) - well straight jumps i would make them like this http://osu.ppy.sh/ss/9246893 I used them like this consistently so I'd rather keep
00:16:036 (3) - straight slider would be better http://osu.ppy.sh/ss/9246912 but idk sure
00:18:855 (1) - isn't this spinner starting too early welp beginners could get more confused moved 1/4 later
00:47:164 (3) - maybe NC but idk nah, no reason to
01:16:487 (4) - maybe you should make blanket here http://osu.ppy.sh/ss/9246934 I think the movement will be too weird for beginner with blanket and so many repeats
Hard
00:09:720 (1) - for me NC is unnecessary here removed nc at 00:10:171 - instead
00:39:946 (3,1) - yeah i can't understand NC here i would NC this like that http://osu.ppy.sh/ss/9246960 but not sure
http://osu.ppy.sh/ss/9246960 isn't this ending too late 01:39:946 (1,2) are visible too early I'm just following new combos on downbeats, as it seems the most correct musically
01:48:517 (5,1,2) - ohh im again confused with combos i would NC this like that http://osu.ppy.sh/ss/9246984 ^
Insane
00:09:720 (1,2) - would combo them like that http://osu.ppy.sh/ss/9246993 following downbeats as they are strong and nc emphasizes it well


sorry if my mod is useless
thanks!
posted
insane
00:30:472 (5,6,7) - mega spacing doesnt seem too supported. like same sounds as rest of the section but mapped way differnet
01:13:329 (1,2,1,2,1,2) - 01:27:765 (1,2,1,2,1,2) - should coordinate hitsounds. either having the drumfinishes or not works, but weird to use differentones

hard
00:07:464 (4,1) - dont think you should be using spaced 1/4, especially when 1/2 spacing is so tiny lol 01:46:712 (4,1) - also consistency maybe
01:27:765 (2,3,4) - hitsounding makes sense on insane because circle spam, but here not so much. drumfinsihes should be gone
01:38:254 (1) - spinner recovery time on hard is a thing wew should be like 1 beat

normal
tbh should nerf some of the 1/2 heavy stuff if this is gonna be lowest diff
specifically 1/2 sliders at 01:21:901 (1) - 01:32:728 (1) - 01:53:479 (7) - these chains
posted
did all!!
posted
Heyo! from queue

Normal
  1. 00:09:720 (4) - drum sample on tail like 00:13:329 (5) - ?
  2. 001:12:878 (4) - ^
  3. 01:27:314 (5) - whisle on tail maybe, seems you used it for that sound later aswell like 01:34:081 (5) -
  4. 01:48:968 (4) - drum sample tail
  5. 01:53:479 (7,8) - could place this against the wall and rotate by 5 so 01:53:028 (6,7,8,1) - plays a bit more flowy


Hard
  1. 01:13:104 (2) - drum sample
  2. 01:14:682 (1,2,3,4) - could rotate 1 by -10 and then stack 3 under the tail to avoid the ds change in the combo while it still being visually structured with the next combos too like
  3. 00:02:502 (1,2,1,1,2,3) - 01:41:750 (1,2,1,2,3,4) - bit inconsistent NC


Insane
Seems good


Seems ready, gl!
posted
fixed all, thanks!
posted
basicmap
posted
General

Insane ends on the downbeat at 02:07:013 - , but your Hard and Normal for some reason end 1/6 of a beat later which doesn't seem intentional at all.

Insane

00:17:615 (1,2,3,4,5) - They just look too close together xP. Feels like a claustrophobic pattern lol
00:35:660 (2,3) - Really big jump out of nowhere that doesn't fit with the spacing you've been using. Evel Ctrl+G'ing 3 would be better.
00:44:457 (3) - Ctrl+G gives a mroe interesting flow, and its less sharp with the angle from 6>1
00:59:570 (2,2) - These two circles sound quite overmapped compared to the previous two xP.
01:03:179 (2,2) - ^
01:16:938 (4) - better to NC them. The current NC looks kinda bad because the spacing clearly changes so the current combo feels disjointed visually.
01:24:607 (1,2,1,2) - No streams or anything? Compare it to 01:10:171 (1,2,3,4,1,2,3,4) -
01:31:374 (4) - Same
01:35:209 (1,2,3,4,5,1) - This spacing is good though.
01:51:675 (3) - Ctrl+G is more interesting imo


Hard

00:16:036 (3,4,5,1) - The stack kinda messes up your visual structure so adjust with that in mind.
00:35:773 - This break isn't intentional so resnap it or remove it
01:56:412 (2,3) - I think Ctrl+G'ing is easier cuz if you consider the slider movement of slider 4, the angle from 1>2 won't feel as sharp.

Normal

Fine

[]

Should be all. Metadata reference?
posted

Monstrata wrote:

General

Insane ends on the downbeat at 02:07:013 - , but your Hard and Normal for some reason end 1/6 of a beat later which doesn't seem intentional at all. made insane 1/6 instead, there's some ding sound on that tick

Insane

00:17:615 (1,2,3,4,5) - They just look too close together xP. Feels like a claustrophobic pattern lol it was a weaker version of 01:35:209 (1,2,3,4,5) - , but I just made it like 01:56:863 (1,2,3,4,5) - instead
00:35:660 (2,3) - Really big jump out of nowhere that doesn't fit with the spacing you've been using. Evel Ctrl+G'ing 3 would be better. changed first slider direction instead
00:44:457 (3) - Ctrl+G gives a mroe interesting flow, and its less sharp with the angle from 6>1 don't think flow matters here since movement is already stopped at the stack, but did anyway
00:59:570 (2,2) - These two circles sound quite overmapped compared to the previous two xP. I like how it follows the vocals, the 2s are pretty much just filler here
01:03:179 (2,2) - ^
01:16:938 (4) - better to NC them. The current NC looks kinda bad because the spacing clearly changes so the current combo feels disjointed visually. ok
01:24:607 (1,2,1,2) - No streams or anything? Compare it to 01:10:171 (1,2,3,4,1,2,3,4) - yea, this part has stronger 1/2 sounds imo
01:31:374 (4) - Same
01:35:209 (1,2,3,4,5,1) - This spacing is good though.
01:51:675 (3) - Ctrl+G is more interesting imo tried it before, but sticked with having better flow instead
and maybe try this for circle 4?
nah want spacing for the downbeat


Hard

00:16:036 (3,4,5,1) - The stack kinda messes up your visual structure so adjust with that in mind. fixed
00:35:773 - This break isn't intentional so resnap it or remove it tried?
01:56:412 (2,3) - I think Ctrl+G'ing is easier cuz if you consider the slider movement of slider 4, the angle from 1>2 won't feel as sharp. yes

Normal

Fine

[]

Should be all. Metadata reference?
original title 24th track: https://i.imgur.com/NFtHtnp.jpg
romanised title: the audio file that came with the scan had this translation https://i.imgur.com/2fxlAMy.png
original artist: no idea, but it's the most commonly used everywhere
romanised artist: https://i.imgur.com/lHusa9W.png "Kaga" only for simplification seems to be used everywhere
also changed artist field since I had the wrong one set, so don't qualify directly
thanks!
posted
(Rebubble ver.)
posted
j
posted
gotta go hayai
posted
バナナM
posted
I know it's been ranked already. But, the character in the bg isn't related to the song?

Actually the song was sung by Iguchi Yuka, who did act vocal of a character, Kaga. And, this song is related Kaga and her related a girl, Akagi.

It's never related to Kisaragi, the character in the bg.

I remember a similar happen has been happened in past, and the mapset got disqualified. (It was not just for that though)

I'm so sad it just passed the ranking progress without any complaints.
posted
yeah, I already know that akagi + kaga would fit better as a bg

I just put the character I like as the bg and she relates to the game, which is enough for me
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