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posted
This beatmap was submitted using in-game submission on Thursday, December 14, 2017 at 8:58:04 PM

Artist: Thaehan
Title: Higitus Figitus
Tags: loki power up ep Walt Disney Alfred Pasquali French Merlin l'Enchanteur The Sword in the Stone featured artist
BPM: 134.68
Filesize: 3634kb
Play Time: 01:47
Difficulties Available:
  1. Advanced (2.39 stars, 175 notes)
  2. Hard (3.6 stars, 223 notes)
  3. Insane (4.64 stars, 296 notes)
  4. Normal (1.77 stars, 113 notes)


Download: Thaehan - Higitus Figitus
Information: Scores/Beatmap Listing
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The only song of the album that is not featured d
posted
hi hi

Insane
•00:19:792 (3,1) - this overlap intentional? it doesnt really affect the gameplay but if you do use overlaps often it helps the map to look good if you have similar ds with other stacks (like 00:18:752 (2,4) - for example). if you move it down it'll also have even distance with 00:19:643 (2,2) - . same goes for 00:19:643 (2,4) -
•00:19:792 (3,4) - these have the same set of hi-hats as 00:21:573 (3,4,5) - , the second bit does have the bass playing in 1/2 as well but it wouldn't hurt to make the first bit clickable as well, just with less spacing. something like this maybe
•00:28:702 (3,4,5) - i feel like these could use a curve to differentiate them from the other two wub triples, while it's the same sound it sounds to me like the wub is more intense than the bass here so it would be cool if you made changes with that
•00:32:712 (1,2,3,4,5) - these don't really fit the sounds imo, maybe this kinda rhythm would help emphasizing the stretched sounds better
•00:57:511 (5,2) - could handle this gap with an overlap like 00:18:752 (2,4) - or 00:25:880 (2,4) - since they're both the same gaps on timeline
•00:50:235 (5,6,2,3) - why not even distance like on 00:50:086 (4,5,1) - ?
Hard
•00:38:058 (1,2,3,4) - you could change this rhyhm for this to follow the song properly
•00:50:829 (2,3,4,5,6,7,8,1) - you could differentiate the drum doubles somehow, maybe make 00:50:532 (1,5) - into sliders and make them end on 00:50:829 - 00:51:720 -
•01:29:441 (4) - could move this a bit up to make the distance between 01:28:995 (2,3) - and 01:28:995 (2,4) - the same
•01:45:330 (4,5) - if you move this to the exact centre you can keep the symmetry and avoid the ugly overlap with 01:44:142 (4,5) - unless you decide to fix the second point and rearrange them anyway xd
Advanced
•00:48:304 (4,5) - here you mapped this sound with circle and slider but here 00:49:641 (3) - with a reverse even though they're the same, i'd say you can switch 00:49:641 (3,4,5) - on the timeline to keep it consistent
Normal
•00:18:455 (1,2,3) - this just calls to be centered for the symmetry
•00:32:712 (1,2,3,4,1,2,3,4) - ^ actually all you'd need to do is move 01:42:360 (2) - to the right and then move the whole map to be centered (something like this to keep the ds. unless it's for some reason intentional
sry for short mod i'm not really that good at modding low diffs, good luck tho~
posted

Arutsuki wrote:

hi hi

Insane
•00:19:792 (3,1) - this overlap intentional? it doesnt really affect the gameplay but if you do use overlaps often it helps the map to look good if you have similar ds with other stacks (like 00:18:752 (2,4) - for example). if you move it down it'll also have even distance with 00:19:643 (2,2) - . same goes for 00:19:643 (2,4) - it is intentional and i like it the way it is
•00:19:792 (3,4) - these have the same set of hi-hats as 00:21:573 (3,4,5) - , the second bit does have the bass playing in 1/2 as well but it wouldn't hurt to make the first bit clickable as well, just with less spacing. something like this maybe The sounds on 00:19:941 - and 00:20:089 - are hi-hats right but the sounds on 00:21:723 - 00:21:723 - are different kind of faint wub ish sounds i don't know how to call them but yea these sounds stand out more to me than those hi hats
•00:28:702 (3,4,5) - i feel like these could use a curve to differentiate them from the other two wub triples, while it's the same sound it sounds to me like the wub is more intense than the bass here so it would be cool if you made changes with that Curved first and third slider
•00:32:712 (1,2,3,4,5) - these don't really fit the sounds imo, maybe this kinda rhythm would help emphasizing the stretched sounds better Uh the rhythm you suggested sounds weirder to me lol. i like the rhythm i used because theres an iteration in song at every white tick and the same notes repeat themself
•00:57:511 (5,2) - could handle this gap with an overlap like 00:18:752 (2,4) - or 00:25:880 (2,4) - since they're both the same gaps on timeline right
•00:50:235 (5,6,2,3) - why not even distance like on 00:50:086 (4,5,1) - ? Fixed
Hard
•00:38:058 (1,2,3,4) - you could change this rhyhm for this to follow the song properly nope, you might have noticed, i didnt use any 1/6 triples in this difficulty so ye
•00:50:829 (2,3,4,5,6,7,8,1) - you could differentiate the drum doubles somehow, maybe make 00:50:532 (1,5) - into sliders and make them end on 00:50:829 - 00:51:720 - Did want to do something to have contrast here as well, i will see about this later
•01:29:441 (4) - could move this a bit up to make the distance between 01:28:995 (2,3) - and 01:28:995 (2,4) - the same sure
•01:45:330 (4,5) - if you move this to the exact centre you can keep the symmetry and avoid the ugly overlap with 01:44:142 (4,5) - unless you decide to fix the second point and rearrange them anyway xd will leave this for now,it will be fixed when i fix that second point
Advanced
•00:48:304 (4,5) - here you mapped this sound with circle and slider but here 00:49:641 (3) - with a reverse even though they're the same, i'd say you can switch 00:49:641 (3,4,5) - on the timeline to keep it consistent in this particular pattern, i mean 00:49:641 (3,4,5) - this if you pay closer attention you can see that the sounds on 00:50:086 - are more drastic so i wanted to emphasize them if i made a circle out of 00:49:641 (3) - it wouldn't give proper emphasis to the sounds on 00:50:086 - and i don't wanna have too many 1/3 circles in a row too
Normal
•00:18:455 (1,2,3) - this just calls to be centered for the symmetry
•00:32:712 (1,2,3,4,1,2,3,4) - ^ actually all you'd need to do is move 01:42:360 (2) - to the right and then move the whole map to be centered (something like this to keep the ds. unless it's for some reason intentional Thats not really a big deal.
The patterns are symmetrical and they play fine so theres no point in moving them in a way that doesnt even matter to gameplay or map quality lol
sry for short mod i'm not really that good at modding low diffs, good luck tho~

Tyvm!!
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