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SexuaLobster - Calloused Hands

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Topic Starter
hohol454
pishi
put an 18+ warning in the description 16+ seems more accurate, I'd like to teach the world to fap has more adult lyrics and it's 16+

hard dong
00:00:675 (1) - 00:07:295 (1) - 00:13:916 (1) - etc should go with a cymbal finish (soft or normal's default) rather than the usual bass drum stuff. reflects song better for obvious reasons and whatnot. applies to alldiffs ok
00:25:295 (5,1) - could you go with like spacing more indicative of rhythm? 1/2 gap and 1/4 gap being the close to the same is pretty gross. can stack 1 under 5 or space them apart more I thought it being the repetition of 00:12:054 (5,6) - would be enough even with different spacing but ok
00:44:535 (2,3,4,5,6) - try to like make the curve of slider6 match the curve of the previous circles. gl interpreting my drawings cuz i can't explain this: original | continuous curve The explanation makes more sense than the drawing for me :D
00:56:949 (1,2,3) - same as that second point. go with bigger spacing between 2 and3
00:59:432 (4,1) - s a me k

advanced dong
00:39:571 (3,4,1) - same as the other spacing stuff i've been complaining about. putting 4 to the right of 3 would make life ez k
00:43:708 (1) - here's where bad things happen
first off, gonna need more new combo density here. like it's impossible to regain hp during this section. go with like a new combo every big white tick and ur k
second, should be leaving such low density rhythm for normal. instead of using 2/1 sliders, go with 1/1 stuff. the 1/4 can stay (though using slightly higher sv, like even .6x would be more ideal)
it kills ur map but i cant ignore it cuz it's a big deal

normal dong
00:29:019 - not sure why you're doing this blue break extension thing. like this is not how it's used lol idk even what it does or how to remove it lolz
00:33:778 - could like the volume increase be more gradual? going 35% to 55% with such little change in the song is lol. other diffs do it ok tho made the hitsound volume consistent across diffs
00:43:709 (1) - section is even worse on a normal:(
first, comboing thing still applies
second, changing sv/spacing concepts so much is like not a thing you should be doing on the lowest diff. gotta increase those (well, increasing sv will increase spacing as well, but yeah). go with like .9x sv and you'll be safe. and your map will also be ruined. great I think a slight remap of the last 15 seconds on both diffs won't ruin anything

concerns with advanced and normal kinda kill any interest id have in iconning, so unless you major changes for those, i won't be back lolz

Zero_wind
M4M from my queue

Red: unrankable issues
Purple: highly recommend to fix

General
clear

Normal
00:07:295 (1) - this touches the hp bar and doesn't look so nice, you can try rotating it in some waysto avoid placing it so high above fixed
00:20:537 (1,3) - stack, and fix blanket after that y
00:34:192 (1) - move this to around (368,116) to make the following flow more natural? 00:34:606 (2) - can be easily adjusted for consistent spacing changed
00:40:399 (6,1) - exchange nc for consistency i don't care about this dong enough anymore

Advanced
AR6 is fairly enough for this diff increased ar before remap to remove ugly overlaps, not needed now
00:05:640 (4,5,6) - poor flow imo, try something like this
00:08:950 (3,4,5) - plz keep consistent 1.2x spacing It's pretty much 1.2x if you go from sliderhead to sliderhead
00:18:882 (4,5,6) - poor flow as well, try something like this ok
00:24:674 (2,3) - overlap looks messy spacing got smaller for some reason
00:35:433 (1,2,3,4,5) - please keep consistent spacing here, this is not even a intense part of the music and you shouldn't be using any kind of jumps
00:36:881 (5,1) - this jump is too big for this diff, please rewokr this pattern changed both
00:40:192 (4,1) - keep consistent spacing plz
00:43:708 (1,2,3) - ^
00:51:983 (8,9,10) - 00:56:949 (1,2,3) - ^

Hard
00:20:123 (8,9) - ctrl+g flows much better to 00:20:537 (1) - k
not much to say

that's all for me
good luck
Nostalgic
o/ m4m


  • [normal]
  1. 00:21:364 (2,4) - fix stack

well i can't really find anything. GL :)
Momochikun
hi

[Hard]
00:05:433 (4,5) - i think its better to follow vocal here

idk

[Advanced]
00:30:468 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5) - this part is a kind of too dense compared to the other stuff that kinda make spike on the diff, prob use some 1/1
01:03:570 (1) - unstack them ? i prefer spaced ryhthym here

[Normal]
00:26:330 (2) - how about slider + note instead ? kinda weird to start a long break after a reverse hit imo

sry short mod, i cant really enjoy the song tbh
gl
Topic Starter
hohol454

Nostalgic wrote:

o/ m4m


  • [normal]
  1. 00:21:364 (2,4) - fix stack fixed

well i can't really find anything. GL :)

Momochikun wrote:

hi

[Hard]
00:05:433 (4,5) - i think its better to follow vocal here I would do that if the vocals ended on the red tick, but they don't so i think it's better to follow the guitar. Also the vocals kinda stress on the white tick so it works with them too.

idk

[Advanced]
00:30:468 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,5) - this part is a kind of too dense compared to the other stuff that kinda make spike on the diff, prob use some 1/1 it's 73 bpm 1/2. both previous section and kiai have the equivalent of 73 1/4 so I don't think it spikes the difficulty. the sliders are short so you don't have to follow them
01:03:570 (1) - unstack them ? i prefer spaced ryhthym here ye it's more readable

[Normal]
00:26:330 (2) - how about slider + note instead ? kinda weird to start a long break after a reverse hit imo ok

sry short mod, i cant really enjoy the song tbh
gl
thx for mods
pishifat
ok i did forget actually

drum-slidertick and drum-sliderwhistle are unused apparently

part after the kiai sounds like it was designed for the drum sampleset. claps are used on bass sounds, which is pretty weird with soft sampleset. if you want to use the soft hitnormal with drum additions, adding that as a custom hitnormal or changing additions for everything in this section to drum would work
this is confusing to explain

normal
00:37:088 (1) - should use same hitsound as adv/hard here

call me back as many times as it takes
Topic Starter
hohol454

pishifat wrote:

ok i did forget actually

drum-slidertick and drum-sliderwhistle are unused apparently

part after the kiai sounds like it was designed for the drum sampleset. claps are used on bass sounds, which is pretty weird with soft sampleset. if you want to use the soft hitnormal with drum additions, adding that as a custom hitnormal or changing additions for everything in this section to drum would work
this is confusing to explain

normal
00:37:088 (1) - should use same hitsound as adv/hard here

call me back as many times as it takes
did the thing (with drum additions)
pishifat
hitsounds on normal are still fucked
Topic Starter
hohol454
oops forgot the additions, fixed
pishifat
c
Nao Tomori
zz placeholder
sry for so late, been super busy with school lately

[hard]
u should totally do a custom diffname !

00:02:330 (3,4,5,6,7) - i think this is weird cuz u dont really from the vocal to the drum focus well. you could separate 00:03:157 (7) - with an nc and make it circle+slider to follow the drum rhythm better. also having a clap on the end is weird af cuz theres nothing suggesting that in the song.

00:05:019 (3) - same here, clap on end sounds so weird cuz your rhythm is fundamentally vocal based so hitsounding with drums is like ?_?

00:12:054 (5) - circle + slider at 00:12:261 - makes more sense with the backing instruments and the vocal pitch change.

00:23:640 (9) - imo slider on 8 works better cuz theres nothing in the song here. or just a 1/1 gap, fits much better.

00:25:295 (5) - same as above

00:39:571 (3,4,5,6,1) - rip visual spacing lol, the spacing between 3 and 561 is soo tiny even though everywhere else has much bigger visual spacing

mh i dont like how ds is used everywhere, it makes it impossible to separate which layers you follow in the song by patterning or w/e.

[advanced]
00:03:157 (5,6,1) - pixel overlaps aaaaaaaaaaaaaaaaaaaaaaaaaaaaaa

00:35:433 (1,2,3) - this kinda thing might be a bit confusing for noobs

00:43:708 (1,2) - tbh at least make them the same slider

[normal]
00:06:675 - 1/4 slider starting here could be cute tbh

00:20:537 (1,3) - imo dont perfect stack these on this diff

00:29:281 - break? or 2 beat long spinner with 2 beat recovery? having a gap here is a bit odd

00:44:535 - put the bend on the drum lol

not particularly sure how appropriate this is for the game.. i mean its literally about jacking off so lol

also not a fan of full ds top diffs, you can represent the song a lot better by incorporating jumps or pattern separation or whatever. good luck.
Topic Starter
hohol454

Naotoshi wrote:

zz placeholder
sry for so late, been super busy with school lately

[hard]
u should totally do a custom diffname ! Hard is the custom diffname ;)

00:02:330 (3,4,5,6,7) - i think this is weird cuz u dont really from the vocal to the drum focus well. you could separate 00:03:157 (7) - with an nc and make it circle+slider to follow the drum rhythm better. also having a clap on the end is weird af cuz theres nothing suggesting that in the song. Why make NC more complex when it works? Also circle + slider doesn't really follow the rhythm better because i wanted all three notes to be of the same importance which repeat slider achieves better.

00:05:019 (3) - same here, clap on end sounds so weird cuz your rhythm is fundamentally vocal based so hitsounding with drums is like ?_? it works imo. Changed hitsounds around 00:10:812 - tho since it sounded weird

00:12:054 (5) - circle + slider at 00:12:261 - makes more sense with the backing instruments and the vocal pitch change. works with drums and guitar but loses the vocals focus since the pitch change is really off.

00:23:640 (9) - imo slider on 8 works better cuz theres nothing in the song here. or just a 1/1 gap, fits much better. there is guitar

00:25:295 (5) - same as above

00:39:571 (3,4,5,6,1) - rip visual spacing lol, the spacing between 3 and 561 is soo tiny even though everywhere else has much bigger visual spacing fixed

mh i dont like how ds is used everywhere, it makes it impossible to separate which layers you follow in the song by patterning or w/e. since when is spacing used to separate which layers you follow? that's usually done with patterning and rhythm.

[advanced]
00:03:157 (5,6,1) - pixel overlaps aaaaaaaaaaaaaaaaaaaaaaaaaaaaaa fixed

00:35:433 (1,2,3) - this kinda thing might be a bit confusing for noobs advanced isn't for total noobs anymore tho

00:43:708 (1,2) - tbh at least make them the same slider doesn't matter

[normal]
00:06:675 - 1/4 slider starting here could be cute tbh on a normal?

00:20:537 (1,3) - imo dont perfect stack these on this diff ar4 helps with this, the stack lasts only for a short time

00:29:281 - break? or 2 beat long spinner with 2 beat recovery? having a gap here is a bit odd break

00:44:535 - put the bend on the drum lol removed random red anchors

not particularly sure how appropriate this is for the game.. i mean its literally about jacking off so lol so it this https://osu.ppy.sh/b/271109


also not a fan of full ds top diffs, you can represent the song a lot better by incorporating jumps or pattern separation or whatever. good luck. I think it can be fun to have a simple linear map without jumps and only use rhythm and patterning to make it interesting
thanks
sahuang
Hard is the default diffname, not custom

Normal is fine

In advanced can you make sure distances are mostly consistent? Cuz i think many notes are too close to each other etc. 00:03:157 (5,6,1) - 00:04:812 (2,3,4) - The distance for 00:06:881 (6,1) - is the most natural imo, 00:11:433 (2,3,4) - those feel really bad because everything is crashed together..Can you adjust the spacing in this diff thanks

Hard
00:03:778 - map this
00:11:433 - 00:12:261 - these downbeats should be emphasised imo, not blue lines. same forthe other place

Should be all, I really hope you can make advanced more visually neat and more aesthetics
Topic Starter
hohol454

sahuang wrote:

Hard is the default diffname, not custom that was just a bad joke about the song subject giving "hard" another meaning. I'm not a fan of custom difficulty names on super small mapsets.

Normal is fine

In advanced can you make sure distances are mostly consistent? Cuz i think many notes are too close to each other etc. 00:03:157 (5,6,1) - 00:04:812 (2,3,4) - The distance for 00:06:881 (6,1) - is the most natural imo, 00:11:433 (2,3,4) - those feel really bad because everything is crashed together..Can you adjust the spacing in this diff thanks fixed. I think i scaled the whole beatmap slightly for some reason and forgot to fix DS properly

Hard
00:03:778 - map this ok
00:11:433 - 00:12:261 - these downbeats should be emphasised imo, not blue lines. same forthe other place I get the idea but I like the vocal emphasis here more

Should be all, I really hope you can make advanced more visually neat and more aesthetics
thanks
sahuang
Fine I will rebubble this since it has been 2 months

pishi will qua it(hopefully
pishifat
Hard
ZekeyHache
lol what
Weber
Oh my fucking god thank you so much for mapping sexualobster FUCK YES
Chewin
wth guys ahahahahahah

btw isn't the timing a bit fked?
Shmiklak
I need some lotion too
Uta
umm... hello? what is this map again? xD
Topic Starter
hohol454

Chewin wrote:

btw isn't the timing a bit fked?
Idk it seems correct to me. It's just that some parts are a bit tricky to acc when there are only vocals or guitar I think.
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