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Combo Commander
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_orange wrote:
m4m, great song!


Easy

01:04:188 (3,2) - Could you possibly get rid of this overlap? it might be possible if you move some things around a bit ok


Normal

00:15:482 (1) - I don't think this NC is really necessary, it's really similar to 00:14:423 (1,2) - anyway 01:11:952 (1,2) - same here agree
00:59:247 (3) - Imo you could make this into a single circle so that it's the same as 00:56:776 (1,2,3) - and i think it just feels better with a small recovery break it's a nice buildup + 01:01:011 (5,6) - provided recovery here so should be alright


Hard

00:42:305 (5) - Kinda awkward, could you ctrl+h it or something? how is it awkward? it goes with 00:41:247 (1,2,3,4) - 's flow
01:00:658 (5,8) - Make these parallel, it makes it look a lot cleaner ok
01:09:482 (1,2) - Blanket this pls :p ok2
01:10:894 (4) - NC yes
01:11:423 (5) - 01:12:482 (2) - Missing hitsounds like in the insane diff thx

The spacing emphasis in some parts of this diff is a bit problematic. 00:51:129 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,1,2,3) - This whole section doesn't have any spacing emphasis. At least do it on downbeats like you did before the kiai section. 00:56:776 (1) - 00:53:952 (1) - 01:05:247 (1) - 01:08:070 (1) - ok yeah i did some

You also have these jumps in two specific parts 01:12:835 (3,4,5,6,7,1) - in the rest of the diff you only break dsitance spacing on really important notes. so these jumps at the end seem unfitting and really difficult. 00:49:364 (5,6,7) - also applies here to a smaller extent. Just to show you how hard these actually are, I deleted the jumps and the diff went from 3.35* to 3.07* which is pretty huge imo. but like drums at the end are intense so intense jumps to show that climax

Despite the spacing problems, I really like this diff! I love the slider design and the flow


Insane

00:41:952 (6,7) - Space these out more tried
00:51:482 (2) - Clap no snare hit tho
00:54:305 (2,3) - Increase spacing already spaced as far as possible
01:13:011 (5) - NC? a
01:09:129 (3) - 01:10:541 (6) - Missing claps on the heads aaaaa
There's a few overlaps that aren't so pretty

Love the song and map c: I hope you get this ranked


ty!
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Rhythm Incarnate
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    normal
  • 00:33:835 (5) - adjusting the position to be lower than 00:32:776 (4) - would introduce a better circular flow instead of the current one which is rather obstructed
  • 00:59:600 (1,2,3,4,5) - these don't seem to follow major musical beats and serve more as filler rhythms, in which they are unnatural to play imo. following the synths would be better

    hard
  • 00:05:601 (1,1) - stacking or bigger distances would emphasize the introduction better since it provides the kick better idk the idea is as you implemented in the highest difficulty
  • 01:16:541 - personally think that stopping the map here would be better since the continuation from the cut-off point is quite weird frankly. same as insane though

    insane
  • 01:07:717 (6,7) - consider to ctrl+g these two notes to provide a better flow
  • 01:10:894 (1,2) - relative distance time concept is ruined here. this is the only exception where 1/4 gap is spaced so maybe fix it up or sth

sorry for bad modding. good luck in everything!
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Combo Commander
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HootOwlStar wrote:
    easy
  • 00:07:011 (2,3,1) - there should be an alternative to avoid the overlap and i'm sure you could find out one ok i couldn't fully fix the overlap but i made it look nicer
  • 01:10:894 (1) - could consider making the slider to be 3/2 instead, taking 00:14:423 (1,2) - as reference i HATE MAPPING SLIDERS JKFHNJK:FHJ:FJLF

    normal
  • 00:33:835 (5) - adjusting the position to be lower than 00:32:776 (4) - would introduce a better circular flow instead of the current one which is rather obstructed ok
  • 00:59:600 (1,2,3,4,5) - these don't seem to follow major musical beats and serve more as filler rhythms, in which they are unnatural to play imo. following the synths would be better i am following synths tho?

    hard
  • 00:05:601 (1,1) - stacking or bigger distances would emphasize the introduction better since it provides the kick better idk the idea is as you implemented in the highest difficulty stackd
  • 01:16:541 - personally think that stopping the map here would be better since the continuation from the cut-off point is quite weird frankly. same as insane though but the hold guitar is emphasized with slidr and spinner is there cuz only slider sounds kinda awkward imo

    insane
  • 01:07:717 (6,7) - consider to ctrl+g these two notes to provide a better flow thats teh ppoint cuz strong sound = uncomfortable movement
  • 01:10:894 (1,2) - relative distance time concept is ruined here. this is the only exception where 1/4 gap is spaced so maybe fix it up or sth fixzed

sorry for bad modding. good luck in everything!
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You requested hobbes but you got me instead D: sorry!

Insane

Hard
  • Actually the hitsound thing goes for this diff as well.. I guess you get the gist of it now?
  • 00:51:129 (1,3) - Make these blanket? Perfect opportunity!
  • 01:05:776 (2,3) - Move them a bit further away so it doesn't look so visually crammed, or make 01:06:305 (3) - a lightning shape too so they work better together
  • 01:12:835 (3,4,5,6,7) - If you're going to make it this close to a star shape, you might as well just make it a perfect one with the polygon tool tbh.
  • 01:13:717 (1) - I think you can do something more creative with this slider for a better finisher, rather than a bland curve
  • 01:16:541 (8) - same as insane, would appreciate a strong hitsound there

Cute little map, feel free to call me back
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Combo Commander
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fixed all

also did a loooooooot of hitsounding thru irc
Last edited by Dashyy- on , edited 1 time in total.
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Combo Commander
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insane
hitsounds apply to all diffs
00:05:953 (1) - tailclap
00:15:482 (1) - 00:16:541 (1) - 00:39:835 (1) - 01:11:952 (1) - 00:45:482 (1) - 00:59:600 (1) - finisehs
00:16:894 (2) - 00:57:305 (2) - 00:58:717 (2) - 01:08:600 (2) - 01:10:012 (5) - don't think you want a body whistle here. probably was applied when you put whistle on head/tail
00:28:541 (1) - green line being 1ms unsnapped breaks sv. also needs a finish
00:35:952 (2) - 00:54:305 (2) - clap
00:43:011 - all your sliders from here on in this section are retarded hitsounding wise. should be doing the same clap stuff as 00:40:188 (3,6) -
00:53:600 (6,7,1) - should like handle rotation change better. 00:52:894 (3,4,5,6,7) - and 00:53:952 (1,2) - go clockwise, while 7 to 1 is direction change. either following through with direction change on 1 (likethis) or changing direction more naturally (likethis) would be ok
01:04:894 (6,7,1) - 01:07:717 (6,7,1) - same: 1 | 2 -- 00:56:070 (4,5,6,7,1) - is ok since 00:56:070 (4,5,6,7) - and 00:56:776 (1) - are rotating different directions
01:02:423 (1,2,3,4,5,1) - 01:05:247 (1,2,3,4,5,1) - what happened to the tail silencing from kiai intro
01:09:482 (4) - vs 00:58:188 (1) - comboing

jard
01:07:011 (5,6) - 01:10:011 (2,3) - spacing more than 1x would be good. smaller than usual spacing isn't really supported by song in any way. (also visual spacing for 01:07:011 (5,8) - being bigger >>>>>>)
01:12:835 (3,4,5,6,7) - like if you're gonna make a star make a star. too obvious that it's poorly eyeballed lol
01:12:835 (3,8) - tbh both could use ncs since huge changes in song

nrmal
00:14:423 (1,2,3,4,1,2,3) - 01:10:894 (1,2,1,2,3,4,1) - should handle comboing in the same way
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Star Shooter
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gratssssssssssssssssss
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"dash - Last Saturday at 2:01 PM
ok i pretty much changed everything except 01:05:247 (1) -"

...and 00:53:600 (6,7,1) - 01:04:894 (6,7,1) - 01:07:717 (6,7,1) - apparently uhhhhhh

and 00:43:011 - thing applied to sliderbodies too


re changes to hard at 01:12:835 (3,4,5,6,7) - gotta make differnece between 1/1 and 1/2 clearer. 01:12:482 (2,1,2) - same spacing for 1/1 and 1/2 backt o back is ew + 01:13:541 (5,1) - being more than any 1/1 is extra ew
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Combo Commander
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shit uhh gimme like 2 weeks to change all this changing is gonna tae a while
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