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This beatmap was submitted using in-game submission on Wednesday, January 17, 2018 at 3:40:26 PM

Artist: Eir Aoi
Title: IGNITE
Source: ソードアート・オンラインⅡ
Tags: sword art online ii sao 2nd season opening phantom bullet saoii sao2 asuna kirigaya kazuto kirito sinon shinon bor TV size
BPM: 171
Filesize: 2326kb
Play Time: 01:28
Difficulties Available:
  • Hard (3.09 stars, 219 notes)
  • Insane (4.35 stars, 356 notes)
  • Normal (1.82 stars, 122 notes)

Download: Eir Aoi - IGNITE
Information: Scores/Beatmap Listing
---------------
gd open

fuk ima make a set and hitsound

o shit obis
Last edited by imbor on , edited 8 times in total.
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Opsi wrote:
why

lol

NM from br queue

general (metadata) looks ok

Normal

  • Normal players aren't advanced enought to differentiate the timing in stacks, for example can be confuse if have a 3/2 timing here 00:00:552 (1,2) - and after have a fully 2/1 timing distance in 00:03:184 (2,3) - and after have another 3/2 00:10:201 (1,2) -. This pattern with differents timing between the circle and the stacked slider can be really confuse, try do this a pattern with just one timing or avoid the stack.
  • 00:16:868 (2) - Hm, maybe is better here a circle in 00:16:868 - and start a slider in 00:17:043 -, for me looks more logical following the song
  • 00:29:850 (1,2) - You can avoid this overlap, since it is noticeable in gameplay
  • 01:16:166 - you can map this moment, try doing a slider starting in 01:16:166 - and finish in 01:16:517 - (remove the circle)

Hard


Insane

  • 00:15:815 - not sure if this moment is ideal for the end of one slider, in all the others diffs you have done here clickable, and for the Insane i think is a good idea too
  • 00:28:271 (4) - NC to alert the SV change?
  • 01:24:762 - This moment can be mapped in my opinion, lost a bit the consistence if you dont map here

Hope this helps, gl ~
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Rhythm Incarnate
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Tarrasky wrote:
Opsi wrote:
why

lol

NM from br queue

general (metadata) looks ok

Normal

  • Normal players aren't advanced enought to differentiate the timing in stacks, for example can be confuse if have a 3/2 timing here 00:00:552 (1,2) - and after have a fully 2/1 timing distance in 00:03:184 (2,3) - and after have another 3/2 00:10:201 (1,2) -. This pattern with differents timing between the circle and the stacked slider can be really confuse, try do this a pattern with just one timing or avoid the stack.this concept is only applicable towards 1/2 and 1/1 since the time is much quicker there and harder for players to tell how soon to click, but with mine its easier because of the long gap between the notes in the stack
  • 00:16:868 (2) - Hm, maybe is better here a circle in 00:16:868 - and start a slider in 00:17:043 -, for me looks more logical following the song the movement is sufficient representation of the music. similar to section 00:41:078 -
  • 00:29:850 (1,2) - You can avoid this overlap, since it is noticeable in gameplay overlap doesn't affect gameplay
  • 01:16:166 - you can map this moment, try doing a slider starting in 01:16:166 - and finish in 01:16:517 - (remove the circle)why

Hard

  • 00:09:499 (4) - you can do a slider here, and finish in 00:09:850 - for me follow better the music I see why, but sliders were extended before because of the holding of the vocal between each one. since this one cuts off early, i want to make that more clear by just no hold
  • 00:10:376 (2,3) - A bit confuse this semi-stack, since in 00:04:236 (6,1) - you have done with 1/2 timing this is more of an issue for 1/2 and 1/4 stacks, plus this is after a slider end so its easier to do.
  • 01:18:798 - I think this moment can be mapped (same in 01:21:605 - ), for me is intense enought for a circle for me it is not. I try to have lower note density than the insane overall and its like this, the ones you linked are similar to 00:55:113 (1,2) - for me.

Insane

  • 00:15:815 - not sure if this moment is ideal for the end of one slider, in all the others diffs you have done here clickable, and for the Insane i think is a good idea too the movement goes down. also clickability consistency doesn't need to occur between difficulties.
  • 00:28:271 (4) - NC to alert the SV change? no
  • 01:24:762 - This moment can be mapped in my opinion, lost a bit the consistence if you dont map here not really since the vocals cut off on the white tick right before it.

Hope this helps, gl ~
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M4M from my queue. My map for modding: https://osu.ppy.sh/s/633500


Normal
Consider AR+1? For the current AR this map is a bit reading challenging.
Slidertick 2?
00:03:184 (2,3) - 00:10:201 (1,2) - 00:17:569 (3,4) - I think it might not be a good idea to stack different rhythms in Normal. For the current AR it is quite difficult to tell them apart, especially for long gaps larger than 2/1.
00:21:429 (1,2,3) - This double stack is also quite hard to read.
00:35:464 (1) - 3/2 reverse sounds better? Both vocal and piano are snapped on 3/2.
00:53:885 (5) - It's a nice idea but I think it should be a bit more smooth in shape.
01:17:394 (6) - It plays a bit weird because the downbeat are mapped onto a slider-end.


Hard
00:04:412 (1) - You might consider map the piano out too.
00:55:640 Adding a note? Otherwise it sounds a bit empty.
00:58:447 Same as above.
01:28:447 (4,5) - An enhanced spacing here might be better? Since those last two notes are all equipped with cymbals, some emphasis should be applied on them too.


Insane
01:09:850 (5) - According to other sections of your Kiai time, I guess this should be a slider?
Last edited by Regraz on , edited 1 time in total.
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Regraz wrote:
M4M from my queue. My map for modding: https://osu.ppy.sh/s/633500


Normal
Consider AR+1? For the current AR this map is a bit reading challenging.
Slidertick 2? meant to take off lol
00:03:184 (2,3) - 00:10:201 (1,2) - 00:17:569 (3,4) - I think it might not be a good idea to stack different rhythms in Normal. For the current AR it is quite difficult to tell them apart, especially for long gaps larger than 2/1. the ar is low enough to let the player see and wait for the approach circle to line up before they click
00:21:429 (1,2,3) - This double stack is also quite hard to read.same as before, but easier cuz waiting after a slider end is easy.
00:35:464 (1) - 3/2 reverse sounds better? Both vocal and piano are snapped on 3/2. its 3/2 into 1/1 so I'm sticking to drum primary vocal highlight
00:53:885 (5) - It's a nice idea but I think it should be a bit more smooth in shape. not sure what you mean by smoother, if you mean less up and down for the bumps I disagree because then the feedback would be much more visual based than movement based since players at this level still try to follow the sliders pretty accurately.
01:17:394 (6) - It plays a bit weird because the downbeat are mapped onto a slider-end. agree, I think it would be a nice tool of emphasis to make this weird feeling.


Hard
00:04:412 (1) - You might consider map the piano out too. would be a bit dense then, and vocals are a hold so I'd rather stick to vocals since they are strong holds.
00:55:640 Adding a note? Otherwise it sounds a bit empty. its a weird idea i must admit, but the emptyness is filled with the movement the spacing creates.
00:58:447 Same as above. same as above.
01:28:447 (4,5) - An enhanced spacing here might be better? Since those last two notes are all equipped with cymbals, some emphasis should be applied on them too. not really needed, the direction change from 4 to 5 gives it enough uniqueness to where most players will not just comfortably play to it. but adding spacing here would just be some sort of arbitrary since the direction change is the factor giving this object uniqueness or "emphasis" as you call it lol


Insane
01:09:850 (5) - According to other sections of your Kiai time, I guess this should be a slider? maybe explain this one more? I thought it was matching 00:58:447 (3,4,5,6) -
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From mod queue owo


Normal

  • 00:50:903 (3,4) - I think this part, vocal are strong enough to be mapped with there actual rhythm? Like this https://puu.sh/wLqch/9802ccb077.PNG
  • 01:22:482 (5) - Maybe replace this by a 1/2 slider from the red tick and a circle where that slider end is in the rhythm right now?

    Tbh... I hate normal diff for ignoring the song entirely and... I'm not sure how much I would consider this diff to follow it much but meh guess its fine for a normal to just be like that..


Hard

  • 01:18:973 (1,1) - Mmmm rhythm is kinda bugging me here. Atleast have this 01:22:306 - red tick mapped if you ignore vocal theres a kick or whatever thats called there pretty obvious if you're matching the drum there.


Insane

  • 00:06:692 (3) - I dont know about that double reverse slider. Feel like mapping it as a simple reverse and having a circle stack under its end plays better and fit better in the whole map (Since its the only double reverse slider like that in the whole map and you use a lot those note stacked under slider end)
  • 00:08:798 (1,2,3,4) - I think this here could be a bit more similar to this pattern 00:07:394 (1,2,3,4) - just before so maybe something that would look like this https://osu.ppy.sh/ss/8609247 could work?
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Rhythm Incarnate
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Shanipika wrote:
From mod queue owo


Normal

  • 00:50:903 (3,4) - I think this part, vocal are strong enough to be mapped with there actual rhythm? Like this https://puu.sh/wLqch/9802ccb077.PNG that cucks the buildup
  • 01:22:482 (5) - Maybe replace this by a 1/2 slider from the red tick and a circle where that slider end is in the rhythm right now? 2 1/1 sliders help buildup for a long slider hold on (1)

    Tbh... I hate normal diff for ignoring the song entirely and... I'm not sure how much I would consider this diff to follow it much but meh guess its fine for a normal to just be like that..


Hard

  • 01:18:973 (1,1) - Mmmm rhythm is kinda bugging me here. Atleast have this 01:22:306 - red tick mapped if you ignore vocal theres a kick or whatever thats called there pretty obvious if you're matching the drum there. i split rhythm in a weird way to keep this part less intense than the kiai because of the vocal rhythm in kiai.


Insane

  • 00:06:692 (3) - I dont know about that double reverse slider. Feel like mapping it as a simple reverse and having a circle stack under its end plays better and fit better in the whole map (Since its the only double reverse slider like that in the whole map and you use a lot those note stacked under slider end) vocal holds + synth thing
  • 00:08:798 (1,2,3,4) - I think this here could be a bit more similar to this pattern 00:07:394 (1,2,3,4) - just before so maybe something that would look like this https://osu.ppy.sh/ss/8609247 could work? functionally they are equivalent
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General
Inconsistent countdown values.


Normal
General issue I have here is that this is the lowest diff of your mapset and you're using stacking for three different distances. 00:00:552 (1,2) - is an outlier in that it is the only stack for a 3/2 gap, but starting at 00:40:376 - you switch from using stacks for 2/1 to using stacks for 1/1, which I think will be hard for your target audience to handle. Make a choice on whether or not to stack for 1/1 or 2/1 and stick with it throughout the entire map - personally I recommend sticking with 1/1 but its up to you.
00:18:622 (1,2) - 00:55:113 (1,2) - Not a fan of how unintuitive this placement is, since players at this level either don't know how to use slider leniency or will click 2 way earlier than necessary as a result of this. You'll likely have to rearrange a bit, but your best bet to fix this is moving 2 farther to the right.
00:21:429 (1,2) - Stacking objects under slider ends is inappropriate at this difficulty level, stick to distance snap for these instead.


Hard
01:24:938 (2) - I think using a circle + 1/1 slider would form a bigger contrast with the reverse at 01:25:991 (1) -.


Insane
00:03:359 (1,3) - Could add soft-hitwhistles here to match what you did in the intro.
00:18:622 (1) - I recommend using a normal-hitfinish on the head instead of soft-hitwhistle to match 00:29:850 (1) -.
00:36:692 (5,7) - Try adding a drum-hitfinish to the tail of 5 and head of 7 to make this section feel less empty and have these measures pair more nicely with 00:29:850 -.
00:39:324 (5) - I think a drum-hitfinish works better than a soft-whistle, since it sounds pretty weird for your heavy handed drum pattern at 00:38:271 (1,2,3,4) - to end on a lower feedback sound.
00:42:131 (5) - 00:44:938 (5) - Other two diffs had an NCing idea here to seperate the paired guitars, so I recommend doing that here as well or removing it from your other difficulties.
00:45:991 (10,11) - Would be nice to decrease spacing here to follow your idea from 00:43:184 (10,11,12,13) -.
00:48:096 (5) - Swap soft-hitwhistle with drum-hitfinish to complement 00:48:271 (6) - more appropriately.
00:50:201 (3) - Recommend a soft hitwhistle here for the vocal and to pair with 00:50:026 (2) -.
00:51:078 (6) - Try swapping the soft-hitwhistle for a drum-hitfinish to complement the snares on 00:50:903 (5,7) -.
01:00:026 (3,4) - Add drum-hitfinish to 3 and the head of 4 to match 01:00:376 - more appropriately.
01:00:727 - This entire kiai quarter could use more drum-hitfinish usage to pair with 01:11:955 - more appropriately.

Hitsounds apply to all diffs, make sure to copy them properly.

Address the Normal, submit the set with your new name, and we're ready to move.
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Halfslashed wrote:

General
Inconsistent countdown values. ye


Normal
General issue I have here is that this is the lowest diff of your mapset and you're using stacking for three different distances. 00:00:552 (1,2) - is an outlier in that it is the only stack for a 3/2 gap, but starting at 00:40:376 - you switch from using stacks for 2/1 to using stacks for 1/1, which I think will be hard for your target audience to handle. Make a choice on whether or not to stack for 1/1 or 2/1 and stick with it throughout the entire map - personally I recommend sticking with 1/1 but its up to you. basically changed 00:17:569 (3,4) - to fit a progression with stacks and remove the readability issues
00:18:622 (1,2) - 00:55:113 (1,2) - Not a fan of how unintuitive this placement is, since players at this level either don't know how to use slider leniency or will click 2 way earlier than necessary as a result of this. You'll likely have to rearrange a bit, but your best bet to fix this is moving 2 farther to the right. there were other issues with unintuitive placements that was resolved at 00:57:920 (1,2,3) - and 01:13:008 (2,3) - but the ones linked were discussed about and the conclusion i came to was that they are okay because of how much they are overlapped indicating they are a different and non current object
00:21:429 (1,2) - Stacking objects under slider ends is inappropriate at this difficulty level, stick to distance snap for these instead. i said this was 2/1 so longer time to bing bang bong


Hard
01:24:938 (2) - I think using a circle + 1/1 slider would form a bigger contrast with the reverse at 01:25:991 (1) -. i didn't find contrast in this method needed be cause of how hard players play sliders.


Insane
00:03:359 (1,3) - Could add soft-hitwhistles here to match what you did in the intro. ye for 3
00:18:622 (1) - I recommend using a normal-hitfinish on the head instead of soft-hitwhistle to match 00:29:850 (1) -. ye
00:36:692 (5,7) - Try adding a drum-hitfinish to the tail of 5 and head of 7 to make this section feel less empty and have these measures pair more nicely with 00:29:850 -. ye
00:39:324 (5) - I think a drum-hitfinish works better than a soft-whistle, since it sounds pretty weird for your heavy handed drum pattern at 00:38:271 (1,2,3,4) - to end on a lower feedback sound. ye
00:42:131 (5) - 00:44:938 (5) - Other two diffs had an NCing idea here to seperate the paired guitars, so I recommend doing that here as well or removing it from your other difficulties. changed on other diffs to make more sense, since they were mapped at different times I find differnet NC ideas per difficulty is appropriate
00:45:991 (10,11) - Would be nice to decrease spacing here to follow your idea from 00:43:184 (10,11,12,13) -. i made the blue one more clear in its intentions
00:48:096 (5) - Swap soft-hitwhistle with drum-hitfinish to complement 00:48:271 (6) - more appropriately. ye
00:50:201 (3) - Recommend a soft hitwhistle here for the vocal and to pair with 00:50:026 (2) -. ye
00:51:078 (6) - Try swapping the soft-hitwhistle for a drum-hitfinish to complement the snares on 00:50:903 (5,7) -. ye
01:00:026 (3,4) - Add drum-hitfinish to 3 and the head of 4 to match 01:00:376 - more appropriately. did to 4 to keep other hitsound
01:00:727 - This entire kiai quarter could use more drum-hitfinish usage to pair with 01:11:955 - more appropriately. added on 01:01:254 - 01:02:657 - 01:04:587 - (maybe others too? can't remember)

Hitsounds apply to all diffs, make sure to copy them properly.

Address the Normal, submit the set with your new name, and we're ready to move.
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Commemorating the Best of 2014.

Fixed some metadata stuff and discussed in voice.

Metadata: http://www.swordart-online.net/phantom/music/
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hard
00:23:534 (3,1,2,3,4,5,1) - could u space out the 1/1 a bit more so it doesnt look so similar to the 1/2 afterwards at 00:27:043 (1,2) -

normal
00:28:447 - shouldnt have tail practically silenced on this difficultylevel

call back
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pishifat wrote:
hard
00:23:534 (3,1,2,3,4,5,1) - could u space out the 1/1 a bit more so it doesnt look so similar to the 1/2 afterwards at 00:27:043 (1,2) - fixed reading issue an alternate way

normal
00:28:447 - shouldnt have tail practically silenced on this difficultylevel ye

call back
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how can i join the american speedrank circle
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