This is a BSS beatmap submission. Click here to view full beatmap information.
User avatar
Combo Commander
454 posts
Offline
This beatmap was submitted using in-game submission on Friday, November 24, 2017 at 7:45:11

Artist: Celldweller
Title: Weaponized
Tags: Terraform Drums Vol. 01 Position Music Gun Symphony HPK Crowie
BPM: 100
Filesize: 3974kb
Play Time: 00:58
Difficulties Available:

Download: Celldweller - Weaponized
Information: Scores/Beatmap Listing
---------------
The Accuracy International AWM rifle is a variant of the British Accuracy International Arctic Warfare (AW) rifle that was the basis of a family of sniper rifles using the Arctic Warfare name. As such the design details of the AWM variant are similar to the ones found in the basic AW rifle system. Compared to the AW, the AWM has a longer bolt to accommodate dimensionally larger magnum-length cartridges such as the .300 Winchester Magnum and the .338 Lapua Magnum. The bolt head, locking ring, and extractor and magazines were also revised to work with the increased size and operating pressures of magnum rifle cartridges.


Is that a motherfucking PUBG reference?
Last edited by Hiicantpk on , edited 61 times in total.
User avatar
Combo Commander
372 posts
Offline
Earned 2 kudosu.
Your audio file's bitrate is too high. Its bitrate is 320kbps while the maximum allowed bitrate is 192kbps. Consider compressing it or re-retrieving it at a lower quality.
Why is position in the tags? Perhaps include electronic in the tags? (It was in the tags of the song on the artist's bandcamp page
Your stack leniency is too low.
Your offset seems to be off. It seems to be late. Around 861 is more appropriate, but you should probably test more for the exact offset.
Easy:
00:53:670 (1,2,3,1,2,3,1) - You should probably remap this using more reversing sliders instead of so many circles since this section has such a sharp difficulty spike compared to the rest of the map.
Normal:
00:01:470 (2,3) - Consider placing the circle farther away from the slider since it may confuse the player at 00:20:070 (1,2) - because it is a similar pattern but the timing is drastically different. The pattern on its own would be okay, but since there can be confusion with later patterns it should probably be changed.
00:03:870 (2,3) - Same as above.
00:36:270 (5,1,2) - These overlapping slider heads are probably too confusing for a normal difficulty.
00:36:270 (5,1) - The body of slider 5 overlaps the body of slider 1 and it ends on the start of slider 1, this definitely can cause confusion.
Hard:
00:18:270 (2,1) - The gap between these two objects might confuse players into thinking the second object it is sooner than it really is.
00:58:170 - There might not be enough time for the player to recover at the end of the spinner here.
Insane:
00:54:870 (1,2,3,4,1,2,3,4,1) - The stream here is probably spaced too much for a Insane difficulty. I would have said stuff about the other streams, but they are too short to really complain about.
User avatar
Combo Commander
454 posts
Offline
tatatat wrote:
Your audio file's bitrate is too high. Its bitrate is 320kbps while the maximum allowed bitrate is 192kbps. Consider compressing it or re-retrieving it at a lower quality. Wew AiMod. Eventually
Why is position in the tags? Perhaps include electronic in the tags? (It was in the tags of the song on the artist's bandcamp page Position Music is the publisher for this song. Probably not needed but i don't see it doing any harm
Your stack leniency is too low. That AiMod message is outdated. We can use any stack Leniency as long as its achievable without editing the .osu
Your offset seems to be off. It seems to be late. Around 861 is more appropriate, but you should probably test more for the exact offset. I'll get more opinions on this, but I think its fine as is.
Easy:
00:53:670 (1,2,3,1,2,3,1) - You should probably remap this using more reversing sliders instead of so many circles since this section has such a sharp difficulty spike compared to the rest of the map. Its the most intense part in this section, and I still think Easy level players can manage this.
Hard:
00:18:270 (2,1) - The gap between these two objects might confuse players into thinking the second object it is sooner than it really is. Wasn't quite sure on the positioning, moved further away
00:58:170 - There might not be enough time for the player to recover at the end of the spinner here. From the ranking criteria:
"Hitobjects directly after spinners are fair game for Hard/Insane difficulties, but try to give a nice pause for Easy/Normal difficulties".

Insane:
00:54:870 (1,2,3,4,1,2,3,4,1) - The stream here is probably spaced too much for a Insane difficulty. I would have said stuff about the other streams, but they are too short to really complain about.This isn't a stream?
User avatar
Rhythm Incarnate
1,193 posts
Offline
Earned 1 kudosu.
i c wat u did there with the last circle

Easy
  • 00:18:870 (2,3) - not fond of this rhythm choice, the gun(?) noises are on the 1/3 ticks so the current rhythm mapped isn't a very accurate representation of the beat. I recommend simply changing it to a 1/1 slider to solve this
  • 00:27:270 (1,2) - what about a 3/2 slider then a 1/1 slider? I think that would represent the music better
  • 00:41:670 (1,2,3) - possible to give this a bit of an angle as you have done so at 00:39:270 (1,2,3) - , 00:44:070 (1,2,3) - , etc.

Crowie's Normal
  • 00:11:370 (3,4,5) - can be very confusing for new players to play since objects 1/2 beat apart ae usually not overlapping. applies to upcoming ones too
  • 00:18:870 (2) - unnecessary arrow placement change tbh, it would just generate more confusion
  • 00:36:270 (5,1) - nice pattern, but I don't think
  • 00:48:870 (1) - maybe use same rhythm pattern as 00:46:470 (1,2) - ? You kinda established in that section that a repeat slider would tend to repeat twice so it's best to follow that through imo

Hard
  • 00:28:470 (1,2) - not very intuitive enough to follow. consider using the same rhythm you have used in Insane and AWM as it would be less likely for players to misread that rhythm pattern
  • 00:54:870 (1,2,1,2) - consider doing the same pattern concept as you have at 00:36:870 (1,2,1,2) - ? currently one isn't as easy to read due to the stacking
  • I've also noticed that after 00:29:670 (1) - , your 1/2 spacing has decreased by quite a bit. e.g. 00:29:670 (1,2) - vs. 00:20:070 (1,2) - . Dunno if that's intentional or not but it's causing problems(?) with related spacing e.g. 00:29:670 (1,2) - spacing here seems rather similar to 00:30:720 (4,1) - despite rhythm being different

Insane
  • 00:13:770 (4) - would be nice to give more spacing to this for consistency with 00:11:370 (4) -
  • 00:14:070 (6) - whistle at slider end is rather obnoxious since there's no beat on that tick.
  • 00:21:270 (1,2,3,4) - you usually use equilateral triangle placement for this pattern. perhaps you would like to ammend that or at least make the DS all consistent here?
  • 00:42:270 (5,6) - only slider not blanketing the circle in this section?

AWM

glgl
User avatar
Combo Commander
454 posts
Offline
Rizen wrote:
i c wat u did there with the last circle

Easy
  • 00:18:870 (2,3) - not fond of this rhythm choice, the gun(?) noises are on the 1/3 ticks so the current rhythm mapped isn't a very accurate representation of the beat. I recommend simply changing it to a 1/1 slider to solve this Did want 00:19:470 (3) - to be clickable so just put two 1/1 gap circles instead.
  • 00:27:270 (1,2) - what about a 3/2 slider then a 1/1 slider? I think that would represent the music better You're right. That works.
  • 00:41:670 (1,2,3) - possible to give this a bit of an angle as you have done so at 00:39:270 (1,2,3) - , 00:44:070 (1,2,3) - , etc. Yep.

Hard
  • 00:28:470 (1,2) - not very intuitive enough to follow. consider using the same rhythm you have used in Insane and AWM as it would be less likely for players to misread that rhythm pattern Fair, 1/3 might be hard to read for a Hard diff
  • 00:54:870 (1,2,1,2) - consider doing the same pattern concept as you have at 00:36:870 (1,2,1,2) - ? currently one isn't as easy to read due to the stacking Agree
  • I've also noticed that after 00:29:670 (1) - , your 1/2 spacing has decreased by quite a bit. e.g. 00:29:670 (1,2) - vs. 00:20:070 (1,2) - . Dunno if that's intentional or not but it's causing problems(?) with related spacing e.g. 00:29:670 (1,2) - spacing here seems rather similar to 00:30:720 (4,1) - despite rhythm being different I originally mapped this diff as a collab, but then did it all myself instead. The second section was more in line with what the collaber made, but I didn't change it after i mapped in his sections. Will fix the spacing on 1/2 gaps.

Insane
  • 00:13:770 (4) - would be nice to give more spacing to this for consistency with 00:11:370 (4) - Done here. Couldn't do it with the next one cause it'd look ugly with 1
  • 00:14:070 (6) - whistle at slider end is rather obnoxious since there's no beat on that tick. Eh. I guess. HS to the song is more important than keeping HS patterns
  • 00:21:270 (1,2,3,4) - you usually use equilateral triangle placement for this pattern. perhaps you would like to ammend that or at least make the DS all consistent here? Oops, fixed.
  • 00:42:270 (5,6) - only slider not blanketing the circle in this section?I'd have to rework this individual one to blanket, too close to the edge of the screen.

AWM
  • 00:06:270 (3,4,5) - be careful with DS :( Oops, fixed.
  • 00:14:070 (5) - same thing about the whistle mentioned in Insane diff
  • 00:50:070 (1,2,3,4,5) - this pattern is not like the other regarding the placement of the slider .-. It'd be awkward with positioning down in that corner. Also all the 5s in this section are in relatively the same spot and have overlap

glgl thank
User avatar
Tempo Trainee
7 posts
Offline
Earned 1 kudosu.
This is ridiculously catchy

    AWM
  • 00:08:070 (1,2) - this 1/2 jump has the same spacing as the previous 1/4's which could trick people into thinking it's another 1/4; if that was the intention then that's evil fine. Else you might just want to either stack those two notes or turn it into one slider.

    Insane
  • 00:01:020 (2,3,2,3,2,3) - you might want to put the 3rd note back where the first note is like in AWM, having the exact same spacing with this triangle shape and the different spacing just looked really off to me. that's just me being picky though
  • 00:15:270 (1,2,3,4,5) - same thing here i think its just the triangles that bother me :oops:
  • 00:35:670 (1,2,3,4) - probably should move the slider down a smidge to emphasize that it's not a 1/4 jump. rip overlap tho

    Crowie's Normal
    In general, the sliders in here just feel super crowded and overlapped, mostly just the repeating sliders and especially at 00:53:670 (1,2,3,4,1) - in that case you could rotate those so they go outwards from the center, like a flower? hopefully that made sense...
User avatar
Combo Commander
454 posts
Offline
Ioneth-chan wrote:
This is ridiculously catchy


listAWM

*00:08:070 (1,2) - this 1/2 jump has the same spacing as the previous 1/4's which could trick people into thinking it's another 1/4; if that was the intention then that's evil fine. Else you might just want to either stack those two notes or turn it into one slider. That was the intention, yes.

Insane

*00:01:020 (2,3,2,3,2,3) - you might want to put the 3rd note back where the first note is like in AWM, having the exact same spacing with this triangle shape and the different spacing just looked really off to me. that's just me being picky though Also intentional. Sorry if you don't enjoy it.

*00:15:270 (1,2,3,4,5) - same thing here i think its just the triangles that bother me :oops:

*00:35:670 (1,2,3,4) - probably should move the slider down a smidge to emphasize that it's not a 1/4 jump. rip overlap tho NC'd it instead.
User avatar
Whistle Blower
17 posts
Offline
No kudosu yet.
AWM

00:08:070 (1,2) - If you're trying to emphasize the gun cocking, I suggest that you make it a 3/4 slider instead. It is spaced similarly to 00:05:670 (1,2), making it seem like another half beat jump.

00:23:670 (1,2,3,4) - These jumps are the same as 00:21:270 (1,2,3,4) but 00:23:670 (1,2,3,4) are landing on smaller sounds. The jumps should be different in some way. Same with 00:30:870 (1,2,3,4), but I think that's a different case since the small sounds came first.

That's all my small mapping mind can help you. :(
Thank you and your welcome.
User avatar
Combo Commander
454 posts
Offline
CPUnit wrote:
AWM

00:08:070 (1,2) - If you're trying to emphasize the gun cocking, I suggest that you make it a 3/4 slider instead. It is spaced similarly to 00:05:670 (1,2), making it seem like another half beat jump. The sounds aren't 3/4 beat though

00:23:670 (1,2,3,4) - These jumps are the same as 00:21:270 (1,2,3,4) but 00:23:670 (1,2,3,4) are landing on smaller sounds. The jumps should be different in some way. Same with 00:30:870 (1,2,3,4), but I think that's a different case since the small sounds came first. I think its fine to map these two the same way. Even if they're not the identical sounds, they are pretty similar. Also even if the 4 notes are the same, the sliders afterwards can designate it being different.

That's all my small mapping mind can help you. :(
Thank you and your welcome.
User avatar
Tempo Trainee
11 posts
Offline
Earned 1 kudosu.
As I am very inexperienced in anything below 4*'s, I will only be modding Insane and AWM difficulties.

The issues in both insane and AWM diffs were virtually exactly the same(aside from one varient.), so I compiled a general list for both diffs, as well as varient list(s) to keep things organized.

Levels of importance.
! = Important Issue. ! = Normal Issue ! = Minor issue. ! = Basically just nit-picking/idea, Relatively unimportant.


AWM AND Insane:


collapsed text
00:14:970 (6) - ! Circle has no sound to follow. Remove.

! This song has many different sounds in it, which opens up a lot of opportunity for creativity, but the jumps as they are now feel very rigid and uninteresting, as most of the sounds are mapped almost exactly the same as one another. This makes the mapping feel rather boring. I would suggest creating more unique patterns for each unique sound, as to make the map(s) feel more interesting and follow the rhythm better.
(Theres about 3 different sounds in the kiai that make jump patterns).
(I.E, AWM Diff: - 00:21:270 (1,2,3,4) - 00:23:670 (1,2,3,4) - 00:26:070 (1,2,3,4) - All these sounds are different, but mapped identical apart from angle differences and slight spacing increase)
(I.E, Insane diff: - 00:21:270 (1,2,3,4) - 00:26:070 (1,2,3,4) - Although not as much on the insane diff as AWM, it still occurs.)

! The NC's between AWM and Insane vary, even when the basic rhythm does not. this should not occur except in special cases. So I would recommend looking through them and fixing the inconsistencies.
(I won't list them all here, but i'll give a couple examples; - 00:19:470 (2) - No NC on AWM, but NC on Insane. - 00:09:270 (1) - NC on AWM, but no NC on Insane.)
Fixing this will improve consistency between difficulties.

- 00:19:470 (2) - ! This slider does not represent the sound very well. Consider 1/6 or 1/8 buzz slider, whichever one works better. (Especially considering how noticeably unique the sound is.)

- 00:58:470 (1) - ! This is more personal opinion than anything, so feel free to disregard it, but I find the spacing and placement of these circles rather annoying and unnecessary.
it would feel better to play if it were placed in the center of the screen.
HOWEVER: I'm not sure if this was intentional or not, but if the placement of the circle is meant to imply pulling the trigger of the rifle on the background, it's an interesting little touch, but I still think it's weird to play.


AWM SPECIFIC:


collapsed text
00:08:070 (1,2) - ! These sounds are distinctly different to the following sounds, but are mapped in a virtually identical way, making it feel somewhat awkward to play, even with the NC there to show the change. (some players don't have NC's on their skins, remember.)
Consider varying them in some way. IE: make it a slider like in insane, or just change the pattern to make it obviously different. The reason I make a big deal out of it is because it also clashes a bit with the rest of the mapping.


Best of luck with the map. hope the mod was at least somewhat useful.
User avatar
Combo Commander
454 posts
Offline
Rhonen wrote:

AWM AND Insane:


collapsed text
00:14:970 (6) - ! Circle has no sound to follow. Remove. Was filler rhythm, but suppose its fine without.

! This song has many different sounds in it, which opens up a lot of opportunity for creativity, but the jumps as they are now feel very rigid and uninteresting, as most of the sounds are mapped almost exactly the same as one another. This makes the mapping feel rather boring. I would suggest creating more unique patterns for each unique sound, as to make the map(s) feel more interesting and follow the rhythm better.
(Theres about 3 different sounds in the kiai that make jump patterns).
(I.E, AWM Diff: - 00:21:270 (1,2,3,4) - 00:23:670 (1,2,3,4) - 00:26:070 (1,2,3,4) - All these sounds are different, but mapped identical apart from angle differences and slight spacing increase) Changed up the second pattern as its pretty clearly different, but the first and third are close enough to map them similar.
(I.E, Insane diff: - 00:21:270 (1,2,3,4) - 00:26:070 (1,2,3,4) - Although not as much on the insane diff as AWM, it still occurs.) The only thing that seperates these two is a slight pitch change, I think its fine to map these two with the same sort of pattern

! The NC's between AWM and Insane vary, even when the basic rhythm does not. this should not occur except in special cases. So I would recommend looking through them and fixing the inconsistencies. Went through and normalized the NCs between these two diffs.


- 00:19:470 (2) - ! This slider does not represent the sound very well. Consider 1/6 or 1/8 buzz slider, whichever one works better. (Especially considering how noticeably unique the sound is.) The 1/6th buzz could work, but Imo the slider thats here is fine as is.

- 00:58:470 (1) - ! This is more personal opinion than anything, so feel free to disregard it, but I find the spacing and placement of these circles rather annoying and unnecessary.
it would feel better to play if it were placed in the center of the screen.
HOWEVER: I'm not sure if this was intentional or not, but if the placement of the circle is meant to imply pulling the trigger of the rifle on the background, it's an interesting little touch, but I still think it's weird to play. Yeah this is intentionally on the trigger of the rifle in the background. In the AWM difficulty, the 1-2 jump notes at the end are also circling around the end of the scope in the background, sort of a "zeroing in" sort of implication.


AWM SPECIFIC:


collapsed text
00:08:070 (1,2) - ! These sounds are distinctly different to the following sounds, but are mapped in a virtually identical way, making it feel somewhat awkward to play, even with the NC there to show the change. (some players don't have NC's on their skins, remember.)
Consider varying them in some way. IE: make it a slider like in insane, or just change the pattern to make it obviously different. The reason I make a big deal out of it is because it also clashes a bit with the rest of the mapping. Figured out a way that works with the map and looks good.


Best of luck with the map. hope the mod was at least somewhat useful.
User avatar
Rhythm Incarnate
1,321 posts
Offline
Earned 2 kudosu.

General

Audio bitrate need to lower to 192kbps
BG "Sinon.jpg" needed to resized from 1365x768 to 1366x768(lol)


Futsuu

00:38:145 (1) - Those
00:56:145 (1) - Spinners need to snap at 1/4 to clearly seen on play screen
Image
like this


Muzukashii

00:38:145 (1) - Same as Futsuu
00:56:070 (69,1,1) -
Image
to
Image
User avatar
Combo Commander
454 posts
Offline
Nyan wrote:

General

Audio bitrate need to lower to 192kbps Still Todo. Finding new offset gonna suck
BG "Sinon.jpg" needed to resized from 1365x768 to 1366x768(lol) zzzzzzzzz


Futsuu

00:38:145 (1) - Those
00:56:145 (1) - Spinners need to snap at 1/4 to clearly seen on play screen O. Habit from Standard mapping
Image
like this


Muzukashii

00:38:145 (1) - Same as Futsuu
00:56:070 (69,1,1) -
Image
to
Image
Yeah that works. Silenced the spinner end cause its not on anything really
User avatar
Combo Commander
390 posts
Offline
Earned 1 kudosu.
Image

crowie:

you seem to use a lot of multi-reverse sliders (if thats what they're called lol), which is discouraged according to the ranking criteria. i would suggest you make them sliders with circles here and there.

00:00:870 (1) - touching hp bar, should move down a bit
00:24:270 (5) - tbh i think two 1/4 sliders instead of a repeat sound better rhythmically. it covers the important sound as well so g
00:28:470 (2,3) - ds
00:36:270 (5) - overlap here isn't really the best choice, since a new player can misread it easily. same goes for the next 3 sliders

hard:

00:11:670 (5,6) - sounds weird that you didn't map the triple. you could do something like this?
00:24:270 (3,4) - you could stick with straight sliders like you did previously at 00:23:670 (1,2) -
00:39:870 (5) - you could instead make this a 1/2 slider and a circle on the white tick to emphasize both strong sounds

insane:

00:36:270 (1) - might wanna space this out farther to show it's a 1/1 gap


some type of gun:

00:09:270 (1) - don't think a new combo here is necessary, since there isn't any sort of sv change or rhythm change
00:36:270 (1) - ctrl+ging this would keep the flow you've been using, +it flows nicer into the next circle
00:39:870 (1) - i get how in the lower diffs, you were using sliders instead of circles to lower note density, but i think it's more appropriate to put circles here rather than use a slider, since there's a strong sound on the tail

bang
User avatar
Combo Commander
454 posts
Offline
Dashyy- wrote:
Image I know ._. , I'll get around to fixing it eventually

hard:

00:11:670 (5,6) - sounds weird that you didn't map the triple. you could do something like this? Either way could work, think I'll stick with what I have currently.
00:24:270 (3,4) - you could stick with straight sliders like you did previously at 00:23:670 (1,2) - I like how the different shapes seperate the half measure. Plus the straight sliders have the strong sound on 00:23:670 as opposed to 3 and 4 that don't
00:39:870 (5) - you could instead make this a 1/2 slider and a circle on the white tick to emphasize both strong sounds There isnt really any sound on the red tic though.

insane:

00:36:270 (1) - might wanna space this out farther to show it's a 1/1 gap Thought the NC would be enough. Increased the SV and length instead, still stacked end on 2


some type of gun: (Its a sniper rifle. Thats what the map description is about ._.)

00:09:270 (1) - don't think a new combo here is necessary, since there isn't any sort of sv change or rhythm change Its a stylistic thing.
Is fine.

00:36:270 (1) - ctrl+ging this would keep the flow you've been using, +it flows nicer into the next circle I purposely broke flow here to show its a 1/2 beat gap instead of the 1/4 beat gaps previously. Thats also why its a new combo.
00:39:870 (1) - i get how in the lower diffs, you were using sliders instead of circles to lower note density, but i think it's more appropriate to put circles here rather than use a slider, since there's a strong sound on the tail Since there isn't a sound on the 1/2 I'd either have to have 1 beat gaps like the start of the map or I could use these sliders. I like the sliders so its different from the start of the map.

bang ded
This is a BSS beatmap submission. Click here to view full beatmap information.
Reply 69 posts jump | 1, 2, 3, 4, 5  next

Users browsing this forum: None


Jump to: