This is a BSS beatmap submission. Click here to view full beatmap information.
User avatar
Combo Commander
358 posts
Offline
This beatmap was submitted using in-game submission on sobota, 28 października 2017 at 21:42:56

Artist: Perfume
Title: Baby Cruising Love
Tags: J-Pop Synth-pop Electro GAME electronic dance Marianna
BPM: 128
Filesize: 4863kb
Play Time: 01:02
Difficulties Available:

Download: Perfume - Baby Cruising Love
Information: Scores/Beatmap Listing
---------------
Changed status to work in progress because i'm remapping love diff

Diffs:
ImageLove - Remapping

ImageNormal -Done!
-
ImageEasy - GD by Marianna
-
Thanks everyone for your support and Mods
Moders :)
Thank you everyone <3
- Frontier -
Lian-
AJamez
Mykaterasu
DTM9 Nowa
leo16834
Maxylan
Jval93700
Last edited by PeterEU on , edited 257 times in total.
User avatar
Star Shooter
211 posts
Offline
Earned 1 kudosu.
Hi from #modreqs

this is my some suggestions



Easy

00:21:445 (6) - NC
00:51:445 (5,6) - make a blanket
00:51:445 (5) - NC
00:57:773 (1) - suddenly pause rhythm is too hard for Beginner
01:37:382 (6,1) - blanket



Normal

00:23:320 (6) - NC
00:54:726 (2,3) - fix blanket
00:58:945 (1) - end of spinner is too fast continued next note is too hard for Normal
01:57:070 (1) - ^
02:10:663 (2,3) - separate silder


Hard

I like First silder :)

00:20:507 (3,4) - blanket
02:45:820 (5) - NC

Nice song!
GL~ :)
User avatar
Combo Commander
358 posts
Offline
leo16834 wrote:
Hi from #modreqs

this is my some suggestions



Easy

00:21:445 (6) - NC ok
00:51:445 (5,6) - make a blanket done
00:51:445 (5) - NCok
00:57:773 (1) - suddenly pause rhythm is too hard for Beginner I've Changed that
01:37:382 (6,1) - blanketOik



Normal

00:23:320 (6) - NC Ok
00:54:726 (2,3) - fix blanket Fixed
00:58:945 (1) - end of spinner is too fast continued next note is too hard for Normal I think its ok now not sure
00:57:070 (1) - ^ Same here
02:1[/color]0:663 ([/color]2,3) - separate silder Done


Hard

I like First silder :) I know <3

00:20:507 (3,4) - blanket Done
02:45:820 (5) - NC Ok

Nice song!
GL~ :)
User avatar
Star Shooter
194 posts
Offline
Earned 2 kudosu.
NM From my "Modding Madness!" queue!
Just got to say! Love was a very clean, and visually pleasing difficulty! And it somehow managed to keep me engaged and be a fun difficulty to play, despite it being less than 3 stars, so kudos star to you, my friend! I hope to see this ranked in the near future!



Image Love
This is a minor thing I noticed during playing, but having the jack in the heart be 00:01:991 - here where the vocal point of emphasis is would be very enjoyable to play! Same can be applied here on the 00:04:570 (2) slider art with the jack being at 00:05:273 - and 00:06:210
00:08:320 (3) - On this one you did it good, with the jack being 00:09:960 - here on the vocal point of emphasis, very impactful!
00:28:945 (1) - 01:57:773 (1) - Spinner ends are considered passive notes so consider adding notes here instead of just ending the spinner, especially since it's such an important sound
00:45:351 (9,1) - Fix the blanket a little here
01:02:226 (3,4,5,6) - This whole section could flow better.
02:11:601 (1,5) - Stack
02:43:945 (6,1) - Stack 1 in the slider end and decrease the distance a tad on 02:44:648 (1,2) because there aint no particullarly important sound to emphasise other than the change of tone in the piano



Great diff once again! You've got a nice talent for making advanced and hard difficulties :)
User avatar
Combo Commander
358 posts
Offline
Maxylan wrote:
NM From my "Modding Madness!" queue!
Just got to say! Love was a very clean, and visually pleasing difficulty! And it somehow managed to keep me engaged and be a fun difficulty to play, despite it being less than 3 stars, so kudos star to you, my friend! I hope to see this ranked in the near future!



Image Love
This is a minor thing I noticed during playing, but having the jack in the heart be 00:01:991 - here where the vocal point of emphasis is would be very enjoyable to play! Same can be applied here on the 00:04:570 (2) slider art with the jack being at 00:05:273 - and 00:06:210
00:08:320 (3) - On this one you did it good, with the jack being 00:09:960 - here on the vocal point of emphasis, very impactful!
00:28:945 (1) - 01:57:773 (1) - Spinner ends are considered passive notes so consider adding notes here instead of just ending the spinner, especially since it's such an important sound i need to think about this
00:45:351 (9,1) - Fix the blanket a little here fixed
01:02:226 (3,4,5,6) - This whole section could flow better. i've changed that
02:11:601 (1,5) - Stack done
02:43:945 (6,1) - Stack 1 in the slider end and decrease the distance a tad on 02:44:648 (1,2) because there aint no particullarly important sound to emphasise other than the change of tone in the piano done



Great diff once again! You've got a nice talent for making advanced and hard difficulties :) thanks
User avatar
Whistle Blower
29 posts
Offline
Earned 2 kudosu.
Hi, NM here
My english isn't good so sorry for the mistakes ><


Easy
There must be the same distance spacing in all the diff
The last spinner doesn't start at the same time as the normal diff

- 01:00:820 (9) NC here instead
- 02:24:726 (2,3) You should continue your rhythm pattern (1 circle, 1 slider)
- 02:38:320 (4) NC

Normal
Same for the spinner

- 02:54:023 (2,3) This blanket is a little weird. Make a curve shape on the (3)

Love

- 00:08:320 (3,4) Why this sudden rhythm change ? Can't read that
- Space more 00:15:820 (1,2,3) and 00:17:695 (1,2,3) for readibility
- 00:48:632 (5,1) The sudden rhythm change with the stack make it a bit hard to read for a hard diff. move (1)
- 01:41:132 (6) NC here, on the white tick not on the red tick


I like the top diff anyway. Good luck (=
User avatar
Combo Commander
358 posts
Offline
Jval93700 wrote:
Hi, NM here
My english isn't good so sorry for the mistakes ><


Easy
There must be the same distance spacing in all the diff I dislike to map like that that's individual preference
The last spinner doesn't start at the same time as the normal diff fixed

- 01:00:820 (9) NC here instead done
- 02:24:726 (2,3) You should continue your rhythm pattern (1 circle, 1 slider) done
- 02:38:320 (4) NC done

Normal
Same for the spinneralso done

- 02:54:023 (2,3) This blanket is a little weird. Make a curve shape on the (3 )hmm i think its fine

Love

- 00:08:320 (3,4) Why this sudden rhythm change ? Can't read that Because music is louder than vocal here
- Space more 00:15:820 (1,2,3) and 00:17:695 (1,2,3) for readibility done
- 00:48:632 (5,1) The sudden rhythm change with the stack make it a bit hard to read for a hard diff. move (1) added extra circle
- 01:41:132 (6) NC here, on the white tick not on the red tick done


I like the top diff anyway. Good luck (=
User avatar
Rhythm Incarnate
672 posts
Offline
Earned 1 kudosu.
From the SM8 Que I was already modding this before you requested actually xD


Might be better not to spam kudos stars since they don't really help you in the ranking process ^^, (You basically only need 12SP which you most of the time get from mods)


General

The title should be Baby cruising Love (lowercase c) according to these sources : http://artist.amuse.co.jp/artist/perfume/ http://www.perfume-web.jp/discography/

Add Synth-pop Electro GAME to the tags

I really don't think 100% volume fits this song at all, better keep it at like 65% or close to that for the whole song so the hitsounds don't completely overcome the song itself


Easy

The slider velocity is set really low while the distance snap is set really high. This kinda ruins the time-distance correlation which is pretty much necessary for the lower difficulties as newer players need a simple and straightforward way of representing the song so they can play it properly. Also when compared to normal the difference is huge

Your way of NCing or new comboing leaves quite a lot of long comboes which aren't really ideal for easy difficulties. Usually new comboes are placed every measure (big white tick basically) or every other and variations can be made but for now NCing either on every or every other measure would be best for the map. Just for example here 01:16:288 (1,2,3,4,5,6,7,8,9,10) - the combo should be atleast cut on 01:23:320 (7) - and if you want to, on 01:19:101 (4) - aswell as there isn't really a reason to make them that long

I have hard time understanding what are you trying to prioritize. For example i'm surprised why this 00:19:570 - or this 00:45:820 - for example are not mapped as clickables considering how strong the sounds are both vocally and instrumentally so it'd be really nice to hear what do you think your mapping is following and think about strong sounds like those two if you should consider mapping them

00:27:070 (1) - There has to be more recovery time after the spinner (Usually it's 3,5 beats to 4 beats in easy diffs for this) since new players do not have the reaction time to properly transition that fast back to the normal mapping. Applies to 01:57:538 (1) - and 02:26:601 (1) - aswell

00:45:820 - There are quite a lot of this kind of this kind of gaps in the mapping. I don't feel like they really fit the way you are mapping since most of the time you have this kind of mapping where every 1/1 beat is under a point of an object or represented by a slidertick but not straight up unmapped. Considering 00:46:288 - for example i feel like it should be clicked or atleast under a slidertail/reversepoint as the beat is really strong and most of the time you have mapped it one way or another such as 00:47:226 -

01:57:070 - It would be definitely better to start the next spinner from here considering you still want to keep it as the changes to it's length kinda ruin the way it's following the vocal right now

This song does not have too many instances where the rhythm would be absolutely consistent but i found these all 00:43:945 (6,7,8,9) - 02:23:320 (1,2,3) - 02:30:820 (1,2,3,4) - 02:45:820 (1,2,3) - 02:48:632 (4,5,6,1) - that are basically mapped on similar rhythm with the exception that all are mapped differently. Since osu! is a rhythm game, one way of rhythm/melody or even single distinct sounds should be represented consistently throughout the map. Right now, as i have already stated, i feel like the difficulty has issues rhythm wise a lot but this is something you should consider when you are working on the rhythm. For example in the end you have represented the similar melody with similar mapping really well ( 02:30:820 (1,2,3,4,5,1,2,3,4,1,2,3,4) - )

Patterning and structure feel really nice here anyway so good job on that


Normal

The rhythm is much more understandable here (as it pretty closely follows the piano and vocals) but i feel like there is still quite a lot of stuff that could still be considered such as 00:53:320 - which is significantly stronger piano sound than what 00:52:851 - is for example but it's not mapped as a clickable which does not really make sense (the same issue does happen quite a lot in the difficulty)

Also there is still a clear problem with NCing and somewhat clear problem in consistency

00:22:382 (1,2) - Blanket off, though it could be nicer if the 2 would be placed somewhere else since it's conflicting with 00:21:445 (5) - structure wise

00:28:710 (1) - This spinner is quite short. It could be better to have spinners atleast 3 beats long so the newer players have time to recognize that they need to spin

00:36:679 (1,2) - 01:34:570 (9,1) - Would be much nicer if this kind of patterns wouldn't overlap in a way it ruins the flow or other patterning. Overall patterns (that ruin something else) such as that one are conflicting with the map in general as your mapping does not involve around overlapping everything and when you do it's done most of the time in a way the flow actually works ( 00:45:351 (8,1) - or 02:33:632 (7,1) - to name few)

00:50:273 - Unnecessary gaps such as this one are pretty much making the difficulty feel partly unmapped. An easy way to fill up stuff like this could be to use 1/1 sliders to represent the held piano sound such as you have done here 00:49:570 (7) - or represent the piano melody more accurately 00:47:929 (4,5) - -> https://puu.sh/xB8Rf/4eff81e120.png

02:11:132 (5) - Fix distance to 1,3x like you have constantly used throughout the difficulty

02:43:945 (7,8,1) - This does get quite tight/messy structurally with all of that overlapping


Love

I feel like this difficulty is kinda boringly mapped or atleast similarly mapped to the normal with just a bit harder rhythm. I guess i can't really do anything to that as the curve is still somewhat logical but I would've loved to see more interesting spacing atleast that would follow the song in another level than the rhythm

Overall i think the rhythm alright but here and there it kinda feels off, for example 00:53:085 (1,2,3,4) - i feel like you should follow the pianos kinda closely there like -> https://puu.sh/xBkU7/29c883adbd.png or 01:51:913 (1,2) - where both vocals and piano would suggest to do something like https://puu.sh/xBldY/c8535e1e53.png

00:00:820 - You can't have two timing lines in a same spot, also 10% is pretty much unrankable since it does not provide enough feedback

00:08:320 (3,4) - These do get overlapped visibly for quite a long time as the other transitions barely show the sliders on the playfield at the same time. Easy fix to this would be to move the 00:12:070 (4) - to the next big white tick which would work since there is a nice loud sound on the big white tick

00:31:288 (3) - I don't think the sliderwhistle is necessary here

00:47:460 - I still don't think leaving gaps is the right way to go as it does not fit the way you map most of the time

00:58:476 (3,4,5) - The slider forms a tighter curvature than the flow does which looks visually awkward

01:04:804 (4,6,7,8) - The placement gets really tight and repetitive plus the movement formed by 7 and 8 isn't really that good. I'd recommend doing something different with the 7|8 so the movement would be more intuitive and i think it should fix the issue for the repetitive placement aswell since it's quite hard to continue the movement there in that sense

01:12:773 (6,7) - Same stuff as in normal, I feel like you should think about the flow for this kind of overlapping. For example https://puu.sh/xBlKZ/5cfa568fed.png here the 6 has curvature so the player's movement is lead to the 7

01:58:710 (1,1) - For hards you need roughly a beat for recovery

02:03:632 (1,2) - 02:26:601 (1,2,3,4) - ect. If you aren't really using spacing emphasis by default, it would be better if you didn't use it at all since it looks extremely random when there is this kind of super spaced objects that still make sense overall but not in the conditions of the difficulty Imo




It's nice overall but consider the rhythm stuff and the NCing, best of luck with this~
User avatar
Combo Commander
358 posts
Offline
DTM9 Nowa wrote:
From the SM8 Que I was already modding this before you requested actually xD


Might be better not to spam kudos stars since they don't really help you in the ranking process ^^, (You basically only need 12SP which you most of the time get from mods) Yeah ok


General

The title should be Baby cruising Love (lowercase c) according to these sources : http://artist.amuse.co.jp/artist/perfume/ http://www.perfume-web.jp/discography/

Add Synth-pop Electro GAME to the tags Done!

I really don't think 100% volume fits this song at all, better keep it at like 65% or close to that for the whole song so the hitsounds don't completely overcome the song itself Lowered to 65%


Easy

The slider velocity is set really low while the distance snap is set really high. This kinda ruins the time-distance correlation which is pretty much necessary for the lower difficulties as newer players need a simple and straightforward way of representing the song so they can play it properly. Also when compared to normal the difference is huge Lowered

Your way of NCing or new comboing leaves quite a lot of long comboes which aren't really ideal for easy difficulties. Usually new comboes are placed every measure (big white tick basically) or every other and variations can be made but for now NCing either on every or every other measure would be best for the map. Just for example here 01:16:288 (1,2,3,4,5,6,7,8,9,10) - the combo should be atleast cut on 01:23:320 (7) - and if you want to, on 01:19:101 (4) - aswell as there isn't really a reason to make them that long i Will work on it

I have hard time understanding what are you trying to prioritize. For example i'm surprised why this 00:19:570 - or this 00:45:820 - for example are not mapped as clickables considering how strong the sounds are both vocally and instrumentally so it'd be really nice to hear what do you think your mapping is following and think about strong sounds like those two if you should consider mapping them Made these Clickable

00:27:070 (1) - There has to be more recovery time after the spinner (Usually it's 3,5 beats to 4 beats in easy diffs for this) since new players do not have the reaction time to properly transition that fast back to the normal mapping. Applies to 01:57:538 (1) - and 02:26:601 (1) - aswell Done!

00:45:820 - There are quite a lot of this kind of this kind of gaps in the mapping. I don't feel like they really fit the way you are mapping since most of the time you have this kind of mapping where every 1/1 beat is under a point of an object or represented by a slidertick but not straight up unmapped. Considering 00:46:288 - for example i feel like it should be clicked or atleast under a slidertail/reversepoint as the beat is really strong and most of the time you have mapped it one way or another such as 00:47:226 - Filled

01:57:070 - It would be definitely better to start the next spinner from here considering you still want to keep it as the changes to it's length kinda ruin the way it's following the vocal right now Done

This song does not have too many instances where the rhythm would be absolutely consistent but i found these all 00:43:945 (6,7,8,9) - 02:23:320 (1,2,3) - 02:30:820 (1,2,3,4) - 02:45:820 (1,2,3) - 02:48:632 (4,5,6,1) - that are basically mapped on similar rhythm with the exception that all are mapped differently. Since osu! is a rhythm game, one way of rhythm/melody or even single distinct sounds should be represented consistently throughout the map. Right now, as i have already stated, i feel like the difficulty has issues rhythm wise a lot but this is something you should consider when you are working on the rhythm. For example in the end you have represented the similar melody with similar mapping really well ( 02:30:820 (1,2,3,4,5,1,2,3,4,1,2,3,4) - )Will work on it

Patterning and structure feel really nice here anyway so good job on that Thanks


Normal

The rhythm is much more understandable here (as it pretty closely follows the piano and vocals) but i feel like there is still quite a lot of stuff that could still be considered such as 00:53:320 - which is significantly stronger piano sound than what 00:52:851 - is for example but it's not mapped as a clickable which does not really make sense (the same issue does happen quite a lot in the difficulty) Will work on it

Also there is still a clear problem with NCing and somewhat clear problem in consistency ^

00:22:382 (1,2) - Blanket off, though it could be nicer if the 2 would be placed somewhere else since it's conflicting with 00:21:445 (5) - structure wiseChanged

00:28:710 (1) - This spinner is quite short. It could be better to have spinners atleast 3 beats long so the newer players have time to recognize that they need to spin Changed

00:36:679 (1,2) - 01:34:570 (9,1) - Would be much nicer if this kind of patterns wouldn't overlap in a way it ruins the flow or other patterning. Overall patterns (that ruin something else) such as that one are conflicting with the map in general as your mapping does not involve around overlapping everything and when you do it's done most of the time in a way the flow actually works ( 00:45:351 (8,1) - or 02:33:632 (7,1) - to name few) Done

00:50:273 - Unnecessary gaps such as this one are pretty much making the difficulty feel partly unmapped. An easy way to fill up stuff like this could be to use 1/1 sliders to represent the held piano sound such as you have done here 00:49:570 (7) - or represent the piano melody more accurately 00:47:929 (4,5) - -> https://puu.sh/xB8Rf/4eff81e120.png Filled

02:11:132 (5) - Fix distance to 1,3x like you have constantly used throughout the difficulty Added extra slider

02:43:945 (7,8,1) - This does get quite tight/messy structurally with all of that overlapping Yeah changed that


Love

I feel like this difficulty is kinda boringly mapped or atleast similarly mapped to the normal with just a bit harder rhythm. I guess i can't really do anything to that as the curve is still somewhat logical but I would've loved to see more interesting spacing atleast that would follow the song in another level than the rhythm Yeah i'm thinking about remapping

Overall i think the rhythm alright but here and there it kinda feels off, for example 00:53:085 (1,2,3,4) - i feel like you should follow the pianos kinda closely there like -> https://puu.sh/xBkU7/29c883adbd.png or 01:51:913 (1,2) - where both vocals and piano would suggest to do something like https://puu.sh/xBldY/c8535e1e53.png Changed

00:00:820 - You can't have two timing lines in a same spot, also 10% is pretty much unrankable since it does not provide enough feedback changed volume and i don't know where i should move it i need it for sliders

00:08:320 (3,4) - These do get overlapped visibly for quite a long time as the other transitions barely show the sliders on the playfield at the same time. Easy fix to this would be to move the 00:12:070 (4) - to the next big white tick which would work since there is a nice loud sound on the big white tick done

00:31:288 (3) - I don't think the sliderwhistle is necessary here Yeah removed

00:47:460 - I still don't think leaving gaps is the right way to go as it does not fit the way you map most of the time Filled

00:58:476 (3,4,5) - The slider forms a tighter curvature than the flow does which looks visually awkward Will think about it

01:04:804 (4,6,7,8) - The placement gets really tight and repetitive plus the movement formed by 7 and 8 isn't really that good. I'd recommend doing something different with the 7|8 so the movement would be more intuitive and i think it should fix the issue for the repetitive placement aswell since it's quite hard to continue the movement there in that sense changed

01:12:773 (6,7) - Same stuff as in normal, I feel like you should think about the flow for this kind of overlapping. For example https://puu.sh/xBlKZ/5cfa568fed.png here the 6 has curvature so the player's movement is lead to the 7 done

01:58:710 (1,1) - For hards you need roughly a beat for recovery removed circle and made spinner longer

02:03:632 (1,2) - 02:26:601 (1,2,3,4) - ect. If you aren't really using spacing emphasis by default, it would be better if you didn't use it at all since it looks extremely random when there is this kind of super spaced objects that still make sense overall but not in the conditions of the difficulty Imo Yeah changed



It's nice overall but consider the rhythm stuff and the NCing, best of luck with this~
Thanks and i will work on that
User avatar
Beat Clicker
66 posts
Offline
No kudosu yet.
I'll call it "THE GRAND REVIVAL OF PEPPY'S 2008 MAP", because i love his map, and when i saw your map, and then played it, OMG you gave me so much happiness!! Thank you for that!
User avatar
Combo Commander
358 posts
Offline
NikitaErmakov wrote:
I'll call it "THE GRAND REVIVAL OF PEPPY'S 2008 MAP", because i love his map, and when i saw your map, and then played it, OMG you gave me so much happiness!! Thank you for that!


XD
Yeah that map reminds me how peppy used to like perfume, his storyboard is amazing tho i don't have any xd
User avatar
Beat Clicker
66 posts
Offline
No kudosu yet.
You may ask him to borrow some pieces of storyboard like I did, but it's just my opinion, its up to YOU, to do your amazing map.
User avatar
Combo Commander
358 posts
Offline
For now i'm not planning to make storyboard
User avatar
Combo Commander
305 posts
Offline
Earned 1 kudosu.
Heyo! I'm from my NM Queue over here!

As a beginner mapper you really shouldn't have pumped so much kudosu into this. Since it's so full of mistakes, I will not have the time to sit and point out the same mistake over and over. I'll point them out when I see them, but leave you to scour your map for every time it applies.

Easy
  • Your approach to rhythm is very random. There isn't any clear structure in most sections, active objects wandering aimlessly. 00:17:695 (2,3,4) - 00:21:445 (3,4) - These two bars are exactly the same musically yet they are mapped differently. Not only that but the rhythm found here 00:23:320 (1,2,3) - would be more suited to these bars than the rhythm you've chosen. This happens a lot throughout, and it tells me that you haven't really mapped with any decisive rhythm in mind.
  • 00:19:101 (4,1) - This stack doesn't really make much sense - nothing different is happening. Moreover, you don't see another stack in the map again, so it definitely shouldn't be here.
  • 00:26:601 (1) - It's offputting to have a spinner end 00:29:179 - here when the buildup continues to increase well after it ends. A long slider that ends 00:30:351 - here would be much more suitable.
  • If you're going to make 00:33:632 (1) - this a new combo, then 00:33:632 (1) - this should not be a new combo. 00:38:320 (2) - this should. 00:39:726 (1) - NC off. 00:58:945 (1) - NC off. 01:00:820 (3) - NC on. 01:01:288 (1) - NC off etc... You have to learn acceptable NC usage by understanding how long your combo periods should be and where the bar-line is.
  • 00:55:195 (3,4) - If your slider's curve is too shallow, you can't blanket like this because the slider doesn't hug the circle enough to leave the same distance from the circumference of the object you're blanketing.
  • Although it's not as big an issue in beginner difficulties it seems like a heavy breach in design to use 1/1 reverse sliders for different things. 00:36:913 (1) - is hit on the clap and the reverse slider could be interpreted as showing the piano doing 1/2 rhythms. Then we have 00:55:195 (3) - this slider which doesn't do either of those things - instead opting to merely fill in 3 whole beats.
>Other than that, I feel that this diff has a very big problem with sliders in general;
  • Firstly, your slider shapes seem to be chosen randomly. I can't really find any concise reasoning behind your 1/1 slider shapes, apart from places with obvious symmetry (00:50:507 (2,3) - etc). Obviously this doesn't necessarily imply that every slider shape has to convey something special in the music, however it does mean that you have a seemingly random alternation between slider shapes which doesn't really show any meaningful structure (See 01:41:601 (1,2,3,4,5,1) - here).
  • Your 2/1 and 3/1 slider shapes are even worse offenders, practically every slider shape does something different than the last with no justifiable reason. If I were to ask why 01:24:726 (1) - this is shaped like this, would the answer also apply to other sliders like 01:16:288 (1) - this one where it hasn't taken the same shape?
  • Sliders of the similar shape aren't actually the same. This effectively means that you've hand drawn most sliders fresh. Effectively, every time you run into a slider of similar curvature, they're different by just a small touch and it makes the whole map look very messy. e.g. 00:22:382 (4) - Curve type 1, 00:25:195 (4) - Similar curve, different shape, 00:32:695 (3) - Similar curve, different shape. This continues the whole way through the map, 02:48:632 (4,5) - are two mirrored sliders which aren't copied and pasted, same 02:53:320 (3,4) - here. If two sliders are very similar; copy and paste them.

Normal
  • All the mistakes in the Easy are found here too. I won't bother copy+pasting them.
  • 00:18:398 (7) -
    The Ranking Criteria wrote:
    Sliders should begin on stronger beats and end on equal or weaker sounds. Stressing important sounds through clicking is more natural to play than stressing unimportant sounds.
    00:18:632 = Important Sound
    00:18:398 = Weak Sound
    00:18:163 (6) - should be a 1/2 slider
  • 00:21:445 (5,1) - Bad blanket.

Love


PeterEU wrote:
For now i'm not planning to make storyboard


If this mapset was a lot better I'd offer to make a storyboard. You can see my most recent work on these three maps;

I do more simple lyric storyboards for free as long as the mapset is good enough. Therefore, if you feel like the mapset has improved, feel free to contact me and I'll fix something up for you in less than a day if it's a decent quality.
User avatar
Combo Commander
283 posts
Offline
Earned 1 kudosu.
i saw this on #modreqs before so i decided to mod it also i like this song so


Love
00:08:320 (3) - would look better if the sliderend of this slider would blanket 00:04:570 (2) - move to 353|240 perhaps
00:18:398 (3,4,5) - make perfect triangle like 00:17:695 (1,2,3) - this
00:20:976 (4,1) - nazi mod but the blanket here is really off
00:25:898 (2) - DS
00:28:945 (1) - silence this spinner
00:31:054 (2) - DS
01:10:898 (1) - remove NC
01:13:241 - make the rhythm like fits better imo
Image

01:44:648 - you could make the rhythm like this to emphasize the instruments better cus i dont really a hear a sound on 01:45:585 -
Image

01:52:851 (3) - DS make triangle instead
02:05:507 (3) - DS
02:09:726 (5,1) - swap NCs
02:23:788 (2) - DS
02:24:023 (3,4,1) - make perfect triangle here like 02:51:210 (4,5,1) -
02:25:195 (2) - ^
03:00:820 (1) - silence the sliderend of this
03:02:929 (1) - silence this too

pretty okay map what u just need to imoprove on is the spacing consistencys and other aesthetics and visuals overall nice mapp
GL~!
This is a BSS beatmap submission. Click here to view full beatmap information.
Reply 24 posts jump | 1, 2  next

Users browsing this forum: None


Jump to: