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This beatmap was submitted using in-game submission on Monday, 20 November 2017 at 12:02:07 p.m.

Artist: Nanahoshi Kangengakudan
Title: anoko dokonoko
Tags: FujunIseiKouyuuP hujuniseikouyuup 不純異性交遊p Vocaloid Megpoid Gumi rizen Iwami Takashi 岩見陸 where's that girl from
BPM: 132
Filesize: 5543kb
Play Time: 03:15
Difficulties Available:

Download: Nanahoshi Kangengakudan - anoko dokonoko
Information: Scores/Beatmap Listing
---------------
#2
double bpm

X-Rizen

previous map YooSanHyakurei - Sen no Yukari
next map YURRY CANON - Nadeshiko color Heart
Last edited by kwk on , edited 57 times in total.
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here are my thoughts on the extra

Unbelievably fun map, high CS allows for cursor aim leniency on patterns like 00:06:730 (2,3,4,5,6,1,2,3,4,5,6) - which is great, absolutely love em.

00:28:207 (1,2,1,2) - Watch out for sharp alternating jumps like these, these are REALLY tough to hit consistently, so sparing use of them is recommended.

00:40:935 (1,2,3) - These are a better example of the above, since the slider leniency makes it way more forgiving to hit these compared to the above patterns.

01:33:662 (1,2,1,2,1) - Again, a more forgiving example of the first alternating jumps, because the cursor direction between each (1,2) are the same, it gives the player a much easier time preparing their movement to hit the zigzag pattern, unlike 00:28:207 (1,2,1,2) which completely changes the direction making it awkward.

02:17:411 (2,3,4,1,2,3,1,2,3,1,2,3) - Yikes this one is super tough.

i dont really know what point i was trying to make here except that i absolutely love this map and can't wait for the rest of the spread LMAO

gl
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Weber wrote:
here are my thoughts on the extra

Unbelievably fun map, high CS allows for cursor aim leniency on patterns like 00:06:730 (2,3,4,5,6,1,2,3,4,5,6) - which is great, absolutely love em.

00:28:207 (1,2,1,2) - Watch out for sharp alternating jumps like these, these are REALLY tough to hit consistently, so sparing use of them is recommended.
:arrow: yeah im intending to just change the patterning here cause it doesnt really fit with the rest of the map
00:40:935 (1,2,3) - These are a better example of the above, since the slider leniency makes it way more forgiving to hit these compared to the above patterns.

01:33:662 (1,2,1,2,1) - Again, a more forgiving example of the first alternating jumps, because the cursor direction between each (1,2) are the same, it gives the player a much easier time preparing their movement to hit the zigzag pattern, unlike 00:28:207 (1,2,1,2) which completely changes the direction making it awkward. :arrow: same with this one as well

02:17:411 (2,3,4,1,2,3,1,2,3,1,2,3) - Yikes this one is super tough. :arrow: depends on the player i think, ive seen people FC this ezpz no problems lol

i dont really know what point i was trying to make here except that i absolutely love this map and can't wait for the rest of the spread LMAO

gl


thanks for the kind words! i'll try and finish the set lol
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random mod from modreq

extra
  • 00:02:525 (5,4) - 00:06:162 (4,5) - same sounds, different focus. might want to make them the same
  • 00:07:071 (5,6) - having a sharp angle like this in here doesn't really resonate with anything i think, nothing calls for it as it's a constant arpeggio. so making the first curve rounder culd counteract that a bit by making the it smoother and as such more coherent
  • 00:10:025 (1,2,3,4) - would use a larger spacing from 3 to 4 the same way you did it with 1 to 2. could place 3 in the blanket of 4 for that
  • 00:11:389 (3) - this one falls out of place because it's the only one of these 00:10:935 (1,2,3,4) - that only has one held vocal on (with a fast drum triple on the end but you don't map those usually anyway) it while the other have two distinct ones each. but it doesn't reflect that, on the opposite it assimilates it by being a mirror of 4. possible fixes could be either just replacing it by a circle or replacing the other ones with circles which would however not work too well with th ecurrent placing unless you want a 2on2 split, which seems uncharacteristic atm.
  • 00:13:207 (1) - i see what it goes by. i merely find it a bit underwhelming to not map the vocals on this
  • 00:16:844 (5) - also would keep this as notes since it takes away from 6 being a held note by covering two vocals, which the previous notes did via notes as well
  • 00:19:116 (1,2,3,4,5,6,7) - this whole sequence is a bit odd. first off 2 doesn't really need a note even if the bass guitar has something on it, using a 1/2 slider on 1 packs more impact which is worth it imo especially with 00:20:139 (7) - skipping a kick even. also because of 7, 5 should be of the same nature as it covers the same kick with it's tail that 7 skips. while btw, 7 has a reinstancing vocal on it's red, so making that one a 1/4 makes more sense. if you do that keeping 5 as is makes more sense as well as it covers another vowel transition
  • 00:41:844 (1) - nothing wrong really but i feel like pointing out how this one has a continued synth on it as opposed to the held one on the others. not sure if it was overlooked or intentionally ignored for the sake of the vocals, which would be fine.
  • 00:43:207 (5) - for the vocals i think it would it way better if this was a note plus slider instead. a pattern like http://puu.sh/xk026/429bc188c2.jpg could still capture the snare as well, but the specific pattern in teh image doesn't really work with the map so far i guess. something more similar to 00:41:275 (3,1,2) - should work though
  • 00:43:548 (1,3) - the notes on the slider ends of those should be clickable since those are what makes the similarity of 00:44:116 (1,2) - viable. http://puu.sh/xk09x/b552deda9f.jpg is possible but a slider on 1 and 2 is an option too. most important is the 3 ont he blue
  • 00:45:366 (3,4) - for consistency with the first part this should be a 3/4 slider. fits better anyway imo again for differentiation and there not being any important sound on the tail. and as opposed to 00:47:185 (1,2) - it's a held rather than a cut vocal which btw doesn't apply to 00:39:912 (3) - , meaning that this one could also profit from being longer. makes for more varied and interesting rhythms too
  • 00:53:662 (1,2,3,4,5,1,2,3,4) - since i'm not a fan of that early filler with the triple just before it being skipped (same in 00:59:116 (1,2,3) - )and the rhythm in the end of this segment i'd like to bring up an alternative rhythm to take into concideration http://puu.sh/xk0sJ/5d7b3c3ad3.jpg
  • 01:02:298 (5,6,7,8) - i'd at least make this one not one curve since it consists of two different instruments. just flipping around the first two notes or making the frist three a straight would suffice already
  • 01:03:549 (2) - neither trumpet not vocals have a note here. so just having another 1/4 slider instead might be better even with the kick. otherwise there'd be the option of stacking the notes on top of each other but appart from the slider head like you did it earlier in the map.
  • 01:03:889 (4) - is the oposite though as it is just like the other vocal-trumpet triples just before it just with a kick on top of it's start. a kick which isn't established as something to be on a slider due to 01:03:549 (2) - already at that
  • 01:05:025 (3,1) - could really take another note in between (similar to 02:24:571 (1,2) - )
  • 01:09:798 (4,1) - first the note, then the slider as quite apparent throught he guitar and mapped as such in01:11:616 (4,5) -
  • 01:12:639 (5) - 01:13:094 (4) - what's up with the uneven spacing
  • 01:23:207 (3) - since you have a break over vocals afterwards it might be better to prioritize the snare on the end of this with clickability over the vocal
  • 01:45:935 (1) - as opposed to the occasions int eh previous chorus, the vocals don't start here but a tick later, so it should be mapped accordingly either with a sharp angle from it or by making the previous slider longer if you don't care to have the snare clickable. concdering you did this 01:52:980 (5) - , probably the latter of the two. also the points about the first transition and longer slider options from the previous chorus also go for here and in the next one ofc if you do find them reasonabl enough to implement
  • 02:08:207 - would be nice as an intro to the solo to start up again with these imo
  • 02:11:048 (4,7,2,3,4) - stacking
  • 02:11:844 (1,2,3) - basically the same sound twice, so i'd also map them the same, as two 1/4 sliders
  • 02:14:912 (1,2) - nc on 2 instead as 1 still still part of the previous set of notes, although transitioning as already reflected by spacing. it's also signified by the drum
  • 02:20:253 (2) - this one slider should be a 3/6 one without repeat as it is quite audibly missing that one note. makes the whole pattern a little more interesting too
  • 02:23:548 (4) - i'd also remove the repeat, making it a simple slider here and map notes instead as they clearly belong to the following sequence that is mapped in notes already
  • 02:58:662 (1,2,3,4,5,6,7) - i think i made that notion on a previous occurance of the ryhthm already too http://puu.sh/xk1I9/31d0adb94d.jpg
  • 03:08:662 (3,1) - 03:05:935 (1,2) - are also reoccurances
  • 03:11:616 (7,1) - following the guitar 7 takes a note in front of it. could also skip the downbeat and make it a 1/2. otherwise you could make it as you did in the beginning if you didn't change that.
can't complain on the flow side of things


insanethe rest of the diff serves it's purpose i guess even i can't get behind a number of things personally


hard - not sure but the 1/2 perfect stacks might be a problem at this pace in a hard


normal
  • 00:01:844 (3,1) - putting notes in blankets right after a slider is not adviced in normals as it encourages letting go of the previous slider too early
  • 02:10:480 (2,3,4,1) - i don't think it's a good idea to have so many 1/4 gaps consecutively in a normal, especially if it's the lowest diff and if the song doesn't specifically call for it as players are still getting used to slider mechanics


ok
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Deramok wrote:
random mod from modreq

extra
  • 00:02:525 (5,4) - 00:06:162 (4,5) - same sounds, different focus. might want to make them the same :arrow: sure
  • 00:07:071 (5,6) - having a sharp angle like this in here doesn't really resonate with anything i think, nothing calls for it as it's a constant arpeggio. so making the first curve rounder culd counteract that a bit by making the it smoother and as such more coherent :arrow: mm you do make a point, i changed the patterning, dont know if you exactly agree with it but its probably at least better to reflect the music
  • 00:10:025 (1,2,3,4) - would use a larger spacing from 3 to 4 the same way you did it with 1 to 2. could place 3 in the blanket of 4 for thatincreased the spacing here
  • 00:11:389 (3) - this one falls out of place because it's the only one of these 00:10:935 (1,2,3,4) - that only has one held vocal on (with a fast drum triple on the end but you don't map those usually anyway) it while the other have two distinct ones each. but it doesn't reflect that, on the opposite it assimilates it by being a mirror of 4. possible fixes could be either just replacing it by a circle or replacing the other ones with circles which would however not work too well with th ecurrent placing unless you want a 2on2 split, which seems uncharacteristic atm. :arrow: changed (3) to 2 circles
  • 00:13:207 (1) - i see what it goes by. i merely find it a bit underwhelming to not map the vocals on this :arrow: 00:13:094 are you talking about this? im open to rhythm suggestions here,if your referring to the 1/2 slider then i changed spacing a bit to give it a bit more emphasis
  • 00:16:844 (5) - also would keep this as notes since it takes away from 6 being a held note by covering two vocals, which the previous notes did via notes as well :arrow: 00:16:844 (5) is this not also a held note?
  • 00:19:116 (1,2,3,4,5,6,7) - this whole sequence is a bit odd. first off 2 doesn't really need a note even if the bass guitar has something on it, using a 1/2 slider on 1 packs more impact which is worth it imo especially with 00:20:139 (7) - skipping a kick even. also because of 7, 5 should be of the same nature as it covers the same kick with it's tail that 7 skips. while btw, 7 has a reinstancing vocal on it's red, so making that one a 1/4 makes more sense. if you do that keeping 5 as is makes more sense as well as it covers another vowel transition :arrow: changed the rhythm here, would have been grateful if there was a visual example here of your rhythm suggestion cause my head hurt trying to follow all the numbers lol
  • 00:41:844 (1) - nothing wrong really but i feel like pointing out how this one has a continued synth on it as opposed to the held one on the others. not sure if it was overlooked or intentionally ignored for the sake of the vocals, which would be fine. :arrow: its more ignored for the sake of the patterning
  • 00:43:207 (5) - for the vocals i think it would it way better if this was a note plus slider instead. a pattern like http://puu.sh/xk026/429bc188c2.jpg could still capture the snare as well, but the specific pattern in teh image doesn't really work with the map so far i guess. something more similar to 00:41:275 (3,1,2) - should work thoughtook your rhythm, initially i when i was mapping i didnt want to end streams on even # of circles but in the end i guess it doesnt matter cause i do that repeatedly later on anyway
  • 00:43:548 (1,3) - the notes on the slider ends of those should be clickable since those are what makes the similarity of 00:44:116 (1,2) - viable. http://puu.sh/xk09x/b552deda9f.jpg is possible but a slider on 1 and 2 is an option too. most important is the 3 ont he blue :arrow: took ur rhythm
  • 00:45:366 (3,4) - for consistency with the first part this should be a 3/4 slider. fits better anyway imo again for differentiation and there not being any important sound on the tail. and as opposed to 00:47:185 (1,2) - it's a held rather than a cut vocal which btw doesn't apply to 00:39:912 (3) - , meaning that this one could also profit from being longer. makes for more varied and interesting rhythms too :arrow: 00:47:185 (1,2) - i changed this but other instances i think are both valid rhythm choices
  • 00:53:662 (1,2,3,4,5,1,2,3,4) - since i'm not a fan of that early filler with the triple just before it being skipped (same in 00:59:116 (1,2,3) - )and the rhythm in the end of this segment i'd like to bring up an alternative rhythm to take into concideration http://puu.sh/xk0sJ/5d7b3c3ad3.jpg :arrow: sorry im having trouble figuring out where your rhythm even begins from..
  • 01:02:298 (5,6,7,8) - i'd at least make this one not one curve since it consists of two different instruments. just flipping around the first two notes or making the frist three a straight would suffice already :arrow: tried something here, dunno if its better or not
  • 01:03:549 (2) - neither trumpet not vocals have a note here. so just having another 1/4 slider instead might be better even with the kick. otherwise there'd be the option of stacking the notes on top of each other but appart from the slider head like you did it earlier in the map. :arrow: changed to 1/4
  • 01:03:889 (4) - is the oposite though as it is just like the other vocal-trumpet triples just before it just with a kick on top of it's start. a kick which isn't established as something to be on a slider due to 01:03:549 (2) - already at that :arrow: are you suggesting for me to change this? not really following
  • 01:05:025 (3,1) - could really take another note in between (similar to 02:24:571 (1,2) - ) :arrow: sure
  • 01:09:798 (4,1) - first the note, then the slider as quite apparent throught he guitar and mapped as such in01:11:616 (4,5) - :arrow: made it consistent with the first section
  • 01:12:639 (5) - 01:13:094 (4) - what's up with the uneven spacing :arrow: changed patterning here
  • 01:23:207 (3) - since you have a break over vocals afterwards it might be better to prioritize the snare on the end of this with clickability over the vocal :arrow: sure
  • 01:45:935 (1) - as opposed to the occasions int eh previous chorus, the vocals don't start here but a tick later, so it should be mapped accordingly either with a sharp angle from it or by making the previous slider longer if you don't care to have the snare clickable. concdering you did this 01:52:980 (5) - , probably the latter of the two. also the points about the first transition and longer slider options from the previous chorus also go for here and in the next one ofc if you do find them reasonabl enough to implement :arrow: picked the latter
  • 02:08:207 - would be nice as an intro to the solo to start up again with these imo :arrow: i'll think about it
  • 02:11:048 (4,7,2,3,4) - stacking
  • 02:11:844 (1,2,3) - basically the same sound twice, so i'd also map them the same, as two 1/4 sliders :arrow: dont think its necessary since its rather faint tbh, i think mapping it as circles is a better option to emphasize the guitar sounds since these could just be considered filler beats
  • 02:14:912 (1,2) - nc on 2 instead as 1 still still part of the previous set of notes, although transitioning as already reflected by spacing. it's also signified by the drum :arrow: sure
  • 02:20:253 (2) - this one slider should be a 3/6 one without repeat as it is quite audibly missing that one note. makes the whole pattern a little more interesting too :arrow: 3/6..? a 1/2 slider?
  • 02:23:548 (4) - i'd also remove the repeat, making it a simple slider here and map notes instead as they clearly belong to the following sequence that is mapped in notes already :arrow: maybe i'll change it but i quite like how 02:23:775 gets emphasised because of the repeat
  • 02:58:662 (1,2,3,4,5,6,7) - i think i made that notion on a previous occurance of the ryhthm already too http://puu.sh/xk1I9/31d0adb94d.jpg
  • 03:08:662 (3,1) - 03:05:935 (1,2) - are also reoccurances :arrow: 02:59:116 (3) - i think its important for this to be clickable tbh since its rather significant
  • 03:11:616 (7,1) - following the guitar 7 takes a note in front of it. could also skip the downbeat and make it a 1/2. otherwise you could make it as you did in the beginning if you didn't change that. :arrow: sure
can't complain on the flow side of things


insane
  • 00:10:025 (1,2) - 01:15:480 (1,2) - 01:21:844 (5,6,7) - stacking
  • 00:16:844 (6) - no real reason to go 1/2 here, is there? if anywhere i'd rather see one on 00:16:162 (3) - . i guess the drums are the indicator? :arrow: yeah ,though both are valid rhythm choices
  • 00:31:844 (1,2,3,4) - 01:37:298 (1,2,3,4) - these are confusing in what they are following. the long slider implies vocal skips but the sliders do the oposite :arrow: not sure what you mean here since i dont i skipped any of the vocal parts
  • 01:45:935 (1) - 01:53:207 (1) - same issue as in the top diff with delayed vocals :arrow: i dont think its really that important.i think the 5 note streams are inuitive to grasp and should feel strange when playing
  • 02:23:548 (4) - also same as in the top diff :arrow: also same as top diff
  • 02:27:980 (6,1) - this gap appears very out of place looking at all the other instances of the rhythm :arrow: filled it with a slider
the rest of the diff serves it's purpose i guess even i can't get behind a number of things personally


hard - not sure but the 1/2 perfect stacks might be a problem at this pace in a hard :arrow: i'll change it if its necessary i guess


normal
  • 00:01:844 (3,1) - putting notes in blankets right after a slider is not adviced in normals as it encourages letting go of the previous slider too early :arrow: well idk, i'll see how it goes since thats like a good portion of the map lol
  • 02:10:480 (2,3,4,1) - i don't think it's a good idea to have so many 1/4 gaps consecutively in a normal, especially if it's the lowest diff and if the song doesn't specifically call for it as players are still getting used to slider mechanics :arrow: changed the rhythm since it wasnt correct in the first place anyway


ok


thanks for the mod Deramok! totally wasnt expecting anything good from modreqs but it turned out to be pretty helpful!
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Just wanna say thanks, the extra is really fun to play, good job
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I love this map, it's amazing!
Have a star ^^
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thanks for the comments everyone!

@WORSTPOLACKEU/Simuzax thank you for your stars!
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hi, m4m here
cs3 for life

  • gap between nsane and xtra is far too big, i think you should fill this gap
normal:

hard:
  • 00:11:162 (4,5) - https://i.imgur.com/Bw2ACpz.png i know its not technically 1/2 in that case, but rc written for ~180 bpm song, and this song is doublebpm, so if feels like 1/2. actually, i don't think this kind of overlap is allowed for any gaps because of reading problems at this skill level. Not sure about all of this, but definitely deserves deliberation
  • 01:09:571 (5,1) - i don't this overlap looks good
  • 01:36:616 (4,5) - distance between those is a bit bleh
  • 01:36:843 (5,1) - blanket could be better
  • 01:54:116 (2,3,4) - 01:55:480 (1,2,3,4,5,6) - way you treat 1/4 gaps in these cases is different. Maybe stick to one option? So low skill level players wont struggle with reading
  • 02:10:707 (1,2,3) - would be better if made (2) look the same distance apart from (1) and (3)
  • 02:21:617 (4,5,6,7,8,9) - thats pretty cool, but i don't think appropriate for "hard" diff. not that kind of diff where you want to challenge player's readability

insane:
  • you could go with stack latiency 3 here, it wont ruin anything
  • 00:21:844 - i think would be better if you represented guitar here
  • 02:46:844 (1,2,3,4,5,6) - honestly don't quite understand why you spaced them like that. maybe just make like previous stream?
  • 02:55:025 (6,1) - stack properly?

xtra:
  • 00:07:412 (4,1) - if we follow your logic, you should swap these ncs. And overall, i think this pattern is pretty cool, but can you make it a bit more readable? :<
  • 02:13:207 (1,2) - guitar between those is really noticable, perhaps make here a triple?
  • 02:46:844 (1,2,3,4,1) - this flow is kinda too sudden for this map, after so many linear streams? :c

Ok, it seems pretty cool, maybe some polishment on lower diffs wouldn't hurt. I'll shoot a star. Good luck with it!
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h4d0uk3n1 wrote:
hi, m4m here
cs3 for life

  • gap between nsane and xtra is far too big, i think you should fill this gap :arrow: waiting on rizen
normal:
  • aimod pls :arrow: they should fix ctrl+c/v issue zz
  • 00:14:457 (2,3) - blanket could be improved :arrow: ya
  • 00:16:844 (3,4) - perhaps make this a blanket? would look better visually, cause now it seems like it tries to be a blanket :arrow: ya
  • 00:18:094 (5,6) - align maybe? :arrow: ya
  • 00:29:571 (3,2) - it may be subjective, but i would avoid such things, that look like blankets, but they are not blankets :arrow: they are mistakes cause blanketing properly is hard
  • 01:34:457 (2,3,1) - whats happening with ds between those? :arrow: i have no clue, but its probably something i forgot to change when i changed the sv
  • 02:10:480 (2) - i don't think beginner would read this :arrow: well bn recommended me this rhythm so i just went with it lol

    Everything is cool, but I often notice weird angles on straight sliders, like 02:59:116 (1) - 01:44:571 (4) - 01:46:390 (1) - 01:48:208 (1) - it may be just my vision, and also sometimes it seems that you force yourself to make equal visual distance between objects, like 02:19:571 (2,3,4) - (4) headed this way just to be close to (3). Thats also may be just my preference, but wanted to share it anyway :arrow: ya, my mapping style for lower diffs

hard:
  • 00:11:162 (4,5) - https://i.imgur.com/Bw2ACpz.png i know its not technically 1/2 in that case, but rc written for ~180 bpm song, and this song is doublebpm, so if feels like 1/2. actually, i don't think this kind of overlap is allowed for any gaps because of reading problems at this skill level. Not sure about all of this, but definitely deserves deliberation :arrow: i up'd the leniency
  • 01:09:571 (5,1) - i don't this overlap looks good :arrow: i changed it a bit dunno if you would think its better or not though
  • 01:36:616 (4,5) - distance between those is a bit bleh :arrow: changed it a bit?
  • 01:36:843 (5,1) - blanket could be better :arrow: sure
  • 01:54:116 (2,3,4) - 01:55:480 (1,2,3,4,5,6) - way you treat 1/4 gaps in these cases is different. Maybe stick to one option? So low skill level players wont struggle with reading :arrow: i dont really think its an issue though since both options are used throughout the map
  • 02:10:707 (1,2,3) - would be better if made (2) look the same distance apart from (1) and (3)
  • 02:21:617 (4,5,6,7,8,9) - thats pretty cool, but i don't think appropriate for "hard" diff. not that kind of diff where you want to challenge player's readability :arrow: it wasnt suppose to be hard to read,and i dont think its hard to read either

insane:
  • you could go with stack latiency 3 here, it wont ruin anything :arrow: sure
  • 00:21:844 - i think would be better if you represented guitar here :arrow: changed rhythm, now it might be hard to read :?
  • 02:46:844 (1,2,3,4,5,6) - honestly don't quite understand why you spaced them like that. maybe just make like previous stream? :arrow: emphasis! since it is the climax of that phrase
  • 02:55:025 (6,1) - stack properly? :arrow: mapped for 2 years still cant stack properly

xtra:
  • 00:07:412 (4,1) - if we follow your logic, you should swap these ncs. And overall, i think this pattern is pretty cool, but can you make it a bit more readable? :< :arrow: you can see the approach circles, its fine! swapped ncs
  • 02:13:207 (1,2) - guitar between those is really noticable, perhaps make here a triple? :arrow: :arrow: no never!!!, not a fan of introducing 1/8 rhythms into alt maps ever, though if this gets brought up again then i can shorten the slider and add a repeat 1/8 slider
  • 02:46:844 (1,2,3,4,1) - this flow is kinda too sudden for this map, after so many linear streams? :c :arrow: its meant to be, so drums get emphasised

Ok, it seems pretty cool, maybe some polishment on lower diffs wouldn't hurt. I'll shoot a star. Good luck with it!

thanks for the mod/star h4d0uk3n1!
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hi~
nm from my q


Extra
cs3 is ok , but the ds you chose to keep is kinda small, which makes this diff seems a bit crowded... i think cs3.3 or 3.5 could be better

00:02:525 (5,1) - blanket
00:12:525 (4,5) - try a 1/2 slider make more sense
00:12:980 (7,1,2) - you were following vocal through this part, and you should insist on that imo
01:03:663 (2,3) - i'll make a triple here to keep consistent with 01:02:525 (1,2,3,4,5,6) - . maybe just put two note stack with 3
01:05:480 (1,2) - put at 400|8, same direction as 01:05:935 (3,4) -
01:08:094 - you ignored this sound :? that's not good imo since players gonna click every sound they hear when playing such single tapping map (or just me orz)
01:09:912 - and here
01:12:299 (3,4,1,2,3,4,1,2) - not agree with your nc choice here... 3 absolutely deserve a nc
01:35:025 (1) - why not symmetrical
02:23:378 - don't ignore this 1/8. that's awsome
02:51:162 (3) - stop at 02:51:503 - ? there's no soud at 02:51:389 -


Hard
00:07:525 (5) - why not just made it repeat twice
00:12:639 (3) - feels a bit weird as you start this at a blue tick, which barely has no sound...
00:19:571 (2,5) - plz avoid unnecessary overlap x_x
00:22:753 - 00:37:071 - actually I can't find a consistent idea at this part... sometimes you follow the vocal but sometimes you just ignored it
other part almost the same so im lazy xd

quick mod ends here (run
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Ametrin wrote:
hi~
nm from my q


Extra
cs3 is ok , but the ds you chose to keep is kinda small, which makes this diff seems a bit crowded... i think cs3.3 or 3.5 could be better :arrow: entire set is cs3, dont want to break theme

00:02:525 (5,1) - blanket :arrow: idk how you notice this
00:12:525 (4,5) - try a 1/2 slider make more sense :arrow: it was 1/2 slider before but then i wanted to not skip the drum kick.. i'll change it back cause yeah you are right
00:12:980 (7,1,2) - you were following vocal through this part, and you should insist on that imo :arrow: i think i am? not sure what makes you think i am not following vocal
01:03:663 (2,3) - i'll make a triple here to keep consistent with 01:02:525 (1,2,3,4,5,6) - . maybe just put two note stack with 3 :arrow: i made 3 into 2 notes which might not be what your looking for but it made more sense to me since 3 had 2 audible beats to it
01:05:480 (1,2) - put at 400|8, same direction as 01:05:935 (3,4) - :arrow: not sure what u mean here..
01:08:094 - you ignored this sound :? that's not good imo since players gonna click every sound they hear when playing such single tapping map (or just me orz)
01:09:912 - and here :arrow: well this sound has been consistently been ignored throughout the set 00:02:639 0004:344 (4) - 00:06:162 (4) - etc i want to include 1/2 slider into this section and this is the only polace it really fits imo
01:12:299 (3,4,1,2,3,4,1,2) - not agree with your nc choice here... 3 absolutely deserve a nc :arrow: im not sure, i can either split it into two NC groups or three, and i settled on 3 cause it made more sense since theres 3 DS changes
01:35:025 (1) - why not symmetrical :arrow: sure
02:23:378 - don't ignore this 1/8. that's awsome :arrow: 1/8's are not awesome though
02:51:162 (3) - stop at 02:51:503 - ? there's no soud at 02:51:389 - :arrow: prefer to keep the vocal beats clickable


Hard
00:07:525 (5) - why not just made it repeat twice :arrow: maybe, but i dont see whats wrong with what it is now
00:12:639 (3) - feels a bit weird as you start this at a blue tick, which barely has no sound... :arrow: drum kick, theres a lot of blue tick kicks in the song
00:19:571 (2,5) - plz avoid unnecessary overlap x_x
00:22:753 - 00:37:071 - actually I can't find a consistent idea at this part... sometimes you follow the vocal but sometimes you just ignored it
other part almost the same so im lazy xd :arrow: yeah this difficulty is a bit strange if you look at it after seeing extra/insane since those diffs focus on vocals but the normal/hard focus on drum rhythm mainly cause its simpler. if you listen closely to drums then rhythm is rather obvious.

quick mod ends here (run

thanks for modding Ametrin!
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a bit of a spread talk and small suggestions on Hard mainly

super duper logs
00:18 kwk: hey, can i get your opinion on my maps diff spread?
00:18 MrSergio: which map?
00:18 *kwk is listening to [https://osu.ppy.sh/b/1387233 Nanahoshi Kangengakudan - Ano Ko Doko no Ko]
00:18 kwk: mainly n-h-i
00:19 MrSergio: sr-wise the jump I X is kinda big lol
00:20 kwk: yeah i know
00:20 kwk: dunno when rizen will save me
00:21 MrSergio: I will assume you kept things consistent so I will just check till first kiai
00:21 MrSergio: to make it quicker
00:23 MrSergio: umh... some parts on the Hard might be a bit too complex
00:23 MrSergio: 00:06:844 (2,3,4,5,6) - please
00:24 MrSergio: 00:34:344 - you could use a beat imo
00:25 MrSergio: 00:35:025 (4,5) - stuff like this works better if you move the slider on the white tick and leave the gap, since it's kidna complex here
00:25 MrSergio: 00:35:025 - [https://i.imgur.com/d7ZV235.png what I mean]
00:26 kwk: mm i see
00:26 MrSergio: 00:41:844 (4) - could work a bit better with just a circle since you didn't add 00:41:275 - this beat in this combo
00:26 MrSergio: the intro felt a bit sudden too at first, but let me recheck that a moment
00:27 MrSergio: umh, ye 00:01:844 (3,4,5) - this could do the same as 00:00:935 (1,2) - for consistency and also reduce once more complexity a bit
00:27 MrSergio: I would have... 00:00:935 (1,2) - repeated in the same combo then next combo 00:01:844 (3,4,5) - repeated twice, instead of mixing them like this
00:27 kwk: not sure if circle is better 00:41:844 (4) - since the entire map doesnt have any consecutive 1/4 circles
00:28 MrSergio: it gives me off the impression of "random" a bit
00:28 MrSergio: 00:41:730 - then maybe 1/4 slider?
00:28 MrSergio: the core point in that part is making the break at 00:41:957 - visible
00:28 MrSergio: "how" doesn't really matter
00:29 MrSergio: 00:43:207 (2,3,4,5) - also this stuff is pretty harsh on fingers, since it requires good control to fastly switch from click, to hold, to release, to click again
00:29 MrSergio: 00:44:116 (6) - maybe split this and use the beat from 00:44:344 - for a 1/4 slider again
00:30 MrSergio: if you are lost about that pattern from before, you have 00:48:207 (1,2,3,4,5) - for comparison
00:30 MrSergio: 00:40:935 (1,2,3,4,5,6) - and 00:48:207 (1,2,3,4,5) - *
00:30 kwk: well with the intro the rhythm switches cause theres there a drum beat here 00:02:185 (4) - that i want clickable
00:31 MrSergio: umh... fair enough I think
00:32 MrSergio: 00:01:844 (3) - on the same reasoning I suggested before, you could also do [https://i.imgur.com/Ukdu4k4.png this] in case you want to introduce that concept somehow
00:32 MrSergio: it's minor tho
00:32 MrSergio: that catches better the drum tho, or at least you make people click on majorily important beats that way
00:33 MrSergio: well, apart from that... spread doesn't seem bad
00:33 kwk: so i guess further reduce complexity in kiai is the main thing?
00:33 MrSergio: a couple of 1/2 on Normal could work too
00:33 MrSergio: yes, where you can
00:34 MrSergio: the Normal would work even more if you do that on Hard
00:34 MrSergio: the Insane doesn't seem to add much more complexity anyway, besides the spacing increase
00:35 MrSergio: but that is not even complexity, probably the opposite, actually
00:35 MrSergio: more spacing makes things clearer, most of the times
00:35 kwk: yeah, i think the rhythm in lower diffs might be harder to grasp cause its not following vocals
00:35 MrSergio: so what worries me in that spread is the subjective difficulty players will perceive, rather than actual one
00:36 MrSergio: since the jump in complexity is kinda high N->H
00:36 MrSergio: while kinda small H-?I
00:36 MrSergio: >
00:37 MrSergio: ah, please no 00:22:753 (1,2,3) - on Insane
00:37 MrSergio: misleading visual spacing
00:37 MrSergio: even more when you see 00:23:889 (4,5) - lol
00:38 kwk: uh somehow its missing anote
00:38 kwk: stacked on 00:23:662 (3) -
00:38 MrSergio: noice


~
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MrSergio wrote:
a bit of a spread talk and small suggestions on Hard mainly

super duper logs
00:18 kwk: hey, can i get your opinion on my maps diff spread?
00:18 MrSergio: which map?
00:18 *kwk is listening to [https://osu.ppy.sh/b/1387233 Nanahoshi Kangengakudan - Ano Ko Doko no Ko]
00:18 kwk: mainly n-h-i
00:19 MrSergio: sr-wise the jump I X is kinda big lol
00:20 kwk: yeah i know
00:20 kwk: dunno when rizen will save me
00:21 MrSergio: I will assume you kept things consistent so I will just check till first kiai
00:21 MrSergio: to make it quicker
00:23 MrSergio: umh... some parts on the Hard might be a bit too complex
00:23 MrSergio: 00:06:844 (2,3,4,5,6) - please
00:24 MrSergio: 00:34:344 - you could use a beat imo
00:25 MrSergio: 00:35:025 (4,5) - stuff like this works better if you move the slider on the white tick and leave the gap, since it's kidna complex here
00:25 MrSergio: 00:35:025 - [https://i.imgur.com/d7ZV235.png what I mean]
00:26 kwk: mm i see
00:26 MrSergio: 00:41:844 (4) - could work a bit better with just a circle since you didn't add 00:41:275 - this beat in this combo
00:26 MrSergio: the intro felt a bit sudden too at first, but let me recheck that a moment
00:27 MrSergio: umh, ye 00:01:844 (3,4,5) - this could do the same as 00:00:935 (1,2) - for consistency and also reduce once more complexity a bit
00:27 MrSergio: I would have... 00:00:935 (1,2) - repeated in the same combo then next combo 00:01:844 (3,4,5) - repeated twice, instead of mixing them like this
00:27 kwk: not sure if circle is better 00:41:844 (4) - since the entire map doesnt have any consecutive 1/4 circles
00:28 MrSergio: it gives me off the impression of "random" a bit
00:28 MrSergio: 00:41:730 - then maybe 1/4 slider?
00:28 MrSergio: the core point in that part is making the break at 00:41:957 - visible
00:28 MrSergio: "how" doesn't really matter
00:29 MrSergio: 00:43:207 (2,3,4,5) - also this stuff is pretty harsh on fingers, since it requires good control to fastly switch from click, to hold, to release, to click again
00:29 MrSergio: 00:44:116 (6) - maybe split this and use the beat from 00:44:344 - for a 1/4 slider again
00:30 MrSergio: if you are lost about that pattern from before, you have 00:48:207 (1,2,3,4,5) - for comparison
00:30 MrSergio: 00:40:935 (1,2,3,4,5,6) - and 00:48:207 (1,2,3,4,5) - *
00:30 kwk: well with the intro the rhythm switches cause theres there a drum beat here 00:02:185 (4) - that i want clickable
00:31 MrSergio: umh... fair enough I think
00:32 MrSergio: 00:01:844 (3) - on the same reasoning I suggested before, you could also do [https://i.imgur.com/Ukdu4k4.png this] in case you want to introduce that concept somehow
00:32 MrSergio: it's minor tho
00:32 MrSergio: that catches better the drum tho, or at least you make people click on majorily important beats that way
00:33 MrSergio: well, apart from that... spread doesn't seem bad
00:33 kwk: so i guess further reduce complexity in kiai is the main thing?
00:33 MrSergio: a couple of 1/2 on Normal could work too
00:33 MrSergio: yes, where you can
00:34 MrSergio: the Normal would work even more if you do that on Hard
00:34 MrSergio: the Insane doesn't seem to add much more complexity anyway, besides the spacing increase
00:35 MrSergio: but that is not even complexity, probably the opposite, actually
00:35 MrSergio: more spacing makes things clearer, most of the times
00:35 kwk: yeah, i think the rhythm in lower diffs might be harder to grasp cause its not following vocals
00:35 MrSergio: so what worries me in that spread is the subjective difficulty players will perceive, rather than actual one
00:36 MrSergio: since the jump in complexity is kinda high N->H
00:36 MrSergio: while kinda small H-?I
00:36 MrSergio: >
00:37 MrSergio: ah, please no 00:22:753 (1,2,3) - on Insane
00:37 MrSergio: misleading visual spacing
00:37 MrSergio: even more when you see 00:23:889 (4,5) - lol
00:38 kwk: uh somehow its missing anote
00:38 kwk: stacked on 00:23:662 (3) -
00:38 MrSergio: noice


~


basically kiai's on hard got remapped to use less 1/4 sliders and rhythm is simplified
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