This is a BSS beatmap submission. Click here to view full beatmap information.
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Combo Commander
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This beatmap was submitted using in-game submission on 15 ноября 2017 г. at 6:28:27

Artist: Enter Shikari
Title: Myopia
Tags: mindsweep alternative trancecore Namki
BPM: 168
Filesize: 8054kb
Play Time: 04:09
Difficulties Available:

Download: Enter Shikari - Myopia
Information: Scores/Beatmap Listing
---------------
collab with Namki (me first, then swapping after every bookmark)
Last edited by h4d0uk3n1 on , edited 89 times in total.
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Star Shooter
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No kudosu yet.
01:22:144 (4) -
01:29:465 (5) -
01:40:715 (4) -
эти слайдеры как-то совсем не вписываются в общую стилистику карты, постарайся сделать их попроще
последний еще и неудобный в плане флоу, думаю так получше будет
Image
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Combo Commander
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@EijiKuinbii:
я ж еще не закончил епта
Думаю такие ситуативные "странные" слайдеры нормально заходят, мне не очень хочется делать однообразную стилистику, потому порой добавляю такие штуки. Касательно последнего, технически он не отличается предложенного тобой, лишь визуально
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Rhythm Incarnate
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No kudosu yet.
Really cool as well :D
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Combo Commander
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Net0 wrote:
Really cool as well :D


Thanks a lot again c:
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Combo Commander
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No kudosu yet.
dorou
Code:
osu file format v14

[General]
AudioFilename: audio.mp3
AudioLeadIn: 0
PreviewTime: 133394
Countdown: 1
SampleSet: Normal
StackLeniency: 0.6
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 14465,53572,65001,77322,100179,123039,157322,168751,191608,214465,225894,248751,249287
DistanceSpacing: 1.3
BeatDivisor: 4
GridSize: 4
TimelineZoom: 5.399997

[Metadata]
Title:Myopia
TitleUnicode:Myopia
Artist:Enter Shikari
ArtistUnicode:Enter Shikari
Creator:h4d0uk3n1
Version:Djulus' Normal
Source:
Tags:mindsweep alternative trancecore
BeatmapID:169450
BeatmapSetID:654575

[Difficulty]
HPDrainRate:5.5
CircleSize:3
OverallDifficulty:9
ApproachRate:6
SliderMultiplier:0.80000000596046
SliderTickRate:1

[Events]
//Background and Video events
0,0,"123.png",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
180,357.142857142857,4,1,0,55,1,0


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184,68,215179,2,0,L|272:68,1,80.000000596046
364,92,215894,2,0,P|372:132|368:176,2,80.000000596046
264,68,216965,1,0,0:0:0:0:
276,172,217322,6,0,L|280:264,1,80.000000596046
340,336,218037,2,0,P|384:340|436:336,1,80.000000596046
464,244,218751,2,0,P|448:180|456:88,1,160.000001192092
248,80,220179,2,0,P|160:88|76:72,1,160.000001192092
48,172,221251,1,0,0:0:0:0:
140,220,221608,6,0,L|232:224,1,80.000000596046
316,184,222322,2,0,P|324:236|312:276,1,80.000000596046
236,324,223037,2,0,L|152:324,1,80.000000596046
60,288,223751,2,0,P|56:236|64:196,1,80.000000596046
40,108,224465,1,0,0:0:0:0:
144,124,224822,2,0,P|224:148|304:120,1,160.000001192092
380,68,225894,6,0,L|384:232,1,160.000001192092
60,316,228037,2,0,P|96:320|148:316,1,80.000000596046
232,272,228751,2,0,P|316:280|400:276,1,160.000001192092
444,188,229822,2,0,P|424:112|432:60,2,120.000000894069
388,276,231251,1,0,0:0:0:0:
312,204,231608,6,0,L|148:188,1,160.000001192092
308,48,233037,2,0,P|320:100|308:216,1,160.000001192092
248,288,234108,1,0,0:0:0:0:
148,312,234465,2,0,P|64:304|20:316,2,120.000000894069
304,332,236072,2,0,P|360:324|432:332,1,120.000000894069
480,240,236965,1,0,0:0:0:0:
460,136,237322,6,0,P|396:128|284:128,1,160.000001192092
44,224,239465,2,0,P|88:220|136:224,1,80.000000596046
212,276,240179,2,0,P|272:280|332:272,2,120.000000894069
108,160,241787,2,0,P|160:148|240:152,1,120.000000894069
316,200,242679,1,0,0:0:0:0:
400,140,243037,6,0,P|416:216|408:304,1,160.000001192092
200,308,244465,2,0,L|120:312,1,80.000000596046
28,260,245179,1,0,0:0:0:0:
28,156,245537,1,0,0:0:0:0:
124,196,245894,6,0,P|160:200|292:196,1,160.000001192092
384,220,246965,2,0,P|392:168|380:84,2,120.000000894069
312,296,248394,1,0,0:0:0:0:
212,324,248751,2,0,B|172:316|172:316|132:332|80:320|80:320,1,120.000000894069

без хсов, можешь зхсить пожалуйста?
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Spinner Sage
173 posts
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M4M :)

Insane


01:40:705 (4,5,6) - blanket?
02:09:098 (2) - this slider seems kindda random .. because all the slider on previous part you made it a curve shape
i mean at this part 02:04:455 (1,2,1,2) -
02:11:598 (1,2) - same as above
02:15:527 - nc maybe?
02:26:777 - nc
02:27:312 - remove nc
02:27:848 - nc here instead
02:51:062 (1,2,3) - maybe make this all a same distance
03:02:491 (1,2,3) - same ^
03:58:205 - nc


Lost In Myopia


-oh this type of map :? sorry but im not that good at modding this diff but i will tried my best

01:33:205 (4,5) - hmm fix this maybe ? seems kindda odd
02:26:777 - nc
03:58:205 - nc maybe

that all .. sorry for the short mod at Lost in myopia diff..
nice map .. goodluck ^^
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Beat Clicker
53 posts
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Earned 1 kudosu.
Smol mod lul

Why does "123.png" exist? it's not used lol
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Combo Commander
371 posts
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YukiZura- wrote:
M4M :)

Insane


01:40:705 (4,5,6) - blanket? don't want to make it here
02:09:098 (2) - this slider seems kindda random ..because all the slider on previous part you made it a curve shape
i mean at this part 02:04:455 (1,2,1,2) - ill change if others mention it, because i don't see it as a problem, it isn't that catchy
02:11:598 (1,2) - same as above
02:15:527 - nc maybe? hm, it seems fine as it now
02:26:777 - nc
02:27:312 - remove nc 02:27:848 - nc here instead sure
02:51:062 (1,2,3) - maybe make this all a same distance
03:02:491 (1,2,3) - same ^ hm, i guess you meant visual distance, because technically they spaced out the same. I'll arrange it if mentioned more
03:58:205 - nc


Lost In Myopia


-oh this type of map :? sorry but im not that good at modding this diff but i will tried my best

01:33:205 (4,5) - hmm fix this maybe ? seems kindda odd this is pointed out in next mod also, but i really want to keep it, kinda visual variety, plus looks the same as 01:33:920 (1,2) -
02:26:777 - nc
03:58:205 - nc maybe

that all .. sorry for the short mod at Lost in myopia diff..
nice map .. goodluck ^^ Thank you, you too!


Moge-ko wrote:
Smol mod lul

Why does "123.png" exist? it's not used lol delete and redl :)


Thanks!
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Rhythm Incarnate
640 posts
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Hey, m4m from your queue!


General
  • You should place a spinner in your difficulties. This is so that there's variety with the scoreboard and so first place isn't just a race to SS. The normal difficulty has two spinners, so maybe you could use one of the spinners from there into the other difficulties.


Hyper
  • 01:28:741 (1,2,3,4) - I would move the end of (3) one grid to the right so that the angle is consistent with the rest of the sliders
  • 02:26:598 (5,6,7,8,9,10,11) - Players can misread this as a series of 1/1 because of how in the previous patterns, your 1/1s has had the exact same spacing. One way you could make this clearer is to place an NC on 02:26:598 (5) - so that the player notices the inconsistency and then realises that they should play this as a 1/2. Alternatively you could stack the 1/1s completely like you did in the hardest difficulty. Same suggestion applies to 03:58:027 (5) - .
  • 03:30:705 (3) - I'd tone down the angle on this slider as well, since most straight sliders in this diff are pretty straight (close to 90°) so it's pretty inconsistent with the overall theme of the map.


Insane
  • 01:40:705 (4,5,6) - You could make this look a bit neater. Because (4) isn't that curved, it gives the aesthetic of a poorly done blanket, even though a blanket probably isn't what you're going for here. Also, the triangle formed by (5), (1) and the end of (4) looks a bit lopsided, giving a poor impression in terms of visuals and structure.
  • 02:00:705 (4,5) - I feel like that if you moved (5) to a place like x:44 y:248 you would have a nicer and more consistent aesthetic, since only the slider ends are overlapping each other.
  • 02:23:562 (2,3) - (3) is on a strong sound, so I disagree with having it stacked under (2) because it deserves more emphasis. Even if it's only a small movement, I still think it would be better than just stacking them. Same applies for 03:54:991 (2,3) -
  • 03:09:098 (1) - The way this slider has a red anchor point is inconsistent, because I don't recall finding this kind of slider anywhere else in this part of the map. I would change the slider so it has a regular curve.
  • 03:15:348 (4,5,6,1) - This triangle looks especially bad, and I noticed it during my test-play. Please move 03:15:705 (6,1) - to the right a bit so that a perfect triangle is formed.
  • 03:39:455 (3) - This repeater slider is inconsistent with the previous rhythm you had at 02:08:027 (3,4) - . Since the music is exactly the same here, it would be better to keep the rhythm same as well in order to best reflect on the music.
  • 03:59:455 (3,4,5,6) - You can make this pattern look nicer. Right now, especially with that overlap, I feel like the pattern doesn't resemble anything, which is very bad in terms of overall structure. Also consider that (6) is on a stronger sound in the music, so it makes sense if you moved it further away from (5).


Lost in Myopia
  • 02:16:598 (3,4,5,6) - You can make the post-kiai guitar jumps more consistent across the map. Looking at the jumps at the end of each kiai, I couldn't find a pattern regarding your usage of obtuse jumps (specifically using this specific pattern) and your usage of sharp angled jumps. Since the music is pretty much the same here, your usage of patterns have to be the same as well. It goes without saying that obtuse jumps play much differently compared to sharp jumps,
    so you should try to make them consistent with the music.
  • 02:55:170 (4,5,6,7) - The rhythm here happens to be inconsistent with the rhythm at 01:23:741 (4,5,6) - . This is three clickable objects vs 4 clickable objects. Since the music is the same, I would make the rhythms here be the same as well.
  • 03:05:348 (1,2,3) - Same as my above suggestion, rhythm isn't consistent with 01:33:920 (1,2) - . This time though, it's more noticeable because the difficulty is different. Because of this, the end of the second long kiai is harder than the end of the fourth long kiai, which is inconsistent with the music.
  • The suggestions I've highlighted above happen more times throughout the map, but I won't point them out here. Go over your map and make sure that the rhythms are consistent with each other, unless a change in the music calls for it.

That's all I have to say really, just a few consistency orientated issues. Good luck!
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Combo Commander
371 posts
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-Faded- wrote:
Hey, m4m from your queue!


General
  • You should place a spinner in your difficulties. This is so that there's variety with the scoreboard and so first place isn't just a race to SS. The normal difficulty has two spinners, so maybe you could use one of the spinners from there into the other difficulties. i don't see much reason to force putting spinner when its not really a mandatory and song doesn't really call for it in higher difficulties


Hyper
  • 01:28:741 (1,2,3,4) - I would move the end of (3) one grid to the right so that the angle is consistent with the rest of the sliders oh, okie
  • 02:26:598 (5,6,7,8,9,10,11) - Players can misread this as a series of 1/1 because of how in the previous patterns, your 1/1s has had the exact same spacing. One way you could make this clearer is to place an NC on 02:26:598 (5) - so that the player notices the inconsistency and then realises that they should play this as a 1/2. Alternatively you could stack the 1/1s completely like you did in the hardest difficulty. Same suggestion applies to 03:58:027 (5) - .hm, ill wait for others opinion or ask someone for testplay and see if it causes difficulties
  • 03:30:705 (3) - I'd tone down the angle on this slider as well, since most straight sliders in this diff are pretty straight (close to 90°) so it's pretty inconsistent with the overall theme of the map. hm, but there are pretty many sliders similar to this one


Insane
  • 01:40:705 (4,5,6) - You could make this look a bit neater. Because (4) isn't that curved, it gives the aesthetic of a poorly done blanket, even though a blanket probably isn't what you're going for here. Also, the triangle formed by (5), (1) and the end of (4) looks a bit lopsided, giving a poor impression in terms of visuals and structure. i don't think its bad looking atm, i think it fits quite well with overall aesthetics
  • 02:00:705 (4,5) - I feel like that if you moved (5) to a place like x:44 y:248 you would have a nicer and more consistent aesthetic, since only the slider ends are overlapping each other. i like it how it is now
  • 02:23:562 (2,3) - (3) is on a strong sound, so I disagree with having it stacked under (2) because it deserves more emphasis. Even if it's only a small movement, I still think it would be better than just stacking them. Same applies for 03:54:991 (2,3) - but i mostly represent guitar here.
    also forcing player to concentrate at one point of the screen is type of emphasize too
  • 03:09:098 (1) - The way this slider has a red anchor point is inconsistent, because I don't recall finding this kind of slider anywhere else in this part of the map. I would change the slider so it has a regular curve. theres another one previously, ill keep for now
  • 03:15:348 (4,5,6,1) - This triangle looks especially bad, and I noticed it during my test-play. Please move 03:15:705 (6,1) - to the right a bit so that a perfect triangle is formed. im not going for perfect triangle here
  • 03:39:455 (3) - This repeater slider is inconsistent with the previous rhythm you had at 02:08:027 (3,4) - . Since the music is exactly the same here, it would be better to keep the rhythm same as well in order to best reflect on the music. its not exactly the same, listen to vocals
  • 03:59:455 (3,4,5,6) - You can make this pattern look nicer. Right now, especially with that overlap, I feel like the pattern doesn't resemble anything, which is very bad in terms of overall structure. Also consider that (6) is on a stronger sound in the music, so it makes sense if you moved it further away from (5).i try to stick to consistent ds in this diff, also i don't really think it looks bad


Lost in Myopia
  • 02:16:598 (3,4,5,6) - You can make the post-kiai guitar jumps more consistent across the map. Looking at the jumps at the end of each kiai, I couldn't find a pattern regarding your usage of obtuse jumps (specifically using this specific pattern) and your usage of sharp angled jumps. Since the music is pretty much the same here, your usage of patterns have to be the same as well. It goes without saying that obtuse jumps play much differently compared to sharp jumps,
    so you should try to make them consistent with the music. i just don't want them to be the same cause it would be poor variety, if its challenging - its fine, also it wasn't a problem during testplays
  • 02:55:170 (4,5,6,7) - The rhythm here happens to be inconsistent with the rhythm at 01:23:741 (4,5,6) - . This is three clickable objects vs 4 clickable objects. Since the music is the same, I would make the rhythms here be the same as well. but vocals
  • 03:05:348 (1,2,3) - Same as my above suggestion, rhythm isn't consistent with 01:33:920 (1,2) - . This time though, it's more noticeable because the difficulty is different. Because of this, the end of the second long kiai is harder than the end of the fourth long kiai, which is inconsistent with the music. i don't really think they are much different in terms of difficulty, i just try to make some variety using different objects
  • The suggestions I've highlighted above happen more times throughout the map, but I won't point them out here. Go over your map and make sure that the rhythms are consistent with each other, unless a change in the music calls for it. I understand your points. But I sacriface consistency to variety in this case because this song has many repeating sections and making them all the same would be worse than slightly different

That's all I have to say really, just a few consistency orientated issues. Good luck! Thanks a lot! I'll make my mod tomorrow
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Rhythm Incarnate
577 posts
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Hello, M4M from your queue.

Hyper



Insane



For [Lost in Myopia], i'll just say one thing :
U N I F Y T H E S P A C I N G P L E A S E

Good luck!
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Combo Commander
371 posts
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FruityEnLoops wrote:
Hello, M4M from your queue.

Hyper



Insane

  • I don't get why you don't map the vocals on the first part of the song instead of mapping a really low instrument with a boring rythm. hm, maybe ill rework that
  • 00:58:756 (2,1,2,3) - map vocals, don't leave this blank, it's an insane please... same for the rest of this part (until the drums starts)
  • 01:39:812 (1) - weird shape, useless but it emphasizes sv change and guitar sound
  • 01:40:705 (4,5,6) - ugly + you could make a cool blanket i can't see how is it ugly, plus i don't want to repeat same pattern many times in a row, blanket is here 01:41:955 (3,4) - so yeah
  • 02:37:848 (4,5,1,2,3,4) - unify spacing didn't quite get what does it mean, spacing is consistent here, well maybe because of stacks it doesn't seem like that, but its actually consistent
  • 03:04:991 (8) - nc (or somewhere else) i don't think its much needed
  • 03:13:027 (1,4) - blanket's a bit off its not supposed to be blanket
  • 03:48:384 (5,6) - these could be more spaced, as the pitch goes up in this diff im keeping ds consistent
  • 04:08:741 (1,2,1,2) - it's the end, and he screams, make these jumps more spaced i think its fine


For [Lost in Myopia], i'll just say one thing :
U N I F Y T H E S P A C I N G P L E A S E but its consistent.. :?

Good luck!
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Rhythm Incarnate
577 posts
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h4d0uk3n1 wrote:
FruityEnLoops wrote:
For [Lost in Myopia], i'll just say one thing :
U N I F Y T H E S P A C I N G P L E A S E but its consistent.. :?


No it's not, most of the time there's no difference between 1/2 and 1/1 snaps
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Combo Commander
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ah, if you meant beginning, ye, ill go through it
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