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This beatmap was submitted using in-game submission on Wednesday, January 10, 2018 at 11:30:58 PM

Artist: Camellia
Title: Routing
Source: beatmania IIDX 23 copula
Tags: 22 pendual super future 2323 lasse low bpm alt jazzy electric house boogaloo
BPM: 144
Filesize: 6686kb
Play Time: 01:56
Difficulties Available:

Download: Camellia - Routing
Information: Scores/Beatmap Listing
---------------
etto this is alt-style Routing as opposed to Shiirn-style but I carried over a couple of things that I liked :D

Lasse Extra!!
Last edited by Mir on , edited 43 times in total.
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oh shit waddup
new map hype
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you made a set for this
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general
unused hitsounds: soft-hitnormal3.wav
delayed hitsounds: drum-hitwhistle.wav, soft-hitclap2.wav

beginner
00:01:645 (1) - 00:04:978 (2) - 00:08:311 (1) - I thought since you already are doing 3/4 sliders you can end these on the blue tick right before because that's where strong sound is.
00:31:645 (1,2,3) - I think this should be consistent with 00:18:311 (1) -
00:33:311 (1) - I think you should adjust the bumps more like https://bor.s-ul.eu/JRkJ1RWM.png so you can bump on all the boom sounds :D
00:35:395 (1) - I think the bumpy stuff here confuses with the previous bump idea regardless if you take my suggestion or not.
01:00:395 (2,3) - the set up you did here was kind of weird becuase you end up skipping 01:01:332 - (01:04:665 - and this)
01:04:874 (3) - again I think the bump at the begining of this slider confuses with the other bumps
01:17:895 (3,4) - I think this 3/4 is awkward because everything before it is strictly 1/1 based, I think you can resolve this and the skipping of the 1/2 beat if you use bouncy sliders.
01:29:561 (6,1) - I think if you ctrl g this rhythm it would work better since you used 01:28:311 (4) - the follow that similar sound

advanced
00:11:228 (5) - normally you have slider ends snapped to some sound so I would snap this to the downbeat.
00:34:874 (1) - is this offscreen
tbh you should have a normal diff, I think this diff introduced too many difficulty elements like spaced 1/2 long chains of 1/2, and I would say fairly decent amount of clicking 1/2 in a row

hyper
same thing, i think you need a proper hard diff, stuff like spaced 1/4 jumps (even via slider) is more a technique for insanes and not hards, and the large amount of doubles is more of a thing for insanes too.
otherwise solid hyper diff

lasse
01:32:478 (1,2,3,4) - would be cool if you decreased in spacing cuz the pitch :D (you use a similar idea 01:37:478 - here)

reverB
just because I really believe it I'll say it again even though I don't think you will enjoy reading it again
01:14:249 (1) - 01:20:915 (1) - the use of rhythm (clicking) density as a form of difficulty changing for intensity/pitch emphasis hasn't been used anywhere else in this map and thus I think you should reconsider the approach for these two sliders :D
00:34:874 (1) - slider end unsnapped

general πŸ’‚ unused hitsounds: soft-hitnormal3.wav delayed hitsounds: drum-hitwhistle.wav, soft-hitclap2.wav beginner 00:01:645 (1) πŸŽ„ - 00:04:978 (2) πŸ• - 00:08:311 (1) πŸŽ„ - I πŸ‘ thought πŸ’­ since πŸ‘¨ you πŸ‘ˆ already πŸ‘‹ are πŸ”’ doing πŸ“Œ 3/4 πŸ™Œ sliders you πŸ‘ˆ can πŸ’¦ end πŸ”š these πŸ‘ˆ on πŸ”› the πŸ‘ blue πŸ’™ tick right πŸ‘Œ before πŸ˜‚ because πŸ’ that's 😦 where 😐 strong πŸ’ͺ sound πŸ”‡ is. 00:31:645 (1,2,3) - I πŸ‘ think πŸ’­ this πŸ‘ˆ should πŸ’˜ be 🐝 consistent with πŸ‘ 00:18:311 (1) πŸŽ„ - 00:33:311 (1) πŸŽ„ - I πŸ‘ think πŸ’­ you πŸ‘ˆ should πŸ’˜ adjust the πŸ‘ bumps more πŸ— like πŸ’– https://bor.s-ul.eu/JRkJ1RWM.png so πŸ’― you πŸ‘ˆ can πŸ’¦ bump on πŸ”› all πŸ’― the πŸ‘ boom πŸ’£ sounds 🎀 :D 00:35:395 (1) πŸŽ„ - I πŸ‘ think πŸ’­ the πŸ‘ bumpy stuff πŸ” here πŸ‘ confuses with πŸ‘ the πŸ‘ previous bump idea πŸ’‘ regardless 😜 if πŸ‘ you πŸ‘ˆ take πŸ‘Š my πŸ‘¨ suggestion or πŸ’ not. 01:00:395 (2,3) - the πŸ‘ set πŸ“ up πŸ”Ί you πŸ‘ˆ did πŸ‘ here πŸ‘ was πŸ‘ kind πŸ™ of πŸ’¦ weird becuase you πŸ‘ˆ end πŸ”š up πŸ”Ί skipping 01:01:332 - (01:04:665 - and πŸ‘ this) 01:04:874 (3) πŸ–± - again 😬 I πŸ‘ think πŸ’­ the πŸ‘ bump at πŸ† the πŸ‘ begining of πŸ’¦ this πŸ‘ˆ slider confuses with πŸ‘ the πŸ‘ other πŸ‘ͺ bumps 01:17:895 (3,4) πŸ™Œ - I πŸ‘ think πŸ’­ this πŸ‘ˆ 3/4 πŸ™Œ is πŸ’¦ awkward 😳 because πŸ’ everything πŸ’― before πŸ˜‚ it πŸ’― is πŸ’¦ strictly 1/1 πŸ•š based, πŸ‘Œ I πŸ‘ think πŸ’­ you πŸ‘ˆ can πŸ’¦ resolve this πŸ‘ˆ and πŸ‘ the πŸ‘ skipping of πŸ’¦ the πŸ‘ 1/2 πŸ•› beat πŸ’“ if πŸ‘ you πŸ‘ˆ use πŸ‘ bouncy sliders. 01:29:561 (6,1) - I πŸ‘ think πŸ’­ if πŸ‘ you πŸ‘ˆ ctrl g 🚺 this πŸ‘ˆ rhythm πŸ‘ it πŸ’― would πŸ‘ͺ work 🏒 better πŸ‘ since πŸ‘¨ you πŸ‘ˆ used 🎢 01:28:311 (4) πŸ’¦ - the πŸ‘ follow πŸ‘£ that 😐 similar sound advanced 00:11:228 (5) πŸŽ„ - normally you πŸ‘ˆ have πŸ‘ slider ends 🌧 snapped 😧 to πŸ’¦ some πŸ‘¨ sound πŸ”‡ so πŸ’― I πŸ‘ would πŸ‘ͺ snap πŸ’” this πŸ‘ˆ to πŸ’¦ the πŸ‘ downbeat. 00:34:874 (1) πŸŽ„ - is πŸ’¦ this πŸ‘ˆ offscreen tbh you πŸ‘ˆ should πŸ’˜ have πŸ‘ a πŸ‘Œ normal 😐 diff, I πŸ‘ think πŸ’­ this πŸ‘ˆ diff introduced too 😑 many πŸ‘¬ difficulty elements 🌌 like πŸ’– spaced 1/2 πŸ•› long πŸ† chains πŸ’¦ of πŸ’¦ 1/2, πŸ•› and πŸ‘ I πŸ‘ would πŸ‘ͺ say πŸ—£ fairly πŸ‘Ά decent amount πŸ’― of πŸ’¦ clicking 1/2 πŸ•› in πŸ‘ a πŸ‘Œ row hyper same thing, πŸ“΄ i πŸ‘ think πŸ’­ you πŸ‘ˆ need πŸ‘‰ a πŸ‘Œ proper hard πŸ† diff, stuff πŸ” like πŸ’– spaced 1/4 πŸ‘¦ jumps (even πŸŒƒ via slider) is πŸ’¦ more πŸ— a πŸ‘Œ technique πŸ… for πŸ† insanes and πŸ‘ not 🚫 hards, and πŸ‘ the πŸ‘ large πŸ‘† amount πŸ’― of πŸ’¦ doubles is πŸ’¦ more πŸ— of πŸ’¦ a πŸ‘Œ thing πŸ“΄ for πŸ† insanes too. otherwise solid hyper diff lasse 01:32:478 (1,2,3,4) - would πŸ‘ͺ be 🐝 cool 😎 if πŸ‘ you πŸ‘ˆ decreased in πŸ‘ spacing cuz πŸ‘ the πŸ‘ pitch :D 🚹 (you πŸ‘ˆ use πŸ‘ a πŸ‘Œ similar idea πŸ’‘ 01:37:478 - here) reverB just because πŸ’ I πŸ‘ really 😍 believe 🌈 it πŸ’― I'll πŸ“ say πŸ—£ it πŸ’― again 😬 even πŸŒƒ though I πŸ‘ don't 🚫 think πŸ’­ you πŸ‘ˆ will πŸ‘ enjoy πŸ’― reading πŸ“• it πŸ’― again 01:14:249 (1) πŸŽ„ - 01:20:915 (1) πŸŽ„ - the πŸ‘ use πŸ‘ of πŸ’¦ rhythm πŸ‘ (clicking) density πŸ‘Œ as πŸ‘ a πŸ‘Œ form of πŸ’¦ difficulty changing πŸ’± for πŸ† intensity/pitch emphasis hasn't πŸ‘ been πŸ‘ used 🎢 anywhere 🌎 else 😩 in πŸ‘ this πŸ‘ˆ map and πŸ‘ thus I πŸ‘ think πŸ’­ you πŸ‘ˆ should πŸ’˜ reconsider the πŸ‘ approach 😜 for πŸ† these πŸ‘ˆ two πŸ’ sliders :D 00:34:874 (1) πŸŽ„ - slider end πŸ”š unsnapped
Last edited by imbor on , edited 1 time in total.
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Beginner
00:04:249 (3) - Maybe you can place a slider on this position and finish it on the circle, that looks like using more the music sounds without changing the difficulty of the map same for the next ones

00:33:311 (1) - personnal but that looks better if the spike is on the center of the slider

00:46:020 (1) - Same for the slider thing

00:56:645 (2) - this is a bit weird, you really can't add something here ? looks terribly empty and 00:59:978 (1,2) - you mapped it soo its look really strange

01:00:395 (2) - you can extend 1 more reverse if you want



Advanced
00:11:645 (6) - you can put a circle right there to emphase more the sound, but thats just personnal !

otherwise that diff is fine



Hyper
Looks fine



Another
00:27:686 (6,7) - mapping those 1/8 can be cool imo

01:28:415 (2) - Is this a bit too gimmicky for the end of the map ? you never do that kind of things before and now you use this, looks a bit off to me, you should at least use that 1 more time sooner in the beatmap



Lasse
00:13:103 (3) - maybe you can but it equalized with 00:12:582 (5,2) - to have a better visual. something like https://i.imgur.com/IeTe3vA.png

00:27:895 (1,1,1,1) - whats about making a move variation to emphasis the sound, like you made at 00:55:915 (1) -

01:14:561 (1,2,3,4) - Hard reading and flow, imo something like that is easier to hit https://i.imgur.com/boSr2ZQ.png but just personnal

01:21:124 (3,1) - gap isn't too high ?

01:25:186 (2) - I've tried to stop the reverse on 01:26:020 (3) - then place a slow SV slider on 01:26:228 (4) - and its looks pretty cool too, but the way you made that is nice

01:29:978 (1,1) - with you hitsounds inverting 01:30:395 (1) - looks better, but the playability is harder, just a proposition

cool diff!



Reverb
00:03:520 (4) - maybe a circle here can be good, try it

00:21:540 (3,1) - this is a bit hard to read

00:27:895 (1) - maybe 1/8 kicksliders instead of a reverse should fit more

01:32:478 (1,2,3,4) - this is a bit overdone I guess, maybe reduce it a bit

cool diff too!


Sorry for the shitmod /w\ good luckk
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_83:
idk about the pitch, seems pretty consistent to me, at least the chime thing I follow and pattern is more about making the repeating 1/2 stand out anyways

PoNo:
00:13:103 (3) - ruins the spacing thing though, current is the best compromise imo
00:27:895 (1,1,1,1) - both play the same anyways and current looks cuter to me

01:14:561 (1,2,3,4) - supposed to be hard movement wise to make sense with what top diff does

01:21:124 (3,1) - nerfed this a bit

01:25:186 (2) - makes less sense with when the music changes

01:29:978 (1,1) - true, changed this for now but not sure if I like how it plays so I might revert this lol

thanks, sent the code to mir
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debatable have a subjective day

if some of my suggestions overlap with bor's or pono's i am sorry
    beginner
  • 00:16:645 (3,4) - should be consistent with 00:23:311 (2,3,4) - because I think your slider shape usage in the first is cool to emphasize the background sound, kinda sad you didn't do it after too :?
  • 00:35:395 (1) - purely edgy suggestion but the anchors could land exactly in the white ticks, following the rhythm :D
  • 00:37:061 - I don't really like the fact that this beat was completely disregarded.. I guess you need to have a break but I believe the long slider just before was already enough
  • 00:46:020 (1) - purely aesthetic suggestion but this circle kind of feels out of place with like, everything else following xd; what about something like this (note: I only moved the circle)
  • 00:55:082 (1) - I'm against using a blue tick as a slider head in a beginner diff, if I were in your shoes I'd rather sacrifice a beat to ensure playability.. tbh I would either find a way to have a slider end lead to it otherwise I would completely disregard it
  • 00:56:645 - same point as 00:37:061 -
  • 01:44:978 (1) - should extend to where 01:45:811 (2) - is as you did it in the intro.. 01:51:645 (1,2) - this one is fine though because there's a buildup in the background but the previous one imo doesn't ask for a different rhythm as it's literally the exact same thing as the intro


    advanced
  • 00:04:249 (4) - this may be a bit hard to read for the players of the skill level tbh; I would start a long slider at 00:03:520 - and end it at 00:04:040 - or something similar anyway (same goes for respective sections)
  • 00:16:228 (3) - kinda weird that you disregarded the blue tick here while you don't in the intro like ?? and also the rest of this section lol and please don't tell me that you follow the beat, you already ignore it 00:15:395 (2) - etc 8-) tldr you should decide whether following the beat or the weirdly snapped camellia melody
  • 00:38:103 (2) - meanwhile, this doesn't exist on neither the beat nor the melody lol, is there any point of this note existing where it is?
  • 01:06:020 (1,2,3) - I don't believe a part of such a low intensity deserves three continuous circles, I would just make it a reverse of something
  • 01:15:707 (2) - 01:22:374 (2) - not consistent?? xd
  • taking a peak at _83's mod I may agree that you might need a diff between beginner and advanced because it indeed introduced a lot more new elements


    hyper
  • 00:25:395 (1,2) - if I were you I'd crtl+g the rhythm as you usually use a double to follow that shitty double sound lol
  • 01:31:749 (6,1,2,3) - I'm having doubts about the spacing honestly, I wasn't able to sightread this :x I would use a reverse slider instead; also let's not mention you have the exact same spacing in 01:38:728 (3,1,2,3) - but the rhythm distance is doubled :?


    another
  • 00:05:395 (2,3,4,5,6) - why is this pattern more dense while there's nothing different going on? well, the only difference is that 00:05:915 (5) - is now a note too but I don't think you should intensify a whole pattern just for that :x
  • 00:12:895 (1,2,3,4) - subjective but the change in ds isn't even visible and that's kinda sad cause it should've been, and probably without making it that harder. I would either change its shape, its angle, or buff the ds a little more.
  • 00:20:811 (1) - also subjective but I think this should be extended by 1/8 because the sound is continuously held until the next object, you've already used the concept so (as it's also a "special" sound like the other parts you used 1/8 on) I believe it would be a cool addition
  • 00:54:874 (1) - I'm not sure if I like the fact that a really strong beat is in the middle of the slider.. I would replace your reverse with something like this
  • 01:49:040 - there's a faint sound here that could be followed because the break feels kind of weird, even though it's your call really


    reverπŸ…±οΈ
  • 00:01:957 (2) - no matter how I listen to this (and respective sections) this object is simply overmapped, and tbh I don't know why you're forcing this overmap across the whole map; you use it consistently yes, but it's simply not in the song :(
  • 00:23:936 (2,3,4) - you use this triple only once in this section where it's heard like 3 times, I don't see any reason for it to be different
  • I'm having doubts if 01:18:936 (1,2,3,1) - and 01:19:353 (1,2,3,1) - are the same in the music.. while I can hear the 1/6 in the former one just fine, I can't in the latter one
  • 01:35:811 - why is there no object here while there is one 01:29:353 (3) - here :thinking:


nothing wrong found at lasse's diff really

I hope I helped, good luck Mir :D
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source is beatmania IIDX 23 copula
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adding taiko?
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Kisses wrote:
adding taiko?


I don't think I will add any other game modes. There's already a taiko set for this too. x.x
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_83 wrote:
general
unused hitsounds: soft-hitnormal3.wav
delayed hitsounds: drum-hitwhistle.wav, soft-hitclap2.wav

beginner
00:01:645 (1) - 00:04:978 (2) - 00:08:311 (1) - I thought since you already are doing 3/4 sliders you can end these on the blue tick right before because that's where strong sound is.
00:31:645 (1,2,3) - I think this should be consistent with 00:18:311 (1) -
00:33:311 (1) - I think you should adjust the bumps more like https://bor.s-ul.eu/JRkJ1RWM.png so you can bump on all the boom sounds :D
00:35:395 (1) - I think the bumpy stuff here confuses with the previous bump idea regardless if you take my suggestion or not. - that one isn't supposed to bump, the dent follows the distorted scream
01:00:395 (2,3) - the set up you did here was kind of weird becuase you end up skipping 01:01:332 - (01:04:665 - and this) - those'd be 1/2 beat gaps and i want to avoid those
01:04:874 (3) - again I think the bump at the begining of this slider confuses with the other bumps
01:17:895 (3,4) - I think this 3/4 is awkward because everything before it is strictly 1/1 based, I think you can resolve this and the skipping of the 1/2 beat if you use bouncy sliders.- the song kinda gets a bit awkward here, but i'll think about simplifying it further
01:29:561 (6,1) - I think if you ctrl g this rhythm it would work better since you used 01:28:311 (4) - the follow that similar sound - pretty sure 6 lands on a stronger sound and i want rhythm contrast with 1 so i'll keep the slider :?

advanced
00:11:228 (5) - normally you have slider ends snapped to some sound so I would snap this to the downbeat.
00:34:874 (1) - is this offscreen - not anymore
tbh you should have a normal diff, I think this diff introduced too many difficulty elements like spaced 1/2 long chains of 1/2, and I would say fairly decent amount of clicking 1/2 in a row

hyper
same thing, i think you need a proper hard diff, stuff like spaced 1/4 jumps (even via slider) is more a technique for insanes and not hards, and the large amount of doubles is more of a thing for insanes too.
otherwise solid hyper diff

lasse
01:32:478 (1,2,3,4) - would be cool if you decreased in spacing cuz the pitch :D (you use a similar idea 01:37:478 - here)

reverB
just because I really believe it I'll say it again even though I don't think you will enjoy reading it again
01:14:249 (1) - 01:20:915 (1) - the use of rhythm (clicking) density as a form of difficulty changing for intensity/pitch emphasis hasn't been used anywhere else in this map and thus I think you should reconsider the approach for these two sliders :D - i already talked to you about this and i stand firm with how i interpret/want this to play, just straight up launching into 8 1/4 jumps is too stressful here imo, so starting it off on the lower pitched sounds with a reverse works well to prepare the player for the more climactic end sounds
00:34:874 (1) - slider end unsnapped - ayaya


Thanks bor!

PoNo wrote:

Beginner
00:04:249 (3) - Maybe you can place a slider on this position and finish it on the circle, that looks like using more the music sounds without changing the difficulty of the map same for the next ones

00:33:311 (1) - personnal but that looks better if the spike is on the center of the slider

00:46:020 (1) - Same for the slider thing

00:56:645 (2) - this is a bit weird, you really can't add something here ? looks terribly empty and 00:59:978 (1,2) - you mapped it soo its look really strange - with how the last slider ended there's no possible way to avoid a less than 1/1 beat gap here and since i never used those before it wouldn't make sense to use it now, thus it's empty. I don't like it either but it's a consequence of the song being this way and a beginner diff has to make some sacrifices :?

01:00:395 (2) - you can extend 1 more reverse if you want - would leave too small a gap, trying to avoid less than 1/1 gaps.



Advanced
00:11:645 (6) - you can put a circle right there to emphase more the sound, but thats just personnal !

otherwise that diff is fine



Hyper
Looks fine



Another
00:27:686 (6,7) - mapping those 1/8 can be cool imo

01:28:415 (2) - Is this a bit too gimmicky for the end of the map ? you never do that kind of things before and now you use this, looks a bit off to me, you should at least use that 1 more time sooner in the beatmap - I don't really see how it's gimmicky, it plays like a normal circle.. we'll see. I did your previous suggestion so 1/8 sliders are introduced earlier now



Lasse
00:13:103 (3) - maybe you can but it equalized with 00:12:582 (5,2) - to have a better visual. something like https://i.imgur.com/IeTe3vA.png

00:27:895 (1,1,1,1) - whats about making a move variation to emphasis the sound, like you made at 00:55:915 (1) -

01:14:561 (1,2,3,4) - Hard reading and flow, imo something like that is easier to hit https://i.imgur.com/boSr2ZQ.png but just personnal

01:21:124 (3,1) - gap isn't too high ?

01:25:186 (2) - I've tried to stop the reverse on 01:26:020 (3) - then place a slow SV slider on 01:26:228 (4) - and its looks pretty cool too, but the way you made that is nice

01:29:978 (1,1) - with you hitsounds inverting 01:30:395 (1) - looks better, but the playability is harder, just a proposition

cool diff!



Reverb
00:03:520 (4) - maybe a circle here can be good, try it - mm feels better empty to me

00:21:540 (3,1) - this is a bit hard to read

00:27:895 (1) - maybe 1/8 kicksliders instead of a reverse should fit more - i prefer a reverse :?

01:32:478 (1,2,3,4) - this is a bit overdone I guess, maybe reduce it a bit - doubt it, the kiai is already quite intense so this spacing is justified imo

cool diff too!


Sorry for the shitmod /w\ good luckk


Thanks Pono!

LowComboFC wrote:
debatable have a subjective day

if some of my suggestions overlap with bor's or pono's i am sorry
    beginner
  • 00:16:645 (3,4) - should be consistent with 00:23:311 (2,3,4) - because I think your slider shape usage in the first is cool to emphasize the background sound, kinda sad you didn't do it after too :? - i did the slider shape thing but the rhythm is different due to different emphasis on the sounds there
  • 00:35:395 (1) - purely edgy suggestion but the anchors could land exactly in the white ticks, following the rhythm :D - read to bor
  • 00:37:061 - I don't really like the fact that this beat was completely disregarded.. I guess you need to have a break but I believe the long slider just before was already enough
  • 00:46:020 (1) - purely aesthetic suggestion but this circle kind of feels out of place with like, everything else following xd; what about something like this (note: I only moved the circle)
  • 00:55:082 (1) - I'm against using a blue tick as a slider head in a beginner diff, if I were in your shoes I'd rather sacrifice a beat to ensure playability.. tbh I would either find a way to have a slider end lead to it otherwise I would completely disregard it - it has leniency and the song actually suggests a blue tick drum here, I think it should be fine
  • 00:56:645 - same point as 00:37:061 - read pono
  • 01:44:978 (1) - should extend to where 01:45:811 (2) - is as you did it in the intro.. 01:51:645 (1,2) - this one is fine though because there's a buildup in the background but the previous one imo doesn't ask for a different rhythm as it's literally the exact same thing as the intro - listen again, there are some pianos in the back going on x.x


    advanced
  • 00:04:249 (4) - this may be a bit hard to read for the players of the skill level tbh; I would start a long slider at 00:03:520 - and end it at 00:04:040 - or something similar anyway (same goes for respective sections)
  • 00:16:228 (3) - kinda weird that you disregarded the blue tick here while you don't in the intro like ?? and also the rest of this section lol and please don't tell me that you follow the beat, you already ignore it 00:15:395 (2) - etc 8-) tldr you should decide whether following the beat or the weirdly snapped camellia melody
  • 00:38:103 (2) - meanwhile, this doesn't exist on neither the beat nor the melody lol, is there any point of this note existing where it is?
  • 01:06:020 (1,2,3) - I don't believe a part of such a low intensity deserves three continuous circles, I would just make it a reverse of something
  • 01:15:707 (2) - 01:22:374 (2) - not consistent?? xd
  • taking a peak at _83's mod I may agree that you might need a diff between beginner and advanced because it indeed introduced a lot more new elements

    everything you pointed out changed in the remap


    hyper
  • 00:25:395 (1,2) - if I were you I'd crtl+g the rhythm as you usually use a double to follow that shitty double sound lol - im pretty sure i hear a double on 00:25:603 (2,3) - tho x.x
  • 01:31:749 (6,1,2,3) - I'm having doubts about the spacing honestly, I wasn't able to sightread this :x I would use a reverse slider instead; also let's not mention you have the exact same spacing in 01:38:728 (3,1,2,3) - but the rhythm distance is doubled :?


    another
  • 00:05:395 (2,3,4,5,6) - why is this pattern more dense while there's nothing different going on? well, the only difference is that 00:05:915 (5) - is now a note too but I don't think you should intensify a whole pattern just for that :x - piaaanooo
  • 00:12:895 (1,2,3,4) - subjective but the change in ds isn't even visible and that's kinda sad cause it should've been, and probably without making it that harder. I would either change its shape, its angle, or buff the ds a little more.
  • 00:20:811 (1) - also subjective but I think this should be extended by 1/8 because the sound is continuously held until the next object, you've already used the concept so (as it's also a "special" sound like the other parts you used 1/8 on) I believe it would be a cool addition
  • 00:54:874 (1) - I'm not sure if I like the fact that a really strong beat is in the middle of the slider.. I would replace your reverse with something like this - i wanna have the longer held sound actually held rather than following the drum so a reverse gives it nice secondary emphasis
  • 01:49:040 - there's a faint sound here that could be followed because the break feels kind of weird, even though it's your call really - would rather have a break xd


    reverπŸ…±οΈ
  • 00:01:957 (2) - no matter how I listen to this (and respective sections) this object is simply overmapped, and tbh I don't know why you're forcing this overmap across the whole map; you use it consistently yes, but it's simply not in the song :( - it... is in the song, it's a piano note and fairly audible lol
  • 00:23:936 (2,3,4) - you use this triple only once in this section where it's heard like 3 times, I don't see any reason for it to be different - the synth goes more noticeably 1/8 here for a short duration and the other times it occurs i have a sliderend there and a sliderend 1/8th triple at this speed plays horribly so i just opted to ignore it those times
  • I'm having doubts if 01:18:936 (1,2,3,1) - and 01:19:353 (1,2,3,1) - are the same in the music.. while I can hear the 1/6 in the former one just fine, I can't in the latter one - i can hear the latter and it wouldn't make sense musically if they weren't both 1/6 since they're paired phrases
  • 01:35:811 - why is there no object here while there is one 01:29:353 (3) - here :thinking: - the song pauses 01:35:707 (3,1) - if you listen to the overall atmosphere :?


nothing wrong found at lasse's diff really

I hope I helped, good luck Mir :D


Thanks LCFC!!!

Wew lots of mods aha..
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Image rever:b:
  • 00:17:999 (3) - this would work better as 2 circles i think
  • 00:24:978 (2) - i know its a strong drum beat but having this continous rhythm kinda undermines the melody. and emphesiesed slider end like 00:23:207 (3) - or just a 1/1 break would fit better imo. similarly i think making the drum rhythm clickable in other parts like 00:31:645 (2) - - feels off to me. http://puu.sh/xscA6.jpg this ryhtm would work very nicely imo. these are just examples so if you decide to implement it check for other clickable drums without melody
  • 00:31:332 (3) - again 2 circles would fit
  • 00:35:325 (1,1,1,1,1,1,1,1) - im guessing this is supposed to look chaotic?
  • 01:32:478 (1,2,3,4) - this is too spaced in comparison to the previous 1/4 jumps in the kiai i think

fucking cute


Image lasse

big circles :sweat_drops:


Image Another



gl! uwu
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sdafsf wrote:

Image rever:b:
  • 00:17:999 (3) - this would work better as 2 circles i think - disagree cute piano thing there :(
  • 00:24:978 (2) - i know its a strong drum beat but having this continous rhythm kinda undermines the melody. and emphesiesed slider end like 00:23:207 (3) - or just a 1/1 break would fit better imo. similarly i think making the drum rhythm clickable in other parts like 00:31:645 (2) - - feels off to me. http://puu.sh/xscA6.jpg this ryhtm would work very nicely imo. these are just examples so if you decide to implement it check for other clickable drums without melody
  • 00:31:332 (3) - again 2 circles would fit
  • 00:35:325 (1,1,1,1,1,1,1,1) - im guessing this is supposed to look chaotic? - yeh
  • 01:32:478 (1,2,3,4) - this is too spaced in comparison to the previous 1/4 jumps in the kiai i think

fucking cute


Image Another



gl! uwu


Ty uwu
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No kudosu yet.
adjusted the shape of the spaced triple, can barely hear the missed beat and it's not important for the song, other things are pretty clear 1/2 emphasis to me
thank
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