Retired. Thank you to Pereira006 and appleeaterx for all your support when I first started out as a mapper!
Thank you: Yuii-, Chromoxx, ezek, Gero, Natsu, Kibbleru, Doormat, Milan-, Kite, Haruto, Rizen, Kuron-kun, Euny, hikikochan, Linada, Akitoshi, Smoothie World, Sidetail, Nevo, Ohwow, pishifat, Sotarks, SnowNino_, Gaia, Hobbes2, Secretpipe, Lilyanna, -Sh1n1-, iYiyo, alacat, Andrea, handsome, Asphyxia, ByBy, Kocari, Kroytz, Kalibe, Irreversible, Histoire, neonat, Sinnoh, Warfu, walaowey, Sharkie, ProfessionalBox, Nathan, Anxient, Pentori, Spaghetti, Tari, for making my time on so osu enjoyable. Some of us may have drifted apart through time, but we still shared fond memories from one time or another.
Thank you everyone else for supporting my creations!
THE ORAL CIGARETTES - Kyouran Hey Kids!! (God of Speed) --- The map that started it all. Inspired by val0108, this map features some crazy slider designs with erratic slider-ball movements, as well as broken and free-form pattern designs. The overall structure is a lot looser than typical Monstrata maps and lends a sort of wildness that I really enjoyed from playing val0108 maps like Scarlet Rose, Talent Shredder, Atama no Taisou.
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FLOW - GO!!! ~NARUTO OPENING MIX~ (Fighting Dreamers & Extra) --- One of the most iconic songs in the Naruto franchise. This map features two different takes on an "Extra" level alternator-style difficulty. The Extra is easier, and more slider-oriented and features a variety of 1/2 slider flows. The Fighting Dreamers difficulty focuses more on rhythm and spaced streams especially towards the end. Play the Extra if you want to have fun, and play Fighting Dreamers if you want a challenge.
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TERRASPEX - AMAZING BREAK (DESPAIR) --- Easily the most difficult alternator-style map I've made. This was done to really challenge pros who had somehow been able to fc and even dt some of my earlier alternator maps. This map features a lot of complex rhythms, doublets, 1/3 and 1/6 rhythms, and very difficult 1/4 jumps. Not to mention the splitting stream at the end, or the accelerating and decelerating streams found throughout the map. Don't forget to check out appleeaterx's Expert difficulty, it's just as crazy, without the long spaced-streams.
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Linked Horizon - Shinzou o Sasageyo! [TV Size] (Titan) --- The opening theme of Season 2 of Attack on Titan. This song is unique in that it is comprised of multiple distinct musical sections. The slider velocity on this map ranges from 0.30-1.10x and features a variety of mapping styles from regular 160 bpm jumps and streams to a 320 bpm alternator style during the iconic chorus section.
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ROTTENGRAFFTY - 70cm Shihou no Madobe --- An awesome ending track for Dragonball Super. This set is exactly how I envisioned alternator-style mapsets would work in terms of difficulty spread. It's very difficult to really categorize the lower difficulties as Normals, Advanceds, or Hards, and the line becomes even blurrier with Insane and Extra just due to how unique alternator-style mapsets are. This was a really fun beatmap to create (and I stream-mapped the entire process on twitch!) and the map features a very unique 3/2 rhythm that sets it apart from other alternator maps I've created. There's a very consistent slider/circle/slider rhythm that you'll notice once you play the top difficulties.
Conceptual maps:
Yumeko - Ayano no Koufuku Riron (Peace) --- A sweet song that becomes increasingly tense. I really loved how Yumeko's voice slowly deepens and even breaks right near the end of the song. It's a song that covers themes such as growing up, becoming aware of the cruel world around you, well, I don't want to get into spoilers. The song is mapped with the aim of becoming progressively more and more difficult as the children in the song grow up. The combo colors also shift from bright pastel colors to dark, blood red colors in the second half. The map also features some 1/1 jump sections that are mapped to patterns that grow further and further apart.
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Stonebank - All Night (Hi-Speed Extra) --- As the name suggests, this difficulty is very fast. Inspired by Hollow Wings' EX difficulty on Flower's sakuzyo - AXION set, this difficulty was mapped to challenge players through extremely fast movement as opposed to the typical good aim/accuracy. The trick however, is that every gimmick used in the map can actually be "cheated" if you know the correct positions to aim for. Aiming at these specific positions allows you to essentially hold without having to move while still getting 300. It was a sort of mini-game that I had always wanted to try out, under the guise of making it seem like you "had" to move quickly to play the patterns.
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dj TAKA - quaver (Crescendo) --- In all honesty, this mapset started off as a joke. "Can I rank a jump-practice map?" And the answer was yes. Probably one of my most infamous maps, this map features a lot of jumps in a row, 256 to be precise. (4 x 4 x 4 x 4). The jump distances grow in size as the map progresses, which is supplemented by the fact that the BPM of the map also goes up with every new section, though not by much. The final jumps at the end of the map feature the largest possible jump you can create in the editor (without going off-screen). It's a no-brainer why the difficulty was named "Crescendo".
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EYKHA (CV : Sawashiro Miyuki) LOU (CV : Uchida Maaya) MERYL (CV : Terui Haruka) - Delta Decision (Illuminati:on) --- I'd like to think this map speaks for itself. A map based around the use of triangular aesthetics and patterning, ranging from triangular slider art, to triangular flow, to triangular streams. Check out the other difficulties on the set too if you want more triangles!
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MAXIMUM THE HORMONE - A-L-I-E-N (Stop! Stop Winny Upload!!) --- Without a doubt, this is my most infamous conceptual map. It all began when appleeaterx linked me the song one day and was like "lol this is hilarious, you should map it" and then I ended up mapping it for real. The concept is actually quite simple. Ugly sliders and unpolished aesthetics for the harsh metal vocals, and then pretty sliders and clean patterns for the cute anime-girl vocals. It ended up taking well over 1000 forum posts to rank. Not to mention the uproar it caused when it was first qualified. But it's concept was very clear from the start, and something I would come back to in future maps!
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Porter Robinson - Goodbye To A World (Terminus) --- The beautiful version of ALIEN. Goodbye To A World actually utilizes the exact same concept as ALIEN, but uses jagged, and erratic slider-nodes to create a distinction between the vocaloid's regular voice, and the warbly electronic voice that is crackling up. The erratic sliderball movements paired up really nicely to the static, electronic voice. The map also features a whole wealth of geometric sliders that were created through combining slider-codes through notepad editing. The result is a lot of slider designs that would be nearly impossible to create accurately in the normal editor. (Try creating a perfectly even dodecagon slider by hand).
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PinocchioP - I'm glad you're evil too (Devious) --- This map features the same concept as my first conceptual map, Yumeko - Ayano no Koufuku Riron. The song builds up and becomes denser and denser and the mapping reflects a growing difficulty culminating in the final chorus when suddenly the acoustic drum samples is replaced by electronic kicks and the song becomes very much alive. Growing-intensity concepts are quite common, probably one of the simplest concepts, but also requires a lot of planning in order to achieve a good balance and natural progression. I highly recommend mappers trying out this concept to be familiar with mapping Light Insanes (~4 stars).
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Shinsei Kamattechan - Yuugure no Tori --- The unnoticed ALIEN. I was actually quite surprised by the utter lack of criticism this map might have attracted, considering it was speed-ranked in 3 days with next to no mods and features some of the ugliest patterns ever. The concept behind this map resolves around the unnerving nature of the song. A seemingly happy song with a really creepily muffled voice. Not to mention, the video accompanying this map (not included due to being NSFW) features people being eaten alive. I wanted to pair the unnerving nature of the song with patterns that are just "almost there but not quite". Imperfect blankets, imperfect stacks, sliders that use one too many control nodes, sliders that were from 2012, all of these are combined to create this disconcerted and sinister effect. The fact that the map flows perfectly well and fully respects emphasis adds to this effect, as these are typically characteristics of a map that is clean and well-polished.
Thematic maps:
A thematic map differs from a "conceptual" map. Their difference is simply a case of where the motivation for a concept lies. With thematic maps, generally the theme used for the map is not so much inspired by the song. It is more likely inspired by the anime itself. For example, there is no reason to map the "Can Do" in the manner that I constructed. The music does not call for such varied mapping ideas. Thus, the motivation for using these concepts lies outside the bounds of the song. Thematic maps are really interesting because they bring about mapping ideas that complement the song and its origins rather than reflecting it.
GRANRODEO - Can Do (TV Size) --- One of the most notorious thematic mapsets. This mapset consists of seven Extra difficulties, each modeled after one of the seven "main" characters in the anime Kuroko no Basuke. Each difficulty features its own unique mapping style, and features various concepts such as high cs, large spaced jumps, low cs, rotational flows, symmetry, high speed sliders, high approach rates, flow-breaking patterns, near-unreadable patterns, etc... Check out the map description for a more detailed explanation of each character and how I've tried to map their unique attributes to mapping concepts.
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RADWIMPS - Zen Zen Zense (movie ver.) --- The first of three Kimi no Na wa inspired mapsets. This mapset attempts to intertwine two difficulties into one to try and emulate how the characters in the anime swap in and out of each others' lives. Many of the patterns in the map are very similar across both Extra difficulties, and both difficulties feature the exact same star rating, difficulty settings, and number of circles/sliders/spinners. In "filling in" for each other, they try to act like the other, but do things slightly differently, so while many patterns are similar, they usually feature a slight shift, whether it be the aesthetics of the sliders (round, vs linear), or the flow (clockwise vs counterclockwise).
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RADWIMPS - Nandemo Nai ya (Twilight) --- The second of three Kimi no Na wa inspired mapsets. This one is my favourite of the three because it's the simplest and most elegant. The map is divided into two, with an entire section of a song (around 30 seconds) only mapped to either the left, or the right of the screen, creating a very noticeable lack of screen movement. The concept really is Taki and Mitsuha trying to find each other, with only either half of the screen being filled at any given time, and the other half being noticeably empty. It isn't until the final chorus that the map finally transitions into a symmetrical mapping style, as the two have finally found each other. Anyways, I thought it was cute.
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RADWIMPS - Yume Tourou --- The third of three Kimi no Na wa inspired mapsets. This one was rather simple, using linear slider designs for Taki's difficulties, and curved slider designs for Mitsuha's difficulty. I think the idea originally came about from the location of the two characters. The linear sliders reminded me of skyscrapers in Tokyo, while the curved slider aesthetic reminded me of streams, water, trees, etc... A simple theme, but a theme nonetheless. Do try the Insanes too, they are mapped by Haruto, and very well done!
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kensuke ushio - lit(var) --- Another great film. Koe no Katachi is a movie about redemption and this map tries to emulate various aspects of the film through its object orientation and use of the screen. The map's description contains a more thorough explanation of the theme, but the main idea is using sliders pointed upward to create an upward motion always pushing forward and climbing up even though the flow pushes you back to the bottom of the screen. Additionally, the map begins at the bottom of the screen area, and slowly moves its way up, using more and more of the screen area as the song progresses. Oh, did I mention this map is fully keysounded? Try playing it with only hitsounds enabled and 0% music volume.
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Aqua Timez - Ketsui no Asa ni (Courage) --- Brave Story, as the title probably suggests, is a movie about a young boy who slowly builds up the courage to face his fears. This map is very similar to previous conceptual maps like Ayano no Koufuku Riron and I'm glad you're evil too. What is special about this map is it's use of 1/3 snapping. The map begins by introducing these snappings as patterns you would play like streams. They appear stacked, and are easy to jump towards. In the second chorus however, these snappings become spaced. The map is built to keep increasing in difficulty until the final chorus where the 1/3s are mapped as jumps meant to be single-tapped. The whole map is built in a way that tries to push the player to be brave and single-tap those notes rather than attempting to alternate them.
Beautiful maps:
This category highlights maps that I thought were especially well designed and elegant, even if they did not have any particular thematic or conceptual value, nor did they employ any special mapping style (alternator etc...).
IAHN - Transform (Original Mix) (Aspire) --- The map that won me Elite Mapper: Aspirant. This map features the first use of slider-animation, as well as some other cool trick sliders, like the reverse slider that begins on the tail of the slider, and ends on the head. I made a guide on how to recreate these patterns. You can find them here: https://osu.ppy.sh/forum/p/5819827
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Yumi Arai - Hikouki Gumo (el poco maro DnB EDIT) --- This is still my favorite beatmap. I think it highlights some of my best mapping techniques and features patterns that are very "Monstrata-style" without being overly hex-grid structured. More importantly however, this map also features a storyboard that I'm really proud of. It's without a doubt the mapset I put the most effort into creating, and making sure all patterns, visuals, storyboard elements, hitsounds etc... were all as polished as I could make them.
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supercell - Kimi no Shiranai Monogatari (Celestial) --- If you want a slice of 2015 monstrata before I capitalized my name, this is probably my best mapset in that regard. It features a lot of hex-grid patterning, but also a lot of unique flows and slider-angle choices that nowadays I wouldn't have considered using. I still play this map from time to time, as it's still one of my favorite songs. The map features a lot of jump patterns that are unique, and not tied directly to strong-note emphasis. I'm glad I had the presence of mind to not respect emphasis right when I started mapping, and it's still something I tell new mappers to consider.
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Asterisk - Rain (Monsoon) --- At this point in mapping, I had begun experimenting with other styles, and mapping with a more free-style approach was something I really wanted to try out. This map is, in my opinion, my best "free-style" map that does not use any hex-grid mapping structure. By current standards, this map is still quite structured, but back then it was a real change to my typical hex-grid mapping style.
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dj TAKA - True Blue (Halcyon) --- Just a really enjoyable map. The song is clearly a stream-map but I tried to map this with a focus on kick-slider usage and 1/4 doublet rhythms. The rhythms I got out of the chorus and verse sections were just really enjoyable for me to play, and man, this is such a cool song. Maybe it's just me though.
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BABYMETAL - Road of Resistance (Rebellion) --- Another classic. While I can't actually pass the map, I still really enjoy playing the parts I can play (everything except the streams actually!). As well, the map highlights a lot of mapping techniques and cool visual patterns if you look in the editor. My favorite pattern of the map is the ladder kick-slider jumps that get farther and farther apart.
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MOMOIRO CLOVER Z - SANTA SAN (X-Mas) --- While relegated to a meme map, I'd still like to think this map uses a variety of different grid structures. This was during the OG 2015 monstrata era, and this map uses a few interesting grids like star-grids, pentagon grids, square grids, square/triangle grids, and heptagon grids. I'm quite proud of how clean the grids and their patterns came out.
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BABYMETAL - Tales of The Destinies (Predator) --- I've always been known for creating difficult maps that are "easier than their star rating", or maps that were "comfortable to play". This map was different though. It was mapped specifically to challenge players simply due to how unique the song was. This map features 200 bpm spaced streams, large jumps, 1/3 and 1/6 rhythms, 5:4 and 6:4 time signatures, BPM shifts, 300 bpm alternator-style mapping, complex and off-beat rhythms, and basically tests all of a players' abilities.
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Vanic - Samurai (Spirix Remix) (Fading) --- Funny story. I originally created this mapset as a "practice map" in preparation for the Attack on Titan speed-rank I was planning. I ended up really liking the song though, and the Insane turned out exceptionally well. The sliders in the chorus were all constructed with careful consideration of how players were likely to play them, whether clicking their heads, or dragging the slider-ball, and adjustments were made based on how likely it was players would play different sliders. The map was also inspired by Charles445's NEW Astronomas map.
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RADWIMPS - Katawaredoki (Twilight) --- Another Kimi no Na wa mapset, though this one didn't end up having any thematic concept tied to it. The highest difficulty is actually only 3.33 (haha) in star rating. However, it's beauty lies in how it's been keysounded. In additional to the left and right hand pianos that were keysounded, I also added violin additions to the slider-slides, as well as different samples throughout the map, effectively recreating the entire song through hitsounds. It was of course a nightmare to time (as all piano songs are).
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NOMA - Brain Power (Killer Machine) --- This map is crazy. Aspire mapping but rankable I suppose. I really enjoyed creating this map, and it uses some really cool slider aesthetics, as well as enjoyable rhythms and flows. While I can't play some of the split streams, it's still really fun to play for me. I had something like 70 plays on it during the time it was graveyarded.
Mod with stacking enabled. Often, mappers will map with it disabled, and it can lead to certain patterns looking very poor visually. Recommend manual stacking offsets, or reducing the stack leniency.
Consider if the mapper has been using the same clockwise or counterclockwise flow for too long, and recommend changing up the flow if it goes on for like 3+ measures. It helps with mouse-drift and keeps the flow from becoming stale
Observe what beats the mapper emphasizes through their spacing/flowbreaks. Also observe how frequently they create emphasis. Build your emphasis suggestions off your observation, not off "there is a strong beat, so it should be a jump". Some mappers only want to emphasize the downbeat and use consistent spacing elsewhere, other mappers aren't particularly emphasizing certain notes and want a jump pattern to not feel like "loud, soft, loud soft".
It's fine to point out an issue without being able to explain it. This is especially true for "flows". Sometimes its difficult to explain why a pattern flows poorly, even though you can "feel" it. This is especially true if you are a player and not a mapper. Often times mappers will know if the flow is off, you don't have to explain to them. But always check their reply to see if you can explain better, in case they think otherwise.
If a map has a lot of stacking and blanket issues, don't mention them all, but do mention a few so the mapper knows to review his map and fix the rest.
Use modding assistant to help find unrankable issues.
Read the mods of people who you believe are good modders. See if you can copy/paste their words and apply them to a situation when you are modding.
When modding rhythm, always consider what instrument or layer the mapper is following, and make an appropriate suggestion if you believe they are switching layers in an awkward way, or if they are randomly following a different instrument. Listen to the previous measure, as well as the next measure to see where the mapper is going.
Test how well you are understanding the mapper's ideas. Even if you think you know what a mapper is doing at a specific time stamp, pretend like you don't, and point it out. When the mapper replies rejecting your mod, see if what you "thought" was the mapper's idea is the same as what they say in response.
If you are just modding to increase kudosu score, use Modding Assistant and rewrite the mod in a way that makes it sound like you checked manually. Example: "I went through all your hitsounds and noticed that drum-hitfinish4.wav had over 5 ms of delay". Also, only mod one or two blanket/stack issues, otherwise the mapper will stop taking you seriously.
If you are too lazy to mod a certain difficulty, just mod blankets and say "Great diff! Everything looks fine! Wow, I could barely find anything so here is a nazi mod, well done" The mapper will think you are praising them, and you don't have to mod their difficulty.
If the mapper has not replied to a previous mod in the thread, steal some of the previous modder's points and reword them into your own mod. For example, Monstrata wrote: "This circle flows really poorly coming out of this slider" you write: "I testplayed your map (you obviously didn't), and felt as if this slider didn't transition that well into that circle".
If you and the mapper share a different language, mod in that language so less people can judge your mod. <--- Only use if you are not confident in your modding, or are lazy to make a good mod. Also, if you happen to know a very rare language (Latin, idk) you could write a blanket/stack wall mod, and the mapper will reply "fixed all" and people who don't understand the language will think you are a great modder because everything you said was fixed by the mapper.
On Normal and Easy difficulties, Ctrl+A the whole map and press "q" twice to remove all new combo's, then check AiMod for any spacing issues. If none are found, the map is objectively safe.
Please have at least 3 ranked maps, or 3 ranked GD's. This is to ensure you have an idea of what you're doing.
Be able to complete your difficulty within a reasonable amount of time. TV-Size, 1 week, Full version, 2-3 weeks.
Do not make the GD for me before confirming with me first.
If you are unable to reply to mods within 1 week of me contacting you to reply to mods, I will apply the mod for you. Do not offer to make a GD for me if you are unwilling to follow this.
I can make a GD for you, but it must abide by the following simple rules:
The genre of the beatmap to which you desire a guest difficulty from Mr. Monstrata must be either of the Japanese tongue, be only instrumental, be rooted in Japanese rhythm games, or be of the electronic type as comparable to artists such as Camellia, USAO, Porter Robinson, and the like.
Notwithstanding that Monstrata has ranked maps such as A L I E N, Cookie Butter Choco Cooke, and Unknown Title, Monstrata will not be currently, nor in the foreseeable future, accepting guest difficulty requests of the genres related to metal, sesame street, Hong Kong fighting comedies, or similar forms of musical expressions.
As for length, the song being proposed to Mr. Monstrata must be between the lengths of 30 seconds, so as to make it rankable, and no more than, though equal-to is fine, two minutes and fifteen seconds in length, which should be well within the boundaries of traditional television sized and/or rhythm game sized tracks. Lengths above the aforementioned limit will in all likelihood be rejected except in extenuating circumstances in which the song, despite it's lengthy length, is enough appealing to Mr. Monstrata to prompt his exemption of the established rule of song length.
As for the difficulty of the guest difficulty that you wish Mr. Monstrata to create, the difficulty should be reasonably high, preferably the highest difficulty of the set to which you are hosting, and be of a difficulty that Mr. Monstrata would enjoy playing. To that respect, some additional restrictions to song choices may arise.
The BPM (beats per minute) of the song to which you propose must except in extenuating circumstances as aforementioned in the third clause, must be between the BPMs of 150 and 210, or for maps with double bpms, between the numbers of 75 and 105 which are 150 and 210 divided by two respectively, or in the case of alternator and high bpm style maps, between the bpms of 240 - 330.
As well, in part due to the rarity of Monstrata guest difficulties, some additional restrictions apply to the host mapper so as to give Mr. Monstrata insurance that his hard work in creating a high quality beatmap will not go in vain with the hosts eventual abandonment of the set for the graveyard.
The host of the set must have at least 3 ranked maps, of which at least three of them must be related to the song approposed to Mr. Monstrata insofar as they roughly encapsulate the same genre or criteria of music as the proposed song.
To ensure activity, the host of the mapset must in addition to having ranked at least three ranked maps, also be an active modder in the mapping community with a minimum of 150 kudosu as proof of their commitment to the improvement of ranked osu maps.
As well, in a further effort to ensure activity online and within the mapping community, the host of the mapset must also own a modding queue on the modding queue forums with an m4m queue so as to ensure that upon the completion of the set, the map can in a timely manner progress through the modding process so as to eventually reach a ranked status. As additional insurance, the modding queue of the host proposing the song to Mr. Monstrata must have at least 10 pages or 150 posts worth of modding requests, of which at least a third of them must be m4m requests, though it is not necessary for all posts to have been accepted for modding, as the reason for having these numbers is to ascertain that the map host also owns a modding queue that is frequented enough to ensure a smooth modding process come the completion of the set.
In addition, the map host must have at least the "Rhythm Incarnate" title in the osu forums so as to demonstrate their proficiency in saying "congratulations" to multiple mapsets, and thus demonstrate their ability to encourage mappers, including Mr. Monstrata, who often loses motivation to complete guest difficulty requests, to complete their guest difficulties in a timely manner.
As a safety precaution, it is also important that the host of the mapset be known for actually having their maps ranked. To that end, hosts must not have more maps in their graveyard or pending slots than the number of maps in their ranked slots so as to assure Mr. Monstrata that the changes of his guest difficulty ending up in the graveyard is lower than his chances of his guest difficulty becoming ranked. This number however, does not apply to mappers requesting a guest difficulty who also possess over twenty ranked beatmaps of which at least half of them are of the same genre as the song to which they are requesting a guest difficulty.
To demonstrate the host's commitment to ranking the map, the host must also be either a student of the ages 14-18 and be in high school and thus have very few commitments in life, be unemployed, be a high school, college, or university drop-out, or be retired. The host may not have a girlfriend or boyfriend, a wife or husband, a job, or any other form of life commitment that may hinder his ability to rank Mr. Monstrata's guest difficulty in a timely and efficient manner.
Additionally, the host must also be intelligent enough to manage the set and find appropriate modders and to that end, a minimum IQ of 130 is necessary for Mr. Monstrata to consider accepting your guest difficult requests. It would be preferable if your IQ were high enough to join the Mensa High IQ Society. Additionally, if you live in the United States, you must also have an SAT score of at least 2100.
Furthermore, to ensure your ability to rank a beatmap, as the requirement of two BN's of which one is tier 1 and one is tier 2 is compulsory, your friends list must include at least four mutuals with tier 1 BN's and 3 mutuals with tier 2 BN's. Additionally you should also be a mutual friend of Mr. Monstrata.
Lastly, to demonstrate your ability and capacity to map and map well, as such a difference is often sadly overlooked much to the chagrin of Mr. Monstrata, please provide at least three hand-written reference letters of your modding ability from other mappers whom you believe will be able to attest to your skill and competency as a mapper. The mappers to whom are writing your reference letters must firstly have good penmanship as Mr. Monstrata often has trouble reading poor handwriting. Secondly, these mappers must have more ranked maps than the host. At least one of these references must be a BN, and at least one of these references must be peppy.
Additionally, you must provide a fourth reference letter from someone outside of osu who can attest to your character and amicability, such as your parents. This reference letter must also be hand written, signed, approved by the minister of foreign affairs in your local country or establishment, and hand-delivered to Mr. Monstrata's address. In order to prove that the letter has been hand-delivered, the writer of the reference letter mus wear a go-pro camera on their head from the moment they begin writing the letter, to the moment they have flown across the country to hand-deliver the letter to Mr. Monstrata's doorstep.
If you have accurately followed and abode by every rule and clause aforementioned, please send the url of the song you wish Mr. Monstrata to create a guest difficulty for to his personal inbox on osu! Additionally, please provide the full metadata for the song. As well, to help Monstrata experience the song to its fullest degree so that he may ascertain whether he is interested in mapping the song for you or not, please arrange for the artist of the song to be flown to Mr. Monstrata's residence for a live recording of the song so that Mr. Monstrata may hear the song to its utmost authenticity.
Should Mr. Monstrata approve of your request, you will have your guest difficulty within thirty three years! Congratulations!
In no particular order. I've spent hours going through these people's maps and I think my mapping style really borrows from their styles and philosophies on mapping. They're all awesome in their own respect, and for different aspects of mapping too, from artsy and interpretative, to unorthodox and innovative, to fun and enjoyable.
Q: Can you mod my map? A: Check my queue. I accept almost all mod requests from there (exceptions for friends / people I know).
Q: Can you testplay my map? A: Only if I'm actively playing maps that are not my own. If i'm playing my own maps, i'm just playing for fun. If you don't know what maps are mine, feel free to just ask if I can testplay. I'll probably say yes/no. Note: Please only ask me for a testplay if you want feedback specifically from me. Don't expect praise. Don't give me something I obviously cannot play reliably (6.5 stars +).
Q: Can you bubble my map? A: I only take requests from queue unless you're a BN / mutual friend.
Q: Are you actually half-deaf? A: Yes.
Q: Can you time my map? A: No. I don't do Timing requests. Don't ask me for Timing requests, you will be ignored.
Q: Do you do GD"s? A: No, sorry. I just find it impossible to motivate myself and map a song that I'm not inspired by.
Q: What's your favorite map made by yourself? A: https://osu.ppy.sh/s/357161 Because I poured the most effort into it.
Q: What slider-art took you the longest to make? A: https://osu.ppy.sh/b/766583&m=3 (Monstrata's Parallel Convergence) Took me about a half hour of slider-node knitting.
Q: Can I have your mutual? A: No. Please don't ask, it's kinda awkward saying no... I'll add you if you're cool, and I see you around in forums and stuff.
Q: Why do you reply 15 hours after my message? A: I leave osu! on 24/7 so chances are, i'm probably afk, or idle (as in my game is open, but I'm not in my chair).
Q: How do you deal with the haters? A: They are irrelevant to me now. I'm too good to care about criticism either.
Q: What do you study? A: Rhetoric! I study the power of language. Hopefully translating that into a Law degree someday~
Q: Why do you favorite your own maps? A: It was a really old meme. I like playing my maps though ^^
Q: Why aren't you replying to me? A: My osu! client is on 24/7. If I don't reply, i'm afk or sleeping (I leave my computer on when I sleep) or your question can be answered here.
Q: How are you? A: I'm fine.
Q: Notice me senpai? A:
Osu is a circle-clicking game, not a circle z/x'ing game.