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This beatmap was submitted using in-game submission on 15 czerwca 2018 at 23:41:58

Artist: D_VOR
Title: dEKA
Tags: Bass Techno D_VOR Stepmania earsdestroyer SV
BPM: 205
Filesize: 2638kb
Play Time: 01:46
Difficulties Available:

Download: D_VOR - dEKA
Information: Scores/Beatmap Listing
---------------
Standard difficulties are probably retarded (my 1st map few years ago)

Its made mainly for 4K and 7K SV difficulties.
Last edited by Tidek on , edited 41 times in total.
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Combo Commander
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Hi.
was it your first map?
well,you need to add some jumps in Hard Insane or it will be very boring
In "Easy" you must add some hitsounds.
same as normal hard Insane.
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Rhythm Incarnate
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Kareov wrote:
Hi.
was it your first map?
well,you need to add some jumps in Hard Insane or it will be very boring
In "Easy" you must add some hitsounds.
same as normal hard Insane.


Yes, its my first map.
Insane - i will add more jumps on first section, because i dont want to make it extremely hard on stream section and the ending is already jumpy
hard - u are absolutely right, i will resnap most notes on higher distance snap
hit sounds - i will try to add some on easy normal and hard (i dont have idea where to add on insane)

I will make these changes later, because its very hot here and its uncomfortable doing this now.

Thanks

EDIT: beatmap updated
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Rhythm Incarnate
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Mod req from my queue~

  • Red - Unrankable
  • Purple - Highly recommended
  • Black - Just suggestion

    General
  • Preview Time -> 63304 (current no preview time)
  • no kiai, i suggest you to start kiai at 01:03:304 - and ends at 01:45:450 -
  • Normal: HP+1 AR-1, Hard: HP+2, AR-1, Insane: HP+3

    It is very good if this is your first map, timing is exact, other stuffs are ok
    just add some point
  • in Easy and Normal diff, please ensure you open Distance Snap all the time
  • some of jumps in your Insane are quite boring, like 01:26:719 (1,2,3,4,5,6,7,8,9,10) - maybe make some rotate and scale would me much better. just like
    collapsed text
    Image

Good luck, you are a potential guy :)
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Rhythm Incarnate
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Hi there, you won the guessing round so here is my mod.

Red=unrankable.
Green=Guideline
No colour=suggestions

General:
~You need to use distance snap on every note in every diff. Except for stacking notes. Use 1x for ur first map. Activate distance snap then press ALT and you'll see the spacing to adjust on the top right corner.
~You need a consistent Kiai mode on every diff. Meaning one that starts and ends at the same time on every diff and has the same numbers of Kiai.
~Preview point not set! Basically is the part of audio where people listen to for a sample. Set it by going to Timing->Set current position as Preview point.
~Switch off the countdown? It doesn't really match up with the song. (I mean the style not timing.) http://puu.sh/3XAeC.png

Easy:
~01:25:548 (2,2) - You can remove NCs on these sliders. They aren't necessary.
~Nice rhythm.

Normal:
~00:54:524 (1) - Remove NC.
~00:56:280 (5) - NC here.
~01:12:084 (5) - Move the slider to a slight slant position. It'll give a better flow following the next slider. --> http://puu.sh/3Xm5J.jpg
~01:45:450 (2) - Remove NC. Unnecessary.

Hard:
~00:25:255 (7,8,1) - Dun stack them like this, it's confusing.
~00:37:548 (4) - Remove NC.

Insane:
~00:25:255 (7,8,9) - You could arrange it to something like this.Flows beter. http://puu.sh/3XzTG.jpg
~01:26:719 (1,2,3,4,5,6,7,8,9,10) - Make them square jumps if that's wat u were aiming at. Place them downwards each time it goes back after a revolution. This gives a better flow to cursor movement. I am not a pro at it but here is how it roughly looks like. http://puu.sh/3XA4S.jpg\
~01:29:060 (1,2,3,4,5,6,7,8,9,10) - ^Same goes here.

Overall, you do have potential at making beatmaps. Just be sure to use distance snap to keep the notes separated in beats consistently. The rhythm you made was good, now you have to focus on the structure and organisation of the map. Make it neat and tidy and I am sure that it'll be an awesome map!! :D

Good luck!!~
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Rhythm Incarnate
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OniJAM wrote:
Mod req from my queue~

  • Red - Unrankable
  • Purple - Highly recommended
  • Black - Just suggestion

    General
  • Preview Time -> 63304 (current no preview time) - fixd
  • no kiai, i suggest you to start kiai at 01:03:304 - and ends at 01:45:450 - - added, kiai end will fit better at 1:40:767 (last 5sec is quiet)
  • Normal: HP+1 AR-1, Hard: HP+2, AR-1, Insane: HP+3 - fixd, except insane (HP7 can be too high, especially on end jumpy part, HP6 should be enough)

    It is very good if this is your first map, timing is exact, other stuffs are ok
    just add some point
  • in Easy and Normal diff, please ensure you open Distance Snap all the time - on easy and normal (and hard) distance snap was almost always open
  • some of jumps in your Insane are quite boring, like 01:26:719 (1,2,3,4,5,6,7,8,9,10) - maybe make some rotate and scale would me much better. just like
    collapsed text
    Image
fixd, it makes these jumps more interesting ;)

Good luck, you are a potential guy :)


gideon5504 wrote:
Hi there, you won the guessing round so here is my mod.

Red=unrankable.
Green=Guideline
No colour=suggestions

General:
~You need to use distance snap on every note in every diff. Except for stacking notes. Use 1x for ur first map. Activate distance snap then press ALT and you'll see the spacing to adjust on the top right corner. - On easy, normal and hard i was almost always using distance snap on every note, except end jumpy part on insane where i had to change distance snap manualy (2,0x is max possible in options)
~You need a consistent Kiai mode on every diff. Meaning one that starts and ends at the same time on every diff and has the same numbers of Kiai. - already added
~Preview point not set! Basically is the part of audio where people listen to for a sample. Set it by going to Timing->Set current position as Preview point. - already fixd
~Switch off the countdown? It doesn't really match up with the song. (I mean the style not timing.) http://puu.sh/3XAeC.png - countdown removed, as u said, it doesnt fit to music

Easy:
~01:25:548 (2,2) - You can remove NCs on these sliders. They aren't necessary. - fixd
~Nice rhythm. Thank you ^_^

Normal:
~00:54:524 (1) - Remove NC. - fixd
~00:56:280 (5) - NC here. - fixd
~01:12:084 (5) - Move the slider to a slight slant position. It'll give a better flow following the next slider. --> http://puu.sh/3Xm5J.jpg - fixd
~01:45:450 (2) - Remove NC. Unnecessary. - fixd

Hard:
~00:25:255 (7,8,1) - Dun stack them like this, it's confusing. - fixd
~00:37:548 (4) - Remove NC. - fixd

Insane:
~00:25:255 (7,8,9) - You could arrange it to something like this.Flows beter. http://puu.sh/3XzTG.jpg - fixd
~01:26:719 (1,2,3,4,5,6,7,8,9,10) - Make them square jumps if that's wat u were aiming at. Place them downwards each time it goes back after a revolution. This gives a better flow to cursor movement. I am not a pro at it but here is how it roughly looks like. http://puu.sh/3XA4S.jpg\
~01:29:060 (1,2,3,4,5,6,7,8,9,10) - ^Same goes here. - both fixd

Overall, you do have potential at making beatmaps. Just be sure to use distance snap to keep the notes separated in beats consistently. The rhythm you made was good, now you have to focus on the structure and organisation of the map. Make it neat and tidy and I am sure that it'll be an awesome map!! :D

Good luck!!~


Thanks both of u for great modding and nice words about my first map ;)

In addition, i made one jumpy part on insane more interesting (because "star" jump was repeating 2 times) and I changed names of difficulties (its song from stepmania).
Last edited by Tidek on , edited 1 time in total.
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Rhythm Incarnate
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Quote:
General:
~You need to use distance snap on every note in every diff. Except for stacking notes. Use 1x for ur first map. Activate distance snap then press ALT and you'll see the spacing to adjust on the top right corner. - On easy, normal and hard i was almost always using distance snap on every note, except end jumpy part on insane where i had to change distance snap manualy (2,0x is max possible in options)


Actually for big jumps, you can temporarily turn off distance snap. Just make sure that the spacing is consistent and sensible. You can keep track of the distance at the top right corner in edit. Also just in case you didn't know, you have to upload the beatmap every time once you've made changes to it. Feel free to PM me anytime if you have further doubts about edit or mapping, I would be more than happy to help ^^

No KDS PLS
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Rhythm Incarnate
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gideon5504 wrote:
Feel free to PM me anytime if you have further doubts about edit or mapping, I would be more than happy to help ^^

The same to me ;)
here are some stars for your talent, don't give up trying and keeping going on your "adventure" with mapping in osu!
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Rhythm Incarnate
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Yay! \^.^/
Im really surprised, thanks very much for help and motivation ^_^
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Rhythm Incarnate
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wao I mapped this song toooo
finally there's someone mapped it
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Rhythm Incarnate
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quite a nice job for this is just a first-map.
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General

Offset: Slowing down the playback and listening to the hitsounds, it seems like your offset should be earlier to match the percussion. An offset of somewhere around the 65-70 range seems to play smoother in my opinion.

Hitsounds: Your hitsounds are too soft for a percussion-heavy track like this. Try using the Drum sampleset as your default and see if you like it.

For Kiai graphics reasons I've heard that it's a bad idea to use solid white as a mapping color, see: http://osu.ppy.sh/wiki/Kiai_Time
Change it to a different color, or just using three colors is also fine.


Standard

01:45:743 (1) - Try to silence this spinner hitsound (change volume to 5%). Applies for all difficulties.

No other issues as far as I can tell. This difficulty plays smoothly.


Heavy

Approach Rate up to 8 (+1). AR7 puts too many objects on the screen at one time, and becomes especially problematic during the faster-paced sections like your Kiai section, which not only has a lot of objects, but various rhythms are well, making clear-to-see approach circles much more helpful to the player than an explosion of approach circles (which is what AR7 looks like).

00:18:221 (3,4,1) - Move the 4-circle more to the left so that the spacing is uniform.

01:03:284 (1,2,3,4,5) - Watch the symmetry here.

01:19:967 (2,3,5,6) - Move more to the left so that it's evenly spaced from the sliders on both sides.

Overall the map feels very rectangular—that is, you've focused more on sharp, right or acute angles and straight edges rather than obtuse angles and gentle curves—which is why I paid attention to your object symmetry. To be honest I'm not really a fan of rectangular maps myself; this map plays somewhat awkwardly in general for me, but I can't tell if that's because your organization is ambiguous or if it's just that I don't like rectangular maps.


Challenge

01:06:816 (1,2,3,4,5,6,7,8,1) - You should make this stream follow a gentle curve rather than an angled line. During play, the player can't fully focus on the arrangement and can only get a quick glance at it before it disappears, and at a quick glance, the stream looks sloppy. You tend to like to use straight lines more than curves it seems, but streams in general like this look much better as curves. Or you could just take out the angles and make the stream follow a perfectly straight line.

Beyond that, I can't offer much feedback here, because I can't play through this map, sorry.

Overall, nice mapset, impressive work for a first-time mapper! Good luck with ranking!
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Rhythm Incarnate
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11t wrote:

General

Offset: Slowing down the playback and listening to the hitsounds, it seems like your offset should be earlier to match the percussion. An offset of somewhere around the 65-70 range seems to play smoother in my opinion. - off set was checked in DDReamStudio, 85 is for sure correct

Hitsounds: Your hitsounds are too soft for a percussion-heavy track like this. Try using the Drum sampleset as your default and see if you like it. - I will stay with soft sampleset, claps and finishes sounds better in my opinion

For Kiai graphics reasons I've heard that it's a bad idea to use solid white as a mapping color, see: http://osu.ppy.sh/wiki/Kiai_Time
Change it to a different color, or just using three colors is also fine. - fixd (made it grey)


Standard

01:45:743 (1) - Try to silence this spinner hitsound (change volume to 5%). Applies for all difficulties. - fixd

No other issues as far as I can tell. This difficulty plays smoothly.


Heavy

Approach Rate up to 8 (+1). AR7 puts too many objects on the screen at one time, and becomes especially problematic during the faster-paced sections like your Kiai section, which not only has a lot of objects, but various rhythms are well, making clear-to-see approach circles much more helpful to the player than an explosion of approach circles (which is what AR7 looks like). - Changed again to AR8 and i think that i will stay with it. most hard players are probably AR8 readers

00:18:221 (3,4,1) - Move the 4-circle more to the left so that the spacing is uniform. fixd

01:03:284 (1,2,3,4,5) - Watch the symmetry here. - fixd

01:19:967 (2,3,5,6) - Move more to the left so that it's evenly spaced from the sliders on both sides. - fixd

Overall the map feels very rectangular—that is, you've focused more on sharp, right or acute angles and straight edges rather than obtuse angles and gentle curves—which is why I paid attention to your object symmetry. To be honest I'm not really a fan of rectangular maps myself; this map plays somewhat awkwardly in general for me, but I can't tell if that's because your organization is ambiguous or if it's just that I don't like rectangular maps.
My map looks rectangular, probably because its my first map and i wanted to make it nice looking and symmetry, next time i will for sure make more angles and curves.


Challenge

01:06:816 (1,2,3,4,5,6,7,8,1) - You should make this stream follow a gentle curve rather than an angled line. During play, the player can't fully focus on the arrangement and can only get a quick glance at it before it disappears, and at a quick glance, the stream looks sloppy. You tend to like to use straight lines more than curves it seems, but streams in general like this look much better as curves. Or you could just take out the angles and make the stream follow a perfectly straight line. - fixd (just made a straight line stream)

Beyond that, I can't offer much feedback here, because I can't play through this map, sorry. - No problem ;)

Overall, nice mapset, impressive work for a first-time mapper! Good luck with ranking!


Thank you for good modding.
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Rhythm Incarnate
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I mod random ninja movers

I do not intend to mod easy xD ill pass


Standard
hitsound is simple for easy hitsounding every white tick clap well that just for beginner if you want to be specific listen to music and know what hitsound to use.
00:58:914 usually addable note
actually nice normal


Heavy
01:07:402 remove nc
01:23:499 eventually why u used nc here? delete pls
lol wut it ended already xD


Challenge
actually good mapset ill just shoot a start instead of my lazy mod orz im really lazy now DX soon as i get stars just pm me for the stars when i got
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Rhythm Incarnate
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YunoFanatic wrote:
I mod random ninja movers

I do not intend to mod easy xD ill pass


Standard
hitsound is simple for easy hitsounding every white tick clap well that just for beginner if you want to be specific listen to music and know what hitsound to use.
00:58:914 usually addable note - added
actually nice normal


Heavy
01:07:402 remove nc - I noticed that it can look even better if i delete nc at 1:06:816 ;)
01:23:499 eventually why u used nc here? delete pls - Whole part is with these 1slider combo for accent different rhythm (and previous combo is already high - 10)
lol wut it ended already xD wah!


Challenge
actually good mapset ill just shoot a start instead of my lazy mod orz im really lazy now DX soon as i get stars just pm me for the stars when i got
Of course, i will remind you : )


Thanks
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