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This beatmap was submitted using in-game submission on samedi 28 juillet 2018 at 20:19:18

Artist: saradisk
Title: 210 - Maikaze
Source: 艦隊これくしょん -艦これ-
Tags: kancolle kantai collection Sarah Emi Bridcutt ブリドカットセーラ恵美 Maruyu Yuzu-
BPM: 200
Filesize: 1878kb
Play Time: 00:58
Difficulties Available:
Last edited by Nozhomi on , edited 23 times in total.
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Rhythm Incarnate
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No kudosu yet.
osu! needs more saradisk
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Earned 2 kudosu.

Hi, cute mod thing here

Destroyer


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A 2 measure NC system for this difficulty seems rather unfitting. I would suggest changing it to every downbeat here to prevent large combos like 00:29:330 (14,15) -

00:01:580 (4,6) - Minor aesthetic things. Space 6 and 4 further out so it matches visually to 00:01:280 (3,4) - and 00:01:580 (4,5) -
I find it would just increase the visual part of your map a lot more without hurting gameplay

00:05:630 (2) - Is there a reason this is stacked compared to previous sounds like this 00:03:230 (2) -
Imo for consistency sake it would be nice to see a small jump to this note since it deserves quite some empathise like you did for the rest of them.

00:08:030 (2) - I suggest you move this slightly to the right so it lines up visually with 00:06:830 (6,8) - Similar sort of deal with other sliders like 00:13:130 (3) -
I'm not going to point them all out to safe us both time, however I really do recommend implementing visual spacing into your patterns more

00:09:830 (6) - A slider here doesn't really make sense. You mapped the snare on the end of this everywhere else like 00:12:380 (10) -
However here you mapped it passively? I would recommend that you use two circles instead to empathise this

00:16:730 (8) - This is the first time that you have used a wide angle jump for this which seems rather unorthodox since the rest of this map up to this part has been sharp angles.
Its not a very prominent sound in the map so I dont see a justified reason for the change, Especially since you have used wide angles for the exact same sounds before

00:36:080 (9,10,11) - Slightly awkward entry angle to the stream here. I would suggest moving 00:34:880 (3,4,5,8) - down so it blankets 00:34:880 (3,4,5,6,8) -
and change the angle of 00:36:080 (9,10,11) - to something like http://sotarks.is.my-waifu.pw/xhA2qyD

Cute diff and cute song none the less though! :3

Insane


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00:26:480 (10,11,12) - I would manually stack these so it doesn't weird :3
00:34:130 (13) - I think this would look better if you moved it left so it blankets 00:33:380 (8) -
00:27:080 (1,8) - Not sure if you meant to not stack these, however I think it would look a lot better if you did without hurting playability.
00:45:530 (8) - This doesn't have any sound on the 1/8 reverse making it rather redundant. A simple 1/4 reverse suits this sound better

Collab Hard


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00:11:180 (5,1) - Suggest that you flip the NC's on these 1/1 sliders like 00:12:380 (4,4) - since the downbeat is on them and its where the new measure starts
00:21:680 (7) - A 1/4 reverse like you used in the top diff would work well here imo. Undermapping it as a 1/2 slider when there is a very clear drum roll on the blue tick plays odd
This has been done quite a few times so consider doing it elsewhere too (like 00:24:080 (3) - )

Advanced


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00:00:680 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - In this section you used very awkward rhythms that for an Advanced, which might be a bit too hard to read. For example, 00:01:430 (3) - these sliders play just after the prominent sound on 00:01:280 - making players want to hit them early.
I know your alternating between this rhythm http://sotarks.is.my-waifu.pw/5qjAbwN which works much better imo. I would change them all to this because of playabilty and consistency reasons. I don't see a reason they should be different given its literally the same measure repeating.

Normal


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Solid Normal. Nothing I could find!


Cute song and cute map. Good luck! :3
Last edited by b00 on , edited 1 time in total.
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b00 wrote:
Hi, cute mod thing here

Destroyer


collapsed text
A 2 measure NC system for this difficulty seems rather unfitting. I would suggest changing it to every downbeat here to prevent large combos like 00:29:330 (14,15) - - Oui

00:01:580 (4,6) - Minor aesthetic things. Space 6 and 4 further out so it matches visually to 00:01:280 (3,4) - and 00:01:580 (4,5) -
I find it would just increase the visual part of your map a lot more without hurting gameplay - Tbh that's not even an issue, and don't make much sense to space them like that, it won't affect the aesthetic or gameplay.

00:05:630 (2) - Is there a reason this is stacked compared to previous sounds like this 00:03:230 (2) -
Imo for consistency sake it would be nice to see a small jump to this note since it deserves quite some empathise like you did for the rest of them. - Ye

00:08:030 (2) - I suggest you move this slightly to the right so it lines up visually with 00:06:830 (6,8) - Similar sort of deal with other sliders like 00:13:130 (3) - - One again, wrong timestamp so can't do it.
I'm not going to point them all out to safe us both time, however I really do recommend implementing visual spacing into your patterns more - Visual spacing is not real spacing, and due to that speed and the nature of the diff, you're supposed to know how to read that without any issue.

00:09:830 (6) - A slider here doesn't really make sense. You mapped the snare on the end of this everywhere else like 00:12:380 (10) -
However here you mapped it passively? I would recommend that you use two circles instead to empathise this - Was the best compromise to fit also vocal and guitar here.

00:16:730 (8) - This is the first time that you have used a wide angle jump for this which seems rather unorthodox since the rest of this map up to this part has been sharp angles.
Its not a very prominent sound in the map so I dont see a justified reason for the change, Especially since you have used wide angles for the exact same sounds before - Does that mean I can't do it just because I should always use the same kind of pattern structure ? The song itself don't offer that much variation, so doing it with patterns is a way to make it more appealing.

00:36:080 (9,10,11) - Slightly awkward entry angle to the stream here. I would suggest moving 00:34:880 (3,4,5,8) - down so it blankets 00:34:880 (3,4,5,6,8) -
and change the angle of 00:36:080 (9,10,11) - to something like http://sotarks.is.my-waifu.pw/xhA2qyD The angle is fine, would also ruin next pattern to change that and that's definitly not worth it. I just changed a bit 00:35:630 (8) - to make it more like it's blanket with 00:35:180 (6) - .

Cute diff and cute song none the less though! :3

Insane


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00:26:480 (10,11,12) - I would manually stack these so it doesn't weird :3 - But it doesn't look weird for me desu.
00:34:130 (13) - I think this would look better if you moved it left so it blankets 00:33:380 (8) - - Oui
00:27:080 (1,8) - Not sure if you meant to not stack these, however I think it would look a lot better if you did without hurting playability. - Nah because symetry.
00:45:530 (8) - This doesn't have any sound on the 1/8 reverse making it rather redundant. A simple 1/4 reverse suits this sound better - Vocal makes it 1/8.

Collab Hard


collapsed text
00:11:180 (5,1) - Suggest that you flip the NC's on these 1/1 sliders like 00:12:380 (4,4) - since the downbeat is on them and its where the new measure starts - Kind of guitar sound is more interesting, so that's why it is like that, and NC make sense with it.
00:21:680 (7) - A 1/4 reverse like you used in the top diff would work well here imo. Undermapping it as a 1/2 slider when there is a very clear drum roll on the blue tick plays odd - Imo not really, the map don't have that much 1/4 rhythm to offer, and to keep a decent spread with Insane, I think having only 1/4 during kiai is enough.
This has been done quite a few times so consider doing it elsewhere too (like 00:24:080 (3) - ) - See above.

Advanced


collapsed text
00:00:680 (1,2,3,1,2,3,1,2,3,1,2,3,1,2,3) - In this section you used very awkward rhythms that for an Advanced, which might be a bit too hard to read. For example, 00:01:430 (3) - these sliders play just after the prominent sound on 00:01:280 - making players want to hit them early. - Changed rhythm.
I know your alternating between this rhythm http://sotarks.is.my-waifu.pw/5qjAbwN which works much better imo. I would change them all to this because of playabilty and consistency reasons. I don't see a reason they should be different given its literally the same measure repeating.

Normal


collapsed text
Solid Normal. Nothing I could find!


Cute song and cute map. Good luck! :3


Will finish to fix high diff later, don't have time anymore. Finally done, thx~
Last edited by Nozhomi on , edited 1 time in total.
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