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TO-MAS feat. Chima - FLIP FLAP FLIP FLAP

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Topic Starter
Vivyanne
This beatmap was submitted using in-game submission on vrijdag 23 maart 2018 at 23:17:51

Artist: TO-MAS feat. Chima
Title: FLIP FLAP FLIP FLAP
Source: フリップフラッパーズ
Tags: FLAPPERS ED ENDING featuring Mir HighTec
BPM: 117
Filesize: 9432kb
Play Time: 05:08
Difficulties Available:
  1. Hard: Cocona (3,66 stars, 1016 notes)
  2. Insane: Papika (4,12 stars, 913 notes)
Download: TO-MAS feat. Chima - FLIP FLAP FLIP FLAP
Information: Scores/Beatmap Listing
---------------
「 Flip Flap 」

Mapset with Mir


He mapped Cocona, I mapped Papika

Hitsounds by HibikiDesu
BG Source

Cocona diff (by Mir) is the calm diff in the set, since Cocona is the more calm one of the two in the anime. Since she's always trying to focus at what she's doing a lot of 1/4s of the soft drum are mapped. Cocona also is more complicated than Papika in personality so that makes up for the bigger difference in patterning.
Papika diff (by me) is the more energetic diff regarding spacing since Papika is way more energetic than Cocona. The map resolves around squares and triangles only for structure and left out a lot of 1/4 because Papika can't concentrate well. Papika also is less complicated than Cocona in personality so that makes up for the simpler patterning used.
Combo colours differ since we chose the combo colours depending on the Pure Transformation of the girls.

Mapped on stream
_DT3
PPPPPPPPPPPPPP
C00L
This set is the definition of weebs
N0thingSpecial
should've been named taki & mitsuha
C00L
Mir



EYES EMOJI
tomadoi
add flip to tags

yes
Lilyanna
u should guys named the difficulties one Filp and the other Flap.
/me run
DUUUDDD
lcfc
Pure Illusion
Topic Starter
Vivyanne
the map actually got 6 favs in 30 mins

thats faster than when gabe power got ranked :thOOONkgd:
Flevius
Performance Points (pp) is a ranking metric aiming to be more contextually relevant to a continuous game like osu!. It aims to shift the focus from being on the amount of time played to the actual skill of the player. Performance points are heavily based on map difficulty which is determined by a unique algorithm in every gamemode. Based on this difficulty alone each of your scores is rated and assigned a pp value. Your performance rank is predominantly based on your performance on individual maps. The easiest way to improve it is to improve your scores on difficult songs.
Nao Tomori
flip flap

[cocona]
00:21:767 (2) - whys there a jump to this one ;d 1 is the stronger one imo
00:29:587 (8) - the flute isn't on this one, might as well not overmap it in calm part
00:31:639 (9) - same
01:02:536 (1,2,3) - this is more powerful vocal but same spacing =(
01:22:023 (4) - maybe ctrl g here for jump / angle change
01:25:100 (1) - imo sv increase here could be cool same for 2nd kiai
01:36:639 - eek
02:02:023 (1) - laaaaaaame
02:58:177 - ignoring this and 03:00:228 - feel kinda lame since you overmapped stuff as well
03:25:099 (1,2) - can u make this look better
03:35:356 (1,2,3) - 23 isnt lined up lo
03:43:817 (2,3) - this is kinda meh why not just a triple
04:08:112 - imo u could put it to here cuz low bpm
04:12:279 (1,2,3) - make the overlap size consistent

feels weird to have rly high spacing in this instrumental part but low af in kiais

[papika]
00:12:793 (4,5,1) - can u make this shit look good lol
00:28:690 (4,2) - space the 2 out from 4 like 1 and 3 are
00:39:331 - since u used 1/4 jumps earlier players may expect that here
00:45:613 (5,6,1,2,3) - tbh feels a bit overdone
01:00:228 (7) - same here, there isnt really a beat justifying this large jump
01:16:895 - imo add in some flow break in this part cuz having same flow for a looong time here, which isn't really mirrored by the other half of this kiai which has same direction rotational flow, and 2nd kiai is not based on the same thing either so it seems kinda inconsistent.

02:06:126 (1) - cmon really
02:24:587 (1,2) - doing these without making a triangle is kinda eh (not that you care about aesthetics that much lo)
02:37:386 - to 02:49:203 - is all clockwise flow can u not xd
00:27:844 - around here which is same part doesn't have same gimmick
04:03:261 - spinner here like mir did is cool imo
up to interpretation but i think in this section you should follow strings a bit better with sliders cuz atm it's just a bunch of random 1/2 spam that sorta follows the vocals but the vocals fade in and out so it's kinda inconsistent with what it follows.
like 04:10:741 (3) - what iss this on - there isnt a new bassoon sound or a violin, or even a vocal. so imo nothing justifies a slider
04:20:484 (1,2,3,4,1) - following the flip flap stuff with sliders is better than the 1-2 jump spam, imo do it in the earlier parts too like at 04:05:777 - or 04:12:977 -
04:57:279 - lame ending lul
Topic Starter
Vivyanne
when the first mod on ur map is from a bn lol
how to trigger 99% of the mapping community

Naotoshi wrote:

flip flap

[papika]
00:12:793 (4,5,1) - can u make this shit look good lol blame autostack
00:28:690 (4,2) - space the 2 out from 4 like 1 and 3 are yea
00:39:331 - since u used 1/4 jumps earlier players may expect that here was deciding on doing that but i wanted to get another rythm going since the song was changing so i didnt do it, will do tho if more complain w
00:45:613 (5,6,1,2,3) - tbh feels a bit overdone nerfed slightly
01:00:228 (7) - same here, there isnt really a beat justifying this large jump here there rly is since theres in intensified drum to make up for it
01:16:895 - imo add in some flow break in this part cuz having same flow for a looong time here, which isn't really mirrored by the other half of this kiai which has same direction rotational flow, and 2nd kiai is not based on the same thing either so it seems kinda inconsistent. yea

02:06:126 (1) - cmon really ngl its better this way since the important drum beats are 1/2 d
02:24:587 (1,2) - doing these without making a triangle is kinda eh (not that you care about aesthetics that much lo) good catch
02:37:386 - to 02:49:203 - is all clockwise flow can u not xd yea
00:27:844 - around here which is same part doesn't have same gimmick ??
04:03:261 - spinner here like mir did is cool imo i think reverse is cooler
up to interpretation but i think in this section you should follow strings a bit better with sliders cuz atm it's just a bunch of random 1/2 spam that sorta follows the vocals but the vocals fade in and out so it's kinda inconsistent with what it follows.
like 04:10:741 (3) - what iss this on - there isnt a new bassoon sound or a violin, or even a vocal. so imo nothing justifies a slider
04:20:484 (1,2,3,4,1) - following the flip flap stuff with sliders is better than the 1-2 jump spam, imo do it in the earlier parts too like at 04:05:777 - or 04:12:977 - wanted to use slider for very special sounds, so like the flip flap. mapping more sliders would ruin the impact that the sliders currently have on the beats i want to be most notable when playing. however will change if it becomes a real problem
04:57:279 - lame ending lul wat to do instead ):

thanks nao!
tomadoi
cant mod this, too good

[Cocona]

02:09:715 (1) - why the spacing change here

02:13:305 (2) - looks good but why dont you just use the simple way to form that slider


02:25:100 (2) - put that note on the start of 02:24:074 (6) -

02:50:228 (4) - move the slider to x96 y:64

04:44:074 (5,6,7,8,1) - damn hard pattern, maybe make it a bit easier

04:48:176 (1) - why such a high spcaing when 04:45:099 (1,2,3,4,1,2,3,4,1,2,3,4) - arent spaced that high

05:03:561 - break?


couldnt find anything at papika, i love pp jumps 8-)


gl~
Mir

Naotoshi wrote:

flip flap

[cocona]
00:21:767 (2) - whys there a jump to this one ;d 1 is the stronger one imo
the pitch of the vocal goes up way higher and it's more noticeable hence more spacing
00:29:587 (8) - the flute isn't on this one, might as well not overmap it in calm part
Made kicksliders.
00:31:639 (9) - same
Same.
01:02:536 (1,2,3) - this is more powerful vocal but same spacing =(
Did changes
01:22:023 (4) - maybe ctrl g here for jump / angle change
I prefer it like this because the phrase is repetitive, so the angle should be too
01:25:100 (1) - imo sv increase here could be cool same for 2nd kiai
I think one sv change is enough for me lol it's supposed to be a calmer diff so sv doesn't change as much
01:36:639 - eek
It's intentional because i want the vocal to be held, and the reverse changes flow on the strong note to be opposite so it has some emphasis on it. It's syncopated in a very odd way so this was what I came up with
02:02:023 (1) - laaaaaaame
Sorry
02:58:177 - ignoring this and 03:00:228 - feel kinda lame since you overmapped stuff as well
what exactly am I ignoring? I don't hear anything there lol
03:25:099 (1,2) - can u make this look better
sure
03:35:356 (1,2,3) - 23 isnt lined up lo
kms
03:43:817 (2,3) - this is kinda meh why not just a triple
yeah true tbh
04:08:112 - imo u could put it to here cuz low bpm
I'd rather not because people will inevitably DT this and it makes little difference either way. I'll get more opinions on this.
04:12:279 (1,2,3) - make the overlap size consistent


feels weird to have rly high spacing in this instrumental part but low af in kiais
To me actually the instrumental part feels more intense than the kiai, but I put kiai where it is because chorus and making 1 minute out of 5 a kiai is lol.

Tomadoi wrote:

cant mod this, too good

[Cocona]

02:09:715 (1) - why the spacing change here
because the pitch increases quite highly, but I don't want to make a full streamjump so i forced a little nudge in the cursor

02:13:305 (2) - looks good but why dont you just use the simple way to form that slider
if it looks good it doesn't matter, right? :)


02:25:100 (2) - put that note on the start of 02:24:074 (6) -
why exactly should I do that?

02:50:228 (4) - move the slider to x96 y:64
again if i don't have a reason to do so then I can't really consider this because it's fine to me as it is

04:44:074 (5,6,7,8,1) - damn hard pattern, maybe make it a bit easier
tried something out

04:48:176 (1) - why such a high spcaing when 04:45:099 (1,2,3,4,1,2,3,4,1,2,3,4) - arent spaced that high
brought it closer

05:03:561 - break?
made two spinners instead like hightoc did

couldnt find anything at papika, i love pp jumps 8-)


gl~
Thanks you two! <3
Nao Tomori
also if papika is supposed to be chaotic and disorganized why are all your jumps predefined, organized, neat shapes lol
Topic Starter
Vivyanne

Naotoshi wrote:

also if papika is supposed to be chaotic and disorganized why are all your jumps predefined, organized, neat shapes lol
im not wcx ok, im not gonna make a gabriel drop kick v2
also the map has to fit the song in some way still so d
Nao Tomori
u can still make jumps without them being cookie cutter triangle and squares which goes against the theme you defined tbh
Topic Starter
Vivyanne
edit: now that im reading back, i said energetic, so idk where the chaotic comes from. it was never my idea to make it chaotic in the first place w
Weedy
i dont like sitting
[a waifu]
00:04:844 (4,5,1) - straighten please, weird cocoon triple things are :eggplant:
00:13:049 (6,1) - would move (6) closer to (1)'s head just for time-space eq
00:17:408 (1) - rip sliderart
00:29:972 (2) - move a little down-right bc overlap
00:42:921 (5) - this is on nothing lol
00:48:946 (3,4) - make (4) a straight slider thank, looks really weird
00:50:228 (1) - would've blanketed around 00:48:946 (3) - because it flows better but eh
01:10:228 (2) - would rotate by 30 degrees to show pitch drop
01:14:331 (2) - ^
01:16:895 (1,2) - move to 76|335 and move 01:17:664 (4) - to 177|266 for better looking triangles
01:19:716 (3) - move to 390|145 and move 01:19:973 (4) - to 376|249 for ^
01:20:998 (1,4) - i expected these to be hold sliders because complexity theme and stuff ¯\_(ツ)_/¯
01:23:562 (2) - would do something more like https://osu.ppy.sh/ss/7714987 to represent pitch rise and because cleanliness
01:26:639 (2) - what i said before with the rotating thing
01:29:203 (1,2,1,2) - higher sv maybe? (higher pitch)
01:30:741 (2) - what i said before with the rotating thing (if you dont get the rotating thing forum pm me or pm me in-game z)
01:37:408 (1,2,3) - would make this a straight triple instead of a curving one for cleanliness
02:09:203 (1,2,3,4,1,2,3,1) - i call this one the "lopsided donut stream-desu"
02:12:280 (1) - you have three hundred thousand nodes on a wave slider... :think:
02:17:408 (2) - ^
02:18:433 (1) - def could be better slider
02:37:280 (2) - move to 229|86 because cleaner than slightly curved
02:38:433 (6) - move to 144|134 and move 02:37:921 (4,5,6) - a little down-left to avoid overlap
02:51:254 (1,2) - kinda hard to tell that it's a 1/2 =/
03:12:278 (2) - rotating thing
03:16:382 (2) - rotating thing
03:18:176 (5,6) - :eyes: i thought this was supposed to be the clean diff
03:25:099 (1,2) - better blanket thx (less curve)
03:28:689 (2) - rotating thing
03:32:792 (2) - rotating thing
03:36:382 (4) - would stack under (3) for d r a m a t i c. .a p p e a r a n c e
03:49:715 (1,2) - would make these curve less to fit flow and aesthetic a little more
04:02:023 (1) - arent you supposted to map this because complexity
04:09:202 (3,4) - ctrl g these separately for flow and aesthetic
note: you're not emphasizing the 1/3 violin stuff enough D:
04:40:228 (6,7,8) - not straight z
04:43:561 (2,3,4) - rotate maybe 20 degrees for flow and stuff (why not just horizontal flip 04:43:048 (1) - this and make it into triple??
04:48:561 (2) - would move to 323|26 for better aesthetic
04:57:151 (1) - rip sliderart once more (stop disappointing me mir)
sitting is boring z
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