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Blacklolita - Praeteritum

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Topic Starter
JeZag
This beatmap was submitted using in-game submission on Wednesday, November 30, 2022 at 3:50:49 PM

Artist: Blacklolita
Title: Praeteritum
Tags: pulvis et cinis Alphaversion Records AVRS-0009 Glitch Experimental Yukiyo 閣下 electronic instrumental
BPM: 150
Filesize: 5862kb
Play Time: 02:49
Difficulties Available:
  1. Anachronism (6.14 stars, 698 notes)
  2. Another (4.85 stars, 658 notes)
  3. Beginner (1.76 stars, 184 notes)
  4. Hyper (3.74 stars, 469 notes)
  5. Intermediate (2.83 stars, 315 notes)
  6. Normal (2.51 stars, 268 notes)
Download: Blacklolita - Praeteritum
Information: Scores/Beatmap Listing
---------------


thanks a lot yukiyo for samples and hitsounding help
please support the artists
inspo
captin loved alt maps
miss you x HIH

THANKS OKO FOR KEEPING THIS DREAM ALIVE
Nerova Riuz GX
irc. no kd.

log
03:53 JeZag: hello, would you mind testplaying a low bpm map with funky rhythm?
03:53 Nerova Riuz GX: send
03:54 *JeZag is listening to [https://osu.ppy.sh/b/1379353 Blacklolita - Praeteritum]
03:54 JeZag: if you dont like to alt reconsider
03:58 JeZag: how is it?
04:03 Nerova Riuz GX: 5.5 out of 10, if you want the rating
04:04 JeZag: haha kms
04:04 Nerova Riuz GX: you made too much excess overlaps
04:04 JeZag: i see i see
04:04 JeZag: thanks for playing!
04:05 Nerova Riuz GX: 00:54:950 (1,2,3) - i would specify some patterns like this because they are highly unconfortable for playing
04:06 JeZag: im guessing both flow and overlap is a problem for this one
04:06 Nerova Riuz GX: when you're having a straight flow, don't expect any intense spacing change will be good
04:07 Nerova Riuz GX: that's why most of the lined up jumps are equaled
04:07 JeZag: ooh i see
04:08 Nerova Riuz GX: there are some strange beats like 02:25:050 (2) - better in 1/8
04:10 JeZag: i was thinking about interpreting that the same every time like 00:42:650 (2,3) -
04:10 Nerova Riuz GX: 00:56:750 (1,2,3,1,2,3) - or some 1/4 can be reconsidered on cases like this
04:10 JeZag: i think my earbuds may not be very good...
04:10 Nerova Riuz GX: your interpreting still works even if it's 1/8
04:11 Nerova Riuz GX: 01:56:350 (1,1,1,1,1,1) - though they are all hold sliders and can be played in a technical way, lining up like that still feels strange
04:12 Nerova Riuz GX: http://puu.sh/x53xK/092e0590a4.jpg
04:12 JeZag: combination of i didnt know how else to do it, also i want low spacing because it is muted
04:12 Nerova Riuz GX: you can split them just a little bit and it can still be cool
04:12 JeZag: oh true
04:12 JeZag: yeah thats cooler
04:13 Nerova Riuz GX: since it's quite complex, it can have some more varieties
04:13 Nerova Riuz GX: which includes triplets, and typical 5-circle stream
04:13 JeZag: true
04:14 Nerova Riuz GX: but when the song goes really complex there are 80% of the clickes are double or quad
04:14 JeZag: yeah
04:15 Nerova Riuz GX: 00:56:750 (1,2,3,1,2,3) - like in this case you can try two 1/4 slider and circles for the rest
04:15 Nerova Riuz GX: 00:57:150 - so you won't miss the beat here
04:16 Nerova Riuz GX: 00:57:250 - maybe some spacing here for spice
04:16 JeZag: i didnt like that interpretation because i want 00:56:950 (2,3,1) - these three clicks
04:16 JeZag: i put the drum beat in the backseat
04:16 JeZag: so those ones can be more emphasized
04:16 JeZag: not sure if it was a good idea tho
04:17 JeZag: like the beep sound
04:18 Nerova Riuz GX: hmm
04:18 Nerova Riuz GX: but 00:57:050 (3) - is more emphasized by the setting
04:19 JeZag: not too sure
04:19 Nerova Riuz GX: oh and 00:56:850 - i guess you can just leave this empty since it just do nothing
04:20 JeZag: i wanted the beeps to be the main focus of all the slow parts for the first half
04:20 JeZag: yeah i think 00:56:750 (1) - is better as a circle
04:21 Nerova Riuz GX: hmm okay that's legit
04:21 JeZag: 02:23:950 (1) -
04:22 JeZag: you can contrast this to this kiai
04:22 JeZag: where i place the drums in the focus even on slow
04:22 JeZag: wait jk i didnt fuk
04:22 JeZag: well at least for some like
04:22 JeZag: 02:32:750 (1,1,2) -
04:22 JeZag: 02:39:350 (2,3,1,2,3,4) -
04:22 JeZag: 02:46:050 (1) -
04:22 Nerova Riuz GX: oh so that's why the style changed LOL
04:23 JeZag: yeah
04:24 Nerova Riuz GX: okayyyyyy
04:24 Nerova Riuz GX: anyway
04:24 Nerova Riuz GX: it's intuitive for playing, that's the good point
04:24 JeZag: true
04:24 JeZag: not going to lie, i did want it to be convoluted
04:24 Nerova Riuz GX: the beat can be adjusted for the song, that's the thing you can improve
04:24 JeZag: and unreadable to some degree
04:24 JeZag: but not to the point of not having fun
04:25 JeZag: definitely
04:25 Nerova Riuz GX: aaaaaaaand it's 4am here i have to finish the mod i was making before sleeping
04:25 JeZag: hahahahahaha
04:25 JeZag: one last favor
04:25 JeZag: would you mind posting log so i can get some SP?
04:25 Nerova Riuz GX: ssooooooooooo it might end here
04:25 JeZag: dont worry, it has been really helpful!
04:25 Nerova Riuz GX: i'll shoot a star instead cuz i dont want to gain kudosu
04:25 Nerova Riuz GX: k
Maxylan
NM From my "Modding Madness!" queue!
[]

Long Past Gone

00:22:350 (1,2) - Questionable distances here, with this distance it feels like you're putting more emphasis on 2 instead of 1, when the strong beat is on 1.
00:24:950 (2,1) - This should lead into the stream better
00:41:550 (1) - Such uncomforatable cursor movement hehe, i wouldn't advice you to go from a snap back and forth section like this 00:41:050 (3,4,5) to a slider that forces to break player expectation like this 00:41:350 (5,1) -
00:54:950 (1,2) - Stack
02:02:850 (1,2) - Slider velocity is way to slow for this short beatgap and large distance.
02:05:250 (1,1) - Look at the entire section in between these notes, all these overlaps makes it insanely difficult and iffy to play.

Since my mods are mainly focused on visuals and aesthetics, this was a very short mod because other than iffy overlaps, this map looks great! But trust me it's alot more work left because I havn't even gotten started on the playability of the song =p

I get that alot of angles, overlaps and distances was intentional. But at times I feel like you're trying to break expectations and flow in ways that arn't warranted. Essentially the map ends up challenging the player instead of the map being a challenge for the player and at every twist and turn it tried to break expectations in clever ways.
These wierd quick snappy angles that break flow left right and center like for example, just to name a few: 02:40:750 (1,2,3,4,1) - 00:59:750 (2,1,2) - and 00:51:650 (3,1,2) - They are intentionally hard to read and quick, I get that, I'm not bashing the concept of the map but rather how the concept was designed. There is such a thing as unreadable, quick maps still being fun for a player because of smooth gameplay, and know that unreadable and quick shouldn't always go hand-in-hand because while you, and alot of other players can pass this without a problem, what matters is the majorities opinions and values and it's generally accepted that if you've got short beatgaps and quick rythm you should couple that with good flow and nice readability ^^

I learnt this the hard way as I was trying to map a Aspire map for fun, I had only recieved praise for it's clever gimmicks, patterns, objects placements and unreadability couppled with it's high speed at parts, but it was a mod that looked simular to this explaining why it's a problem that I lost faith in the map completely and looked at it realistically.

Still, this is a great map, I couldn't playtest the whole thing but regardless good luck!
[]
Topic Starter
JeZag

Maxylan wrote:

NM From my "Modding Madness!" queue!
[]

Long Past Gone

00:22:350 (1,2) - Questionable distances here, with this distance it feels like you're putting more emphasis on 2 instead of 1, when the strong beat is on 1. I used same DS as 00:15:950 (1,2,3) - but i still see what you mean. Now i added more space to 1 for more umph.
00:24:950 (2,1) - This should lead into the stream better ok flow improved
00:41:550 (1) - Such uncomforatable cursor movement hehe, i wouldn't advice you to go from a snap back and forth section like this 00:41:050 (3,4,5) to a slider that forces to break player expectation like this 00:41:350 (5,1) - breaking expectation is intended; after all 00:41:550 (1) - is the start of the new section. but i did move things around to make it easier to read a bit
00:54:950 (1,2) - Stack i mapped movement on 00:42:150 (1,2,3) - and this parallels that, so no stack
02:02:850 (1,2) - Slider velocity is way to slow for this short beatgap and large distance. i disagree, 00:46:050 (1,2) - has pretty similar DS and SV.
02:05:250 (1,1) - Look at the entire section in between these notes, all these overlaps makes it insanely difficult and iffy to play. oh trust me i know. i will talk to more experienced ppl on whether this is acceptable or not because as it stands, all this messy overlap is stylistic and on purpose.

Since my mods are mainly focused on visuals and aesthetics, this was a very short mod because other than iffy overlaps, this map looks great! But trust me it's alot more work left because I havn't even gotten started on the playability of the song =p

I get that alot of angles, overlaps and distances was intentional. But at times I feel like you're trying to break expectations and flow in ways that arn't warranted. Essentially the map ends up challenging the player instead of the map being a challenge for the player and at every twist and turn it tried to break expectations in clever ways.
These wierd quick snappy angles that break flow left right and center like for example, just to name a few: 02:40:750 (1,2,3,4,1) - 00:59:750 (2,1,2) - and 00:51:650 (3,1,2) - They are intentionally hard to read and quick, I get that, I'm not bashing the concept of the map but rather how the concept was designed. There is such a thing as unreadable, quick maps still being fun for a player because of smooth gameplay, and know that unreadable and quick shouldn't always go hand-in-hand because while you, and alot of other players can pass this without a problem, what matters is the majorities opinions and values and it's generally accepted that if you've got short beatgaps and quick rythm you should couple that with good flow and nice readability ^^

I learnt this the hard way as I was trying to map a Aspire map for fun, I had only recieved praise for it's clever gimmicks, patterns, objects placements and unreadability couppled with it's high speed at parts, but it was a mod that looked simular to this explaining why it's a problem that I lost faith in the map completely and looked at it realistically.

Still, this is a great map, I couldn't playtest the whole thing but regardless good luck!
[]
Thanks a lot for the mod! I will try to get more feedback so I the limits behind what is reasonable vs what isnt.
Jakomo73
Hey, late mod from my q
General
  1. Audio bitrate


Easy

  1. What abt lowering the CS since Normal has 3 already?
  2. 02:07:950 (1,2) - These should be same angle (besides mirroring etc.) imo
  3. 02:50:350 (2,3,4,5,6,1) - I don't like these being circles, as there is not much of a tapping difficulty decrease compared to the kiai as it is currently mapped. What about a 1/2 repeat slider or a 1/2 slider with a circle after it?


Normal

  1. 00:38:750 (2,1) - would prefer if these weren't right on top of each other, looks a little weird to me (especially cause it causes them to have such a small amount of overlap as well)
  2. 00:40:750 - Maybe add a circle here?
  3. 01:06:350 (1,2) - Have the head and tail of 2 overlap 1's tail equally


Long Past Gone

  1. What abt AR 9.5 since its such a reading heavy map?
  2. 00:34:150 (4) - don't really like the overlapping
  3. 00:41:350 (5) - Would be cooler as a curved slider to emphasize the breathing in
  4. 00:51:650 (3,1) - Why is this spacing here larger than at 00:48:750 (1,2) - ? the second one linked has a beep on the 2 which gives it a bit of rhythmic difference, so I would imagine that would be spaced larger than the first one linked.
  5. 00:56:950 (2) - 00:57:250 (1) - could make these into 1/8 sliders for the beeping sound
  6. 01:57:350 (1) - Should keep this 2x sv imo, since it could be misinterpreted as 1/16 instead of 1/8

Cool map, good luck!
Topic Starter
JeZag

Jakomo73 wrote:

Hey, late mod from my q
General
  1. Audio bitrate ye its gonna change as soon as mapset is close to rank or something; otherwise gonna keep quality


Easy

  1. What abt lowering the CS since Normal has 3 already? sure
  2. 02:07:950 (1,2) - These should be same angle (besides mirroring etc.) imo due to the other ones that are skewed also like this, i will keep it like so
  3. 02:50:350 (2,3,4,5,6,1) - I don't like these being circles, as there is not much of a tapping difficulty decrease compared to the kiai as it is currently mapped. What about a 1/2 repeat slider or a 1/2 slider with a circle after it? ok, sliders w/repeats for less intensity here


Normal

  1. 00:38:750 (2,1) - would prefer if these weren't right on top of each other, looks a little weird to me (especially cause it causes them to have such a small amount of overlap as well) i will keep it like this. i want it to all fit this pattern instead of going off in another direction and this seems to be the best way to do this. i am a bit worried about the intensity though......
  2. 00:40:750 - Maybe add a circle here? omitted on purpose
  3. 01:06:350 (1,2) - Have the head and tail of 2 overlap 1's tail equally ok


Long Past Gone

  1. What abt AR 9.5 since its such a reading heavy map? low AR is to make it even more reliant on reading
  2. 00:34:150 (4) - don't really like the overlapping ok moved
  3. 00:41:350 (5) - Would be cooler as a curved slider to emphasize the breathing in im torn between making it all straight to fit the pattern or actually curving it like 01:58:150 (1) -
  4. 00:51:650 (3,1) - Why is this spacing here larger than at 00:48:750 (1,2) - ? the second one linked has a beep on the 2 which gives it a bit of rhythmic difference, so I would imagine that would be spaced larger than the first one linked. in this first kiai, spacing emphasis was basically solely determined by the percussive sounds (and the hitsounds). you can see that doesn't have a hitwhistle whereas 00:51:850 (1) - does.
  5. 00:56:950 (2) - 00:57:250 (1) - could make these into 1/8 sliders for the beeping sound good idea but i'd rather not for clarity of this pattern
  6. 01:57:350 (1) - Should keep this 2x sv imo, since it could be misinterpreted as 1/16 instead of 1/8 i like the little SV contrast with 01:57:550 (1) - , and even if its read as a 1/16, the only thing that matters is that they hold it like a hold slider until 01:57:550 (1) . In that sense, regardless of 1/8 or 1/16, the player needs to hold it until then.

Cool map, good luck!
Thanks for the mod!
Cosmolade
M4M
sry im late

[Easy]
pretty solid
  • 00:38:350 (1,2) - Maybe spinner here instead?
  1. 01:05:150 (3) - maybe make this slider 1/2 and put a reverse? with this you can cover the sound in - 01:05:550 - instead of ignoring it with the sliderbody
  2. 02:02:350 (2,3,4) - this typo of flow may be confusing for newbies, try you keep your linear flow consistent in all the map
  3. 02:06:350 (3,4,5) - try rotate them a little to the right for a better flow
  4. 02:29:550 (4,5,1) - same but curve it to the left instead of the right
[Normal]
Nice diff
  1. 00:38:350 (1,2,1,2,1,2) - Same as easy, you think instead of this objects, replace this part with a spinner? it's the perfect place for one in low diffs
You tell me to not mod the hard and I cant mod extras aaa, but for last diff maybe you have to increase the AR to 9,7 for better readability, if no it looks a mess, but is fine
Hope it helps
GL!
Topic Starter
JeZag

Cosmolade wrote:

M4M
sry im late

[Easy]
pretty solid
  • 00:38:350 (1,2) - Maybe spinner here instead? im worried about too little time afterwards, but we'll see
  1. 01:05:150 (3) - maybe make this slider 1/2 and put a reverse? with this you can cover the sound in - 01:05:550 - instead of ignoring it with the sliderbody im dropping beats, but i purposely miss in order to artificially decrease density (music seems to decrease in density too here)
  2. 02:02:350 (2,3,4) - this typo of flow may be confusing for newbies, try you keep your linear flow consistent in all the map fixed
  3. 02:06:350 (3,4,5) - try rotate them a little to the right for a better flow fixed while fixing previous
  4. 02:29:550 (4,5,1) - same but curve it to the left instead of the right alright
[Normal]
Nice diff
  1. 00:38:350 (1,2,1,2,1,2) - Same as easy, you think instead of this objects, replace this part with a spinner? it's the perfect place for one in low diffs spinner is pretty hard to pull off since the end is too little time, so i used a slider instead.
You tell me to not mod the hard and I cant mod extras aaa, but for last diff maybe you have to increase the AR to 9,7 for better readability, if no it looks a mess, but is fine i do want it to be a reading challenge, so ill go for somewhere inbetween (that way its not as cluttered but still exercises reading)
Hope it helps
GL!
thanks for modding! ironically i took a while too...
qwr
hot map
Xinnoh
General
00:03:200 (1) - The opening section has no it hitsounds. If you're going to do that, I'd suggest having more variation in hitsound volume levels. Something like this would fit really well and provide enough feedback that you wouldn't even need hitsounds. https://puu.sh/z0z7E/2cad22bb36.png (Just use this and should take 2-3 minutes https://puu.sh/z0z9u/372d878c2c.png )
Spread from another to expert might be too large, not good enough at playing to know.

Expert
00:51:500 (2,3,1,2) - first 2,3 are the same sound, 00:52:000 (2) - is a snare, but 00:51:700 (3,2) - are the same slider shapes. I'd suggest making 00:51:700 (3) - vertical so that it's more similar to the previous
01:07:800 (1,1) - RC requires 1/4 gaps on buzz sliders. Sound is actually a bit denser than 1/8. I'd suggest making this 1/12 or 1/16 and having a 1/4 gap instead. Same goes for other stuff like this.
01:51:400 (2,1) - Why not perfect stack this since there's no sound here, stacking either on the head or tail of 2 could work
01:56:600 (1) - Use different SVs for these since they're different sounds. Same for another maybe.
01:57:400 (1) - Sounds like a higher snap, much buzzier than the previous sounds.
02:04:800 (1,2) - Extended sliders normally don't have this much visual spacing, reduce it a bit.

Another
00:03:200 (1,2,3) - I think the stacks in this section would look much nicer if stack leniency was lowered. You could alternately try doing manual stacks something like https://puu.sh/z0z3W/be113c8e1c.png maybe, just stacks look ugly imo since they don't follow symmetry.
00:18:400 (1) - Timeline would probably be more interesting if these were 1/2 stacked circles instead, more variation/ideas since the spread from another to expert is a bit wewlad
01:07:800 (1,2) - I think these could be changed to 1/8 sliders, plays the same and would show the difference between the sounds much better. Same for other parts like it
02:23:200 (1) - This slider has a pretty strong sound, slider art could be more interesting imo with a wiggle or two

Lower diffs look pretty solid

I like what I see here but this is way out of my area of expertise, would suggest finding someone who knows more about this kind of stuff 👍

m4m btw
Topic Starter
JeZag

Sinnoh wrote:

General
00:03:200 (1) - The opening section has no it hitsounds. If you're going to do that, I'd suggest having more variation in hitsound volume levels. Something like this would fit really well and provide enough feedback that you wouldn't even need hitsounds. https://puu.sh/z0z7E/2cad22bb36.png (Just use this and should take 2-3 minutes https://puu.sh/z0z9u/372d878c2c.png )
Spread from another to expert might be too large, not good enough at playing to know.

Expert
00:51:500 (2,3,1,2) - first 2,3 are the same sound, 00:52:000 (2) - is a snare, but 00:51:700 (3,2) - are the same slider shapes. I'd suggest making 00:51:700 (3) - vertical so that it's more similar to the previous i can do that. originally, my thought was to be more lax with this stuff so that id have the freedom to use and abuse more patterns (which i sorta did in the kiais)
01:07:800 (1,1) - RC requires 1/4 gaps on buzz sliders. Sound is actually a bit denser than 1/8. I'd suggest making this 1/12 or 1/16 and having a 1/4 gap instead. Same goes for other stuff like this. i prefer using a 1/8 buzz and being able to use 1/8 gap isntead of using a higher buzz and 1/4 gap, just for the feeling of sustain
01:51:400 (2,1) - Why not perfect stack this since there's no sound here, stacking either on the head or tail of 2 could work im in the habit of slightly unstacking things, hence this
01:56:600 (1) - Use different SVs for these since they're different sounds. Same for another maybe. ill try it, but im a bit against because the sliders are too small, and the small difference might look weird
01:57:400 (1) - Sounds like a higher snap, much buzzier than the previous sounds. i will think about it
02:04:800 (1,2) - Extended sliders normally don't have this much visual spacing, reduce it a bit. you right

Another
00:03:200 (1,2,3) - I think the stacks in this section would look much nicer if stack leniency was lowered. You could alternately try doing manual stacks something like https://puu.sh/z0z3W/be113c8e1c.png maybe, just stacks look ugly imo since they don't follow symmetry. i agree, stack leniency lowered a lot. in the rest of the diff, i dont stack, and in the beginning, misreads can easily be retried
00:18:400 (1) - Timeline would probably be more interesting if these were 1/2 stacked circles instead, more variation/ideas since the spread from another to expert is a bit wewlad i like the hold for sustain, and i dont think buffs to this will make the transition any better
01:07:800 (1,2) - I think these could be changed to 1/8 sliders, plays the same and would show the difference between the sounds much better. Same for other parts like it i will consider it, but i didnt wanna use 1/8s in this diff and used a simplification instead. was thinking to save it for the extra surprise xd
02:23:200 (1) - This slider has a pretty strong sound, slider art could be more interesting imo with a wiggle or two i made it wavy. ya like jazz?

Lower diffs look pretty solid

I like what I see here but this is way out of my area of expertise, would suggest finding someone who knows more about this kind of stuff 👍

m4m btw
thanks a lot for the mod and stars!
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