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Index » Beatmaps » Pending Beatmaps » Lena Liechtenauer (CV: Sawasawa Sawa) - Blue sky

8 posts | Jump | 1
gsxr4o0
49 posts
PH Flag

1 week ago
This beatmap was submitted using in-game submission on Monday, July 28, 2025 at 10:27:28 AM

Artist: Lena Liechtenauer (CV: Sawasawa Sawa)
Title: Blue sky
Source: 千恋*万花
Tags: taikosu senren banka character song キャラクターソング japanese video game videogame 種崎敦美 種﨑敦美 tanezaki atsumi
BPM: 193
Filesize: 4210kb
Play Time: 01:21
Difficulties Available:


Download: Lena Liechtenauer (CV: Sawasawa Sawa) - Blue sky
Information: Scores/Beatmap Listing
—————
#3 ??? | #1 Custom
Blue sky –> ???
Estimated Taiko no Tatsujin Rating:
Kantan: 4/5 / Futsuu: 4/7 / Muzukashii: 5/8 / Oni: 7/10


backport of my best custom chart of all time
i use this song as a debug/sound test and i got like 50+ plays on rhythm festival
REDOWNLOAD MAPSET IF YOU GOT IT BEFORE 07-27-2025!

imagine having 1.4 sliders in low diffs but it's now longer than repeats. inspiration from inis-based beatmaps.

Thank you box

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gsxr4o0
49 posts
PH Flag

Digitalfear117

Earned 2 kudosu.

5 days ago
Perfect Curve sliders are not allowed on Titanic, please convert them using Digital Client. You can do Control + A to select all sliders, then do CONTROL + SHIFT + C to open the converter. you can just use the automatic converter that is selected by default and then hit OK.

These go unused in the download:
"normal-hitfinish.wav"
"normal-hitwhistle.wav"

The bitrate is too high, you can use the Media Re-encoder built into Digital Client to fix this. Go to Design > Media Reencoder and choose Audio. Then select your audio file, and hit convert. This will make a new audio file with the name _converted added to it (such as audio_converted.ogg). You can then delete your old audio file, and rename the converted to the originals name!

I'm only looking at the Extreme diff, but I personally don't feel like these hitsounds match the song very well, especially at this hitsound volume.
gsxr4o0
49 posts
PH Flag

2 days ago
Self-mod~
  • Converted several perfect curves
  • Changed hitsound sampleset to soft, because normal feels very noisy.
  • Removed Extreme diff as it served as a placeholder
  • Removed Seia at home In context, changed BG
  • Last edited by gsxr4o0 2 days ago, edited 1 time in total.
    gsxr4o0
    49 posts
    PH Flag

    17 hours ago
    Perfect Curve sliders are not allowed on Titanic, please convert them using Digital Client. You can do Control + A to select all sliders, then do CONTROL + SHIFT + C to open the converter. you can just use the automatic converter that is selected by default and then hit OK.
    - Converted.

    These go unused in the download:
    "normal-hitfinish.wav"
    "normal-hitwhistle.wav"
    - Applied, and removed "hitwhistle.wav" since it's redundant.

    The bitrate is too high, you can use the Media Re-encoder built into Digital Client to fix this. Go to Design > Media Reencoder and choose Audio. Then select your audio file, and hit convert. This will make a new audio file with the name _converted added to it (such as audio_converted.ogg). You can then delete your old audio file, and rename the converted to the originals name!
    - Converted to a rankable bitrate.

    I'm only looking at the Extreme diff, but I personally don't feel like these hitsounds match the song very well, especially at this hitsound volume
    - Remapped and adapted hitsounds.
    Satori
    2,286 posts
    HR Flag

    Earned 1 kudosu.

    5 hours ago
    taikosu modding weee:

    General:
    - this mapset doesn't need lead-in time as it already has a startup of 1500ms

    Kantan:
    - 00:49:853 (5,6) - move these further away from 00:48:765 (4) - as it is too close
    - 00:59:801 (5,6) - ^
    - 01:06:174 (1,2) - these are WAY more distanced than any other objects, so please distance snap them

    Futsuu:
    - 00:13:324 (4) - this could be spaced away from 00:12:547 (3) - for better reading, like this:

    - 01:20:475 (4) - ^
    - 01:01:822 (2,3) - broken distance snap, move objects
    - 01:06:796 (8) - even more broken ^

    Muzukashii:
    - be
    - 00:09:283 (2) - maybe move this circle more upwards on the playfield like this:

    - 00:12:858 (5) - distance snapping could be better for the object before and after, maybe make it 0,75x? since you're already increasing it for this pattern
    - 00:14:257 (2,3) - there's slight overlap here, so i'd move 00:14:568 (3) - away
    - 01:21:097 (8) - maybe move this object away from the stack for more impactful ending, feels kinda anticlimacitc

    Oni:
    - 01:21:097 (1) - same as Muzukashii, give me that climax!

    that's all!
    LVL1 | 300 ATK | 200 DEF
    If this card on the field is destroyed and sent to the GY: For the rest of this turn, you take no battle damage.
    gsxr4o0
    49 posts
    PH Flag

    4 hours ago
    taikosu modding weee:

    General:
    - this mapset doesn't need lead-in time as it already has a startup of 1500ms

    Kantan:
    - 00:49:853 (5,6) - move these further away from 00:48:765 (4) - as it is too close
    okay.
    - 00:59:801 (5,6) - ^
    same.
    - 01:06:174 (1,2) - these are WAY more distanced than any other objects, so please distance snap them

    Futsuu:
    - 00:13:324 (4) - this could be spaced away from 00:12:547 (3) - for better reading, like this:

    - 01:20:475 (4) - ^
    - 01:01:822 (2,3) - broken distance snap, move objects
    - 01:06:796 (8) - even more broken ^
    applied to the three

    Muzukashii:
    - be
    - 00:09:283 (2) - maybe move this circle more upwards on the playfield like this:

    sure.

    - 00:12:858 (5) - distance snapping could be better for the object before and after, maybe make it 0,75x? since you're already increasing it for this pattern
    adjusted it

    - 00:14:257 (2,3) - there's slight overlap here, so i'd move 00:14:568 (3) - away
    okay

    - 01:21:097 (8) - maybe move this object away from the stack for more impactful ending, feels kinda anticlimacitc
    sure

    Oni:
    - 01:21:097 (1) - same as Muzukashii, give me that climax!
    sure.

    that's all!
    Sonnyc
    7 posts
    KR Flag

    No kudosu yet.

    1 hour ago
    Oni:
    • 00:03:532 (4,5,6) - Could space these the same to make it more polished.
    • 00:08:972 (1,2) - Why the sudden anti-jump? Would space it more like other 1/1 rhythm.
    • 00:11:459 (1,2,3,4,5,6,7,8) - 01:18:609 (1,2,1,2,1,2,1,2) - Would be more entertaining to play if these 1/1 beats had a bigger spacing. It's kinda underwhelming with the current pattern. Also you'll want to consider giving NC consistency as they are pretty much the same context.
    • 00:15:190 (1,2) - 00:16:122 (5,1) - 00:17:366 (4,5,6,1,2) - 00:21:407 (1,2) - What about spacing the 1/2 beats a little bit more like you did at 00:20:008 (5,6,7) - etc? Those small overlap makes the whole section unpolished.
    • 00:25:138 (1,3,4) - 01:12:547 (5,8) - Can you try avoiding these overlaps as well? Feels unpolished as well.

    8 posts | Jump | 1