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Index » Beatmaps » Beatmap Graveyard » deadmau5 & Kaskade - I Remember (Radio Edit)

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mei4bo1lou4
24 posts
RU Flag

2 weeks ago
This beatmap was submitted using in-game submission on 26 апреля 2025 г. at 18:37:15

Artist: deadmau5 & Kaskade
Title: I Remember (Radio Edit)
BPM: 128
Filesize: 4685kb
Play Time: 03:15
Difficulties Available:


Download: deadmau5 & Kaskade - I Remember (Radio Edit)
Information: Scores/Beatmap Listing
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this is mah 1st beatmap here. ready for mods

FORGOT TO CHANGE AUDIO! REDOWNLOAD THE BEATMAP FOR GETIING A BETTER AUDIO QUALITY!
Digitalfear117

Earned 1 kudosu.

2 weeks ago
This map is missing hitsounds, all ranked maps require hitsounds. I also recommend changing the hitsound volume based on the intensity of the song, and using the Soft sampleset instead of Normal.

This map uses Perfect Curve Sliders, which are highly discouraged on Titanic. This slider curve type won't work correctly on older clients before late 2012. You can use my modded client to convert 95% identical bezier sliders by selecting all the notes and pressing CONTROL + SHIFT + C. You can then press Okay and it will convert them.

I think aim flow in general in this map feels really odd. You would think that the aim intensity or difficulty would change based on something (down beats, strong vocals) but honestly to me it feels rather random. Take a slider like this 00:30:036 (2) - wouldn't it have felt nice if this strong vocal was emphasized by creating more movement for the player? instead it is a complete standstill, and instead the circle before with little to no song emphasis is the one with movement. Here is another example of a complete head scratcher. This note here 02:33:082 (1) - is super far compared to the previous note of 02:32:614 (2) - it's a distance of 3.64x! Usually you reserve this kind of aim emphasis for large sounds, yet there is almost nothing on 02:33:082 (1), so it feels like aim for the sake of aim. Try to ensure that large aim like this happens on larger sounds, the idea is good but it's not the right time.

As for rhythms although I think you have placed objects on all the important sounds, you sometimes this map makes important sounds passive, and non important sounds active. Take this for example. You have a circle here at 00:28:629 (2) - on an active beat sound, thats great. But when this sound comes back again at 00:29:567 you instead represent this sound with a slidertail which is completely passive. You should make the player start a slider, or hit a circle on active sounds, have the player slider through low emphasis sounds.

I think aesthetics on this map are a bit lacking, objects feel like they are placed with little regard to how they look, or how the player will feel moving through them. You can argue this is subjective, however stuff like this I find very ugly 00:25:582 (4,1,2,3) - with how it overlaps with each other. As the map goes on you begin to experiment with more varied slider shapes, which I think is a good thing, but some of these slider shapes feel forced. Maybe if the map was more consistent on their usage it would feel more cohesive.

As for a first beatmap I think this map shows promise, but you still need some work on making your rhythms, and object placement feel intentionally designed, compared to be just being interesting patterns for the same of trying new things.
mei4bo1lou4
24 posts
RU Flag

2 weeks ago
Thanks for giving mods, I'll add hitsounds and bezier sliders instad of perfect circle later. To other mods, I need to have some time to check out them
mei4bo1lou4
24 posts
RU Flag

2 weeks ago
Okay, so I read it all. Mostly, I was experimenting with symetry and might hae been went too far with it. I understand.

Digitalfear117 wrote:

I think aim flow in general in this map feels really odd. You would think that the aim intensity or difficulty would change based on something (down beats, strong vocals) but honestly to me it feels rather random.

Maybe I need to see more examples of maps from that time, to understand how aim flow should look like. For me, it seemed normal.

Digitalfear117 wrote:

00:30:036 (2) - wouldn't it have felt nice if this strong vocal was emphasized by creating more movement for the player?

It's interesting to say, but, at the same time, I understand and don't understand what do you mean by "more movement". I was thinking that there's enough emphase on the length of her vocals and curve of the slider? I might've been wrong, since I feel like I've misunderstood you.

Digitalfear117 wrote:

This note here 02:33:082 (1) - is super far compared to the previous note of 02:32:614 (2) - it's a distance of 3.64x!

Yeah, possibly, I went really too far with it, especially because it's the single moment for the entire beatmap. I'll try to look at how to change it.

Digitalfear117 wrote:

As for rhythms although I think you have placed objects on all the important sounds, you sometimes this map makes important sounds passive, and non important sounds active.

Possibly it was a mistake using 8kbps version of audio for this song, where I was literally predicting how would it sound like…

Digitalfear117 wrote:

00:28:629 (2) - on an active beat sound, thats great. But when this sound comes back again at 00:29:567 you instead represent this sound with a slidertail which is completely passive.

Think this one will be easier to remap, since, ig, you meant smth like
from this Forum Image to this Forum Image, right?

Digitalfear117 wrote:


I think aesthetics on this map are a bit lacking, <…> 00:25:582 (4,1,2,3) - with how it overlaps with each other.

I saw it in the other old maps, thought it would be fitting, but will try to think how to change the placement.

Digitalfear117 wrote:

As the map goes on you begin to experiment with more varied slider shapes, which I think is a good thing, but some of these slider shapes feel forced.

Think you mean sliders at the slowpart, but, tbh, I had no clue what else to do with em, bcus, everything here is in the single SV and I don't know how to do it differently.

Digitalfear117 wrote:

As for a first beatmap I think this map shows promise, but you still need some work on making your rhythms, and object placement feel intentionally designed, compared to be just being interesting patterns for the same of trying new things.

I'll try mah best in this, next time. Even if it's not mah 1st beatmap…
Digitalfear117

No kudosu yet.

2 weeks ago

mei4bo1lou4 wrote:

Maybe I need to see more examples of maps from that time, to understand how aim flow should look like. For me, it seemed normal.

The way I would describe what you have done is taken conventional slider shapes, and arranged them in unconventional ways. If you played a lot of maps from 2014, and went back to your map I think you would see that your map is not "comfy", it's object placements create sharp angles that don't create a smooth flow, or nice snaps for jumps.

mei4bo1lou4 wrote:

It's interesting to say, but, at the same time, I understand and don't understand what do you mean by "more movement". I was thinking that there's enough emphase on the length of her vocals and curve of the slider? I might've been wrong, since I feel like I've misunderstood you.

The emphasis in the song is at the START of the slider, by trying to create movement on the slider you are adding emphasis AFTER the sound. You need to create movement for where the sound is at it's largest. Move the slider away from the previous circle.

mei4bo1lou4 wrote:

Yeah, possibly, I went really too far with it, especially because it's the single moment for the entire beatmap. I'll try to look at how to change it.

The issue isn't the distance, it's about when it was used.

mei4bo1lou4 wrote:

Possibly it was a mistake using 8kbps version of audio for this song, where I was literally predicting how would it sound like…

I don't understand why you would do such a thing, I mean I hope you had fun? xD
Remember that even if the methods you used to map it made it harder to do, I will still judge it as if you mapped it in ways that are more "conventional" or "easy". What I'm trying to say is you created a situation where it became harder to map, but I can't forgive it's issues because of that.

mei4bo1lou4 wrote:

Think this one will be easier to remap, since, ig, you meant smth like
from this Forum Image to this Forum Image, right?

That's better yes

mei4bo1lou4 wrote:

I saw it in the other old maps, thought it would be fitting, but will try to think how to change the placement.

It's difficult to explain in words, I think you should open other maps from the era you are trying to emulate, and instead of just noticing that there are overlaps, ask yourself "how does this map use overlaps differently compared to my map?" I think that kind of thought process in general with many different aspects of mapping are excellent ways to learn

mei4bo1lou4 wrote:

Think you mean sliders at the slowpart, but, tbh, I had no clue what else to do with em, bcus, everything here is in the single SV and I don't know how to do it differently.

I mean first of all, adding SV changes would be a good start, second my problem wasn't with your exact shapes, my problem is that you started using them randomly at the end, but didn't use them at the start. It feels like your map changes it's visual identity as it goes along.

mei4bo1lou4 wrote:

I'll try mah best in this, next time. Even if it's not mah 1st beatmap…

Mapping is a journey. Making new maps gives you new opportunities to learn and improve your ideas when you map. Fixing old beatmaps is also a good option. I don't hate this map, I just think it needs some major reworking to be ranked. The examples I pointed out were not the only problems, but were meant to give you examples of issues I noticed when looking across the whole map.

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