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Index » Beatmaps » Beatmap Graveyard » small mistake - It Really Hurts.

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Hercztonic
8 posts

2 months ago
This beatmap was submitted using in-game submission on 2024. november 16., szombat at 23:56:46

Artist: small mistake
Title: It Really Hurts.
Source: 黄昏乙女×アムネジア
Tags: electronic breakcore anime Requiem Nao Hiiragi 柊奈緒 Dusk Maiden of Amnesia x Tasogare Otome OST original soundtrack
BPM: 136
Filesize: 2794kb
Play Time: 01:23
Difficulties Available:
  • Hard (3,25 stars, 242 notes)
  • Insane (3,95 stars, 273 notes)


Download: small mistake - It Really Hurts.
Information: Scores/Beatmap Listing
—————
My First Beatmap


BREAKCORE IS SO UNDERRATED!


I made this map, because when I went to the dentist "It Really Hurt".

jk mostly~ I hope you will enjoy it :)


Modders:

arutama (BAT)
Satori (BAT)
Digitalfear117 (BAT)



Techincal editor details:

Insane - b20141106.14 and b20240820.1

Hard - b20141106.14
arutama
419 posts

No kudosu yet.

2 months ago
Just want to tell you that drain time rules for the difficulty spread isn't applied on Titanic's ranking criteria, which mean u can rank the map without low diffs (Easy, Normal)

It is back to your choice if you want to make Easy and Normal or not, so good luck with the map!
Last edited by arutama 2 months ago, edited 1 time in total.
ss farming
Hercztonic
8 posts

2 months ago
Awesome!
Thank you for the quick response!
arutama
419 posts

No kudosu yet.

2 months ago

Hercztonic wrote:

Awesome!
Thank you for the quick response!

no problem
also I'm interested to go for nomination on your map, lmk if you already finish with hitsounding things and other stuff related to the set, so i can start to mod it!
ss farming
Hercztonic
8 posts

2 months ago
Sounds good, I'll finish it soon.
Last edited by Hercztonic 2 months ago, edited 3 times in total.
arutama
419 posts

Earned 2 kudosu.

1 month ago
GENERAL MODS

  • [!] Title should include "." in the end of the title:
    > It Really Hurts.

    Source of this could be found from the official SoundCloud of the artist:
    https://soundcloud.com/smallmistake/it-really-hurts

  • [!] Source should be 黄昏乙女×アムネジア


  • Tags should be "electronic breakcore anime Requiem Nao Hiiragi 柊奈緒 Dusk Maiden of Amnesia x Tasogare Otome OST original soundtrack sound track"

  • [!] Preview point for this map isn't set for both difficulties, my suggestion for the preview point would be on 00:29:234 - here, please set it



  • BPM offset should be on 00:00:986 or 986, also you don't need another BPM timing on 00:08:058, so you need to delete 00:08:058 - this timing


If you approve my suggestions, please consider giving me kudosu:


Last edited by arutama 1 month ago, edited 3 times in total.
ss farming
arutama
419 posts

No kudosu yet.

1 month ago
[!] Volume sounds pretty loud on the beginning of the song for both diff, please set the inherited timing volume settings from 00:00:985 - to 00:16:868 - to 40%

and 00:18:633 - to 00:29:221 - to 60%
ss farming
Satori
1675 posts

No kudosu yet.

1 month ago
ooo, cool song! time for mod:

General:
- change combo colour 3 to something less bright, it's hard to see when playing it default without BG dim

Insane:
- 00:05:838 (5) - could move this by one (tiny) gird space to the right, so the circle looks stacked below 00:05:177 (3) -
- 00:09:588 (2,3) - these might look cleaner visually if placed lower and not overlaping with 00:08:706 (6) - though it's not a big deal imo :p
- 00:28:780 (4) - place this circle in an overlap with 00:27:897 (2) - similar to how 00:27:456 (1,3) - are placed, so visually the pattern looks much cooler
- 00:32:530 (3) - make this slider face downwards as it's pretty hard to tell that 00:32:750 (4) - is only a 1/4 tick away from it
- 00:35:838 (3) - space this circle out more from 00:35:397 (2) - , flow kinda feels bad with it so close to the previous slider, and then really far away from 00:36:059 (4) -
- 00:38:485 (10) - this circle's way too far away from 00:38:265 (9) - so bring them together! xd
- 00:45:544 (1,2) - these feel too close to 00:45:103 (5) - and i feel like players will unintentionally hit them too fast, thinking they're only 1/4 gap away
- 00:53:044 (2) - similar thing, move this away more from previous object 00:52:603 (1) - as it's too close (even if distance snap says otherwise)
- 00:54:809 (8) - same thing with 00:54:588 (7) -
- 00:56:133 (6) - same thing with 00:55:581 (5) -
- 00:59:662 (6) - this ones too far from 00:59:441 (5) -
- 01:03:633 (5) - same thing with 01:03:191 (3,4) -
- 01:03:853 (1) - this ones too close to 01:04:074 (2,3,4,5,6) -
- 01:04:956 (1) - same thing with 01:05:177 (2,3,4) -
- 01:19:074 (4) - same thing with 01:18:853 (3) -

will mod more later cuz im gonna fall asleep zzz
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.
Digitalfear117

Earned 1 kudosu.

1 month ago
General:
This map requires manual lead in time to ensure the first note doesn't appear as soon as the map starts on older clients. If you are using a client such as my modded b20130303 client you can Add this in song setup. If not you can open both of the difficulties in a text editor like notepad and edit this line: AudioLeadIn: 0 Change this to AudioLeadIn: 500 . This ensures that there will be 1500ms of time before the first note has to be hit.

Your background is very large in file size because it's a png. I have converted it to a jpg at 100% quality. Also I recommend renaming the file to something small like bg.jpg

I will say, this isn't required but I think a 4:3 or 16:9 background would be better. The black bars on the side are really weird to me.

Hard:

00:50:838 (1,1) - Why are both of these NC'd (new combo'd). Why not standardize your NC's. Let's NC sounds sounds at 00:45:324, 00:46:868, 00:48:633, 00:50:838, 00:52:162, 00:53:927, 00:56:133, 00:57:456, 00:59:221, 01:00:985, 01:03:191. Or something like that.

00:55:471 - This loud drum fill is not represented at all, I really think this should have something at least

00:59:221 - This sound should be active, don't let this be represented by just a sliderend imo
01:02:750 - This sound should be active, don't let this be represented by just a sliderend imo

01:07:162 (4) - The spacing on this note is very large despite there not being a large emphasized sound. If anything, I think you should emphasize notes like 01:06:941 (3) - 01:08:044 (5) - 01:08:927 (8) - with spacing instead, as those hits go really hard. Right now they are all passive (based on spacing)

01:09:809 (3,4,5) - This triple isn't justified. Remember we need to represent the music to the best of our ability, and I don't hear anything on 01:09:919 (4) - to justify a note being there. Most of your triples in this map have that problem. Ones like this 00:48:633 (10,1,2) - work better though

01:14:000 (1,2,1,2,3,4) - Aesthetics are subjective, but I think the flow on this is quite difficult to read on a map that has so far been very predictable to read. If there was something you were trying to emphasize by doing this I am not seeing it. Same thing applies here 00:00:985 (1,2,3,4,5,6) - Just feels messy

Tbh this map feels more like a normal with unjustified spacings, and no distance snap. A Hard difficulty does not need to be distance snapped, I'm just giving you my overall impression of the map.

I really want to see better playfield usage. The bottom right of the screen gets way too much love. Those these patterns be spaced out around the screen there's lots of room for fun :D

This is what your current playfield usage is

Overall good start for a first map! I think with some more work this can go somewhere. I won't check the top diff for now, I know some other modded it, I wanted to focus on the lower one for now. After you apply or respond to my mods I'll recheck.
Hercztonic
8 posts

1 month ago
General:

Digitalfear117 wrote:



  1. "This map requires manual lead in time to ensure the first note doesn't appear as soon as the map starts on older clients. If you are using a client such as my modded b20130303 client you can Add this in song setup. If not you can open both of the difficulties in a text editor like notepad and edit this line: AudioLeadIn: 0 Change this to AudioLeadIn: 500 . This ensures that there will be 1500ms of time before the first note has to be hit."

  2. "I will say, this isn't required but I think a 4:3 or 16:9 background would be better. The black bars on the side are really weird to me."


–>1: I see, so you can set the lead time this way, I didn't have a clue how it worked so I just modified the audio and added 1000ms silence to the beginning of the song. This mistake I can correct easily.

–>2: Yes, an image with bars is a bit jank.
If I would left it on the original 1:1, it'd would zoom in way too much.
I might search for a new alternative image.


Hard:

Digitalfear117 wrote:



  1. "00:50:838 (1,1) - Why are both of these NC'd (new combo'd). Why not standardize your NC's. Let's NC sounds sounds at 00:45:324, 00:46:868, 00:48:633, 00:50:838, 00:52:162, 00:53:927, 00:56:133, 00:57:456, 00:59:221, 01:00:985, 01:03:191. Or something like that."

  2. "00:55:471 - This loud drum fill is not represented at all, I really think this should have something at least"

  3. "00:59:221 - This sound should be active, don't let this be represented by just a sliderend imo"
  4. "01:02:750 - This sound should be active, don't let this be represented by just a sliderend imo"

  5. "01:07:162 (4) - The spacing on this note is very large despite there not being a large emphasized sound. If anything, I think you should emphasize notes like 01:06:941 (3) - 01:08:044 (5) - 01:08:927 (8) - with spacing instead, as those hits go really hard. Right now they are all passive (based on spacing)"

  6. "01:09:809 (3,4,5) - This triple isn't justified. Remember we need to represent the music to the best of our ability, and I don't hear anything on 01:09:919 (4) - to justify a note being there. Most of your triples in this map have that problem. Ones like this 00:48:633 (10,1,2) - work better though"

  7. "01:14:000 (1,2,1,2,3,4) - Aesthetics are subjective, but I think the flow on this is quite difficult to read on a map that has so far been very predictable to read. If there was something you were trying to emphasize by doing this I am not seeing it. Same thing applies here 00:00:985 (1,2,3,4,5,6) - Just feels messy"

  8. "Tbh this map feels more like a normal with unjustified spacings, and no distance snap. A Hard difficulty does not need to be distance snapped, I'm just giving you my overall impression of the map."

    I really want to see better playfield usage. The bottom right of the screen gets way too much love. Those these patterns be spaced out around the screen there's lots of room for fun :D

    This is what your current playfield usage is

    Overall good start for a first map! I think with some more work this can go somewhere. I won't check the top diff for now, I know some other modded it, I wanted to focus on the lower one for now. After you apply or respond to my mods I'll recheck."





–>1: I always placed NC on a whim according to what color I'd like to represent at a certain section.
Now looking at it and considering your opinion on it, I imagine a more consistent approach would be appropriate for most, I will change it.

–>2: I will add the missing drum sound.

–>3: I can change this to something better.
–>4: It's subjective, but this passed for me. 01:02:309 the player coming from this whistle sound can decipher which sound I try to emphasize here as a follow up. (imo)

–>5: I can see your point, I can correct them with distance snap. (see my point on 8th).

–>6: I agree, it's really a newb mistake. ._.
But, I can make it similar to 01:13:118 (6, 7, 8)

–>7: I wanted to add the appearance of suspense to the map, that way the player can prepare for 01:19:956 - 01:22:603 section.
It's fine for a "Hard" diff, I think, especially if all other notes follow similar distancing. (see my point on 8th).

–>8: If I were to convert this map to a Normal+ would it require less problematic spacing?
I can at least leave out the triples that's for sure.
Also would I need to use distance snap for a Normal+ difficulty?

I'd really like to hear what you recommend about this.

PS: I still might find it awkward to space out the objects but with Normal+ it's less of a hassle maybe :D
All in all, thanks for the valuable feedback Digitalfear.
Last edited by Hercztonic 1 month ago, edited 10 times in total.
Digitalfear117

No kudosu yet.

1 month ago
There are multiple different ways you could “fix” this map.

The issue I see with your map, is that the spacing is too small on Hard and Insane for their star rating. If you were to consider this set from the Insane diff, and look at it’s tapping it’s clearly an Insane diff. But if you ignore the tapping, and just look at it’s spacing it’s a Hard diff. That’s why the SR (star rating) is so low. If you check this map’s SR on modern osu! it’s only 3.77*, which is a common star rating for Hard’s. So this difficulty could use some expanded spacing I think.

Your Hard difficulty has the exact same problem. It’s closer to a Hard diff trying to do triples, but it’s spacing is so low it’s almost like a Normal. On modern osu! this is 3.07, which is where advanced diff’s usually are at. I also want to mention that you can have triples in this difficulty if you are going to commit to making it a hard, you just need to get it’s star rating closer to like 3.20 minimum. Some of the triples I pointed out sounded bad to me, but not every triple has this problem. So just make sure there is a sound on the blue tick to justify the triples.

You could almost turn your existing Hard difficulty into two maps. Take the rhythms and increase the spacing, it’s a Hard diff. Reduce the tapping, make all the spacings more consistent (like 1.0 distance snap or something, this is just a random number for an example) and now it’s a Normal diff. You are not required to make a Normal difficulty. Having a Hard and Insane is plenty, making a Normal would be up to you.
Last edited by Digitalfear117 1 month ago, edited 2 times in total.
Hercztonic
8 posts

3 weeks ago
I'm still alive!

Insane UPDATE:

Satori wrote:


General:
- change combo colour 3 to something less bright, it's hard to see when playing it default without BG dim

Insane:
- 00:05:838 (5) - could move this by one (tiny) gird space to the right, so the circle looks stacked below 00:05:177 (3) -
- 00:09:588 (2,3) - these might look cleaner visually if placed lower and not overlaping with 00:08:706 (6) - though it's not a big deal imo :p
- 00:28:780 (4) - place this circle in an overlap with 00:27:897 (2) - similar to how 00:27:456 (1,3) - are placed, so visually the pattern looks much cooler
- 00:32:530 (3) - make this slider face downwards as it's pretty hard to tell that 00:32:750 (4) - is only a 1/4 tick away from it
- 00:35:838 (3) - space this circle out more from 00:35:397 (2) - , flow kinda feels bad with it so close to the previous slider, and then really far away from 00:36:059 (4) -
- 00:38:485 (10) - this circle's way too far away from 00:38:265 (9) - so bring them together! xd
- 00:45:544 (1,2) - these feel too close to 00:45:103 (5) - and i feel like players will unintentionally hit them too fast, thinking they're only 1/4 gap away
- 00:53:044 (2) - similar thing, move this away more from previous object 00:52:603 (1) - as it's too close (even if distance snap says otherwise)
- 00:54:809 (8) - same thing with 00:54:588 (7) -
- 00:56:133 (6) - same thing with 00:55:581 (5) -
- 00:59:662 (6) - this ones too far from 00:59:441 (5) -
- 01:03:633 (5) - same thing with 01:03:191 (3,4) -
- 01:03:853 (1) - this ones too close to 01:04:074 (2,3,4,5,6) -
- 01:04:956 (1) - same thing with 01:05:177 (2,3,4) -
- 01:19:074 (4) - same thing with 01:18:853 (3) -


–> I did everything according to these + more.
(I think, I've successfully improved upon the map's readability and flow too, hopefully).

Hard UPDATE:

Digitalfear117 wrote:


00:50:838 (1,1) - Why are both of these NC'd (new combo'd). Why not standardize your NC's. Let's NC sounds sounds at 00:45:324, 00:46:868, 00:48:633, 00:50:838, 00:52:162, 00:53:927, 00:56:133, 00:57:456, 00:59:221, 01:00:985, 01:03:191. Or something like that.

–> Done.


General UPDATE:

Digitalfear117 wrote:


The issue I see with your map, is that the spacing is too small on Hard and Insane for their star rating.

I also want to mention that you can have triples in this difficulty if you are going to commit to making it a hard, you just need to get it’s star rating closer to like 3.20 minimum.


–> Increased entire mapset's difficulty curve.
Insane 3.70 -> 3.95*
Hard 3.01 -> 3.24*

General (Revision):
–> 01:01:764 - Hitsound added soft-finish.
–> added the manual lead time
Last edited by Hercztonic 3 weeks ago, edited 6 times in total.
Digitalfear117

No kudosu yet.

3 weeks ago
Seems like the map is improving!

The star rating for both difficulties is much more aligned with what I would expect, and some of the spacing issues have been resolved. It’s a clear and noticeable step in the right direction!

There are a few other things I wanted to mention

The offset is incorrect, it should be -15. This poses a problem though, as you cannot have objects at a negative offset, and your first object was previously at the first red line. The only way to really fix this is to edit the mp3 to add some empty time at the start, maybe 1 1/2 seconds worth.

I wanted to discuss something more fundamental that I feel could be improved in this map, and its spacing emphasis. Typically in maps that are around a Hard or higher, you want to only increase or decrease the spacing when the music becomes more calm, or to emphasize more intense moments. This map attempts to do that, but is inconsistent about how it does it.

Let’s take a pattern like this on Hard 00:18:073 (2,3,4) why does the spacing between 2, 3, and 4 decrease? The sounds do not become weaker, or quieter between these 3 objects. Players may become confused and think that instead the notes are appearing more quickly. Remember, players typically judge distance to also mean when they should tap. I’m not saying your hard needs to have locked spacing, just that you need to be careful about when your spacing increases and decreases.

Let’s take another pattern on the hard difficulty. This section of 01:04:411 (1,2,3,4,5). The first 3 objects are the same spacing, the spacing of these 3 objects is greater than what came before, this is good! This is the start of the kiai, the most intense part of the song. So then why does the spacing of object 4 to 5 suddenly decrease? Shouldn’t this be given the same spacing as 2 to 3, and 3 to 4? Spacing shouldn’t be random, it should be used to help emphasize the intensity of the song. Our main job as mappers is to represent the music after all.

Here’s another section on the Hard diff that I think is a bit confusing, and it’s right at the start. -00:00:015 (1,2,3). Between objects 1 and 2 there is a 1/1 gap between the notes (426ms from object 1 to 2). Between the end of object 2 and the start of object 3 there is a a 1/2 gap (205ms gap). So then why is the distance between 1 and 2, and 2 and 3 equal on the playfield? Since the time the player must wait when going from object 1 to 2 is longer, the distance these 2 objects should be further apart compared to objects 2 and 3.

I’m not sure of how long you’ve been mapping for, but this map does show promise! There are definitely still places where it can be improved, but that comes from time and experience.
Last edited by Digitalfear117 3 weeks ago, edited 2 times in total.
Hercztonic
8 posts

2 weeks ago
Hard UPDATE:

Digitalfear117 wrote:



  1. Let’s take a pattern like this on Hard 00:18:073 (2,3,4) why does the spacing between 2, 3, and 4 decrease? The sounds do not become weaker, or quieter between these 3 objects. Players may become confused and think that instead the notes are appearing more quickly. Remember, players typically judge distance to also mean when they should tap. I’m not saying your hard needs to have locked spacing, just that you need to be careful about when your spacing increases and decreases.

  2. Let’s take another pattern on the hard difficulty. This section of 01:04:411 (1,2,3,4,5). The first 3 objects are the same spacing, the spacing of these 3 objects is greater than what came before, this is good! This is the start of the kiai, the most intense part of the song. So then why does the spacing of object 4 to 5 suddenly decrease? Shouldn’t this be given the same spacing as 2 to 3, and 3 to 4? Spacing shouldn’t be random, it should be used to help emphasize the intensity of the song. Our main job as mappers is to represent the music after all.

  3. Here’s another section on the Hard diff that I think is a bit confusing, and it’s right at the start. -00:00:015 (1,2,3). Between objects 1 and 2 there is a 1/1 gap between the notes (426ms from object 1 to 2). Between the end of object 2 and the start of object 3 there is a a 1/2 gap (205ms gap). So then why is the distance between 1 and 2, and 2 and 3 equal on the playfield? Since the time the player must wait when going from object 1 to 2 is longer, the distance these 2 objects should be further apart compared to objects 2 and 3.



–>1: Minor edit Done.

–>2. I changed the objects distance in the kiai section you mentioned, you will have to judge these:
– 01:05:853(3, 4) First edit here turned out to be a big jump imo, hopefully it's acceptable.
– 01:08:044(1, 2, 3) more distance edit
– 01:10:030(8, 9, 1) more distance edit
– 01:12:897(1, 2, 3, 4, 6). inserted new pattern

–>3. Minor edit Done.

Insane UPDATE:

00:54:258 –> Removed stupid active note after slider, now this comes earlier on the blue tick.
Simply became an 1/4 slider …

00:54:588 –> Added a new note here.

00:55:691 –> Slider not starting on blue tick anymore.

01:17:971(1, 2, 3) –> Removed pp triangle, inserted new pattern here.

01:22:603(1, 2, 3, 4) –> Changed ending pattern

General (Revision x2):
–> 1 second added back to the beginning of the song.
–> Rolled back arutama's timing.
Digitalfear117

No kudosu yet.

2 weeks ago

Here is a slightly better bg replacement for you., I still think you should replace the image entirely though.

Hard difficulty still suffers from odd spacing choices
00:24:368 (5,1,2) - 5 to 1 is huge, but 1 to 2 is small. These should be similar
00:22:603 (1,2) - 1 to 2 have no movement, but the rest do.
01:11:133 (3,4) - This distance space is really big, especially with the direction change into a triple
00:04:515 (4,5) - The spacing from 4 to 5 is huge compared to 00:05:397 (1,2) - This is a hard, I'd recommend keeping your spacing more consistent.

01:20:397 (3,4,5,6,7,8,9,10,1,2,3,4,5,6,7) - This feels so active, but the song is winding down so this amount of rhythm density feels out of place

This map has a tendency to ignore the corners, which makes the map feel claustrophobic. The middle of the screen gets way more action than necessary

Take this note for example 00:02:971 (6) - , this could be a good opportunity to move to the left side, but instead it goes back to the middle, and then 3 notes later the player is directed back into the middle 00:04:515 (4) - Maybe the background being square made you ignore the corners xd. Remember you can go to the edges

I would avoid these kind of overlaps on a Hard 00:31:868 (2) - this isn't supposed to be a reading challenge right
00:46:427 (10,1,2) - I just think this kinda flow is ugly and confusing for a Hard
00:54:368 (5,6,7) - More ugly flow
00:57:456 (9) - Don't do sliders like this, players won't be expected sliders to stop in the middle, and I don't think this slider is trying to represent something in the song
01:03:412 (4,5,6) - More odd flow, just keep it conventional
01:05:838 (3,4) - Huge spacing, ugly flow again
01:10:250 (9) - More examples of trying to hide notes where previous patterns were
01:13:118 (2) - Huge spacing, tone this down

I would suggest that for your green lines before the kiai, that you should use the Soft sampleset. 00:00:000 through until 00:29:221 when you can start using normal for the tapping emphasis.
Last edited by Digitalfear117 2 weeks ago, edited 1 time in total.

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