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

9 posts | Jump | 1
gsxr4o0
50 posts
PH Flag

2 weeks ago
This beatmap was submitted using in-game submission on Tuesday, July 29, 2025 at 3:19:32 PM

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: 3312kb
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 07-28-2025!

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
50 posts
PH Flag

Digitalfear117

Earned 2 kudosu.

6 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
50 posts
PH Flag

3 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 3 days ago, edited 1 time in total.
    gsxr4o0
    50 posts
    PH Flag

    1 day 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.

    1 day 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
    50 posts
    PH Flag

    1 day 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

    Earned 1 kudosu.

    1 day 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.
    gsxr4o0
    50 posts
    PH Flag

    1 day 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.
      Tried making more space, done
    • 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.
      Adjusted DS to 1.6 for the jump part.
    • 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.
      Sure.
    • 00:25:138 (1,3,4) - 01:12:547 (5,8) - Can you try avoiding these overlaps as well? Feels unpolished as well.
      It's now changed.
      Thanks for mod~

    9 posts | Jump | 1