1,933 users, 10 online now.
A total of 472,047 plays!

Index » Beatmaps » Pending Beatmaps » Tame Impala - Feels Like We Only Go Backwards (Cut Ver.)

5 posts | Jump | 1
dilf enjoyer
6 posts
US Flag

4 days ago
This beatmap was submitted using in-game submission on Friday, May 2, 2025 at 1:49:04 AM

Artist: Tame Impala
Title: Feels Like We Only Go Backwards (Cut Ver.)
Tags: it lonerism english psychedelic rock indie pop modular records kevin parker version short dilf_enjoyer 404UNFX
BPM: 75
Filesize: 7547kb
Play Time: 02:15
Difficulties Available:


Download: Tame Impala - Feels Like We Only Go Backwards (Cut Ver.)
Information: Scores/Beatmap Listing
—————
bancho ranked reject

? / ?
Digitalfear117

Earned 1 kudosu.

3 days ago
General:
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.

This map requires Manual Audio Lead in Time. In my modded client you can go to Song Setup > Audio > Music Track and change the Lead-in to 1400ms. You will need to do this every difficulty. You can also do this by opening each of the .osu difficulty files in a text editor and changing "AudioLeadIn: 0" to "AudioLeadIn: 1400". Titanic Ranking Criteria requires the first object to start 1500ms after the start of the mp3, by adding 1400ms it will start at roughly 1500.

"sliderendclircleoverlay.png" is incorrectly named, it should be ""sliderendcircleoverlay.png". This won't work on any clients on Titanic though as that feature was added later in 2015 than any of our clients are from. I think keeping it in is fine though.

"slidercircle.png" is an unused file and should be removed

Some of your difficulties use decimal difficulty settings, these are not allowed on Titanic as they break older clients. Round them to whole numbers (such as CS 4.2 on Backwards, it must be 4 for example)

Normal:
01:49:723 - Kiai is unsnapped by 18 ms.

00:32:905 - is missing (Finish) which exists in Hard
02:09:695 - is missing (Clap) which exists in Hard, Backwards!
02:11:295 - is missing (Clap) which exists in Hard, Backwards!
02:12:095 - is missing (Finish) which exists in Hard, Backwards!
02:12:895 - is missing (Clap) which exists in Hard, Backwards!
02:14:495 - is missing (Clap) which exists in Hard, Backwards!

This normal difficulty is really rough, it doesn't follow best practice for the kind of flow the normal diffs require, there are too many patterns that are ambiguous for new players.

00:11:716 (4,5,6,1) - This pattern may be confusing for new players. Players may go from 4, 5, to 1 and completely miss 6. It's important in low difficulties like Easy and Normal diffs for you to ensure that there are as few moments as possible that can be misread. Players at this skill level struggle with reading more than just about anything else.
00:12:516 (6,1,1) - this is too much NC usage for a normal, you should keep combos bigger on lower difficulties
00:15:316 (4) - This object feels like it's in the middle of nowhere, you should keep it in line with the flow. Placing it at x208 y32 makes it feel much better for example
00:30:516 (2) - avoid sliders with multiple reverse arrows on lower difficulties
00:34:305 (3,4,5) - Imagine a new player using the default skin, they will be using a skin with sliderends. players are likely to click on the tail of 5 instead of the head because of the flow you have created here.
00:43:305 (3,2,3) - imo you should avoid small overlaps like this, it just makes the diff look a little messy. Also I'm not a fan of how the tail of 3 goes into the previous object.
00:44:905 (3) - This note is not properly distance snapped correctly, it's 1.2 compared to 1.0
00:46:505 (1) - This note is not properly distance snapped correctly, it's 0.8 compared to 1.0
00:53:305 (8) - this note is quite hidden, avoid notes that are completely overlapped as stated in the ranking criteria
01:03:305 (5,6) - stuff like this is needlessly hard to read, have 5 point directly instead the head of 6 to ensure the player won't get tripped up.
01:09:305 (2,3,4) - I'd prefer if 3 was in line with 4
01:12:105 (2,3,4) - same issue, 3 is so far away, and so out of line with 2 and 4 that players are likely to miss 3 entirely
01:24:905 (2,3,4,5) - this is way too much note clutter, players will definitely get confused with this. Honestly I don't even really hear any sounds at 01:25:905, I'd just extend 01:25:705 (4) - to the red tick which will make this pattern easier to play as well.
01:39:105 (6,1) - another overlapping problem, this is just so messy
01:39:905 (1,2,3,4,5,6) - :sob:
01:54:505 (2,3,4,1) - More difficult to read flow
01:57:705 (3,4) - This would be so much easier if the reverse arrow pointed towards 4 at least, but having it point away you are setting up new players for failure as they are now moving in the wrong direction of the next note
02:01:095 (3,4) - You are once again pointing players into the tail instead of the head of the next note, and this overlap is quite nasty
02:05:695 (5,6,1) - ambiguous flow for new players
02:08:095 (2,3,4) - you should keep 3 in the flow of the pattern

Imo this normal diff needs to be completely reworked for object placement, this is unrankable as is.

Backwards:
00:32:916 - Slider head unsnapped by 11 ms.
00:33:316 - Slider tail unsnapped by 11 ms.
00:56:705 (1,2) - bro what is this distance these two sounds are completely identical to 00:57:505 (1,2) - and yet the spacing on the first set is 3.5x compared to 1.12x, this doesn't make sense and isn't justified.
01:23:505 (9) - the sound here is louder than the sound here 01:23:705 (10), yet 10 is the one with the large distance increase, this just doesn't make sense. If you are going to do big jumps, do them when there is good song emphasis for it. 01:24:105 (1) - this sound for example is super emphasized, this would be a much better place for a large change in spacing!
Last edited by Digitalfear117 3 days ago, edited 2 times in total.
dilf enjoyer
6 posts
US Flag

3 days ago
rip bad normal diff

heres mods:
SPOILER

00:32:916 - Slider head unsnapped by 11 ms.
00:33:316 - Slider tail unsnapped by 11 ms.

fixed both

00:56:705 (1,2) - bro what is this distance these two sounds are completely identical to 00:57:505 (1,2) - and yet the spacing on the first set is 3.5x compared to 1.12x, this doesn't make sense and isn't justified.
01:23:505 (9) - the sound here is louder than the sound here 01:23:705 (10), yet 10 is the one with the large distance increase, this just doesn't make sense. If you are going to do big jumps, do them when there is good song emphasis for it. 01:24:105 (1) - this sound for example is super emphasized, this would be a much better place for a large change in spacing!

fixed distance snapping for both, let me know if it works better.
Last edited by dilf enjoyer 3 days ago, edited 1 time in total.
Digitalfear117

Earned 1 kudosu.

2 hours ago
Hard:

00:13:716 (2,3,1) - the distance between these objects is the same as the distance 00:14:516 (1,2) - which is confusing as there is a larger gap in time in the second area. You don't literally need to distance snap this difficulty, but you need to be aware of this throughout the map. There are many more examples of this 00:17:716 (2,3,4) - 00:23:916 (2,3,4,5,1) - and so on. Make sure the distances make sense.

Your New Combo usage is really all over the place. Choose a consistent sound or downbeat to new combo based off of. Like why is this NC'd? 00:34:505 (1). 01:35:105 (1) - this NC makes no sense to me, your NC should have been here on the big vocal emphasis if thats your main philosophy for NC's on this map. Don't NC here 02:07:095 (1) - NC on the object after, etc. 00:22:516 (1) - don't NC here, NC here 00:24:116 (3) -

00:35:305 Missing this loud clap feels super odd, even if you are following the vocals, i think you should catch this sound somehow, even with a sliderend

Honestly I'm a bit tired, so this is what I've got for now
Last edited by Digitalfear117 2 hours ago, edited 1 time in total.
dilf enjoyer
6 posts
US Flag

55 minutes ago
Hard:

SPOILER


00:13:716 (2,3,1) - the distance between these objects is the same as the distance 00:14:516 (1,2) - which is confusing as there is a larger gap in time in the second area. You don't literally need to distance snap this difficulty, but you need to be aware of this throughout the map. There are many more examples of this 00:17:716 (2,3,4) - 00:23:916 (2,3,4,5,1) - and so on. Make sure the distances make sense.

fixed some, some are supposed to be for symmetrical purposes like 00:24:916 (4,5,1) that i do want to keep if possible.

Your New Combo usage is really all over the place. Choose a consistent sound or downbeat to new combo based off of. Like why is this NC'd? 00:34:505 (1). 01:35:105 (1) - this NC makes no sense to me, your NC should have been here on the big vocal emphasis if thats your main philosophy for NC's on this map. Don't NC here 02:07:095 (1) - NC on the object after, etc. 00:22:516 (1) - don't NC here, NC here 00:24:116 (3) -

NC should be fixed and no longer emphasized with vocals. it was an old habit of mine (still trying to break out of it for the most part :P

00:35:305 Missing this loud clap feels super odd, even if you are following the vocals, i think you should catch this sound somehow, even with a sliderend

added slider to catch that sound

5 posts | Jump | 1