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

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gsxr4o0
osu!taiko BAT
197 posts
PH Flag

4 months ago
This beatmap was submitted using in-game submission on Monday, November 17, 2025 at 5:23:23 AM

Artist: Lena Liechtenauer (CV: Sawasawa Sawa)
Title: Blue sky
Source: Senren * Banka
Tags: taikosu 千恋*万花 a thousand colors of love eroge visual novel 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 ゆずソフト yuzusoft 椎名俊介 shiina shunsuke 葉月 hazuki
BPM: 193
Filesize: 4355kb
Play Time: 01:21
Difficulties Available:


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





backport of the 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 08-09-2025!

imagine having 1.4 sliders in low diffs but it's now longer than repeats.

Thank you box

Modders
Digitalfear117
Satori
Sonnyc


Noms

kingkurboh335
Donkey Kong
gsxr4o0
osu!taiko BAT
197 posts
PH Flag

4 months ago
Last edited by gsxr4o0 3 months ago, edited 3 times in total.
Digitalfear117
BAT Manager / Global Moderator / Mr. Ladybug
3,340 posts
US Flag

Earned 2 kudosu.

3 months 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
osu!taiko BAT
197 posts
PH Flag

3 months 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 months ago, edited 1 time in total.
    gsxr4o0
    osu!taiko BAT
    197 posts
    PH Flag

    3 months 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.
    kingkurboh335
    BAT Manager
    2,500 posts
    HR Flag

    Earned 1 kudosu.

    3 months 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
    osu!taiko BAT
    197 posts
    PH Flag

    3 months 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
    osu! BAT
    53 posts
    KR Flag

    Earned 1 kudosu.

    3 months ago
    Oni:
    gsxr4o0
    osu!taiko BAT
    197 posts
    PH Flag

    3 months ago
    Oni:
    kingkurboh335
    BAT Manager
    2,500 posts
    HR Flag

    No kudosu yet.

    2 months ago
    map seems good enough now
    bubble
    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
    osu!taiko BAT
    197 posts
    PH Flag

    2 months ago
    Self-pop due to…
  • some unforeseen value that decreases the slider multiplier to 1.3999999666214 (changed to 1.4 to make it straight)
    Reference: osu!mapping: learning taiko. Pishifat, (2018) at 6:44

  • added manual lead-in by 750ms to have 2 seconds of preparation time (1511 (being the first object) + 750 (manual) = 2.261s)
  • Last edited by gsxr4o0 2 months ago, edited 1 time in total.
    kingkurboh335
    BAT Manager
    2,500 posts
    HR Flag

    No kudosu yet.

    2 months ago
    rebubble after fixes
    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
    osu!taiko BAT
    197 posts
    PH Flag

    1 month ago
    :osuHOW: self-popped by system (not me) due to status update to graveyard
    still busy atm so i'll be reworking on hitsounds (recheck), layered hitsounds (idk if it's worth my time), and minor tweaks once my free time allows
    Last edited by gsxr4o0 1 month ago, edited 1 time in total.
    Dutex
    Spinner Sage
    169 posts
    LT Flag

    No kudosu yet.


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