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Index » Beatmaps » Pending Beatmaps » crafter2011 - fall damage

9 posts | Jump | 1
scrimmy
13 posts

2 weeks ago
This beatmap was submitted using in-game submission on Wednesday, December 18, 2024 at 1:59:42 PM

Artist: crafter2011
Title: fall damage
Tags: Instrumental Other
BPM: 205.02
Filesize: 2933kb
Play Time: 01:24
Difficulties Available:


Download: crafter2011 - fall damage
Information: Scores/Beatmap Listing
—————
not really gonna go for ranked lol
at best i could go for loved


the map slowly gets more playable the further you go on lol


Massive Grid: 0 - 21%
Large Grid: 21 - 32%
Medium Grid: 32 - 43%
Small Grid: 43 - 53%
Tiny Grid: 53 - 64%
No Grid: 64 - 74%
Tiny Grid 2: 74 - 85%
Small Grid 2: 85 - 100%

Hitsounding Finished!
:D

2025 goals :3
Top 3 in BARUSA of MIKOSU - [Completed - 12/20/24]
250pp play
1 Billion score
2 digit :3
Get a map ranked
get 10 dollars 🔥 - [already gave up ;-;]
Satori
1731 posts

Earned 1 kudosu.

2 weeks ago
change your difficulty settings to round numbers, cuz atm, it's not playable on titanic
so, make it AR 9 and OD either 7 or 8

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.
scrimmy
13 posts

2 weeks ago

Satori wrote:

change your difficulty settings to round numbers, cuz atm, it's not playable on titanic
so, make it AR 9 and OD either 7 or 8


thx for telling me i totally forgot, its fixed now
:D

2025 goals :3
Top 3 in BARUSA of MIKOSU - [Completed - 12/20/24]
250pp play
1 Billion score
2 digit :3
Get a map ranked
get 10 dollars 🔥 - [already gave up ;-;]
scrimmy
13 posts

1 week ago
edit: changed circle size to 4 to make map more playable
:D

2025 goals :3
Top 3 in BARUSA of MIKOSU - [Completed - 12/20/24]
250pp play
1 Billion score
2 digit :3
Get a map ranked
get 10 dollars 🔥 - [already gave up ;-;]
scrimmy
13 posts

1 week ago
it seems that everything is finished! all the grid sizes are done, and i've hitsounded everything.
:D

2025 goals :3
Top 3 in BARUSA of MIKOSU - [Completed - 12/20/24]
250pp play
1 Billion score
2 digit :3
Get a map ranked
get 10 dollars 🔥 - [already gave up ;-;]
scrimmy
13 posts

1 week ago
edit: made Medium Grid section more playable
:D

2025 goals :3
Top 3 in BARUSA of MIKOSU - [Completed - 12/20/24]
250pp play
1 Billion score
2 digit :3
Get a map ranked
get 10 dollars 🔥 - [already gave up ;-;]
scrimmy
13 posts

1 week ago
changed AR to AR9
:D

2025 goals :3
Top 3 in BARUSA of MIKOSU - [Completed - 12/20/24]
250pp play
1 Billion score
2 digit :3
Get a map ranked
get 10 dollars 🔥 - [already gave up ;-;]
Digitalfear117

Earned 1 kudosu.

5 days ago
This is fairly decent for a new mapper, but this map really struggles with the fundamentals of object placement. Patterns feel very random, without a real sense of flow or direction.

I also have complaints about rhythm choice.

For example, you chose to use a slider with multiple reverse arrows here 00:30:151 (4) -, when the previous time this sound came you did a kick slider. A kick slider worked better because of the gap in rhythm that exists.

01:03:953 (5) - This slider feels like it exists for no reason, it ends on virtually nothing

01:04:684 (9,10,1,2,1,2,1,2,1) - This burst feels unjustified considering what is happening in the song, and how you previously represented sounds like this

Why is the ghast sound not mapped, but the anvil drop sound is?

Overall I think this is a difficult song to map, it’s quite repetitive in it’s structure which makes for a boring experience mapping, and it’s the kind of patterns I think people are likely to map will feel very samey. I think choosing a simpler song that has varied rhythms to follow throughout the song make for a better choice.

I could get into more specifics but I think you get the point. I hope you continue to keep mapping, because I’m sure you can make great maps given more time and experience!
Last edited by Digitalfear117 5 days ago, edited 1 time in total.
scrimmy
13 posts

5 days ago

Digitalfear117 wrote:

This is fairly decent for a new mapper, but this map really struggles with the fundamentals of object placement. Patterns feel very random, without a real sense of flow or direction.

I also have complaints about rhythm choice.

For example, you chose to use a slider with multiple reverse arrows here 00:30:151 (4) -, when the previous time this sound came you did a kick slider. A kick slider worked better because of the gap in rhythm that exists.

01:03:953 (5) - This slider feels like it exists for no reason, it ends on virtually nothing

01:04:684 (9,10,1,2,1,2,1,2,1) - This burst feels unjustified considering what is happening in the song, and how you previously represented sounds like this

Why is the ghast sound not mapped, but the anvil drop sound is?

Overall I think this is a difficult song to map, it’s quick repetitive in it’s structure which makes for a boring experience mapping, and it’s the kind of patterns I think people are likely to map will feel very samey. I think choosing a simpler song that has varied rhythms to follow throughout the song make for a better choice.

I could get into more specifics but I think you get the point. I hope you continue to keep mapping, because I’m sure you can make great maps given more time and experience!


I'll try to fix some of these, thanks for looking at my map :D

at 01:03:953 (5) - and 01:04:684 (9,10,1,2,1,2,1,2,1) -, I was trying to map by both the beat and the "lyrics" (the voice is so distorted I cant understand it), so when you're only focusing on the beat it does sound like it ends on nothing. I guess I focused too much on the "lyrics".
:D

2025 goals :3
Top 3 in BARUSA of MIKOSU - [Completed - 12/20/24]
250pp play
1 Billion score
2 digit :3
Get a map ranked
get 10 dollars 🔥 - [already gave up ;-;]

9 posts | Jump | 1