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Index » Beatmaps » Pending Beatmaps » cornandbeans - Final Agression

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Satori
1784 posts

2 months ago
This beatmap was submitted using in-game submission on 1. siječanj 2025. at 14:45:00

Artist: cornandbeans
Title: Final Agression
Tags: osu!stream instrumental electronic newgrounds drum n and & bass kurboh
BPM: 160
Filesize: 2145kb
Play Time: 01:48
Difficulties Available:
  • Easy (2,05 stars, 136 notes)
  • Finale (5 stars, 523 notes)
  • Hard (4,87 stars, 347 notes)
  • Insane (5 stars, 467 notes)
  • Normal (3,76 stars, 194 notes)


Download: cornandbeans - Final Agression
Information: Scores/Beatmap Listing
—————
mapset 28

first time i'm uploading as Satori!
Easy - Done
Normal - Done
Hard - Done
Insane - Done
Finale - Done

update 1: new background cuz it looks cooler
update 2: Digitalfear117 mod
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.
Satori
1784 posts

1 month ago
looking for insane guest difficulty again

rest of the diffs are done :D
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
Source for this can't be osu!stream since it originated from newgrounds meaning it didn't debut with osu!stream. Change that to the tags
Satori
1784 posts

1 month ago

Digitalfear117 wrote:

Source for this can't be osu!stream since it originated from newgrounds meaning it didn't debut with osu!stream. Change that to the tags


i think the source should stay as osu!stream
reason why: songs like freedom dive have been sourced to BMS, Cytus and MAXBEAT on different mapsets, it's the same song used in different rhythm games, and all of them are correct to use (even though, most of the time it's now sourced to MAXBEAT)
so yeee, i'm keeping the source :p
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

No kudosu yet.

1 month ago

Satori wrote:

i think the source should stay as osu!stream
reason why: songs like freedom dive have been sourced to BMS, Cytus and MAXBEAT on different mapsets, it's the same song used in different rhythm games, and all of them are correct to use (even though, most of the time it's now sourced to MAXBEAT)
so yeee, i'm keeping the source :p


freedom dive originated from maimai PiNK, yes it does exist and was licensed for other games, but all modern sets of freedom dive now attribute it to where it first originated from, and it's licensed sources are now tags. The real issue here is that the way most people would recognize Final Agression is that it is from Newgrounds, it is very unlikely by comparison that they will attribute this song first to osu!stream.

This is not the same as a song that has no other valid sources. For example My Generation is the opening song to the movie Koe no Katachi (A Silent Voice) a song by the Rock band The Who was released on December 3, 1965. This song was not written to be used for this song, it was simply licensed and used for it. By osu's Metadata Ranking Criteria, adding Koe no Katachi as the source would be considered optional, as it had no other source tied to it originally. However, the ending song for the film Koi wo Shita no wa by aiko was written FOR the film, meaning the source is definitively the movie as it has not been featured in any other media.
Satori
1784 posts

1 month ago

Digitalfear117 wrote:

freedom dive originated from maimai PiNK, yes it does exist and was licensed for other games, but all modern sets of freedom dive now attribute it to where it first originated from, and it's licensed sources are now tags. The real issue here is that the way most people would recognize Final Agression is that it is from Newgrounds, it is very unlikely by comparison that they will attribute this song first to osu!stream.

This is not the same as a song that has no other valid sources. For example My Generation is the opening song to the movie Koe no Katachi (A Silent Voice) a song by the Rock band The Who was released on December 3, 1965. This song was not written to be used for this song, it was simply licensed and used for it. By osu's Metadata Ranking Criteria, adding Koe no Katachi as the source would be considered optional, as it had no other source tied to it originally. However, the ending song for the film Koi wo Shita no wa by aiko was written FOR the film, meaning the source is definitively the movie as it has not been featured in any other media.


fine, if you insist
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 2 kudosu.

1 week ago
why does top diff have lower HP than insane? and then why is the AR and OD the same on Hard and Insane?

I would use HP 5 on Finale, and AR/OD 8 on Hard

The bitrate of this mp3 is below the rankable amount of 128kbps

Easy:
01:12:015 (1,2,3,4,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,1) - I understand wanting to increase the difficulty on the second kiai in order to have progression, but you have represented the exact same sounds in a much harder way compared to the first kiai, which I think is unacceptable even from a progression standpoint. This feels like difficulty creep to me, and the map suddenly turns into a Normal. I really do not like this.

Normal:
00:09:015 (1,2) - these collide with the hp bar
00:16:515 (4,5) - ^
00:33:015 (1) - ^
00:40:515 (5) - I feel like sliders with this many reverses is confusing for new players, especially since sliders is what new players find the most difficult. I would end the slider at 00:41:077 (meaning it only has two reverses) and then place a new circle at 00:41:265 (6) - and 00:41:640 (7) - to break this up a little
00:44:827 (1,2) - ^
01:12:015 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,1,2,3,4,5,1,2,3,4,1,2,3,4,1,2,3,4,1) - Same exact issue as the Easy, it suddenly turns into an Advanced in the back half with it's rhythms. This especially doesn't make sense that the two lower diffs do this, when the Hard/Insane diff does not exhibit this issue. So you can't even say it's just the gimmick imo.

Insane:
00:29:077 (4,5,6,7,8,9) - This feels really sloppy to play, as each note is following a completely different sound, especially when you then choose to ignore 00:29:827, same with 00:59:077 (1,2,3,4,5,6) -

Finale: this diff has major progression issues compared to the insane in terms of active rhythms
00:06:015 (1,2,3,4) - this is simplified compared to the insane which is more active with 00:06:015 (1,2,3,4,5) - I would swap these
00:09:577 (4,5,6,1,2,3) - simplified compared to insane 00:09:671 (3,4,5,1,2,3) -
00:11:077 (4,1) - simplified compared to insane 00:11:077 (5,6,7,1,2) -
00:22:983 (6,7,8) - simplified compared to insane 00:22:983 00:22:983 (6,7,8,9) -
00:47:077 (4) - simplified compared to insane 00:47:077 (5,6,7) -
00:55:702 (2,3) - simplified compared to insane 00:55:702 (2,3,4) -
00:59:265 (5,6,7,8,9,1) - simplified compared to insane 00:59:077 (1,2,3,4,5,6) -
01:01:702 (2,3) - simplified compared to insane 01:01:702 (2,3,4) -
01:17:921 (4,1,2,3,4) - simplified compared to insane 01:17:921 (5,1,2,3,4,5,6,7,8) -
01:21:015 (1,2,3,4) - simplified compared to insane 01:21:015 (1,2,3,4,5,6,7,8) -
A higher diff should be a progression of both aim and tapping, and finale suffers from the fact it does have increased aim requirements, but a significant reduction in tapping difficulty in many parts. Until this is more balanced I don't think these two can be ranked. This will require some reworking. As the "finale" and the top diff you can afford to scale both aim and rhythm complexity. This is the ceiling, don't skimp on a skillset.
Last edited by Digitalfear117 1 week ago, edited 1 time in total.
Satori
1784 posts

1 week ago

Digitalfear117 wrote:

why does top diff have lower HP than insane? and then why is the AR and OD the same on Hard and Insane? - unintentional errors

- O I would use HP 5 on Finale, and AR/OD 8 on Hard -

- X The bitrate of this mp3 is below the rankable amount of 128kbps - audio is taken directly from it's source on newgrounds, there isn't a higher bitrate version out there

Easy:
- O 01:12:015 (1,2,3,4,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,1) - I understand wanting to increase the difficulty on the second kiai in order to have progression, but you have represented the exact same sounds in a much harder way compared to the first kiai, which I think is unacceptable even from a progression standpoint. This feels like difficulty creep to me, and the map suddenly turns into a Normal. I really do not like this. - yep, fair, i removed some of the objects to give players more time to hit them - 01:12:765 (2,3,2,3)

Normal:
- ? 00:09:015 (1,2) - these collide with the hp bar - i have no clue what to do about these tbh…
- ? 00:16:515 (4,5) - ^
- ? 00:33:015 (1) - ^
- O 00:40:515 (5) - I feel like sliders with this many reverses is confusing for new players, especially since sliders is what new players find the most difficult. I would end the slider at 00:41:077 (meaning it only has two reverses) and then place a new circle at 00:41:265 (6) - and 00:41:640 (7) - to break this up a little - yea, fair, decided to extend the slider and make it only one repeat and have a circle afterwards
- ? 00:44:827 (1,2) - ^
- X 01:12:015 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,1,2,3,4,5,1,2,3,4,1,2,3,4,1,2,3,4,1) - Same exact issue as the Easy, it suddenly turns into an Advanced in the back half with it's rhythms. This especially doesn't make sense that the two lower diffs do this, when the Hard/Insane diff does not exhibit this issue. So you can't even say it's just the gimmick imo. - i don't think it's an issue on this difficulty tbh, it plays out similarly to the first kiai, spacing isn't different, the only thing here is having some more notes to tap, so i won't change this one

Insane:
- O 00:29:077 (4,5,6,7,8,9) - This feels really sloppy to play, as each note is following a completely different sound, especially when you then choose to ignore 00:29:827, same with 00:59:077 (1,2,3,4,5,6) - yep, that one's bad, fixed

Finale: this diff has major progression issues compared to the insane in terms of active rhythms
- O 00:06:015 (1,2,3,4) - this is simplified compared to the insane which is more active with 00:06:015 (1,2,3,4,5) - I would swap these - not swapping these, but making Finale more active
- O 00:09:577 (4,5,6,1,2,3) - simplified compared to insane 00:09:671 (3,4,5,1,2,3) - fixed
- O 00:11:077 (4,1) - simplified compared to insane 00:11:077 (5,6,7,1,2) - fixed
- X 00:22:983 (6,7,8) - simplified compared to insane 00:22:983 00:22:983 (6,7,8,9) - i believe it's more difficulty than the other one so i'm keeping it
- O 00:47:077 (4) - simplified compared to insane 00:47:077 (5,6,7) - fixed
- X 00:55:702 (2,3) - simplified compared to insane 00:55:702 (2,3,4) - this one presents a different type of challenge with aim so i'm keeping it
- X 00:59:265 (5,6,7,8,9,1) - simplified compared to insane 00:59:077 (1,2,3,4,5,6) - same here
- X 01:01:702 (2,3) - simplified compared to insane 01:01:702 (2,3,4) - same here
- X 01:17:921 (4,1,2,3,4) - simplified compared to insane 01:17:921 (5,1,2,3,4,5,6,7,8) - that's not simplified??
- X 01:21:015 (1,2,3,4) - simplified compared to insane 01:21:015 (1,2,3,4,5,6,7,8) - neither is this…
A higher diff should be a progression of both aim and tapping, and finale suffers from the fact it does have increased aim requirements, but a significant reduction in tapping difficulty in many parts. Until this is more balanced I don't think these two can be ranked. This will require some reworking. As the "finale" and the top diff you can afford to scale both aim and rhythm complexity. This is the ceiling, don't skimp on a skillset. hopefully the intro parts have more complexity and should be better!


thank you for such detailed mod! :D

UPDATE: Normal's objects no longer collide with hp bar
Last edited by Satori 1 week ago, edited 1 time in total.
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.

8 posts | Jump | 1