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BABYMETAL - Road of Resistance

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Total Posts
109
Topic Starter
Monstrata
This beatmap was submitted using in-game submission on February 8, 2016 at 9:35:45 PM

Artist: BABYMETAL
Title: Road of Resistance
Tags: dragonforce herman li sam totman ktsune suzuka nakamoto yui mizuno moa kikuchi su-metal yuimetal moametal
BPM: 199
Filesize: 10417kb
Play Time: 05:09
Difficulties Available:
  1. Rebellion (7.25 stars, 2026 notes)
Download: BABYMETAL - Road of Resistance
Information: Scores/Beatmap Listing
---------------
Pass this map and burn 350 calories in the process!


Rebellion


--

NFHR Hype!! Don't skip spinner day Cookiezi!
Aeril
Did you actually wait until 2016 to submit this beatmap... waow
Topic Starter
Monstrata
I was also waiting for my name change xD.

Its a new year! Time to start mapping new stuff and try out new styles :D.
Kite
this is really great
GoldenWolf
T-T-T-Timing check!

Step by step procedure so future modders/timers can know what I did just in case it might be useful for some reason
Everything should and must be done unless specified otherwise


Move the very first red line from 00:04:700 - to 00:04:710 -
Change the redline's bpm at 00:07:064 - from 203.000 to 206.000
Add a redline at 00:08:520 - with a bpm of 204.500
Change the redline's bpm at 00:09:400 - from 204.100 to 201.000; since you're following the guitar in the intro, it has to be 201.000 bpm there otherwise it's way off by 20+ ms here.
Move the redline at 00:11:760 - to 00:11:743 - and change its bpm from 205.000 to 206.000
Move the redline at 00:09:409 - to 00:09:400 -
Move the redline at 00:12:919 - to 00:12:908 -
Delete the redline at 00:14:979 -
Move the redline at 00:15:256 - to 00:15:249 -
Move the redline at 00:16:442 - to 00:16:422 - and change its bpm to 204.000
Add a redline at 00:17:598 - with a bpm of 205.000
Add a redline at 00:19:793 - with a bpm of 193.000; Up to you if you want to map that or not, the redline is there to ensure the time between each circle is equal, because the second bass hit is about 9ms earlier than 00:19:870 - there, but I figured it would be/look nicer if every circle was equally spaced in time. It effectively doesn't have any impact gameplay-wise wether you put that redline or not, 9ms difference during a triple on the second note is really negligible, players are not going to notice that, neither they can even feel such a small difference during a triple. It's there to look nicer if you plan to map the triple there, if not, then it doesn't matter and you can skip this.
Move the redline at 00:19:928 to 00:19:948 - and change its bpm from 205.000 to 209.000
Add a redline at 00:20:378 - with a bpm of 205.000
Add a redline at 00:21:109 - with the same bpm as above, for metronome reset purpose
Move the redline at 00:32:220 - to 00:32:230 - and change its bpm to 200.000
Delete the redline at 00:33:980 -
Move the redline at 00:37:498 - to 00:37:504 - and change its bpm to 206.500
Move the redline at 00:38:662 - to 00:38:666 -
Move the redline at 00:41:586 - to 00:41:600 -
Move the redline at 00:41:919 - to 00:41:924 -
Delete the redline at 00:42:119 -
Move the redline at 00:42:318 - to 00:42:325 - and change its bpm from 204.960 to 205.000
Then delete the redline at 00:55:203 -

Don't be scared by the list of changes, it's mostly fine tuning, you were already mostly right in what you found, except it was just off by ~10-20ms at times

Now the ending

Change the redline's bpm at 04:55:051 - from 180.000 to 200.000
Move the redline at 04:55:217 - to 04:55:202 - and change its bpm from 215.000 to 195.000
Change the redline's bpm at 04:55:643 - from 178.000 to 169.000
Move the redline at 04:55:980 - to 04:55:998 - and change its bpm from 205.000 to 153.000
Move the redline at 04:56:205 - to 04:56:194 - and change its bpm from 170.000 to 136.000
Move the redline at 04:56:381 - to 04:56:414 - and change its bpm from 111.500 to 127.000
Change the redline's bpm at 04:56:650 - from 76.250 to 75.000
Move the redline at 04:57:436 - to 04:57:450 - and change its from from 83.750 to 85.250
Change the redline's bpm at 04:58:152 - from 85.000 to 81.500
Move the redline at 04:58:504 - to 04:58:520 - and change its bpm from 77.000 to 80.500

04:59:906 - ... Yeah ain't gonna time that shit lol, especially since you slapped a spinner over it, let's call it a day.

That should be it! and yet another hour spent timing something ;_;
Mint
BABYMETAL!
OmegaR
Topic Starter
Monstrata
Bumped to AR 9.3
pkhg
9.42 pls
Marianna
♥♥♥
Aeril
04:18:910 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - SPACING WHYYYYY ;W;

the one part that keeps me from fcing

02:41:446 (1,2,1) - also weird jump from the kicksliders to that note
Shiirn
Let's do this.

Suggestions
Heavily Recommend
Vital



[Rebellion]
00:01:091 (1) - Starting with a spinner always has a weird effect on the player. The fact that it ends, not on a beat, but when noise stops, makes it even weirder. I suggest having the spinner get progressively louder over time with the final note being much softer in volume.
00:12:908 (2,3,4,5) - The 2,4,5 are not in a straight line.
00:21:109 (1) - This is pretty freakin' far outside the grid area. Is that really necessary?
01:20:959 (1,2,3,4) - You can move these apart in such a way to allow them to not overlap with 01:21:837 (7,8,9,10,1) - . This will also move 01:22:422 (3) - .
04:53:300 (2,3,4) - doesn't need to overlap with (1). You could space this out a bit.

Curse your efficient mapping style that leaves little chance for error.
Topic Starter
Monstrata

Shiirn wrote:

Let's do this.

Suggestions
Heavily Recommend
Vital



[Rebellion]
00:01:091 (1) - Starting with a spinner always has a weird effect on the player. The fact that it ends, not on a beat, but when noise stops, makes it even weirder. I suggest having the spinner get progressively louder over time with the final note being much softer in volume. I lowered volume to 40% but I think the volume is fine since you don't really get any 1000's until midway through the spinner atleast (using auto) so the volume should fit well.
00:12:908 (2,3,4,5) - The 2,4,5 are not in a straight line. Fixed.
00:21:109 (1) - This is pretty freakin' far outside the grid area. Is that really necessary? Well, its not off screen, but i made this a bit nicer. I like using the full area of the screen, not just the limits of the grid, especially when it fits the structure i've set up here.
01:20:959 (1,2,3,4) - You can move these apart in such a way to allow them to not overlap with 01:21:837 (7,8,9,10,1) - . This will also move 01:22:422 (3) - . Yea Alright, fixed this, and applied to some other stacked triplets too.
04:53:300 (2,3,4) - doesn't need to overlap with (1). You could space this out a bit. Alright, did something cool.

Curse your efficient mapping style that leaves little chance for error.
First Shiirn mod :D Thanks <33
Topic Starter
Monstrata

Aeril wrote:

04:18:910 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - SPACING WHYYYYY ;W; :DD Well, i might nerf them after some more testplays but i'm impressed you can FC (if not for this part). The rest of the map is still 6.75 stars without this.

the one part that keeps me from fcing

02:41:446 (1,2,1) - also weird jump from the kicksliders to that note I think they play really nicely though. I really like this jump design anyways.
pishifat
look at me i put letters

  1. 00:06:519 (2,1) - like 1 pixel off the bottom and in everyone's score meters without any real necessity for keeping neat strucutre stuff plsmoveup
  2. 00:41:600 (1) - feeling like you could control emphasis on 00:41:600 (1) - way more by having 34 not being sharper than 12. like https://osu.ppy.sh/ss/4272252, keeping the idea you did with 00:39:836 (1,2,3,4) - then having a non wideaf angle to 00:41:600 (1) -
  3. 00:56:373 (1,1,1,1) - vocals literally saying 1234 and you decide to combo spam why
  4. 01:35:007 (1,2,3,4,1,2,3,1,2,3) - kinda dont understand how you structured rhythm for this stuff. 01:35:007 (1) - this combo goes 100% instrumental, 01:36:178 (1) - prioritizes instrumentals then has a loud af thing on the tail of 2, and 01:37:349 (1) - goes for vocal emphasis only and ignores the loud af thing in the middle of 2 wat
  5. 01:54:617 (7) - separate from pattern like youd done up til now. something like https://osu.ppy.sh/ss/4272261 works pretty well linear transition into 1's sliderbody so planned rite
  6. 02:24:178 (1,2,3) - 02:25:349 (1,2,3) - gonna break everything here but i dunno why you go with the 1/1 emphasis while switching to 3/2 during the stream stuff at 02:28:861 (1) - . and like 02:26:520 (1,2,3,4,5,6,7,8,1,2,3) - this stuff is emphasizing 3/2ness while the streamy stuff prior had the same stuff to emphasize uuuuuu u
  7. 04:02:081 (2,3,4,5,6,1) - 04:04:422 (2,3,4,5,6,7) - these are the same things dood. putting emphasis on the white tick like the first one is cool, so like sdsdsd on both = max cool
  8. 04:28:276 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - wouldnt this make more sense split into 6+6+4 cuz hello song hello 1000 other times you did it right
  9. 04:59:906 - pls
https://osu.ppy.sh/s/387185 ty mONSTRATA
NucleaRaven
Thats an awesome map (i can almost pass it xd). I was gonna suggest a mod but pishi already suggested it :D
Topic Starter
Monstrata

pishifat wrote:

look at me i put letters

  1. 00:06:519 (2,1) - like 1 pixel off the bottom and in everyone's score meters without any real necessity for keeping neat strucutre stuff plsmoveup Ok
  2. 00:41:600 (1) - feeling like you could control emphasis on 00:41:600 (1) - way more by having 34 not being sharper than 12. like https://osu.ppy.sh/ss/4272252, keeping the idea you did with 00:39:836 (1,2,3,4) - then having a non wideaf angle to 00:41:600 (1) - True. Fixed.
  3. 00:56:373 (1,1,1,1) - vocals literally saying 1234 and you decide to combo spam why Literally deaf
  4. 01:35:007 (1,2,3,4,1,2,3,1,2,3) - kinda dont understand how you structured rhythm for this stuff. 01:35:007 (1) - this combo goes 100% instrumental, 01:36:178 (1) - prioritizes instrumentals then has a loud af thing on the tail of 2, and 01:37:349 (1) - goes for vocal emphasis only and ignores the loud af thing in the middle of 2 wat I wanted to follow instruments and keep a simpler rhythm here but yea, ignoring that drum in the middle of 2 was kinda random so I split that into a circle + 1/2 slider instead.
  5. 01:54:617 (7) - separate from pattern like youd done up til now. something like https://osu.ppy.sh/ss/4272261 works pretty well linear transition into 1's sliderbody so planned rite Good idea.
  6. 02:24:178 (1,2,3) - 02:25:349 (1,2,3) - gonna break everything here but i dunno why you go with the 1/1 emphasis while switching to 3/2 during the stream stuff at 02:28:861 (1) - . and like 02:26:520 (1,2,3,4,5,6,7,8,1,2,3) - this stuff is emphasizing 3/2ness while the streamy stuff prior had the same stuff to emphasize uuuuuu u This, Honestly i have no reason other than switching up the rhythm. And I felt like using 1/4 repeat sliders for a bit of a break after the stream without losing the intensity that a 3/2 rhythm gives. The 1/1 rhythm is exclusively 1/4, without any 1/2 gaps so its an easy to play rhythm that i think transitions a bit better after the streams than just going straight into 3/2's.
  7. 04:02:081 (2,3,4,5,6,1) - 04:04:422 (2,3,4,5,6,7) - these are the same things dood. putting emphasis on the white tick like the first one is cool, so like sdsdsd on both = max cool Cool
  8. 04:28:276 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8) - wouldnt this make more sense split into 6+6+4 cuz hello song hello 1000 other times you did it right Right
  9. 04:59:906 - pls Ok ;w;
https://osu.ppy.sh/s/387185 ty mONSTRATA
ty PISHIFAT
Lami

Zzzzz...

maybe AR 9.5~?
according to 04:16:568 - ~ end
in my view, ar 9.3 is so low, in high distance stream with over 200 bpm.
yea, it is just my view.

use mute custom hitsound on slider-tick?
just some example)
00:05:011 -
00:05:313 -
00:21:401 -
02:38:520 -
02:39:690 -

00:18:671 - missed rhythm?

02:08:227 (3,4,5) - avoid overlap with 02:08:739 (7,8,9) - . for clear visual

02:28:861 (1,2,3,4) - different distance in same rhythm with same NC..
I guess it's missreadable.. and damaged on consistent placement.
you can find good example in 02:31:202 (1,2,3,4) -

02:40:861 (1,2) - if you want to build up distance in 02:40:568 (1,2,1,2,1,2,1,2) -
increase DS each other.

02:45:324 (2) - overmapped? since you didn't use some rhythm in 02:49:934 (1,2) -
i guess it's same music with that.

03:41:666 (2) - remove? basis is 03:42:617 (1,2) -

03:51:105 (2,3) - u suddenly change ur natural placement style..
example
Marianna
Resistaaaaance~

  1. 00:42:398 (1) - Complete this spin here 00:47:154 - It has a very strong hit here
  2. 02:38:227 - It makes more sense to finish the kiai here
  3. 04:54:032 - ^
ProfessionalBox
Hello Monstrata, I like your new username o3o Here is my part of the M4M

Rebellion

- I think that HP4 is a bit too low even if the map is hard and requires a lot of stamina. Maybe consider something closer to 4,5

00:06:217 - This empty space begs for a circle. I can hear it crying >:D Stacking it on top of the following slider or having it spaced a bit both work just fine imo
00:18:476 (7) - Consider making this a circle instead since the 1/3 rhythm stops here and with the current slider it adds 1/3 rhythm where there is none. It doesn't effect gameplay that much but it's totally noticeable
00:41:600 (1) - You could make this a repeat slider with 1/12 to match the guitar trill. I think it also makes the bpm change more easy to react to (not like it isn't easy with 2 simple sliders xD).
01:21:837 (7,8,9,10,1,3) - This looks really messy. I see that you wanted to stack 01:21:105 (2,3) - and to keep them stacked move the stream like this for an easy fix
02:04:275 (1,2) - The spacing of these might confuse some players because of 02:03:105 (1,2,3,4) - having similiar spacing but is played as 1/4 instead of 1/2. This is easily fixed by adding new combos on 02:04:568 (2,3,4) - aswell since the lack of follow point naturally makes the player react to the changed rhythm.
02:37:641 (1,2,3,4) - Imo these feel overly spaced since the stream before these isn't incresing in spacing although it's very long.
02:41:154 (1,2) - These aren't symmetrical. Just a minor thing but something I noticed :D
02:56:373 (1) - This slider feels a bit lame. Make it end on the next red point and add some spice to it maybe?
04:11:885 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4) - Freedom dive?
04:18:910 (1,2,3,4,5,6,1,2,3,4,5,6,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - YOO HOLY SHIT WTF
04:55:643 (1,1) - I'd add new combo's to these aswell to make the bpm change more clear

Really fun looking 200bpm streamhell :D!

That's it for the mod, hope it helps :) You don't need to change those streams that I highlited, those were just my initial reactions when seeing them xD
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