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Kola Kid - press start

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46
Topic Starter
Bonsai
This beatmap was submitted using in-game submission on Montag, 19. September 2016 at 15:34:05

Artist: Kola Kid
Title: press start
Tags: viptwo Zectro Chiptune Bitpop Electro 8-bit 8bit videogame chipmusic breakcore bubblegumbass trap
BPM: 200
Filesize: 1134kb
Play Time: 00:39
Difficulties Available:
  1. Advanced (2,62 stars, 111 notes)
  2. Extra (5,48 stars, 200 notes)
  3. Hard (3,41 stars, 127 notes)
  4. Light Insane (4,14 stars, 149 notes)
  5. Normal (1,88 stars, 73 notes)
  6. viptwo's Another (4,95 stars, 201 notes)
  7. Zectro's Insane (4,85 stars, 172 notes)
Download: Kola Kid - press start
Information: Scores/Beatmap Listing
---------------


Another by viptwo
Insane by Zectro


_____________________________welcome back viptwo! \o/ thanks for letting me host this set lol
     
vipto
first
Secretpipe


Kewl song~

[General]

  1. You need more difficulties but I think you're already aware of this! :p
[viptwo's start]

  1. 00:03:300 (6,1,2,3) - I think you can reduce the curves here overall in order to give these sliders a neater look here.
  2. 00:02:700 (2,6,3) - The lil overlap here trigger'd me
  3. 00:07:200 (6) - the NC should have been done on that note nah?
  4. 00:29:400 (3,4,5,6) - There's nothin' in the song which suits with the stream in despire that it plays well.. It's up to you but it feels overmapped rn imo
  5. 00:39:600 (1) - Imo you could start a slider here which would finish at 00:39:900 - since the "bzzz" sound is extended until 00:39:900 -
[Bonsai's Gridsnap]

  1. Interestin' choice bout the CS but this is kinda breakin' your spread if the hardest difficulty got an higher CS that ur diff nah?
  2. 00:09:750 (2) - In my opinion , this should have been covered with two circles since there's no difference between these two sounds at 00:09:750 - and 00:09:900 -
  3. 00:30:600 (3) - Same here aswell!
  4. 00:34:200 (3) - And again ~
  5. 00:39:600 (1) - Same suggestion as vipto's diff : Imo you could start a slider here which would finish at 00:39:900 - since the "bzzz" sound is extended until 00:39:900 -
[Liiraye's Zora 2.0]

  1. 00:29:250 (1,2,3,4,5) - In my opinion, that circle wave could have been as much better as 00:28:800 (1,2,3,4,5) - :p ! you'll see why
  2. 00:39:600 (7) - Same suggestion as vipto's diff : Imo you could start a slider here which would finish at 00:39:900 - since the "bzzz" sound is extended until 00:39:900
GET MORE DIFFS AND RANK IT-
vipto

Secretpipe wrote:

[viptwo's start]

  1. 00:03:300 (6,1,2,3) - I think you can reduce the curves here overall in order to give these sliders a neater look here.
  2. 00:02:700 (2,6,3) - The lil overlap here trigger'd me
  3. 00:07:200 (6) - the NC should have been done on that note nah?
  4. 00:29:400 (3,4,5,6) - There's nothin' in the song which suits with the stream in despire that it plays well.. It's up to you but it feels overmapped rn imo
  5. 00:39:600 (1) - Imo you could start a slider here which would finish at 00:39:900 - since the "bzzz" sound is extended until 00:39:900 -
Fixed 1-3, 4 and 5 stayed. Thanks
Topic Starter
Bonsai

Secretpipe wrote:

[General]

  1. You need more difficulties but I think you're already aware of this! :p I even told you that I'm gonna add another one in a sec, rude :(
[Bonsai's Gridsnap]

  1. Interestin' choice bout the CS but this is kinda breakin' your spread if the hardest difficulty got an higher CS that ur diff nah? There's not really such thing as CS-spread imo, lowering it would completely break the diff because of overlaps, and also ruin the spread in terms of difficulty, it would drop down to 5,2* by just making it CS5 lol
    The variety of high diffs is huge anyways, I hope farto will make a diff too lol
  2. 00:09:750 (2) - In my opinion , this should have been covered with two circles since there's no difference between these two sounds at 00:09:750 - and 00:09:900 - but there's melody which I focus on on the head which is not on the tail xd
  3. 00:30:600 (3) - Same here aswell! ya no
  4. 00:34:200 (3) - And again ~ no ya
  5. 00:39:600 (1) - Same suggestion as vipto's diff : Imo you could start a slider here which would finish at 00:39:900 - since the "bzzz" sound is extended until 00:39:900 - nah, I like the simplicity of a circle to end a simple chiptune-song ^^
GET MORE DIFFS AND RANK IT-
I'M ON IT
thanks lol
jschlatt stan
Naice Map

Suggestions:


Light Insane
1. add a note here 00:03:450 - i just think it makes the map smoother
2. add a note here 00:05:775 - and here 00:05:850 - because every map needs small streams :D
3. add a note here 00:06:675 - because same reason as 2.
4. add a note here 00:08:250 - because same reason as 1.
5. add a note here 00:08:850 (3) - and here 00:08:925 - because same reason as 1.
Topic Starter
Bonsai
denied all since you're basically just suggesting me to overmap which I am strictly against, and I don't see any particular reason to do that at those places, thanks though~
N0thingSpecial
There's 1 BG on Zectro and viptwo that are really out of place
Topic Starter
Bonsai
yeah that's the one that was originally used, I'm keeping that one for safety ~ (added that to the desc now to clarify lol)

those two look rather like 'press sleep' instead of 'press start', but thanks for the suggestions ^^
Foxy Grandpa
Topic Starter
Bonsai
I already found those too lol, seems like there are only so many >.<

Actually, in the meantime I grew really accustomed to the Pkmn Gold one so I'll probably go with that one, thanks for the effort tho lol
Weriko
Hey :p

Mod from queue


....... so.... im sorry i cant help at all ;-; but all the diffs seem already perfect, and because of my knowledge i cant really point out anything :p


well.... maybe extra is a bit way too linear, and that makes flow weird but im not sure :p because it kinda fits..... same for light insane :p



SORRY!!!!!


Good luck :p
Halfslashed
I wanted to mod this.. but it's structurally perfect and musically accurate.

Take my star, can't wait to set a score on this :P
Topic Starter
Bonsai
Oh well, receiving this feedback helps too hehe ^^ Thanks to both of you (and for the star)! :D
CrimsonClaw
:eyes:

[General stuff]
■ I really like the placement + arrangement of every element used in this complete set.
By that, I mean stuff like 00:01:500 (3,4,5,1,2,3,4) - 00:04:500 (2,3,4,5,6) - or 00:28:800 (1,2,3,4) - (to be found in the Extra)
■ Great spread (AR, CS, SR)
■ I like that woosh hitsound and your hitsounding in general very much.

[Zectro's Insane]
00:24:450 (4,5,6,7,8,1) - I love that transition
Neat and clean diff!

[viptwo's Another]
00:03:150 (5,3) - stacking them might fix the overlap
00:06:300 (2,3) - im not a fan of the flow right here. 00:06:000 (1,3) - rotate both sliders individually by -58° selection centred (or whatever, but try to maintain a nice flow between 00:06:300 (2,3) - and maybe some blankets if you want to, which might be 00:06:450 (3,5) - this one
00:08:850 (3) - downbeat. I noticed a few before but this one hurts
00:10:500 - I dislike that your hitsounds start here and everything before was ignored
00:12:750 (6,7) - I like that!
00:16:500 (5,6) - too close to each other
00:17:400 (3,4,5) - inconsistent distance between those elements
00:22:500 (7,3) - too close to each other
Cool diff though! Really like it.

[Extra]
00:19:350 (2,1) - small overlap
00:21:300 (10) - shouldn't this be a kickslider like 00:21:450 (11) ?
00:29:550 (6) - ctrl+g
Very enjoyable, stable diff!

Good luck with any further advancement!
Topic Starter
Bonsai

CrimsonClaw wrote:

:eyes:

[General stuff]
■ I really like the placement + arrangement of every element used in this complete set.
By that, I mean stuff like 00:01:500 (3,4,5,1,2,3,4) , 00:04:500 (2,3,4,5,6) - or 00:28:800 (1,2,3,4) (to be found in the Extra)
■ Great spread (AR, CS, SR)
■ I like that woosh hitsound and your hitsounding in general very much.



[Extra]
00:19:350 (2,1) - small overlap technically yes but that's barely visible ingame, and the player's eyes will focus on the objects between those anyways ^^
00:21:300 (10) - shouldn't this be a kickslider like 00:21:450 (11) ? mmh listening to the sounds slowed down would make it seem like that, but on 100% I almost don't hear the dragging sound at (10) at all while (11) is much more present, so I wanted to emphasize that one more by not putting one at (10) ^^ #kicksliderinflation
00:29:550 (6) - ctrl+g nah, there is a very strong sound on (7,8) that isn't on (6) so I differentiated those while still keeping them in the same visual pattern this way
Very enjoyable, stable diff!

Good luck with any further advancement!
Thank you very much <3
Zectro
Thanks a lot for the positive feedback guys! I really appreciate it <3
vipto

CrimsonClaw wrote:

:eyes:


[viptwo's Another]
00:03:150 (5,3) - stacking them might fix the overlap k
00:06:300 (2,3) - im not a fan of the flow right here. 00:06:000 (1,3) - rotate both sliders individually by -58° selection centred (or whatever, but try to maintain a nice flow between 00:06:300 (2,3) - and maybe some blankets if you want to, which might be 00:06:450 (3,5) - this one changed some things around here
00:08:850 (3) - downbeat. I noticed a few before but this one hurts it's staying
00:10:500 - I dislike that your hitsounds start here and everything before was ignored idk i dont pay attention to hitsounds, i've tried adding some though
00:12:750 (6,7) - I like that!
00:16:500 (5,6) - too close to each other fixed
00:17:400 (3,4,5) - inconsistent distance between those elements fixed
00:22:500 (7,3) - too close to each other yes
Cool diff though! Really like it. thanks
MokouSmoke
hi hi
who needs hexagrid patterns when you can do squares
General:
  1. you planning to have a storyboard or specific diff bgs? otherwise 345.png and BG.png are unused
Extra:
  1. 00:11:700 (6,1) - would like more spacing here, as the emphasis on the phrase beginning at 00:12:000 (1) - feels quite weak.
  2. 00:16:500 (6,1) - ^ also the spacing at 00:16:500 (6,1,2) - is not intuitive to me (well coming from a 27k rank player lol)
  3. 00:14:100 (6) - 00:16:500 (6) - 00:18:900 (6) - etc... if you're following that wah-o-wah-o sound try 1/6 snap?
  4. the default hitnormal in the kiai section hurts my eardrums x.x custom one would be nice, or else lower volume 10-15% imo
  5. 00:21:450 (11,1,2,3,4) - don't really understand why spacing is so different compared to 00:21:000 (7,8,9,10) - maybe try something like this? http://puu.sh/qIlFF/3aeef747f4.jpg
  6. 00:22:800 (1) - completely silencing the sliderend of a repeat slider = :( . you could try breaking this into a note + 1/4 slider
viptwo:
  1. 00:11:550 (6,1,2) - don't get why the spacing shrinks here, especially for a downbeat that has a drum
  2. solid diff
Zectro:
  1. 00:09:300 (4) - move this to like [406,48] to keep visual spacing more equal
  2. 00:17:400 (5,6) - these are both unique sounds, so some movement would be nice. try stack 00:17:400 (5) - on 00:17:700 (7) - instead?
Light Insane:
  1. 00:22:800 (2) - try rotate this 90 degrees CW. back-and-forth flow plays pretty awkward for lower level players trying to follow sliderbody movement
Hard:
  1. I'm so triggered by all the touchy-touchy objects. if you think it's ok spread-wise, I recommend CS4.7 instead
  2. 00:04:350 (2,3,1,2,3,4) - your square is all messed up with the stack. move 00:04:350 (2,3) - down 3 pixels and 00:05:700 (4) - left 3 pixels lol
  3. 00:13:800 (3) - since this is the lead-in to the new phrase, I would reposition some stuff here so it doesn't like too much of a clusterfuck. my suggestion: http://puu.sh/qIpby/1bdb3d0b4d.jpg
  4. 00:22:650 (1,2) - remove whistles on sliderbodies
  5. 00:23:700 (6) - if you're going use 1/8, might as well not half-ass it and extend it to the red tick
Advanced:
  1. let's try doing some math: 0.97/0.16 = 6.0625. Hmmm, that doesn't seem like an integer...
  2. 00:09:450 (1,2) - would combine this into one slider so polarity switch is less awkward. also your spacing is slightly off
  3. 00:22:800 (1) - sliderend is unsnapped
  4. 00:26:850 (3) - would remove this. too many 1/2 rhythms in a row imo
  5. 00:27:600 - even if there isn't a unique sound, it would be good to not skip downbeat to keep players grounded in rhythm
  6. 00:38:850 (3,4) - god these damn imperfect squares. move this so (3) is at [480,36]
Normal:
  1. 00:04:500 (3,4) - while your rhythm is probably best from an emphasis point of view, I recommend ctrl+g for playability, as this is your lowest diff. It's 200bpm song and circle to circle 1/2 rhythm is harder to play than circle to slider. same at 00:06:750 (3,4) -
  2. in every other diff, your kiai section is as intense or more intense in the previous sections, which matches the song well. here though, I can't agree that you mapped the kiai with simple 1/1 rhythm when you were abusing 1/2 beforehand.
hope that helps and good luck~
vipto

MokouSmoke wrote:

hi hi

viptwo:
  1. 00:11:550 (6,1,2) - don't get why the spacing shrinks here, especially for a downbeat that has a drum adjusted
  2. solid diff
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