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Gaijin Games - CONTROL

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Topic Starter
TheSuyo
This beatmap was submitted using in-game submission on Samstag, 28. Dezember 2013 at 20:20:48

Artist: Gaijin Games
Title: CONTROL
Source: BIT.TRIP CORE
Tags: bit.trip gaijin games petrified productions chiptune
BPM: 90
Filesize: 7781kb
Play Time: 02:37
Difficulties Available:
  1. HYPER [Normal] (2,43 stars, 149 notes)
  2. MEGA [Hard] (4,67 stars, 164 notes)
  3. NETHER [Easy] (0,71 stars, 58 notes)
  4. SUPER [BT's Insane] (4,83 stars, 260 notes)
Download: Gaijin Games - CONTROL
Information: Scores/Beatmap Listing
---------------
Here's some chiptune for you guys! This is CONTROL, the music from the final level of BIT.TRIP CORE (WiiWare, 600 points; coming soon on Steam). This is by far my favourite song in the entire series, and thus I made it first. I plan to make one out of every BIT.TRIP game.
Easy: 100% - ready for modding
Normal: 100% - ready for modding
Hard: 33%
Insane: 100% (?) - guest difficulty by Baka Tenshi, ready for modding
--- Update History
-0-: Easy, Normal and Hard first drafts
1: Now with a background image so no-video players have something to look at
2: Some changes to SUPER mode
3: Made some sliders nicer
-4-: Completely new storyboard! No video anymore, instead randomly generated CORE playing in the background, including the NETHER when doing bad.
5: Somehow the offset screwed up in the last update, so it's all shiny and exact again! Also, unstacked some note piles in SUPER.
6: It's "CONTROL", not "Control". Yay for correct capitalization.
7: Remapped HYPER. Moved from Pending to WIP.
8: Changes to HYPER, Storyboard for HYPER fixed
9: Removed MEGA and SUPER until I remap them, also some timing changes to HYPER
10: A few sound additions
-11-: Resurrected from Graveyard! Added guest diff by BlazingTeens! New storyboard - 100% less NETHER, a ton more effects! Renamed difficulties! Completly remapped Easy diff! More exclamation marks!
-12-: More new storyboard effects! Also changed offset on BT's diff so it's more playable until his update comes.
-13-: BT's Insane completly remapped! Also some SB edits to reduce load (max load 6x -> 2x)
14: Back after a Ludum Dare break! Made some little pattern edits, thanks to Breeze for taking a little look at my map!
15: Started remapping Normal, first draft done up to the break.
-16-: Oh hey, another resurrection. Normal mapping done.
17: Added hitsounds to Normal, changed some in Easy
18: Changed some more hitsound things in all difficulties, started Hard
19: Continued on Hard
-20-: Changes to Normal
OzzyOzrock
[Easy]
Uhh... is this supposed to follow something? This isn't how beatmaps should be...

Try looking at recent beatmaps, how they construct their easy difficulties with sliders that flow into circles, which flow into sliders, which all go at a beautiful rhythm ultimately constructing a level of difficulty most beginners could pass *tear*

Uhh, yeah, add less new combos, use distance snap, use more sliders.
[Normal]
Same as [Easy]
[Insane]
Same as easy. I'd recommend a slider speed of 1.6.
Using distance snap 1.
Re-naming it to [Hard]
And mapping in 1/4.

Yeah, find out how maps work and re-map this :3
Topic Starter
TheSuyo
I don't know what you mean with "Uhh... is this supposed to follow something?". Pattern-wise or music-wise?

As for the easy difficulty, I've been using this many new combos thinking that you could get more Geki/Katu and fill your bar faster. I tried to make it "flow" better... do you mean something like this? (just did the first part for now)
Download: Gaijin Games - CONTROL (TheSuyo) [HYPER [Easy]].osu
FerreTrip
Yo, it's RCWIII from Facebook, if my icon didn't already give it away X3;

Ummmmmmmmmmm...sorry to say this, really, but...this map needs a lot of work.

Note spacing!! Try to be consistent throughout, and the way this is now, particularly SUPER, it just wouldn't fly.

That said, do NOT clump the notes all together like that. Spread out across the whole field. I get that you want to simulate (to an extent) the central activity of CORE, but the way it is now, it's cluttered, confusing, and boring.

Personally, I'd use more than blues for colors. And different hit sound types. I would also make the louder instrumental parts use normal hit sounds instead of soft, particularly at the end.

Moar sliders, but then again, given the staccato nature of the song, maybe you can get away with not so many.

The storyboard is cool! (Though I personally don't like how it's automatically Nether for the "not-so-good" thing, but Peppy obviously still refuses to add a new layer so that there's a difference between "okay" and "bad" performances, sooooo...) Sometimes, there's a Beat that goes through the left side of the CORE from the bottom, you might wanna fix that if you can. It's synced up pretty well, and the transition bit is a great touch.

Put some more work into this, and it will be awesome.

Starred because it's a BIT.TRIP map, so of course it needs more attention.
Rizumu Tenshi
About Easy
I could just perfect it but timing is okay here.
About Normal
I think timing is 99.99% perfect here, by the way--no wait it's just me. Good timing.
About Insane
You'll never SS Insane. This is a 9-star accuracy--be extremely accurate (I'll try to map Bowser's Galaxy Generator as Insane will be 10-star accuracy, 10-star HP Drain and 7-star Circle Size--can you do this Suyo? I dare you do it--you must be excessively accurate now) And everything is okay. I'm not accurate though :(
And then, there's one problem with this map--all 3 difficulties. THIS MAP IS SLOW! But nice there. You get a star from me.

First edit removed
EDIT2: I have a timed diff for you, Suyo, there's a part that's a bit untimed somewhere at the end in SUPER. But be careful: LET'S JUMP!!!

Download: Gaijin Games - CONTROL (TheSuyo) [EXTRA [Blazing Teens' Let's Jump]].osu
If the diff doesn't load well on your PC, deny kudosu. Jumps for the pros who want jumps.

OH THE EDIT WAS A BUMP
Topic Starter
TheSuyo
So after a few months of osu!droid only, I finally came back to PC osu!. Right now I have remapped Easy completly, added BT's difficulty and renamed the stages (Easy is now NETHER, Normal HYPER, Hard MEGA and BT's diff is SUPER).

EDIT: Here's the new version - NETHER [Easy] and CHALLENGE [BT's Jumps] are ready for looking at, the others are either WIP or not even started.
Yoshi Boo 118
I only have a few tips right now. One I think is that in CHALLENGE you could add some whistle effects; it makes the map sounds better I think.

00:16:359 (1) - On notes 1 and 3 you can add a whistle.
00:17:692 (1) - Same as above.
00:19:026 (1) - Use notes 1 and 4 instead.
00:21:692 (1) - Same as the first.
00:23:026 (1) - ^
00:24:359 (1) - On notes 1 3 and 5.
00:28:025 (3) - Just this note.
00:29:359 (3) - Pretty much what I'm saying is that the last note of each combo sound a little better with whistles, up until 00:48:359.

01:35:026 (4) - I don't think this note is necessary. I understand the pattern, but it doesn't lie on any beat. Same with 01:45:693 (1).

That's all I have to say, it's just advice though. The timing seems right to me, and whether you choose to add the whistles I think you should add, add some, or completely ignore it, it's your choice. :P
Rizumu Tenshi
Remapped, this will be the Insane

*insert attachment here*
Enjoy. :)

Now, just one point, for Hard.
02:13:693 (1) - Set the preview point here, like in all diffs.

EDIT: Remapped again! And tags edited, but not all diffs. "blazing teens" --> "baka tenshi"
http://puu.sh/JFwN

Because I felt like the second remap will be better, and look, can be better, except for a part which I had no idea what to do with.
By the way, maybe add some SB telling that the slider velocity will raise, at the Kiai? (where the preview starts)
Also, I don't wanna puush again but can you set OD and HP to 5 in my diff, and AR to 6? CS stays 4.

Download: Gaijin Games - CONTROL (TheSuyo) [SUPER [BT's Insane]].osu
memebok
como subir canciones[size=150][/size]
oiiopo
About easy:

00:51:026 (1) - Not sure about this slider here, it looks cool but the turns don't match the rhythm.
01:07:026 (1) - I tried incorporating the checkpoint bars somehow. They don't appear with the rhythm though, so it didn't work :?
01:20:359 (1) - - Combo starting from here feels... sparse. Could you add some extra circles or sliders maybe? I know it's meant to be easy but I feel there's too many bars here with just a downbeat.

About medium:

00:37:693 (1) - tiny thing, I would move the sliders a little away from each other so they don't cover the plus in the middle
01:45:193 (1) - was this meant to have a clap?
01:52:359 (1) - this is a long break, perhaps place a long spinner in the second half?

Baka Tenshi, I think the Kiai would look better starting from 01:31:026 (1) to 01:49:693 (1) where the sliders come in rather than at the end. I know generally it's meant to be at the same place in all difficulties but the kiai towards the end doesn't seem quite as intense.

that's all I noticed so far. It would be awesome to have more bit.trip beatmaps on osu! I hope the later levels of RUNNER are coming soon :D
BanchoBot
This modding thread has been migrated to the new "modding discussions" system. Please make sure to re-post any existing (and unresolved) efforts to the new system as required.
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