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This beatmap was submitted using in-game submission on mercoledì 13 settembre 2017 at 22:46:12

Artist: Loki
Title: Interlude
Tags: Tales of the Mountains featured artist symphony osu!
BPM: 175
Filesize: 12513kb
Play Time: 01:45
Difficulties Available:
  • Drama (6,05 stars, 576 notes)
  • Easy (1,46 stars, 126 notes)
  • Hard (3,16 stars, 311 notes)
  • Insane (5,01 stars, 376 notes)
  • Normal (2,04 stars, 186 notes)

Download: Loki - Interlude
Information: Scores/Beatmap Listing
---------------
Image

Easy: 100%
Normal: 100%
Hard: 100%
Insane: 100%
Drama: 100%

IT'S COOL TO HAVE SOMETHING DIFFERENT SOMETIME!
HUGE SPECIAL THANK TO LORDRAIKA FOR HITSOUNDING HELP!

REDOWNLOAD THE MAP IF YOU DID IT BEFORE THAN 2017/08/28

Song from Loki, featured artist of osu! : https://osu.ppy.sh/beatmaps/artists/7
Last edited by Chewin on , edited 34 times in total.
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Gabe wrote:
Image


not anymore :^)
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Here goes the special hitsound request >w<
(You won't need Bass pitch anyway, so i won't include it here)

Loki - Interlude (Pitch Transcribe + Hitsound)

>>mp3<< Here is the final result of my arrangement >w< (A complete composition)

Pattern X1
00:00:155 - The Intro section from here until 00:10:955 -

Image

This X1 Pattern, can be copy paste perfectly for this section :
00:11:126 - until 00:21:926 -
00:33:069 - until 00:43:869 -
00:44:040 - until 00:54:840 -
01:05:983 - until 01:16:783 -
Yep, that's the loop point >w<.
Pattern X2
00:22:097 - Pattern for this section until 00:32:897 -

Image

This X2 Pattern also does have a repeat section, which is :
00:55:012 - until 01:05:812 -
Pattern X3
01:16:955 - Main Chorus 01:27:755 -

Image

Yes, the loop point is for the next Chorus section with just a different instrumental.
(so feel free to copy or using the same timing or setting of 01:16:955 - for 01:27:926 -

For the last section, you could add an extra drum or cymbal.
Long Cymbal like 01:27:926 - , 01:29:297 -
Drum (for hitnormal easy and perfect spam) from 01:27:926 - until 01:38:555 -
Short Cymbal like 01:33:755 - , 01:34:440 - , 01:35:126 -


==== Tips : ======================================
You could rename the file of.... let's take C#6 as example and rename it to
soft-hitclap66, you should remember it forever as C#6, then you can use the
timing of S:66 for every C#6 like 01:16:955 - , 01:17:469 - , 01:18:326 - ,
01:18:840 - , 00:22:097 - , 00:22:440 - , 00:22:955 - and so on >w<
==============================================

That should cover all the main hitsound, Here is a little extra stuff.....
You probably won't need this, but still... here goes the String type section :

(Pitch from 00:11:126 - 00:21:412 - , Loop point at 00:33:069 - and 00:44:040 - )

Image



(Outro from 01:38:897 - 01:45:069 - )

Image

It's actually easy to fully hitsound it, you just have to add the timing...(one by one XD)
Good Luck >w<)b
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THANK YOU SO MUCH RAIKAAAAAA ♥

Mapset is FKING READY!
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Meh I'm not doing this to get my map modded quicker (I rather it not be modded since it not ready like I thought and focusing on my other maps - up to you to still do so)

Hard

Can't actually find much so everything down below is just minor and can be ignored if you choose to do so


Normal
    Basically same as hard - can't find much

  • 00:02:897 (1,2) - these should basically be the same slider
  • 01:42:326 (3) - there is a sound on the white tick here 01:42:669 - while I don't hear anything on blue tick (my be my hearing though) and I just feels it better to extend it to it

I gave a star because I like the map (only reason I mod it tbh)

Still learning sorry if this wasn't helpful :(
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DJ Lucky wrote:
Meh I'm not doing this to get my map modded quicker (I rather it not be modded since it not ready like I thought and focusing on my other maps - up to you to still do so) You will get it quicker instead ♥

Hard

Can't actually find much so everything down below is just minor and can be ignored if you choose to do so

  • 00:29:812 (4,5,6,1) - this could looks more like a square - Suggestion fixed I guess?
  • 01:21:069 (4) - this should had bigger distance like the previous one like this 01:18:326 (4) - the spacing is x1.05 on both already! You think it is not the same because this part is not symmetric

Normal
    Basically same as hard - can't find much

  • 00:02:897 (1,2) - these should basically be the same slider I can't use the same because of the next sliders position but I made it similar!
  • 01:42:326 (3) - there is a sound on the white tick here 01:42:669 - while I don't hear anything on blue tick (my be my hearing though) and I just feels it better to extend it to it

I gave a star because I like the map (only reason I mod it tbh)

Still learning sorry if this wasn't helpful :(



It has been helpful instead xD Thank you so much DJ Lucky!
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Hi~ o(* ̄▽ ̄*)ブ
M4M

Easy
01:35:468 (1) - Object's end is not snapped


Normal
01:32:383 (5,6,1) - too crowd may make them hard to read for new player '='
01:38:897 (1,2,1) - personally I feel there is too slow......


Hard
clear!(´°̥̥̥̥̥̥̥̥ω°̥̥̥̥̥̥̥̥`)


Insane
00:52:269 (1,1) - adjust blanket?
clear!(´°̥̥̥̥̥̥̥̥ω°̥̥̥̥̥̥̥̥`)


Drama
...c..clear(/ˍ・、)

Hardest M4M forever (ノ`Д´)ノ !
GL FOR RANK!
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tutuhaha wrote:
Hi~ o(* ̄▽ ̄*)ブ
M4M

Easy
01:35:468 (1) - Object's end is not snapped fixed i guess


Normal
01:32:383 (5,6,1) - too crowd may make them hard to read for new player '=' I unstacked it a bit from (6) '='
01:38:897 (1,2,1) - personally I feel there is too slow...... I think it's fine :3


Hard
clear!(´°̥̥̥̥̥̥̥̥ω°̥̥̥̥̥̥̥̥`)


Insane
00:52:269 (1,1) - adjust blanket? done i think xd
clear!(´°̥̥̥̥̥̥̥̥ω°̥̥̥̥̥̥̥̥`)


Drama
...c..clear(/ˍ・、)

Hardest M4M forever (ノ`Д´)ノ !
GL FOR RANK!


Thank you (´°̥̥̥̥̥̥̥̥ω°̥̥̥̥̥̥̥̥`) ♥
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theres probably a more efficient way of keysounding this lo


drama
what kinda sucks is that the song doesnt rly justify the way u build up spacing, so weak parts dont fit so well in contrast to strong parts imo
that being said
00:09:755 (1,2,3,4,1,2,3,4) - could make these bigger to account for the higher ptch
00:35:812 (1,2,3,4) - have these fit into the cross shape u have going on w/ 00:36:497 (1,2,3,4,1,2,3,4,1,2,3,4) - ?
00:44:040 (1,2,3,4) - how come u have these into a triangle then just do a square based pattern w/ the next 3 combos
01:15:583 (1,2,3,4,1,2,3,4) - same as before
01:16:955 - imo you should save kiai for 01:27:926 -
01:38:897 (1,2,3,4,1) - make these into a straight line?


insane
00:12:497 (1) - imo this doesnt really fit as well as the other 2 3/2 sliders do, since the flute it seems to follow dies out on the white tick at 00:12:840 - . so holding for the same amt of time doesnt feel right
00:15:240 (1) - 00:17:983 (1) - same
also 00:11:812 (1,1) - no point in NCing them gameplay wise, and it just makes the map look messier
01:16:955 - even though this section is relatively calm, it generally uses bigger jumps than the more intense 01:27:926 - . should nerf them a bit
01:45:069 (1) - kinda think ctrl g this would be cool inc ontrast to 01:43:697 (1) -


hard
00:11:812 (1,1) - same as insane
00:17:297 (1,1) - maybe try to blanket these?
00:35:126 (7) - nc these? you do it at 00:37:869 (1) - + 00:40:612 (1) -
01:26:555 (1,2,3,4) - dont think these are in a perfect square lol


normal
01:38:897 (1,2,1) - these slight overlaps look so bad lmao


easy
01:00:497 (1,2) - you could make these parallel in shape
01:41:640 - really odd to leave this out / sacrifice it for the silent slider end, since you mostly follow the melody for this part

gl!
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NM From my "Modding Madness!" queue!




Image Insane
00:10:783 (2,1) - I don't think the sound played warrants that distance gap
00:11:126 (1,1) - Iffy overlap
Honestly alot of this difficulties diff is compromised by the same consistency issues as "Drama" so i'll just highlight one here and you can skip over reading this diff for a more detailed showcase of inconsistencies on the next diff. Sorry :/ I would've been more thourough for this mod but I'm kindof in a hurry
00:24:840 (1,2,3,4,1,2,3,4) - 00:30:326 (1,2,3,4,1,2,3,4) -



Image Drama
00:24:840 (1,2,3,4,1,2,3,4) - 00:30:326 (1,2,3,4,1,2,3,4) - These are the same sounds yet mapped entirely differently, try and keep up consistency to some degree to avoid the beggining just feeling like random jumpspam
00:52:269 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - Due to how this sound was mapped earlier (inconcistency) and how it's stacked and shaped like a stream these was a bitch and a half to read and after failing my playtest on this part I actually had to go into the editor to see how this was made xD
01:16:955 (1,1) - This entire jump section highlighted inbetween these notes is built on the exact same sound yet the shaped varies so so greatly and especially the distance, distance really is the last thing I can wrap my head around in this part, like it ends up being 3.50+ on this note 01:22:097 (1) ...
I was about to type "Cool gimmick you're using, having no sliders in the map"... But then I saw this 01:39:583 (1) and my heart became broken </3
01:45:755 - The MP3's cut makes the song stop extremely abruptly here, would be more fitting with a fade-out effect in the end.



I think all you really need to do, is look through your diffs and change up the patterns to what match consistency and intensity of sounds. And I don't think this song in general supports these high star ratied difficulties like 6 and 5 because at some points the distance feels too over-emphasized and overmapped.
Still tho, it was great fun to play everything except drama lol! And I wish you the best of luck with this map!
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I gave a rapid check to your mod posts and I noticed you are both complaining about the spacing I used on some repeating parts of the map.
I will be as clear as I can. Every line you mention "this pattern should be emphasized instead of keeping the same annoying structure" it's justifiable since my decision is not to emphasize the spacing/jump on higher pitches but to keep the same pattern every four downbeats with an increase of spacing everytime a new combo with 4 elements start (so at each downbeat). So.. the logic behind the patterns and the spacing I used doesn't have to be related on higher or lower pitches in the music but it has to be focused around to what I said: keeping the SAME pattern every 4 downbeats with a crescendo on the structure of the pattern itself. Let's be clearer:

00:00:155 (1) - till 00:22:097 (1) - every 4 downbeats (for example from here 00:00:155 (1) till here 00:02:040 (4)) I used the same straight circles pattern with a slight increase of the spacing everytime a new stanza starts (so each downbeat). To make an other example: 00:05:640 (1) till 00:08:212 (4) it's always the same logic, but always a crescendo in the spacing. Again: 00:08:383 (1) - till 00:10:955 (4) I again used the same structural patterns with just some minor changes here instead to make some variation (this change concerns the rotation on the squares: 1 time on the left, the next on the right, and again on left and then on right).

00:22:097 (1) - till 00:33:069 (1) - this is the only part of the music before kiai time that has some variation on notes where I indeed decided to make some jumps everytime the pitches become higher. And no, they are not overmapped or impossible to play. They are based on the intensity of the music and all the jumps are structured on a determined logic of pattern: this means they are flowing and not overmapped. Everyone enjoyed to play this map and everyone congratulated on how the jumps are set with a natural and confortable flow to play. Of course, the same reason has to be applied on the part between 00:55:012 (1) till 01:05:983 (1) for the repetitive part in the music.

In addition I would say: making random jumps (for higher pitches) on a repetitive map would be annoying af because they would appear even suddenly. In this way, instead, with my logic, I decided to make all the map structured at the same way on repetitive parts, just with variations between the same patterns.

Kiai time doesn't need to be described. It's the only not repetitive part where the spacing of patterns and jump are based on the intensity of the pitches except at parts like this 01:24:497 (1,2,3,4,1,2,3,4,1,2,3,4) - where the melody is totally the same (you can listen with no music and just with hitsounds).

I will check your mod as soon as possible but mostly of lines in which the structure of the pattern is mentioned this is the reason why that was structured and made in that way xP So I do not have to explain it everytime. I tried to be the most clearer possible. If there are some doubts or misunderstandings about my justification/motivation feel free to contact me and I will try to be clearer TwT

Also, I thank you in advance for your time on modding the mapset!
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M4M from ur Q


Drama

Easy
  • 00:20:726 (1) - Is there any reason to put NC? del this you put nc every 8 bit so keep this cycle will better imo.
  • 00:53:640 (1) - ^
  • 01:41:640 - put circle will better imo. the flute sound is start at here and u didn't skip any downbeat except here.

And i think the difficulty gap between hard and insane seems too large. the gaps between all diffs are 0.38 - 1.14 - 1.96 - 0.91. maybe u should map light insane.

sry for short modding. GL
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toybot wrote:
theres probably a more efficient way of keysounding this lo


drama
what kinda sucks is that the song doesnt rly justify the way u build up spacing, so weak parts dont fit so well in contrast to strong parts imo
that being said
00:09:755 (1,2,3,4,1,2,3,4) - could make these bigger to account for the higher ptch
00:35:812 (1,2,3,4) - have these fit into the cross shape u have going on w/ 00:36:497 (1,2,3,4,1,2,3,4,1,2,3,4) - ? yes?
00:44:040 (1,2,3,4) - how come u have these into a triangle then just do a square based pattern w/ the next 3 combos because the (4) elements that should create a square is stacked with previous element that will become the fulcrum of the whole next triangle patterns
01:15:583 (1,2,3,4,1,2,3,4) - same as before
01:16:955 - imo you should save kiai for 01:27:926 - the song starts changing here
01:38:897 (1,2,3,4,1) - make these into a straight line? nice catch, fixed


insane
00:12:497 (1) - imo this doesnt really fit as well as the other 2 3/2 sliders do, since the flute it seems to follow dies out on the white tick at 00:12:840 - . so holding for the same amt of time doesnt feel right I agree that the flute ends earlier but hits is a personal choice so that I can leave 1/2 rhythm only at sliders like 00:15:926 (1,2) - 00:18:669 (1,2) - to open the new flute section properly. The 1/2 rhythm is reserved to these
00:15:240 (1) - 00:17:983 (1) - same
also 00:11:812 (1,1) - no point in NCing them gameplay wise, and it just makes the map look messier actually it makes this part more particular with these NC lol being this mapped on flute sounds I wanted to make this look visually different from the piano parts
01:16:955 - even though this section is relatively calm, it generally uses bigger jumps than the more intense 01:27:926 - . should nerf them a bit
01:45:069 (1) - kinda think ctrl g this would be cool inc ontrast to 01:43:697 (1) - I will think about this. The sudden change of spacing looks so random but at the same time it looks interesting mmh..


hard
00:11:812 (1,1) - same as insane
00:17:297 (1,1) - maybe try to blanket these? sure thing
00:35:126 (7) - nc these? you do it at 00:37:869 (1) - + 00:40:612 (1) - yea u're right @.@
01:26:555 (1,2,3,4) - dont think these are in a perfect square lol not a big issue but fixed i guess


normal
01:38:897 (1,2,1) - these slight overlaps look so bad lmao eh can't do anything being the section lowered with green line


easy
01:00:497 (1,2) - you could make these parallel in shape changed in a different way
01:41:640 - really odd to leave this out / sacrifice it for the silent slider end, since you mostly follow the melody for this part it's intentional because if I increased this slider's tail it would become too loud for the low pitch of the sound. It is even consistent with all previous parts

gl!


Thanks ;)
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Maxylan wrote:
NM From my "Modding Madness!" queue!




Image Insane
00:10:783 (2,1) - I don't think the sound played warrants that distance gap ?
00:11:126 (1,1) - Iffy overlap cute overlap*
Honestly alot of this difficulties diff is compromised by the same consistency issues as "Drama" so i'll just highlight one here and you can skip over reading this diff for a more detailed showcase of inconsistencies on the next diff. Sorry :/ I would've been more thourough for this mod but I'm kindof in a hurry
00:24:840 (1,2,3,4,1,2,3,4) - 00:30:326 (1,2,3,4,1,2,3,4) -



Image Drama
00:24:840 (1,2,3,4,1,2,3,4) - 00:30:326 (1,2,3,4,1,2,3,4) - These are the same sounds yet mapped entirely differently, try and keep up consistency to some degree to avoid the beggining just feeling like random jumpspam i wanted to apportate some variations on spacing because it is closing this section and it does well only if I increase the spacing a bit compared to the previous part
00:52:269 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - Due to how this sound was mapped earlier (inconcistency) and how it's stacked and shaped like a stream these was a bitch and a half to read and after failing my playtest on this part I actually had to go into the editor to see how this was made xD this is lovely and appreciated by high rank players, they didn't have any issue at reading it
01:16:955 (1,1) - This entire jump section highlighted inbetween these notes is built on the exact same sound yet the shaped varies so so greatly and especially the distance, distance really is the last thing I can wrap my head around in this part, like it ends up being 3.50+ on this note 01:22:097 (1) ...
I was about to type "Cool gimmick you're using, having no sliders in the map"... But then I saw this 01:39:583 (1) and my heart became broken </3
01:45:755 - The MP3's cut makes the song stop extremely abruptly here, would be more fitting with a fade-out effect in the end. I KNOW I CAN'T DO ANYTHING SADLY BRO TWT It's the official version of the song. I didn't cut ir or anything



I think all you really need to do, is look through your diffs and change up the patterns to what match consistency and intensity of sounds. And I don't think this song in general supports these high star ratied difficulties like 6 and 5 because at some points the distance feels too over-emphasized and overmapped.
Still tho, it was great fun to play everything except drama lol! And I wish you the best of luck with this map!


thx
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