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M2U feat. Guriri - Magnolia

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AngelHoney
8-)
Topic Starter
-kevincela-
8-)
AngelHoney


http://puu.sh/6N2Zh.rar

=================

btw

M2U - Magnolia (Feat. Guriri) is right ?
https://soundcloud.com/m2ustudio/m2u-ma ... eat-guriri
Topic Starter
-kevincela-
Thanks for the diff, I'm adding it now! Though is it normal that you haven't mapped the last part at 02:16:012 - ? :o
Anyways I think the title is fine, considering that Guriri is one of the artist along with M2U
BeatofIke
Nice :3
AngelHoney
http://puu.sh/6PMq7.osu v1

changed something and spacing , make it easier .. ( most of ppl cant play well TuT;

hope its better now
Sephibro
[AngelHoney's Extra]

Get rid of the 3/4 sliders because they're shit

kds thx
AngelHoney

Sephibro wrote:

[AngelHoney's Extra]

Get rid of the 3/4 sliders because they're shit

kds thx
yes they are shit , thx for advice

no kds , sorry ;)
Avena
These drum samples on AHO's diff really don't work most of the time, mainly on the quiet vocal based parts and the 3/4 sliders, it just sounds wrong and softs could fit much better.
AngelHoney
:3
Icsia

no slider miss yay :)
AngelHoney
cool \:D/
Sylith

Sylith wrote:

wow stunning *.*

I love this one

I was waiting this mapset for 5 4 month lol

I cannot help you by doing mod... so

(ノ◕ヮ◕)ノ☆~

good luck kevin, AHO :>
Topic Starter
-kevincela-
Thanks for the stars, much appreciated! :D
rEdo
Modding because this song is stuck in my head for almost a week now. Consider this mod a birthday present :P
[Easy]
00:52:012 (1) - This note's quite away from (3), even though the distance snap says the otherwise. It's due to the slider velocity change. Consider reducing the distance to 1.0x, having jumps like these is a no-no on easier difficulties.
01:16:012 (1) - Same case as before.
01:25:012 (1) - This one's quite going off-screen. Playing it with HardRock will most likely result in most of this slider covered by the HP bar. You totally should move it higher.
01:46:012 (1) - Add a finish?

[Normal]
00:44:512 (2) - No big deal, but it's not perfectly stacked with (1)'s end.
00:46:012 (1) - Like above.
01:16:012 (1) - This jump, too >:(

[Hard]
00:53:137 (3) - I guess this might play a bit smoother when placed by a grid or two lower.
01:24:262 (1,2) - Now that was overkill. This is quite much for a Hard to have, some players might be shocked. You'd rather use notes instead of such fast sliders (wow). Obviously applies to other sliders of this kind too.

[Insane]
00:22:199 (1) - This new combo doesn't seem necessary.
01:08:230 (1) - End it on white tick (01:09:637­) instead.
01:52:762 (3) - Almost off-screen, too. Will be covered by the HP bar while playing with HardRock.
02:07:012 (1,2) - This is placed quite poorly, I don't really see how it could be better than a simple 1/1 slider.
02:16:574 (4) - New combo?
02:17:699 (4) - New combo?

[AngelHoney's ExtrA]
You might want to map this until the end, just like kevincela's difficulties. The sliderpart is so sexy, I feel molested just by playing that.
­
00:14:137 (1,2,3) - Right now it's quite overkill, consider using 1.5x distance snap instead. Both looks and plays better.
00:23:699 (1) - End it 1/4 earlier.
00:59:137 (5) - Shorten it by 1/4? Somehow I think it will play better like this.
01:07:387 (2) - Increase the distance snap to 1.7x here.
01:08:137 (5) - Is this really supposed to be a 3/4 slider? I'm not sure myself.
01:18:262 (7) - New combo.
01:58:387 (2) - Drop the grid snap and move it a little bit to the right.


This mapset is amazing. Good luck! :D
Topic Starter
-kevincela-

rEdo wrote:

Modding because this song is stuck in my head for almost a week now. Consider this mod a birthday present :P
[Easy]
00:52:012 (1) - This note's quite away from (3), even though the distance snap says the otherwise. It's due to the slider velocity change. Consider reducing the distance to 1.0x, having jumps like these is a no-no on easier difficulties. Not going to change them for now, I know it may be a bit exhagerated, by making the spacing the same as before would be even trickier because of the SV change, other than quite killing the flow... I'll keep it for now
01:16:012 (1) - Same case as before. ^
01:25:012 (1) - This one's quite going off-screen. Playing it with HardRock will most likely result in most of this slider covered by the HP bar. You totally should move it higher. Done
01:46:012 (1) - Add a finish? Nice catch

[Normal]
00:44:512 (2) - No big deal, but it's not perfectly stacked with (1)'s end. Done
00:46:012 (1) - Like above. Done
01:16:012 (1) - This jump, too >:( Same as the Easy difficulty

[Hard]
00:53:137 (3) - I guess this might play a bit smoother when placed by a grid or two lower. Done
01:24:262 (1,2) - Now that was overkill. This is quite much for a Hard to have, some players might be shocked. You'd rather use notes instead of such fast sliders (wow). Obviously applies to other sliders of this kind too. I know it is quite too difficult, but iI really like how it plays there. If someone else will point this out though I'll try to simplify this pattern rhythm-wise

[Insane]
00:22:199 (1) - This new combo doesn't seem necessary. Yep
01:08:230 (1) - End it on white tick (01:09:637­) instead. Here I wanted to follow the whole instrument playing there, since extending it until this point in the hard diff would have been too much i have done it here instead
01:52:762 (3) - Almost off-screen, too. Will be covered by the HP bar while playing with HardRock. Moved it
02:07:012 (1,2) - This is placed quite poorly, I don't really see how it could be better than a simple 1/1 slider. The 3/4 pattern follows the vocal change there
02:16:574 (4) - New combo? Done
02:17:699 (4) - New combo? Done
Thanks!
Groumiezi


wat
DJNightmare
Le Delicious SB inspired by THE GREAT DAMNAE

(so much unnecessary repeating)
SGL Tool Generated (.sgf)
// Timing
var introBuildUp = 1012;
var songStart = 2512;
var verseStart = 28012;
var versePart2Start = 40012;
var chorus = 52012;
var buildUp = 70012;
var drop = 82012;
var songEnding = 136012;
var beatmapEnd = 151040;

var oneBeat = 2887 - 2512;
var halfBeat = 2887 - 2699;
var quarterBeat = 2887 - 2793;
var thirdQuarterBeat = 2887 - 2605;
var thirdBeat = 2887 - 2762;

var distortionFXduration = oneBeat * 2;

//RANDOMIZERS
var randomPaleColor = rand(40, 160);
var randomSaturation = rand(180, 255);

// INTRO
function particles(x, startTime, r, g, b) {
var particle = new Sprite("SB/Elements/particle.png", Foreground, Centre);
var randomX = rand(0, 1280);
var randomY = rand(0, 720);
var randomScale = rand(0.2,2);
var oneBeat = 2887 - 2512;
particle.move(2, startTime - (oneBeat * 4), startTime, randomX * (x*0.4), randomY * (x*0.4), 320, 240);
particle.move(1, startTime, startTime + (oneBeat * 4), 320, 240, randomX * x, randomY * x);
particle.fade(2, startTime - (oneBeat * 4), startTime, 0, 1);
particle.fade(1, startTime, startTime + (oneBeat * 4), 1, 0);
particle.scale(randomScale);
particle.additive(0, 151040);
particle.color(r, g, b);
}

function randomNparticles(startTime, n ,x ,r ,g ,b) {
for (var i = 1; i <= n; i++) {
particles(x, startTime, r, g, b);
}
}

function particleSplash(startTime, n, t, i, x ,r ,g ,b) {
for (var a = 0; a < i; a++) {
randomNparticles(startTime + t*a, n ,x ,r ,g ,b);
}
}

particleSplash(songStart, 20, 0, 1, 1, randomSaturation, randomPaleColor, randomPaleColor);
particleSplash(songStart, 20, 0, 1, 1.4, randomSaturation*0.6, randomPaleColor, randomPaleColor);
particleSplash(songStart, 20, 0, 1, 0.4, randomSaturation*0.9, randomPaleColor, randomPaleColor);
particleSplash(songStart, 20, 0, 1, 0.7, randomSaturation*0.5, randomPaleColor, randomPaleColor);

//function bars(startTime, x) {
// var bar = new Sprite("SB/Elements/s.png", Background, BottomCentre);
// var randomScaleY = rand(0,2);
// var oneBeat = 2887 - 2512;
// bar.moveY(1, startTime + (oneBeat * 4), startTime, 600, 400);
// bar.startTriggerLoop(HitSoundClap, 0, 151040);
// bar.scaleVec(1, 0, (2887 - 2512), 1, randomScaleY * x, 1, 1);
// bar.endLoop();
// bar.additive(0, 151040);
//}

//function sequentialBar(x, startTime) {
// bars(x, startTime);
//}

//function randomNbars(startTime, n) {
// sequentialBar(x, startTime);
// }
//}

//function barTrigger(startTime, n, t, i) {
// for (var a = 0; a < i; a++) {
// randomNbars(startTime + t*a, n);
// }
//}

//barTrigger(8512, 40, 20, 1, 2);

//EQUALIZER

function bars(startTime, positionX, x, o, rotation) {
var bar = new Sprite("SB/Elements/s.png", Background, Centre);
var randomScaleY = rand (0,5);
var oneBeat = 2887 - 2512;
var randomTransparency = rand(0,1);
var randomEndPosition = rand(-300, 200);
var quarterBeat = 2887 - 2793;
var halfBeat = 2887 - 2699;
bar.rotate(0,1, rotation, rotation);
bar.moveX(0,1,positionX,positionX);
bar.moveY(1, startTime - (oneBeat *4), startTime, 600, 420);
bar.fade(1, startTime - (oneBeat *4), startTime, 0, 1);
bar.scale(1, 0, 1, 1, 1);
bar.additive(0, 151040);
bar.startTriggerLoop(HitSoundClap, startTime, 82012);
bar.scaleVec(1, 0, oneBeat, 1, (randomScaleY * x), 1, 0.4);
bar.endLoop();
bar.startTriggerLoop(HitSoundClap, 106012, 151040);
bar.scaleVec(1, 0, oneBeat, 1, (randomScaleY * x), 1, 0.4);
bar.endLoop();
bar.startTriggerLoop(HitSoundWhistle, startTime, 151040);
bar.fade(1, 0, oneBeat, 0.1+o, o-0.2);
bar.scale(1, 0, halfBeat, 1.2, 1);
bar.endLoop();
bar.startTriggerLoop(HitSoundClap, 82012, 106012);
bar.moveY(1, 0, oneBeat, 800 * x, 420);
bar.scaleVec(1, 0, oneBeat, 1, randomScaleY / x, 1, 0.6);
bar.endLoop();
bar.moveY(1, 140137, 142012, 420, randomEndPosition);
bar.fade(1, 140137, 142012, 1, 0);
bar.startTriggerLoop(HitSoundFinish, 0, 161040);
bar.scaleVec(1, 0, oneBeat, 0.6, randomScaleY * x, 1.1, 0.8);
bar.endLoop();
bar.startLoop(13762,8);
bar.scaleVec(1, 0, quarterBeat, 1, 1.2, 1, 1);
bar.endLoop();
bar.startLoop(52012,12*16);
bar.scale(1, 0, quarterBeat, 1.2, 1);
bar.endLoop();
bar.startLoop(72262,8);
bar.scale(1, 0, quarterBeat, 1.2, 1);
bar.endLoop();
bar.startLoop(75262,8);
bar.scale(1, 0, quarterBeat, 1.2, 1);
bar.endLoop();
bar.startLoop(78262,8);
bar.scale(1, 0, quarterBeat, 1.2, 1);
bar.endLoop();
bar.startLoop(105262,8);
bar.scale(1, 0, quarterBeat, 1.2, 1);
bar.endLoop();
bar.startLoop(118012,16*12);
bar.scale(1, 0, quarterBeat, 1.4, 1);
bar.endLoop();
}

bars(8232, -140, 0.9, 0.6, 0);
bars(8272, -120, 1, 0.5, 0);
bars(8312, -100, 0.95, 0.3, 0);
bars(8352, -80, 0.8, 0.4, 0);
bars(8392, -60, 0.65, 0.5, 0);
bars(8432, -40, 0.45, 0.6, 0);
bars(8472, -20, 0.4, 0.8, 0);
bars(8512, 0, 0.3, 1, 0);
bars(8552, 20, 0.5, 0.8, 0);
bars(8592, 40, 0.8, 0.5, 0);
bars(8632, 60, 0.9, 0.3, 0);
bars(8672, 80, 1, 0.4, 0);
bars(8712, 100, 0.4, 0.4, 0);
bars(8752, 120, 0.3, 0.6, 0);
bars(8792, 140, 0.8, 0.9, 0);
bars(8832, 160, 1.4, 0.98, 0);
bars(8872, 180, 0.6, 0.8, 0);
bars(8912, 200, 0.7, 0.7, 0);
bars(8952, 220, 0.9, 0.6, 0);
bars(8992, 240, 0.8, 0.5, 0);
bars(9012, 260, 0.65, 0.4, 0);
bars(9052, 280, 0.4, 0.3, 0);
bars(9092, 300, 0.3, 0.4, 0);
bars(9132, 320, 0.25, 0.55, 0);
bars(9172, 340, 0.4, 0.8, 0);
bars(9212, 360, 0.5, 1, 0);
bars(9252, 380, 0.65, 0.8, 0);
bars(9292, 400, 0.8, 0.5, 0);
bars(9332, 420, 0.9, 0.4, 0);
bars(9372, 440, 0.95, 0.3, 0);
bars(9412, 460, 0.8, 0.4, 0);
bars(9452, 480, 0.6, 0.6, 0);
bars(9492, 500, 0.3, 0.9, 0);
bars(9532, 520, 0.4, 0.94, 0);
bars(9572, 540, 0.6, 0.8, 0);
bars(9612, 560, 0.9, 0.7, 0);
bars(9652, 580, 1.2, 0.6, 0);
bars(9692, 600, 1.5, 0.9, 0);
bars(9732, 620, 1.3, 0.85, 0);
bars(9772, 640, 1.2, 0.8, 0);
bars(9812, 660, 1.1, 0.6, 0);
bars(9852, 680, 1, 0.5, 0);
bars(9892, 700, 0.85, 0.3, 0);
bars(9932, 720, 0.6, 0.4, 0);
bars(9972, 740, 0.4, 0.5, 0);
bars(10012, 760, 0.3, 0.6, 0);
bars(10052, 780, 0.25, 0.8, 0);
bars(10092, 800, 0.2, 0.9, 0);

function bars2(startTime, positionX, x, o, rotation) {
var bar = new Sprite("SB/Elements/s.png", Background, Centre);
var randomScaleY = rand (-3,1);
var oneBeat = 2887 - 2512;
var randomTransparency = rand(1,1);
var randomEndPosition = rand(-300, 200);
var randomSaturation = rand(180,255);
var randomPale = rand(0,140);
var quarterBeat = 2887 - 2793;
bar.rotate(0,1, rotation, rotation);
bar.moveX(0,1,positionX,positionX);
bar.moveY(1, startTime - (oneBeat *4), startTime, 600, 420);
bar.scale(1, 0, 1, 1, 1);
bar.scaleVec(0, 1, 1, 1.2, 1, 1.2);
bar.additive(0, 151040);
bar.color(randomSaturation,randomPale,randomPale*0.8);
bar.startTriggerLoop(HitSoundWhistle, 82012, 106012);
bar.fade(1, 0, oneBeat, o, randomTransparency-0.4);
bar.endLoop();
bar.startTriggerLoop(HitSoundClap, 82012, 106012);
bar.moveY(1, 0, oneBeat, 800 * x, 420);
bar.scaleVec(1, 0, oneBeat, 1, randomScaleY / (x * 0.9), 1, 0.6);
bar.endLoop();
bar.startTriggerLoop(HitSoundFinish, 0, 161040);
bar.scaleVec(1, 0, oneBeat, 1.2, randomScaleY / (x * -0.9), 1, 0.8);
bar.endLoop();
bar.startTriggerLoop(HitSoundClap, 106012, 151040);
bar.scaleVec(1, 0, oneBeat, 1, (randomScaleY * x), 1, 0.4);
bar.endLoop();
bar.startTriggerLoop(HitSoundWhistle, 106012, 151040);
bar.fade(1, 0, oneBeat, 0.1+o, o-0.2);
bar.endLoop();
bar.fade(142012, 142012 + oneBeat + oneBeat, 0.6,0);
bar.startLoop(112012,16*4);
bar.scale(1, 0, quarterBeat, 1.15, 1);
bar.endLoop();
bar.startLoop(118012,16*12);
bar.scale(1, 0, quarterBeat, 1.3, 1);
bar.endLoop();
}

bars2(82012, -140, 0.9, 0.6, 0);
bars2(82012, -120, 1, 0.5, 0);
bars2(82012, -100, 0.95, 0.3, 0);
bars2(82012, -80, 0.8, 0.4, 0);
bars2(82012, -60, 0.65, 0.5, 0);
bars2(82012, -40, 0.45, 0.6, 0);
bars2(82012, -20, 0.4, 0.8, 0);
bars2(82012, 0, 0.3, 1, 0);
bars2(82012, 20, 0.5, 0.8, 0);
bars2(82012, 40, 0.8, 0.5, 0);
bars2(82012, 60, 0.9, 0.3, 0);
bars2(82012, 80, 1, 0.4, 0);
bars2(82012, 100, 0.4, 0.4, 0);
bars2(82012, 120, 0.3, 0.6, 0);
bars2(82012, 140, 0.8, 0.9, 0);
bars2(82012, 160, 1.4, 0.98, 0);
bars2(82012, 180, 0.6, 0.8, 0);
bars2(82012, 200, 0.7, 0.7, 0);
bars2(82012, 220, 0.9, 0.6, 0);
bars2(82012, 240, 0.8, 0.5, 0);
bars2(82012, 260, 0.65, 0.4, 0);
bars2(82012, 280, 0.4, 0.3, 0);
bars2(82012, 300, 0.3, 0.4, 0);
bars2(82012, 320, 0.25, 0.55, 0);
bars2(82012, 340, 0.4, 0.8, 0);
bars2(82012, 360, 0.5, 1, 0);
bars2(82012, 380, 0.65, 0.8, 0);
bars2(82012, 400, 0.8, 0.5, 0);
bars2(82012, 420, 0.9, 0.4, 0);
bars2(82012, 440, 0.95, 0.3, 0);
bars2(82012, 460, 0.8, 0.4, 0);
bars2(82012, 480, 0.6, 0.6, 0);
bars2(82012, 500, 0.3, 0.9, 0);
bars2(82012, 520, 0.4, 0.94, 0);
bars2(82012, 540, 0.6, 0.8, 0);
bars2(82012, 560, 0.9, 0.7, 0);
bars2(82012, 580, 1.2, 0.6, 0);
bars2(82012, 600, 1.5, 0.9, 0);
bars2(82012, 620, 1.3, 0.85, 0);
bars2(82012, 640, 1.2, 0.8, 0);
bars2(82012, 660, 1.1, 0.6, 0);
bars2(82012, 680, 1, 0.5, 0);
bars2(82012, 700, 0.85, 0.3, 0);
bars2(82012, 720, 0.6, 0.4, 0);
bars2(82012, 740, 0.4, 0.5, 0);
bars2(82012, 760, 0.3, 0.6, 0);

//DistortionFX

function barSplash(startTime, positionXstart,positionXend, positionYstart, positionYend , o, rotationStart, rotationEnd) {
var bar = new Sprite("SB/Elements/s.png", Background, Centre);
var randomScaleY = rand (0,5);
var oneBeat = 2887 - 2512;
var randomTransparency = rand(0,1);
var randomEndPosition = rand(-300, 200);
bar.rotate(1,0,1, rotationStart, rotationEnd);
bar.fade(0,1,o,o);
bar.scale(1, 0, 1, 1, 1);
bar.additive(0, 151040);
bar.scaleVec(1,startTime, startTime + (oneBeat * 2), 1, 3, 1, 1);
bar.move(1,startTime, startTime + (oneBeat * 2), positionXstart, positionYstart, positionXend, positionYstart);
bar.fade(1,startTime, startTime + (oneBeat * 2), 1, 0);
bar.moveY(1, startTime - (oneBeat * 2), startTime, -100, 200);
bar.fade(142012, 142012 + oneBeat + oneBeat, 0.6,0);
}

barSplash(13762, 0, 470, 0, 360, 1, 0.8, 2.1);
barSplash(13772, 10, 480, 10, 370, 0.9, 0.9, 2);
barSplash(13782, 20, 490, 20, 380, 0.8, 1, 1.9);
barSplash(13792, 30, 500, 30, 390, 0.7, 1.1, 1.8);
barSplash(13802, 40, 510, 40, 400, 0.6, 1.2, 1.7);
barSplash(13812, 50, 520, 50, 410, 0.5, 1.3, 1.6);
barSplash(13822, 60, 530, 60, 420, 0.4, 1.4, 1.5);
barSplash(13832, 70, 540, 70, 430, 0.3, 1.5, 1.4);

barSplash(13762, 470, 0, 360, 00, 1, 2.1-3.14, 0.8);
barSplash(13772, 480, 10, 370, 10, 0.9, 2-3.14, 0.9);
barSplash(13782, 490, 20, 380, 20, 0.8, 1.9-3.14, 1);
barSplash(13792, 500, 30, 390, 30, 0.7, 1.8-3.14, 1.1);
barSplash(13802, 510, 40, 400, 40, 0.6, 1.7-3.14, 1.2);
barSplash(13812, 520, 50, 410, 50, 0.5, 1.6-3.14, 1.3);
barSplash(13822, 530, 60, 420, 60, 0.4, 1.5-3.14, 1.4);
barSplash(13832, 540, 70, 430, 70, 0.3, 1.4-3.14, 1.5);


barSplash(69262, 0, 470, 0, 360, 1, 0.8, 2.1);
barSplash(69272, 10, 480, 10, 370, 0.9, 0.9, 2);
barSplash(69282, 20, 490, 20, 380, 0.8, 1, 1.9);
barSplash(69292, 30, 500, 30, 390, 0.7, 1.1, 1.8);
barSplash(69302, 40, 510, 40, 400, 0.6, 1.2, 1.7);
barSplash(69312, 50, 520, 50, 410, 0.5, 1.3, 1.6);
barSplash(69322, 60, 530, 60, 420, 0.4, 1.4, 1.5);
barSplash(69332, 70, 540, 70, 430, 0.3, 1.5, 1.4);

barSplash(69262, 470, 0, 360, 00, 1, 2.1-3.14, 0.8);
barSplash(69272, 480, 10, 370, 10, 0.9, 2-3.14, 0.9);
barSplash(69282, 490, 20, 380, 20, 0.8, 1.9-3.14, 1);
barSplash(69292, 500, 30, 390, 30, 0.7, 1.8-3.14, 1.1);
barSplash(69302, 510, 40, 400, 40, 0.6, 1.7-3.14, 1.2);
barSplash(69312, 520, 50, 410, 50, 0.5, 1.6-3.14, 1.3);
barSplash(69322, 530, 60, 420, 60, 0.4, 1.5-3.14, 1.4);
barSplash(69332, 540, 70, 430, 70, 0.3, 1.4-3.14, 1.5);


barSplash(105262, 0, 470, 0, 360, 1, 0.8, 2.1);
barSplash(105272, 10, 480, 10, 370, 0.9, 0.9, 2);
barSplash(105282, 20, 490, 20, 380, 0.8, 1, 1.9);
barSplash(105292, 30, 500, 30, 390, 0.7, 1.1, 1.8);
barSplash(105202, 40, 510, 40, 400, 0.6, 1.2, 1.7);
barSplash(105212, 50, 520, 50, 410, 0.5, 1.3, 1.6);
barSplash(105222, 60, 530, 60, 420, 0.4, 1.4, 1.5);
barSplash(105232, 70, 540, 70, 430, 0.3, 1.5, 1.4);

barSplash(105262, 470, 0, 360, 00, 1, 2.1-3.14, 0.8);
barSplash(105272, 480, 10, 370, 10, 0.9, 2-3.14, 0.9);
barSplash(105282, 490, 20, 380, 20, 0.8, 1.9-3.14, 1);
barSplash(105292, 500, 30, 390, 30, 0.7, 1.8-3.14, 1.1);
barSplash(105202, 510, 40, 400, 40, 0.6, 1.7-3.14, 1.2);
barSplash(105212, 520, 50, 410, 50, 0.5, 1.6-3.14, 1.3);
barSplash(105222, 530, 60, 420, 60, 0.4, 1.5-3.14, 1.4);
barSplash(105232, 540, 70, 430, 70, 0.3, 1.4-3.14, 1.5);

// Chorus Particles
function snowflake(x, startTime) {
var snowflake = new Sprite("SB/Elements/particle.png");
var oneBeat = 2887 - 2512;
var randomSaturation = rand(180, 255);
var randomPale = rand(0, 140);
snowflake.move(1, startTime, startTime + oneBeat+oneBeat, x, 640, x, -50);
snowflake.fade(startTime, startTime + oneBeat, 0, 1);
snowflake.fade(startTime+oneBeat,startTime+oneBeat+oneBeat,1,0);
snowflake.additive(startTime,startTime+oneBeat+oneBeat);
snowflake.color(randomSaturation, randomPale, randomPale);
snowflake.scale(rand(20,200)/100);
}

function randomSnowflake(startTime) {
var x = rand(-200,840);
snowflake(x, startTime);
}

function randomNSnowflakes(startTime, n) {
for (var i = 1; i <= n; i++) {
randomSnowflake(startTime);
}
}

function snowflakeGenerator(startTime, n, t, i) {
for (var a = 0; a < t*i; a++) {
randomNSnowflakes(startTime + t*a, n);
}
}

function snowflake5(x, startTime) {
var snowflake = new Sprite("SB/Elements/square.png");
var oneBeat = 2887 - 2512;
var randomSaturation = rand(180, 255);
var randomPale = rand(0, 140);
snowflake.move(1, startTime, startTime + oneBeat+oneBeat, x, 400, x, -50);
snowflake.fade(startTime, startTime + oneBeat, 0, 1);
snowflake.fade(startTime+oneBeat,startTime+oneBeat+oneBeat,1,0);
snowflake.additive(startTime,startTime+oneBeat+oneBeat);
snowflake.color(randomSaturation, randomPale, randomPale);
snowflake.scale(rand(20,200)/100);
}

function randomSnowflake5(startTime) {
var x = rand(-200,840);
snowflake5(x, startTime);
}

function randomNSnowflakes5(startTime, n) {
for (var i = 1; i <= n; i++) {
randomSnowflake5(startTime);
}
}

function snowflakeGenerator5(startTime, n, t, i) {
for (var a = 0; a < t*i; a++) {
randomNSnowflakes5(startTime + t*a, n);
}
}

function snowflakebar(x, startTime) {
var snowflake = new Sprite("SB/Elements/white.png");
var oneBeat = 2887 - 2512;
var randomSaturation = rand(180, 255);
var randomPale = rand(0, 140);
snowflake.move(1, startTime, startTime + oneBeat+oneBeat, x, 340, x, 0);
snowflake.scaleVec(0, 1, rand(2,20), rand(20,40), rand(2,20), rand(20,40));
snowflake.fade(startTime, startTime + oneBeat, 0, 1);
snowflake.fade(startTime+oneBeat,startTime+oneBeat+oneBeat,1,0);
snowflake.additive(startTime,startTime+oneBeat+oneBeat);
snowflake.color(randomSaturation, randomPale, randomPale);
}

function randomSnowflakebar(startTime) {
var x = rand(-200,840);
snowflakebar(x, startTime);
}

function randomNSnowflakesbar(startTime, n) {
for (var i = 1; i <= n; i++) {
randomSnowflakebar(startTime);
}
}

function snowflakeGeneratorbar(startTime, n, t, i) {
for (var a = 0; a < t*i; a++) {
randomNSnowflakesbar(startTime + t*a, n);
}
}

snowflakeGenerator(117637, 1, 93, 2);
snowflakeGenerator5(117637, 1, 93, 2);
snowflakeGeneratorbar(117637, 2, 93, 2);

//Build-Up Darkening
var black = new Sprite("SB/Elements/white.png", Background, Centre);
black.color(0,0,0);
black.fade(0,1,0.45,0.45);
black.scaleVec(0,1,900,0,900,0);
black.scaleVec(2,70012,81637,900,0,900,120);
black.moveY(2,70012,81637,0,120);
black.scaleVec(2,104699,104887,900,120,900,0);

var black2 = new Sprite("SB/Elements/white.png", Background, Centre);
black2.color(0,0,0);
black2.fade(0,1,0.45,0.45);
black2.scaleVec(0,1,900,0,900,0);
black2.scaleVec(2,70012,81637,900,0,900,120);
black2.moveY(2,70012,81637,480,360);
black2.scaleVec(1,104699,104887,900,120,900,0);

//Back Flash
function flash(o) {
var gradient = new Sprite("SB/Elements/gradient.png",Foreground,Centre);
var oneBeat = 2887 - 2512;
gradient.moveY(400);
gradient.additive(118012,151040);
gradient.startTriggerLoop(HitSoundClap,118012,136012);
gradient.fade(0,oneBeat,o,0);
gradient.color(255,80,80);
gradient.endLoop();
gradient.startTriggerLoop(HitSoundFinish,118012,136012);
gradient.fade(1,0,oneBeat,0.9,0);
gradient.color(255,40,40);
gradient.endLoop();
gradient.fade(0,118011,0,0);
}

flash(1);

//Dub Squares/Rectangles
function snowflake3(startTime) {
var snowflake = new Sprite("SB/Elements/white.png");
var oneBeat = 2887 - 2512;
var randomSaturation = rand(180, 255);
var randomPale = rand(0, 140);
var randomY = rand(80,400);
var randomScale = rand(40,400);
snowflake.scaleVec(0, 1, randomScale, rand(2,20), randomScale, rand(2,20));
snowflake.move(1, startTime, startTime + oneBeat+oneBeat, 400, randomY, 80, randomY);
snowflake.fade(1, startTime, startTime + oneBeat, 0, 1);
snowflake.fade(2, startTime+oneBeat,startTime+oneBeat+oneBeat,1,0);
snowflake.additive(startTime, startTime+oneBeat+oneBeat);
snowflake.color(randomSaturation, randomPale, randomPale);
}

function randomSnowflake3(startTime) {
snowflake3(startTime);
}

function randomNSnowflakes3(startTime, n) {
for (var i = 1; i <= n; i++) {
randomSnowflake3(startTime);
}
}

function snowflakeGenerator3(startTime, n, t, i) {
for (var a = 0; a < t*i; a++) {
randomNSnowflakes3(startTime + t*a, n);
}
}

snowflakeGenerator3(82012, 1, 93*2, 0.6);

function snowflake2(startTime) {
var snowflake = new Sprite("SB/Elements/white.png");
var oneBeat = 2887 - 2512;
var randomSaturation = rand(180, 255);
var randomPale = rand(0, 140);
var randomY = rand(80,400);
var randomScale = rand(40,400);
snowflake.scaleVec(0, 1, randomScale, rand(2,20), randomScale, rand(2,20));
snowflake.move(1, startTime, startTime + oneBeat+oneBeat, 80, randomY, 400, randomY);
snowflake.fade(1, startTime, startTime + oneBeat, 0, 1);
snowflake.fade(2, startTime+oneBeat,startTime+oneBeat+oneBeat,1,0);
snowflake.additive(startTime, startTime+oneBeat+oneBeat);
snowflake.color(randomSaturation, randomPale, randomPale);
}

function randomSnowflake2(startTime) {
snowflake2(startTime);
}

function randomNSnowflakes2(startTime, n) {
for (var i = 1; i <= n; i++) {
randomSnowflake2(startTime);
}
}

function snowflakeGenerator2(startTime, n, t, i) {
for (var a = 0; a < t*i; a++) {
randomNSnowflakes2(startTime + t*a, n);
}
}

snowflakeGenerator2(82012, 1, 93*2, 0.6);

EDIT: Remember to turn on Widescreen Storyboard and Epilepsy Warning :)
peppy
I hope you got permission from Damnae before using his storyboard sprites/effects.
Damnae
Even if I'd rather see new things, I have no problem with others reusing ideas from my storyboards.
I'd just prefer that you change the bars sprite (s.png) to something different, because it makes them look way too similar.
gxytcgxytc
wow
Topic Starter
-kevincela-

Damnae wrote:

Even if I'd rather see new things, I have no problem with others reusing ideas from my storyboards.
I'd just prefer that you change the bars sprite (s.png) to something different, because it makes them look way too similar.
Yeah, I also agree with that. Yesterday DJNightmare told me he would change the bar sprite and repost the storyboard, so I am waiting for it. Hopefully it should be changed soon!

EDIT: Storyboard updated, if you have any other concerns about it please express them so that I'll try to get the eventual problems solved!
Kyouren
GRATZZ!! FOR DAMNAE!!!!!!!!!!
BECUASE THE STORYBOARD HE/SHE MAKE IS AMSWORE!!!!!
AND
ELITE STORYBOARDER!!!


I LIKE THIS SB, LOL!! :P
Ozato Fumika

gokugohan12468 wrote:

GRATZZ!! FOR DAMNAE!!!!!!!!!!
BECUASE THE STORYBOARD HE/SHE MAKE IS AMSWORE!!!!!
AND
ELITE STORYBOARDER!!!


I LIKE THIS SB, LOL!! :P
Mindblown. no credit for the actual SB'er DJNightmare
DJNightmare

No Dap wrote:

gokugohan12468 wrote:

GRATZZ!! FOR DAMNAE!!!!!!!!!!
BECUASE THE STORYBOARD HE/SHE MAKE IS AMSWORE!!!!!
AND
ELITE STORYBOARDER!!!


I LIKE THIS SB, LOL!! :P
Mindblown. no credit for the actual SB'er DJNightmare
BUT... I took sometime to try and recreate the effect QAQ, it's not exactbut now I can apply the idea or modify it in the future QAQ

WHY :(

Damnae knows C# Language so clearly and i just started :(
Kyouren
Hahaha...., But I also like you to SB, DJNightmare~

Can I add you for my friend and Damnae?
Saturnalize
I would actually recommend to use shadow on lyrics since it's a bit blended with background so it looks pretty sad.

Also, kiai time should have some reverse effect imo.

This is eyecandy enough but I can see some improvement.

EDIT : fix your sb because it doesn't finish on time (passing trough the end of the song)
SUBSTAC9
Peww www www pewww pewww...

M2U x AHO
Sister Jude
sb
is
epic
wendao

SUBSTAC9 wrote:

Peww www www pewww pewww...

M2U x AHO
gg AHO

star :)
Rumia-
aaaaaaaaaa
nice map
nice story board DJNightmare op plz
im
not
hestitate
to
give
my
stars!!~
goooood luuuuuck!

EDIT : add dubstep to the tags might do some help
onotoleonide
[Insane]
  1. 01:03:074 (2) - blanket
    I didn't mention all blankets but this blanket is noticable in play mode
very cool beatmap
Lust
get a move on kevin
Zetera
Oh well, Damnae inspired SB, can already drop my set then lol.
Secretpipe
Take my star ! (=゚ω゚)ノ

Good luck :D
Seph
wow 10/10 sb
Secretpipe
You requested this mod !

[Easy]
00:22:949 (1) - I'd finish this spinner on a white tick !
01:13:012 (1) - Remove NC here
01:16:762 (2) - You can put down this slider for increasing the flow

[Normal]
00:22:949 (1) - Same thing with spinner
00:31:012 (1) - Make a sliderwave ?
01:04:012 (1,2,3) - huh , I don't really like this pattern and dunno if it's rankable. Maybe you can try to curv some sliders or space them !
01:43:012 (1) - I think you should move this slider for the flow x:320 y:100
02:10:012 (1,2,3) - Same thing as 01:04:012 (1,2,3)
Also , spinner should end here : 02:22:012 -


[Hard]
00:47:137 - You can add a stacked note here
01:08:137 (3) - Move this note away ? You can stack it if you want !
02:11:887 (1) - Remove NC
Same thing with spinner at the end.

[Angelhoney's ExtrA]
00:13:012 (1) - I'd like to see this slider curved :D
01:12:262 (1,2,3,4,5,6,7,8,1) - Make an arch here ?
01:15:262 (1,2,3,4,5,6,7,8,1) - ^
Nice symmetry :3

[Insane]
00:25:105 (1) - Finish this on a white tick
01:10:012 (1,2,3,4) - I see these circles like random circles but I'm sure you haven't thought this ! Maybe change this pattern ? Make a square ?
02:09:824 - Add a circle here ?
Same thing with final spinner.

Well , it's a great mapset here !
Wishing the best for you for this map :D
Good luck :3
Topic Starter
-kevincela-
Thanks for your mod, will make a post answering your points later!
Avena
Just a quick thing about the storyboard, Due to the frequent usage of hitsound triggers, Pretty much all diffs but Insane are lacking the proper storyboard (Mainly noticeable in Extra)
I'd suggest AngelHoney to rework the hitsounding on his diff to make it closer to the Insane so the storyboard functions better.
69653863
Mod request from my queue
Guide
Red is unrankable and must be fixed.
Pink is you should apply this to any similar notes/parts/patterns/whatever it was stated on it.
Mods with question marks (?) are only suggestion/opinion. You're free to choose whether you're going to apply it or not.

Additional notes:
I cannot mod another game modes.
Please reply to my mods, I always looking forward to the replies so I could improve better.
If you think one or more points on my mod is unclear, feel free to ask about it.

dammit kevin
dammit DJN
how to mod storyboard made by DJNightmare
1. check sb
2. "this is too awesome for me, i can't mod this"
3. cry

General
  1. Add DJNightmare to the tags as he made the SB, which he should be noticed as a senpai
  2. I hate to say this but as there are built-in title text and it cannot be turned off or disabled, the way it shows altogether with the SB title sprite is kinda nonsense. I'd suggest to move the SB title somewhere else, into the end of the map maybe? Yeah it works as long as you put them right (take a look at my Gold map, I put all SB titles on the end) Sorry but yeah.
  3. On to the major issue (that Priti just stated above): Visualization sprites are broken on all diffs except Insane. ᴀs ɪ ᴅɪᴅɴ'ᴛ ᴜɴᴅᴇʀsᴛᴀɴᴅ ᴛʜᴇ ᴡᴀʏ ʏᴏᴜ (DJNIGHTMARE) ᴏʀ ᴅᴀᴍɴᴀᴇ ᴍᴀᴅᴇ ᴀʟʟ ᴛʜᴇsᴇ ᴛʜɪɴɢs, ɪ'ᴍ ʜᴇʀᴇ ᴊᴜsᴛ ᴛᴏ ᴘᴏɪɴᴛ ᴏᴜᴛ ᴛʜᴇ ɪssᴜᴇ ᴀɴᴅ ɴᴏᴛ ɢᴏɴɴᴀ ɢɪᴠᴇ ᴀɴʏ sᴏʟᴜᴛɪᴏɴ ᴀʙᴏᴜᴛ ᴛʜɪs (ᴀs ɪ ᴅɪᴅɴ'ᴛ ᴋɴᴏᴡ ᴊᴀᴄᴋ ᴀɴʏᴡᴀʏ)
  4. Edit: sometimes the visualization breaks and sometimes it doesn't, but on Extra it broke all the time.
  5. 00:22:949 (1) - What would go wrong if this ends on the next white slidertick? (-: This is on all diff so ye I put it here
  6. the fuck did you mean by hoax I can't understand the lyrics, can't help myself. OH GOD LOL
Easy
  1. 00:16:762 (1,2,3) - Notice that the blanket-spacing on (3)'s slider end to (1) is slightly shorter than blanket-spacing on (2) to (3). This is really a minor nazi issue but ɪɴ ᴏʀᴅᴇʀ ᴛᴏ ᴀᴄʜɪᴇᴠᴇ ᴍᴀᴘ ᴘᴇʀғᴇᴄᴛɪᴏɴ ᴀɴᴅ ᴍᴀᴘ ʀᴀᴛɪɴɢ 10/10 ʏᴏᴜ ᴀʀᴇ ᴏʙʟɪɢᴇᴅ ᴛᴏ ᴅᴏ ᴛʜɪs.
  2. 00:37:012 (1,2) - Imperfect blanket™
  3. 01:01:574 (2,3) - ^
  4. 01:07:012 (1) - Ctrl+G?
  5. 01:44:137 (2,3) - Will this be stacked in-game? Not sure.
  6. 02:16:574 (1) - Too far from spinner )-:
Normal
  1. 02:16:012 (1) - Yes too far from spinner.
  2. Fuck this diff is perfect. yes
Hard
  1. 00:13:762 (1,2) - Umm this doesn't follow the music nor the wub. I suggest remove the circle and extend the slider.
  2. 00:19:387 (8,9) - Slightly imperfect blanket.
  3. 00:51:824 (4) - Didn't follow anything actually, why not to remove?
  4. 01:07:012 (1,2) - Assymetric sliderbow
  5. 01:27:262 - 01:30:168 - You sure you did the colourhax right?
  6. 01:43:574 (2,3) - Blanket-spacing is too close thus breaking blanket consistencies. Try to make the bow slightly straightier (what word is this ((-: )
  7. 01:52:012 (1,2) - Blanket-spacing too far.
Insane
  1. 00:12:262 (1,1) - Blanket-spacing too close (-:
  2. 00:13:762 (2,3) - Just like Hard, this didn't follow anything
  3. 00:23:512 (2,3,4,1,2,3,1) - The way last note is too close to any other is driving me crazy ))-: Maybe you can Ctrl+Shift+S the whole thing and use 1.150x scaling?
  4. 00:44:512 (1,3) - Improper stack™
  5. 00:46:012 (1,2) - BLanket spacing too close! (-:
  6. 00:51:824 (6) - This also didn't follow anything.
  7. 01:06:824 (4) - Eh... doesn't look really good if placed here imo. Why don't stack it with 01:06:262 (1) - ?
  8. 01:09:262 - Why don't you end spinner here just like Hard?
  9. 01:46:762 (5) - Flow broken )-: If you Ctrl+G this, it'll maintain movement flow consistency with previous diamond pattern and still plays good to the next circle. Trust me! (-:
Dammit, good map. Take my stars. The stars are actually intended for DJNightmare for his storyboard, made me shit brix thank you you're the best.
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