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David Wise - Snakey Chantey [CatchTheBeat]

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Total Posts
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Topic Starter
eldnl
This beatmap was submitted using in-game submission on lunes, 11 de diciembre de 2017 at 4:02:23

Artist: David Wise
Title: Snakey Chantey
Source: Donkey Kong Country 2: Diddy's Kong Quest
Tags: snes super nintendo dixie rareware dkc2
BPM: 232
Filesize: 1815kb
Play Time: 00:54
Difficulties Available:
  1. Cup (1,21 stars, 107 notes)
  2. Overdose (5,33 stars, 290 notes)
  3. Platter (3,08 stars, 233 notes)
  4. Rain (4,01 stars, 253 notes)
  5. Salad (1,75 stars, 178 notes)
Download: David Wise - Snakey Chantey
Information: Scores/Beatmap Listing
---------------
Accepting mods
MoodyRPG
hinami-chi
The mp3 you are using is a lot longer than the part which is mapped. You would try with this mp3. :D
Unlucky_w
Hi! From my mod queue.

Mod
[General]
You only mapped 60% of the mp3, consider cropping it, or continue mapping the rest (you can't ignore if you don't want to rank, since this is part of ranking criteria)

[Overdose]

00:01:332 (1) - You could make it like https://osu.ppy.sh/ss/9520568, cause the way it is, makes an anti-flow mouvement.
00:03:918 (3,1) - Gap between those two are kinda big, I would consider moving (3) at the exact position of (2).
00:08:315 (1,2,3) - Move them to x:324, I was not expecting such pattern that is just after to (7) which led me to miss (2) because distance between each of them are a bit far (that includs (4,5,6)
00:09:349 (7) - NC
00:10:254 (11) - x:216, makes a bit far distance with (12) and (10)....
00:26:806 (9,10) - Ctrl+g, then move (9) to x:220
00:30:944 (9,10) - Ctrl+g again, move (9) to x:216
00:31:979 (6,7,8,1) - Make a gap with (7) and (8), it's too sticking..
00:34:048 (6,7,8,1) - ^
00:39:349 (5,1) - Gap between them are too far, or try to create a HDash
00:42:711 (3,4,5,6) - Insert HDash on them or reduce distance, edge jumps aren't convenient..
00:46:849 (1,2) - Distance too far again..
00:47:754 (1,2,3,4) - 00:48:660 (1,2,3,4,5) - Not too sure about those (negligeable)
00:49:306 (6) - I suggest to curve this instead or ctrl+H while keeping the position

[Rain]

00:00:556 (5,6,7) - Distances are kinda too short suddenly....
00:12:194 (3,4) - Kinda far
00:23:703 (4,5) - ^
00:27:194 (1) - 00:27:711 (3) - I would recommend https://osu.ppy.sh/ss/9520772
00:47:754 (3,4,5,6,7,1,2,3,4,5,6) - kinda hard patterns for a rain imo


Note: 2014's mapping style I see -w- I'm only judging using nowadays' aesthetic ranked mapping style... edgy jumps aren't so common anymore on ctb diffs, only on converted. So Imma stop at rain.

Good Luck : )
Topic Starter
eldnl

_wwwww wrote:

Hi! From my mod queue.

Mod
[General]
You only mapped 60% of the mp3, consider cropping it, or continue mapping the rest (you can't ignore if you don't want to rank, since this is part of ranking criteria)

[Overdose]

00:01:332 (1) - You could make it like https://osu.ppy.sh/ss/9520568, cause the way it is, makes an anti-flow mouvement.
00:03:918 (3,1) - Gap between those two are kinda big, I would consider moving (3) at the exact position of (2). gotta keep this
00:08:315 (1,2,3) - Move them to x:324, I was not expecting such pattern that is just after to (7) which led me to miss (2) because distance between each of them are a bit far (that includs (4,5,6) it seems fine to me
00:09:349 (7) - NC
00:10:254 (11) - x:216, makes a bit far distance with (12) and (10)....
00:26:806 (9,10) - Ctrl+g, then move (9) to x:220
00:30:944 (9,10) - Ctrl+g again, move (9) to x:216 I think it is better as it is
00:31:979 (6,7,8,1) - Make a gap with (7) and (8), it's too sticking..
00:34:048 (6,7,8,1) - ^
00:39:349 (5,1) - Gap between them are too far, or try to create a HDash maybe, but I'm going to keep it as it is for now
00:42:711 (3,4,5,6) - Insert HDash on them or reduce distance, edge jumps aren't convenient.. I like them :(
00:46:849 (1,2) - Distance too far again..
00:47:754 (1,2,3,4) - 00:48:660 (1,2,3,4,5) - Not too sure about those (negligeable) I reduced the distance of the not hyper jumps
00:49:306 (6) - I suggest to curve this instead or ctrl+H while keeping the position

[Rain]

00:00:556 (5,6,7) - Distances are kinda too short suddenly....
00:12:194 (3,4) - Kinda far
00:23:703 (4,5) - ^
00:27:194 (1) - 00:27:711 (3) - I would recommend https://osu.ppy.sh/ss/9520772
00:47:754 (3,4,5,6,7,1,2,3,4,5,6) - kinda hard patterns for a rain imo


Note: 2014's mapping style I see -w- I'm only judging using nowadays' aesthetic ranked mapping style... edgy jumps aren't so common anymore on ctb diffs, only on converted. So Imma stop at rain.

Good Luck : )
thank you a lot, everything that is not commented has been fixed :)
koliron
M4M

General
  1. Maybe you could add another combocolour, there are only 2 and both are green ): maybe brown?

Cup

  • 🍎 00:26:186 (5) - I think this movement could be too hard for a cup, since it's in a slider (plays like 4 circles left-right) cup players will hardly notice they should do more than one movement here

Salad


  • 🍎 00:11:444 (4,5) - As a salad player i think i would miss some droplets here tbh D: make sure there's a curve that a salad player will be sure if needs to stop the catcher, like in 00:11:444 (4) - , or actually move like in 00:13:255 (7) -
    🍎 00:24:892 (4,1) - In my opinion the sound in (1) is strong enough to add a dash! (actually, the whole map is possible to fc without use the dash, consider to add some of them (obviously only 1/1 dash since the bpm is so high!), for example 00:29:030 (11,1) - here, since salad are supposed to introduce players to the dash button owo)
    🍎 00:27:996 (4,5,6,7,8,9) - Nice asthetic, but maybe 00:28:513 (8,9) - this could be confusing and hard for new players, consider to change this pattern, for example with 00:28:255 (6,7,8,9) - ctrl+h then x:248 again
    🍎 00:51:918 (6) - What about move this note to x:280? it would play the same and will look better owo

Platter

  • 🍎 00:31:746 (4,5,6) - 00:33:815 (4,5,6) - Don't forget than platter is where players STRATS to see hypers, so consider to make the movement after an hyper in the same direction as the jump (for example like this)
    🍎 00:40:668 (3,4) - Maybe curve them a little more? i don't think these movements where you need to stop after an hyper are playable for a platter-players

    Nice platter!

Rain

  • 🍎 00:14:763 - there's a sound here so i think you could add another circle, it would look a lot better owo
    🍎 00:14:806 (5,6,1,2,3,4,5,6,7) - I personally think this is too hard for a rain D: i highly suggest you to nerf it, specially because of the antiflow in 00:15:582 (1,2,3,4) - , feels like overose patterns!
    🍎 00:23:341 (2,3) - I don't think rain players are fast enough to notice this and also catch aaaaaa consider to reduce the distance by a little! by the way, i know it's an old style and is totally respectable, so consider to reduce AR to 9, then movements like these will be alot more playable!
    🍎 00:28:255 (1,2,3) - Mmmmh, i can't hear anything that strong to use 2 hypers in a row, not for a rain at least in my opinion owo i'd suggest to reduce 00:28:255 (1,2) - this jump to a normal dash
    🍎 00:29:289 (1,2,3,4,5,6,1,2,3,4,5,6) - This is not hard, but pretty weird to play, even in an overdose, to stop, then hypers, then stop again, and again, maybe i'm so bad explaining lol but plays alot better if you add more space to 00:29:548 (2) - , for example with ctrl+h in 00:29:548 (2,3,4) - , then the catcher won't need to stop that frequently
    🍎 00:34:461 (1,2,3,4) - I really like hard dashes but only if they are justified, the song is too calm here, i can't see a reason to make these strong dash owo consider to reduce the distance by a little! (and maybe an hyper to 00:35:496 (1) - ? it's strong enough in my opinion)
    🍎 00:42:737 (5,6,7,8,1) - Same as before, so nice pattern, but too hard for a rain! at least in 232 bpm D: i wouldn't like to ruin this pattern, what about make 00:42:996 (6,8) - horizontal?
    🍎 00:45:065 (2,3) - Same reason as before about the distance, consider to reduce this one by a little too!

Overdose

  • 🍎 00:16:487 (6,7,8) - Since you mapped this in 1/6 in rain and platter, i think you should do it here too, there's no sound in 00:16:552 -
    🍎 00:18:039 (2,3,4) - Be evil but not that much please owo what about move (3) a little to the right?
    🍎 00:32:005 (6,7,8,1) - The sound in 8 is strong enough to make an interesting pattern, don't you think? :D what about something like this?
    suggestions

    or like this
    🍎 00:34:073 (6,7,8,1) - ^
    🍎 00:47:780 - Loveeed this end, nice job!

    Nice overdose!


Overall is a good map, but i think rain and salad needs some fixes! good luck :) :)
Topic Starter
eldnl

koliron wrote:

M4M

General
  1. Maybe you could add another combocolour, there are only 2 and both are green ): maybe brown?

Cup

  • 🍎 00:26:186 (5) - I think this movement could be too hard for a cup, since it's in a slider (plays like 4 circles left-right) cup players will hardly notice they should do more than one movement here

Salad


  • 🍎 00:11:444 (4,5) - As a salad player i think i would miss some droplets here tbh D: make sure there's a curve that a salad player will be sure if needs to stop the catcher, like in 00:11:444 (4) - , or actually move like in 00:13:255 (7) - no creo que sea tan dificil
    🍎 00:24:892 (4,1) - In my opinion the sound in (1) is strong enough to add a dash! (actually, the whole map is possible to fc without use the dash, consider to add some of them (obviously only 1/1 dash since the bpm is so high!), for example 00:29:030 (11,1) - here, since salad are supposed to introduce players to the dash button owo)
    🍎 00:27:996 (4,5,6,7,8,9) - Nice asthetic, but maybe 00:28:513 (8,9) - this could be confusing and hard for new players, consider to change this pattern, for example with 00:28:255 (6,7,8,9) - ctrl+h then x:248 again
    🍎 00:51:918 (6) - What about move this note to x:280? it would play the same and will look better owo

Platter

  • 🍎 00:31:746 (4,5,6) - 00:33:815 (4,5,6) - Don't forget than platter is where players STRATS to see hypers, so consider to make the movement after an hyper in the same direction as the jump (for example like this) si hago eso ya no tendría ninguna dificultad
    🍎 00:40:668 (3,4) - Maybe curve them a little more? i don't think these movements where you need to stop after an hyper are playable for a platter-players

    Nice platter!

Rain

  • 🍎 00:14:763 - there's a sound here so i think you could add another circle, it would look a lot better owo yo no escucho nada xD
    🍎 00:14:806 (5,6,1,2,3,4,5,6,7) - I personally think this is too hard for a rain D: i highly suggest you to nerf it, specially because of the antiflow in 00:15:582 (1,2,3,4) - , feels like overose patterns!
    🍎 00:23:341 (2,3) - I don't think rain players are fast enough to notice this and also catch aaaaaa consider to reduce the distance by a little! by the way, i know it's an old style and is totally respectable, so consider to reduce AR to 9, then movements like these will be alot more playable! el bpm es muy alto, además ya lo podrán hacer cuando la jueguen por segunda vez jaja
    🍎 00:28:255 (1,2,3) - Mmmmh, i can't hear anything that strong to use 2 hypers in a row, not for a rain at least in my opinion owo i'd suggest to reduce 00:28:255 (1,2) - this jump to a normal dash no se de donde nace esa idea de los hyperdash, pero para mi es basura (sin ofender, ya lo habia oído antes <3)
    🍎 00:29:289 (1,2,3,4,5,6,1,2,3,4,5,6) - This is not hard, but pretty weird to play, even in an overdose, to stop, then hypers, then stop again, and again, maybe i'm so bad explaining lol but plays alot better if you add more space to 00:29:548 (2) - , for example with ctrl+h in 00:29:548 (2,3,4) - , then the catcher won't need to stop that frequently no entiendo el punto
    🍎 00:34:461 (1,2,3,4) - I really like hard dashes but only if they are justified, the song is too calm here, i can't see a reason to make these strong dash owo consider to reduce the distance by a little! (and maybe an hyper to 00:35:496 (1) - ? it's strong enough in my opinion) no veo donde esta el hyperdash dificil xD
    🍎 00:42:737 (5,6,7,8,1) - Same as before, so nice pattern, but too hard for a rain! at least in 232 bpm D: i wouldn't like to ruin this pattern, what about make 00:42:996 (6,8) - horizontal? no tiene nada de dificil, hay rains de <200 bpm que tienen hyperdash en streams, yo considero eso mucho mas dificil que esto (practicamente es lo mismo pero a 116 bpm)
    🍎 00:45:065 (2,3) - Same reason as before about the distance, consider to reduce this one by a little too! noup

Recuerda que rain equivale a insane, si no hay nada dificil para jugar, que tiene de insane?

Overdose

  • 🍎 00:16:487 (6,7,8) - Since you mapped this in 1/6 in rain and platter, i think you should do it here too, there's no sound in 00:16:552 -
    🍎 00:18:039 (2,3,4) - Be evil but not that much please owo what about move (3) a little to the right? no es dificil
    🍎 00:32:005 (6,7,8,1) - The sound in 8 is strong enough to make an interesting pattern, don't you think? :D what about something like this?
    suggestions

    or like this
    🍎 00:34:073 (6,7,8,1) - ^
    🍎 00:47:780 - Loveeed this end, nice job!

    Nice overdose!


Overall is a good map, but i think rain and salad needs some fixes! good luck :) :)

graciass no entiendo por que lo hiciste en ingles, aplique todo lo que no comenté, saludos :p
koliron
LMAO por costumbre, ni me di cuenta :? :?
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