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07th Expansion - Ougon Musoukyoku ~Konjiki no Chi ni Somaru

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Topic Starter
Dasvi
This beatmap was submitted using in-game submission on 25 March 2016 at 12:16:09

Artist: 07th Expansion
Title: Ougon Musoukyoku ~Konjiki no Chi ni Somaru Mae ni~ (Game Size Version)
Source: 黄金夢想曲
BPM: 244
Filesize: 3250kb
Play Time: 01:29
Difficulties Available:
  1. Easy (1.65 stars, 86 notes)
  2. Hard (2.68 stars, 49 notes)
  3. Reverie (4.81 stars, 336 notes)
Download: 07th Expansion - Ougon Musoukyoku ~Konjiki no Chi ni Somaru Mae ni~ (Game Size Version)
Information: Scores/Beatmap Listing
---------------
This is my first uploaded project as a mapper.

Please keep this in mind when you are modding this!

Easy: Done but will revise it soon.
Normal: WIP (0%)
Hard: WIP (20%)
Reverie: Done

For now, only the Reverie difficulty is open to modding!
[ Nep ]
Timing Mod

Hi! Well, you only have your Bpm and Offset wrong.

Timing Point/s:

00:02:338 - At 244 Bpm.

And change the Timing Signature from 4/4 (Common Time) to 3/4 (Waltz/Triple).

If you dont know how to do that its simple:

Timing (Tool Bar) > Time Signature > 3/4 (Waltz/Triple)

Goodluck with the Beatmap! ;)
Crimmi
From the timing request thread~!

The timing you're looking for depends on you which is: BPM: 122.000 or 244.000 with an Offset of 1600. Note that this is in 1/3 so you'll need to click on "Timing" then go to the "Timing Setup Panel" in which you'll see this, just click on the 3/4 (waltz) signature.

Any other questions, just PM via in-game or Forum PM,Good Luck~!
Lasse
m4m as requested

first of all: hitosunding up until 00:06:763 - is wayyyyyyyy too loud
actually
don't use 100% for the whole map, you should use a volume that has them audible, but not to a point where they drown out the music
+ using a fitting sampleset (drum/soft/normal) is a good idea
and don't spam the default finished when there are no cymbals, since htey are normally used to emphasize those
as an example: putting a green timing point with ~50% volume and soft samplesetz on 00:02:337 - would work really well

second: turn off grid snap, it won't really help you and often ruin spacing/aesthetics, like for example here: 00:02:337 (1,2,3) -
would looks like this with even spacing/no gridsnap: http://i.imgur.com/FCfvFYA.jpg
also this whole pattern: 00:02:337 (1,2,3,4,5,6,7,8) - is a nice example for pattern that play awkward because of the spacing: using <1x distance snap after a slider makes for weird movement since you slow down after it (also doesn't make much sense with the music here)
then you skip the sound you mapped the whole time on placed like 00:03:198 - and 00:03:936 - etc. which feel really weird
here you also have sliders

new comboing feels really messy. you should use a clear concept, like the commong "nc every downbeat" and maybe ocasionally for better looking patterns

stacking stuff like this: 00:33:813 (6,7,8) - (third note stacked under first) makes it pretty much unreadable, another one: 00:56:436 (8,9,10,11,1) -

00:50:780 (5,6,1) - accelerating movement on a nearly straight line plays really bad. sure it says 1.6x ds for both, but the second is actually further since you increase sv there (which correlates with ds)

00:53:485 (7) - good example for a slider that ends on a much stronger sound than it started on for no real reason, making the rhythm feel strange (it also looks pretty wierd), same for 01:02:091 (5) - etc.

especially for patterns like this 00:56:927 (1,2,3) - with really wide angles, using even ds looks much nicer and plays better

also spacing should be used to emphasize parts of the music/scale with the intensity of the song, so louder/stronger/more intense sounds (cymbal crashes are a good example) should have higher spacing than others, currently it feels really random. Stuff like this 00:32:337 (1,2,3,4) - is just really weird spacing wise

like said, those are all just examples and occur throughout the map.
just keep mapping/getting opinions and this will improve over time, as it needs lots of experience
looking at ranked maps/modding etc. is also a good way to get some more understanding
hope this could help you a bit
Topic Starter
Dasvi
[Lasse]

Lasse wrote:

m4m as requested

first of all: hitosunding up until 00:06:763 - is wayyyyyyyy too loud
actually
don't use 100% for the whole map, you should use a volume that has them audible, but not to a point where they drown out the music
+ using a fitting sampleset (drum/soft/normal) is a good idea
and don't spam the default finished when there are no cymbals, since htey are normally used to emphasize those
as an example: putting a green timing point with ~50% volume and soft samplesetz on 00:02:337 - would work really well Fixed hitsound volume and added soft up until 00:06:793 -, now it is much quieter

second: turn off grid snap, it won't really help you and often ruin spacing/aesthetics, like for example here: 00:02:337 (1,2,3) -
would looks like this with even spacing/no gridsnap: http://i.imgur.com/FCfvFYA.jpg
also this whole pattern: 00:02:337 (1,2,3,4,5,6,7,8) - is a nice example for pattern that play awkward because of the spacing: using <1x distance snap after a slider makes for weird movement since you slow down after it (also doesn't make much sense with the music here)
then you skip the sound you mapped the whole time on placed like 00:03:198 - and 00:03:936 - etc. which feel really weird
here you also have sliders I changed the entire pattern to remove sliders and to add the missing sounds you mentioned (it is a giant stream)

new comboing feels really messy. you should use a clear concept, like the commong "nc every downbeat" and maybe ocasionally for better looking patterns Cleaned new comboing

stacking stuff like this: 00:33:813 (6,7,8) - (third note stacked under first) makes it pretty much unreadable, another one: 00:56:436 (8,9,10,11,1) - Can you mention in what ways it is unreadable? (The first one, the second I kinda understand)

00:50:780 (5,6,1) - accelerating movement on a nearly straight line plays really bad. sure it says 1.6x ds for both, but the second is actually further since you increase sv there (which correlates with ds) Moved (1) more downwards

00:53:485 (7) - good example for a slider that ends on a much stronger sound than it started on for no real reason, making the rhythm feel strange (it also looks pretty wierd), same for 01:02:091 (5) - etc. Noob hitsounding mistakes, I put the finish sound on the entirety of the slider, fixed

especially for patterns like this 00:56:927 (1,2,3) - with really wide angles, using even ds looks much nicer and plays better Was kinda wonky anyways, fixed

also spacing should be used to emphasize parts of the music/scale with the intensity of the song, so louder/stronger/more intense sounds (cymbal crashes are a good example) should have higher spacing than others, currently it feels really random. Stuff like this 00:32:337 (1,2,3,4) - is just really weird spacing wise Made the jumps larger thought the flow from (3) to slider (1) seems weird now

like said, those are all just examples and occur throughout the map.
just keep mapping/getting opinions and this will improve over time, as it needs lots of experience
looking at ranked maps/modding etc. is also a good way to get some more understanding
hope this could help you a bit Thanks for the good words, I will improve this further!
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