forum

David Wise - Krook's March

posted
Total Posts
33
Topic Starter
Shiro
This beatmap was submitted using in-game submission on dimanche 23 janvier 2011 at 13:27:22

Artist: David Wise
Title: Krook's March
Source: Donkey Kong Country 2: Diddy's Kong Quest
Tags: castle dixie nintendo snes rareware platform dkc2
BPM: 113,77
Filesize: 2567kb
Play Time: 01:43
Difficulties Available:
  1. Castle Crush (1,82 stars, 107 notes)
  2. Chain Link Chamber (3,12 stars, 138 notes)
  3. Toxic Tower (4,74 stars, 276 notes)
Download: David Wise - Krook's March
Information: Scores/Beatmap Listing
---------------
10th map. Another DKC song. It's the castle theme from DKC2.

As usual, diff names match the level names.

Caste Crush: Easy
Chain Link Chamber: Normal
Toxic Tower: Hard
Topic Starter
Shiro
Changelog.

  1. 01/15: uploaded to Pending.
    Fixes according to ouranhshc's mod.
    Moved to WIP.
    Added new mp3 and fixed the storyboard.
  2. 01/16: Moved back to pending.
    Fixes according to Jarby's mod.
  3. 01/17: Fixes according to Agnes' mod.
    Fix according to RandomJibberish's mod.
  4. 01/19: Fixes according to Krisom's mod.
  5. 01/21: Fixes according to Jarby's IRC mod. Bubbled by Jarby.
    Changed to Ploy's (or Alace's) timing. Popped by orioncomet.
    Added a fade out in the storyboard. Rebubbled by orioncomet.
  6. 01/22: Fixed the fade out in the storyboard. Rebubbled by Beuchi-chan.
  7. 01/23: Added Finish hitsound to the map and changed soft-hitnormal.wav.
    Changes to hitsounds.
ouranhshc
Toxic Tower - overall doesn't seem planned out well
00:27:137 (5) - slider isn't straight
00:33:730 (7) - 1grid right, 1 grid up?
00:36:864 (1,2,1,1,2,1,1,2,1,1,2,1,1,1,1,1,1,2,1,1,2,1,1,2,3,4,1) - this section, could been planned out better, the combos don't go with the music/SB that well
01:00:601 (2,3) - make them not touch

Normal
boxxy D:

Easy
boxxy D:
Topic Starter
Shiro

ouranhshc wrote:

Toxic Tower - overall doesn't seem planned out well :(
00:27:137 (5) - slider isn't straight nice catch
00:33:730 (7) - 1grid right, 1 grid up? hm... nope
00:36:864 (1,2,1,1,2,1,1,2,1,1,2,1,1,1,1,1,1,2,1,1,2,1,1,2,3,4,1) - this section, could been planned out better, the combos don't go with the music/SB that well Changed.
01:00:601 (2,3) - make them not touch k

Normal
boxxy D:

Easy
boxxy D:
Thanks for the mod.
rrtyui
\DK Kong LOVE!/ \Odaril Great Mapper!/

Star :)
rrtyui
Titie chanege

Dave Wise→David Wise
Topic Starter
Shiro

rrtyui wrote:

Titie chanege

Dave Wise→David Wise
o.o" you're right, thanks for pointing that out
Jarby
Chain Link Chamber:

00:47:259 (1,1,1,2) - In this situation, I don't believe the arrangement is logical. Remove the second new combo.

Castle Crush:

00:43:039 (1,1,1,1) - As above, divide into sections of 2.
00:51:479 (1,1,1) - Though I believe in this context, 3 would work better. Oh ho ho.
01:12:578 - I don't think the break here needs to be so long just because it's an easy difficulty. It would be less of a pain on the player if you halved its length.

Topic Starter
Shiro

Jarby wrote:

Chain Link Chamber:

00:47:259 (1,1,1,2) - In this situation, I don't believe the arrangement is logical. Remove the second new combo. okay

Castle Crush:

00:43:039 (1,1,1,1) - As above, divide into sections of 2. done
00:51:479 (1,1,1) - Though I believe in this context, 3 would work better. Oh ho ho. :( done
01:12:578 - I don't think the break here needs to be so long just because it's an easy difficulty. It would be less of a pain on the player if you halved its length. done

Thanks for the mod.
arien666
I think the pizza is done :3
Topic Starter
Shiro

arien666 wrote:

I think the pizza is done :3
Kudosu'd for finding a flaw in the storyboard.
ouranhshc
Toxic - whats up with all the stacks
01:14:688 (1,2,3,4,5,6,7,8,1,2,3,4) - why is this so scrunched together
01:05:721 (4,5,6,7,8) - looks ugly ingame
Agnes
Odaril~

[Overall]
Nothing major to poke at.

[Castle Crush]
No problems here.

[Chain Link Chamber]
Few suggestions; apply them if you wish.
00:36:973 (1) - This felt a little out of place, but I believe it's just because of the notes at 00:34:600 (1,2,3).
01:31:039 (5) - Try to move this down a tad bit?

[Toxic Tower]
00:04:534 (9,1) - ffffff I'm not really fond of overlaps such as this. @_@ Makes it hard to see if it was a slider and whatnot, but I see what you were trying to do with the SB, so... I'm not really sure how this can be worked out. All up to you.

Here, have a star. c:
MoodyRPG
starz
Topic Starter
Shiro

Agnes wrote:

Odaril~ Agnes~ :)

[Overall]
Nothing major to poke at.

[Castle Crush]
No problems here.

[Chain Link Chamber]
Few suggestions; apply them if you wish.
00:36:973 (1) - This felt a little out of place, but I believe it's just because of the notes at 00:34:600 (1,2,3). It's supposed to be the held note. :(
01:31:039 (5) - Try to move this down a tad bit? Done.

[Toxic Tower]
00:04:534 (9,1) - ffffff I'm not really fond of overlaps such as this. @_@ Makes it hard to see if it was a slider and whatnot, but I see what you were trying to do with the SB, so... I'm not really sure how this can be worked out. All up to you. Neither do I ! But I thought it would make sense here, because I've been using these weird rock pillars so far, and this slider follows them as well.

Here, have a star. c:
Thanks !
RandomJibberish
General
Try this for your green image - idk how authentic to the game it is, I was just messing around lol
I found the lack of any finish type sounds pretty jarring. Whatever you're going for though.
Oh, and tick 2 on all diffs.

Toxic Tower
01:28:666 (1,2,3,4,5,6) - Aaaah 1/2 stack with triplet in the middle. I'd spread out the whole thing so there would be no uneven stacks, but at least move 6 somewhere else.

I'd also avoid stacking under sliderends on the easier diffs, but it's probably 'k

so yeah nothing really wrong, have fun
Topic Starter
Shiro

RandomJibberish wrote:

General
Try this for your green image - idk how authentic to the game it is, I was just messing around lol In the game, the poison ends very straight the way mine does. :/
Greeeeeeeeeeeeeeeeeeeeeeen
[attachment=0:c0658]green.png[/attachment:c0658]
I found the lack of any finish type sounds pretty jarring. Whatever you're going for though. I tried to use some finishes, but I couldn't find a place where they fit, so... no finish.
Oh, and tick 2 on all diffs. dammit why do I forget

Toxic Tower
01:28:666 (1,2,3,4,5,6) - Aaaah 1/2 stack with triplet in the middle. I'd spread out the whole thing so there would be no uneven stacks, but at least move 6 somewhere else. Fixed

I'd also avoid stacking under sliderends on the easier diffs, but it's probably 'k I used them on rhythms I had already used before, so I think it's okay ? I'll keep that in mind though

so yeah nothing really wrong, have fun thanks~
Thanks for the mod.
Krisom
General-
·"the best game ost ever", do you REALLY need this on tags?
·You have countdown enabled on Castle Crush, remove it like in the other diffs or add it to the other ones
·Disable letterboxing during breaks?

SB-
·Don't forget that there are other mods aside from osu!. In CtB, the dissapearance of the toxic would be really sudden and look horrible, even if there's a spinner. I'd advise you to add a fade out, make the poison lower it's level during the spinner, or make it fill the screen. Your choice.

Toxic-
00:38:882 - Colorhax around dis area bugs me a bit. I know what you're trying to do with the green, but after each green combo you get the same brown combo again for a while. Why not go "Green -> brown1 -> Green -> Brown 2 -> Green -> Gray" and so on? Also, have you considered adding another green? It'd look nicer imo.

Chain-
nothin' worth mentioning.

Crush-
nothin' worth mentioning.
Ruisu-kun_old
Waaaaaaaaaaaa! odaril I love your maps! A star for you, and maybe a mod later ;)
Topic Starter
Shiro

Krisom wrote:

General-
·"the best game ost ever", do you REALLY need this on tags? removed
·You have countdown enabled on Castle Crush, remove it like in the other diffs or add it to the other ones countdown enabled = EEEEEEEEEEEWWWWWWWWWWWWWWWWWWWWWWWW *slaps self against a wall until his head explodes*
·Disable letterboxing during breaks? what does that do

SB-
·Don't forget that there are other mods aside from osu!. In CtB, the dissapearance of the toxic would be really sudden and look horrible, even if there's a spinner. I'd advise you to add a fade out, make the poison lower it's level during the spinner, or make it fill the screen. Your choice. The poison first filled the screen completely. Then I was yelled at for it and changed. :( done

Toxic-
00:38:882 - Colorhax around dis area bugs me a bit. I know what you're trying to do with the green, but after each green combo you get the same brown combo again for a while. Why not go "Green -> brown1 -> Green -> Brown 2 -> Green -> Gray" and so on? Also, have you considered adding another green? It'd look nicer imo. At first it was suppose to have a brown scale, but I had to completely redo that part, and forgot to re-add it. And no, I won't add another green, because in the game, the poison has only one colour.

Chain-
nothin' worth mentioning.

Crush-
nothin' worth mentioning.
Thanks for the mod.
Ruisu-kun_old
Your song won my first mod in the life xD, if you want, follow it :)

Castle Crush

00:34:600 (1,2) - Why this notes aren't sliders?
01:26:820 (4) - nonlinear with (2)

Chain Link Chamber

00:42:776 (x) - add a note
00:46:995 (x) - ^
00:51:215 (x) - ^

Toxic Tower

*I love the acid effect *w*, just like the game :)*

00:40:138 (2) - nonlinear with (1 & 3)
00:45:413 (2) - ^
00:57:677 (x) - add a note
01:01:896 (x) - ^
01:02:951 (x) - ^
01:10:336 (x) - ^
01:35:523 (1,2,3,4,5,6,7,8,9) - make it linear

That's it! I enjoyed my first mod xD, Lucky with your map!

ByE~!
Topic Starter
Shiro

Ruisu-kun wrote:

Your song won my first mod in the life xD, if you want, follow it :)

Castle Crush

00:34:600 (1,2) - Why this notes aren't sliders? Because it's three separate notes in the song.
01:26:820 (4) - nonlinear with (2) It's not supposed to be.

Chain Link Chamber

00:42:776 (x) - add a note There is no note here for a reason. Mainly, stacking three notes then placing another note unstack plays rather bad, and stacking all four would break the symmetry of the pattern.
00:46:995 (x) - ^
00:51:215 (x) - ^

Toxic Tower

*I love the acid effect *w*, just like the game :)* mwahaha

00:40:138 (2) - nonlinear with (1 & 3) Not supposed to be.
00:45:413 (2) - ^ Same.
00:57:677 (x) - add a note Having a triple at that calmer part of the song feels weird - not adding.
01:01:896 (x) - ^ Same.
01:02:951 (x) - ^
01:10:336 (x) - ^
01:35:523 (1,2,3,4,5,6,7,8,9) - make it linear The acid is supposed to be a liquid, so I avoided linear patterns in it.

That's it! I enjoyed my first mod xD, Lucky with your map!

ByE~!
No fix, but thanks for the effort !
Jarby


Odaril had some concerns with the timing. I examined it thoroughly and it seemed fine to me, but please investigate further if you are also unsure after checking it yourself, dear BAT. Bubbled. If this gets popped over something other than timing, I will be sad.
ignorethis
;)
orioncomet
BPM is off x_x use 113.77 and don't forgot to resnap all notes, offset is fine
Topic Starter
Shiro
Ah, thanks so much ;_; also made changes to the storyboard
orioncomet
Rebubbled ><
Beuchi
Little tiny IRC mod about storyboard (no kds thx <3)

SPOILER
21:28 <Beuchi-chan> : oh it's a diff specific sb
21:28 <Odaril> : yes
21:28 <Beuchi-chan> : okay, then
21:28 <Beuchi-chan> : open the .osu
21:29 <Beuchi-chan> : and inside this: Sprite,Foreground,Centre,"green.png",320,240
21:29 <Beuchi-chan> : you'll see this line: F,0,104472,107372,1,0.1398401
21:29 <Odaril> : yes
21:29 <Odaril> : I change the last to 0 ?
21:29 <Beuchi-chan> : yup

RE-BUBBLED!!
Lybydose
Mentioned in IRC about how many of the hitsounds are SUPER QUIET and can't be heard at all, which is pretty stupid. The soft hitnormals are waaaaaay too quiet.

Also, try using more soft whistles. They would work well on some of these notes for example: 00:14:026 (2), 00:15:081 (4) - 00:15:608 (1) - 00:16:663 (6) - 00:17:190 (8) - 00:18:245 (3) - 00:19:300 (4) - 00:19:827 (1). It seems odd that you've got no whistles here, but then you start spamming them later in the song.

Also, the part where you have slightly increased volume whistles (00:43:032 (1) and those other notes like it) sound better to me with soft finishes instead of whistles, but only if you keep the volume pretty low (like where it is already) and only if you also increase the volume of the other notes to be audible. Otherwise, it would seem too loud and out of place.
Topic Starter
Shiro

Lybydose wrote:

Mentioned in IRC about how many of the hitsounds are SUPER QUIET and can't be heard at all, which is pretty stupid. The soft hitnormals are waaaaaay too quiet.

Also, try using more soft whistles. They would work well on some of these notes for example: 00:14:026 (2), 00:15:081 (4) - 00:15:608 (1) - 00:16:663 (6) - 00:17:190 (8) - 00:18:245 (3) - 00:19:300 (4) - 00:19:827 (1). It seems odd that you've got no whistles here, but then you start spamming them later in the song.

Also, the part where you have slightly increased volume whistles (00:43:032 (1) and those other notes like it) sound better to me with soft finishes instead of whistles, but only if you keep the volume pretty low (like where it is already) and only if you also increase the volume of the other notes to be audible. Otherwise, it would seem too loud and out of place.
I changed the soft-hitnormal.wav file and it's now louder. Added the finishes and the whisltes too.
Made the hitsounds louder in all timing sections.
Jarby
I can do this.
Larto
ygfgfgfrgf
Charles445
At first I was like
"A high rated David Wise map by Odaril?"
And then I *GLUB* *GLUB* *GLUB*
Please sign in to reply.

New reply