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Dream Theater - Panic Attack [Osu|Taiko]

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Topic Starter
Zing
This beatmap was submitted using in-game submission on Monday, July 31, 2017 at 9:15:15 PM

Artist: Dream Theater
Title: Panic Attack
Source: Rock Band 2
Tags: dream theater panic attack octavarium fifth james labrie john petrucci john myung jordan rudess mike portnoy yaxaya
BPM: 252
Filesize: 13968kb
Play Time: 07:15
Difficulties Available:
  1. Frantic (7.04 stars, 2102 notes)
  2. Willi's Taiko Ura Oni (6.22 stars, 3177 notes)
Download: Dream Theater - Panic Attack
Information: Scores/Beatmap Listing
---------------
"Tortured insanity
A smothering hell
Try to escape but to no avail"

-Dream Theater, Octavarium, 2005

PANIC ATTACK

Dream Theater is too epic to be excluded from the world of Osu. Their music is complex, powerful, and relevant. My third mapset features a song any Rock Band player will recognize... I will attempt to have an elite map in each mode before I am done with this.

Warning: May cause nightmares and other psychological effects.

Special thanks to DeviantArt user Yaxaya for the bg image. I have assumed it is of public domain and is able to be used here, but if I am wrong, I urge you to let me know.

[Frantic] 100% complete.
[Taiko] Willi_Zinger has given me a difficulty! 100% complete

[Mod History]
9/24-9/26: Mod by Maelstrrom

[History]
Update 7/31/2017:
...
heeee's baaaack...
...
Update 11/10/2016: Intensity increases! In the beginning, first true chorus, solo, and at the very end.
Update 11/9/2016: Update to Willi's Taiko. Decided not to throw in extra modes, but might create a lower difficulty in the future.
Update 10/15/2016: Got the hitsounds! Also major changes to the true choruses. I will be seeking a second mod.
Update 9/27/2016: First mod! Changes have been made according to the thread post, with promise for more soon on the way.
Update 9/22/2016: Removed the Cuts due to confusion about their purpose. Cleaned up objects, and began hitsounding. Still holding out for a CtB and/or Mania GD
Update 8/30/2016: Willi'z Taiko Ura Oni is complete!
Update 8/15/2016: Really can't remember what's on this update lol
Update 7/16/2016: Reverted the changes to the deathstream and made things smoother throughout the map. Willi_Zinger has given me a Taiko difficulty to start scrutinizing.
Update 5/26/2016: Finished the 'too much singletap' update, reducing 1/3rds throughout the map. Also trying a 1/4th Deathstream portion (The 1/3rd version can still be found in the practice sections, as can the previous versions of the other Kiai sections.)
Update 5/23/2016: Too much singletap? I'm working on making the 'false choruses' have fewer consecutive jumps, but making the jumps a bit farther. Also reducing the amount of 1/3rds your fingers have to endure. Deathstream? Idk what to do with that now. This is the first part of the current overhaul.
Update 5/14/2016: By request of Dumii, I have made three 'cuts' in the song. These represent what I feel to be the hardest sections of the map. The first is the first kiai, with the fast sliders, obtuse jumps, and many delicious 1/3rd and 1/4th bursts. The second is the solo, a bursting hell with a couple of star jumps. The last one is the heavily-spaced deathstream at the end. Each of these will be updated as the map is, until the time when it is ready for submission.
Update 5/3/2016: Timing fix! (All points and objects are 20ms later.) Improvements to the solo.
Update 5/2/2016: Trying something new on the second 'numb' part (around 3:30). Altered the two choruses extensively, and made a significant change in the solo. Imma see how y'all like it.
Update 4/22/2016: Changes up to the end of the first chorus, and the deathstream. Lowered the HP drain and made the OD higher. Also added a quote to the beginning of the description.
Update 4/18/2016: New changes up to about the 2:20 mark (first checkpoint break time).
Update 4/16/2016: Fixed the date on the previous line, changed a lot of initial concerns (See personal note on thread for overview).
FIRST UPLOAD 4/15/2016: Online! [Frantic]'s object placement is in its initial stage, without hitsounding.
Topic Starter
Zing
Modding note: If you have a less-than favorable opinion on 7-star maps, then I don't want that bias going into your modding. I wish to keep [Frantic] as a 7-star difficulty.
Topic Starter
Zing
Personal notes for later from playtesters:

-Improve flow and area usage of the jumps in the two false choruses
-Distinguish between 1/4s and 1/3rds in the true choruses
-Smooth out the deathstream
Upskirt
You need to fix timing at some points.

Spread out your notes so it isn't all cramped in the center of the map, it helps with flow and aesthetic.
Jegler
.
Ayyri
What a spread you have here.
Topic Starter
Zing

Ayyri wrote:

What a spread you have here.
I have edited the description. When I have a few more mods and feel comfortable with labeling this project as complete (IE hitsounding is finished), I will delete the 'cut' practice difficulties
Maelstrrom
NM from my queue

Frantic
  • Reduce hitsound volume at the beginning by 20-30%
    00:27:190 (5,6) - replace by some well spaced stream
    00:26:714 (1,2,3,4) - and this by less spaced stream
    same for 00:28:619 (1,2,3,4,5,6,7,8) -
    00:44:570 (4,5,6,7,1,2,3) - no need for this cutting difficulty change since music is stable
    00:55:402 (2,3) - Ctrl+G
    00:56:592 (2,3,2,3) - same
    01:50:754 (4) - Ctrl+G
    03:06:230 - good moment for a slow slider
    03:11:944 (1,1) - don't quite fit music
    03:14:563 (4,1) - make a rectangular blanket
    03:38:610 (1,2,3,4) - the flow is extremely heavy because of 180 degrees turn arounds, additional momentum and uncomfortable 03:38:969 (4,1) - switching after all
    03:46:230 (1,2,3,4,1) - same
    01:47:658 (1,2,3,4,1) - well this one is at least playable due to less distance and better flow switching
    02:02:897 (1,2,3,4,1) - and this part has a little readability problem
    03:59:563 (3,4,5,6,1,2,3,4,5,6,7,8) - not enough musical elements in the background for doing this
    04:01:944 (1,2,3,4,1,2,3,4) - same
    05:18:610 (5) - better split
    06:26:704 (1,2) - need more space
Overall
  • Generally map is good but you've put too much effort in mapping every single sound (there's even some circles representing literally nothing which is called overmapping). This sometimes creates a strong feeling of excess.
Good luck!
Topic Starter
Zing
For Maelstrrom:

Anything that is not listed here has been changed without further comment.

00:27:190 (5,6) - A person some time ago complained about the presence of 1/3 beats in my map. To appease him, I reduced their number - this was a construction of that. I kept the 1/2 beats spaced about as far to try and tell people what's what better through the spacing. (This also applies to 00:28:619 (1,2,3,4,5,6,7,8).)

00:55:402 (2,3,2,3,2,3) - The point was to add extra emphasis to (3), which was a audibly harder cymbal ring. So, I blanketed (2) on the first and third, and ctrl+G'd the second since the former technique couldn't be done well, and I'll get more opinions on each.

01:47:658 (1,2,3,4,1) - How does a box jump look? Also an excuse to back the next combo out of a corner.

02:02:897 (1,2,3,4,1) - By forcing me to go over these again, you're getting my creative juices flowing on how I can make the jumps less janky. It's refreshing.

03:06:230 - Good point. I need to keep SV changes in my bag of tricks moving forward.

03:11:944 (1,1) - It does fit with the synth imo. If that's a crime, or if I can better represent the part I want it to (or if I'm just hearing things), then other mods will tell me.

03:14:563 (4,1) - I think I got what you meant, but not sure. For (1), see the previous point

03:38:610 (1,2,3,4) - Changed this and 03:46:230 (1,2,3,4,1) a bit (reduced overall spacing and moved them to where it would be more comfortable getting in and out), but I've been looking to entirely remap this second false chorus for a bit now, so it may be completely rolled over in the near future.

03:59:563 (3,4,5,6,1,2,3,4,5,6,7,8) - I'm going to bulldoze over this and 04:01:944 (1,2,3,4,1,2,3,4) when I do a partial remap of the first true chorus. Not going to get rid of the fast sliders during it, though.

05:18:610 (5) - What did you mean by this, I wonder? If you wanted me to split it in two, that's been accomplished.

06:26:704 (1,2) - A good excuse to ctrl+H this and the other objects in the combo.

Overall: My plans for now are to clean up the true choruses which, mind you, have circles representing a number of random but real flams in the drumline. I'll try to deemphasize these flams, even out spacing, and keep the tension on high with the fast sliders. Things like 04:00:039 (1,2,3,4,5,6,7,8) in the first true chorus will be tweaked but not thrown away, and when I finish them, I'll get more modding.

Oh, and notice the Kd. I appreciate your time and effort in a world where modders pay little heed to marathons.

Thank you!
Maelstrrom
Looks much better than 3 month ago.
Just played it with relax and found a couple places which seems weird to me

00:50:998 (3,1) - 00:56:711 (3,1) - inconsistent spacing(why so close?)
07:10:990 (1,2,1,2,1,2,1,2,1,2,1,2) - idk how is this possible to read that kind of flow without preparation(well maybe cookiezi level player would laugh at me here :D )

And I guess you could put some effort into pushing this map forward. Now it even looks approvable.
Alchyr
I am doing this purely because I feel it is necessary.

Frantic


00:07:786 (2,1,2) - the way these objects overlap looks ugly.
00:08:381 (1,2,3,4) - flow here is awkward, would suggest something like
image

Note I also stacked 00:08:381 (1) - on the end of 00:07:786 (2) -
00:10:167 (4,1) - spacing here is noticably higher than all the other gaps so far
00:10:167 (4,2) - ugly overlap
00:10:643 (2,3) - flow here is awkward
mini-explain

as you can see, while playing the reverse slider suggests the next object would be in one direction and then it goes to a weird different angle

00:11:952 (4,2) - ugly overlap - not mentioning 00:11:595 (2,2) - this overlap because the objects are far enough that it isn't noticable

00:12:190 (1,2,3,4) - this pattern looks nice, but as with some others, it flows awkwardly causing it to be hard to read/uncomfortable to play
Recommendation would be something like
image

This also flows better into the next combo.

00:13:381 (1,2,3,4,1,2,3,4) - The pattern changes here from circle slider to slider circle, to represent the same sound. It's not really necessary and therefore just makes the map a bit more confusing, as the pattern might be misleading.

00:15:762 (2,3,4,5,6,7,8,9) - Curve of this looks a bit ugly. As a tip for making smooth streams, try creating a slider following the desired path and then use the "Convert Slider to Stream" tool found under the Compose tab in menu at top left.
This applies to most streams, as most of them have a slightly awkward shape.

00:20:524 (1,2,3,4,1) - This could be made to look nicer. Instead of trying to eyeball angles, try copy/pasting the slider and then rotating it by 120 degrees to ensure the triangle is exact.

00:21:714 (1,2,3,4,5,6) - this pattern is a bit awkward
explain

The line starting from the red circle shows how this would be played.
The main emphasis of this section is on 00:21:714 (1) - and 00:22:071 (4) -
However, the relatively smooth curve between 00:21:833 (2,3,4) - causes 00:22:071 (4) - to lack emphasis, which results in the pattern not making much sense relative to the song. Generally, large spacing/sharp angle jumps are good at emphasizing sounds that stand out, while more smooth angles are better for connected sounds

This is just an example of why more experienced mappers do not tend to mod newer maps. It is extremely time consuming. This first 21 seconds of the map took about twenty minutes to mod. The map is 7 minutes long, resulting in an approximate 3 or 4 hours to mod the map if they want to go into great detail.

This is not meant to discourage you. My maps were just as bad, and I was just as unable to get experienced modders to mod my maps. Instead, I just kept mapping. Are my maps at rankable quality? No, not really. But I am confident that I have improved. And maybe eventually, I'll try to get a map ranked.
BanchoBot
This modding thread has been migrated to the new "modding discussions" system. Please make sure to re-post any existing (and unresolved) efforts to the new system as required.
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