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Kenshi Yonezu - Go Go Ghost Ship

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Topic Starter
forgott3n
This map has been deleted on the request of its creator. It is no longer available.
Night_Fury1999

Angelin Dash wrote:

This beatmap was submitted using in-game submission on Monday, July 11, 2016 at 9:20:39 AM

Artist: Kenshi Yonezu
Title: Go Go Ghost Ship
BPM: 181
Filesize: 14228kb
Play Time: 03:35
Difficulties Available:
  1. Hard (2.59 stars, 52 notes)
  2. Normal (1.08 stars, 8 notes)
Download: Kenshi Yonezu - Go Go Ghost Ship
Download: Kenshi Yonezu - Go Go Ghost Ship (no video)


Information: Scores/Beatmap Listing
---------------
Author: 【Hachi】
Original song: https://www.youtube.com/watch?v=2PqxOytUjz0
English lyrics by vgperson if interested: https://vimeo.com/146511359

Right now it would be great if anyone is kind enough to help me with BPM/offset and find a fitting game-play for this beatmap.
BPM: 180
Offset: 12129
6th
No. Offset is 1438.
Topic Starter
forgott3n

Night_Fury1999 wrote:

BPM: 180
Offset: 12129

6th wrote:

No. Offset is 1438.
BPM 180 and Offset 1438 works great together, thank you both.
Parachute
Hey, Mod from m4m :3

General
At Hard diff you have the red timing point twice. Remove one of them. Also the timing is correct but you have to add another red line at:
00:13:104 -
00:45:770 -

Set preview point (at the bar where it says file edit..... go to timing and set preview point somewhere you want to.)
Also you have to check ai mod some (at the same bar at file) some things are unsnapped and that is unrankable. (Just go to the timing thing again and resnap all notes/resnap all slider lenghts)
Then two things at least that you really have to do are first: Hitsounding
second New combos (NC) ill do then for your hard.


Hard
00:31:770 (6) - Add nc
00:33:437 (1) - Remove it
00:34:437 (4) - Add nc
00:36:437 (1) - Remove
00:37:437 (3) - Add
00:39:771 (5) - Add
00:48:436 (5) - Add
00:50:769 (1,2) - Remove nc at 1 and add it at 2
00:59:436 (5) - Add
01:00:436 (1) - Remove
01:01:771 (3) - Add
01:07:104 (2) - Add
01:09:771 (7) - Add
01:12:437 (11) - Add
01:14:771 (1) - Remove
01:15:103 (2) - Add
01:19:104 (3) - Add
01:20:437 (1) - Remove
01:21:771 (4) - Add
01:23:104 (1) - Remove
01:27:104 (5) - Add
01:29:771 (12) - Add it here and remove at the next 1
01:32:104 (1,2) - Remove at 1 and add it at 2
01:33:437 (1,2) - ^ same as above
01:35:437 (6) - Add
01:37:769 (12) - Add
01:42:437 (2) - Add
....Well do it yourself for the rest, if you do the timing points like i told you to its not hard, just dont do random nc's and make them when they fit in the music. (which will be the big white lines for literally 95% of the time, unless you let sliders end at this point where the nc will be at the next object.)

For the hitsounding... uhhhmm well first dont use skins when hitsounding, use the default one. Dont use drum hitsounding only if you really want to make some beats listen like the drum in the song or something
So i'd suggest using other hitsounds like normal/soft and then just use more whistles and clap. I think you should try it out just make them consistent and map them with the song ^^ pretty sure it will be much better than with these drum hitsounds.

Well, other stuff for this diff:
00:12:104 (1,2,3) - Here you could make a nice symmetrical triangle. Its only 3 beats and i think it would fit here pretty good.
...Wait did you actually do this map with this grid snap?? O.O ... please disable grid snap and do some things again. or use more tiny grids (press g to adjust the grids)
00:23:771 (1) - Maybe make this slider start at x:256 y:56 and then make the next slider have a good blanket.
00:31:937 (2) - So this slider should be changed a lot. first dont make so many repeats its random and usually not so good.
So make it have only 1 repeat and then add another circle instead after the slider.
Then you should make it go up and not like that to the side it will have better flow.
00:39:770 (1) - Please never do these random anti-jumps, especially in lower diffs. you have more such cases and i'd recommend making something else in every of these things UNLESS it REALLY fits to the music which i doubt with this song ^^
00:36:771 (2) - Here anti jump
00:49:771 (3) - Anti jump again.


Hmm overall you should still work on this map. Make sliders more round (especially dont use this grid snap, make it tinier or dont use it at all, and then you should correct the spacing also, after you disabled this grid snap or made it tinier.)
different hitsounds (or more like add them)
Make better blankets to the sliders to get better flow sometimes.
But also I think you should add more notes and map it more like the song (like his singing). I think its very easy atm and not like a hard should be.
It is 180 bpm and you only mapped the white lines most times, and you made it look like "streams" when you added beats at red lines. ^^ Well just saying but you should map his singing and especially add more notes and stuff :)
Also 03:16:030 - Why no kiai at the last chorus?

Normal
Oh you didnt map normal yet. hm
Just some things for this now:
Use distance snap, if you dont want to do an easy you HAVE to make the distance consistent (no jumps or anything like that) otherwise it will be unrankable.
Even if you have an easy diff, normal can not have many jumps, they have to make sense with the music and be very rare.
Also dont use this grid snap like this please. it will make some things very weird ^^
00:12:437 (2,3) - For example this jump is bad already.. just use distance snap for this diff otherwise it will be unrankable.



So gl with the map, needs some work but you can surely get it good :3
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