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Kola Kid - press start

posted
Total Posts
46
Topic Starter
Bonsai
This beatmap was submitted using in-game submission on Montag, 19. September 2016 at 15:34:05

Artist: Kola Kid
Title: press start
Tags: viptwo Zectro Chiptune Bitpop Electro 8-bit 8bit videogame chipmusic breakcore bubblegumbass trap
BPM: 200
Filesize: 1134kb
Play Time: 00:39
Difficulties Available:
  1. Advanced (2,62 stars, 111 notes)
  2. Extra (5,48 stars, 200 notes)
  3. Hard (3,41 stars, 127 notes)
  4. Light Insane (4,14 stars, 149 notes)
  5. Normal (1,88 stars, 73 notes)
  6. viptwo's Another (4,95 stars, 201 notes)
  7. Zectro's Insane (4,85 stars, 172 notes)
Download: Kola Kid - press start
Information: Scores/Beatmap Listing
---------------


Another by viptwo
Insane by Zectro


_____________________________welcome back viptwo! \o/ thanks for letting me host this set lol
     
vipto
first
Secretpipe


Kewl song~

[General]

  1. You need more difficulties but I think you're already aware of this! :p
[viptwo's start]

  1. 00:03:300 (6,1,2,3) - I think you can reduce the curves here overall in order to give these sliders a neater look here.
  2. 00:02:700 (2,6,3) - The lil overlap here trigger'd me
  3. 00:07:200 (6) - the NC should have been done on that note nah?
  4. 00:29:400 (3,4,5,6) - There's nothin' in the song which suits with the stream in despire that it plays well.. It's up to you but it feels overmapped rn imo
  5. 00:39:600 (1) - Imo you could start a slider here which would finish at 00:39:900 - since the "bzzz" sound is extended until 00:39:900 -
[Bonsai's Gridsnap]

  1. Interestin' choice bout the CS but this is kinda breakin' your spread if the hardest difficulty got an higher CS that ur diff nah?
  2. 00:09:750 (2) - In my opinion , this should have been covered with two circles since there's no difference between these two sounds at 00:09:750 - and 00:09:900 -
  3. 00:30:600 (3) - Same here aswell!
  4. 00:34:200 (3) - And again ~
  5. 00:39:600 (1) - Same suggestion as vipto's diff : Imo you could start a slider here which would finish at 00:39:900 - since the "bzzz" sound is extended until 00:39:900 -
[Liiraye's Zora 2.0]

  1. 00:29:250 (1,2,3,4,5) - In my opinion, that circle wave could have been as much better as 00:28:800 (1,2,3,4,5) - :p ! you'll see why
  2. 00:39:600 (7) - Same suggestion as vipto's diff : Imo you could start a slider here which would finish at 00:39:900 - since the "bzzz" sound is extended until 00:39:900
GET MORE DIFFS AND RANK IT-
vipto

Secretpipe wrote:

[viptwo's start]

  1. 00:03:300 (6,1,2,3) - I think you can reduce the curves here overall in order to give these sliders a neater look here.
  2. 00:02:700 (2,6,3) - The lil overlap here trigger'd me
  3. 00:07:200 (6) - the NC should have been done on that note nah?
  4. 00:29:400 (3,4,5,6) - There's nothin' in the song which suits with the stream in despire that it plays well.. It's up to you but it feels overmapped rn imo
  5. 00:39:600 (1) - Imo you could start a slider here which would finish at 00:39:900 - since the "bzzz" sound is extended until 00:39:900 -
Fixed 1-3, 4 and 5 stayed. Thanks
Topic Starter
Bonsai

Secretpipe wrote:

[General]

  1. You need more difficulties but I think you're already aware of this! :p I even told you that I'm gonna add another one in a sec, rude :(
[Bonsai's Gridsnap]

  1. Interestin' choice bout the CS but this is kinda breakin' your spread if the hardest difficulty got an higher CS that ur diff nah? There's not really such thing as CS-spread imo, lowering it would completely break the diff because of overlaps, and also ruin the spread in terms of difficulty, it would drop down to 5,2* by just making it CS5 lol
    The variety of high diffs is huge anyways, I hope farto will make a diff too lol
  2. 00:09:750 (2) - In my opinion , this should have been covered with two circles since there's no difference between these two sounds at 00:09:750 - and 00:09:900 - but there's melody which I focus on on the head which is not on the tail xd
  3. 00:30:600 (3) - Same here aswell! ya no
  4. 00:34:200 (3) - And again ~ no ya
  5. 00:39:600 (1) - Same suggestion as vipto's diff : Imo you could start a slider here which would finish at 00:39:900 - since the "bzzz" sound is extended until 00:39:900 - nah, I like the simplicity of a circle to end a simple chiptune-song ^^
GET MORE DIFFS AND RANK IT-
I'M ON IT
thanks lol
jschlatt stan
Naice Map

Suggestions:


Light Insane
1. add a note here 00:03:450 - i just think it makes the map smoother
2. add a note here 00:05:775 - and here 00:05:850 - because every map needs small streams :D
3. add a note here 00:06:675 - because same reason as 2.
4. add a note here 00:08:250 - because same reason as 1.
5. add a note here 00:08:850 (3) - and here 00:08:925 - because same reason as 1.
Topic Starter
Bonsai
denied all since you're basically just suggesting me to overmap which I am strictly against, and I don't see any particular reason to do that at those places, thanks though~
N0thingSpecial
There's 1 BG on Zectro and viptwo that are really out of place
Topic Starter
Bonsai
yeah that's the one that was originally used, I'm keeping that one for safety ~ (added that to the desc now to clarify lol)

those two look rather like 'press sleep' instead of 'press start', but thanks for the suggestions ^^
Foxy Grandpa
Topic Starter
Bonsai
I already found those too lol, seems like there are only so many >.<

Actually, in the meantime I grew really accustomed to the Pkmn Gold one so I'll probably go with that one, thanks for the effort tho lol
Weriko
Hey :p

Mod from queue


....... so.... im sorry i cant help at all ;-; but all the diffs seem already perfect, and because of my knowledge i cant really point out anything :p


well.... maybe extra is a bit way too linear, and that makes flow weird but im not sure :p because it kinda fits..... same for light insane :p



SORRY!!!!!


Good luck :p
Halfslashed
I wanted to mod this.. but it's structurally perfect and musically accurate.

Take my star, can't wait to set a score on this :P
Topic Starter
Bonsai
Oh well, receiving this feedback helps too hehe ^^ Thanks to both of you (and for the star)! :D
CrimsonClaw
:eyes:

[General stuff]
■ I really like the placement + arrangement of every element used in this complete set.
By that, I mean stuff like 00:01:500 (3,4,5,1,2,3,4) - 00:04:500 (2,3,4,5,6) - or 00:28:800 (1,2,3,4) - (to be found in the Extra)
■ Great spread (AR, CS, SR)
■ I like that woosh hitsound and your hitsounding in general very much.

[Zectro's Insane]
00:24:450 (4,5,6,7,8,1) - I love that transition
Neat and clean diff!

[viptwo's Another]
00:03:150 (5,3) - stacking them might fix the overlap
00:06:300 (2,3) - im not a fan of the flow right here. 00:06:000 (1,3) - rotate both sliders individually by -58° selection centred (or whatever, but try to maintain a nice flow between 00:06:300 (2,3) - and maybe some blankets if you want to, which might be 00:06:450 (3,5) - this one
00:08:850 (3) - downbeat. I noticed a few before but this one hurts
00:10:500 - I dislike that your hitsounds start here and everything before was ignored
00:12:750 (6,7) - I like that!
00:16:500 (5,6) - too close to each other
00:17:400 (3,4,5) - inconsistent distance between those elements
00:22:500 (7,3) - too close to each other
Cool diff though! Really like it.

[Extra]
00:19:350 (2,1) - small overlap
00:21:300 (10) - shouldn't this be a kickslider like 00:21:450 (11) ?
00:29:550 (6) - ctrl+g
Very enjoyable, stable diff!

Good luck with any further advancement!
Topic Starter
Bonsai

CrimsonClaw wrote:

:eyes:

[General stuff]
■ I really like the placement + arrangement of every element used in this complete set.
By that, I mean stuff like 00:01:500 (3,4,5,1,2,3,4) , 00:04:500 (2,3,4,5,6) - or 00:28:800 (1,2,3,4) (to be found in the Extra)
■ Great spread (AR, CS, SR)
■ I like that woosh hitsound and your hitsounding in general very much.



[Extra]
00:19:350 (2,1) - small overlap technically yes but that's barely visible ingame, and the player's eyes will focus on the objects between those anyways ^^
00:21:300 (10) - shouldn't this be a kickslider like 00:21:450 (11) ? mmh listening to the sounds slowed down would make it seem like that, but on 100% I almost don't hear the dragging sound at (10) at all while (11) is much more present, so I wanted to emphasize that one more by not putting one at (10) ^^ #kicksliderinflation
00:29:550 (6) - ctrl+g nah, there is a very strong sound on (7,8) that isn't on (6) so I differentiated those while still keeping them in the same visual pattern this way
Very enjoyable, stable diff!

Good luck with any further advancement!
Thank you very much <3
Zectro
Thanks a lot for the positive feedback guys! I really appreciate it <3
vipto

CrimsonClaw wrote:

:eyes:


[viptwo's Another]
00:03:150 (5,3) - stacking them might fix the overlap k
00:06:300 (2,3) - im not a fan of the flow right here. 00:06:000 (1,3) - rotate both sliders individually by -58° selection centred (or whatever, but try to maintain a nice flow between 00:06:300 (2,3) - and maybe some blankets if you want to, which might be 00:06:450 (3,5) - this one changed some things around here
00:08:850 (3) - downbeat. I noticed a few before but this one hurts it's staying
00:10:500 - I dislike that your hitsounds start here and everything before was ignored idk i dont pay attention to hitsounds, i've tried adding some though
00:12:750 (6,7) - I like that!
00:16:500 (5,6) - too close to each other fixed
00:17:400 (3,4,5) - inconsistent distance between those elements fixed
00:22:500 (7,3) - too close to each other yes
Cool diff though! Really like it. thanks
MokouSmoke
hi hi
who needs hexagrid patterns when you can do squares
General:
  1. you planning to have a storyboard or specific diff bgs? otherwise 345.png and BG.png are unused
Extra:
  1. 00:11:700 (6,1) - would like more spacing here, as the emphasis on the phrase beginning at 00:12:000 (1) - feels quite weak.
  2. 00:16:500 (6,1) - ^ also the spacing at 00:16:500 (6,1,2) - is not intuitive to me (well coming from a 27k rank player lol)
  3. 00:14:100 (6) - 00:16:500 (6) - 00:18:900 (6) - etc... if you're following that wah-o-wah-o sound try 1/6 snap?
  4. the default hitnormal in the kiai section hurts my eardrums x.x custom one would be nice, or else lower volume 10-15% imo
  5. 00:21:450 (11,1,2,3,4) - don't really understand why spacing is so different compared to 00:21:000 (7,8,9,10) - maybe try something like this? http://puu.sh/qIlFF/3aeef747f4.jpg
  6. 00:22:800 (1) - completely silencing the sliderend of a repeat slider = :( . you could try breaking this into a note + 1/4 slider
viptwo:
  1. 00:11:550 (6,1,2) - don't get why the spacing shrinks here, especially for a downbeat that has a drum
  2. solid diff
Zectro:
  1. 00:09:300 (4) - move this to like [406,48] to keep visual spacing more equal
  2. 00:17:400 (5,6) - these are both unique sounds, so some movement would be nice. try stack 00:17:400 (5) - on 00:17:700 (7) - instead?
Light Insane:
  1. 00:22:800 (2) - try rotate this 90 degrees CW. back-and-forth flow plays pretty awkward for lower level players trying to follow sliderbody movement
Hard:
  1. I'm so triggered by all the touchy-touchy objects. if you think it's ok spread-wise, I recommend CS4.7 instead
  2. 00:04:350 (2,3,1,2,3,4) - your square is all messed up with the stack. move 00:04:350 (2,3) - down 3 pixels and 00:05:700 (4) - left 3 pixels lol
  3. 00:13:800 (3) - since this is the lead-in to the new phrase, I would reposition some stuff here so it doesn't like too much of a clusterfuck. my suggestion: http://puu.sh/qIpby/1bdb3d0b4d.jpg
  4. 00:22:650 (1,2) - remove whistles on sliderbodies
  5. 00:23:700 (6) - if you're going use 1/8, might as well not half-ass it and extend it to the red tick
Advanced:
  1. let's try doing some math: 0.97/0.16 = 6.0625. Hmmm, that doesn't seem like an integer...
  2. 00:09:450 (1,2) - would combine this into one slider so polarity switch is less awkward. also your spacing is slightly off
  3. 00:22:800 (1) - sliderend is unsnapped
  4. 00:26:850 (3) - would remove this. too many 1/2 rhythms in a row imo
  5. 00:27:600 - even if there isn't a unique sound, it would be good to not skip downbeat to keep players grounded in rhythm
  6. 00:38:850 (3,4) - god these damn imperfect squares. move this so (3) is at [480,36]
Normal:
  1. 00:04:500 (3,4) - while your rhythm is probably best from an emphasis point of view, I recommend ctrl+g for playability, as this is your lowest diff. It's 200bpm song and circle to circle 1/2 rhythm is harder to play than circle to slider. same at 00:06:750 (3,4) -
  2. in every other diff, your kiai section is as intense or more intense in the previous sections, which matches the song well. here though, I can't agree that you mapped the kiai with simple 1/1 rhythm when you were abusing 1/2 beforehand.
hope that helps and good luck~
vipto

MokouSmoke wrote:

hi hi

viptwo:
  1. 00:11:550 (6,1,2) - don't get why the spacing shrinks here, especially for a downbeat that has a drum adjusted
  2. solid diff
Zectro

MokouSmoke wrote:

hi hi
who needs hexagrid patterns when you can do squares
Zectro:
  1. 00:09:300 (4) - move this to like [406,48] to keep visual spacing more equal
  2. 00:17:400 (5,6) - these are both unique sounds, so some movement would be nice. try stack 00:17:400 (5) - on 00:17:700 (7) - instead? them being two different objects (00:17:400 (5) - circle 00:17:550 (6) - slider) is enough I think.
Thank you!
Zectro's Insane
osu file format v14

[General]
AudioFilename: Kola Kid-press start.mp3
AudioLeadIn: 0
PreviewTime: 1200
Countdown: 1
SampleSet: None
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 1
WidescreenStoryboard: 1

[Editor]
Bookmarks: 1200,10800
DistanceSpacing: 1.6
BeatDivisor: 4
GridSize: 8
TimelineZoom: 1.4

[Metadata]
Title:press start
TitleUnicode:press start
Artist:Kola Kid
ArtistUnicode:Kola Kid
Creator:Bonsai
Version:Zectro's Insane
Source:
Tags:viptwo Zectro Chiptune Bitpop Electro 8-bit 8bit videogame chipmusic
BeatmapID:1043344
BeatmapSetID:489383

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:8
ApproachRate:9
SliderMultiplier:1.3
SliderTickRate:1

[Events]
//Background and Video events
0,0,"BG2.png",0,0
//Break Periods
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
1200,300.0003003003,4,3,1,40,1,0
10800,-80,4,3,1,45,0,0
20400,-66.6666666666667,4,1,1,50,0,1
30000,-100,4,3,1,35,0,0


[Colours]
Combo1 : 202,137,2
Combo2 : 40,185,255
Combo3 : 83,83,255

[HitObjects]
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321,266,21000,2,0,L|334:322,3,48.750001859665,0|0|0|0,0:3|0:3|0:3|0:3,0:3:0:0:
379,200,21300,2,0,L|499:177,1,97.50000371933,8|0,0:3|0:3,0:3:0:0:
337,46,21600,6,0,L|350:102,1,48.750001859665,0|0,0:3|2:3,0:3:0:0:
221,90,21750,2,0,L|210:43,1,48.750001859665,0|0,0:3|2:3,0:3:0:0:
284,192,21900,2,0,L|178:192,1,97.50000371933,8|0,0:3|0:0,0:0:0:0:
337,338,22200,2,0,L|350:282,1,48.750001859665,0|0,0:3|2:3,0:3:0:0:
221,293,22350,2,0,L|210:341,1,48.750001859665,0|0,0:3|2:3,0:3:0:0:
284,192,22500,1,8,0:3:0:0:
434,294,22650,1,0,0:0:0:0:
422,326,22725,1,0,0:3:0:0:
408,357,22800,22,0,L|465:353,1,48.750001859665,0|0,0:3|0:3,0:3:0:0:
484,207,22950,1,0,0:3:0:0:
348,290,23100,1,8,0:3:0:0:
261,110,23250,2,0,L|207:127,1,48.750001859665,0|0,0:3|2:3,0:3:0:0:
153,246,23400,2,0,L|257:213,1,97.50000371933,0|0,0:3|0:3,0:3:0:0:
408,160,23700,2,0,L|431:151,4,24.3750009298325,8|0|0|0|0,0:3|0:3|0:3|0:3|0:3,0:3:0:0:
277,290,24000,5,0,0:3:0:0:
308,302,24075,1,0,0:3:0:0:
339,314,24150,2,0,L|439:288,1,97.50000371933,0|8,0:3|0:3,0:3:0:0:
240,161,24450,1,0,0:3:0:0:
211,345,24600,1,0,0:3:0:0:
347,209,24750,1,0,0:3:0:0:
154,257,24900,1,8,0:3:0:0:
339,314,25050,1,0,0:3:0:0:
137,166,25200,22,0,L|33:203,1,97.50000371933,0|0,0:3|0:3,0:3:0:0:
254,262,25500,1,8,0:3:0:0:
374,168,25650,2,0,L|413:181,2,24.3750009298325,0|0|0,0:3|0:3|0:3,0:3:0:0:
335,94,25800,1,0,0:3:0:0:
360,272,25950,1,0,0:3:0:0:
360,272,26100,2,0,L|351:323,1,48.750001859665,8|0,0:3|2:3,0:3:0:0:
246,214,26250,2,0,L|255:265,1,48.750001859665,0|0,0:3|2:3,0:3:0:0:
335,94,26400,6,0,P|388:88|436:111,1,97.50000371933,0|0,0:3|0:3,0:3:0:0:
470,227,26700,1,8,0:3:0:0:
266,141,26850,1,0,0:3:0:0:
258,107,26925,1,0,0:3:0:0:
250,73,27000,2,0,L|192:48,3,48.750001859665,0|0|0|0,0:3|0:3|0:3|0:3,0:3:0:0:
150,132,27300,2,0,L|167:236,1,97.50000371933,8|0,0:3|0:3,0:3:0:0:
255,306,27600,21,0,0:3:0:0:
276,279,27675,1,0,0:3:0:0:
297,252,27750,1,0,0:3:0:0:
165,228,27900,1,8,0:3:0:0:
285,161,28050,2,0,L|343:172,1,48.750001859665,0|0,0:3|2:3,0:3:0:0:
389,250,28200,1,0,0:3:0:0:
410,277,28275,1,0,0:3:0:0:
431,304,28350,2,0,L|418:354,1,48.750001859665,0|0,0:3|2:3,0:3:0:0:
459,204,28500,2,0,L|433:102,1,97.50000371933,8|0,0:3|0:3,0:3:0:0:
344,48,28800,6,0,L|319:89,1,48.750001859665,0|0,0:3|2:3,0:3:0:0:
319,258,28950,2,0,L|294:217,1,48.750001859665,0|0,0:3|2:3,0:3:0:0:
220,96,29100,1,8,0:3:0:0:
220,96,29250,2,0,L|220:164,1,48.750001859665,0|0,0:3|2:3,0:3:0:0:
217,296,29400,2,0,L|217:228,1,48.750001859665,0|0,0:3|2:3,0:3:0:0:
137,192,29550,1,0,0:3:0:0:
294,193,29700,2,0,L|378:193,1,48.750001859665,8|0,0:3|2:3,0:3:0:0:
404,117,29850,1,8,0:3:0:0:
485,192,30000,22,0,L|475:275,1,65,2|0,0:2|0:0,0:0:0:0:
434,340,30300,2,0,L|370:340,1,65,2|0,0:0|0:0,0:0:0:0:
271,339,30600,1,2,0:0:0:0:
321,255,30750,1,0,0:0:0:0:
369,340,30900,1,2,0:0:0:0:
271,339,31050,1,0,0:0:0:0:
228,251,31200,6,0,P|159:246|84:284,1,130,2|0,0:0|0:0,0:0:0:0:
271,339,31650,2,0,P|321:289|312:211,1,130,2|0,0:0|0:0,0:0:0:0:
255,162,32100,1,2,0:0:0:0:
255,162,32250,1,0,0:0:0:0:
350,143,32400,22,0,B|415:159|415:159|457:235,1,130,2|0,0:0|0:0,0:0:0:0:
445,311,32850,2,0,B|414:366|414:366|349:382,1,130,2|2,0:0|0:0,0:0:0:0:
287,307,33300,2,0,L|220:307,1,65,2|0,0:0|0:0,0:0:0:0:
131,345,33600,6,0,L|112:259,1,65,2|0,0:0|0:0,0:0:0:0:
180,207,33900,2,0,L|199:121,1,65,2|0,0:0|0:0,0:0:0:0:
317,143,34200,2,0,L|332:207,1,65,2|0,0:0|0:0,0:0:0:0:
395,281,34500,2,0,L|381:345,1,65,2|0,0:0|0:0,0:0:0:0:
256,356,34800,22,0,L|256:218,1,130,2|2,0:0|0:0,0:0:0:0:
142,62,35400,2,0,L|149:142,1,65,2|2,0:0|0:0,0:0:0:0:
159,224,35700,1,0,0:0:0:0:
224,152,35850,6,0,P|274:149|333:218,1,130,2|0,0:0|0:0,0:0:0:0:
311,296,36300,2,0,L|334:375,1,65,2|2,0:0|0:0,0:0:0:0:
201,296,36600,2,0,L|178:375,1,65,2|2,0:0|0:0,0:0:0:0:
85,352,36900,1,2,0:0:0:0:
130,167,37200,22,0,L|202:168,1,65,2|0,0:0|0:0,0:0:0:0:
292,167,37500,2,0,L|356:166,1,65,2|0,0:0|0:0,0:0:0:0:
287,76,37800,2,0,L|352:76,2,65,2|0|0,0:0|0:0|0:0,0:0:0:0:
194,45,38250,6,0,L|178:119,1,65,2|0,0:0|0:0,0:0:0:0:
179,206,38550,2,0,L|195:280,1,65,2|0,0:0|0:0,0:0:0:0:
225,361,38850,1,2,0:0:0:0:
289,288,39000,2,0,P|295:255|277:202,1,65,2|0,0:0|0:0,0:0:0:0:
384,265,39300,2,0,P|376:298|390:341,1,65,2|0,0:0|0:0,0:0:0:0:
475,298,39600,5,0,0:0:0:0:
Topic Starter
Bonsai

MokouSmoke wrote:

hi hi
who needs hexagrid patterns when you can do squares
General:
  1. you planning to have a storyboard or specific diff bgs? otherwise 345.png and BG.png are unused oopsie (I was indecisive which BGs to choose in the past lol)
Extra:
  1. 00:11:700 (6,1) - would like more spacing here, as the emphasis on the phrase beginning at 00:12:000 (1) - feels quite weak. ehh I thought about it, I like it more this way, I don't really want to emphasize anything much but rather make it seem like one continos chain of objects kinda, you usually hold short reverse-sliders longer anyways since you can't be sure how often they repeat so I don't think it plays too weird, I'll reconsider if someone else brings it up again though!
  2. 00:16:500 (6,1) - ^ also the spacing at 00:16:500 (6,1,2) - is not intuitive to me (well coming from a 27k rank player lol) I've had a lot of better players testplaying that and nobody mentioned or misread that yet so unless that happens I'm gonna keep it like that ^^
  3. 00:14:100 (6) - 00:16:500 (6) - 00:18:900 (6) - etc... if you're following that wah-o-wah-o sound try 1/6 snap? not really sure, I can't hear disctinct notes there so I just simplified as 1/4s bc that's easier to handle aesthetically, will ask someone else though
  4. the default hitnormal in the kiai section hurts my eardrums x.x custom one would be nice, or else lower volume 10-15% imo eh the only thing that kinda bothers me is that it has got so much noise long after the hit so I did cut it now, other than that I like it this way, fits to the intensity of the section imo
  5. 00:21:450 (11,1,2,3,4) - don't really understand why spacing is so different compared to 00:21:000 (7,8,9,10) - maybe try something like this? http://puu.sh/qIlFF/3aeef747f4.jpg because 00:21:150 (9,10) - is emphasizing that sound that starts at (9) by forcing quick movement to the next object, there's no such prominent sound in that next combo
  6. 00:22:800 (1) - completely silencing the sliderend of a repeat slider = :( . you could try breaking this into a note + 1/4 slider I just made the reverse-tail drum-sampleset, I'm avoiding doubles bc I originally had them and every single testplayer messed them up ;_;
Light Insane:
  1. 00:22:800 (2) - try rotate this 90 degrees CW. back-and-forth flow plays pretty awkward for lower level players trying to follow sliderbody movement ehh but that wouldn't emphasize it enough bc it would just be one smooth movement, I think this is fine considering the difficulty of the rest of the map, will try to get some testplays though
Hard:
  1. I'm so triggered by all the touchy-touchy objects. if you think it's ok spread-wise, I recommend CS4.7 instead ay yeah it doesn't matter at all since it doesn't influence the gameplay really ^^
  2. 00:04:350 (2,3,1,2,3,4) - your square is all messed up with the stack. move 00:04:350 (2,3) - down 3 pixels and 00:05:700 (4) - left 3 pixels lol it's actually me who 'messed it up' bc when it comes to visual matters like this I like to line up the top of the doublet-stack with the next object instead of the bottom (which would be what auto-stack does) so I manually moved it like that lol, but actually I moved (4) back bc that is indeed stupid as it's not visible at the same time anyways lol
  3. 00:13:800 (3) - since this is the lead-in to the new phrase, I would reposition some stuff here so it doesn't like too much of a clusterfuck. my suggestion: http://puu.sh/qIpby/1bdb3d0b4d.jpg doesn't seem like a clusterfuck to me ingame o: (also your suggestion would break the whole aestethics xd)
  4. 00:22:650 (1,2) - remove whistles on sliderbodies oops lol
  5. 00:23:700 (6) - if you're going use 1/8, might as well not half-ass it and extend it to the red tick well if you listen to it at full speed that sound sounds rather shorter than longer to since it doesn't have a note on the red tick anymore, technically I should let it reverse twice but that might make people brake so I think simplifying it like this is totally okay, there's no audible difference anyways at full speed
Advanced:
  1. let's try doing some math: 0.97/0.16 = 6.0625. Hmmm, that doesn't seem like an integer... aahh that explains why 00:31:200 (1,1) don't work when shortened by one grid lol, well, it's not really a problem in any way so I'd rather not change it to 0,96 in case that breaks the sliders with custom SV, blame 1/1 still working with this SV bc of rounding or w/e I guess lol (bc I just approach this by trying how high I can go without the grid-snapped anchors being too short lol, never thought about it mathematically)
  2. 00:09:450 (1,2) - would combine this into one slider so polarity switch is less awkward. also your spacing is slightly off fixed spacing, for polarity that wouldn't have any effect since the player still needs to click at the same time, only making 00:09:000 (2) a slider would fix that
  3. 00:22:800 (1) - sliderend is unsnapped whoops fixed
  4. 00:26:850 (3) - would remove this. too many 1/2 rhythms in a row imo ooo yes lol, I tried really hard to tone it down but somehow didn't get that idea xd
  5. 00:27:600 - even if there isn't a unique sound, it would be good to not skip downbeat to keep players grounded in rhythm nah I love this, the sound on the previous 1/2 is imo prominent and special enough to justify it
  6. 00:38:850 (3,4) - god these damn imperfect squares. move this so (3) is at [480,36] my manual placement was 1px off but other than that that's how I want it, I realized in previous maps that non-vertical-or-horizontal followpoints can look really out of place when the whole aesthetics is built around it, that's mainly why I do it ^^
Normal:
  1. 00:04:500 (3,4) - while your rhythm is probably best from an emphasis point of view, I recommend ctrl+g for playability, as this is your lowest diff. It's 200bpm song and circle to circle 1/2 rhythm is harder to play than circle to slider. same at 00:06:750 (3,4) - I see what you mean but that's not enough of a problem to mess up the emphasis like that imo, the difference between circle->slider and circle->circle is mostly psychological anyways so I think retrying after just four seconds of the map in order to learn how to do it is okay xd
  2. in every other diff, your kiai section is as intense or more intense in the previous sections, which matches the song well. here though, I can't agree that you mapped the kiai with simple 1/1 rhythm when you were abusing 1/2 beforehand. There's simply nothing else I can follow at this low difficulty as all other rhythms are too dense; I still think it represents the music very well as the Kiai is musically much more continuous which is expressed in the long sliders as opposed to the many single short beats of the melody in the other sections which are many single circles or short sliders in the map
hope that helps and good luck~ it made me re-think a lot of stuff, thank you very much! :D
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