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Rameses B - Butterflies

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Total Posts
8
Topic Starter
Elzy
This beatmap was submitted using in-game submission on Tuesday, July 4, 2017 at 4:14:16 PM

Artist: Rameses B
Title: Butterflies
Tags: Chillout Chill Electronic Edm dubstep dnb drumstep Melody liquicity monstercat mrsuicidesheep xkito music Ambient
BPM: 87
Filesize: 6579kb
Play Time: 04:36
Difficulties Available:
  1. Glazy (3.95 stars, 539 notes)
Download: Rameses B - Butterflies
Information: Scores/Beatmap Listing
---------------
Peter
You've placed all objects so randomly you should make some jump patterns
Also turn off countdown in design section of song setup
Topic Starter
Elzy

PeterEU wrote:

You've placed all objects so randomly you should make some jump patterns
Also turn off countdown in design section of song setup
Ok countdown is off now. But the objects aren't that random.. Its kinda hard to make "jump patterns" on a song that's 87 bpm. So the only thing to do for a beatmap like this is fix the things that need to be fixed
-thanks
Peter
Oh That's Rameses B song so Bpm isnt 87 its 174 i'm pretty sure
And yeah song is slow but jumps could be improved
Topic Starter
Elzy

PeterEU wrote:

Oh That's Rameses B song so Bpm isnt 87 its 174 i'm pretty sure
And yeah song is slow but jumps could be improved
bpm is not 174. 87 is the bpm knowing its a slow song
UniqueBlock11
I'm completely new to modding, so don't expect this to be formatted well or anything. Nevertheless, I'll do my best. I also really need kudosu lol

00:44:137 (1) - I suggest tuning the hitsound volume down a bit, probably to 50%. The song starts out relatively quiet, so the notes should as well.
00:50:343 (2,3) - This is a big jump for two beats that are close on the timeline. You can move 00:49:654 (1) closer to 00:50:688 (3) so that the symmetry between (1,2,3) stay the same.
00:58:447 (2,3,4) - The distance between (2,3) is longer than the distance from (3,4), yet it's the opposite on the timeline. Therefore (2) should be closer to (3) and (4) should be farther away from (3).
00:59:999 (6,7,8,9) - This big jump from (7) to (8) and to (9) is awkward, especially since (6) is close to (7) but (7) isn't close to (8) and (8) isn't close to (9). Also, the offset in timing settings should be 44138 because the timer is at 00:59:999 on (6) and would better off be at 01:00:000.
01:36:550 (1,2,3) - Another big jump from (1,2) to (3), even though it's the other way around on the timeline.
01:38:274 (5,6,7) - And again [from (6) to (7)] ^
01:40:688 (4,5,6) - And again [from (5) to (6)] ^
01:45:343 (2,3) - And again ^
01:46:205 (4,5,6) - This jump is OK! (wanted to comment that)
01:50:343 (1,2,3,4,5,6,7,8,9) - Here I will emphasize the fact that you probably need custom hitsounds because using the same hitsound for an entire combo (especially during Kiai Time) may sound repetitive or boring. You used the same hitsound for the entire combo here.
01:57:068 (4) - Move this note closer to 01:56:550 (3)'s slider end to improve the symmetry at 01:56:378 (2,3,4,5).
02:12:412 (1) - Kiai Time should end here since this is where the song starts to fade away the most.
03:10:688 (1,2) - Another jump
03:17:930 (6,7) - These should both be sliders that last to the next blue tick, since there's a sound in the song at this point in time that I think should be represented in your map to match your style.
03:28:964 (6,7) - Same thing as before ^
03:29:654 (1) - Why did you remove Kiai Time? I think this section of the song is just as powerful as the section before.
03:33:274 (3,4) - This jump is really scary now. If you move (3) to x:256 and y:192, your map gets slightly harder and yet the rhythm is easier to follow.
03:35:861 (2,3,4) - Another jump [from (3) to (4)]
03:44:309 (3,4,5,6) - Another jump [from (3) to (4)]
04:05:516 (1,2,3,4,5,6,7,8) - If you're going to use hitsounds on only some of these notes, you should change the volume of the notes that do receive hitsounds to a lower amount since the transition from almost-no hitsound to a sudden-loud-hitsound is alarming (for me anyways).
04:10:688 (1,2,3,4) - Another jump from (1) to (2). You can fix this by moving (2,3,4) closer to (1), while keeping this section away from 04:12:412 (5,6,7,8) slightly.
04:17:068 (2,3) - This jump is OK because it 'enforces' the difficulty of the map.
04:22:068 (1,2,3,4) - This jump is also OK. It's a pretty sick jump, actually.

Most of the time when I said there was a big jump, you can simply fix that by looking at the timeline and using that to get your distance between notes. I don't care how far the notes are from each other, unless if the distance between each other is not the same in the timeline.
You also need to use a variety of hitsounds. Like I said earlier, using the same hitsound over and over gets repetitive and boring.
Finally, I think the approach rate should be decreased slightly, maybe to 7. The map actually is a lot more fun (in my opinion) with this change, and it works better with the song's relatively slow BPM.

Have a good day, and good luck with your map.
Topic Starter
Elzy

UniqueBlock11 wrote:

I'm completely new to modding, so don't expect this to be formatted well or anything. Nevertheless, I'll do my best. I also really need kudosu lol

00:44:137 (1) - I suggest tuning the hitsound volume down a bit, probably to 50%. The song starts out relatively quiet, so the notes should as well.
00:50:343 (2,3) - This is a big jump for two beats that are close on the timeline. You can move 00:49:654 (1) closer to 00:50:688 (3) so that the symmetry between (1,2,3) stay the same.
00:58:447 (2,3,4) - The distance between (2,3) is longer than the distance from (3,4), yet it's the opposite on the timeline. Therefore (2) should be closer to (3) and (4) should be farther away from (3).
00:59:999 (6,7,8,9) - This big jump from (7) to (8) and to (9) is awkward, especially since (6) is close to (7) but (7) isn't close to (8) and (8) isn't close to (9). Also, the offset in timing settings should be 44138 because the timer is at 00:59:999 on (6) and would better off be at 01:00:000.
01:36:550 (1,2,3) - Another big jump from (1,2) to (3), even though it's the other way around on the timeline.
01:38:274 (5,6,7) - And again [from (6) to (7)] ^
01:40:688 (4,5,6) - And again [from (5) to (6)] ^
01:45:343 (2,3) - And again ^
01:46:205 (4,5,6) - This jump is OK! (wanted to comment that)
01:50:343 (1,2,3,4,5,6,7,8,9) - Here I will emphasize the fact that you probably need custom hitsounds because using the same hitsound for an entire combo (especially during Kiai Time) may sound repetitive or boring. You used the same hitsound for the entire combo here.
01:57:068 (4) - Move this note closer to 01:56:550 (3)'s slider end to improve the symmetry at 01:56:378 (2,3,4,5).
02:12:412 (1) - Kiai Time should end here since this is where the song starts to fade away the most.
03:10:688 (1,2) - Another jump
03:17:930 (6,7) - These should both be sliders that last to the next blue tick, since there's a sound in the song at this point in time that I think should be represented in your map to match your style.
03:28:964 (6,7) - Same thing as before ^
03:29:654 (1) - Why did you remove Kiai Time? I think this section of the song is just as powerful as the section before.
03:33:274 (3,4) - This jump is really scary now. If you move (3) to x:256 and y:192, your map gets slightly harder and yet the rhythm is easier to follow.
03:35:861 (2,3,4) - Another jump [from (3) to (4)]
03:44:309 (3,4,5,6) - Another jump [from (3) to (4)]
04:05:516 (1,2,3,4,5,6,7,8) - If you're going to use hitsounds on only some of these notes, you should change the volume of the notes that do receive hitsounds to a lower amount since the transition from almost-no hitsound to a sudden-loud-hitsound is alarming (for me anyways).
04:10:688 (1,2,3,4) - Another jump from (1) to (2). You can fix this by moving (2,3,4) closer to (1), while keeping this section away from 04:12:412 (5,6,7,8) slightly.
04:17:068 (2,3) - This jump is OK because it 'enforces' the difficulty of the map.
04:22:068 (1,2,3,4) - This jump is also OK. It's a pretty sick jump, actually.

Most of the time when I said there was a big jump, you can simply fix that by looking at the timeline and using that to get your distance between notes. I don't care how far the notes are from each other, unless if the distance between each other is not the same in the timeline.
You also need to use a variety of hitsounds. Like I said earlier, using the same hitsound over and over gets repetitive and boring.
Finally, I think the approach rate should be decreased slightly, maybe to 7. The map actually is a lot more fun (in my opinion) with this change, and it works better with the song's relatively slow BPM.

Have a good day, and good luck with your map.
thanks for the mod!

00:44:138 (1) - No need to turn down the volume here since the kicks and snares are "about" the same volume as the notes here
00:50:345 (2) - There's nothing to really change here. 00:50:345 (2) - Was a little high and i did lower it.
00:58:449 (2,3,4) - Fixed
01:00:001 (6,7,8,9) - Kinda Fixed?. Im still having problems with this part and what i should do here. But i'll figure something out (Also offset Fixed)
01:36:551 (1,2,3) - Wasn't that big of a jump. but Fixed
01:38:276 (5,6,7) - Fixed
01:40:690 (4,5,6) - Fixed
01:45:345 (2,3) - Fixed
01:46:207 (4,5,6) - thx :>
01:50:345 (1,2,3,4,5,6,7,8,9) - never used "custom hitsounds" And for a map like this it doesn't need them, the song is really basic with its kicks and snares so it doesn't really need them
01:57:070 (4) - is already close enough to 01:56:552 (3) - if its any closer it will be to easy
03:10:690 (1,2) - again this jump isn't that far compared to 01:46:207 (4,5,6) -
03:17:931 (6,7) - Done and Fixed!
03:28:965 (6,7) - Done
03:29:656 (1) - i never got to it. But Fixed
03:33:276 (3,4) - Done
03:35:863 (2,3,4) - Fixed
03:44:311 (3,4,5,6) - Again not the far apart
04:05:518 (1,2,3,4,5,6,7,8) - "If you're going to use hitsounds on only some of these notes" what do you mean?. Like i said since the song is so simple with its kicks and snares the most i can do is use the samples i have right now and fix the notes that don't have any drum samples on them
04:10:690 (1,2,3,4) - Not that far apart.
04:12:414 (5,6,7,8) - Fixed
04:17:070 (2,3) - thx :>
04:22:070 (1,2,3,4) - awww :3 thx maan

but from the overall changes you are trying to make it seems like you are trying to make the map more easy.... which that is not the approach im going for, the song may be slow but you can always make a slow 87 bpm song hard. like for example why would i decrease the AR to 7? that's fu**ing boring as hell T-T and most accepted maps nowadays don't use custom hitsounds (most)
either way thanks for the mod. <3
Rakuen
(◕ᴗ◕✿) Rakuen Diva Trap Modding Queue [osu!standard]

Legend
Default = Normal mods
Blue = Strongly recommended
Red = Unrankable issue

Mapset

  • Hmm apparently you need 5:00 minutes of drain to make this approved, would reckon making Normal & Hard difficulties if you wanna push it to the ranked page, unless the song is somehow extended c:

Rhythm

  • You have missed plenty of elements for an Insane difficulty, such as hi-hats like for this part 01:06:206 - if you listen closely, not just focusing at only bass and snare.
    If it's supposed to be a slow song, I'd recommend to use Soft sampleset for everything, Normal sampleset is too noisy in my opinion.
    Plus you could try and play with the slider velocity multiplier for sliders and make the map more interesting.

Glazy

  1. 01:22:587 (1,2,3) - They're placed very close to each other, I wonder if players could really react to 01:23:104 (2) - with a sudden rhythm change
  2. 01:25:518 (1,2,3,4,5) - Something like this too, I can see you placed them intentionally tho hmm...
  3. 02:07:587 (3,4,5) - This jump is too huge then it shrinks to so little distance at 02:08:621 (6) - . It's not about the pattern for me, I would not want to go and stop like I have to pump my brakes @ freeways
  4. 03:09:311 (6) - This is supposed to be at 03:09:138 - , if you call it a "combo" as I mentioned before, I mean at least make the rhythm has some sort of consistency, if you look at the KIAI here 01:50:345 (1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7) - and then 03:07:587 (1,2,3,4,5,6,7,1,2,3,4,5,6,7) - , just few seconds they both have totally different patterns

Good luck!
~(=^・ω・^)/。・:*:・゚★,。・:*:・゚☆
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