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toby fox - ASGORE [CatchTheBeat|Osu|Taiko]

posted
Total Posts
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Topic Starter
-Nighthawk-
This beatmap was submitted using in-game submission on Friday, 26 February 2016 at 4:23:03 PM

Artist: toby fox
Title: ASGORE
Source: Undertale
Tags: soundtrack chiptune midi orchestral King of The Mountain Bergentruckung Asgore Undertale toby fox Boss Fight Retro Bit Tune Candlestorm Zenithlight Flying Pan FLP
BPM: 114.75
Filesize: 14325kb
Play Time: 03:08
Difficulties Available:
  1. Candlestorm's Save (2.96 stars, 383 notes)
  2. Easy (1.48 stars, 134 notes)
  3. FLP's Muzukashii (3.47 stars, 653 notes)
  4. FLP's Oni (3.91 stars, 868 notes)
  5. Hard (3.09 stars, 306 notes)
  6. Normal (1.94 stars, 197 notes)
  7. zenithlight's Fight (4.33 stars, 522 notes)
Download: toby fox - ASGORE
Download: toby fox - ASGORE (no video)
Information: Scores/Beatmap Listing
---------------
Please turn off the video in your beatmap settings if you have not yet completed UNDERTALE. If you happen to be playing Taiko, please turn off the storyboard. You have been warned.

In less important, but still important news, this beatmap is my first beatmap. As such it doesn't really have a 'style' and may feel old with new elements of play mixed in.

*(It seems your journey is finally over.)
*(You're filled with DETERMINATION.)

New in this update: Almost done with Zavens mod, I really need to get this ranked soon, I'm so lazy.

DIFFICULTIES

Easy Finished!
Normal Finished!
Hard Finished!
FLP's Muzukashii
CandleStorm's SAVE
zenithlight's FIGHT
FLP's Oni

Thank you CandleStorm, zenithlight and Flying Pan for your difficulties! <3




you have reached the secret kazoo difficulty, only bad timing awaits you here.
https://mega.nz/#!wtJSBDBJ!Qb8FmwT3-cGh ... CXNb0NRetY
Charles445
Since who ASGORE is is a large spoiler, it'd probably be a better idea to not have a video in case someone who hasn't played Undertale tries out the map.
Just to be safe!
UnderminE
I'm listening to this song right now and I was thinking "I should map this" then I saw your map. Good luck with it~

And yeah, be careful with spoilers because this game would be totally ruined if you get spoilers ;_;

Edit: Instead of naming it Asgore's Theme, just name it "ASGORE" imo
vexingpresence
Mercy Difficulty - The beats around 2:48 become a little hard to follow, as the timing is uneven. This seem to break the flow a little, if you know what I mean?

I tried retiming it a little, I'm not sure if it's any better but it might make it smoother?
pic under cut (it's a little big)

EDIT: about 15minutes after I made the initial post I changed my mind! here's another change.
This one is 5 beats away from the last green beat, rather than 4. It also cuts out the extra beat after the blue slider, as the end of the slider fills that beat already.

Oh - and on the subject of spoilers... I wonder if you could have a warning at the beginning in the storyboard or on the video itself that says it's spoiler-ish? Or you can remove it alltogether, either way.
delta_t
#TimingHelp

BPM: 230.533
Offset: 35362

Having only 1 timing interval (red line) is fairly enough for this song since there are no changes in tempo.

You can also save the following code as a .osu file to get a correctly timed nearly-empty map with some hints provided by me.

Code
osu file format v14

[General]
AudioFilename: asgore fight music.mp3
AudioLeadIn: 0
PreviewTime: 42554
Countdown: 1
SampleSet: Normal
StackLeniency: 0.7
Mode: 0
LetterboxInBreaks: 0
WidescreenStoryboard: 1

[Editor]
Bookmarks: 74922,183193
DistanceSpacing: 0.7
BeatDivisor: 2
GridSize: 8
TimelineZoom: 0.9500078

[Metadata]
Title:Asgore's Theme
TitleUnicode:Asgore's Theme
Artist:Toby Fox
ArtistUnicode:Toby Fox
Creator:-Nighthawk-
Version:timing
Source:Undertale
Tags:Asgore Undertale Toby Fox Boss Fight Retro Bit Tune
BeatmapID:0
BeatmapSetID:-1

[Difficulty]
HPDrainRate:6
CircleSize:4
OverallDifficulty:7
ApproachRate:9
SliderMultiplier:1
SliderTickRate:1

[Events]
//Background and Video events
0,0,"photo-original.jpg",0,0
//Break Periods
2,35561,74322
2,75902,125334
2,126915,182593
//Storyboard Layer 0 (Background)
//Storyboard Layer 1 (Fail)
//Storyboard Layer 2 (Pass)
//Storyboard Layer 3 (Foreground)
//Storyboard Sound Samples

[TimingPoints]
35362,260.266426064815,4,1,0,30,1,0


[HitObjects]
256,192,35361,5,0,0:0:0:0:
205,178,74922,6,0,L|334:266,2,150
196,164,125934,5,0,0:0:0:0:
232,275,126325,1,0,0:0:0:0:
312,188,126715,1,0,0:0:0:0:
150,117,183193,5,0,0:0:0:0:
168,286,183583,1,0,0:0:0:0:
317,173,183974,1,0,0:0:0:0:
216,193,184234,5,0,0:0:0:0:
365,266,184624,1,0,0:0:0:0:
350,99,185015,1,0,0:0:0:0:
Topic Starter
-Nighthawk-

delta_t wrote:

things
thank you!
Midnaait
Uh, better timing?

1. Offset: 70ms BPM: 114,75
2. Offset: 34.303ms BPM: 115,25
3. Offset: 35.342ms BPM: 230,50

Stay determined!
Infeh
Hi! From #modreq

[Act]
01:07:632 (8) - Fix , repeat slider on red tick makes it sound weird
00:59:824 (2) - Overlaps 01:00:345 (3) - slider
01:41:594 (6) - Move to white tick
01:47:449 (3) - Overlaps 01:47:709 (4) - slider
01:56:558 (3) - Move a bit down since it goes over the 01:58:640 (1) - slider
02:21:411 (1) - Move from Red tick to white tick and shorten to end on white aswell

edit*
[Fight]
00:55:661 (1,2) - Overlapping 00:56:181 (3) - Slider
01:02:427 (1) - Nc
01:28:711 (4,5,6) - spacing
01:32:615 (3,4,5,6) - ^
01:36:909 (3,4,5,6) - ^
01:40:943 (3,4,5,6) - ^
01:45:237 (3,4,5,6) - ^
01:49:271 (3,4,5,6) - ^
01:53:565 (3,4,5,6) - ^
01:57:599 (3,4,5,6) - ^
01:58:379 (7) - Make this on green combo
Topic Starter
-Nighthawk-

rtech wrote:

Hi! From #modreq

[Act]
01:07:632 (8) - Fix , repeat slider on red tick makes it sound weird
00:59:824 (2) - Overlaps 01:00:345 (3) - slider
01:41:594 (6) - Move to white tick
01:47:449 (3) - Overlaps 01:47:709 (4) - slider
01:56:558 (3) - Move a bit down since it goes over the 01:58:640 (1) - slider
02:21:411 (1) - Move from Red tick to white tick and shorten to end on white aswell
Done, thank you!
WriggleNightbug
From My Modding Queue


[Fight]


General - AR6 feels too slow, try using at least AR8

00:43:169 (2) - This doesn't seem to belong, try removing it

00:44:730 (5,6) - Try removing these, and making a slider here that ends at 00:45:251

00:50:716 (8) - This doesn't seem necessary at all, try removing it

01:01:646 (3) - ^^^
Topic Starter
-Nighthawk-
Thank you for your help!
Bluekrait
Hey there -Nighthawk-

This will be a mod for your Fight diff.

I see a lot of old school style going on here (small cs, low ar, and linear flow) nothing wrong with that, it's just not as popular today. Starting off with

00:35:361 (3,5) - Did you want the curves on these to be perfectly symmetrical? If you do, ctrl h 00:36:402 (5) - temporarily to line up the curve from 00:35:361 (3) - .

00:52:277 (2,3,4) - ctrl h that whole pattern, but keep the anchor point where the beginning of 00:52:277 (2) - is at for better flow

00:55:921 (2,3) - The flow from 2 to 3 is a bit awkward because the direction changes so abruptly. I think it would flow better if 00:56:181 (3) - moved in a clockwise path.

01:06:331 (6,7,8) - Maybe move these a little further from the end of 01:04:509 (5) - .

01:23:246 (1,1) - The distance between the spinner and slider are pretty far compared to where the spinner ends. I say far because after a spinner, most player's cursors will be somewhere in the middle of the spinner. Consider moving the slider closer to the middle of the spinner, shortening the spinner, or deleting the spinner and having a gap, or mapping the gap in place of a spinner.

We need to talk about this kiai time that goes from 01:25:458 (1) - 01:57:990 (6) - . It feels way to repetitive. Like you made just one or two patterns and rotated it throughout the whole kiai. It played alright for the first couple patterns, then I got bored. If a player gets bored playing your kiai time (the epic parts of the song), something is wrong. Fortunately this can be fixed with a bit more time put into coming up with new pattern ideas. You don't have to remap the entire portion (you can keep most of the note placement from the timeline) just maybe change the shapes of the sliders and vary the distances of the circles a bit more. The other problem I have with this kiai time, though not as big, is 01:32:615 (3,4,5,6) - . To me, it sounds like you should delete 01:32:875 (5) - .

02:00:721 (4) - Why is this a long slider? It should be mapped to the music!

02:10:090 (5,8) - Placement of these two sliders is a bit awkward

02:12:432 (1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8) - Here we go, more copy/paste :(

03:03:180 (1) - I wish you mapped this instead of just sticking an end spinner here

This concludes the mod, Overall, I think you should take more time coming up with new patterns instead of copy/pasting previous ones. It makes every part of the song that much more fun to play when something new is introduced even for repetitive parts. Hope this helps!
Topic Starter
-Nighthawk-
@Bluekrait

I am in the process of doing your suggestions, thank you for the mod!
ayygurl
Hey doge, after checking the BPM, I'm pretty sure it is 230.515, test it by yourself if you want. And the offset should be 35'360 :D !


-ayygurl
Topic Starter
-Nighthawk-

ayygurl wrote:

Hey doge, after checking the BPM, I'm pretty sure it is 230.515, test it by yourself if you want. And the offset should be 35'360 :D !


-ayygurl
Implemented, thank you!
ceLy
One basic rule:
Notes should be put after the first red line in any case (maybe you can find it in wiki )
it's an unrankable problem, you should fix it :roll: ...

I guess you should study the basic rank rules before start mapping, or your map is just unplayable....

anyway, good luck~
Topic Starter
-Nighthawk-

Midnaait wrote:

Uh, better timing?

1. Offset: 70ms BPM: 114,75
2. Offset: 34.303ms BPM: 115,25
3. Offset: 35.342ms BPM: 230,50

Stay determined!

cHelli wrote:

One basic rule:
Notes should be put after the first red line in any case (maybe you can find it in wiki )
it's an unrankable problem, you should fix it :roll: ...

I guess you should study the basic rank rules before start mapping, or your map is just unplayable....

anyway, good luck~
@cHelli, I will take a look over the basic rules and see what I missed, otherwise, I've added more red timing points before the song, provided by Midnaait, which I finally got around to using. Thanks guys!
Worvik
Sweet! Finally someone makes a good map on this song! I love it!
Nerova Riuz GX
Please change your difficulty names into better ones.

Ranking Criteria wrote:

A difficulty's name must indicate its level of difficulty, with the exception of the hardest level of difficulty in a set. The mapset's hardest difficulty may use an appropriate custom difficulty name, unrelated to a username. Mapsets may also use a complete set of custom difficulty names that clearly indicate their level of difficulty to the player. Marathon maps with a single difficulty may use free naming.
You can't realize how hard are they by only watch the diff names.

If those diff names are from the game, you still have to remove it. Not everyone have ever played UNDERTALE (like me, obviously).

but, you can still use names like "Mercy (Easy)" or something similar to make sure people can understand how hard are they directly.
Topic Starter
-Nighthawk-

Nerova Riuz GX wrote:

Things
Thank you for your input, I've put the difficulty names in parentheses. I'm not sure if this flies as rankable, but we'll see.
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