forum

BABYMETAL - KARATE

posted
Total Posts
7
Topic Starter
[-PinK-]
This beatmap was submitted using in-game submission on domingo, 26 de fevereiro de 2017 at 21:18:32

Artist: BABYMETAL
Title: KARATE
Source: BABYMETAL
Tags: babymetal karate japanese rock
BPM: 180
Filesize: 5097kb
Play Time: 04:20
Difficulties Available:
  1. BLACK BELT (5,83 stars, 934 notes)
  2. INSANE!! (3,83 stars, 75 notes)
  3. NORMAL!! (1,7 stars, 143 notes)
  4. ShadowX's Extra (4,17 stars, 69 notes)
Download: BABYMETAL - KARATE
Information: Scores/Beatmap Listing
---------------
SEVEN
FIRETRUCKING
STARS (it's five stars now :'c)

HOLY COW

thx qrlwx for helping me out with the bpm <3

~~~~~~~~~~~~~~~~~~~~~~~~~~

BLACK BELT: Done , mods are aprecciated
ShadowX's Extra: ON WORK
INSANE!!: ON WORK
HARD!!: WORK NOT STARTED YET
NORMAL!!: Done, mods are aprecciated


if you want to make a diff:

EXTRA : 2 left
INSANE: 5 left
HARD: 7 left
NORMAL: 8 left
EASY : 12 left
~~~~~~~~~~~~~~~~~~~~~~~~~~

Special Thanks
yShadowXOP_( Moded My Map/Guest Diff )

AyanokoRin ( Moded My Map )
yShadowXOP_
m4m
Cara essas stream 00:39:872 (1,2,3,4,5,6,1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,9) - estão mt fora de ritmo, elas deveriam ser 1/4 de snap

00:45:329 (1,2,3,4,5,1,2,3,4,5,6,7,8,9,10,11,12,13) - ^

00:53:703 (1,2,3,4,5,6,7,1,2,3,4,5,6,1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,1,2,3,4,5,6,1,2,3,4,5,6,7) - ^

01:23:705 (7) - isso deveria ser no tick branco

01:27:622 (1) - ^

01:31:539 (4,5,6,7,8) - essas stream n deveria existir

01:32:122 (2) - tick branco

01:34:456 (2) - ^

01:36:956 (6) - esse reverse ta fora de ritmo

01:44:906 (1,2,3,4,5,6,7,8) - 1/4 snap

01:49:539 (1,2,3,4,5,6,1,2,3,4,5,1,2,3,4,5,6,7) - ^

01:50:622 (1) - isso se inicia no tick branco 01:50:539 -

02:05:039 (1,2,3,4,5,6,1,2,3,4,5,6,7,8) - 1/4 snap

02:05:956 (1) - tick branco

02:07:539 (1,2,3,4,5,6,7) - n tem ritmo aqui

02:09:206 (1,2,3,4,5) - ^

02:12:873 (1,2,3,4,5,6) - ^

02:14:039 (1,2,3,4,5,6,7) - ^

02:14:873 (1,2,3,4,5) - ^

02:16:039 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3) - ^

02:16:984 (4,1) - tick brancos

02:26:373 (1,2,3,4,1,2,3,4,5,1,2,3,4,5,6,7,8,9,10,11,12,13,1,2,3,4,5,6,7,1) - 1/4 snap

02:33:706 (3) - isso deveria se iniciar aqui 02:33:540 -

A musica é legal e tals mas n sinto q esse é um mapa 7* , Esta mais parecendo um mapa de 5* com esses circulos mt juntos , vc deveria arrumar isso ;3

Este mod foi como um todo ta :)
Topic Starter
[-PinK-]

yShadowXOP_ wrote:

m4m
Cara essas stream 00:39:872 (1,2,3,4,5,6,1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,9) - estão mt fora de ritmo, elas deveriam ser 1/4 de snap

00:45:329 (1,2,3,4,5,1,2,3,4,5,6,7,8,9,10,11,12,13) - ^

00:53:703 (1,2,3,4,5,6,7,1,2,3,4,5,6,1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,9,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,1,2,3,4,5,6,1,2,3,4,5,6,7) - ^

01:23:705 (7) - isso deveria ser no tick branco

01:27:622 (1) - ^

01:31:539 (4,5,6,7,8) - essas stream n deveria existir

01:32:122 (2) - tick branco

01:34:456 (2) - ^

01:36:956 (6) - esse reverse ta fora de ritmo

01:44:906 (1,2,3,4,5,6,7,8) - 1/4 snap

01:49:539 (1,2,3,4,5,6,1,2,3,4,5,1,2,3,4,5,6,7) - ^

01:50:622 (1) - isso se inicia no tick branco 01:50:539 -

02:05:039 (1,2,3,4,5,6,1,2,3,4,5,6,7,8) - 1/4 snap

02:05:956 (1) - tick branco

02:07:539 (1,2,3,4,5,6,7) - n tem ritmo aqui

02:09:206 (1,2,3,4,5) - ^

02:12:873 (1,2,3,4,5,6) - ^

02:14:039 (1,2,3,4,5,6,7) - ^

02:14:873 (1,2,3,4,5) - ^

02:16:039 (1,2,3,4,5,6,7,1,2,3,4,5,6,7,1,2,3) - ^

02:16:984 (4,1) - tick brancos

02:26:373 (1,2,3,4,1,2,3,4,5,1,2,3,4,5,6,7,8,9,10,11,12,13,1,2,3,4,5,6,7,1) - 1/4 snap

02:33:706 (3) - isso deveria se iniciar aqui 02:33:540 -

A musica é legal e tals mas n sinto q esse é um mapa 7* , Esta mais parecendo um mapa de 5* com esses circulos mt juntos , vc deveria arrumar isso ;3

Este mod foi como um todo ta :)
Valeu pelo mod :D
jeanbernard8865
Hi hi, M4M there

BLACK BELT
So I’m not gonna lie, there’s a lot of progress to be made here. I’ll be giving general advice plus a few examples each, and it will be up to you to find those mistakes in the map. This is so that you become conscious of what are and aren’t mistakes, since you can’t rely only on modders to fix your mapping :>

[Overmapping]Overmapping is what happens when rhythms that aren’t in the song are mapped ; the vast majority of overmapping cases are when a rhythm denser than the song’s rhythm is mapped. It can be acceptable in very few cases when it’s justified, but considering your mapping level I highly suggest that you just avoid doing it altogether until you gather enough experience to know when it’s appropriate to overmap and when not to. Some examples of overmapping in your map include :

00:39:872 (1,2,3,4,5,6,1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,9) - Here the stream is unsnapped at times ( some circles aren’t on a tick ), and if you listen to the song you’ll notice that the guitar does 1/4 and 1/2 rhythms ; here that streams is denser than 1/6 so it’s a good example of what overmapping is.

03:31:651 (1,2,3,4,5,6,1,2,3,4,5,6,7,8,9,1,2,3,4,1,2,3,4,5,6,7,8) - same here : I suggest reducing the playing speed when trying to figure out which rhythm you use, since by using a playback rate of 25% and looking at your timeline you can clearly hear that the drum beats are 1/4, while here they’re being snapped in 1/6 rhythm.

You’ll notice that overmapping happens mainly on streams since they are among the densest gameplay elements, so it’s kinda easy to fall into overmapping with them.

Also, keep in mind that an overmapped map does not mean a forced one. You get a forced beatmap when the intensity of the map ( so the difficulty mainly, but there are other ways to portray intensity which I won’t talk about here or else this mod will be even more of a textwall than it already is ) is entirely over the rest of the song, so rhythm rarely has something to do in there. Good examples of forced maps are pretty much every Arles map, but the most glaring example is the very (in)famous Haitai ( https://osu.ppy.sh/s/459149 ). If you look at the end you’ll notice a bunch of cross-screen jumps, where the song isn’t even intense enough to support jumps in the first place ; this is what a forced/overdone map is.

[Music and emphasis]The second thing I’ll be talking about here is one big part of mapping ( arguably the most important ). Music is ( usually ) composed of similar emphasis points, which are downbeats ( the big white ticks on your timeline such as 03:02:540 or 04:17:207 ) and white ticks ( pretty self-explanatory ). Downbeats are the most important of those, you’ll notice that they gather strong changes in the music ( to get back to my examples, 03:02:540 has a good kick and starts the second part of the pause while 04:17:207 features a strong cymbal crash as well as the guitar note that ends the song not accounting for the outro ). As a result, you’ll usually want to have something on those big guys, since it just leaves an awkward blank when the music has a strong sound but the map just ignores it. Actually, downbeats are so important that even the end of a slider feel awkward on it ; the keyword here is clickable. A clickable object means a circle, or a slider head ; clickable objects feel stronger than non-clickables ( aka slider tails or reverse arrows ), so it makes sense that stronger objects are on the stronger beats of the music.

This is applicable to white ticks as well, and the reason why red tick sliders are so frowned upon ; usually, since emphasis in the music is put on a white tick, red tick sliders put emphasis on the red tick rather than on the white tick afterwards, since it makes the slider head clickable and the slider tail non-clickable.

A good example of red tick slider that makes emphasis awkward is 03:47:707 (2) ; it begins on a red tick and ends on a downbeat. Since emphasis in the song is put on the downbeat through the drum kick, having the red tick clickable and the downbeat non-clickable makes the rhythm play awkwardly.

I don’t wanna overwhelm you with information so I’ll be ending this here ; however Pishifat ( who you may or may not know, he’s a QAT as well as a very experienced mapper ) has done a bunch of videos about mapping that teach a few concepts ( he’s also talked about the two things I’ve discussed here ) ; you can find them here. They aren’t like a magic formula that will turn you into RLC though, so the best thing you can do right now is keep mapping, and have fun !
Topic Starter
[-PinK-]

AyanokoRin wrote:

Hi hi, M4M there

BLACK BELT
So I’m not gonna lie, there’s a lot of progress to be made here. I’ll be giving general advice plus a few examples each, and it will be up to you to find those mistakes in the map. This is so that you become conscious of what are and aren’t mistakes, since you can’t rely only on modders to fix your mapping :>

[Overmapping]Overmapping is what happens when rhythms that aren’t in the song are mapped ; the vast majority of overmapping cases are when a rhythm denser than the song’s rhythm is mapped. It can be acceptable in very few cases when it’s justified, but considering your mapping level I highly suggest that you just avoid doing it altogether until you gather enough experience to know when it’s appropriate to overmap and when not to. Some examples of overmapping in your map include :

00:39:872 (1,2,3,4,5,6,1,2,3,4,5,6,7,1,2,3,4,5,6,7,8,9) - Here the stream is unsnapped at times ( some circles aren’t on a tick ), and if you listen to the song you’ll notice that the guitar does 1/4 and 1/2 rhythms ; here that streams is denser than 1/6 so it’s a good example of what overmapping is.

03:31:651 (1,2,3,4,5,6,1,2,3,4,5,6,7,8,9,1,2,3,4,1,2,3,4,5,6,7,8) - same here : I suggest reducing the playing speed when trying to figure out which rhythm you use, since by using a playback rate of 25% and looking at your timeline you can clearly hear that the drum beats are 1/4, while here they’re being snapped in 1/6 rhythm.

You’ll notice that overmapping happens mainly on streams since they are among the densest gameplay elements, so it’s kinda easy to fall into overmapping with them.

Also, keep in mind that an overmapped map does not mean a forced one. You get a forced beatmap when the intensity of the map ( so the difficulty mainly, but there are other ways to portray intensity which I won’t talk about here or else this mod will be even more of a textwall than it already is ) is entirely over the rest of the song, so rhythm rarely has something to do in there. Good examples of forced maps are pretty much every Arles map, but the most glaring example is the very (in)famous Haitai ( https://osu.ppy.sh/s/459149 ). If you look at the end you’ll notice a bunch of cross-screen jumps, where the song isn’t even intense enough to support jumps in the first place ; this is what a forced/overdone map is.

[Music and emphasis]The second thing I’ll be talking about here is one big part of mapping ( arguably the most important ). Music is ( usually ) composed of similar emphasis points, which are downbeats ( the big white ticks on your timeline such as 03:02:540 or 04:17:207 ) and white ticks ( pretty self-explanatory ). Downbeats are the most important of those, you’ll notice that they gather strong changes in the music ( to get back to my examples, 03:02:540 has a good kick and starts the second part of the pause while 04:17:207 features a strong cymbal crash as well as the guitar note that ends the song not accounting for the outro ). As a result, you’ll usually want to have something on those big guys, since it just leaves an awkward blank when the music has a strong sound but the map just ignores it. Actually, downbeats are so important that even the end of a slider feel awkward on it ; the keyword here is clickable. A clickable object means a circle, or a slider head ; clickable objects feel stronger than non-clickables ( aka slider tails or reverse arrows ), so it makes sense that stronger objects are on the stronger beats of the music.

This is applicable to white ticks as well, and the reason why red tick sliders are so frowned upon ; usually, since emphasis in the music is put on a white tick, red tick sliders put emphasis on the red tick rather than on the white tick afterwards, since it makes the slider head clickable and the slider tail non-clickable.

A good example of red tick slider that makes emphasis awkward is 03:47:707 (2) ; it begins on a red tick and ends on a downbeat. Since emphasis in the song is put on the downbeat through the drum kick, having the red tick clickable and the downbeat non-clickable makes the rhythm play awkwardly.

I don’t wanna overwhelm you with information so I’ll be ending this here ; however Pishifat ( who you may or may not know, he’s a QAT as well as a very experienced mapper ) has done a bunch of videos about mapping that teach a few concepts ( he’s also talked about the two things I’ve discussed here ) ; you can find them here. They aren’t like a magic formula that will turn you into RLC though, so the best thing you can do right now is keep mapping, and have fun !
Thanks for the mod , it covers a lot of the map :D
TheDuckMask
Hello o/

The M4M you accepted from my request in #modreqs
Haven't modded much before but I'll have a go, so long as this helps you out ^^

Now before I go on, this mod is gonna be a bit nitpicky, but also somewhat general, I'll point out some things that I think you should fix, and explain why, and I'll expect you to apply it to other parts of the map that feel like they need it

THE MOD
The biggest thing I can point out is that, there are a lot of unsnapped notes and inherited timing points. One thing I can suggest to you is that in the drop-down menu under "File" (or Ctrl+Shift+A) there's an AiMod you can use to help you with mapping. It's not something you should completely rely on, but it helps pointing out small details like unsnapped notes/timing points, so on and so forth. I would really suggest you take a look at the AiMod and fix most, if not all of the problems that are listed there, as there are some other details that you should fix overall.

Aside from that, I noticed there's some issues with how you placed your notes. Fixing the issues that were pointed out in AiMod should fix some problems about rhythm placement, but where your notes are placed on the play field are a bit of an issue.

Generally speaking, there are patterns that are used to emphasize rhythmic placements. Some work more than others. Objects that are close together on the timeline (like a 1/4 beat), should be placed closer on the playfield, and objects placed farther away on the timeline (like 1/1 beat), should be placed farther away on the playfield. This is probably the most basic way to explain spacing. I see a lot of 1/4 notes placed like jumps:

01:01:372 (2,1,2,3,4,1) - Like this section here
01:02:872 (1,2,3) - or this part here

Where it would be preferred if you placed them like stacks or bursts:
https://puu.sh/umXXN/439b671d59.jpg
https://puu.sh/umY1r/04c9869447.jpg

You can counteract this by using something like Distance Snap, which distances objects based on where they are in the timeline. Once again you shouldn't rely on this completely, but it's helpful to use when you're new to mapping, I use it too sometime :D

Some small little things:

[Timing]
- BPM says 179.998 in the Timing Setup Panel, change that to 180
- Just a suggestion, but I think 1209 is a better offset, the actual hit of the drum sounds a lot stronger at that point than if your offset was 1205. A lot of your inherited timing points (the green ones) will be unsnapped if you choose to change it to that by the way, so be sure to fix that.
- Also on the note of inherited timing points, try to have them on white ticks, or on the slider head, of where you want the slider to change SV
(like this: " https://puu.sh/umXhF/c63d6c4382.jpg " instead of this " https://puu.sh/umXfh/f39dd8025d.jpg ")

[Sound]
- The last part of your map, after the break, the hitsounds got all messed up. I can see what you're trying to do with the inherited timing points and making it quieter during the more calm part of the song, but make sure that you re-adjust the volume back to 100% where it isn't needed anymore

[Combo]
- Your combo's are really inconsistent, you can have a new combo each white tick, but it's better to get a feel for the music, and listen to where there would be a combo change.

Now that's all I can really say about the map without pointing out every single thing you should fix, as that would take forever. It's better to just practice mapping, and get better the more you map, and understand the concepts to mapping. As once you understand those concepts, it's easier to apply them to this map and future maps. I really suggest as well what AyanokoRin said about watching pishifat's videos about mapping. He explains a lot and it's really helpful imo. Continue mapping, consider what is said in this mod and other mods, and you'll get better over time, you can do it!

All the best :)
Renumi
pls give duck kd or i'll be forced to call the police you have 10 days thanks
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.
Please sign in to reply.

New reply