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This beatmap was submitted using in-game submission on mercredi 22 novembre 2017 at 12:53:09

Artist: Brandon Blume
Title: Legacy of Grabbag
Source: Duke Nukem
Tags: Duke Nukem 3D PC Megadeth Gigadeth Lee Jackson Atomic Edition Forever 2007 Teaser Theme Zero Hour Bonus Duke3D Metal Cover Medley
BPM: 175
Filesize: 20327kb
Play Time: 05:05
Difficulties Available:
  • 414 (5,64 stars, 1160 notes)

Download: Brandon Blume - Legacy of Grabbag
Information: Scores/Beatmap Listing
---------------
HAIL TO THE KING, BABY!

WARNING : EPILEPTIC STORYBOARD, MAYBE 16+ BECAUSE OF BLOOD! MATURE LANGAGE ON HITSOUNDS!!!! REDOWNLOAD IF DOWNLOADED BEFORE 25/09/2017 FOR DUKE VOICE!

414 : 100%

The beatmap become harder after Zero Hour's Theme!!!

Slider velocity faster at the last part of the song (after Duke Nukem President)

This map is a bit my SB practice so the SB may be "strange" or "WTF is that??"

Wanna Participate on one of the Collabs? Just tell it ;)

Thanks to :

Hareimu (big help)

Professor Gila (Mod)

LiousPL (Mod)

Sinnoh (Mod)

Rew0825 (Mod)
Last edited by Star Sapphire on , edited 5 times in total.
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Rhythm Incarnate
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right, i choose this map to mod, but not sure if i'd like to, since looks like the mapset hasn't been finished yet '^'

hmmm poke me again if you have completed the mapset...
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Professor Gila wrote:
right, i choose this map to mod, but not sure if i'd like to, since looks like the mapset hasn't been finished yet '^'

hmmm poke me again if you have completed the mapset...


The others difficulties are going to be deleted, I Only have 414 dif for the final mapset ;)
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Rhythm Incarnate
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Mod incoming!

If you were me, i would like to:

-Maybe you'd like to change HP to 7, AR & OD to 9.3?

-00:03:006 (2,3) - maybe you want to drag these to the very left to make a hyper (very left but not to edges so drag them to x:104)

-00:03:863 (5) - should you drag it closer to 00:03:521 (4) to make it a hyper...

-00:06:606 (1,2,3,4,5) - guess drag these to the very left (to x:88) and don't forget to make new combo on 5 and drag 5 closer to 4 (at least drag 5 to x:112)

-00:11:492 (5) , 0011:835 (9) , and 00:12:178 (13) - make a new combo here (9 is 5 if 5 had made, and 13 is 5 if 9 had made a new combo)

-00:12:778 (2) - hmmm just drag this to the left to make 00:12:435 (1) a hyper

-00:25:464 (5) - make a new combo here

-00:19:464 (5) - maybe you'd like to reverse the selection by ctrl + g this? also make a new combo right there

-00:22:206 (5) - make a new combo here...

-00:25:464 (5) - same as above

-00:28:206 (5,9) - this also the same

-00:32:149 (5) - drag this to the left to make a hyper here

-00:32:664 (6) - make new combo right here...

That's all i can mod, like i said before, sorry if i couldn't mod all the parts ;w;
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Professor Gila wrote:
Mod incoming!

If you were me, i would like to:

-Maybe you'd like to change HP to 7, AR & OD to 9.3? Fixed

-00:03:006 (2,3) - maybe you want to drag these to the very left to make a hyper (very left but not to edges so drag them to x:104) Fixed

-00:03:863 (5) - should you drag it closer to 00:03:521 (4) to make it a hyper... Fixed

-00:06:606 (1,2,3,4,5) - guess drag these to the very left (to x:88) and don't forget to make new combo on 5 and drag 5 closer to 4 (at least drag 5 to x:112) Fixed, but someone else have told to me to put (5) closer to (6) for making (4) as an hyperdash, so I only have moved (1)-(4)

-00:11:492 (5) , 0011:835 (9) , and 00:12:178 (13) - make a new combo here (9 is 5 if 5 had made, and 13 is 5 if 9 had made a new combo) Fixed

-00:12:778 (2) - hmmm just drag this to the left to make 00:12:435 (1) a hyper Fixed

-00:25:464 (5) - make a new combo here Fixed

-00:19:464 (5) - maybe you'd like to reverse the selection by ctrl + g this? also make a new combo right there Fixed

-00:22:206 (5) - make a new combo here... Fixed

-00:25:464 (5) - same as above Fixed

-00:28:206 (5,9) - this also the same Fixed

-00:32:149 (5) - drag this to the left to make a hyper here Fixed

-00:32:664 (6) - make new combo right here... Fixed

That's all i can mod, like i said before, sorry if i couldn't mod all the parts ;w; FDon't worry, it's really helpfull, I will try to find mistakes on others parts by myself ;)
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nya :3

LiousPL wrote:


Thanks a lot for your mod :D
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Had to disable storyboard and hitsounds, wtf is with these memes lol
but speaking of hitsounds, they should all be in .wav format, not mp3.

General
Turn off “Samples match playback rate”. If you listen to the song while playing DT or HT, you can hear why this is a bad idea.

Top diff
Your slider velocity is pretty low. Increase it to 1.7 or 1.8x. When doing a hyperdash to a slider, it's too easy to overshoot the slider tail. Increasing SV will improve flow significantly. It also makes general gameplay more interesting if there's more movement, just walking is not too fun to play.
00:26:664 (4,5) - Example of place which suffers from low SV. You had lots of fast movement in the previous section, but the low SV forces the player to slow down and walk, which kills momentum.
Lower HP drain, 7 is too high for this kind of map.

00:00:949 (1) - These are in 1/6 snap
00:01:121 (4) - There's a clear guitar sound on the 1/2, use a 1/2 instead of a 3/4 slider to follow the music's rhythm.
00:01:464 (5) - This downbeat should have a hyperdash to it for emphasis, bit under-emphasised currently.
00:01:978 (7,8,9) - The drums here are pretty passive in the music, mapping 8 & 9 with a slider tail or repeat slider will decrease the emphasis on these.
00:02:492 (1) - There is a strong sound in the middle of the slider, change this slider to be a circle + 1/2 slider and it will follow the guitar better. Putting strong sounds on slider heads / circles gives more emphasis than putting them on a slider tail.
Here's what your rhythm would look like if you applied all changes above. https://puu.sh/yfNo4/8082b9a046.png
Note that it does prioritise guitar above the snare drum when mapping the music, whereas you prioritised snare. I think it's better to choose guitar here, as it's more unique to the song, and has a lot more rhythm changes.

00:05:406 (5,7) - There's a finish on the tail of these sliders, they should have hyperdashes to them as they are prominent unique bits.
00:10:549 (3,4) - You used mostly 1/2 sliders here, but the song has a strong sound on each and every 1/2 for these sliders. Use a repeat slider, or circles to map the change in song by changing rhythm. This also lets you map 00:11:063 (4) - as a stronger beat with a hyperdash.
It's starting to get a bit repetitive with what I'm saying here. Based on the feedback, go through your map, find important and prominent sounds that you think are worth emphasising, and make sure they are on circles or slider heads. Putting them on slider ends decreases the emphasis on them, and the rhythm isn't very intuitive. I won't cover rhythm any further to help focus on other issues.

00:11:149 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - If you listen to the music a little slower, you'll notice that it's not just a long stream. Delete 00:11:149 (1,5,9) - There are breaks in the drum, applying this rhythm change follows the drum's rhythm better.
00:23:406 (1,2,3,4,5,1,2,3,4) - Placing objects on the other sides of the screen is a pretty large diff spike, even for a small increase in song pacing. Nerf the distances so they’re consistent with object spacing of the rest of the map.
00:25:378 (4,1) - The sound to emphasise here is 1, not 4. Change your pattern by moving 4 next to 3, this will change the pattern so there is a hyperdash to 1, which emphasises the most important sound.
00:27:864 (1) - Your NC pattern is following the sounds that should be prioritised, but your note placements are not D: The song is normally split into note groups of 2s and 4s. If you move 00:28:121 (4) - to the other side, you can see that the note groupings are 00:27:864 (1,2,3,4) - 00:28:206 (1,2) - 00:28:378 (3,4) - and 00:28:549 (1,2,3,4) - . Have a hyper on the end of each one to emphasise the start of the next one.
00:28:892 (1) - Add hyperdash for emphasis on the downbeat.
00:42:606 (1,2,3,4) - This was a fairly unexpected edge dash after the previous calm section, not much has changed in the music, so making it a bit easier or mapping consistently to the previous section works better.
00:45:349 (1,2,3) - This can almost be considered a hyper into edge dash, which is unrankable on all diffs. Nerf the jump of 2,3 a bit.
00:54:435 (6) - Antiflow is really weak here, it’s hard to decide whether to move backwards, or stand in place. Increase it’s movement in either direction so it’s clearer what to do.
00:57:349 (1,2,3,1) - On the previous jumps, all dashes were on the edge of the screen, so it would be natural to assume 00:58:378 (1) - would be on the edge. However, it’s in the middle. Ctrl-g so that it’s a bit easier to follow flow.
01:00:606 (3,1) - Same issue above, move 1 closer to the middle will be easier to read.
01:02:835 (1,2,3,4) - The contrast of spacing between this and 01:04:206 (1,2,3,4) - is too much. The first is unnaturally small spacing between objects, and the latter are almost edge-dashes. Decrease the distance change between them so it’s a bit easier to follow.
01:06:949 (5) - not a good idea to have downbeats on a slider tail. Use a ½ slider and place a circle at 01:07:292 (6) - on the left side to have a hyperdash.
01:18:949 (4,5) - Your distances between objects are really inconsistent in this area, which leads to edge dashes and inconsistent use of hypers. Watch this through the editor a couple times, and figure out where the edge dashes are.
01:41:406 (5,1) - Distance between these two objects is too small, add a hyperdash
01:58:721 (6) - you forgot to nc

I think the main things you need to do is testplay this a couple more. There are some issues that are pretty easy to find if you play the map and find parts that are too hard to FC. Those would be the areas that need to be changed to flow better.
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Sinnoh wrote:
Had to disable storyboard and hitsounds, wtf is with these memes lol all is from the original game, I wanted to add those hitsounds because it's looked good :3 For the SB, it's my first SB so~~ it can look bad ^^"
but speaking of hitsounds, they should all be in .wav format, not mp3. Fixed

General
Turn off “Samples match playback rate”. If you listen to the song while playing DT or HT, you can hear why this is a bad idea. Fixed, but I have turned it on for having the voices working good with DT and HT

Top diff
Your slider velocity is pretty low. Increase it to 1.7 or 1.8x. When doing a hyperdash to a slider, it's too easy to overshoot the slider tail. Increasing SV will improve flow significantly. It also makes general gameplay more interesting if there's more movement, just walking is not too fun to play.
00:26:664 (4,5) - Example of place which suffers from low SV. You had lots of fast movement in the previous section, but the low SV forces the player to slow down and walk, which kills momentum. Fixed
Lower HP drain, 7 is too high for this kind of map.I think the HP Drain isn't too high, I have already lowed it (it was 8 before)

00:00:949 (1) - These are in 1/6 snap yes :3
00:01:121 (4) - There's a clear guitar sound on the 1/2, use a 1/2 instead of a 3/4 slider to follow the music's rhythm. Fixed
00:01:464 (5) - This downbeat should have a hyperdash to it for emphasis, bit under-emphasised currently. Fixed
00:01:978 (7,8,9) - The drums here are pretty passive in the music, mapping 8 & 9 with a slider tail or repeat slider will decrease the emphasis on these. Fixed
00:02:492 (1) - There is a strong sound in the middle of the slider, change this slider to be a circle + 1/2 slider and it will follow the guitar better. Putting strong sounds on slider heads / circles gives more emphasis than putting them on a slider tail.
Here's what your rhythm would look like if you applied all changes above. https://puu.sh/yfNo4/8082b9a046.png
Note that it does prioritise guitar above the snare drum when mapping the music, whereas you prioritised snare. I think it's better to choose guitar here, as it's more unique to the song, and has a lot more rhythm changes. There's the same rhythm 4 times on the song (if I don't have mistaken my count ^^" ) so I have prefered to follow the drum on the begin and following the song on the other ;)

00:05:406 (5,7) - There's a finish on the tail of these sliders, they should have hyperdashes to them as they are prominent unique bits. Fixed
00:10:549 (3,4) - You used mostly 1/2 sliders here, but the song has a strong sound on each and every 1/2 for these sliders. Use a repeat slider, or circles to map the change in song by changing rhythm. This also lets you map 00:11:063 (4) - as a stronger beat with a hyperdash.
It's starting to get a bit repetitive with what I'm saying here. Based on the feedback, go through your map, find important and prominent sounds that you think are worth emphasising, and make sure they are on circles or slider heads. Putting them on slider ends decreases the emphasis on them, and the rhythm isn't very intuitive. I won't cover rhythm any further to help focus on other issues. ok, I think having understood, I wil see for the others parts of the song ;)

00:11:149 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15) - If you listen to the music a little slower, you'll notice that it's not just a long stream. Delete 00:11:149 (1,5,9) - There are breaks in the drum, applying this rhythm change follows the drum's rhythm better. Fixed
00:23:406 (1,2,3,4,5,1,2,3,4) - Placing objects on the other sides of the screen is a pretty large diff spike, even for a small increase in song pacing. Nerf the distances so they’re consistent with object spacing of the rest of the map. I will not change this part, sorry ;)
00:25:378 (4,1) - The sound to emphasise here is 1, not 4. Change your pattern by moving 4 next to 3, this will change the pattern so there is a hyperdash to 1, which emphasises the most important sound. Fixed
00:27:864 (1) - Your NC pattern is following the sounds that should be prioritised, but your note placements are not D: The song is normally split into note groups of 2s and 4s. If you move 00:28:121 (4) - to the other side, you can see that the note groupings are 00:27:864 (1,2,3,4) - 00:28:206 (1,2) - 00:28:378 (3,4) - and 00:28:549 (1,2,3,4) - . Have a hyper on the end of each one to emphasise the start of the next one. Fixed
00:28:892 (1) - Add hyperdash for emphasis on the downbeat. Fixed
00:42:606 (1,2,3,4) - This was a fairly unexpected edge dash after the previous calm section, not much has changed in the music, so making it a bit easier or mapping consistently to the previous section works better. Fixed
00:45:349 (1,2,3) - This can almost be considered a hyper into edge dash, which is unrankable on all diffs. Nerf the jump of 2,3 a bit. Fixed
00:54:435 (6) - Antiflow is really weak here, it’s hard to decide whether to move backwards, or stand in place. Increase it’s movement in either direction so it’s clearer what to do. Fixed
00:57:349 (1,2,3,1) - On the previous jumps, all dashes were on the edge of the screen, so it would be natural to assume 00:58:378 (1) - would be on the edge. However, it’s in the middle. Ctrl-g so that it’s a bit easier to follow flow. Fixed
01:00:606 (3,1) - Same issue above, move 1 closer to the middle will be easier to read. Fixed
01:02:835 (1,2,3,4) - The contrast of spacing between this and 01:04:206 (1,2,3,4) - is too much. The first is unnaturally small spacing between objects, and the latter are almost edge-dashes. Decrease the distance change between them so it’s a bit easier to follow. Fixed
01:06:949 (5) - not a good idea to have downbeats on a slider tail. Use a ½ slider and place a circle at 01:07:292 (6) - on the left side to have a hyperdash. Fixed
01:18:949 (4,5) - Your distances between objects are really inconsistent in this area, which leads to edge dashes and inconsistent use of hypers. Watch this through the editor a couple times, and figure out where the edge dashes are. Fixed
01:41:406 (5,1) - Distance between these two objects is too small, add a hyperdash Fixed
01:58:721 (6) - you forgot to nc ah, yeah, totally forgotten, sorry XD

I think the main things you need to do is testplay this a couple more. There are some issues that are pretty easy to find if you play the map and find parts that are too hard to FC. Those would be the areas that need to be changed to flow better.


Thanks a lot for you mod, I will do testplay for seeing the problems (or finding people who having the skill for FC overdoses)
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Rhythm Incarnate
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Hello from my modding queue! //Sorry for very late ;w;

Image 414


Hope it can help you. Good luck sorry again about very late TT.
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rew0825 wrote:
Hello from my modding queue! //Sorry for very late ;w; Don't worry, better late than never ;)

Image 414


Hope it can help you. Good luck sorry again about very late TT. It was really helpful and don't worry, better late than never ;)


Thanks a lot for your help :D
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