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Index » Beatmaps » Ranked/Approved Beatmaps » PokeRemixStudio - Primal Dialga Remix

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Kurboh
1386 posts

2 months ago heart
This beatmap was submitted using in-game submission on 23. srpanj 2024. at 15:54:13

Artist: PokeRemixStudio
Title: Primal Dialga Remix
Source: Pokemon Mystery Dungeon 2
Tags: video game music instrumental orchestral vgm explorers of time darkness sky pilotredsun cut ver version
BPM: 150
Filesize: 5240kb
Play Time: 02:36
Difficulties Available:


Download: PokeRemixStudio - Primal Dialga Remix
Information: Scores/Beatmap Listing
—————
sixth mapset

one of my favourite ever songs <3

bg, skin and audio taken from Blazevoir's ranked set
https://osu.ppy.sh/users/120265

update 1: arutama mod
update 2: Digitalfear117 mod
update 3: Nikku mod
update 4: arutama mod again
LVL1 | 300 ATK | 200 DEF
If this card on the field is destroyed and sent to the GY: For the rest of this turn, you take no battle damage.
Kurboh
1386 posts

2 months ago
mapset ready for mods!
LVL1 | 300 ATK | 200 DEF
If this card on the field is destroyed and sent to the GY: For the rest of this turn, you take no battle damage.
arutama
262 posts

Earned 1 kudosu.

2 months ago
GENERAL

  • I think the audio is a cut version here since I looked up the official creator of this song on YouTube has it like 6 min 25 seconds. Would be good to add "cut ver version" to tags if u don't want to add (Cut Ver.) marker on the title
  • Could add "video game music instrumental orchestral vgm" to tags
  • Source must be Pokemon Mystery Dungeon 2 I guess
  • Thoughts on gradually increase hs volume from 40%, 50%, to 60% on 00:12:870 - 00:22:470 - for the entire diffs? The song clearly sounds faded in from the beginning of the timestamp that I mentioned tbh.
    00:12:870 - 40%
    00:19:270 - 50%
    00:22:470 - 60%

MAP

Hitsounds

  • missing clap on 01:03:670 - for Hard diff
  • probably add hitfinish on 01:10:470 -
  • 01:23:270 - ^
  • 02:17:670 - ^
  • 02:24:070 - ^

Hard

  • 00:17:670 (3) - move this object by putting it on the center of the grid lines like 00:15:270 (4,5) - and 00:18:870 (5) - did?
  • 00:24:070 (3) - ^
  • 01:00:070 (1) - maybe stack this object on 00:59:670 (3) - since movement feels awkward to have sudden double stack like that, here is my suggestion on it:

    you implement the same idea like 01:04:070 (1,2,3,4,1,2,3,4,1,2,3) - this and it works well without any double stack
  • 01:18:470 (1) - ^
    same idea, stack the object on 01:18:070 (3) -
  • 02:24:070 (1,2) - 02:24:670 (3,4) - CTRL+G those objects, would definitely recommend make 02:24:470 - and 02:25:070 - active rhythms to emphasize both the snare and drum
ss farming
Kurboh
1386 posts

2 months ago

arutama wrote:

GENERAL

  • I think the audio is a cut version here since I looked up the official creator of this song on YouTube has it like 6 min 25 seconds. Would be good to add "cut ver version" to tags if u don't want to add (Cut Ver.) marker on the title
  • Could add "video game music instrumental orchestral vgm" to tags done
  • Source must be Pokemon Mystery Dungeon 2 I guess trueeee
  • Thoughts on gradually increase hs volume from 40%, 50%, to 60% on 00:12:870 - 00:22:470 - for the entire diffs? The song clearly sounds faded in from the beginning of the timestamp that I mentioned tbh.
    00:12:870 - 40%
    00:19:270 - 50%
    00:22:470 - 60%

- applied everything, i like the hitsound idea you suggested!

arutama wrote:

MAP

Hitsounds

  • missing clap on 01:03:670 - for Hard diff
  • probably add hitfinish on 01:10:470 -
  • 01:23:270 - ^
  • 02:17:670 - ^
  • 02:24:070 - ^

- i don't think the hitfinishes are needed tbh, but i did add the missing clap

arutama wrote:

Hard

  • 00:17:670 (3) - move this object by putting it on the center of the grid lines like 00:15:270 (4,5) - and 00:18:870 (5) - did?
  • 00:24:070 (3) - ^
  • 01:00:070 (1) - maybe stack this object on 00:59:670 (3) - since movement feels awkward to have sudden double stack like that, here is my suggestion on it:

    you implement the same idea like 01:04:070 (1,2,3,4,1,2,3,4,1,2,3) - this and it works well without any double stack
  • 01:18:470 (1) - ^
    same idea, stack the object on 01:18:070 (3) -
  • 02:24:070 (1,2) - 02:24:670 (3,4) - CTRL+G those objects, would definitely recommend make 02:24:470 - and 02:25:070 - active rhythms to emphasize both the snare and drum


- applied everything besides the final mod which i didn't think was a big enough deal

thanks for mod!
LVL1 | 300 ATK | 200 DEF
If this card on the field is destroyed and sent to the GY: For the rest of this turn, you take no battle damage.
arutama
262 posts

Earned 1 kudosu.

2 months ago
giv kudosu pls :>
ss farming
Kurboh
1386 posts

2 months ago
*give bubbz* xd
LVL1 | 300 ATK | 200 DEF
If this card on the field is destroyed and sent to the GY: For the rest of this turn, you take no battle damage.
arutama
262 posts

2 months ago bubble
now find who wants to nom this
i believe the set is ready!!!!!
ss farming
Digitalfear117
1795 posts

Earned 1 kudosu.

2 months ago
Mods:

Final Boss:
00:34:870 (3,4) - idk, i feel like this spacing is so out of the blue, maybe make this a bit easier? Or have the flow be more natural. i have similar concerns at 01:36:070 (1,2,3) - 01:37:670 (1,2,3) -  02:13:470 (6,7,8) - to me it feels like symmetry over playability. 
01:53:670 (7) - NC? 
02:36:470 (5,6,7) - I feel like players will get confused and read this as a triple based on your spacing

Last edited by Digitalfear117 1 month ago, edited 1 time in total.
Kurboh
1386 posts

2 months ago
done that c:
LVL1 | 300 ATK | 200 DEF
If this card on the field is destroyed and sent to the GY: For the rest of this turn, you take no battle damage.
Nikku

Earned 1 kudosu.

1 month ago
Final Boss:
00:44:870 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - is rather unclear using the beatmap skin, i didnt even notice the note before the slider or the slider head if i noticed the note xd

01:51:870 (6) - another unclear note imo


Hard:
00:57:670 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - i had gotten very confused on first few looks at this pattern, consider making it a fair amount more clear considering this is a Hard
01:04:470 (3,4,1,2,3,4,1,2) - same with this
01:17:270 (3,4,1,2,3,4,1,2) - ok seems like it happens a lot i dont think i should mention all of them, should i? xd
i mean it looks cool but it's not really that playable for non-experienced players


MV General mentions

arutama
262 posts

No kudosu yet.

1 month ago

Nikku wrote:


Hard:
00:57:670 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - i had gotten very confused on first few looks at this pattern, consider making it a fair amount more clear considering this is a Hard
01:04:470 (3,4,1,2,3,4,1,2) - same with this
01:17:270 (3,4,1,2,3,4,1,2) - ok seems like it happens a lot i dont think i should mention all of them, should i? xd
i mean it looks cool but it's not really that playable for non-experienced players

the mentioned mods are pretty much subjective issue, i think those type of patterns are pretty much fine to give "challenging" element for players
ss farming
Nikku

No kudosu yet.

1 month ago
if you think about all mods are subjective; it's kinda half the point of them to give other opinions on the patterns, no?
arutama
262 posts

No kudosu yet.

1 month ago

Nikku wrote:

if you think about all mods are subjective; it's kinda half the point of them to give other opinions on the patterns, no?

tbh i just said the patterns are fine at current state, might just leave it up to Kurboh instead
ss farming
Kurboh
1386 posts

1 month ago

Nikku wrote:

Final Boss:
00:44:870 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - is rather unclear using the beatmap skin, i didnt even notice the note before the slider or the slider head if i noticed the note xd

01:51:870 (6) - another unclear note imo


Hard:
00:57:670 (1,2,3,4,1,2,3,4,1,2,3,4,1,2,3,4) - i had gotten very confused on first few looks at this pattern, consider making it a fair amount more clear considering this is a Hard
01:04:470 (3,4,1,2,3,4,1,2) - same with this
01:17:270 (3,4,1,2,3,4,1,2) - ok seems like it happens a lot i dont think i should mention all of them, should i? xd
i mean it looks cool but it's not really that playable for non-experienced players


MV General mentions



alright, here's what i think:

Final Boss:
-for the first mod on Final Boss, because of usage of different combo colours, players should know when a combo starts and when it ends, maybe the skin makes it a little more difficult to read, but i believe this pattern is clear enough, and if a player gets it wrong the first time, the pattern is repeated enough for a player to eventually understand whats going on
- for the second mod, consider this pattern 01:48:870 (1,2,3,4,5,6) - and how it repeats again here 01:50:470 (1,2,3,4,5,6) - and since the map has heavy amounts of repetition of the same patterns, a player should know that the 01:51:870 (6) - exists, will find it and hit it

Hard:
- i would say the same the same here as i did for the first mod on Final Boss, new combos should indicate to players how the pattern here goes, though i did decide to mod it slightly so the first set of those patterns only has one overlap instead of two

also updated the inconsistent metadata, so should be good!
LVL1 | 300 ATK | 200 DEF
If this card on the field is destroyed and sent to the GY: For the rest of this turn, you take no battle damage.
arutama
262 posts

No kudosu yet.

1 month ago bubblepop
gonna pop this as the mapper could give some update for the map
ss farming

20 posts | Jump | 1 2