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

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Satori
2,220 posts
HR Flag

11 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.
Satori
2,220 posts
HR Flag

11 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
553 posts
ID Flag

Earned 1 kudosu.

11 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
Satori
2,220 posts
HR Flag

11 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
553 posts
ID Flag

Earned 1 kudosu.

11 months ago
giv kudosu pls :>
ss farming
Satori
2,220 posts
HR Flag

11 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
553 posts
ID Flag

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

Earned 1 kudosu.

11 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 11 months ago, edited 1 time in total.
Satori
2,220 posts
HR Flag

11 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.

11 months 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
553 posts
ID Flag

No kudosu yet.

11 months 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.

11 months 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
553 posts
ID Flag

No kudosu yet.

11 months 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
Satori
2,220 posts
HR Flag

11 months 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
553 posts
ID Flag

No kudosu yet.

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

20 posts | Jump | 1 2