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Index » Beatmaps » Work In Progress/Help Wanted » ParagonX9 - Chaoz Japan (Cut Ver.)

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jackamo
Whistle Blower
19 posts
US Flag

2 weeks ago
This beatmap was submitted using in-game submission on Saturday, December 6, 2025 at 4:33:34 PM

Artist: ParagonX9
Title: Chaoz Japan (Cut Ver.)
Source: Castle Clashers
Tags: chaos newgrounds audio portal japanese video game instrumental folk oriental electronic
BPM: 165
Filesize: 1122kb
Play Time: 00:35
Difficulties Available:


Download: ParagonX9 - Chaoz Japan (Cut Ver.)
Information: Scores/Beatmap Listing
—————
wip!!
changed timing stuff hopefully fixed
changed diff name of special to insane
timing stuff again.. offset is 25ms
changed stuff in insane diff to make it better sorta
changewd MORE stuff in insane diff
added another diff (Special) but ill most likely delete before going for ranked
did tags stuff, ready for modding + ranking!!!!!
Did like almost all of King Kurboh's stuff minus hitsounds (ill do later!! promise!!! need to ask more about them though)
did hitsounds for special diff then manually copied them to the other 2 diffs (wasnt too bad. although extra diff was harder since its mapped differently)
should be ready to go to pending afterward, hten (HOPEFULLY) ranked once thats done !
fixed hitsound volume on insane diff
did kurboh's mods again, pretty simple
did arutama's mods, mostly combo stuff (ill do timing later i lowkey forgot)
did timing too (finally)
jackamo
Whistle Blower
19 posts
US Flag

1 week ago
*cough*
kingkurboh335
BAT Manager
2,549 posts
HR Flag

Earned 1 kudosu.

1 week ago
*cough cough*

checked description and you say your map is ready for modding and ranking, but nah
will give quick run down on stuff you need to do before asking for mods:

General:

- none of the difficulties contain any hitsounds, which are necessary for the ranking of a mapset
- none of the difficulties contain a preview point, which are necessary for the ranking of a mapset
- none of the difficulties contain combo colours, which are necessary for the ranking of a mapset (unless it's a 2007 map)
- tags don't need to be seperated with a comma (,), a space is enough. also, you don't need to put your own username in tags unless it's a former username you used before. lastly, feel free to mention castle crashers and newgrounds in tags as that's where the song originates and is used. the tags should be: "instrumental electronic video game castle crashers newgrounds"

Insane:

- all objects in the map are unsnapped, so resnapp all of them using the option Timing -> Resnap All Objects

Extra:

- all objects in the map are unsnapped, so resnapp all of them using the option Timing -> Resnap All Objects


once you fix all these, then we can start talking about being ready for rank :p
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.
jackamo
Whistle Blower
19 posts
US Flag

1 week ago
*cough cough cough…*

done!! i did everything minus hitsounding, becausae i was gonna ask a few questions (which are… probably answered in the wiki but id rather ask for a more clear definition)

im assuming i need objects to be hitsounded, but is it okay if not every object is hitsounded? i always thought of hitsounding being an emphasis (Probably spelt wrong) thing, but as long as every object gives feedback.. right? :D
kingkurboh335
BAT Manager
2,549 posts
HR Flag

Earned 1 kudosu.

1 week ago
yeee, you don't need to hitsound every object, they're there to either compliment the music or give it something new, so yee :p

*can't stop coughing*
*dies*
*pls give kudosu on previous post for revival*
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.
jackamo
Whistle Blower
19 posts
US Flag

1 week ago

kingkurboh335 wrote:

yeee, you don't need to hitsound every object, they're there to either compliment the music or give it something new, so yee :p

*can't stop coughing*
*dies*
*pls give kudosu on previous post for revival*


*cough cough…. COUGH cough cough cough… cough…* ow. :(

sounds good though!! ill get to work on it now then.. also gave kudos :D
jackamo
Whistle Blower
19 posts
US Flag

6 days ago

kingkurboh335 wrote:

yeee, you don't need to hitsound every object, they're there to either compliment the music or give it something new, so yee :p

*can't stop coughing*
*dies*
*pls give kudosu on previous post for revival*


*lungs collapse*

finished hitsounding, feel free to take a look or whatever, whenever :D also fyi i did hitsound copying by hand
kingkurboh335
BAT Manager
2,549 posts
HR Flag

Earned 1 kudosu.

4 days ago
here's a few more technical stuff that needs fixing before i go full into modding the map:

Genera

- all your difficulties are missing an endpoint for your kiai, so add one at 00:34:934 - and make it a lower hitsound volume
- i see you added combo colours, but they aren't consistent, so it would be good if they were the same on all difficulties (would personally use the ones from Special)

Insane

- 00:35:025 (1) - the spinner is slightly unsnapped, should end on 00:38:661 - like the rest of the diffs

Special

- 00:23:272 - your kiai is incorrectly snapped, it should be on 00:23:297 -
- 00:07:661 (2) - unsnapped object end


that's all the technical stuff… would have modded more but it's 1am… and i'm… *yawn* eepy…
zzzzzzzzzzzzzzzzzzzzzzz
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.
jackamo
Whistle Blower
19 posts
US Flag

4 days ago

kingkurboh335 wrote:

here's a few more technical stuff that needs fixing before i go full into modding the map:

Genera

- all your difficulties are missing an endpoint for your kiai, so add one at 00:34:934 - and make it a lower hitsound volume
- i see you added combo colours, but they aren't consistent, so it would be good if they were the same on all difficulties (would personally use the ones from Special)

Insane

- 00:35:025 (1) - the spinner is slightly unsnapped, should end on 00:38:661 - like the rest of the diffs

Special

- 00:23:272 - your kiai is incorrectly snapped, it should be on 00:23:297 -
- 00:07:661 (2) - unsnapped object end


that's all the technical stuff… would have modded more but it's 1am… and i'm… *yawn* eepy…
zzzzzzzzzzzzzzzzzzzzzzz


finished doing all of that, hope you have a good nights rest (im pretty tired myself, though its only about 8 pm lol)
arutama
osu! BAT / Completionist
627 posts
ID Flag

Earned 1 kudosu.

3 days ago
I will try helping you with the map with some mods

General


  • [!] You misspelt the title marker, it should've been (Cut Ver.) instead of (Cut. Ver)

  • [!] Current offset sounds really off by -25 ms tbh, 00:00:000 is the most accurate offset placement tbh (applies for all diffs)

  • Add "Castle Clashers" into the Source field. This song is likely part of an OST from the game

  • Replace "Instrumental Electronic" tags you have right now with these tags:
    chaos newgrounds audio portal japanese video game instrumental folk oriental electronic

  • The entire needs some difficulty settings progression ngl instead of using the same CS, HP, AR, and OD, here are my suggestions:

    Diff settings for [Special] diff:
    CS: 5
    AR: 9
    OD: 9
    HP: 6

    Diff settings for [Extra] diff:
    CS: 4
    AR: 9
    OD: 8
    HP: 5

    Diff settings for [Insane] diff:
    CS: 3
    AR: 9
    OD: 8
    HP: 4

Special


Extra


Insane

Last edited by arutama 3 days ago, edited 1 time in total.
ss farming
jackamo
Whistle Blower
19 posts
US Flag

1 day ago

arutama wrote:

I will try helping you with the map with some mods

General


  • [!] You misspelt the title marker, it should've been (Cut Ver.) instead of (Cut. Ver)

  • [!] Current offset sounds really off by -25 ms tbh, 00:00:000 is the most accurate offset placement tbh (applies for all diffs)

  • Add "Castle Clashers" into the Source field. This song is likely part of an OST from the game

  • Replace "Instrumental Electronic" tags you have right now with these tags:
    chaos newgrounds audio portal japanese video game instrumental folk oriental electronic

  • The entire needs some difficulty settings progression ngl instead of using the same CS, HP, AR, and OD, here are my suggestions:

    Diff settings for [Special] diff:
    CS: 5
    AR: 9
    OD: 9
    HP: 6

    Diff settings for [Extra] diff:
    CS: 4
    AR: 9
    OD: 8
    HP: 5

    Diff settings for [Insane] diff:
    CS: 3
    AR: 9
    OD: 8
    HP: 4

Special


Extra


Insane



finished, pretty simple. ill do the timing ones in a bit, i just forgot to and i already uploaded it..
although, for the insane diff, i feel like ar9 and cs3 arent good, but i set it to that anyway for the meanwhile. would it be ok to change back?

edit: did timing
Last edited by jackamo 1 day ago, edited 2 times in total.

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