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Index » Beatmaps » Beatmap Graveyard » ParagonX9 - Chaoz Japan (Cut Ver.)

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jackamo
Cymbal Sounder
37 posts
US Flag

2 months 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
Cymbal Sounder
37 posts
US Flag

kingkurboh335
BAT Manager
2,685 posts
HR Flag

Earned 1 kudosu.

1 month 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
Cymbal Sounder
37 posts
US Flag

1 month 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
2,685 posts
HR Flag

Earned 1 kudosu.

1 month 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
Cymbal Sounder
37 posts
US Flag

1 month 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
Cymbal Sounder
37 posts
US Flag

1 month 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
2,685 posts
HR Flag

Earned 1 kudosu.

1 month 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
Cymbal Sounder
37 posts
US Flag

1 month 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
658 posts
ID Flag

Earned 1 kudosu.

1 month 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 1 month ago, edited 1 time in total.
ss farming
jackamo
Cymbal Sounder
37 posts
US Flag

1 month 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 month ago, edited 2 times in total.
jackamo
Cymbal Sounder
37 posts
US Flag

2 weeks ago
i actually dont know if i need to cough or not. hmm….
laurafied
osu! BAT
102 posts
AU Flag

No kudosu yet.

1 week ago
this map looks promising! i actually thought about mapping this song on bancho, ehe~

driving by with some mods~

Special:
00:05:090 (1,2,3,4) - this pattern is really ugly…. please for my sanity turn it into a diamond shape or something like that
00:08:363 - add circle cuz the sound continues until the white tick, 00:08:454 (5) - remove circle
00:09:454 (2) - no 1/2 slider here? the prior rhythms (00:05:818 (1,2,3) -, 00:07:272 (1,2,3) - ) felt quite effective, id place a 1/2 slider here (in alternating directions like the prior two, that creates nice progression) and then move these two 00:09:636 (3,4) - forward 1/4 a beat (so it plays like the prior rhythms)
00:11:636 (1,2,3,4,5,6,7) - this pattern amps you up right out of the beatdrop for some intense gameplay - note the big 1/2 spacing at 00:12:000 (2,3) - ) then it just falls flat immediately after at 00:13:090 (1,2,3,4) - 00:14:545 (1) - … either maintain that initial intensity in following measures (what i'd like to see) or nerf it so it doesnt become a big drop off, your choice~
00:31:545 (14,15,16) - into 00:31:818 (1,2,3) - absolutely not. if you must, delete 00:31:727 (16) - and make 00:31:636 (15) - a kickslider
stream section is great! although id like to see some movement variation created from the point at 00:34:181 (5) - since the song changes here and obviously your hitsounding does too. the only change comes later on at 00:34:544 (1) -
00:35:000 (1) - have it end on the white tick ty

Extra:
00:00:000 - 00:05:818 - this whole opening section needs a bit of a structure overhaul… the constant (and seemingly incoherent) overlaps would make this a nightmare to read, especially on the original skin. ty
00:12:637 (5) - make this slider start 1/4 beat later at 00:12:727 - and place a circle at its original timestamp to make it a triple, unsure why it wasnt in the first place
00:18:728 (5,6) - likewise
00:23:001 (1) - i think id like an NC here just to show the rhythm gap
00:27:455 (5) - this looks and plays kinda bad… you dont stack any other kicksliders like this, maybe dont fully seperate them just overlap them like 00:25:455 (9,10,11,12) -
00:31:546 (5,6,7) - make this pattern move out the LEFT of the previous pattern, not the right. moving back into your previous pattern creates ugly overlaps and makes things a lot harder to read
00:33:091 (1) - i think get rid of this NC, and just NC the first circle of each triple here (00:32:182 (2) - 00:32:546 (5) - 00:32:910 (8) - )
00:33:455 (3) - id like an NC here for previous consistency

Insane:
00:12:545 (4,5,6,7,8) - please dont do this thing of mixing stacks and unstacks, its a massive pet peeve of mine… in this case just make the burst consistently spaced out (if youre out of room just move it)
00:15:818 (1,2,3,1,2,3) - make the spacing of this pattern bigger to get rid of all the ugly edge overlaps please
this stream is effectively identical to the one on the extra diff dude… O_o
im not gonna point out individual timestamps and do it for you, but nerf it! use much less actives and more buzz sliders - no more than 8 active 1/4s in a row id say (and preferably less inbetween)

won't star for now, make changes and call me back~
uuuuuuhh
what do i put here
(╥﹏╥)
laurafied
osu! BAT
102 posts
AU Flag

No kudosu yet.

1 week ago
oh and btw, im no metadata expert but i think the source should be Castle Crashers, not Castle Clashers…
uuuuuuhh
what do i put here
(╥﹏╥)
pimpG
osu! BAT
128 posts
BR Flag

No kudosu yet.

1 week ago
should reduce volume to 60% and mute the last spinner.
i like the map, will recheck once you respond to laura's mods.

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