Good luck jen!!
Aka wrote:
・why all of that effort on sliderticks? you could simply use silent slidertick as you are not using silent sliderslide silencing all ticks makes kinda no sense with tick rate 2. consider using tr1? this will also prevent forced sliderbreaks from this slider 06:03:285 (1) - since you just literally has 1st slidertick in the starting circle. and the sv could be a bit higher at least but uhhhhh it will break your neat looking of slider ;_; | actually I have yet to see anyone break on the long trainsqueak slider; they usually overwing at the start but breaking doesn't really happen - also, how'd tick 1 help with that? - I like TR2 since it gives you a visual feedback when there's something going on on the weaker beats, without needing the audio impact. you know there's a 1/2 drum rhythm most of the time, so it's reassuring to see something being there and the numbers ticking up on it, but having the kind of "snazzy" ticksound (which quite frankly is just annoying) would just feel dissonant in the song. I don't want it /entirely/ gone but I prefer to have it near-unnoticably in the background, if that makes sense
and what caught my personal eye:
・07:51:947 (6) - i am pretty sure this slider goes offscreen
| moved the pattern a bit to the side (4-5 is now an 1.8x jump), works and looks fine like this - also delivers the pressure more efficiently on 5
・01:35:004 (1,2,3,4,1,2,3,4,5,1,2,3,1,2,3,4,5,6,1,2,3,4,1,2,3,4) - this part was pretty late by timing for some reason. its greatly noticeable there 01:41:424 (1) - and on sliders/notes previously. i am not really good in timing, but if to play objects from there on 1/16 grey ticks, it would sounds better. maybe this calm part needs an addidional timing point? | trying to catch Charles but it seems as though I do not have the badge required as to control him yet
・probably the epilepsy warning is needed here? o.o due to those white bursts at ~50% of the diff | don't think so since it's not repetitive; if it was multiple in a row, sure
・04:51:689 (9) - if possible, would be better if you could make the emphazis on this note, if the shape of slider started to change from 9 (or from 13 ), not from 04:51:856 (11) - , it would be more natural to play, since 9 is on white tick and having such stuff started from stronger beat is way better to play than from weaker one | did change stuff about
・05:03:939 (8,9) - this will be pain in ass to catch ._... if this 05:03:022 (1,2,3,4,5,6,7,8) - structure could be placed a bit down and 9 from 05:03:856 (7,8,9) - would be placed between 8 and 9, instead of 10, i believer it would be a bit less pain to catch and well, overall more comfortable to follow | sometimes, pain is good (changed spacing on the 1-2-3-4 sliders to 1.8x and lowered the 5-6-7-8 part to make it 1.8x aswell; should be a bit easier now while keeping the feel)
・06:41:547 (2,3,4,5,6) - 06:47:947 (2,3,4,5) - the same recommendating will go here from me when you caught me ingame, these objects are barely hearable | I'm actually fine with that since the song doesn't deliver a whole lot of impact here; having hitsounds be much louder than the "bare audible minimum" for this section'd feel dissonant with how the feeling of the music goes; maybe I'll try +5/7% or something - let's talk about that on IRC
・07:24:347 (9) - same as 04:51:689 (9) - here. i was always messing up on such thing, honestly.. if 9 was more below, like 8 is placed now, it would much more natural to follow. i could suggest adding 1 note before the 07:23:547 (1) - , so placement changing wont need any effort | actually, I really like this one since 9 is when you engage into the upwards motion again - 3-4-5-6 are upwards, 6-7-8 then go down, then you start the upwards curve on the beat of 9 again rather than after it; if I put 9 at the furthest-down point, you'd change your direction of movement after the click instead - also, it contributes to fluidity a lot for me
you can could on my bubububbubbble, so poke me when its ready uwu
look at these insteadJenny wrote:
https://osu.ppy.sh/s/46238
https://osu.ppy.sh/s/90716
these beatmaps are broken, osu must've corrupted them and made them ar9Jenny wrote:
https://osu.ppy.sh/s/46238
https://osu.ppy.sh/s/90716
DQ for long sliders ? Serious ? This is not a DQ reason _index :/_index wrote:
congratz with new dragonforce map, but i highly suggest to DQ it and fix long slider somewhere near 2300 combo as it pretty much drains all HP with HR on
Q.Q
did you really finished reading on my post, or just wrote instantly after DQ words?ByBy_ChAn wrote:
DQ for long sliders ? Serious ? This is not a DQ reason _index :/_index wrote:
congratz with new dragonforce map, but i highly suggest to DQ it and fix long slider somewhere near 2300 combo as it pretty much drains all HP with HR on
Q.Q
Implying someone else can fc it with HR.Jenny wrote:
may the pp farm begin
Krah wrote:
Rip the time where people mapped for normal plays.
Say hi to the world where guys ask for a dq to change HP to something ridiculously low cuz a top player can't pp farm it with HR.
Sad day.
I believe that maps should be HR-ableJenny wrote:
Krah wrote:
Rip the time where people mapped for normal plays.
Say hi to the world where guys ask for a dq to change HP to something ridiculously low cuz a top player can't pp farm it with HR.
Sad day.
I don't design my maps for modplay either but if it's just and only HP drain, I am okay with it- keep in mind the slider will still punish you (hard) if you screw up right before it, it's just not gonna kill you 100% on it's own but drag you down to ~25-30% instead; won't change a whole lot for nomod play actually, I believe.
Ahhh sorry I checked the map and I didn't found the long sliders and I was fucked up xp_index wrote:
DQ for long sliders ? Serious ? This is not a DQ reason _index :/ByBy_ChAn wrote:
congratz with new dragonforce map, but i highly suggest to DQ it and fix long slider somewhere near 2300 combo as it pretty much drains all HP with HR on
Q.Q
did you really finished reading on my post, or just wrote instantly after DQ words?
anyway nvm, Jenny already agreed on HP workaround