irc discussed this issue, this should be fine now.
to next BN I need to update something so plz don't heart this now
to next BN I need to update something so plz don't heart this now
no change for now, as we could not control the sound produce errors. when the actual red line is correct, and certain instruments got slightly unsnapped, we go with the intended rhythm instead of adding a new line.Wafu wrote:
Had a discussion with Bakari and Okorin and I got a sort of an agreement with them. There were some more things mentioned and we mostly agreed that ignoring all of the possible options makes a little sense here. I won't speak for them to avoid inaccuracies, they're free to come here with their own version. Here are some issues that were brought up during the discussion, or whatever I noticed after a more thorough inspection of the map.
Red = Not allowed/potentionally causing DQ
Bold = Mostly important, partially subjective, address this properly
Regular = Subjective opinion, try it out but don't obey my opinion if yours is essentially different
[Hard][Pata-Mon's Normal]
- Part 00:03:187 - to 00:10:075 - is using many prolonged sliders that do not end on any sound. While I don't consider that a big issue, it doesn't make a sense for it to give the same feedback as objects that are actually mapped to the music. Therefore, the volume should be adjusted accordingly. This is a minor change, but can easily improve the quality of the map and give a more pleasant feedback. The sliders end on such places that create rhythms that are not usual in music and are rather random, making it sound confusing for that reason. Lowering the volume would be enough.
- 01:07:631 (1,2,3) - Very similar to above. Adjusting the volume would be just enough to prevent this problem.
- 00:06:520 - This sound doesn't need to be ignored as it's quite more significant than 00:06:631 - .
- 00:06:742 (1) - This object is significantly off-beat. It is about 30ms earlier than it's supposed to be.
- 00:07:186 (2) - Same as above. The circle is about 30ms earlier.
- 00:08:075 (5) - Same as above, although the circle is delayed now. It's later about 20ms.
- 00:08:521 (1) - This slider is way too early. It's about 80ms earlier than any peak sound in the song.
- The part 00:03:187 - to 00:10:075 - is using quite loud sliderticks, I would say they should be a bit lower in volume. They're probably as significant as hitnormals, this should be a bit more balanced.
- 00:19:187 (1) - The change from constant 1/1 spam doesn't seem to make much sense here. The swap strictly to the strings seems to be rather random.
- 00:35:186 (1,1) - These sliders don't seem to be snapped to the vocals correctly. As there are only vocals (and violin that starts after them), you'll need to fix the timing here because it's a clickable object. There are many more, I recommend you to go through the whole vocal part to check any inaccuracies.
- While the spinners 02:04:202 (1,1,1) - were made to end on actual sounds, 02:07:938 (1,1,1) - suddenly started to ignore it. It would be more sensible to keep it consistent and fit to the song.
Generally, most of the custom hitsounds are nearly inaudible, making almost no impression. I highly recommend you to take a look at the volume of the files. I tried to increase the volume by a bit and it sounded much more rich than currently. Didn't even notice most of the hitsounds before. It's up to you, but it's still an issue that the hitsounds are barely audible.
- There is relatively a big issue regarding the spread. The Hard difficulty is primarily based on a lot of clicking, it contains 140 circles and 122 sliders, Normal contains 31 circles. Hard utilizes 1/1, 1/2 and 1/4 patterns and all of them actively in a relatively significant count. Meanwhile, the Normal is quite constantly filled with 1/1 patterns and several 1/2 patterns, most of which not consisting of circles. That means Normal is introducing 1/2 rhythms, but Hard is already a pretty advanced difficulty that doesn't introduce 1/4 rhythms, it is significantly filled with them which means that you are expected to be skilled in 1/4 patterns. Such a big gap in technique usage is not a sign of a good spread. I could advise making Normal a bit harder, using more 1/2 patterns and much more circles.
- The structure could look a lot more polished, but that's not my concern now.
Popping this because there are some unrankable issues and other major issues that could be harmlessly fixed. Please, try to answer every point accordingly with proper and sufficient reasoning. Good luck.
3187,461.538461538462,4,2,1,40,1,0
5956,405.405405405405,4,2,1,40,1,0
6766,454.545454545455,4,2,1,40,1,0
7220,759.493670886076,4,2,1,40,1,0
7409,674.157303370787,4,2,1,40,1,0
7746,615.384615384615,4,2,1,40,1,0
8053,500,4,2,1,40,1,0
8303,612.244897959184,4,2,1,40,1,0
8609,422.535211267606,4,2,1,40,1,0
10298,444.444444444444,4,2,1,40,1,0
If multiple people can agree on that, I'm fine with that, but it wouldn't make sense to click something that is clearly off.Shad0w1and wrote:
no change for now, as we could not control the sound produce errors. when the actual red line is correct, and certain instruments got slightly unsnapped, we go with the intended rhythm instead of adding a new line. this type of issues i have discussed a lot in my previous map sets. when they does not affect playing, we go with the intended rhythm.
I explained you exactly all the problems with the gap in one, thorough paragraph. "gap is fine" is seriously not a justification for a low quality spread.Shad0w1and wrote:
gap is fine. btw
I'm not giving you theory, I'm giving you facts. I base the argument on logic and music studies, not feelings. Something that doesn't logically make sense and especially is so easy to fix without giving any bad impression during the gameplay cannot be justified with a theory that sounds are supposed to be only full or muted, which on its own doesn't make logical sense.Shad0w1and wrote:
regarding the sliderend, I believe I have explained to you enough. reduced volume for sliderend is not a option for me on mapping, they are either muted or with full sound, when sliderends are not overlapping or stacking with the next item, in my theory they should have their full volume. this is not a big issue because we just have a different theory.
Generally, most of the custom hitsounds are nearly inaudible, making almost no impression. I highly recommend you to take a look at the volume of the files.The whistle hitsound is extremely annoying in kiai. It sounds super loud and it really does not reflect the song at all. Please, consider reducing its volume.
Yuii- wrote:
Hello! Got poked to check the two lower difficulties.
I mean, I am totally fine with the spread. Only thing I must complain about is 01:42:742 (1,2,3,1,2,3) - on Hard. This pattern makes a huge difficulty gap in terms of rhythm. Could you please replace these for 2 sliders instead? It would be way more lenient.
(Also why are 00:54:297 (4,5) - these stacked but 00:56:075 (4,5) - are not ).Generally, most of the custom hitsounds are nearly inaudible, making almost no impression. I highly recommend you to take a look at the volume of the files.The whistle hitsound is extremely annoying in kiai. It sounds super loud and it really does not reflect the song at all. Please, consider reducing its volume.
reduced volume for whistles.Okorin wrote:
was asked to post my opinion
as a 3 diffspread i don't think this thing works too well lol
the normal is minimalistic if you compare it to the things hard and insane map
in fact hard and insane almost do the same things while normal is like sitting there doing half as many things as hard
like you could easily fit a diff between the two that would actually make sense in a spread lol
i can see the problems you could have with buffing the normal so maybe that's a way out of that
the skills required to play the normal and then the skills expected in hard are at completely different levels while people that can play the hard can probably easily pass the insane as well
and i think that's the thing wafu has issues with
this one is because the two sliders will hint enough for players on that 01:40:964 (1,2) -Koiyuki wrote:
fine spread imo too.
Another thing i wanna mention is 01:42:742 (1,2,3,1,2,3) - in hard, 1/2 ds with 3/4 rhythm is quite sudden.
just a quick look <3
The longer drain time in Hard added literally 7 circles. I am not using object count as the only argument, it is certainly one of the things that ARE used to measure the difficulty. There are many factors that you need to consider and that's what I did. I personally think you could fill that one difficulty between these two, but maybe others don't think so.Shad0w1and wrote:
objects count is not used to measure the difficulty.
explained the second one: p/5813869Xinely wrote:
asked for spread here
imo its kinda questionable, because somehow its ok but somehow it isnt. imo it wont be hurt to change some sliders with few circles (i guess having 40would be good), also for hard 01:26:742 (1,2,3,4,5,6,7,8,9,10,1) - is quite hard and breaking spread when normal diff has 1/1 sliders only, and rhythms on hard basically same like Insane so nerfing that would be good
- 01:42:742 (1,2,3,1,2,3) - Hard diff i think players in hard diff usually get confuse to read 1/3 rhythms especially when all are circles and spacing is different with 01:40:964 (1,2) - so imo http://puu.sh/tZGi1/e3e4f7dfb8.jpg is more friendly for players (especially no easy diff here which means normal diff is Normal- ) , if the mapper agree then Insane diff should nerf the 1/3 circles jumps
(『悠久の翼』は英語に直して「eternal feather」になる)so I think "eternal feather" is not official title. then should be "Yuukyuu no Tsubasa". what do you think?
would be "eternal feather" if translate "Yuukyuu no Tsubasa" into English.
Please, don't refer to Wikipedia, but to official sources. The romanisation is correct.NewRulerNA wrote:
maybe the romanised title is incorrect?
JP:wiki - ef - a fairy tale of the two.(『悠久の翼』は英語に直して「eternal feather」になる)so I think "eternal feather" is not official title. then should be "Yuukyuu no Tsubasa". what do you think?
would be "eternal feather" if translate "Yuukyuu no Tsubasa" into English.