Hi, sorry, but according to this image, the artist should be "tofubeats feat. Liz".
lmao how many more of these metadata banner mistakes are thereMonstrata wrote:
Hi, sorry, but according to this image, the artist should be "tofubeats feat. Liz".
I'm going for the added edgy feel by having banner be inconsistent with metadata!Monstrata wrote:
Hi, sorry, but according to this image, the artist should be "tofubeats feat. Liz".
Its a sick new copypastafieryrage wrote:
that's what they said about the big black btw so that's not really a valid argument
also promethean kings lol
reply to my mod, it's been requalified twice without a reply and going through the points in the editor it is clear you did not apply it without replying or anything like thatKaifin wrote:
top diff
02:04:836 (1) - think this would be cooler if it was just a circle, since there is no vocal here and you presumably are using the 1/8 sliders because of the vocal on 02:04:555 (1) -, also later you decide to use an extended slider here instead of mapping this note at 02:07:649 (1) - so is there a reason for that inconsistency? can't tell if the sound changes but it sounds the exact same to me
02:04:930 (1) - accidental lower volume? it sounds really weird, would bump it up to 60 cause it makes it sound like a missed sampleset
02:07:555 (2) - should be a 1/8 slider for consistency with 02:04:555 -
02:08:680 (2) - why map this note when you dont map it at any of the gaps like 02:02:680 - or 02:05:680 - where it's just as strong? if you insist on mapping this note please make it a 1/4 slider because 02:08:680 (2,1) - this sort of spacing/structure really reads as a 1/4 gap not a 1/2 one
02:12:055 (1,2) - if these sliders were a bit slower sv then 02:12:430 (1) - would be a lot more emphasized, since there are no real huge emphasized sounds on these notes when compared to 02:12:430 (1) - i dont get why they need to be so fast
02:52:180 (1,2,3) - might want to make these a touch slower, really small window for the slider ends + it would read a little better since they're straight making them long af and can look like 1/4: just a minor thing though
that's actually breaking the bng rules lolKaifin wrote:
reply to my mod, it's been requalified twice without a reply and going through the points in the editor it is clear you did not apply it without replying or anything like that
i don't think AR10 is much of a problem (or i didn't personally have the issue you're mentioning), maybe it's just you? regardless i think lowering the AR to 9.6 would make a few parts worse, iirc anything below AR10 messes up the taiko stack near the end. more importantly, i don't think the 320bpm back and forth jump part would play well for most people on a lower AR. not at home so i can't link timestamps but you probably know what i'm talking aboutNyanaro wrote:
insane 10/10 mod
While i personally like this map otherwise, there is something i noticed while playing and would like to mention.
[Sweet Surrender]
When playing maps with high slider velocity and sudden hard-to-read jumps such as 01:42:243 (4) - A player requires time to read such sliders and jumps before actually clicking them. This combined with the map's AR10 makes high velocity sliders and jumps like this close to unplayable excluding players with beyond incredible reaction and reading skills (Which i would say are around 5 of.)
An example of a map similar to this is Hollow Wings' Halozy - Kikoku Doukoku Jigokuraku. This map features the same type of elements as the Sweet Surrender difficulty of CANDYYYLAND. How Hollow Wings' manages to handle reading objects for this map is using an approach rate lower than what the map would otherwise supposed to have, to give the player time to read these objects and patterns beforehand, making them entirely playable.
What i suggest for CANDYYYLAND's Sweet Surrender difficulty is the same. The AR should be lower so that the player could have more time reading the difficult sliders and jumps, making the map more playable and easier to read. I personally suggest AR9.6, but that would be up to the mapper to decide.
I too make maps to be strictly SS'able and especially complain about parts that play "unfairly" even though they're completely fine!Mir wrote:
Apparently those things in winber's diff are SSable just really inconsistently it seems.
Shiguma wrote:
I too make maps to be strictly SS'able and especially complain about parts that play "unfairly" even though they're completely fine!Mir wrote:
Apparently those things in winber's diff are SSable just really inconsistently it seems.
Sure the map might be overdone but your reasoning is piss poor and it's as if you didn't actually try to understand why the diff was mapped as it was
i feel bad for u probox i love u smProfessionalBox wrote:
dq this early just makes me feel like the next time this gets qualified there will be more mods that would have come in now because people only wake up to mod when the map gets qualified thats why I was hoping it would be qualified for atleast until friday when I start to fix... whatever I guess.
can we forget about alien? thanks.Mikii wrote:
if alien was rank y not this 1 2
Yo Probox man, did you even check these things ^ ?
While in essence fair this is pretty lol mechanics-wise. I suspected something like this but after watching the then #1 play on Winber's diff this didn't seem to be the case as how the player got a 300 on the slider was quite inconsistent despite not moving and being within that range.Sinnoh wrote:
It seems like there was a bit of concern on the W1nber sliders, let me just clear up why I considered them fine.
Slider tails only consider your position 36ms before the end of the slider, the rest of the tail doesn't matter.
Take 03:18:618 (1) - as an example, its tail is on 03:18:664.
664 - 618 = 46, which is how many ms the slider is.
36 / 46 = 78%, inverse it to 22%
This means you only need to hit 22% of the slider to SS it
W1nber's slider is 145 osu pixels tall when vertical
145 x 22% = 32
This means 12ms after hitting the slider, your cursor needs to be 32 osu pixels away from the head, this is a visualisation of where the slider ball is.
https://puu.sh/yrGx2/f3e6869783.png
That doesn't look too nice, but when you account that the slider ball is larger than the circle, you end up with this
https://puu.sh/yrH1a/29318c670b.png
In reality, the difference in aim is only 11 osu pixels. While the slider is intimidating, it's not nearly as bad as it looks. I already knew how slider bodies worked when nominating, and I considered it to be a fair use of the mechanic.
If you would like a more detailed explanation, Mo has you covered https://www.youtube.com/watch?v=zYAujNMPVbY
Mir wrote:
Alright, now for the winber diff which actually has just some questionably unfair gameplay aspects.winber's diff, while still pretty intense, suffers from fewer issues than the topdiff. The only clear issues I see are misrepresentation of the song through mapping generic rhythm (see 01:45:618 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - 02:24:618 (1,2,1,2,1,2) -03:02:868 (1,2,1,2,1,2,1,2) - etc) and the 1/8 slider gimmick is quite frankly unfair to play even if it's SSable. It's just really unclear how far to move to SS it, and as soon as you attempt to move to SS those, the reentry to the stream gets awkward.
- 01:00:243 (1,1) - This is too obscured. I guess i can tilt it the other way
- 00:12:618 - This section's sv changes are really unclear, mainly because at first glance it looks like you're lowering sv for the kicks, but then 00:15:243 (3) - should be lower, and 00:17:118 (1,2) - should be too. Basically here the unclarity of concept makes this whole section a pain to read and could be a lot better executed if a more consistent instrument/layer were emphasized with sv changes, as for now it just looks like they're made faster to be the same length and for the pattern which comes at the cost of readability and song expression. To be frank, the point was not to follow a specific instrument. It's to follow the general rhythm, and I knew fully well what I was doing is not particularly "easy" to read. The idea was make a pattern technically very easy to play for the experienced players, but give it a little more spice with the reading challenge. I also think it works particularly because I'm not moving the positions of the sliders at all. It's back and forth movement in the same spots pretty much the whole section. So basically what I'm focusing on is purely reading capability, though of course after 1 play through this section you can just "feel" the music and play it seamlessly anyway. I wasn't particularly trying to be very conventional to begin with in this map, and this is one of the variety of "colors" in style that the map gives
- 00:59:118 (2,3,4,5,6,1,2) - This part has a drastically lower density and intensity despite being still the same intensity in the song as the other parts. I think a buff is in order here to be consistent with how the other parts are represented. Alright since a few people are mentioning the same thing, I made the spacing a little bigger. I do agree the intensity is not particularly that much lower (if at all), but personally I felt like it was winding down
and not increasing in intensity at all, so I wanted to have the same feeling in the mapping, but I may "overemphasized" that fact.- 01:25:930 (5) - If you're gonna follow the melody mainly with this pattern this note is better off removed imo. Same for 01:27:149 (3) - Not particularly following specific instruments here, but the general "feel". I didn't particularly feel like the song was exactly "progressing"
any where but not winding down in any way. The back and forth movement along side the very small spacing and slow progression of the pattern matches with the constant 1/1/tick vocals in the back as well as the "steady" intensity of the music imo. I know very well I'm not mapping everything in the music,
nor am I trying to follow one particular thing. I just wanted something relatively easy and smooth to play, but not giving a lowering intensity kind of feeling,
and I just decided to go with back and forth movements and stacks.- 01:45:618 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1) - Yeah... same as topdiff I really don't see what this is mapped to and it seems quite misrepresentative of the actual buildup which is less the intensity mapped but more a soft buildup to lead into the actual buildup. perhaps it depends on he person where the "build up" begins, but I think the whole wind sound effect is quite the build up and the vocals right after it is more of a weaker "suspense" before the next section. You can interpret it differently, but as long as you're intentions are clear and reasonable, I see nothing wrong with doing it this way. It has been accepted that you can map short kick sliders as held notes if done properly, so albet there is not discrete notes played in the fx,
the constant hitcircles match the continuous rise in the sound and intensity- 02:00:618 (1) - These are fine. 02:09:430 (4,1) - When flow like this gets introduced, it gets questionable. It's quite an unfair gameplay element imo because you can't really be certain how far you have to move to 300 the first slider. Feels kinda rng. There is a special golden zone in timing that you need to hit as well as probably a spot on the slider itself to get a 300. if mastered, it's not too bad, but you actually don't need to move at all to get a 300
- 02:26:868 - Again contrast here is a bit much for the slight change in the melody, lowering sv to like 1.3x or something would be more reasonable. I'm also not really a fan of how 02:24:618 (1,2,1,2,1,2) - just sorta maps.. nothing. It's just 1/1 rhythm over the diverse rhythm choices the song is giving you here. small sliders follow vocals, big sliders follow the synth melody
- 03:02:868 (1,2,1,2,1,2,1,2) - Uhhhhhhhhhhhhhhh... this doesn't map anything specific and is really hard to expect. I think actually mapping the melody here would be more representative than this. The whole second section is a turnaround of the first. All sliders are hitcircles and all hitcircles are sliders in addition to the fact that all sliders are all very low SV. You may not agree with it, but I felt like the whole idea of the map was to really demonstrate the "colors" so to speak of the song as there is so many different things that are going on and that could be mapped, literalyl every section
is mapped very distinguishably different as well as mapped to different things depending on what felt prominent (or even just a different outlook on an already defined style)- 03:18:617 (1,2,3,4,5,6,7,8) - This is very questionable as well. It's too unrealistic to fully 300 this pattern consistently because the distance to move to 300 the first slider is so unclear. It's also really awkward to hit these if you actually move to try to 300 the first slider. The #1 player on this diff didn't move at all to hit these and got a 300 on some and 100 on others based on the position of the stream after it. It just seems really unclear and the rng aspect of it is the unfair point that I'm making here. with good accuracy (rhythmically) you actually will 300 these. Also just as a side note, this is also in line with my previuos statement about emphasizing different parts of the music and colors, namely that i followed the streams in the back more strongly than the main synth melody. I'm just mentioning it cuz I am not just making different cuz I can. I feel like the theme of the map was this "colorfulness" so I just wanted to continue mapping different parts of the music (of course also out of fun as well, not just my mapping intent)
true it's a little generic, but at the same time, it greatly contrasts with the difficulties of the other sections, whether it reading difficulty,
technical difficulty, or just accuracy difficulty, etc. Sure i'm trying to be "special", and whether or not I executed that unique style adequately or not is up to the player to decide, but I think if my intentions are clear, and the patterns are within reason, there are no reasons to condone maps like this. I think fanzhen's diff lies in the same boat, very different and unique, but although I felt the the emphasis and some patterns were whack as fuk, i appreciate the novelty and thought that went into some of the patterns.
within reason is a pretty broad statement, and will probably change as players get better, but the point is that mapping is technically still a creative outlet.
There is bad art, but there are also unique styles of art that are just different. it's just a matter of trying to interpret what exactly it's trying to evoke, rather than just basing its worth on first impressions
I hope you can give me a point-by-point reply and that we can come to a consensus.
EDIT: Apparently those things in winber's diff are SSable just really inconsistently it seems.
handsome wrote:
ya
Hakura wrote:
Hakura wrote:
Hakura wrote:
Hakura wrote:
Hakura wrote:
Hakura wrote:
Mir wrote:
Sweet Surrender
- 00:14:118 - This SV in this section feels much too high for the calmness of the song. When a normal 1/2 slider goes half-way across the screen in a part that only has the addition of drums and a few more notes in the melody from 00:00:618 - I think it's a bit much. Lowering it to .8x or .9x would fit a lot more than 1.2x in my opinion. previous buiodup sliders wer 1.10 and they felt fin too, pretty natural to use 1.2 here.
- 01:36:618 (1,2,3,4,5) - This is not really acceptable imo, this sort of spacing/rhythm concept was never introduced before this and such a massive emphasis on 01:36:993 (4) - is so overrepresentative of the small variation in percussion there that it feels out of place. sure
- 01:50:118 (1,2,3) - The song's rhythm actually changes here, it's not the same as 01:49:368 (1,2,3) - at all. It's actually more along these lines than what you currently have. It feels really weird to play as it is too. right
- 01:53:493 (1,2,1,2,3) - would be nice to emphasize the "ooo" sound at 01:54:243 - like every other buildup does: 01:30:243 (1) - 00:41:868 (1,1,1,1) - 02:42:243 (1) - . Would look a lot more consistent and representative.sure
- 02:13:743 (3,1,2) - Also plays unintuitively imo, you need so much velocity to even begin to finish the entirety of 02:14:118 (1,2,1,2,1,2,1) - and this arrangement does not provide that initial speed at all. Would suggest a different arrangement (probably one that has a lot of pull-back movement like this) instead. can't see how it's an improvement considering there's basicaclly 0 player movement as he prepares for the next pattern. in fact i think a slider there might cause too much clutter which was something i tried to avoid
- 02:14:118 (1,2,1,2,1,2,1,1,2,1,2) - This is just a little bit overboard I think. It's not representative of the actual intensity here and the movement contradicts the concept of the pattern itself. Seeing as 02:14:118 (1,2,1,2,1,2) - decreases for the same pitch (which it shouldn't) but 02:14:868 (1,2,1,2,1) - doesn't. I think this section really needs to be reconsidered in terms of intensity. 02:17:118 (1,2,1,2,1,2,1,1,2,1,2,1) - As well suffers the same problems except the spacing is even higher than before (even though the song is the same intensity as the previous pattern) can see where you're coming from but i'm thinking more of the bigger picture here, where the spacing only increases when it's building up to the 1/8 parts, all other parts are decreasing instead, which to me is easier to read, and grasp the rhythm on.
- 02:15:618 (1,2,1,1,2,1,1,2,1,1,2,1) - This is frankly ridiculous, it's a completely new concept that plays so much differently from anything else in this kiai. Not only that but it increases in intensity when the song is constant throughout, the same flaw that 02:14:118 (1,2,1,2,1,2,1,1,2,1,2,1) - has. The reading spike this induces is quite high and unexpected and the biggest issue is just how out-of-the-blue this is and unfitting with the map in general. it's a ridiculous concept, yes. but i've pretty much made it out to be as clear as possible, with minimal clutter. anything smaller would be far too cluttered and probably feel too similar to the previous 1-2 sections, while anything larger would yeah you get the idea. also, stop bringing up spacing = intensity might as well unrank half the maps in qualified while you're at it. like you previously mentioned, momentum and pattern recognition plays a big part as too why increasing spacing makes sense, from a player's perspective. i'm open to changes & suggestions but right now it's where i'm satisfied with how it looks and plays.
- 02:24:149 (1,2,1,2,1,2) - Again while at least this time the pitch/intensity does increase, the spacing is just a bit overdone imo. I think just something like this would fit a lot more and give the same effect. very different feedback to the player, one requires far more aim rhythm than the other, which is fully intended
- 02:48:524 (4,1) - There's been some crazy jumps but this one seems a little excessive. sure
- 02:49:555 (1,2,3) - This rhythm doesn't even follow the song, like, at all. The start of this phrase is on 02:49:368 - which is in the previous pattern. 02:49:930 - This is the start of the next phrase but ends on the last note of the phrase of the previous pattern. Basically what I'm saying is if you deleted 02:49:368 (3) - and moved back 02:49:555 (1,2,3) - to that spot it would fit what the song is doing. 02:49:930 - This note also gets zero emphasis despite being fairly prominent and syncopated as it just blends into the previous pattern. sure, never really liked this section
- 02:50:118 (1,2,3,4,1,2,3,4,1) - Mapping all of this melody just to end on the drums at 02:50:868 (1,2,3) - seems a little sudden and a bit odd of a switch. I think that it would make more sense to continue following the melody as the drums are really secondary here, and the melody hits such a peak that gets ignored just to follow the 3/4 drums not even with sliders, but with circles. sure
- 02:52:180 (1,2,3) - This sounds no different in the song than 02:51:805 (1,2,3) - so adding 1/8 sliders doesn't really seem all that appropriate. sure
- 02:55:930 (1) - This note is overmapped, the melody starts on 02:56:024 - and for a pattern like this it would probably be beneficial to follow exactly what the melody is doing, especially since this is the only overmapped note in this stacked pattern. Apparently it is playable too but introducing this as a concept near the end of the map is a little bit unfair as well as this is very reading-heavy and no stacking like this was ever done before in the map. It feels like another out-of-the-blue addition to the map's already plentiful concepts. no its not
- 02:57:618 (1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,1,2,3,4,5,6,7,8) - This is backwards, in my opinion. The song increases linearly from start to end, but the pattern density decreases from start to end. It would make more sense to start with circles and end with 1/8 sliders than vice versa here. clap thingies are got 1/8s and they slowly get overpowered by the buildup synth which i think is better represented with the looseness of circles
- 03:13:743 (1,2) - This feels awkward and doesn't follow the rhythm of the song here, what would be more accurate is this. This persists throughout this kiai and feels really off especially when there's barely anything on the blue tick there. there's plenty of anything going on the blue tick there
ailv wrote:
00:53:868 (1,2,3,4) - imo these prolly should move upward to match raising pitch and intensity imo no
00:54:618 (1) - ctrl-g to match pitch , u can move it up too to maintain same spacing imo no
00:55:368 (1,2,3,4) - nc imo no
01:40:368 (1,2,3) - why's the spacing so low here, compared to 01:39:618 (1,2,3,4) - or 01:41:118 (1,2,3,4) - or 01:45:618 (1,2,1,2,1,2) - ?
I don't really get why you ignore the 1/4th in these either. it's a gradual decrease in spacing so that the 1/1 stack feels more natural and not a 'stop-and-go' 1/1 stack.
02:23:680 (1) - why not two circles to maintain consistency with the prior section no idea what you're talking about
01:48:618 (1,2,3) - idk what this rhythm is supposed to capture, you missed the syncopated melody on 01:48:993 - 3/4 synths
hi-mei wrote:
Sweet Surrender
Structure:
00:55:930 (1,1,2,3) - I mentioned that thing already, you didnt prepare the player for such flow burst. flow burst bro
What i mean here, is that you dont really know what it is when you see it. The structure you built is deluding. Here is another example:
00:55:930 (1,1,2,3) - and 01:24:243 (1,1,2,3) - these are literally the same pattern-wsem so the player is getting ready for huge triplet, but LOLJK its not. its 1/2s. try playing the map, not looking in edit
01:45:055 (2,3,4) - thats too much in my opinion, its ok when you break the triplets into something like 01:36:805 (2,3,4) - its cool and at least has a flow in it (but still, its 1/4s the f...?) This is also the place where most of players fail. no its not
01:53:680 (2,1) - compare it to 01:51:805 (2,1) - this spike is HUGE and indicates literally nothing (another Candy-Candy chorus), here you got a strong beat 01:53:868 (1) - and no spacing to the previous slider end at all. not strong
02:15:805 (1) - 02:16:180 - 02:16:555 - 02:16:930 - this stuff if where most of players fails at, why? because you didnt restructure these slow sliders (at least make them straight like here 00:42:993 (1) - or here 02:18:243 (1) - ) the biggest flaw of this map in my opinion there is a restructure, with NC and lower spacing for the next note
02:55:930 - so this thing. It lacks 3 (flow, emphasis, structure) out of 4 the most important things in mapping (rhythm is left). You basically removed the visual aspect of the game here. Everyone gets misses/100s/50s cuz of it. I would suggest to make an offset x=2 at least. ?
03:15:243 (1) - you sacrificed structure/flow for aesthetics here. But how is this expected? hard to make sense of what you're saying, really
Hitsounding:
Few words about hitsounds in general:
01:12:805 - till this point there are no rhythm in your hitsounding at all, ???????????
00:39:055 (2) - 00:39:430 (2) - this hitsounds are really questionable, i mean, i basically have no idea why is 00:39:055 (2) - has a Normal and not add/soft+whistle (like this 00:39:430 (2) - )
OR
why is 00:39:430 (2) - add/soft+whistle? You got 4 sounds, 00:38:868 - 00:39:055 - 00:39:243 - 00:39:430 - 1,3 are loud, 2,4 are quiet, but instead of replicating this into music you make these 3 as loud ones 00:38:868 (1,2,1) - and the last one 00:39:430 (2) - as a quite, despite all of them has the same placement and speed. whistle
Flow:
00:52:180 (1,2,3) - its really hard to read, you did kinda similar thing with triplet here 00:48:618 (1,2,3,4) - but it was rather a hold-stream. where in the world are you drawing comparisons from these
02:00:618 (1,1) - 02:09:993 (1) - 03:06:243 (1) - I think that sliders like that should be more simple form-wise, because most of players are struggling in hitting these (i actually watched Yaong's and OPJames replays). My suggestion is to nerf it, like 20% less SV. Let people bitch about fast sliders on hollow wings maps.
Aesthetics:
00:23:118 (1) - it doesnt reflect the music properly, 00:23:868 - this thing is a new sound measure, even being a part of 00:23:118 - doesnt make it that dependent to previous vocal phrase. no
Kaifin wrote:
02:52:180 (1,2,3) - might want to make these a touch slower, really small window for the slider ends + it would read a little better since they're straight making them long af and can look like 1/4: just a minor thing though
reply to my mod, it's been requalified twice without a reply and going through the points in the editor it is clear you did not apply it without replying or anything like that i replied u bro dont fglame me
Nathan wrote:
https://osu.ppy.sh/community/forums/topics/634624
yoooooo today i tried to buy a candy bar from a vending machine and it got stuck i blame this mapset give me my dollar back probox
handsome wrote:
no
handsome wrote:
not strong
feels like I am not that welcomed here eh? Nice arguments at the end of 2017!handsome wrote:
???????????
does it even matter if that thing is strong or not? You placed a finish and NC there, which means you considered it as strong.handsome wrote:
01:53:680 (2,1) - compare it to 01:51:805 (2,1) - this spike is HUGE and indicates literally nothing (another Candy-Candy chorus), here you got a strong beat 01:53:868 (1) - and no spacing to the previous slider end at all. not strong
Why do you answering a question with another question?handsome wrote:
00:52:180 (1,2,3) - its really hard to read, you did kinda similar thing with triplet here 00:48:618 (1,2,3,4) - but it was rather a hold-stream. where in the world are you drawing comparisons from these
It is more thats insufficient, you have to differentiate visually what is slow and what is not, these are having the same form concept.handsome wrote:
02:15:805 (1) - 02:16:180 - 02:16:555 - 02:16:930 - this stuff if where most of players fails at, why? because you didnt restructure these slow sliders (at least make them straight like here 00:42:993 (1) - or here 02:18:243 (1) - ) the biggest flaw of this map in my opinion there is a restructure, with NC and lower spacing for the next note
yes.handsome wrote:
00:23:118 (1) - it doesnt reflect the music properly, 00:23:868 - this thing is a new sound measure, even being a part of 00:23:118 - doesnt make it that dependent to previous vocal phrase. no
Dont you see the SV gap here? from 2x to 0.2x? just to make sure that 03:15:243 (1) - stacked with 03:14:680 (1,2) - ????handsome wrote:
03:15:243 (1) - you sacrificed structure/flow for aesthetics here. But how is this expected? hard to make sense of what you're saying, really
Thats the objective flaw, we are mappers and we supposed to estimate the map from editor. If you use 2 objectively the same patterns on a different sound phrases it forces the player to completely give up on memorization and just to read the map from what he sees.handsome wrote:
00:55:930 (1,1,2,3) - and 01:24:243 (1,1,2,3) - these are literally the same pattern-wsem so the player is getting ready for huge triplet, but LOLJK its not. its 1/2s. try playing the map, not looking in edit