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Reason is simple... for the pattern it's playable but probably hard to read... compared to let players retry later, i'd rather put it a earlier time.Dark Fang wrote:
awesome :OO
btw just saying.
[Rin]
00:15:064 - why do not you try use two 1/3 repeat slider 00:34:264 - like this. because music thus, the difficulty has been upsurge from 00:10:564 . Players should be adapt follow the difficulty. In the process, 1/3 circle pattern feel too hard. or reduce difficulty than current. IMO
Star~ \:D/
It's in pending because i'm lazy to change it to WIP every time i submit...lolcubes wrote:
Since I actually like the maps on the base level, I really don't like how certain patterns play in general, mostly cause they break the flow, and this is what kills this mapset for me. I have played through Rin and Skystar diff currently.
I will label things in red what absolutely must be changed no matter what. In regular black will be things that should probably get changed but don't just dismiss them without even considering the reason why am I suggesting that. I respect the style but sometimes I feel that it just doesn't work and should change because it impairs the playability without any good reason.
I'm getting offset 76~78 for this. I'll ask more to check, but keep it now because i'm pretty confident with the current one. (both listening and testing..)
[Rin]In addition, there are a lot of moments where some jumps felt like they are forced, 02:54:364 (1,2,3,4,5,6,7) - this whole combo kinda flows badly, and some other patterns are generally quite hidden, but I guess that's not that bad.
- 00:11:914 (4) - Considering the movement required here, if you ctrl+g this it plays better. Listen to the pitch, it goes E-C-E-C, that's why i use such a placement here (i admit, not in all parts, sometimes i have to break it for other reasons, 00:35:764 (2,3) - etc), you could check 00:12:964 (3,4) - too, i use a different way because the sound works different.
- 00:14:914 (4,5,1,1,2,3,1) - Eh, this is unreadable because of the hitbursts. You can't notice that the last object is a slider. I know it's your style to use overlaps to your advantage but this just doesn't work if you ask me. The flow here is bad. http://puu.sh/1W65q http://puu.sh/1W675I The tail of the slider is obvious and as i could remember, such kind of overlap is fine. I don't mind a discuss about this, but won't change for now. Edit: if stack to 5, it makes the spacing quite weird.
- 00:31:114 (4) - ctrl+g please, this jump breaks the flow. As explained before.
- 00:33:514 (4) - Same here. If you really don't want to, try reversing the slider 3 in these two cases then, it flows better and preserves already high spacing. same.
- 01:12:864 (3,1) - This and all instances of this are actually quite a lot harder than it looks like, at least on mouse. http://osu.ppy.sh/ss/593647 this is more classic but it flows well. I'm pretty sure this change would break the feeling of those 1/3s (they should be in group not only combo colors, but also placements)
- 02:31:189 (2) - Is this note really necessary? not. both way is fine to me
- 02:53:389 (2) - Bigger spacing here please, it's hard to read considering the fast pacing. I think after the 1st kiai, players should already know this beat, also in the later stream, i want a effect that it flys very close to 2 http://puu.sh/1W6md, put it further may cause some problems.
- 03:02:989 (2) - This one is even more important, needs much bigger spacing. I don't think so. When you're playing a pattern here, you should get how music plays here (it's the 4th time already)
- 03:08:931 (2,3) - Visibility here needs to be better. Even on a still screenshot you won't notice the slider at a glance, you will really have to focus. http://puu.sh/1W6sw ..ehh..won't? For pros, focusing on such objects shouldn't be that hard (asked about 10 testplays but only 1 or 2 get 100 here.
RLC wrote:
mod :3
[Rin]
- 00:36:964 (1) - the sliders before this get all steeper, but this suddenly flattens out... maybe start 00:36:064 (1) - flatter and make it so that 00:36:964 (1) - is the steepest? Just for the best visual effect imo.. nothing really special here.
- 00:54:514 - it'd be nice to have something here, since the beat is pretty strong in this section (like you did at 02:11:314 (2) - ) whatever.. added.
- 01:40:264 (3,4) - these feel awkwardly close, maybe move (3) left a little it may looks like that... but when design, i checked the beginning of these sliders.. Don't have better ideas yet.
- 02:16:564 (4) - rotate this -15 degrees about itself? so that the diagonal symmetry is better ...not that much... if you have to say, it's like 5 degrees
- 02:40:714 (1,1) - these match beats in the music, but 02:42:514 (1,1) - these don't. I would use something different for the first two than for the last two, to distinguish them yep, this makes sense, i just didn't find a better way to solve it. Between constanly 1/4s it's kinda hard to do ...
- 03:08:256 (3) - i would advise against hiding this... the spaced 1/4 immediately before it is already very challenging, the hidden note adds a LOT of reading strain maybe...? this needs more test for it.
- 03:22:147 (1,2,3,4) - i think this would better match the intensity of the music if it was tilted like your other symmetries considered to slow down it... anyway not much time before the BPM-decreasing part.
Please post scoreboard? You can play [Rin] and [Skystar] with HD and get >95%?Amamiya Yuko wrote:
hi, I can play it with HD without any problem. Oh well I'm just the difficulty's creator so I know that the all hidden patterns, right?
There is a technical problem that notes are completely invisible unless you're using a skin with invisible hitbursts and transparent hitcircles. I was under the impression that this is unrankable, sorry if I'm wrong. There is a difference between "hard to see" and "completely invisible". In the case of circles that are perfectly stacked under slider starts or ends within 1/1 and 2/1 timing, it's completely invisible.NatsumeRin wrote:
When you're commenting some notes "unreadable", try to think a bit more if it's a technical problem, or just "hard to see", this is quite different.
Hitcircles must never be hidden under slidertracks. Whether a hitcircle is partially or completely under a slidertrack, it is confusing for the player to read. Insane difficulties are the only exception to this rule.I hope you're not creating your own rules, also what you mentioned is even not stack under slidertrack.
差評Snowy Dream wrote:
这个Rin diff真是比利己主义难多了 差评