29
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
nothing changed for now, but thanksgoodbye wrote:
[RLC]
01:24:670 (2,3) - how about Interchanging the positon to follow the flow the flow right now is all counterclockwise for that part, so i'll keep those two notes where they are
01:27:520 (5,6) - the pattern is not such good i like the sharp movement to end the kiai
goodbye wrote:
[Easy]
00:00:970 (1,2) - 一上来这边可能会不太好抓住节奏,换成slider? 能坑点pc就更好了。。slider其实也无不可就是
00:16:870 (2) - 左右其实长得差不多,干嘛不直接对称……因为spacing和角度,可以治疗颈椎病
01:02:470 (2) - 延长1/2?嘛打起来确实也没问题就是 Easy不是很敢搞花的
[Normal]
00:30:070 (1) - 靠这么近还加个变速有点坑 感觉不得已。。
[Hard]
00:31:870 (3) - 不好看 冤枉
[Skystar]
00:41:020 (3,4,5,6) - 歪了 稍微修正了
01:15:370 (3) - NC一发?有点看不清(擦了擦眼镜 估计没办法
[Rin]
01:16:420 (4,5,6,1) - 歪了 好
01:43:270 (1,2,3,4,5) - 歪成这样能见人? 本意就是歪的不要不服
01:51:970 (2,3,1) - 间距有点不太好看 好了一点应该
[Pokie]
02:21:520 (1,2,3) - 感觉无论是整体的位置也好还是3的位置也好都有点小失误
看完感觉我的近视度数加了,我觉得为了广大modder的眼睛着想你还是快点找MAT吧
just no D:NatsumeRin wrote:
it's possible (just would be hard to get XATs.....)
Frostmourne wrote:
just no D:NatsumeRin wrote:
it's possible (just would be hard to get XATs.....)
General
fine !
Easy
01:22:870 (1) - finish head here , for being consistent with this in the other kiai part 02:59:170 (1) - ok.
02:53:170 (3) - not a big problem, maybe intentional but a bit overlapping here is quite strange imo , mind moving it a bit ? done.
03:03:970 (1) - ^ consistent with 01:26:470 (2) - 's end added
Normal
00:28:870 (3,1) - eh.. spacing ? , I don't know if it's ok since it's quite a short gap as it's 2/1 between them i guess it's ok.
02:42:070 (2,1) - ^ as 02:42:970 has the sound in the music too so it might be something guessable and people will get missed, quite a short gap like above
would be better if you consider adding note here 02:42:970 i want a "gradually faster" effect here so it would break that...
03:03:970 (1) - finish head ? reason is the same as the Easy diff added
03:08:652 (1) - ^ if you added in the Easy diff added
Hard
01:27:670 (7) - finish as you did in previous diffs fixed.
02:56:920 (2,3) - ctrl+g ? , I went wrong way (I moved to (3) before (2)) just in my opinion , I feel it plays better and more expected from hereok.not!
03:00:370 (1,2,3,4,5,6,1) - from overview here , when looking through the playmode, I find 03:01:420 (6) - a bit overlapped with 03:01:570 (1) -
it's not that overlapping but it's a bit short when you compare with these distances 03:00:670 (2,3,4) - should be better now.
03:03:970 (1) - finish head here ? if you did in Easy diff done.
03:06:604 (2) - I believe that this plays better on ctrl+g as it will be flowing similarly with 03:06:896 (3,4) - ok.
Rin
01:27:220 (4,5,6) - move this whole note to x:120 y:176 ? (balance with 2.0 spacing also) well... k.
it comes to this because from 01:25:270 (1,2,3,4,5,6) - , they have large spacings so it gives the feeling this flow goes better with larger spacing like this
have to say that the current is quite too short (found it from test play)
03:08:262 (3) - I'm worried about this one , it goes to the way that it has many stacks from other notes and
this note's color is quite dark so it's the hard spot to go on would probably break this pattern so no...
03:10:581 (2,1) - would you mind moving these notes a bit closer to each other ? as you did on 03:10:009 (2,1) - and 03:10:295 (2,1) -
as you keep them like this
the distance from (2) to (1) here is extremely minor.. but with this speed, it's quite annoying sometimes to keep on the flow
it needs a bit work if you choose to move it changed a bit.
Skystar
00:58:870 (1,2,3,4) - maybe something like this ?
because I think players will not even expect this 1/4 double notes so to expand them like this will help read easier and 01:01:270 (2,3,4,5) - will be readable because players knew the logic already. nice idea.
Taiko are fine.
so call me back after you guys applied these suggestions
goodbye wrote:
[Pokie]
02:21:520 (1,2,3) - 感觉无论是整体的位置也好还是3的位置也好都有点小失误 Done
Frostmourne wrote:
Pokie
01:11:020 (2,3) - you may want to shape a star but as the flow from 01:10:270 (4) - to 01:10:495 (5) - and then suddenly goes to 01:11:170 (3) - will be more amazing
so I think ctrl+g here 01:11:020 (2,3) - will play really really better imo (I tested many times and it worked really well) Adjusted a bit on these notes
Frostmourne wrote:
Hell has begun ....