google translation wrote:
Why did God speak to UN figure I hacked him! ! ! ! ! ! ! ! ! ! ! ! ! ! !
hw要开创新时代
google translation wrote:
Why did God speak to UN figure I hacked him! ! ! ! ! ! ! ! ! ! ! ! ! ! !
233google oneechan moerezoons wrote:
google translation wrote:
Why did God speak to UN figure I hacked him! ! ! ! ! ! ! ! ! ! ! ! ! ! !
cs4 will be worse.Kodora wrote:
As a quick note, i suggest you use CS4 on Extra - it will made diff more readable and will better suit your AR choise.
Hum.... Can i ask you why? I mean, yeah i understand that people who pass the diff gives a more valuable opinion than those who can barely play it that's obvious, but i don't understand why not modding or mapping song makes their opinion more valuable too? I don't see why mapping or modding makes your judgement biaised. We're talking about the feeling of the map when you play it so how does it gets influenced that way? I'm really curious about it.wcx19911123 wrote:
most of them can pass the diff and they don't mod or map songs, I think this kind of people's opinions are more valuable
Also same can be done for CS too. I feel CS 3-4 too big sometimes for hardest diffs, so decimal value can be nice solution.rezoons wrote:
I wish there were some sort of AR9.5 in the game. Too bad it's not implemented.
well, because maps are made for playing first, if a map is bad for playing then it needs mods. playing always go in front of modding and mapping, playing skills developing faster than modding and mapping skillsrezoons wrote:
but i don't understand why not modding or mapping song makes their opinion more valuable too? I don't see why mapping or modding makes your judgement biaised.
Actually, the title should be romanised as Chi no Iro wa Kiiro (地の色は黄色 = ちのいろはきいろ = Chi no Iro wa Kiiro). The rule regarding translation versus romanisation is currently being discussed, but it doesn't hurt to start making map titles consistent now. It respects the original title and is peppy's preferred method.wcx19911123 wrote:
btw, someone pointed out the title issue to me after ranked, the original title is Japanese and has no official English translation, so the title should be Chi no Iro wa Kīro but not English(but I found the map is unranked when I was going to fix this by adding online tags, so I write down here instead)
This is an important thing to consider, mapping can and will change over time in order to facilitate new ideas.wcx19911123 wrote:
for example, nowadays, many players accept AR10, but many modders and mappers didn't, this's lag of modding developing imo. I don't know why, maybe it's because when we start mapping or modding songs, the elder told us "AR10 is bad, it's not acceptable", then we received that information and it effect us too much after a long time, it's no doubt that first impression is strongest
If you apply that (or SapphireGhost's fix, whatever), you should add "The Ground's Color is Yellow" to the tags.wcx19911123 wrote:
btw, someone pointed out the title issue to me after ranked, the original title is Japanese and has no official English translation, so the title should be Chi no Iro wa Kīro but not English(but I found the map is unranked when I was going to fix this by adding online tags, so I write down here instead)
I don't see anything hard to read. Just those stupid patterns that overlap each other and feel like they're there to piss you off. If less than 10% of the map is readable, that would mean to change your patterns instead of putting some dumb AR that doesn't even suit the map which was once mapped with AR 9.Hollow Wings wrote:
2. i'll keep AR10: as i said of ds stuff above, further more, there're lots of patterns set in this diff can't be read well by most of players in even ar9. eg. 00:11:684 (1,1,2,3,1,2,3,1,2,3,1,2,3) - , 01:02:101 (1,2,1,2,1) - or 02:28:768 (1,2,1,2,1) - . after long time playing i was aware of there always be hard to read the pattern if we set objs together even we clearly know about the rhythm, like overlap slider's track with notes or sliders, mess of notes or kick sliders and so on. i found people did will fell in chaos state when playing these patterns in low ar (just comparing some really old maps if u want to understand my words clearly) even their playing skills r good enough to fc common insane diffs. the high ar should be set for these patterns readble. i'm not telling that ar10 can be used everywhere, it's just fit the patttern here imo.
woaaa.... i checked this mod for over 2 hours, and i think this is just awesome to me... Charles445 u really godlike modder, i can't say more here... just say thank u again for helping me dealing with this map, thou this is still not a perfect map having well done enough stuff in, i still hope it can be re-ranked after all these works.Charles445 wrote:
Hi!
This mod's main intention is to prepare the set for ranking while maintaining the style of the mapper.
I have included pictures of alternate versions of sliders that try to keep the jagged bending nature you were going for while still being rankable. i've quickly looked over ur mod and i think they're really make sense to me everywhere... so amazing ur mod is, and i think that's why 445 u r not only a good mapper but also a good modder in my mind... ;w; (that's why u guys become bats? lol~
anyway, i'll check them attentively by detail (in a really slow speed thou... ;w;
[Normal]
The star rating is a tad high (3.24), it might be worth trying to make it easier. ok, thou i didn't suppose that to be a issue... ;w;
The overall new combos of the map are very inconsistent. Usually for a Normal it's a good idea to have one every big white tick.
So instead of something like http://puu.sh/63wxk.jpg, it would be like http://puu.sh/63wy8.jpg i agree with u, i went over the map and fixed most of nc issues like this (i kept some coz the pattern like 00:16:684 (1,2,3,4) -
00:58:559 (1,1) - There isn't enough time after the spinner to react to the slider. This is the easiest difficulty so the player should have extra time to stop spinning. Increase the distance between the spinner and the slider oh... well... seems like i have to shorten those sliders followed
01:00:018 (1) - This slider is not easy to follow because of the overlapping at the dotted line -> http://puu.sh/63woN.jpg fixed. i didn't regard this as a hard-to-read slider thou... now i know this is hard to noobs 0.0
01:20:018 (2) - The end is overlapping a lot, makes it extremely hard to see how long the slider takes. It's surrounded by slidertrack so it is ambiguous. -> http://puu.sh/63wcu.jpg fixed as well
02:26:684 (1) - This slider is overlaps a lot, there is a bunch of overlapping. The overlapping athe yellow lines makes this extremely hard to read. -> http://puu.sh/63wjM.jpg fixed
02:30:018 (2) - Overlaps make this hard to read. -> http://puu.sh/63wro.jpg fixed
02:40:018 (1) - Try not to have the end touching the previous part of the slider. It's harder to read when it's curled into a ball. fixed, consider to the low sv, ur mods really make sense
[Hard]
00:13:768 (2) - Move this to x:448 y:352 for better spacing? -> http://puu.sh/63wBN.jpg good idea, changed
00:27:102 (2) - I recommend moving this somewhere else so it isn't such a difficult antijump. yeah, same ds issue as above. i move 2 to 412,222 and blanket with 3 and 5
[Lunatic]
Awesome! Plays very well and uses combos for readability effectively. i'm happy that this diff is accepted ;w;
[Extra]
This difficulty was clearly designed for AR9, but got changed to AR10 post-bubble. You should probably change it back to AR9 to make sure the map works as originally intended. as for the ar, i've stated my opinion at 115th post in this thread, and hope ar10 can be accepted 0.0
00:11:684 - Are you sure about this triangle pattern? It's quite hard to read the first time around. that's exactly one of the reason to set ar10 in this diff
00:13:976 (1,1,1,1,1,1,3) - This pattern is had to read because the starts of the sliders show up in different places. If the sliders all started at the same point, this would be intuitive. oh... actually i think it would be a bit more difficult if i set all of these sliders' head stack to start from the same points, coz approach circles effect reading objs a lot and players may got confused at rhythm if they hit the obj in error timing point. however, if i clearly show the sliders' head out of that stack point, we can easily judge when and where to aim. on the other hand, maybe this is not just for a beautiful composing or symm, just some kind of pattern imo
00:26:684 (3) - This slider takes a while to leave the bottom because of the redpoints making it zigzag. It's hard to see the full slider underneath all the circles, and the slider track isn't immediately visible. I'd recommend only using redpoints near the end of the slider where they are easily visible. i completely agree with u, fixed to another slider shape.
00:43:976 (2) - The 1/8 doesn't quite fit here. I'd just use a 1/4 slider here. ok changed
01:00:018 (1) - This slider almost overlaps itself, I'd recommend ending the slider on the beginning of the 3 instead of the end. -> http://puu.sh/63xk6.jpg oh here, i changed this slider's shape for avoiding the bad overlap. but i fixed this by changing its shape while still ends on the end of 3, and i think it's fine as well 0.0
01:09:393 (2) - The repeat might be hard to see on some skins with the hitburst of 01:08:872 (2). I recommend moving the repeat away from the other circles so more people can play the difficulty with their skins. really? ok i fixed this issue by moving these stream notes but also sliders nearby. thx a lot for reminding this, i just didn't notice ;w;
01:32:518 (1) - This slider dips down very sharply at the end. I'd move the end more to the left so it doesn't overlap itself as much. -> http://puu.sh/63xtX.jpg
02:26:684 (1) - This slider would probably be easier to read if it ended on the start of the 3 instead of the end. -> http://puu.sh/63xBJ.jpg well... i just think that shape looks pretty cool and fits the sharp melody of violin in the song, while it didn't confuse players hitting this repeating slider. so... may i keep this? ;w;
02:33:351 (1) - Smoothen out the start and end of this slider. -> http://puu.sh/63xEx.jpg i agree, changed, but a bit different from urs. and also in order to keep a better ds and flow, i move 02:34:080 (2,3) - a bit as well
02:40:018 (1) - Avoid the overlap at the end. -> http://puu.sh/63xFX.jpg fixed, but i set the end on the right instead
02:46:684 (1) - Make the point at the beginning less dramatic and the ending less bent. -> http://puu.sh/63xIF.jpg agree, too. fixed
02:49:393 (2) - For maximum playability with most skins, I'd recommend not overlapping the repeat with the previous circle. The hitburst of the circle at 02:48:976 (1) makes the repeat hidden on many skins. thx for reminding this as well, moved to another position
02:59:185 (1) - Avoid the bend at the start and end, they are too sharp. -> http://puu.sh/63xOP.jpg for same reason i mentioned above, hope this can be accepted ;w;
That's pretty much it, the main issue is the hard to read sliders on the Normal and Extra. Hard has minor issues and Lunatic is fantastic.
If there's a problem with anything I suggested, please let me know and I can try to work out something that will suit your set. i learned a lot from ur mods in dealing with sliders, yeah... those slider overlapped themselves cause a really confusing reading issue to most players, and i'll notice to avoid this from now on i map things, thank u very much for ur general suggestion! OVO
that bpm much full imo with extra diffwcx19911123 wrote:
the Extra diff's design is totally like a 288 BPM.
tsuka wrote:
操 为什么要UN神图 我要砍死他!!!!!!!!!!!!!!!