thank you so much
nold_1702 wrote:
thank you so much
anyways, but please avoid covering up wrong rhythms with hitsounding in the future.Well...It this situation it's awesome so... Please keep doing it :c
01:22:064 (1,2,3,1,2,1,2,1) - The jumps are from white to red ticks here instead of from red to white ticks, which is inconsistent to other similar patterns like 01:23:950 (1,2,1,2) for example. It makes much more sense to stress the white ticks by using jumps from red to white.I didnt notice it while playing (and I played it more than once), wtf. who cares? Oo
but please avoid covering up wrong rhythms with hitsounding in the future.I am really sorry that you do not know how to create a new track by hitsounding, sometimes it is good and sometimes it is bad and I am sure I did quite good on parts 00:19:493 - 00:28:750 , 00:30:464 - 00:39:721 but not on 02:54:464 - 02:58:406. Thus, do not conclude creating new track is WRONG just because you do not know how to do nor can you understand what the new tracks stand for and then just blame they are WRONG. Many users liked my hitsound tracks, please I beg you do not use your only own standard to judge others thank you.
The hitsound used at 01:10:407 (2) and many other places mergesa lot with the music, so it doesn't give a lot of feedback to the players either. Please try to avoid using hitsounds that sound exactly like the sound they are following (without a hitnormal), it is no big difference to having no hitsound at all.Hello, I do not dare to bet you did not check the hitsound carefully but this mod is illegitimate. You claimed that there is no hitnormal at '01:10:407 (2) and many other places' but let us see, what is this:
Please also consider about SB LoadI know you are not familiar to SBing but at least please may you read Kibbleru's post before posting? Overloading for only 0.3 seconds is never a problem and this is NOT avoidable.
00:31:321 (4,1) - The movement between these slider was unintuitive for me. Since 00:30:807 (2,3,4) alternate directions, you would expect 00:31:493 (1) to go from left to right. It's also hard to read since the sliders are all overlapping, so most players (that can still pass and play the map well enough, like me) will have problems here. I'd recommend you to create a more intuitive movement here.I did not follow your view but remapped the whole part ,start from 00:30:464 to 00:39:550. Sorry.
01:05:435 (1,2,3,4,1) - These jumps are bigger than the 1/2-jumps in your previous section, although the music tones down. Please reduce these a bit. Same applies for 01:06:807 (1,2,3,4) - of course.Your logic of mapping is only to follow the volume to space objects but never premeditate other factors, right? Other than the volume, the sound on 01:05:435 (1,2,3,4) are brisker and the jumps are not that hard as you imagine.
01:22:064 (1,2,3,1,2,1,2,1) - The jumps are from white to red ticks here instead of from red to white ticks, which is inconsistent to other similar patterns like 01:23:950 (1,2,1,2) for example. It makes much more sense to stress the white ticks by using jumps from red to white.The jumps are from red ticks to white ticks here instead of from white to red ticks. Radically, it is all about the feeling to a song but no common standard to judge whether the jump should begin at white tick nor should the jump begin at red tick. My view, is to begin the jump at red tick, so as your contrary view, please do not use your own view to destroy one's creation.
01:49:321 (1,2,3,4,5,6,7,8) - Here it's exactly the opposite.. You got the jumps from white to red at 01:43:835 (1,2,3,4,5) and 01:46:064 (2,3,4,5,6,7) which makes sense with the background instrument, but it should be done consistently.Same as what I wrote on above.
02:52:064 (2,3,4) - The triplet starting at the white tick is unintuitive and random, since you didn't use it before. It would be better to get rid of the blue tick note.How can I get rid of blue tick notes while placing triplets? Is a triplet a triplet without 3/4 blue tick note? Besides, there is no rule district mapper to use a consistent rhythm from the beginning to the end of a song, why using different rhythm to delight players is a sin?
02:58:578 (1,1,1,1) - The music calms down very much here, so the huge spacings between these sliders feel out of place. They should be smaller, more similar to 02:59:092 (1,1,1) those spacings.You do not understand this logic perfectly. The piano sounds there sound 'random' so I placed random jumps , that is all. Piano=/= no jump.
00:36:293 (2,3) - ♥Eventually you understand how to appreciate other's creation, thank god.
01:09:550 (1,2,3,4) - It's hard to pretend that these sliders use 2.0x SV. They also seem exaggerated, since there are just equal drum sounds in the music that call or a stream rather than fast kick sliders.It would be harder to pretend if fanzhen map streams here as this difficulty does not include any other stream and more importantly, 2.0x SV is not hard to recognize , maybe it is just due to your lack of experience on playing, other players can recognize this clearly on their first play, please ask rrtyui if you doubt.
I'm just wondering why 01:07:835 (2,3) - are spaced like 1/2? You didn't do that for 01:06:464 (2,3) or 01:05:093 (2,3) so I would try something similar to that.It is an insane and is already clear enough to let players determine whether this is a 1/1 spacing or a 1/2 spacing.
Well doneSee ztrot's post, thanks in advance.WOW//, but the difficulty should be renamed to Advanced. There are so many reasons that make this much more difficult than a common Normal diff.. 01:54:121 (1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,5,6,7,8,1,2,3,4,1) - Huge number of circles in a row combined with 1/2 and 3/2-gaps, small jumps / distance spacing changes, more or less drastical SV-changes, complicated movements, stacks under slidertails etc. It fits the spread well, since Chloe's Hard is also really difficult, but it is not suitable for a Normal difficulty.
In relation to the above, this should then be renamed to Normal. It's on the simple side, but it doesn't really matter. 01:08:864 (1,2,1) - Stacking those sliders' tails can easily cause misreads and it's not suitable for the lowest diff.See ztrot's post;
02:10:578 (1,2,3) - Again, confusing stacking, combined with a really sharp movement. Please find a more straigt-forward solution for both patterns, avoiding stacks and sharp movements.
Good Luck!You as well.
don't u mean qat? /me runsYales wrote:
Yep. GG BN and thank you.
Ha, fixed. xD Whatever, le't just sit down and wait the requalifquation. The message was clear enough anyway.Kibbleru wrote:
don't u mean qat? /me runs
17:30 nold_1702: hi
17:30 nold_1702: why disappointing?
17:30 nold_1702: I can still change
17:30 Lizzy: i liked technonat. more like it was before
17:31 nold_1702: hello :D
17:31 Lizzy: yo!
17:31 Lizzy: felt much more engaging
17:31 nold_1702: but
17:31 nold_1702: I didn't change much
17:31 nold_1702: except the last part
17:31 nold_1702: you can update :o
17:31 nold_1702: :p
17:31 Lizzy: 00:30:464 - are you sure??
17:32 Lizzy: 00:31:321 (4) - hitnormal on end on purpose?
17:32 nold_1702: I am sure
17:32 nold_1702: I changed them back
17:32 nold_1702: 00:30:464
17:32 nold_1702: I didnt change hitsound of (4)
17:32 nold_1702: but moved its coordinate
17:33 Lizzy: just to make sure, redownloading
17:45 Lizzy: i've had a disconnect..
17:47 Lizzy: yes you're right
17:47 Lizzy: had a disconnect, sorry for that..
17:47 nold_1702: :D
17:47 nold_1702: no problem!
17:47 Lizzy: anyway
17:56 Lizzy: ok back
17:56 Lizzy: so
17:56 Lizzy: still feels a little odd, the intro parts
17:56 Lizzy: 00:30:978 - i swear something was different around here
17:57 nold_1702: 00:31:321 (4) - this object was moved
17:58 nold_1702: you really looked at this diff for many times I guess
17:58 nold_1702: how come you can recognize!
17:58 Lizzy: I've played it a hundred thousand times
17:58 Lizzy: not like it's hard heh
17:58 Lizzy: well, it's challenging and engaging
17:59 Lizzy: normally i delete things like this, but i decided to keep it just for what it is!
17:59 Lizzy: also
17:59 Lizzy: your efforts on hitsound and SB, they're astronomical
17:59 nold_1702: I am trying to find out the old verison before I changed
17:59 Lizzy: and not only that, look at those frigging inherited sections!
17:59 nold_1702: and I will then change it back
18:00 Lizzy: eye2.png - honestly, i don't get this little hoe
18:00 Lizzy: it's so out of place
18:00 nold_1702: haha
18:01 Lizzy: 02:54:550 - the additive hitsounds here are kinda loud
18:01 Lizzy: they hardly even blend in at first
18:04 nold_1702: please save this as log and post on thread
I do not disappoint anyone who was used to fond/ used to fond of this map. Many players reflected to me that the remapped parts (not the last part) are worse than before thus I changed back, no worries.Lizzy wrote:
disappointing..
but at least you keep at it. go for it!
Hollow Wings wrote:
requalified.
Desperate-kun wrote:
reCongratulations!
Kyubey wrote:
Desperate-kun wrote:
reCongratulations!
Kyubey wrote:
Desperate-kun wrote:
reCongratulations!
Qualified section refreshes now once per hour.nold_1702 wrote:
thank you all, but why i cannot view this map in the qualified map list?
http://osu.ppy.sh/p/beatmaplist?m=-1&r=11&g=0&la=0
Kyubey wrote:
Qualified section refreshes now once per hour.nold_1702 wrote:
thank you all, but why i cannot view this map in the qualified map list?
http://osu.ppy.sh/p/beatmaplist?m=-1&r=11&g=0&la=0
what a horrible mistake I made.Wookiezi wrote:
DJ S3RJ?
https://osu.ppy.sh/ss/2948232
aaaaaaand it's already ranked lmaonold_1702 wrote:
what a horrible mistake I made.Wookiezi wrote:
DJ S3RJ?
https://osu.ppy.sh/ss/2948232
Meh, doesn't bother me. Having this map ranked is way more important <3nold_1702 wrote:
what a horrible mistake I made.Wookiezi wrote:
DJ S3RJ?
https://osu.ppy.sh/ss/2948232
Arphimigon wrote:
This map is <3
This SB is <3
These hitsounds are <3
Take all the <3
lol it's not even a complaint, it's a feedback..nold_1702 wrote:
IMO your complaint is pointless.
It shouldn't be. Having this map perfect is way more important. (this can be fixed without unrank).Wookiezi wrote:
Meh, doesn't bother me. Having this map ranked is way more important <3nold_1702 wrote:
what a horrible mistake I made.
nold is 100% overmap. All of his maps are overmapped. They're usually done well. It's pointless to point this out unless you feel reminding him of his overmapping style will change him.[ Madoka ] wrote:
from this part 01:34:921 (1) - it's 100% overmap. I can't hear anything that supports these objects in the map. Why didn't anyone point this out either?
I wish Jenny's ver is included in here :'( it's such a good map for its time.
I'd like to see your map. Don't ever judge as if you were good at mappingMultiJoozie wrote:
Wkyik's insane very bad. Why put cirlces at a place where you can't hear anything -,- stupid. It's a game to tap on the beat, not on your imagination, Learn to map...
MultiJoozie wrote:
Wkyik's insane very bad. Why put cirlces at a place where you can't hear anything -,- stupid. It's a game to tap on the beat, not on your imagination, Learn to map...