Good luck jen!!
Aka wrote:
・why all of that effort on sliderticks? you could simply use silent slidertick as you are not using silent sliderslidesilencing all ticks makes kinda no sense with tick rate 2. consider using tr1? this will also prevent forced sliderbreaks from this slider 06:03:285 (1) - since you just literally has 1st slidertick in the starting circle. and the sv could be a bit higher at least but uhhhhh it will break your neat looking of slider ;_; | actually I have yet to see anyone break on the long trainsqueak slider; they usually overwing at the start but breaking doesn't really happen - also, how'd tick 1 help with that? - I like TR2 since it gives you a visual feedback when there's something going on on the weaker beats, without needing the audio impact. you know there's a 1/2 drum rhythm most of the time, so it's reassuring to see something being there and the numbers ticking up on it, but having the kind of "snazzy" ticksound (which quite frankly is just annoying) would just feel dissonant in the song. I don't want it /entirely/ gone but I prefer to have it near-unnoticably in the background, if that makes sense
and what caught my personal eye:
・07:51:947 (6) - i am pretty sure this slider goes offscreen
| moved the pattern a bit to the side (4-5 is now an 1.8x jump), works and looks fine like this - also delivers the pressure more efficiently on 5
・01:35:004 (1,2,3,4,1,2,3,4,5,1,2,3,1,2,3,4,5,6,1,2,3,4,1,2,3,4) - this part was pretty late by timing for some reason. its greatly noticeable there 01:41:424 (1) - and on sliders/notes previously. i am not really good in timing, but if to play objects from there on 1/16 grey ticks, it would sounds better. maybe this calm part needs an addidional timing point? | trying to catch Charles but it seems as though I do not have the badge required as to control him yet
・probably the epilepsy warning is needed here? o.o due to those white bursts at ~50% of the diff | don't think so since it's not repetitive; if it was multiple in a row, sure
・04:51:689 (9) - if possible, would be better if you could make the emphazis on this note, if the shape of slider started to change from 9 (or from 13 ), not from 04:51:856 (11) - , it would be more natural to play, since 9 is on white tick and having such stuff started from stronger beat is way better to play than from weaker one | did change stuff about
・05:03:939 (8,9) - this will be pain in ass to catch ._... if this 05:03:022 (1,2,3,4,5,6,7,8) - structure could be placed a bit down and 9 from 05:03:856 (7,8,9) - would be placed between 8 and 9, instead of 10, i believer it would be a bit less pain to catch and well, overall more comfortable to follow | sometimes, pain is good (changed spacing on the 1-2-3-4 sliders to 1.8x and lowered the 5-6-7-8 part to make it 1.8x aswell; should be a bit easier now while keeping the feel)
・06:41:547 (2,3,4,5,6) - 06:47:947 (2,3,4,5) - the same recommendating will go here from me when you caught me ingame, these objects are barely hearable | I'm actually fine with that since the song doesn't deliver a whole lot of impact here; having hitsounds be much louder than the "bare audible minimum" for this section'd feel dissonant with how the feeling of the music goes; maybe I'll try +5/7% or something - let's talk about that on IRC
・07:24:347 (9) - same as 04:51:689 (9) - here. i was always messing up on such thing, honestly.. if 9 was more below, like 8 is placed now, it would much more natural to follow. i could suggest adding 1 note before the 07:23:547 (1) - , so placement changing wont need any effort | actually, I really like this one since 9 is when you engage into the upwards motion again - 3-4-5-6 are upwards, 6-7-8 then go down, then you start the upwards curve on the beat of 9 again rather than after it; if I put 9 at the furthest-down point, you'd change your direction of movement after the click instead - also, it contributes to fluidity a lot for me
you can could on my bubububbubbble, so poke me when its ready uwu
look at these insteadJenny wrote:
https://osu.ppy.sh/s/46238
https://osu.ppy.sh/s/90716
these beatmaps are broken, osu must've corrupted them and made them ar9Jenny wrote:
https://osu.ppy.sh/s/46238
https://osu.ppy.sh/s/90716
DQ for long sliders ? Serious ? This is not a DQ reason _index :/_index wrote:
congratz with new dragonforce map, but i highly suggest to DQ it and fix long slider somewhere near 2300 combo as it pretty much drains all HP with HR on
Q.Q
did you really finished reading on my post, or just wrote instantly after DQ words?ByBy_ChAn wrote:
DQ for long sliders ? Serious ? This is not a DQ reason _index :/_index wrote:
congratz with new dragonforce map, but i highly suggest to DQ it and fix long slider somewhere near 2300 combo as it pretty much drains all HP with HR on
Q.Q
Implying someone else can fc it with HR.Jenny wrote:
may the pp farm begin
Krah wrote:
Rip the time where people mapped for normal plays.
Say hi to the world where guys ask for a dq to change HP to something ridiculously low cuz a top player can't pp farm it with HR.
Sad day.
I believe that maps should be HR-ableJenny wrote:
Krah wrote:
Rip the time where people mapped for normal plays.
Say hi to the world where guys ask for a dq to change HP to something ridiculously low cuz a top player can't pp farm it with HR.
Sad day.
I don't design my maps for modplay either but if it's just and only HP drain, I am okay with it- keep in mind the slider will still punish you (hard) if you screw up right before it, it's just not gonna kill you 100% on it's own but drag you down to ~25-30% instead; won't change a whole lot for nomod play actually, I believe.
Ahhh sorry I checked the map and I didn't found the long sliders and I was fucked up xp_index wrote:
DQ for long sliders ? Serious ? This is not a DQ reason _index :/ByBy_ChAn wrote:
congratz with new dragonforce map, but i highly suggest to DQ it and fix long slider somewhere near 2300 combo as it pretty much drains all HP with HR on
Q.Q
did you really finished reading on my post, or just wrote instantly after DQ words?
anyway nvm, Jenny already agreed on HP workaround
Woddles wrote:
no dq pls
technically any map is passable with DT, if the skill is there, since it can't increase the HP to a point where even an SS is a failB-] wrote:
Yes I do not think any map should be impassable with hr. That's just stupid. DT is understandable of course.
uhKheldragar wrote:
I think he means humanly passable; you aren't going to pass DT mad machine.
ya just gotta bullshit the streams, its not necessary to do 405 bpm to pass them, just like its not necessary to do 270 to pass the shorter delrio streams :^)Kheldragar wrote:
My god
Okay, I change it to passing DT FD4D
[ Space ] wrote:
waiting for a Tom(tm) pp weight change to HR that makes the pp go down 60pp or something
Riince wrote:
ya just gotta bullshit the streams, its not necessary to do 405 bpm to pass them, just like its not necessary to do 270 to pass the shorter delrio streams :^)Kheldragar wrote:
My god
Okay, I change it to passing DT FD4D
I was so expecting another youtube video after this postKheldragar wrote:
My god
Okay, I change it to passing DT FD4D
pretty sure C 1x missed that with relaxTess wrote:
I was so expecting another youtube video after this postKheldragar wrote:
My god
Okay, I change it to passing DT FD4D
Just stick to DT Rainbow Dash Likes Girls
was that before or after he 4mod fc'd that tag4 map?Riince wrote:
pretty sure C 1x missed that with relaxTess wrote:
I was so expecting another youtube video after this post
Just stick to DT Rainbow Dash Likes Girls
different reasons? first DQ was for too drain being too high on HR (fixed by adjusting HP), second was due to 'abruptness'. the slider being the same has no connection to both DQs.joolomasta wrote:
The map was already DQ'd one time because of that slider. How is it possible that it took the QAT team 6 days to notice that the slider was still the same?
joolomasta wrote:
Also, it doesn't really make sense that the reason for DQ is partly based on an untrue statement (there is a slowdown that uses 0.75x contrary to what the post says). The stack leniency setting has no effect on the map itself so it cannot be a reason for disqualification, neither the white flashes in the storyboard. I haven't heard players complaining about that slider, either. This leaves us with nothing warranting a DQ.
fuel your QAT hate somewhere else.Garven wrote:
Some additional notes:.
handsome wrote:
different reasons? first DQ was for too drain being too high on HR (fixed by adjusting HP), second was due to 'abruptness'. the slider being the same has no connection to both DQs.joolomasta wrote:
The map was already DQ'd one time because of that slider. How is it possible that it took the QAT team 6 days to notice that the slider was still the same?
I had an argument to back my opinion. How you simply dismiss it as "QAT hate" and ignore the argument itself is not how civilised people discuss. You may disagree with me and that's fine but please at least provide a reason you do so instead of trying to play me down. If those points were just additional notes, they should not cause a DQ.handsome wrote:
fuel your QAT hate somewhere else.(quite sure garven meant using more of the playfield for the slider, not SV)
What do you suggest then? Criticizing and not giving any suggestion that would work better considering the comment from the mapper won't help much.Ash Marley wrote:
That slider was ridiculous anyway. You shouldn't need to slider break on a sightread because the mapper made an out of place sudden super slowed down slider after a 2000+ combo. WWW minus 1 because of that unnecessary change in velocity. I'm sure many more messed up by that out of the blue slider.
Hmmmm? Jenny explained her reasoning behind that slider and it makes perfect sense to me.Ash Marley wrote:
That slider was ridiculous anyway. You shouldn't need to slider break on a sightread because the mapper made an out of place sudden super slowed down slider after a 2000+ combo. WWW minus 1 because of that unnecessary change in velocity. I'm sure many more messed up by that out of the blue slider.
It doesn't change that it's too unexpected and inconsistent. The "rhythm" is killed at that point.Lax wrote:
Hmmmm? Jenny explained her reasoning behind that slider and it makes perfect sense to me.Ash Marley wrote:
That slider was ridiculous anyway. You shouldn't need to slider break on a sightread because the mapper made an out of place sudden super slowed down slider after a 2000+ combo. WWW minus 1 because of that unnecessary change in velocity. I'm sure many more messed up by that out of the blue slider.
Go read up on the discussion first dude.
i'm not really on anyone's side but this isn't a very good way to determine SV at all. if you checked ingame the ticks appear slowly after the slider appears, it isn't too reliable as a reading tool. plus the first few points are on the sliderhead itself, not much you can see about that.[ Manoa ] wrote:
There's a skinnable thing called "sliderscorepoint" if you can see a slow slider coming with many of these points, you should change it and learn not only to read circles and sliders but also those tiny circles inside
Jenny wrote:
@Lanturn: 06:42:555 (5) - if this is the slider you mean, sure I can fix that. won't upload for now though, no changes until this entire thing is cleared up.
And good doesn't always mean fun. Would you rather have a map that good well but plays shit, or a map that doesn't look good but plays awesomely?[ S a k u r a ] wrote:
Fun doesn't always means good, please stay on topic and provide map related suggestions that will be helpful for mapper to improve his/her map
Jenny wrote:
Also, #modhelp pointed something out:...
can you please elaborate on this[ S a k u r a ] wrote:
Fun doesn't always means good
and good is subjetive, anyways I really don't see any problem with that slider it fit really well what jenny is trying to do, maybe change the slider shape to a one that let the player know about it (just as suggestion).[ S a k u r a ] wrote:
Fun doesn't always means good, please stay on topic and provide map related suggestions that will be helpful for mapper to improve his/her map
Exactly this.deathmarc4 wrote:
Have people forgotten how to read sv? I've gotten jipped by other maps with "random" slow sliders (cough wahrheit cough) enough times to learn when to expect them and how to deal with them. It's just another aspect of reading the map.
How about 95% of the testplays I requested and watched, then? :pAsh Marley wrote:
Neither is your 1 example of your personal experience then.
Sounds like you don't know who I am - just about everything I touch is "too far for it's times"/"out of the box"/"awkward" and it generally results in a shitstorm or DQ, or at least when I don't pick a very plain song to map :pLitharrale wrote:
With a DQ like this, I'm sure that Jenny won't try anything similar to this in the future which is sad.
She, name and profile should clarify that :VLitharrale wrote:
I dream of a day when I don't open up /r/osugame to "X has been disqualified!". With 11 ranked beatmaps, I'm sure Jenny knows what he/she is doing.